Born of a dissatisfaction with Homeworld 2, the Homeworld:@ team is building upon the foundations of Homeworld and Homeworld:Cataclysm to create a faithful sequel in the Homeworld:2 engine, with new ships, storyline, and game mechanics.

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1 comment by EatThePath on Mar 3rd, 2015

As I write this it's almost a full week since the Homeworld Remastered Collection got into the hands of the public, to both praise and disappointment, depending on each person's perspective. But what's undeniable is that right this second, thousands of people are playing the game. Already the community is starting to crack open the files ahead of the gearbox official tools, and we're getting a good look at what new features the engine has to offer modders. With that in hand, the team has come to a decision internally.

Even if you ignore the gorgeous graphics upgrades, Remastered offers opportunities that we've badly hoped for, and taking advantage of them it will make it extremely difficult to maintain a classic version of the mod at the same time. For that reason we will make one more Classic release, here and on Steam workshop, and then begin the process of converting the mod to Remastered and adapting to its features.

The final classic version will contain the updated Imperial ships exhibited in our screenshots section, a general rebalance of our frigates, and maybe a few other odds and ends. It'll be accompanied by a full changelog as usual when its released. Something that will not be included is the singleplayer mission that I have posted about before, as that still needs significant content production before release.

What our first Remastered release will contain and when it will happen, I can't say. But we are working on it. A lot still depends on Gearbox's tools and post-launch support, and we'll have plenty of tweaking to do to the mod once things like proper parallel build are integrated. It's all very exciting.

Finally, as always I'd like to thank those of you who've stuck with us all this time. In the waves of new conversation about Homeworld whenever I see someone mention us it is always positive, and always appreciated. We still want to see and play our vision of Homeworld:@ as much as ever, and are happy to have you folks along with us for that ride.

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Homeworld:@ .big release

Homeworld:@ .big release

Aug 4, 2014 Full Version 4 comments

A bugfix release to actually fix the survival mode crash should have fixed. Please report any crashes you encounter.

Homeworld:@ files release

Homeworld:@ files release

Aug 4, 2014 Full Version 0 comments

A bugfix release to actually fix the survival mode crash should have fixed.

Homeworld:@ files release

Homeworld:@ files release

Mar 31, 2014 Full Version 3 comments

A bugfix release addressing a survival mode crash and accidental omissions from the credits. Moderate changes to the structure and naming of the download...

Homeworld:@ .big release

Homeworld:@ .big release

Mar 31, 2014 Full Version 16 comments

A bugfix release addressing a survival mode crash and accidental omissions from the credits. Moderate changes to the structure and naming of the download...

Homeworld:@ .big release

Homeworld:@ .big release

Mar 22, 2014 Full Version 16 comments

A new version of HW:@, featuring fifteen new models, including ships from two new factions. Packed .big version, see included installation instructions...

Homeworld:@ files release

Homeworld:@ files release

Mar 22, 2014 Full Version 0 comments

A new version of HW:@, featuring fifteen new models, including ships from two new factions. Archived files version. -Note: There is currently a bug where...

Post comment Comments  (130 - 140 of 198)
Stuart98 Jun 10 2011, 10:56pm says:

Could the language be removed from unit descriptions? Its unnccisary, not funny, and will not be good for your mod.

+1 vote     reply to comment
Talhydras Creator
Talhydras Jun 13 2011, 6:11am replied:

Hey Stuart - sorry you feel that way :)
The original plan was never to keep these descriptions; we hope to eventually overhaul the UI so that it's much closer to HW1's minimalist list on the side of the screen as opposed to HW2's bottom bar with icons.

It appears we will be unlikely to fully eliminate the old UI elements in some game modes, so we are adding in some generic role information. I just got through doing that now, actually, and committing it to the repository so next release (which is slated for this summer) will be sanitized.

Thanks for sharing your opinion. We can only improve with feedback :)

+1 vote   reply to comment
Piemanlives Jun 4 2011, 10:41pm says:

i do love this mod though hopefuly we can get some serious descriptions though the current ones are FUNNY AS HELL

+1 vote     reply to comment
Talhydras Creator
Talhydras Jun 13 2011, 6:14am replied:

Heheheh, glad you liked them! We're keeping them around in the .ship files, just commented out and replaced with cookie-cutter stuff like HW2 stock.

For painfully detailed information about ship roles and capabilities, I advise you to check out the readme.pdf that comes with the mod! Apart from that, really if you've played HW1 most of the ships' strengths and weaknesses follow that game. We're hoping to move away from HW2's rock paper scissors balance anyway, which largely obviates the need for a "unit role" line describing every ship's place in the rock-paper-scissors triangle. Bombers bomb. Assault frigates assault. Missile Destroyers destroy stuff with missiles. It's all pretty straightforward to me, at any rate ;)

The ships that most break from HW1 tradition are actually the Vaygr Destroyer and the Higaaran Cruiser; both of which possess extensive and formidable anti-strike-craft defense. Don't engage unless you've got flare or ion corvettes, or a ton of bombers!

+1 vote   reply to comment
Piemanlives Jul 17 2011, 7:33pm replied:

i liked homeworld alot, though i have to say cataclysm was my fave, on another not the the new Hiigaran mothership is pretty good so far :) good luck on this and if you go on a long break please say so or we get spammed with mod dead comments

+1 vote     reply to comment
Hadespwr Mar 3 2011, 12:51am says:

This mod looks amazing and I'm glad that somebody with true modeling knowledge shared the same discontents I had with Homeworld 2. A question regarding story. Can you perhaps give us a simplified hash of what the new storyline is going to be like, where it's going to take us and what can we expect? I'm personally very attached to the Homeworld 1 storyline and I'm dying to know what you guys are going to do to make Homeworld 2 fit in better with that storyline.

+1 vote     reply to comment
Talhydras Creator
Talhydras Mar 7 2011, 7:30pm replied:

Hadespwr - Thanks for your comment! Sorry we didn't get back to you sooner.

The story for HW@ is set one hundred years after Higaaran Landfall. Far to the galactic north in a desolate and uninhabited region known as the Ocean of Silence, thermal scanners detect signs of a possibly enormous and alien civilization. Though all ships that venture near that region are never heard from again, the Unified Higaaran Navy secretly prepares a powerful military expedition based around the newly-commissioned 15th Mothership Battle Group.

Isolated in a young star cluster above the disk of the galaxy, the Vaygr are united forcefully into a vast pilgrimage by a charismatic and brutal warlord Makaan. His goals and motivations remain cloudy even to his allies. The great Vaygr expedition will have to contend with the unknown and the technologically and numerically superior navies of the Galactic powers, and nothing in their warrior culture could have prepared them for the battles they are being led into.

At its heart, the HW@ story is about vengeance and forgiveness. All of the principal characters have in some fashion or another lost their home, and they represent the full spectrum of response. Some seek atonement for their failures and redemption in the eyes of their peers, while others seek the power to never again be so vulnerable. The central axis of the story is the discussion between the magnitude of crimes and the degree of justice that can be extracted by the pursuit of revenge. How does one exact repayment for the lost safety and security of home, the missing friends and family, from just one individual? When has guilt been absolved? Can it ever be, even in the fullness of infinite time?

I hope this answers your questions...

+1 vote   reply to comment
Hadespwr Mar 17 2011, 4:16pm replied:

Yes that answers a great deal of questions actually. I greatly appreciate your reply.

+1 vote     reply to comment
argenis2 Feb 7 2011, 2:29am says:

i like how the vagyr always look like they're going out guns blazing, and by that i mean how they have tons of small batteries complementing they're bigger ones i like that.The vanilla game lacked that. the designs are awesome too! i like youre version of the vagyr. XD

+1 vote     reply to comment
Rempy Feb 6 2011, 5:29am says:

why are the original hw2 maps gone? and the new maps in the latest .big release are lagging

+1 vote     reply to comment
EatThePath Creator
EatThePath Feb 6 2011, 8:22pm replied:

The stock maps promote a rather static game, taking and holding specific resource patches that will likely last the whole game. I am going for rather more mobile situation where your harvesters and thus any defenders of them must keep moving through the whole game, never remaining in one patch for long. After observing some lag, internal versions are trending towards somewhat smaller asteroid numbers and higher value asteroids, while still keeping the need for mobility. Hopefully that will ease your issues in the next release, but it doesn't seem likely that I'll find the time to make many new maps to supplement the current ones any time soon.

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Release Date
Released Sep 17, 2011
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