It's finally happening! After a year of hard work with Interplanetary on Early Access, we're getting ready to release the 1.0 on May 12th, 2015! Celebration!
|Ah, those were the days.|
Major Added Features
- Online Matchmaking
- A quick way of starting online matches with a push of a button
- Match Customization Options
- A nice amount of options to change up the rules of the game. These include the ability to choose the amount of Cities, change the size of the planets, modify the strength of gravity, disable certain weapons or gameplay elements and more.
- City Projects
- A new gameplay mechanic that allows players to assign Projects for cities. The projects generally have a set duration and give resource bonuses and other perks. The amount of population in each city determines the amount of projects the player is able to initiate.
- AI Difficulty Levels
- Four difficulty levels for the AI, including a stupid, impossible cheating AI for ultimate challenge
- Saved Games
- Matches might drag on a bit, so this should come in handy!
- Damage Area Visualizations
- Hit area markers that show the exact area of damage dealt by the projectiles. They lend themselves to some interesting, advanced strategies.
- New Event Log
- A clearer, much less spammy event log. Also quite a bit prettier.
- New Tech Tree
- A lot of new techs have been added to house all the Building Upgrades and City Projects. Also a nice graphical update that helps visualizing the branches, paths and unlocks.
- New Building
- The Offshore Mine, an advanced resource building, buildable only on water
- New Upgrades
- A bunch of new upgrades, most of them having pros and cons to add some interesting choices and strategy paths.
- New Intel Mechanics
- Intel View UI completely redone. Players will be able to see the exact amount of Intel needed to see more of the enemy planets and also spy on their resource amounts.
- New City Growth/Science Mechanics
- The players will be able to boost their Cities' Population growth by using Projects or attaching Power Connectors to them. The amount of Population is also tied to the amount of Science generation, so the more citizens you have, the faster you will gain new Techs.
- 26 achievements for players to unlock. Won't be easy!
- Improved UI and Graphics
- Lots of smaller changes
|A complete visual and aural damage dealing experience.|
Naturally, we have a lot of fixes and other improvements in store as well, but these are the most visible features for most players.
After the game is finally released to the world, we won't just abandon it! No, we're going to watch over it and keep up the support! There are still a couple of relatively big features, such as ranked matches, online bots and online saving, that we have wanted to add, but didn't have a chance to do that before release. It's not really too late to give us some feedback either, just like you've been doing so far.
Speaking of feedback, as we're getting closer to the end of our Early Access adventure, all of us would like to once more thank all the players and testers who have been involved with the project! Whether you came aboard last month or you've been following us since pre-Early Access public testing, you've all been a massive help, in one way or another. Giving excellent feedback, building the community or just silently supporting the development of Interplanetary are all things that we are genuinely grateful for. We hope you will enjoy the end product, and even if you don't, send some more feedback our way!
One more thing. Starting from May 12th, Interplanetary will cost $14.99/€14.99. Don't panic! There is still one more week to get the game for yourself and friends for $9.99/€9.99, before it leaves Early Access.
~Team Jolly Roger
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