There is a problem with interplanetary civilizations: developing them takes more resources than a single planet can offer, and sometimes even a planetary system is not enough. Especially if you have competition.
In distant cosmos, two sister planets have reached a rather tense situation. The ancient greed, inherent to both civilizations, has driven them to most dramatic measures: the building of massive cannons, aimed directly at each other. Let the game of interplanetary artilleries begin!
Interplanetary is a turn-based strategy game for PC, Mac and Linux, featuring both single- and multiplayer modes. It is inspired by classics like DEFCON, Civilization series and old-school artillery games.
Your goal is to cause damage to the enemy's planet and to protect your own. Manage your planet's infrastructure using the limited natural resources and research new technologies to develop even mightier weapons and defenses.
At the end of each turn, there is a chance to shoot your interplanetary guns and try to hit major strategic points on the enemy's planet. Be precise, and you might manage to navigate your railgun slug around other planets and their gravity wells, straight into enemy cities!
Happy new year, interplanetary warlords! It's been a hectic beginning of the year for us. Lots of planning and meetings to see how we're proceeding with the development of the game.
As you may have heard, we've had long-time plans to get the final release version out sometime in the first half of 2015. There's still a lot to do so we're pulling out all stops and developing like crazy! We won't be able to put out updates as regularly as we've used to; wrapping the game up every now and then to release something playable can take a bit too much time. We're don't know yet how many big feature updates we will have between now and the eventual release, but we will have a big one for sure and smaller ones as needed.
Even though we've had to lock in the schedule pretty tight, we're still listening to all the feedback you have! Keep it coming, there are still many ways you can help steer the development, from bug reports to feature requests.
To kick off 2015, we've been doing some patching. The AI had been a bit naughty during the holiday season, bending the rules and hogging multiple superweapons for itself! We now took its toys away to level the playing field. There are also lots of other fixes, UI improvements and hopefully the complete eradication of a couple of crashes.
Some players have reported the game still getting stuck in-between turns. We've suspected for a long time that this could be due to some unexpected player behavior with missiles and lasers. To counter many possibly problems, we've changed it so that if you target a missile or a laser and don't complete the targeting by selecting the target on the planet surface, the weapons in question do not fire. Similar problems were also caused by the ability to upgrade a building and then sell it during the same turn. This should also be fixed now.
Here's a proper change log to give you a good idea on the scope of this patch:
Interplanetary Patch 0.7.5470_EAC_7.2
Enjoy! If you want some more development updates, you can check out our Twitter and Facebook. For some more exclusive things (but not spammy, we promise!), you can sign up for the mailing list at www.interplanetarygame.com.
Oh, we also have a brand new Tumblr-blog.
Latest tweets from @teamjollyroger
Jan 27 2015, 7:54am
...and our CEO admits spending more time watching let's plays than actually playing games in the last couple of years. #GamingConfessions
Jan 26 2015, 11:43am
Jan 26 2015, 10:13am
@JoeThreepwood Yeah. Some guys from our team may have spent way too much time inputting a ridiculously long cheat with disappointing results
Jan 26 2015, 10:10am
Jan 23 2015, 11:17am
Disclaimer: No wookiees were actually harmed in the making of the previous tweet.
Jan 23 2015, 4:27am
Tweet number 1138! Might have run over some Wookiees on the way here.
Jan 23 2015, 4:27am
@abusiveyoda Aaand, missed it! Well, no matter, checking the recording!
Jan 23 2015, 2:37am
@MadGaming8872 We used to have a more regular schedule. Now they're more irregular, as we're scrambling to add bigger features.
Jan 22 2015, 2:25am