Power the Future is a strategy game that allows you to take control of Germany, the USA, China, India, Australia, Japan or the UK and guide them into the future.  You will work to satisfy each nation's power needs and growth by developing technology and harnessing power from around the world.
Release Date:
July 2025
Developer:
Publisher:
Gameplay | Power the Future Gameplay
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Planned Release Date: July 2025

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About This Game

Power the Future is a turn based strategy game that allows a player to take control of Germany, the USA, China, India, Australia, Japan or the UK and guide them from 2025 until 2038.  You will work to satisfy each nation's power needs and growth, in an attempt to meet their goals.  You will develop new technology and deploy it.  You will need to employ strategy, and spend your money and influence wisely to rapidly grow your power grid and satisfy hubs of demand spread throughout your and neighboring countries.   

You will need to set up solar, wind, offshore wind, ammonia, e-fuel and hydrogen in your country and at sites in other countries, then provide pipelines and power lines to get that energy back to your country.  Then within your country you need to expand the infrastructure to reach as many cities and industries as possible.   Create supply via power facilities and connect pipelines and power lines to activate demand.  Your economy will get a boost from the connected power and the further you are able to reach the more additional revenue and influence you will have to work with.

This game is for all ages.  The game is guided enough that you don't need to plan multiple turns in advance.  Watch the trailer and watch the walk through and you will be able to get started.  Don't worry about the goals your first time playing, some goals like e-Fuel are a distraction early in the game, later with technology they will become profitable.

There are plenty of optimizations available to an experienced player and you'll be able to see how you compare in the leader board once you've learned all the tricks.

Key features of the game:

  • Playable Countries (more planned):   USA, Germany, China, India, Australia, Japan or the UK

  • Each Country Scenario has unique challenges, goals and resources available.

  • The two currencies of the game are Money (coins) and Influence (gems)

  • Money is in millions USD and most things you buy are 20% of what they would normally cost.  That is because the other 80% is borrowed from the bank and investors and is paid back each turn in the cost of the energy you produce.

  • Influence is the abstract cost in Bureaucracy, Planning, Lobbying, Permitting and Timing.

  • There is over 100 sites to explore and develop, most are exclusive to one of the 7 countries.

  • The UK and Japan scenarios are focused on transitioning the country with renewable power into the future.

  • China and India are both growth heavy, you will need to add as much energy as possible.

  • Germany and the USA have a mix of growth and transition

  • Australia is an export scenario, where your goal is mostly to satisfy the demands of your neighbors.

  • The game was build with the Unity Engine and there are no limits to how much we can enhance and expand the game.   We intend to continue to expand the content and enhance the experience indefinitely into the future.

  • The game is in English and we will add more languages.  You should be able to play the game without knowing English, but you do have to pay attention to the numbers.

  • This game is modeled to be realistic for the purpose of role play and so that you can experience the real world challenges and limitations of the emerging technologies.   In the interest of fun everything is easier and a little more profitable and less financially risky then it would be in real life.

  • There are 14 very significant technologies, all are real and currently in early commercialization or a few years out.  Right now all technologies are available to all countries, but in the future we probably will swap some out per country to better differentiate the scenario specific experience.

  • Policies are available unique to each scenario, they allow some immediate or long term benefit at the cost of money or influence.

  • Tasks are passive goals you can try and satisfy if they match your strategy.  They will give you some benefit if successful in the time range allotted for them.

  • Carbon offset and GDP growth are part of your score, but you need to make it to the Victory screen to see them.  We intend to incorporate more of the carbon economy in the future.

  • The game uses Terawatt Hours (TWH) as the unit of energy.  You could while playing provide up to 30% of the energy a country uses.  Germany for example consumes over 3,000 TWH per year considering power, gas and fuel.

  • In the game there is Base power and Intermittent power (Int).  This is a basic challenge in the game, solar and wind is Int power, it's only available part of the day, and your country's grid can only handle and use so much of it.  You can improve your grid or convert it to Base with batteries.  

You can learn about the following in the game or read now for a preview of some of the technology and energy you will be working with.  You don't need to know anything about these at any depth to play, but they are different energy types and serve different purposes with different production and consumption methods.

  • Besides solar, wind and offshore wind there are some near and distant future technologies in the game: 

    • Deep Geothermal, is being developed right now in demonstration, it allows geothermal power in more places and at larger size then in the past.   

    • Natural Hydrogen has been discovered and will be commercialized soon with horizontal drilling like for natural gas.  This is significant for this game because it is the cheapest form of hydrogen available and it's in large quantity.

    • Orange Hydrogen is also natural hydrogen, but its made by putting CO2 in water in contact with Iron rich rocks.  The CO2 gets locked and H2 is released so it is profitable via carbon credits and the captured Hydrogen.

    • Space Based Solar is a bit of science fiction, but it is technically possible and being worked on.  Spaced based solar beamed back to Earth would provide constant power, but it won't be cheap.

    • Hydrogen and e-Fuel Panels are solar panels that can create fuel from sunlight, there are prototypes today but they aren't efficient enough today to commercialize

    • Offshore Ammonia could be made on ships out in the ocean where the wind always blows consistently and strongly.  The reason it's offshore Ammonia instead of offshore Hydrogen is that Ammonia will be just as easy to make soon but it stores a lot more H2 at a smaller volume.

  • Ammonia is NH3, it is 17.5% hydrogen, in the game it is basically the transportable form of hydrogen.  Hydrogen has to be moved via pipelines otherwise.  Ammonia is already widely used for fertilizer and there is existing transportation infrastructure, it is easily compressed at room temperature as a liquid.

  • e-Fuel is mostly methanol but can be any carbon + hydrogen based fuel or chemical.  These can be very valuable but can all be made from fossil fuels so a challenge is producing them cheap enough to compete.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

AI pre-generated assets only for store and some icons

System Requirements

Windows
macOS
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: 10
    • Memory: 8 GB RAM
    • Storage: 3 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: 11
    • Memory: 8 GB RAM
    • Storage: 3 GB available space
    Minimum:
    • OS: 10.15.0
    • Processor: Apple Silicon or Intel 64 bit
    • Memory: 8 GB RAM
    • Storage: 3 GB available space
    Recommended:
    • OS: 13 or greater
    • Processor: Apple Silicon or Intel 64 bit
    • Memory: 8 GB RAM
    • Storage: 3 GB available space
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