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Prepare for a Fight of Galactic Proportions when Universal Conquest Invades Steam on June 17th!
Get ready to take your place among the stars with the release of Universal Conquest from Reptilian Games, coming to Steam on June 17th.
- Developer: Reptilian Games, LLC
- Publisher: Reptilian Games, LLC
- Platform: PC
- Available on Steam
- Release Date: June 17th, 2024
- Genre: 4XRTSTurn-Based, Strategy, Aliens
A passion project 15 years in the making, Universal Conquest is a space strategy game on a massive scale. It combines elements of 4X, RTS, and grand strategy, putting you in control of a galactic empire, from boots on the ground to massive cruisers patrolling the cosmos. Built as outsider art and informed by conversations and interviews with alien abductees, Universal Conquest provides a truly unique strategy experience.
Universal Conquest will be available on Steam for $24.99 on June 17th. Be sure to wishlist it now and prepare for an epic journey into the great unknown!
About Universal Conquest
Based on personal interviews with alien abductees and UFO lore, and developed as outsider art by a one-man team over the past decade, Universal Conquest is a Grand-Strategy/4X/RTS hybrid set in the far future. After mankind has spread across the universe and colonized other galaxies along with alien races, you command the leadership caste of a collective on a quest to subjugate all life in the universe or expand peacefully across the stars.
- RTS Space and Ground Combat: Engage in real-time strategy combat both in space and on planets.
- Immersive 4X Gameplay: Enjoy turn-based strategy with deep exploration, expansion, exploitation, and extermination mechanics.
- Dynamic Universe: Explore a procedurally generated universe with multiple galaxies, galactic voids, and countless planets to colonize and conquer.
- Colonization and Diplomacy: Choose to subjugate, vassalize, or ally with alien civilizations as you explore strange alien worlds and anomalies.
- Customizable Civilizations: Build and develop your species and civilization, managing leaders who can be promoted or demoted based on performance.
- Moddable Content: Fully customizable game experience through mod support.
- Real Astronomical Principles: Developed with input from alien abductees and their contacts, based on real astronomical principles.
- Original Soundtrack: Featuring music by Belgium-based artist Burning Mir.
Stretch your mighty hands across the vast reaches of space and dominate the universe. The universe is at your fingertips. Master it.
The Raspberry Pi Update
The latest build is out for playtesters. We've added a number of changes and graphical fixes, and gameplay features. As we continue to prepare Universal Conquest for release, we've done a series of optimizations. In fact, we've optimized the game so much that now you can run our universe simulation on a Raspberry Pi, per our Producer's handiwork.
That's not a joke, he really was able to get UC to run on a Raspberry Pi.
So yes, if you're not surprised, Android, Linux, iOS, and Mac ports are a certainty. We're going to look at Xbox, PSVita, and other platforms as well in the future.
Regardless, we have a major announcement coming tomorrow, and a new build for playtesters.
Here's the full change list:
Certain ground units such as tripods were flying across planets like they were flying units. That's been fixed.
We ended up replacing all dialog, speech, and voiceovers in the game (aside from the announcer - still undecided if that's going to be removed also) with neural network text-to-speech-based playback. This sounds better than you think. Almost all events have voiceovers now, and we have new languages for choosing in the generation menu. These voices are now dynamically generated with neural network AI (Not the crappy robotic-sounding text-to-speech from the meme videos) and will generate dynamically based on whatever your fleet, army, or empire is doing specifically. The first of many AI system implementations. This should still run on a Raspberry Pi. Enjoy!
Since languages have been replaced, we now have the languages English, Announcer, Reptilian, Imperial, Little Green Men, Abomination, Bioform, Mysterious, Warrior, and Robotic.
Missile strikes would consume all the missiles in a missile base, this is now fixed.
Antimatter missiles are now deployable from missile bases once technology is researched.
Systems with pulsars in them now flash in the galaxy map.
Urban combat is almost fully fleshed out now. (We have more interesting stuff for the next update, such as garrisoning buildings and more texture variations - coming soon)
The tutorial now has voiceovers and plays specific music when started.
Hostile tutorial army and fleet now explode when that section of the tutorial is over and won't attack you afterward.
Added some events that will tell you if a contacted civ is vassalized, if another civ sends you a gift, and so forth.
Added some optimization to events that ensure that AI isn't spammed with events slowing down the game.
A possibility has been added (1 in 100) that upon capturing an enemy facility with an army you will breach their computer systems and it will reveal the entirety of their controlled and explored systems.
Hot swap games will no longer end when only one player is destroyed.
Pleasure Slaves for leaders no longer spawn randomly for no reason.
Can now attempt to retreat from a battle prior to fighting it. If you have already attempted to negotiate with the enemy then you cannot retreat. You have a standard 80% chance of retreating, and you chances vary on what kind of army or fleet you are using. For example, if you send a group of fighter jets to attack infantry, then the infantry has only a 2% chance of retreating. Likewise, if it's an army of tanks and you attack a fighter group, then the chances of them retreating (if they choose to do so) is 98%. Warlike civs now have a much higher chance of stopping enemy forces from retreating and a much lower chance of retreating themselves, and pacifistic civs have a much higher chance of retreating and a lot lower chance of stopping enemy forces from retreating. Finally, smaller forces have a much higher chance of retreating. Attacking civs can always retreat.
One of your leaders will now ask you if you want to research something if you are not currently researching a technology.
A fleet that spawns in the tutorial will no longer throw up a merge window if you are already pathing to that spaceport.
Hostile ground combat tutorial army will no longer spawn next to the construction crew you just created.
Added a new announcer SFX when you encounter a new civilization.
Trade routes now have effects in solar view as repeatedly requested.
Healing fleets and armies now heals per unit and has been redone.
Large interstellar empires and collectives will now never generate their homeworlds at a nebula, galactic core, etc.
Fixed several crashes with the tutorial.
Interceptors will no longer be replaced on spawn by Starfighters and Stealth-Starfighters.
Mines now give an additional 15 Wealth per mine, civ-wide. (In the future there will be certain tiles on other planets that if you place a mine there it will give a massive bonus to wealth or will give another resource we're giving after release called "Exotics" that will be used to build bigger, badder units.)
Planet poles are finally, finally, finally fixed. No more blocky triangles near the tops of planets.
Greatly improved battle map terrain for a number of different ground combat maps. Now barren planets look more moonlike on the surface, Maps with grass and tree have bushes, added more things to make the maps look better like ice for frozen worlds, rocks for other tiles in the battle map, and so forth.
Atmosphere effects are now visible on the battle map.
A number of unit attacks have had their appearances change.
Reduced the size of trails on air/fighter/space units.
Air units will now generate trails in space.
Finally added a small delay so you can't click through the intro and hit the main menu buttons immediately.
Added additional events for artifacts.
Artifacts now have a small chance of being a trap, giving you research, or a small amount of salvage wealth.
Gaia armies now spawn on or next to Base Camps if they have infantry there.
Added a series of new planets and moons: Green Habitable Moon, Red Habitable Moon, Yellow Habitable Moon, Blue Habitable Moon, Purple Habitable moon, Savannah-Moon, Forest-Moon, Mountain-Moon, Jungle-Moon, Bacteria, Savannah-Ocean, Forest-Ocean, Savannah, Forest, Mountain, Jungle, Bacteria, Savannah-Ocean, Forest-Ocean, Mountain-Ocean, Jungle-Ocean, Bacteria-Ocean, Semi-Habitable, and Barely-Habitable.
Fixed an issue where battle maps weren't generating properly for planets with oceans.
Added a huge number of ground combat maps for bacterial planes, jungle worlds, and so forth.
Destructible terrain is now based on whatever map is generated, instead of just generating dirt wherever you land a nuke.
Moons can have oceans and life.
Removed the more extreme starting traits until balanced traits on the opposite ends of the spectrum can be done. They will return in a future update after release. (Don't get me wrong we don't mind being politically incorrect and we don't pull punches, most of the controversial ones are still there. We need to add traits relating to pacifism, which isn't until the sandbox features come out such as terraforming... next update)
To make them easier to see in a space map, all flying units now generate trails if they're small and fast.
Fleet/Army merge window updated for appearance, now allows you to transfer artifacts between different leaders.
Lithovores cut for not being realistic. Seriously none of the abductees ever told me of aliens that eat rocks. Those don't exist.
The tutorial has been fixed and ready for playtesting.
About Reptilian Games
Reptilian Games is a nearly one-man team based in Wyoming, working with contributors from around the world to bring unique and immersive gaming experiences.
Be sure to check out Universal Conquest on Steam and wishlist it today to stay updated with the latest news and prepare for the grand launch on June 17th!
Stay tuned for more exciting features and insights into the gaming world here on Fix Gaming Channel!
Have a blast!
By Ronny Fiksdahl
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