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Genre: Strategy, Indie

Interplanetary

Whack-a-Dev: Humble Edition happening right now! Beat the devs!


It's on now! Look for Interplanetary matches named "Whack-a-Dev", or something simlar, to face off against us! The devs playing today are:


  • Chibitus[dev]
  • Jeo[dev]
  • Graah![dev]
  • Reddie[dev]
  • SmallFry[dev]


Whack-a-Dev is a special time when the developers host matches of Interplanetary and get their butts kicked by the players! Each time one of us is defeated we post an Interplanetary Steam Key on our Twitter!

Happy blasting!

Whack-a-Dev: Humble Edition this Saturday! Come beat the devs!


It's been some time since the last one! In honor of the Humble Weekly Bundle, let's have a little Whack-a-Dev!

Whack-a-Dev is a special time when the developers host matches of Interplanetary and get their butts kicked by the players! Each time one of us is defeated we post an Interplanetary Steam Key on our Twitter!

Join the fight this Saturday, starting at 5pm GMT, 10AM PDT! Matches hosted by Team Jolly Roger are usually titled "Whack-a-Dev"-something, so look out for those! Blast you soon.

Interplanetary Patch 1.0.6378 & Development Update



Greetings, Interplanetarists! Team Jolly Roger here, with another little patch that should greatly increase the joy of demolishing AIs. Also, we'd like to give you a quick update on Interplanetary's state, the pace of future updates and such. Let's get right on it!

AI Speed Up!

As some of you have pointed out, the AI can sometimes take its sweet time calculating attacks. The more AI players and the higher the difficulty, the longer it takes.

To alleviate the frustration, we've made changes that should make turn processing much faster. The AIs now start their calculations already during the player's turn, which in the ideal situation can make turns lightning fast! This is something that people on our forums have suggested, and while we initially had to keep it simple, this is obviously the better way to do things.



On top of that, we have some little tweaks, but nothing massive.

Interplanetary Patch 1.0.6378






For previous changelogs, head for the forums.

Situation Report

Overall, Interplanetary 1.0 launch went quite well! We got a nice burst of new players and the added features were well received. Having given it a little time, we determined that the launch was indeed successful enough for us to continue updating the game, but not quite on the scale we originally thought we might. All promised features are still planned, but the timeline had to be expanded. Of course, possible fixes of all sorts take priority over features.

Some new issues were discovered, as is customary when releasing a game, but we did and are doing our best to handle them. The most persistent and serious problems have had to do with the game getting stuck on turn processing. There have been different reasons that have caused this to happen: networking problems, AI issues or just unrelated bugs causing the game get confused.

While we've done our best to try and eliminate as many of these problems as possible, we've wanted to also add two fail-safe features: Reconnect and Online Saving. Both features have been promised multiple times and reconnect was technically ready when we discovered a huge problem. The system, as it's currently made, works, but it is very slow. In common cases, reconnecting to a match can take over 10 minutes, which brings the match to a halt for all players.

Needless to say, this doesn't work. Not only is it possible to accidentally get the game stuck, but this feature would also be very easy to abuse. Since Online Saving is part of this system, we've had to push back both features. Sincere apologies for the inconvenience! The features are still coming, but we've passed our internal deadline for them, so their programmers have to move on to different tasks. We can't say exactly when it will be possible for us to patch in reconnect and online saves, but it will be a while.

Basically, the pace of updates won't be what it was during Interplanetary's Early Access run. Even though many of us need to switch to other tasks, we will still keep a close eye on the forums and use every possible chance to continue work on the planned features. There's still a nice big list of goodies planned!

If you have any questions, concerns or bug reports, the forum is a pretty good place to find us! You can also find us on Facebook and Twitter or just shoot a traditional email to info@teamjollyroger.com. Another nice way to keep updated on the development is to join our mailing list at www.interplanetarygame.com.

Keep on blasting!

Interplanetary Patch 1.0.6355 Is Out!

Greetings, everyone! Here's another small patch to tide you over until the next update, which will contain some actual, interesting features! This one mostly should bring relieve to network issues some players have been having, but there are other little fixes also.

Interplanetary Version 1.0.6355 Changelog

  • Networking fixes

    • General network stability improved
    • Fixed issues with game getting stuck on Action Phase when players
      disconnect during turn processing/simulation

  • Game Setup fixes

    • Fixed Planet Material amount limit, now practically limitless
    • Fixed "Accept"-button to exit the menu instead of it working like an "Apply"-button

  • Event Log camera fixed to cycle through damage areas instead of each damaged building
  • Fixed Intelligence View occasionally showing the wrong player's information when navigating through the Event Log
  • Fixed chat overflow issues


Hope this fixes things! If you have any issues or questions, don't hesitate to drop by over to the forums. We'll be checking it as often as possible!

Bombs away!

Interplanetary Released!

https://www.youtube.com/watch?v=jS0rm4GyVUo

This is it! Interplanetary has spread its wings and left the cozy Early Access nest!

It's been quite a journey. Back in 2013, when we first started active development, we were still working from school, with no idea what would be in store for us. Our first alpha testing campaign, with a homemade key code system, was really the first thing that started drawing large scale attention to the game. This is where the ride started to get wild: the founding of our own company TJR Games, our Steam Greenlight adventure, Early Access release, development, development, development!



Now, we can finally say that Interplanetary has reached the point we determined to be "1.0", in the early days of development. It's actually more, since the ideas have expanded and our stay in Early Access gave us the chance to develop the game more towards the direction the players wanted.

Like we said before, we will keep supporting the game with patches and updates, as needed. There are even a couple of bigger features that we promised at various times, but which couldn't make it to the launch. Features, such as online save games, online AI bots, ranked matches, LAN game and the third superweapon, will be added in a later update.

Thank you for playing! We hope you will enjoy the 1.0 version of Interplanetary and do keep sending that feedback. Just because it's finished doesn't mean we're going to leave it!

Get the darn thing here: http://store.steampowered.com/app/278910/

Interplanetary 1.0 Launching Out of Early Access on May 12!

https://www.youtube.com/watch?v=jS0rm4GyVUo
It's finally happening! After a year of hard work with Interplanetary on Early Access, we're getting ready to release the 1.0 on May 12th, 2015! Celebration!



Major Added Features


    Naturally, we have a lot of fixes and other improvements in store as well, but these are the most visible features for most players.

    After the game is finally released to the world, we won't just abandon it! No, we're going to watch over it and keep up the support! There are still a couple of relatively big features, such as ranked matches, online bots and online saving, that we have wanted to add, but didn't have a chance to do that before release. It's not really too late to give us some feedback either, just like you've been doing so far.

    Speaking of feedback, as we're getting closer to the end of our Early Access adventure, all of us would like to once more thank all the players and testers who have been involved with the project! Whether you came aboard last month or you've been following us since pre-Early Access public testing, you've all been a massive help, in one way or another. Giving excellent feedback, building the community or just silently supporting the development of Interplanetary are all things that we are genuinely grateful for. We hope you will enjoy the end product, and even if you don't, send some more feedback our way!

    One more thing. Starting from May 12th, Interplanetary will cost $14.99/€14.99. Don't panic! There is still one more week to get the game for yourself and friends for $9.99/€9.99, before it leaves Early Access.



    Thank you!
    ~Team Jolly Roger

    Interplanetary Status Update: The Final Stretch Approaching



    We're living exciting and busy times. As some of you may remember, we've been throwing around "The Early 2015" as the release date of Interplanetary for a long time. If our watch is correct, it IS the early 2015 already!

    We are now scrambling to finally get Interplanetary to version 1.0 and out of Early Access! A huge amount of progress has been made since the last public version and we're hoping to get this thing released soon. We'll announce an actual release date a bit further on, but when we say "soon", we mean in about a month or so! Scary.

    The reason why we haven't released a lot of patches and updates recently, is that we've been working hard on adding all the final features and fixing them in place. This means we've had to spread the game open in such a way that packing it back up into nice updates would've slowed down the development too much.

    We've now managed to implement pretty much all the main features that were a part of the initial plan. Being in Early Access, however, slightly expanded the scope of the game according to player feedback.





    Some of the features available at release:

















    And then some! This is just a little sneak peek of the upcoming features and we'll be revealing a more detail list later.

    We've added a lot, but unfortunately, a few of the features we've explicitly promised to include, will have to wait until after the release of Interplanetary 1.0.

    Promised features that will be added post launch:









    Uncontrollable problems, such as some particularly terrible in-office flu seasons, have sometimes slowed us down dramatically, but the good news is, we will not abandon the game once it's released. We want to keep patching it and updating in the features that just couldn't make it to the initial release.

    Now, this is another good opportunity to sincerely thank all of you who have been with us during our stay on Early Access! All the game testing, suggestions and bug reports from the players have definitely improved this game and we would have never been able to develop it to this point without your support. It's not too late to send us some more feedback, though, even if we are going to leave Early Access! We will have a good opportunity to add more things to the post-release updates.

    Anyway, this is where we are, at the moment. We'll be making a proper release date and feature announcement sometime closer to the date. Look forward to it!

    Interplanetary Patch 7.2: Crash Fixes and Nice Things for the UI

    Happy new year, interplanetary warlords! Here's a little patch we put out in honor of 2015.

    Bugs have been fixed, UI has been smoothened. Go check it out and do tell us if you find anything unseemly!

    Interplanetary Version 0.7.5470_EAC_7.2 / 16.1.2015



    • AI can now only build one superweapon of each kind, as intended
    • Missiles and Lasers do not fire anymore if targeting is not properly finished
    • Upgrade related turn processing bug fixed.
    • City health bars now update properly on city icons and population bar
    • Hotseat victory conditions fixed
    • Intelligence View no longer cycles through dead planets
    • Building health bars now change color according to the damage level
    • Added scaling indicators to health bars
    • Codex updated
    • Minor AI fixes
    • Online Lobby UI fixes


    If you have any comments on the new patch, head on over to the forum post: http://steamcommunity.com/app/278910/discussions/0/616199347853495416/

    For more details, there's our devblog: http://teamjollyroger.tumblr.com/

    Interplanetary Patch #7.1: Holiday Cheer for the AI


    Happy holidays everyone! We're off on a short holiday break, so we thought to put out a little patch to tide you over until we get back to business. It's mostly bug fixes, but the major thing is that the AI should be acting much more human now.

    So long, insane aiming skills! I already linked this, but here's that tribute to the AI and its targeting prowess: https://imgur.com/a/PH3nN

    Interplanetary Version 0.7.5435_EAC_7.1 / 19.12.2014



    • Shot difficulty now affects AI accuracy, which has also been generally lowered
    • Weapon damage to cities increased
    • Player turn status markers re-implemented
    • Victory screen bug fixes
    • Event log performance issues fixed
    • Action phase simulation accuracy increased (less zigzag movements for shots and the
    • chance of appearing to go through the planets is minimized)
    • Timeout for AI calculations added, fixing AI getting lost in thought
    • Missile bug fixed
    • AI turn message spam fixed


    Have a good one! Remember to play a lot of games!

    -Team Jolly Roger

    Interplanetary Update #7: The AI

    Sorry to keep you waiting, but here it is finally! Single Player AI, fixed networking, new UI, music, the works! Hope it was worth the wait.

    Remember, the AI is still young and inexperienced and as this update is quite sizeable, there may be some unexpected issues with it. Do contact us for anything and we'll get to fixin'.

    Oh, there's also an option to now send us anonymous user statistics while playing the game. This helps us a lot at developing the game further and squishing bugs. The information includes bug reports, hardware and gameplay data, such as session length and the most popular weapons. The info is not personally identifiable.

    Interplanetary Version 0.7.5394_EAC_7



    • Simple Single Player mode with early AI bots added.
    • Networking overhauled.

      • All previous online connectivity issues should be fixed!
      • Mobile broadband connections (and all other kinds of obscure things) now supported.
      • LAN multiplayer temporarily disabled due to new network structure.
      • Player turn status markers temporarily disabled. Will be back soon.

    • UI overhauled.

      • Menu UI graphics redone.
      • Menus streamlined.
      • Main Menu background modified.

    • Planet selection added.
    • Player avatars added.
    • Fixed the turn-processing freezing Laser bug (again!) Should be gone now.
    • Laser animation changed to a nicer one.
    • Optional game analytics added.
    • Loading screens added.
    • New music added.
    • Minor sound tweaks.


    http://tjrdev.blogspot.fi/2014/12/interplanetary-update-7-ai.html