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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.

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.
Antimatter
Geoffroy PirardDeveloper
Geoffroy PirardPublisher
1970-01-01Release
🎹🖱️ Keyboard + Mouse
No user reviews (0 reviews)
Demo III ends - Roadmap to Demo IV

This cycle has ended. Thank you to all the testers who reported bugs and shared suggestions to help improve the game.\n\nThe next version will be released within two months. Here is a roadmap of the new features planned for Demo IV.\n\n

New Starting Options

\nIn the next version, you will be able to customise your start: choose your starting spaceship and its loadout, set your initial funds (or debt), define your influence and rank within your organisation, and force up to four captains to volunteer with your shenanigans.\nGame Description Image\nWork in Progress\n\n

New Scenario

\nThe current, very basic scenario will be replaced by a larger and more dynamic playground that showcases more of what Antimatter is meant to be: a 4X. As usual, additional tutorial missions will be added, and the existing ones will be polished to help you discover the games mechanics.\nGame Description Image\nA conceptual sketch of the next scenario.\n\n

Hyperdrive

\nIf you have played the game, you have probably already noticed how a stars gravity well affects hyperdrive efficiency; hyperspace travel becomes significantly less effective as you approach a massive star.\nGame Description Image\nI will be adding a new type of drive designed specifically for long-distance interstellar travel. It offers a much higher nominal acceleration, but it is also far more vulnerable to the effects of gravity wells.\nYou will need to choose carefully when selecting the drive of a spacecraft:\nshould it excel at defensive quick-response roles and efficient local trade, or should it prioritise long-range force projection and extended trade routes?\nGame Description ImageIt took almost a month to reach Alpha Centauri.\n\n

Carriers and AI Orders

\nThe hyperdrive changes and interstellar travel will make carriers and parasite-craft management a priority for revision, as these vessels will become valuable assets for any expeditionary force.\n\nI will also conduct a general UI pass to enable, organise, and improve as many AI command features as possible. The goal is to make control feel as smooth as in a classic RTS, while preserving the complexity of the game, a delicate task.\n\n

Organization AI and System Control

\nWith two major factions at war, I will be putting the strategic AI and theatre system to the test. I will also work on improving the visualisation of territorial control and providing clearer feedback on your factions AI decisions.\nGame Description Image\n\n

Taxes & Basic Dynamic Diplomacy

\nMost corporations in Sol and Alpha Centauri operate under the authority of the SAE. They pay a share of their income, but otherwise have free rein in their commercial activities. However, this arrangement may change if the perceived balance of power in the region shifts toward another faction.Game Description ImageFlarfir pays a form of tax here depicted as a \"tribute\"\n\nSince the economy accurately tracks value added across all industries, I will also introduce a value-added tax. This provides a far more efficient and reliable method of taxation than profit tax, which it will replace.\n\n

Debugging and Program Architecture

\nLast, but certainly not least, I will focus on debugging. I also expect this development cycle to be primarily centred on further improving the program architecture rather than the features described above. I anticipate completing this architecture overhaul within three to four months, which will in turn free up more time to work on the fun content to you.

[ 2025-11-29 00:05:30 CET ] [Original Post]

Minimum Setup

  • OS: Linux
  • Processor: Pentium 4 @1.5 GHz
  • Graphics: AMD or Nvidia Graphics card with 512MB RAM
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