When you played strategy games, did you ever wish to come down and keep the enemy at gunpoint in dynamic battles? In Universum you can:
- Command your troops on high or come down and keep the enemy at gunpoint in dynamic battles.
- Fight in 5 dimensions: ground, air, water, underwater, outer space.
- Play infantry, vehicles, mechs or alien creatures.
- Customize your character and research new technologies.
- Enjoy beautiful graphics and visual effects.
And all of this, on the beautiful landscapes of alien planets with their unique nature environment, physics and disasters, in the huge world of Universum.

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Plejadenwolf
Plejadenwolf

Damn... Seriously, this is the game I've waited for for all this years. A science-fiction themed real-time strategy game with MMO-elements, but which is not an MMO. Some concepts remind me of Universe at War and Dawn of War but it all has it's own overall identity, which very much speaks for the great concept of this game. This seems like a massive breakthrough in RTS gaming: Visuals great, gameplay great, different battlefronts (land, sea, air, underground, space) and even galactic conquest like in Empire at War. I mean, I know many many games where some of this concepts were fulfilled in a very good way but they always lacked some of the other concepts, always! But a game which combines all of this stuff..., damn. I'm speechless and blown away in every thinkable form. At this point my superlatives are going out, I hope you won't mind. But one last thing:

Please, make this dream come true!

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Reactorcore
Reactorcore

Holy cow, all that content, systems and depth is amazing!

I'm looking forward to this project, but I'm concerned about the overall metagame design both in single/multiplayer and the epic storyline focus.

With such a massive game with so many systems with incredible effort put into this, an adventure based storyline mode would make it playable only once, in a genuine kind of way. A procedurally generated world where players would make their own stories and be the actual heroes, instead of pre-defining such with a made-up lore is much more interesting and infinite by design.

Then the multiplayer's focus on human vs human competitive gameplay is also a concern from a social behaviour encourament angle.

Also, considering the singleplayer is driven by a story, there may be instances where the story may require something that is incompatible with the multiplayer balance (which is something of a natural necessity with human vs human game design), causing an inconsistency within the game universe and thus potentially damaging the immersion of the experience.

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attackmike
attackmike

looks kick *** hows the resource management in this?

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nightovizard
nightovizard

OH MY GOD, this looks awesome!

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