PA FEATURE THUMB

1v1 Competitive update is live!

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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

PA FEATURE THUMB

Offline Play Is Coming This October 9

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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.

PA FEATURE THUMB

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.

Thanks,

Uber Entertainment <3

PS: Sorry for the eye melting.

PPS: But it was worth, right?

PA FEATURE THUMB

New Planetary Annihilation Update Released

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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.

PA FEATURE THUMB

Planetary Annihilation Has Officially Launched

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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

PA FEATURE THUMB

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.

PA FEATURE THUMB

Uber Entertainment at PAX Prime!

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Buckle up: Uber Entertainment is heading PAX Prime 2014 on August 29-September 1 — and its taking Planetary Annihilation with it.

This year, we’ll be in BOOTH #3209 and showing off something we think you’ll love: the launch (or “gold”) edition of Planetary Annihilation. The launch edition has never-before-seen features like gas giants, a new celestial annihilation option (!), and numerous game enhancements on top of experience upgrades.

Throughout the event, we’ll be casting competitive matches of the launch edition with pro broadcasters and members of our dev team. A full schedule will be available at the show.

We’d love to see you this year! Come check out Planetary Annihilation — and watch some awesome matches.

PA FEATURE THUMB

Uber Weekly Update – August 13, 2015

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Years ago, we opened our studio and embarked on a journey.

With some help from our fans and friends we started making Planetary Annihilation. It began with a foundation. Only the sturdiest and most durable materials would do. This project was a dream come true, and it needed the perfect engine, a capable and strong engine created by talented developers, to power it.

Later, we expanded upwards with a robust unit roster, celestial annihilation, massive battles, strategically interesting play and more. We insulated our walls with easy-to-use interface elements and satisfying explosions.

Now, we’re decorating. We’re finishing the “thousands of little things,” as our VP of biz dev Adam likes to say, in order to deliver the best experience at launch.

We’ve talked quite a bit about what we’re doing at the moment. We’re squashing bugs, solving issues, and tightening up all the bolts. We’re evaluating flows, finding new ways to improve performance, designing new annihilation options, adjusting how units path through the world, and so on and so on.

At the moment we’re writing this, we’re creating unique assets for the Mac installer. We’re making adjustments to balance, as we watch people play and hear feedback. We’re making gas giants brighter, enhancing mod support, and continuing our work on offline play. There’s a lot of motion, a lot of polishing happening right now as we speak.

Thanks for joining us on this ride and supporting the game. We can’t wait to show you what we’ve been working on — and what’s next. For now, enjoy the experience as it gets better and better.

Moving

 

In between busting out new builds, we’re prepping to move.

After a long and fun run at our current digs, we’re packing up our stuff and heading to a bigger studio with hallway space for days and ample walls to fill with art and awards. Moving a studio isn’t easy. Like the floor in our kitchen, our desks have accumulated a scary amount of stuff over the years. But, also, we’ve got to keep rolling on Planetary Annihilation. There’s too much momentum, too many balls in the air, to get sidetracked. Thankfully, we’re in great hands.

We look forward to inviting you into the new office alongside us and giving you a tour when we’ve settled. In the meanwhile, we wanted to share one of the coolest gems we’ve discovered while moving: https://twitter.com/Ekanaut/status/499286979435978752

That’s the first piece of concept art Uber Entertainment produced. Specifically, it’s the concept that eventually led to the Sniper in Monday Night Combat. It’s fun to look back and forth between this concept and the final Sniper model. A lot of details made it through.

And Now For Some Questions

 

To the art department: Can you guys give a little news/hint on what you are working on next over the next month or two?

Right now, the art team’s polishing up Gas Giants, polish, and working on [REDACTED], which will be a really cool feature.

Why remove unit wreckage?

After a lot of thought and a lot of observation, we decided to pull wreckage. It caused more problems than it solved but, more importantly, playing with it wasn’t fun. You can still totally turn it on with mods, though, so we’re excited to see what people are going to come up with.

Where’s Toy Rush for Android?

It’s coming this week! Follow @ToyRush on Twitter to get the latest.

Will the units ever leave tracks or footsteps on the surface of the planet?

We have the technology, and it’s something we’ve often discussed. Who knows!

 

PA FEATURE THUMB

Planetary Annihilation Now $29.99

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Awesome news: starting today, Planetary Annihilation is just $29.99 across the Uber store, Steam, the Humble Bundle Store, and other providers.

Permanent price drops like this one have always been symbolic of the strides we’ve made with the core game experience. Since the debut of Alpha, Beta, Gamma, and Galactic War, we’ve continued fleshing out and iterating on many key components of Planetary Annihilation. The new user-interface elements you can see today add flair and flavor — and make browsing more enjoyable. Battles are even bigger and faster courtesy breakthrough technical upgrades. We’ve also taken some huge steps visually by ratcheting up explosions and improving the Commander launch sequence.  And the AI? It grows more evil by the day.

These are just a few of the improvements we’ve been making, and we think you’ll love what we’ve got in store for you next. Enjoy Planetary Annihilation at $29.99 now!

PA FEATURE THUMB

Uber Weekly Update – August 5, 2014

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Mornings in Seattle are often cool and cloudy. If you’re lucky, can catch a stray strand of sun that somehow manages to fall through the sky, but that isn’t typical. Meetings in the morning often take on the spirit of the weather; they can be just as soggy and cold, as the clouds creep across the sky.

Friday was different.

Last week, we received the first test run of shirts we’ll be offering to supporters of Planetary Annihilation. One of those shirts is a crisp, white number with an “awesome” print of John Comes’ head. On Friday morning, we surprised John with the shirt.

Before our ten AM all-hands meeting, everyone in the studio sneakily put on the shirt under their normal clothes. When the meeting started, we sprung out of our chairs and enjoyed a moment with John, as we suddenly revealed the shirt to him as a unit.

Overcast or not, our office was cloudless. John’s smile lit the whole room, and we all were able to share in his joy.

Polish, Polish, Polish

 

The theme of the last few weeks continues into this one: polish. This week, we tackled some long-standing issues. We also identified and squashed new issues brought about by some of the changes we’ve been making to the game. Development is tricky work: one fix can usher in the need for two or three more introduced by that first fix.

You can see some of this week’s changes in the PTE build of the game. A small sampling: better pathfinding for naval, occasional issues with the AI not responding, neural net updates, selection sound pass, metal planet geometry modifications, and various server browser fixes to make it run more smoothly.

Sometimes, polish is all about the little. In the future (or soon, if you will), we’ll be rolling out new unit and structure descriptions. You know that little band of text that pops up whenever you select something? That’s what we’re referring to. We’ll be going in and swapping out the old text in favor of new text that reads better and, of course, helps new players pick the units they want more easily.

Another thing you’ll probably see in future builds leading up to release? Smarter and better planet map generation, in addition to more Uber-made maps. We’ve been building quite the collection of maps that favor player-types and player numbers, and we’ll be continuing that effort.

Ben, meanwhile, is polishing up the look of gas giants. Brad’s been standing over his shoulder a lot lately, staring at all the pretty colors these planets have.

And Now For Some Questions:

 

Will you make it possible to move back again, in the Galactic War, if you’ve stuck on a level or changed your mind?

Never say never. However, we feel like the ability to restart in Galactic War wouldn’t be in the spirit of the mode. Galactic War is all about annihilating with limited options at your disposal and being creative with the ones you have. Annihilation is final, so the stakes are high.

Would you consider / be open to incorporating certain features from interesting mods into the game?

The plan has always been to make mods a first-class component of the game. So, think the other way around. We want to show them off prominently so sharing is easy. And we want to make the installation process as seamless as possible so everyone can grab them.

Any plans for super space robots that can fly to other planets and smash stuff up?

That’s a great idea! No plans on that yet, but that’s not to say we aren’t working on other annihilation options…