Submarines and Interplanetary Fighters!

Servers back up. Enjoy the game!
Hotfix build 77725
– Fixed broken replays
Hotfix build 77673
– Fix for asynch parallel crash
– Fix for nav crash
– Fix for lobby crash
– Reduction in memory footprint of Save Replay
– Fix “Chat” showing up for contacts you can’t chat with
Hotfix build 77582
-Stability fixes for Server.exe and PA.exe crashes
-Fix for Orbital Launcher on water

Release Build 77443

Hey all! We’ve been working hard to get a full balance pass in place over January. You’ll notice there have been a huge amount of changes based on feedback we’ve received from our players and replays. We’ve also added in 3 entirely new units to the game, including 2 new submarines and a T2 fighter that can travel between planets!

subs 2

Take a look below for the full list of changes including the balance, bug fixes, polish, and performance improvements, and as always, head over to the Uber forums to join in the discussion!


*new unit*
– Advanced Interplanetary Fighter (Phoenix)
— Can move between planets
— Health set to 300
— Metal Cost set to 720
— System Velocity Multiplier set to 15.0
— Gravwell Velocity Multiplier set to 6.0
— Move Speed set to 80
— Turn Speed set to 270
— Surface/Air/Underwater Vision set to 150
— Damage set to 80
— Range set to 120
— Rate of Fire set to 3

*new unit*
– Submarine (Barracuda)
— Health set to 550
— Metal Cost set to 500
— Spawns and moves on the Underwater layer
— Rate of Fire set to 0.6
— Damage set to 250
— Range set to 150
— Vision set to 150
— Acceleration set to 40
— Brake set to 120
— Move Speed set to 12
— Turn Rate set to 60

*new unit*
– Stealth Submarine (Kraken)
— Health set to 2100
— Metal Cost set to 1800
— Spawns and moves on the Underwater layer
— Torpedo Rate of Fire set to 0.6
— Torpedo Damage set to 250
— Torpedo Range set to 150
— Missile Rate of Fire set to 5
— Missile Damage set to 200
— Missile Range set to 150
— Vision set to 200
— Acceleration set to 40
— Brake set to 120
— Move Speed set to 12
— Turn Rate set to 60
— Cannot be detected by radar

– Destroyer (Orca)
— Removed torpedo weapon
— Rate of Fire increased from 0.5 to 0.6
— Range increased from 180 to 200

– Gunboat (Piranha)
— Move Speed increased from 15 to 20
— Acceleration increased from 150 to 200
— Brake increased from 50 to 75

– Frigate (Narwhal)
— Added torpedo weapon
— Torpedo Damage set to 250
— Torpedo Rate of Fire set to 0.4
— Torpedo Range set to 150
— Shell Rate of Fire reduced from 1.5 to 1.0

– Advanced Torpedo Launcher
— Rate of Fire reduced from 3.0 to 2.5

– Torpedo Launcher
— Health increased from 1500 to 2000
— Metal Cost decreased from 400 to 350
— Rate of Fire increased from 0.5 to 0.8

– Missile Ship (Stingray)
— Missile model changed from missile_tactical to missile
— Health increased from 1000 to 3000
— Missile Rate of fire increased from .2 to .25
— Missile Range increased from 180 to 225
— Missile Damage increased from 500 to 1000
— May now target orbital units
— Deals 50% damage to AT_Orbital armor types
— Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

– All torpedoes no longer deal AOE damage

–All units with surface_or_air vision can now see underwater as well

-t1 Energy Plant
— Health decreased from 3000 to 1000
— Metal cost decreased from 450 to 400

-t2 Advanced Energy Plant
— Health decreased from 13500 to 5000

– T1 Bot Fabber
— Energy Draw decreased from 1000 to 800

– T1 Vehicle Fabber
— Energy Draw decreased from 1000 to 800

– T1 Naval Fabber
— Energy Draw decreased from 1000 to 800

– T1 Air Fabber
— Energy Draw decreased from 1100 to 900

– t1 Artillery (Pelter)
— Health increased from 500 to 1000

– t2 Artillery (Holkins)
— Health increased from 1500 to 5000
— Rate of Fire increased from 0.05 to 0.07

– t2 Tactical Missile Launcher (Catapult)
— May now target orbital units
— Deals 50% damage to AT_Orbital armor types
— Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

– Gunship (Kestrel)
— Health increased from 300 to 350
— Metal Cost decreased from 960 to 720

– Tactical Bomber (Hornet)
— Spread Fire set to True

– Bomber
— Guard radius increased from 60 to 120

– Anchor
— Now has two anti-orbital guns and one anti-terrestrial
— Metal Cost reduced from 3600 to 1800
— Health increased from 2000 to 3000
— Surface/Air/Underwater Vision increased from 0 to 120
— Damage set to 65
— Orbital Rate of Fire set to 3.0
— Orbital Range set to 150
— Terrestrial Rate of Fire set to 2.0
— Terrestrial Range set to 120

– Jig
— Explosion radius increased from 150 to 200
— Explosion damage deals 5% damage to AT_Oribtal armor type (AKA blows up structures, but not your fighters)

– All oribital stuctures now have armor type AT_Structure

– Orbital Fabricator
— Can no longer reclaim

– Orbital Laser (SXX)
— UNITTYPE_Important removed
— Health increased from 1500 to 1600
— Metal cost decreased from 24,000 to 6,000
— Damage decreased from 2500 to 1250
— Full Damage Splash Radius increased from 2 to 3
— Range increased from 15 to 40
— Acceleration increased from 10 to 25
— Brake increased from 10 to 25
— Ammo Capacity reduced from 40,000 to 6,000
— Ammo Demand reduced from 20,000 to 3,000
— Ammo Per Shot reduced from 40,000 to 6,000

– Astraeus
— Metal cost decreased from 600 to 400
— System Velocity Multiplier increased from 7.5 to 10.0
— Gravwell Velocity Multiplier increased from 3.0 to 5.0
— Vertical Speed increased from 100 to 200

– All Orbital units
— Guard Radius increased from 50 to 100

– Assault Bot (Dox)
— Vision Range increased from 100 to 105
— Projectile lifetime decreased from 2.0 to 1.0

– Tactical Missile Bot (Bluehawk)
— Range decreased from 180 to 160
— May now target orbital units
— Deals 50% damage to AT_Orbital armor types
— Added anti-unit cannon drop pod weapon with range and rate of fire to match tactical missile

– Grenadier
— Metal cost decreased from 120 to 100
— Vision Range increased from 85 to 110
— Range increased from 95 to 105

-Combat Fabricator
–Cost decreased from 720 to 250

-Advanced Combat Fabricator
–Cost decreased from 6000 to 2500

– Pelican
— Now buildable by T1 Air Factory
— Health decreased from 90 to 40
— Metal cost increased from 45 to 100
— Acceleration decreased from 45 to 30
— Break decreased from 45 to 20
— Move speed decreased from 90 to 70

— Metal Cost increased from 400 to 800

– Unit Cannon
— Metal Draw decreased from 120 to 60
— Energy Draw decreased from 4050 to 3050

— Will now fire in a 30 meter spread around target

– Fix for random landing spot generation not creating valid landing spots
– Holkins art fixed
– Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
– Kickstarter credit updates
– SpiderofMean Commander name change to Xenosentry based on backer request
– Random fixes for non-English languages
– Additional logging added for crash tracking improvements
– Improvements to logging
– Fix for Galactic War cards overlapping and obstructing buttons in some localizations
– Adjusted AI nuke targeting logic
– Adjusted Order Bar sizing
– Added support for Command key on Macs
– Metal spots now added to ocean floor
– Fix for custom metal spots orientation
– Layout fix for multiple chat windows styling
– Fixed 1px shift on chat messages
– Fix for the “Team Games” achievement
– Remedy a very uncommon crash affecting some Mac OS X users running firewall software
– Fix for AI getting stuck sometimes on mixed terrain planets
– AI will now handle water maps better by not building in small lakes
– Sound and audio work
– AI performance improvements
– Moved air transports to bottom of build bar
– Fix for AI land and naval rally point selection
– Update for naval platoons to use the new AI rallypoint work
– AI should be less likely to transfer its commander to a planet under heavy enemy control
– Dox ammo is set to half the lifetime to stop overshooting
– Fix for nav related crash
– Fixed some effects bugs that were causing lag
– Fix for AI overbuilding fabbers
– Fix for torpedoes exploding on hitting water surface
– AI will look at anti-orbital thread when deciding on where to land on a planet
– Art pass on icon sizes for sea units and orbital
– Fixed bug where changing alliances would start multiple countdown timers
– AI will now build factories closer together
– Fix for crash from texture pool accessing non-existent textures in .papa files
– Fix for disconnection errors leading to no game over screen

New Commanders in Armory:
– AceAI
– Enzomatrix

Polish and general bugfix update!

Release Build 76766

We’ve taken a break from new features for a bit to do a polish and bugfix pass. We’ll be having new features coming up soon, but we wanted to get these items out now instead of waiting on the bigger items to get it in your hands faster. Hope you enjoy!


– If player is inactive for 7 or more days, you will no longer show up on Leaderboards


– Current game list should have improved responsiveness (changed games list to make use of compression to reduce bandwidth requirements).

– Improved server browser behavior (sorting is now by time arrived instead of by game name)

– Adjusted start position for Unit Cannon so it looks right

– Umbrella adjusted for visual improvements

– New icons for nuke and anti-nuke ammo to reflect current color scheme

– Naval Umbrella redesigned to better match visuals of land version

– Art pass for Holkins (land and naval)

– New build bar icon for Holkins to match new look

– Server backend perf tweaks

– Improved support for non English alphabets in directory names

– Improvements on path handling overall

– Crash logging improvements

– Fixed a bug on player surrender

– AI fabbers will now try to avoid building where they are standing (should fix long delay for AI to start doing stuff at start of game)

– Neural net data updated

– AI will prioritize areas where a commander is present

– Nav crash fix

– AI fix for building too many fabbers

– AI now anticipates upcoming economy income for area builds

– AI should expand faster

– AI will no longer believe Dox can attack while underwater

– Minor changes on how AI prioritizes planets

– Added stuck detection fro AI platoons attempting to use a teleporter

– AI now will use “Feeder Planets” when available to safely store units and feed them into more dangerous zones of battle

– Layout polish on Kickstarter dialog

– Recent contacts in chat list are now sortable

– Opening new player guide when you are playing against AI will pause the game

– Water depth parameter in editor

– My planets now work with custom planets

– Can now delete more than 1 landing spot in editor

Unit Cannon update is live!

Unit Cannon

Unit Cannon update is locked, loaded & live!

Our new update is live! Starting today you can push entirely new invasion strategies against your foes with the Unit Cannon! This powerful unit will allow you to launch up to 12 units at a time anywhere across the galaxy, pushing the ability to break defensive setups or set up forward offensive bases!

We have also put in a lot of changes for our newer players, including a player guide to teach the basics of gameplay. This is accessible through the “Player Guide” on the Main Menu, or in game by hitting F1 or escape and selecting it. You will also see updated information and top ranked replays on the brand new main menu to help get you up to speed and competing for the top spots on the leaderboard!

For you system designers out there, we have added CSG palette to make placing CSG from any biome much easier than before. This gives you the tools to more easily make the amazing planets we have seen our players create.

Other changes you will see are the addition of customizable secondary colors to allow people to make their army feel more like their own, a lot of balance changes (see the list below), major adjustments to our ranked planet Berg, as well as the addition of 3 new ranked planets to the rotation, and bug fixes across the board!

We hope you enjoy the new changes as much as we do, and feel free to join the discussions on the Uber Forum!


If you would like more detailed change report, take a look at the extensive list below

Updated hotfix notes:

Build 76557 hotfix

[Bug Fix]

  • Fix for AI pathfinding failure on specific land configurations

Build 76554 hotfix

[Bug Fix]

  • Fix for crash in relation to SimWeapon

Build 76547 hotfix

[Bug Fix]

  • Fix for nukes not firing
  • Multiple antinukes will no longer fire at the same nuke
  • You can once again join as a spectator for in progress games (if they set it up to allow spectators)
  • Fixed lobby bug making it so people did not see public games if passwords were deleted on them
  • Server crash fixed
  • Nav crash fixed
  • Fix for crash when Unit Cannon is fired at an AI commander

Hotfix Build 76514 


  • Anti-Nuke Launcher rate of fire increased from .25 to 1.5


  • Radar now has effects that enable/disable based on energy consumption
  • Edits to new player guide
  • Added Kickstarter name to Potbelly79 Commander
  • New backgrounds on loading screens

[Bug Fix]

  • Select all land units will now select boom bots and spinners
  • Sim side turret fix
  • Unit Cannon will no longer pass on orders to fired units
  • Server crash fix
  • Nav crash fix
  • Units can no longer fire from Transport
  • Units can no longer fire from Unit Cannon pod
  • Units and Nukes should no longer get stuck orbiting a planet
  • Newest version of Forge now in the ranked map pool
  • Unit should now start in correct spot when fired from Unit Cannon
  • Fix for AI dogpiling each other trying to move to middle of platoon over and over

Release Build 76456


[Unit Cannon and Umbrella Balance]

  • Unit Cannon
    • Metal Cost: 14,400
    • Health: 3,000
    • Buildable Units: Ant, Spinner, Dox, Grenadier, Combat Fabber, Slammer, Adv. Combat Fabber, t1 and t2 bot and vehicle fabbers
    • Metal Build Rate: 120
    • Energy Draw Rate: 4,050
    • Maximum Pod Capacity: 12
    • Rate of Fire: 3.0
    • Drop Pod Initial and Max Velocity: 150.0
    • Drop Pod System Velocity Multiplier: 20.0
    • Gravwell Velocity Multiplier: 10.0
    • Factory Cooldown: 3.0
  • Ion Cannon (Umbrella)
    • Added anti-entity weapon to intercept Unit Cannon drop pods
    • Anti-Pod Rate of Fire: 2.0
    • Anti-Pod Range: 180

[Naval Balance]

  • Naval Factory
    • Build Cooldown decreased to 3.5 from 8
    • Size decreased by 25%
  • Advanced Naval Factory
    • Build Cooldown decreased to 6 from 20
    • Size decreased by 25%
  • Destroyer (Orca)
    • Move Speed increased to 9 from 6
    • Acceleration decreased to 30 from 60
    • Brake increased to 90 from 60
    • Health increased to 1500 from 1000
    • Shell damage increased to 50 from 40
    • Torpedo velocity decreased to 50 from 60
    • Torpedo Splash Radius set to 10
    • Torpedo Full Damage Splash Radius set to 1
    • Size decreased by 25%
  • Gunboat (Piranha) — Previously Sea Scout
    • Role name changed to Gunboat from Scout
    • Name changed to Piranha from Sunfish
    • Metal cost decreased to 150 from 300
    • Health increased to 175 from 100
    • Acceleration decreased to 50 from 200
    • Brake decreased to 150 from 200
    • Move Speed decreased to 15 from 20
    • Sight Radius increased to 150 from 100
    • Damage increased to 20 from 15
    • Ammo Initial and Max Velocity increased to 130 from 80
    • Range increased to 130 from 90
  • Frigate (Narwhal)
    • Move Speed increased to 9 from 7
    • Acceleration decreased to 30 from 70
    • Brake increased to 90 from 70
    • Shell Rate of Fire decreased to 1.25 from 2
    • Shell effects changed to match the destroyer shells.
    • Missile Rate of Fire increased to 3.0 from 1.5
    • Missile Range increased to 150 from 100
    • Missile Ammo turn rate increased to 720 from 360
    • Missile Ammo lifetime increased to 3.0 from 1.0
    • Enabled spread_fire on missiles
    • Size decreased by 25%
  • Battleship (Leviathan)
    • Move Speed increased to 8 from 6
    • Acceleration decreased to 30 from 60
    • Brake increased to 80 from 60
    • Health increased to 6000 from 4000
    • Rate of Fire increased to 0.2 from 0.1
    • Size decreased by 25%
  • Missile Ship (Stingray)
    • Move Speed increased to 8 from 6
    • Acceleration decreased to 30 from 60
    • Brake increased to 80 from 60
    • Size decreased by 25%

[Defense Cost Balance]

  • Single Barrel Laser Tower:
    • Health decreased to 500 from 750
    • Metal Cost decreased to 225 from 300
  • Laser Tower
    • Metal Cost decreased to 350 from 450
  • Flak Cannon
    • Metal Cost decreased to 900 from 1600
    • Health increased to 2000 from 1000
  • Torpedo Launcher
    • Metal Cost decreased to 400 from 600
    • Splash Radius set to 10
    • Full Damage Splash Radius set to 1
  • Advanced Torpedo Launcher
    • Metal Cost decreased to 1000 from 1800
    • Splash Radius set to 10
    • Full Damage Splash Radius set to 1

[Artillery Cost Balance]

  • Pelter:
    • Health increased to 500 from 450
    • Metal Cost decreased to 900 from 1500
  • Holkins:
    • Ammo Capacity and Ammo Per Shot reduced to 37,500 from 400,000
    • Ammo Demand reduced to 2,500 from 20,000

[Air and Anti-Air Balance]

  • Spinner
    • Ammo turn rate increased to 720 from 360
    • Ammo lifetime increased to 3.0 from 1.0
  • Bomber:
    • Turn rate increased to 110 from 75
  • All ground based AA will now prioritize bombers and gunships

[Miscellaneous Balance]

  • Dox
    • Acceleration decreased to 50 from 200
    • Deceleration decreased to 50 from 200


[UI] Newly redesigned Main Menu

[UI] New backgrounds on some loading screens

[UI] Nukes now have orbital trajectory lines

[UI] New Player guide added

  • Accessed from main menu or using F1 key or escape in game.

[UI] Secondary colors are now selectable


[System Editor] Using the advanced controls now requires explicit activation with a dialog prompt.

[System Editor] You can no longer alter the blueprint for a custom planet. The controls are hidden if changing the blueprint could cause malformed planets.

  • The planet terrain must be as you want it before going into advanced edit for metal/start/csg edits as there will be no going back once you enter advanced edits.

[System Editor] You can no longer operate in multiple edit modes. Activating one mode will disable the other modes, and may wait for the mode to finish cleaning up. This should prevent certain cases of data loss.

[System Editor] The system editor will no longer forget to save custom csg/metal spots if you load a system and then save it without ever previewing the planet.

[System Editor] The system editor will indicate how much custom data is currently stored for a planet.

[System Editor] CSG palette now in place

[System Editor] CSG brushes now show up on cursor when selected

[System Editor] Custom start spots now available in System Editor


[General] Naval sound pass

[General] Added Cosmic Edition names to credits

[General] Gunboat (previously Scout Boat) has a new model


[Bug Fixes] Fixed “My Replays” view to now show your replays

[Bug Fixes] Holding down backspace will no longer exit to main menu

[Bug Fixes] AI and Subcommanders should now be working again

[Bug Fixes] Fix system editor issue: Load planet bug

[Bug Fixes] Crash fixes for server

[Bug Fixes] Fix for AI getting stuck due to a desire to go a particular factory first, but being unable to do so due to unit restrictions being placed on it.

  • Example being a sub commander in Galactic War that has a high desire for vehicles, but being unable to build a basic vehicle factory.

[Bug Fixes] Torpedos should now only fire while the commander is on the seafloor layer.

[Bug Fixes] Fixed crash for out of game match notifications on Linux

[Bug Fixes] Fixed disconnected icon in game

[Bug Fixes] Fix for Bombers being able to sit above targets and bomb

[Bug Fixes] Fixed Bombers clearing their focus target when attack order is cancelled

[Bug Fixes] Fix for units not being at max health when a fabber with high build rate assist

Upcoming Update: New player experience and a bit more…

Hey all,

We’ve wrapped up the Fall sale over on Steam, and heading toward one of the biggest sales of the year on the Winter Steam Sale. During these two sales, we are getting quite a few new players in the game. With this in mind, we will be spending December concentrating on the new player experience!

This will be a first pass at updating tutorials and general menu flow to make it more intuitive for new players to get into the game as well as make it easier to get info from Uber to players.

What does this mean for you as a current player you ask? Well we’ll do a pass on overall bug fixes and polish throughout, as well as more balance tweaks! We have been listening and taken a look at overall map size for ranked maps. We like the response the current 3 have received, but are looking at some larger maps for the next round and will be adding 2 more Ranked 1v1 maps to the pool. We’ll look at adjustments based on feedback on the 3 current maps, as well as other smaller changes to help help push the metagame to a better level. Based on player requests, we’ll be re-adding the ability to select secondary color and custom landing spots. Oh and then there’s this little thing we’ve been working on…



We will get more information when we have a better idea on release date for the Unit Cannon, but it should be hitting PTE soon for balance testing.

We’re planning on getting the main update out by December 18th, though Unit Cannon may take a bit longer depending on balance tweaks needed (please keep in mind that we are Pacific Time Zone, so those in the rest of the world, may be getting this late in the night or on the 19th your time).

As usual, I will post more details to keep you updated as we move toward the 18th, and feel free to join in the discussion on the Uber forums!

1v1 Competitive update is live!


Build 75539 is live!

Leaderboards are live! Starting now you can see where you stack against the world. Work your way up, and take the number 1 Uber spot!

We’re happy to announce the release of the full 1v1 Competitive Update! We started working toward this with our 1v1 ranked games and matchmaking in our last update, and have moved it to the full experience by including the Leaderboards allowing you to see the top of each rank and where you land in the world of rankings, as well as bringing in 3 new symmetrical 1v1 maps custom made for our ranked play!

With this in mind, we have also reset the rankings to start the Leaderboards fresh. You’ll need to play your 5 provisional games to get your new rank.

Our System Designer now has the ability to make symmetrical planets, do CSG editing, and add custom metal placement for all you modders and planet creators out there! This is the first steps on this, and we plan on expanding the functionality of the designer even further in the future!

There’s been a ton of changes, tweaks, and bugfixes in this one, so keep reading for a more detailed list, and if you would like to discuss the update, head on over to the forums!

[General] You are now able to chat after games, even in chronocam mode
[General] Added in backer names on more commanders in the Armory
[General] More backer names are now in for planets and Galactic War credits
[General] Nukes now have a specific effect if they happen in space
[General] Jigs have a new custom explosion effect

[Balance] Jigs now explode in a nuke sized explosion (drag select will space these to be safe, but you can hand place them closer if you feel lucky)
[Balance] Change to Dox vision from 150 to 100
[Balance] Commander torpedoes rate of fire reduced from 2.0 per second to 1.0 per second
[Balance] Commander torpedoes range reduced from 200 to 160
[Balance] Dox will now correctly fire on factories
[Balance] Nuke damage will now expand out to match the effect

[Ranked] Leaderboards are now online (found under Multiplayer off the main menu)
[Ranked] Players can watch the last replay of the top 10 of each rank in the Leaderboards
[Ranked] 3 new custom made 1v1 planets for Ranked play, to replace the old pool
[Ranked] You can no longer pause in ranked games
[Ranked] Disconnecting in a ranked game now pauses it and gives the disconnected player 180 seconds to reconnect before they forfeit
[Ranked] A player has 30 seconds to show up for a ranked lobby before the game is abandoned
[Ranked] A player disconnecting from a ranked lobby now immediately abandons the game (and applies a penalty to the abandoning player, like before)
[Ranked] Players are now notified when they have a match and are tabbed away (flashing icon and sound)
[Ranked] A new and louder sound now plays when you find a match.

[System Designer] We’ve implemented symmetrical planet creation
[System Designer] You can now edit CSGs (move, add, delete, copy, paste, rotate, raise, and lower them)
[System Designer] You can now place or remove metal spots
[System Designer] All System Editor hotkeys can be found under settings and changed if you like
[System Designer] Orbiting bodies are not allowed to be more massive than what they are orbiting (As a placeholder fix, the system designer will move the orbiting planet to orbit the sun if you increase mass higher than the planet it orbits)
[System Designer] Water flows into custom CSG

[UI] Lots of small changes to bring more continuity through the UI
[UI] When first entering game, we have a bar added to give new players an idea of the initial controls
[UI] Top 3 players from the Leaderboard are listed on main menu along with their last replay
[UI] The message telling you that your opponent abandoned the ranked lobby will no longer disappear after 5 seconds.

[AI] Now uses Gas Giants
[AI] Neural net tweaks
[AI] Will now build Annihilaser
[AI] Better handling of platoons
[AI] All known issues of AI getting stuck now fixed
[AI] Added a large set of new AI names
[AI] Now better performance in the late game due to smarter pathing choices

[Bug fixes] Changing economy after everyone has clicked ready will unready everyone
[Bug fixes] Your rank changes will now immediately update after a match
[Bug fixes] Replaced the messed up “5” in the font
[Bug fixes] Landing zone low resolution circles now removed
[Bug fixes] Straight line graphics bug when you look up through atmosphere into space is now fixed
[Bug fixes] Linux should now correctly load all translated locales
[Bug fixes] You should now be able to see the quit confirmation even if the game is paused
[Bug fixes] Nukes and commander explosion damage should now better match the visual effect
[Bug fixes] Fixed some of the instances of jerky movement
[Bug fixes] Orbital Fabbers will now correctly build on planets other than their current planet
[Bug fixes] Fixed detection that the planet you are orbiting was destroyed while attempting to move somewhere else
[Bug fixes] Commander AA now prioritizes air correctly
[Bug fixes] You should no longer be incorrectly prompted to reconnect to an old game
[Bug fixes] Attempting to requeue after playing matchmaking should no longer prompt you to reconnect to the game you just played
[Bug fixes] Connecting to a matchmaking game should be more reliable

[Armory] New Commander: Berlinetta
[Armory] New Commander: Banditks

Offline Play Is Coming This October 9


Online? Offline? However you want to play Planetary Annihilation, it’s your choice. Starting this week, you can take your battles completely offline.

We’re happy to announce the release of the offline server. Coming in an update this Thursday (October 9), offline server allows you to take over the galaxy in Galactic War without connecting to the Internet. You can also battle against your frenemies or the AI over a LAN.

DRM free offline play has always been an important feature of the Planetary Annihilation experience. Down the road, we’ll be adding the ability to run your own online servers as well.

As we’ve said in the past, launch is simply another phase of development and the beginning of another adventure. Look forward to another update on an exciting in-development feature in the near future.

A Note To Planetary Annihilation Fans About Human Resources

tl;dr: today, we announced a new Kickstarter for a strategy game. Plans for Planetary Annihilation’s development will be unaffected. Human Resources’ team is a separate team.

Today, we busted out a new Kickstarter for a new strategy game called Human Resources. Built on the same engine that you helped us create for Planetary Annihilation, Human Resources expands on the scale and destruction you’ve come to love in exciting and different ways. We realize that some of you might take this news as concerning, so we wanted to come out and say this: work on Planetary Annihilation will not stop if Human Resources funds; both games will have a team dedicated to these separate projects.

In other words, things will stay the same. A Planetary Annihilation team will continue its amazing work on the game, and you’ll keep receiving new updates with new features, fixes, and mechanics. Meanwhile, a separate team will roll into pre-production on Human Resources.

What’s pre-production? It’s the first phase of game development. It’s the time where we sandbox and define features, game mechanics, and systems. Then, we begin to build any new technology that we need to support it. We’ll sketch out how we can accomplish our goals and when. It’s a pretty exciting phase where we create new worlds and possibilities.

Games are evolving. You don’t just “finish” them anymore. We see them as services, as active things that grow over a length of time. Planetary Annihilation’s vision has been achieved or else we wouldn’t have launched it, but that was just one journey. We embarked on a more adventurous one the second we updated it to 1.0.

This is a very, very exciting time for us. Words suck at expressing how much we love all you guys for your incredible passion and support. Planetary Annihilation wouldn’t exist without you — and we plan to keep it going. If you’d like to check out Human Resources and become one of humanity’s new overlords, please do so. We’d love your support.

Prepare to have your eyes melted.


Uber Entertainment <3

PS: Sorry for the eye melting.

PPS: But it was worth, right?

New Planetary Annihilation Update Released


Starting now, Planetary Annihilation will allow you to flash some fancy cheevos and trading cards if you exhibit the intensity and ability to earn them. Welcome to our latest update, the Steam Community Update, which adds new ways to impress your friends with your digital feats of strength, cunning, and obliteration.

That’s right: Planetary Annihilation supports Steam trading cards, badges, and achievements. To check out the latter just visit the “achievements” tab in Steam. There are 19 total that can be unlocked by playing single-player or with your frenemies in multiplayer. Trading cards and badges can be unlocked by simply playing.

Go ahead — give a couple a shot. We’ll be watching, waiting to see who can grab them all.

Planetary Annihilation Has Officially Launched


Planetary Annihilation has officially released across PC, Mac, and Linux. You can now download the full game on Steam, Humble Bundle, Origin, or through the Uber launcher.

For those of you who already have Planetary Annihilation, getting the gold version of the game is as easy as updating.

We think you’ll love the new features. Our single-player component, Galactic War, has seen notable enhancements, including bigger map sizes. Resource-rich gas giants have been added as well, giving you more reasons to race to the stars quicker than ever before. If total obliteration is more your speed, the game-ending celestial weapon of doom, the Annihilaser, does the job nicely.

Years ago, we started making our take on a next-generation RTS with massive scale and incredible tools. Without your generous help and support throughout development, this game wouldn’t have been possible.

The entire Uber Entertainment team thanks you. <3

Planetary Annihilation Launches On September 5

Today, we’re proud to announce that Planetary Annihilation will officially release on September 5.

The launch edition of the game includes a number of upgrades, including enhancements to both single-player and multiplayer. It will also include two new features: resource-rich gas giants and the “Annihilaser,” a celestial laser of doom that obliterates planets with each tremendous blast.

As a thank you to our generous backers and early access supporters, we’re giving you all access to these features shortly via a game update.

Additionally, the release build of Planetary Annihilation will be available on the show floor at PAX this August 29 through September 3.

Thank you again for all your support throughout development. We’re thrilled to deliver on our vision for an RTS with massive scale and even more massive battles, easy-to-use tools, and incredible moments. We can’t wait to show you what’s next.