Innovative yet familiar real-time strategy game in development.
Grand-scale RTS game played on maps/planets of any 3D shape. It emphasizes strategy, base building, logistics, and reduces micro-management of individual units.
Square maps with bases in opposing corners are boring now. UW has planets that can look like anything! A sphere (duh), but also a cube, tetrahedron, torus, monkey head, bent pipe, etc.
Units may shoot across the void, if unobstructed, and in range. Furthermore, some units shoot in an arc, which allows them to shoot "behind a corner". This allows for interesting ambushes. Use the map to your advantage!
The game supports up to few thousands units on the battlefield. It has strategic zoom, so you can zoom far enough to look at the entire map, and see icons for all units. In single-player game, you can also pause and examine/give commands while paused. The game supports dragging a formation, to make it easier to put units into a proper concave.
The game reduces clicking needed to play efficiently. All units shoot while moving, so no stutter-stepping. They also automatically prefer shooting at targets they have bonus damage to, unless you decide to focus on a specific target. No units currently in the game have player-activated abilities (although this might change in the future). Artillery (long-range) units automatically back-off, to maintain their advantage.
The game currently has two factions, each with wildly different theme and playstyle.
Technocracy - some descendants of the original humans, mostly replaced with AI, it is a living machine now. Their focus is more on base building.
Biomass - evolution gone wrong - this race is driven by photosynthesis, mutation, acid, and claws. Their focus is more on units control.
I have ideas for two more factions, but that will have to wait until I can get more funds.
All resources are on pallets or in boxes, existing directly in the world, and requiring transportation. Trucks are controlled automatically. You must ensure protection of your supply lines.
UW has no technology tree. Progression is achieved through acquiring or refining new resources. Researching upgrades for your units requires continuous supply of resources. The upgrades have ramp-up phase, and will slowly diminish without continuous supply.
The unique maps of Unnatural Worlds make the game perfect fit for virtual reality, marking it the first RTS game in VR.
You hold the world in one hand and issue commands to your units with the other hand.
Cross-play is possible.
We will provide tools for making custom maps. However, due to the nature of the game, 3D modeling skill is required to make new maps. A tool to procedurally generate maps, which can be further modified, will also be provided.
Scripts to make custom scenarios for the maps are also possible. Currently, scripts are written in C++, and compiled into webassembly.
Mods that alter existing maps will also be possible. It can change any graphics, sounds, units, or add completely new races.
The game provides API for programming custom AI/bots. Such programs are clearly differentiated from real players.
Officially supported languages are C# and Python: Github repo.
(January 2025)
Free demo is already available for the game. It allows for skirmishes against simple AI, or multiplayer with friends. It has two playable factions. There is currently no story or campaign.
Please note, that the game is still early in development.
(Hopefully 2026)
The purpose of Early Access is to secure funding to continue development of the game: adding more features, more content, and QOL. It will also allow to incorporate feedback from players.
It will start with two playable factions, and few missions with a story.
(2028 or later)
We expect the EA to last several more years, until finishing the game.
When the game is completed, we expect to have more playable factions, multiple story-driven campaigns, and several modes to play the game.
VR (virtual reality) client for the game will be completed. And an editor will also be made available.
Disclaimer: Be aware that the aforementioned milestones are plans and ideas, and that the final product may differ. Just saying.
The game is mostly solo-developed:
Founder, Programmer
I began toying with an idea for an RTS game over a decade ago. At first, it was supposed to be just round planets. But then Planetary Annihilation was announced, and I wanted to make something different. And so the crazy shaped planets were born. I am looking forward to see all the crazy ways in which people abuse the planets shapes for their advantage.
Nothing like this has ever been made before, which makes it very challenging, and that is what I like.
In case you were wondering, I have read some Starcraft book with Sarrah Kerrigan a long time ago, and I use her as my avatar ever since.
With a lot of amazing support by friends:
Marketing
API programmer
Testing
Testing
VR programmer
Sounds artist
Concept artist