Features

Any-Shape 3D Maps

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!

Focus On Scale And Strategy

The game supports up to few thousands units on the battlefield. It has strategic zoom, so you can look at the entire map, and see icons for all units. In single-player game, you can also give commands while paused. The game supports drawing formations, 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). Long-range units automatically back-off, to maintain their advantage.

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Asymmetric Factions

The game currently has two playable 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 on progressing towards higher-tier units.

Biomass - evolution gone wrong - this race is driven by photosynthesis, mutation, acid, and claws. Their focus is on overwhelming opponents with shear numbers of trash units.

I have ideas for two more factions, but that will have to wait for more funds.

Streaming Economy And "Streaming" Research

Queue-up buildings, and required goods will be delivered when available. The resources are transported by automated trucks - it is not just a number in the gui.

Factories refine resources into other goods, or produce units, indefinitely. You set it up once, and it will continue to work for you.

UW replaces technology tree with acquiring or refining new resources. Researching upgrades for your units requires continuous delivery of goods. The upgrades have ramp-up phase, and will slowly diminish without supplies.

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Virtual Reality (Postponed)

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 with your other hand.

Cross-play is possible.

Editor & Steam Workshop (Planned)

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 will also be supported. It can change any graphics, sounds, units, or add completely new races.

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Programming Interface

The game provides API for programming custom AI/bots. Such programs are clearly differentiated from real players.

It can also be used to manage matches in a tournament.

Officially supported languages are C# and Python. See Github repo for documentation.

Concept Art

Development

Roadmap

Demo

(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.

Early Access

(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.

EA will start with two playable factions, and few missions.

Full Release

(2029 or later)

We expect the EA to last several more years, until finishing the game.

We plan to add more playable factions, multiple story-driven campaigns, and several modes to play the game.

VR (virtual reality) client for the game will also be completed. And an editor and modding support will be made available.

Disclaimer: Be aware that the aforementioned milestones are plans and ideas, and that the final product may differ. Just saying.

Team And Contributors

The game is mostly solo-developed:

Sarrah Kerrigan

Tomáš Malý

Founder, Programmer

I began toying with the 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.

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.

Tomáš Malý

With a lot of amazing support by friends:

Jan Forst

Marketing

Vít Listík

API programmer

Eva Mayerová

Testing

Šimon Let

Testing

Jan Nekvapil

VR programmer

Adam Štulík

Sounds artist

Josef Surý

Concept artist

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