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Project Planet - Earth vs Humanity News

Dev Blog #18 - Next Disaster & public testing!

Welcome back for another Dev Blog!

Today we’re giving you a sneak peek of the next disaster to be added to the game, after the Asteroid Impact release last week. We’ll also talk about how you can help us playtest new content!
Asteroid Impact!

Little over a week ago we released the much anticipated Asteroid Impact disaster! So far we’ve been very happy with the positive feedback, and initial data is showing very decent balance so far. If you have any thoughts or feedback you want to share, we’d love to hear from you on the Community Hub or in our Discord though!

Solar Flare sneak peek!

With the successful launch (no pun intended) of the Asteroid behind us, it’s time to start looking at the future again. Today we’re happy to announce the Solar Flare as the confirmed next disaster to be added to the game!

While we’re not ready to share any in-depth details yet, we want to give you a quick sneak peek of the visuals you can expect with this satellite killing, power grid destroying catastrophe of unprecedented scale:

[previewyoutube][/previewyoutube]
Public Playtests

While we were very happy with the feedback from our closed beta playtest of the Asteroid disaster, we also heard your feedback about how we conducted this test. It was never our intention to exclude players from the tests, and as such we will be opening up the next playtest to anyone who applies and run it as a Public Test Environment. Expect more info about this in a few weeks’ time!



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That’s it for today. Keep an eye out for the many streams by joining our Discord community. Here you can also stay up to date on the latest updates, find others to play with, or get in touch and ask us questions!

https://store.steampowered.com/app/2224610/Project_Planet__Earth_vs_Humanity/

Update 1.1 is live!

We just released Update 1.1!

This introduces the much-anticipated Asteroid Impact disaster, as well as a rework for the Crisis system, balance changes and a lot of other fixes and improvements.

[previewyoutube][/previewyoutube]
Changes:
  • Added the Asteroid Impact disaster!
  • Players can now play a severe asteroid impact disaster, with scenarios ranging from investigating the point of impact, evacuating residents, rescuing survivors and dealing with the environmental after effects of this devastating cataclysm!
  • Crisis rework:
  • We’ve noticed that many experienced Earth players would never use the Crisis, as the risk of losing Force without decreasing the Population (if Humanity successfully prevents the Crisis) is too big. To combat this, we’ve reworked the Crisis to be a lot cheaper to use, and have a viable 0 Force option in case Earth doesn’t want to risk any Force.

    The Crisis now has four different options:
    • 0 Force cost, 18 points required by humanity, -2 Population if successful.
    • 1 Force cost, 23 points required by humanity, -4 Population if successful.
    • 2 Force cost, 28 points required by humanity, -6 Population if successful.
    • 3 Force cost, 33 points required by humanity, -8 Population if successful.
  • The Teamplayer and Egotistical awards in the Stage results screen are now based on most positive and negative impact on Population, Ecosystem & Pollution. Before, Egotistical used to be based on the most positive effect on a player's own score, which often resulted in the player that used the most abilities getting the Egotistical award.
  • AI controlled humanity players will now use abilities.
  • Added a borderless windowed mode

Balance changes:
  • Nerfed the Industry role in the Hurricane and Virus disasters.
  • Nerfed the Public role in the Hurricane disaster.
  • Slightly buffed the Scientists role in the Hurricane disaster.
  • Buffed Earth's options in Hurricane Stage 4.

Bug fixes:
  • Fixed an issue that would cause the game to end early in Hurricane Stage 3.
  • Fixed an issue where AI would not take over a kicked player when that player had one or more questions queued, for example while answering an ability while another question is queued.
  • Normalized the audio levels for all news videos, fixing an issue where some had low audio levels.

Dev Blog #17 - Roadmap time!

Welcome back for another Dev Blog!

Today we’re sharing the first details of our roadmap for the upcoming months and how we plan to keep improving the game, and we’ll go into detail on some of these upcoming features.

Update 1.1

The next update is rapidly approaching and expected to go live on October 25th! It will contain the much anticipated Asteroid Impact disaster, as well as a rework to the Crisis system and many improvements to the balance. In the meanwhile, you can still help us improve the new disaster by joining our weekly community streams (each Friday at 8PM CEST / 2PM EST) and sharing your feedback!

Roadmap

After update 1.1 we plan to implement the most-requested features by the community and continue adding more content. Please note that this roadmap is still subject to change, as we’re constantly gathering more feedback from players and reassessing our priorities accordingly.


Clarifying these upcoming features and changes, we received lots of requests to add additional languages to the game. As our game contains over 200,000 words, it is simply too expensive for a small Indie studio like ours to translate the game in the traditional manner. To accommodate non-English speaking players however, we have set up a system using AI-translations to reach an acceptable quality. We then want to iteratively improve these translations over time, assisted by community members who have already offered their support with translations. More on this later!

The Solar Flare will be the next big disaster added to the game after the Asteroid. In this disaster, players will face a devastating coronal mass ejection, destroying energy grids, crashing satellites, and disrupting supply lines to plunge humanity into a new dark age.

Another much requested feature is the ability to adjust game speeds. To achieve this, we are (re)introducing customizable turn timers where players need to make a decision before the timer runs out. We are also giving players the option to adjust animation speeds, e.g. how long news items stay on-screen or how long Live Feed notifications stay centre screen before floating to the top right.

The new “Policy” feature will allow Humanity players to set certain policies to affect the planet’s Ecosystems and Pollution. This allows them to work against Earth more at the cost of their own Score, or improve their score at the expense of Humanity, as well as giving players a little more to do during other players’ turns.

Finally the Twitch integration will give streamers the option to let their chat take over the Public role. Viewers will be able to vote on options through polls, to decide whether they want to team up with the streamer and other players, or work against them. This feature was much-requested by streamers, so we hope this will add a whole new dynamic to streaming Project Planet!

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That’s it for today. Keep an eye out for the many streams by joining our Discord community. Here you can also stay up to date on the latest updates, find others to play with, or get in touch and ask us questions!

https://store.steampowered.com/app/2224610/Project_Planet__Earth_vs_Humanity/

This party game is like Jackbox, except you're causing or preventing humanity's extinction—you can probably guess which side I picked




Maybe it's the fact that I've just finished my umpteenth playthrough of Final Fantasy 7, but sometimes I get the feeling that one of us should summon Meteor and end all this nonsense once and for all. Climb the kudzu vines that wrap the Sears Tower, and all that. I know I'm not the only one who occasionally drifts into strange fantasies about the end of the world, though—a game that just came out on Steam not only lets you do exactly that, it turns those idle fantasies into a party...
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Update 1.0.2 is live!

We just released update 1.0.2!

This update contains a new reconnect system for the master device, to prevent players from getting locked out of their game if the master device loses connection for a short amount of time, as well as a wide range of balance improvements and bug fixes.

Full changes:

Changes:
  • Added a new reconnect system to the master device. This should prevent games from getting locked out of the game when the master device loses connection for a short period of time.
  • Added the game version to the menu so players can see which build they’re playing on.
  • Updated the Credits.

Balance changes:
  • Ability Self-Interest options now affect your target by 4 instead of 3, and reduce Population by 2. This should make them slightly less appealing.
  • Ability Environmental options now affect your target by 4 instead of 3. This should make them slightly more impactful and appealing.
  • Slightly buffed the Media role in the Locust Plague disaster and added an extra question at the end of Stage 4.
  • Slightly nerfed the Public role in the Locust Plague disaster.
  • Slightly nerfed the Industry role in the Virus and Hurricane disasters.

Bug fixes:
  • Fixed an issue where AI Earth would always select the Virus. Additionally, AI Earth will now choose different disasters when playing multiple games in a single game session.
  • Fixed an issue that would cause the game to end early in Virus Stage 4.
  • Fixed an issue where “investigation of decision makers” in Hurricane Stage 4 would negatively affect the Media instead.
  • Fixed multiple issues with News Item voiceover volume levels.
  • Fixed multiple spelling mistakes.
  • Removed unnecessary “Funding received:” texts in certain research tracks.