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. You can also issue orders while the game is paused. Drawing formations is available, to make it easier to put units into a proper concave.

UW reduces clicking needed to play efficiently. Most units shoot while moving, so no stutter-stepping. They automatically prefer shooting at targets they have bonus damage to, unless you decide to focus on a specific target. Long-range units automatically back-off, to maintain their advantage.

Do not be fooled, there are plenty opportunities to express your skill. It is just less hectic.

strategy
races

Asymmetric Races

The game currently has two playable races, each with wildly different theme and playstyle.

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

I have ideas for two more races, 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.

resources
uwapi

Editor & Mods (in development)

I will provide tools for making custom maps. However, due to the nature of the game, 3D modeling skill is required to make completely new maps. A tool to procedurally generate basic map, with the possibility to further modify it, is also provided.

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

Scripts to make custom scenarios are also possible. Currently, scripts are written in C++, but any language that can be compiled into webassembly is usable.

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.

Developing VR version is very time consuming, and was persistently lagging behind the desktop version, so I decided to stop its development for now and focus on the desktop only. The point is, a prototype has already existed and worked. I will get back to the VR version at later time.

uwapi

Programming Interface

The game provides API for programming custom AI/bots. You can freely mix multiple api bots, built-in ai, human players, and observers in a single match, split into custom teams. The bots can connect remotely over internet, just like real players. The api can also be used to manage matches in a tournament.

Such programs are clearly differentiated from real players.

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

Roadmap

Demo

(January 2025)

Free demo is already available for the game. It provides tutorial, few missions (in development), and few maps for skirmishes against simple AI.

Please note, that the game is still early in development.

Early Access

(Late 2026)

The purpose of Early Access is to secure funding to finish development of the game: adding features, more content, and QOL. It will also allow to incorporate feedback from players.

EA will start with two playable races, over 40 skirmish maps for multiplayer or games vs AI, and several missions in a campaign. There are three ranked ladders: 1v1, coop 2vAI, and 1vAI.

Full Release

(2030 or later)

I expect the EA to last several more years, until it is done.

I plan to add two more playable races and multiple story-driven campaigns.

Further plans include editor and modding support, and VR (virtual reality).

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

FAQ

Flying units?

No. There are no units that can fly freely through the empty space.

However, the terrain itself is varied, and some units can cross cliffs, some units can float.

Offline play?

Yes. The game is playable offline, as long as you are logged into steam.

LAN-party friendly.

Cheat protection?

The game does not use any form of anti-cheat software.

It uses authoritative game server, so the game is as secure as is the server itself. This prevents map-hacks too.

Ladder matches are hosted by players themselves and are therefore insecure. I may create secure ladder later if I get sufficient funds.

Is AI cheating?

No. The AI cannot cheat the same way as players cannot cheat. Not even map-hack.

Why sci-fi?

Initially, UW started as modern-day strategy with tanks and other ground vehicles. The reasoning was that people would be well familiar with how modern military operates, and how economy works. This was supposed to ease the learning curve. But I was mistaken.

Since my presumption did not hold, I decided to switch to sci-fi, as that gives me plenty other opportunities. I can have 3 tanks and 3 robots, and that is way more interesting, and more recognizable, than 6 different tanks only.

Furthermore, sci-fi allows me to design (in terms of balance) units for the purpose of fun game, rather than mirroring the real world.

Which engine?

UW uses custom-made engine called Cage, see github.

Publisher?

Unnatural Worlds is self-published, and funded exclusively by Tomáš Malý.

I am not actively looking for a publisher, but I am open to opportunities.

Concept Art

Development

Developers & 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, and contributors:

Jan Forst

Testing

Vít Listík

API programmer

Eva Mayerová

Testing

Šimon Let

Testing

Jan Nekvapil

VR programmer

Adam Štulík

Sounds artist

Josef Surý

Concept artist

Follow Us