Sick of stomping other humans in Planetary Annihilation? Now you can stomp your way across the galaxy instead, with Uber Entertainment announcing that “the first iteration” of their procedurally-generated single-player campaign has gone live. The free update tasks players with…
By James Pinnell on October 4, 2013 at 2:04 pm
Planetary Annihilation takes almost all of its influences from both Supreme Commander and Total Annihilation, with the shoulder chips provided by the original alumni themselves — Jon Mavor and Steve Thomson, both design and dev leads on the aforementioned older siblings, and partners on the new developer at Uber Entertainment. Funded by an overwhelmingly successful Kickstarter, Planetary Annihilation was built from the ground up in an almost stupidly short period of time, moving from funding complete to beta in just over a year.
The alpha was a mind-blowing 6 months long, with the engine and art assets built up from scratch. What’s been presented for our viewing is a phenomenal success in crowd-funded development, beating both Double Fine and inXile Entertainment to the punch by almost a year. It was the scale of Supreme Commander that made me excited for multi-planetary combat, especially after I saw the ability to strap rockets to moons in order to plow them through my enemies.