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.
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!