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!
Greetings, Interplanetarists! We come bearing glad tidings.
To ease the wait until the next proper update (it'll be a doozy!), we decided to put out a little patch to fix some big annoyances.
First of all, we've begun a great networking overhaul, one that should fix a huge amount of the current problems with online play. While the results are still a couple of updates away, today's patch contains an important network fix, sort of as a teaser of things to come: the turn processing fix!
There's nothing quite as aggravating as having your game crash in between turns because of some random reason. That random reason turned out to be lasers. Due to some hitbox weirdness, a laser blast would sometimes not reach the planet surface at all, causing the game being confused and calculating the attack forever. This should now be fixed.
Next on our list of fixes is something many of you have been waiting for: the structure graphic/intel fix.
A while ago we made an experimental intel system change that allowed players to see the locations of enemy structures, but not any of the details. This turned out to be pretty unpopular, so we're hereby changing it back! As of this patch, all the city graphics and building graphics will be hidden unless the player has enough intel to see them. Because of this change, we also made a couple of balance tweaks, mainly having to do with beefing up the targetable weapons and nerfing defense buildings to account for this added layer of defense.
That's all the big changes now, but do check out the detailed changelog for every little thing.
Interplanetary Version 0.6.4981_EAC_6.6
And what better way to celebrate the patch than...
The previous Whack-a-Dev turned out to be so cozy, we thought of having a home-broadcast again. So, catch the whacking stream on our Twitch channel and join the discussion in the chat. Just like the previous time, a couple of us will be playing a match or two of Interplanetary and chatting around, answering the questions you post in the chat.
Whack-a-Dev is a regular Interplanetary event, where members of Team Jolly Roger host online matches and challenge the players. Defeat us and we release Interplanetary Steam keys into the wild!
Blast you soon and blast you hard!
Latest tweets from @teamjollyroger
Nov 20 2014, 9:28am
Nov 20 2014, 9:27am
Nov 19 2014, 9:57am
Nov 15 2014, 5:09pm
@SteerableLemur Server should be fine. Sometimes the game randomly doesn't want to connect to the server, though. A reboot usually fixes it.
Nov 15 2014, 5:06pm
Speaking of which, here's a nifty calculator to actually calculate time dilation: T.co Hours of fun!
Nov 14 2014, 6:40am