Endgame
The gate is a discoverable and seemingly inert and isolated space artifact that initially behaves as a "trade node."
If fed with enough hull components and microchips, it will then activate, opening Pandora's box for humanity by allowing the replicants to invade the human part of the galaxy.
The replicant threat is worsening. Although they remain a slow-moving threat without antimatter or hyperdrive technology, they represent an inexorable force of destruction.
On its way to a fleet mining mission, this replicant mobile smelter, supported by its fleet of miners will gather and process ores into "exometal" and then feed the closest mothership or gate. If activated, the gate will regularly spawn new threats to the galaxy and reinforce its bridgehead by building defensive stations around it. One discreet yet dangerous threat is the replicant agents. These small ships have a special mission to travel to specific dormant replicant nests on planets, awaken them, and rally them to the main force.
A tiny replicant agent, on its way to wake a dormant nest The player can significantly contribute to the war effort by tracking and eliminating these agents. If left alone, these agents can potentially raise massive enemy fleets of replicants from within human-controlled space.
This massive fleet just appeared at the gate. It will take months to reach its target. Other potential threats include mining fleets, strike fleets, and patrols, with the worst being a mothership fleet.
Humans are not necessarily enemies to the Replicants. While the Replicants aim to exterminate the worms and everyone who serves them (or lives too close to them) and seize the antimatter source for themselves, they will seek allies or try to instill apathy among humans. The gate acts as an infinite and profitable trade node, consuming raw materials and resources to build spacecrafts. Feeding this gate increases the Replicants' ability to spawn more threats (and enriches greedy merchants). To slow down the Replicant expansion, it is possible to eliminate everything that could potentially feed the gate, including all trade ships neutral or allied to the replicants and, of course, the Replicant's mining spacecraft.
Repairing has been overhauled to its definitive (?) version and is no longer passive only.
It is possible to instantly repair part or all of the ship's hull and modules when docked at a space station, outpost, or city.
Nothing really new for passengers, except that it should have reached its near-final version. Migration simulation should also be finalized. While tourism and soldier transport are integrated, they are not yet simulated.
A new module has been introduced that replaces the bridge and eliminates the need for a crew. Replicant spacecraft rely on this module.
Generally, AI-controlled spacecraft are less efficient because they cap the crew modifiers and are vulnerable to total shutdown if the module is destroyed. However, the advantages include cheaper maintenance, no need for crew quarters or a bridge, which also translates to reduced weight.
The scale of the game is so vast that distances can be hard to evaluate at first glance. Combined with my general reluctance to add fantasy space particles or clouds (a questionable marketing decision), this results in a black, empty space with limited means to appreciate the scale.
The tool is easy to use (Ctrl+right-click) and displays the distance; it also works on the planisphere. While humanity in Antimatter has descended into barbarism, thankfully it hasn't regressed to an imperial system.
It also works on the planisphere
It is possible to configure weapon groups so that some are controlled by the AI while others are under human control.
Spaceship crews have a basic instinct for self-preservation. Thanks to significant performance improvements, I have introduced a more accurate evaluation of the balance of power in a given theater. Spacecraft, especially commercial ones, will flee if the balance of power is unfavorable and if the spacecraft is in poor condition. The traits of the captain also play a role, with boldness often having an antagonistic relationship with life expectancy.
[ 2024-08-04 19:50:05 CET ] [ Original post ]
As usual, as for the past few months, nothing truly flashy or groundbreaking has been added, and I am still consolidating the game for the upcoming private alpha. However, among the hundreds of refactorings, performance improvements, bug fixes, tweaks, small additions, and the countless user interface and quality of life improvements, here are a few highlights:
The Gate
The gate is a discoverable and seemingly inert and isolated space artifact that initially behaves as a "trade node."
If fed with enough hull components and microchips, it will then activate, opening Pandora's box for humanity by allowing the replicants to invade the human part of the galaxy.
Replicants expansion
The replicant threat is worsening. Although they remain a slow-moving threat without antimatter or hyperdrive technology, they represent an inexorable force of destruction.
On its way to a fleet mining mission, this replicant mobile smelter, supported by its fleet of miners will gather and process ores into "exometal" and then feed the closest mothership or gate. If activated, the gate will regularly spawn new threats to the galaxy and reinforce its bridgehead by building defensive stations around it. One discreet yet dangerous threat is the replicant agents. These small ships have a special mission to travel to specific dormant replicant nests on planets, awaken them, and rally them to the main force.
A tiny replicant agent, on its way to wake a dormant nest The player can significantly contribute to the war effort by tracking and eliminating these agents. If left alone, these agents can potentially raise massive enemy fleets of replicants from within human-controlled space.
This massive fleet just appeared at the gate. It will take months to reach its target. Other potential threats include mining fleets, strike fleets, and patrols, with the worst being a mothership fleet.
Collaboration with the Replicants
Humans are not necessarily enemies to the Replicants. While the Replicants aim to exterminate the worms and everyone who serves them (or lives too close to them) and seize the antimatter source for themselves, they will seek allies or try to instill apathy among humans. The gate acts as an infinite and profitable trade node, consuming raw materials and resources to build spacecrafts. Feeding this gate increases the Replicants' ability to spawn more threats (and enriches greedy merchants). To slow down the Replicant expansion, it is possible to eliminate everything that could potentially feed the gate, including all trade ships neutral or allied to the replicants and, of course, the Replicant's mining spacecraft.
Better Repair
Repairing has been overhauled to its definitive (?) version and is no longer passive only.
It is possible to instantly repair part or all of the ship's hull and modules when docked at a space station, outpost, or city.
Revisited passenger transport
Nothing really new for passengers, except that it should have reached its near-final version. Migration simulation should also be finalized. While tourism and soldier transport are integrated, they are not yet simulated.
AI "crew"
A new module has been introduced that replaces the bridge and eliminates the need for a crew. Replicant spacecraft rely on this module.
Generally, AI-controlled spacecraft are less efficient because they cap the crew modifiers and are vulnerable to total shutdown if the module is destroyed. However, the advantages include cheaper maintenance, no need for crew quarters or a bridge, which also translates to reduced weight.
Measure tool
The scale of the game is so vast that distances can be hard to evaluate at first glance. Combined with my general reluctance to add fantasy space particles or clouds (a questionable marketing decision), this results in a black, empty space with limited means to appreciate the scale.
The tool is easy to use (Ctrl+right-click) and displays the distance; it also works on the planisphere. While humanity in Antimatter has descended into barbarism, thankfully it hasn't regressed to an imperial system.
It also works on the planisphere
Weapon Mode
It is possible to configure weapon groups so that some are controlled by the AI while others are under human control.
Threat detection and fleeing
Spaceship crews have a basic instinct for self-preservation. Thanks to significant performance improvements, I have introduced a more accurate evaluation of the balance of power in a given theater. Spacecraft, especially commercial ones, will flee if the balance of power is unfavorable and if the spacecraft is in poor condition. The traits of the captain also play a role, with boldness often having an antagonistic relationship with life expectancy.
Antimatter
Geoffroy Pirard
Geoffroy Pirard
1970-01-01
Strategy Simulation Singleplayer
Game News Posts 20
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
https://www.facebook.com/akamarigames
https://store.steampowered.com/app/1343010 
Follow the game's development :
Antimatter is a strategy game in a simulated galaxy where you create and incarnate a character.
In command of your spaceship, trade, fight, explore or lead an interstellar empire.
You will dive into a complex universe where you, a mere player, is the insignificant cog of a cruel simulation.
Antimatter is a strategy game in a simulated galaxy where you create and incarnate a character.
In command of your spaceship, trade, fight, explore or lead an interstellar empire.
You will dive into a complex universe where you, a mere player, is the insignificant cog of a cruel simulation.
Features
- Thousands of systems and planets to explore in a gigantic instantiated galaxy.
- A dynamic universe where dozens of factions struggle for power or survival.
- Take command of a spaceship, trade, mine, harvest, scavenge, produce and participate in the simulated economy.
- Manage an existing city or found a new colony on any planet.
- Climb the political ladder of a commercial corporation or a sovereign organisation, or found a new one from scratch.
- Interact with AI characters who are living independant and simulated life in the Antimatter universe.
- Terraform entire planets by altering their atmospheric compositions.
- Fulfil missions for corporations, factions or individuals, or unravel the secrets of this galaxy.
- Get involved in the Antimatter Crisis and try to change yourself the course of history.
How To play ?
Antimatter is a RPG that plays as a grand strategy game, you have neither omniscience or omnipotence, most of your responsibility can be delegated to spaceship captains and governors if you control any territory.
No micromanagement is required, you have the freedom to deal with the businesses that interests you the most.
Antimatter plays in the intersideral space, on the planet's surface or in the mysterious undergrounds, you can play all the way from a space journeyman to a galactic emperor.
Create and customise your galaxy with all available options, such as the stellar systems count and types or the historical events that will impact the simulation of civilisations through the ages.- An universe generated and simulated across billions of years with a realistic accretion model of gas and dust.
- A simulation of civilisations through thousands of years, filled with historical events.
- Asteroids, comets, nebulae, planets and many other astral objects to explore.
- A wide range of planets, entirely simulated and procedurally generated.
- A procedurally generated geology.
- A realistic and dynamic atmospheric simulation.
- Terraform entire planets by altering their atmospheric composition.
All civilisations are procedurally generated and simulated through thousands of years. Ruins, monuments, POIs and ancient artefacts exist thanks to this detailed simulation.- Manage your crew and the specialty of your crewmembers.
- Customise your spaceship with many modules and choose from dozens of different spaceships.
- A radar simulation with passive and active detection, which rewards stealth and reconnaissance.
- A varied range of weapons, such as missiles capable of crossing millions of kilometres.
- Manage your fleet and hosted ships.
- Land on any planet or asteroid in the galaxy.
- Study and harvest exoctic flora.
- Meet and profit from ancient civilisations.
- Create and incarnate a character, define his physical and psychological traits, his education, characteristic and skills and his appearance.
- NPCs have their life simulated from birth, each trait and characteristics come from an experience in their lives.
- NPCs have their own artificial intelligence, they act by themselves with the same liberty as the player. You are not the only actor in this universe. NPCs also contribute to the political system of organisations.
Create, or be part of a commercial corporation, a sovereign state or a criminal organisation, fulfil missions and climb the ladder of the organisation.- Trade goods.
- Mine and harvest ressources and objects.
- Manage and build space stations, and produce new spaceships.
- Embrace a pirate's life with extorsions and deceiving actions.
- Administrate cities and territories, or lead an entire empire.
- Participate in the organisation's political intrigues.
- Lead and organise a fleet by using your influence.
THe terrain of each planetary region (tile) can be explored and can even be the location of a colony. Each region has its own geology, a simulated biosphere and can host ancient ruins generated during the historical simulation.- Manage the city's industry, trade, demography and its political aspects.
- Plan the city's defences against orbital threats.
- Develop and extend the city's frontier across the planet.
- Explore deep and mysterious subterranean regions.
- A destructible environment and a liquid simulation.
- A dynamic weather system.
- A monstruous fauna (only giant worms for now).
Change the climate of an entire planet by slowly modifying its atmospheric composition, observe the chain reactions on its geology, hydrosphere and its biosphere thanks to a detailed and realistic atmospheric simulation.
The flora is entirely simulated where each species' reign depends on local conditions and the other competing species. - Create and incarnate a character, define his physical and psychological traits, his education, characteristic and skills and his appearance.
- An universe generated and simulated across billions of years with a realistic accretion model of gas and dust.
MINIMAL SETUP
- OS: Linux
- Processor: Pentium 4 @1.5 GHz
- Graphics: AMD or Nvidia Graphics card with 512MB RAM
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