Subs! Subs are now in PTE 77150! (UPDATE: 77238 hotfix)

It’s that moment that so many of you have been waiting for. Subs, absent since alpha, have made their triumphant return to Planetary Annihilation! Released into the PTE, Uber want you to play with them, experiment, and break them. See what works and what doesn’t and provide feedback.

Jables has posted that saves are coming in February and Galactic War is being worked on following that. Meanwhile tvinita will be looking into the orbital game soon after naval.

Design Vision for Subs

tvinita posted about his intention when adding subs into the naval balance:

SUBS! Okay, submarines. When designing the subs, I was trying to preserve what would make submarines strategically interesting within the current meta of the game while keeping them easy for the player to both understand and manage.


So, whatever way subs behave, you want them to be a pain in the *** for your enemy to deal with. To accomplish this, there is not a submerge/surface state on the subs. Instead, submarines are always considered “submerged” as you can see above. The key here is that though the periscope is poking up out of the waves, submarines cannot actually be targeted by conventional weaponry because just look at how small a target that periscope is–how are you gonna’ hit that with a broadside cannon? This forms the crux of what makes submarines a tricky target without making it too confusing or frustrating for the opponent who has to deal with them. While submarines have their own recon layer, it’s not set up in any way to be different from surface/air vision. So you can see the submarine, both visually and on radar (no sonar needed), but unless you have torpedoes, you can’t shoot back at it.

Terror of the Seas

Submarines are the cheapest naval units aside from the piranha. They’re relatively agile compared to ships, and they pack a lot of anti-naval firepower into a conveniently cheap package that’s hard to hit. A swarm of submarines will be an unprepared navy’s worst nightmare, and though narwhals now have torpedo launchers to defend themselves–stolen from the orcas–metal for metal, a force submarines will win out against a force of narwhals every time, leaving your submarines free to pick apart the rest of your opponent’s navy while you cackle maniacally.

Not the end-all of Naval Control

Submarines cannot be targeted by conventional ballistic weaponry, however, as of right now artillery and bombs can target submarines just as they can target ships. This is to make sure that you can’t just maintain complete unchecked naval dominance by spamming submarines and your oppponent has no options to counter short of superweapons, and to further encourage unit diversity. If you want naval dominance, you’re going to want a balanced force that can take on all potential threats to naval, rather than just building a unit that can maintain naval superiority while ignoring any other possible threats completely.

With that in mind, let’s go into the design of the two new subs.

Planetary Annihilation subs

Tech 1 Submarine — The Barracuda

The Barracuda is cheaper and more maneuverable than the other ships, and it’s packed with torpedoes that fire much more rapidly than the narwhal’s. It also has lower Health than other ships. This allows it to function as your basic naval superiority unit, as most ships can’t even fire on it and it’s the most cost-effective optionf or maintaining control of the seas against ships. However, since it can only use torpedoes it can’t do anything against land-based coastal bases like the narwhal and orca, nor can it defend itself against bombers.

Tech 2 Stealth Submarine — The Kraken

The intent behind the Kraken is for it to serve as a late-game raider of sorts. Basically, we have a lot of long-ranged and slow ships in t2 naval, and the Kraken is sort of the reverse. It has torpedoes equivalent to the Barracuda, but its primary weapon is its hailfire missile array, which is a shorter range bunch of missile launchers that serve very high DPS out to nearby enemies. Also, here’s the kicker; the Kraken does not show up on radar. So if your enemy isn’t scouting properly, a small crack team of krakens can be chewing through their base before they even know what’s hit them.

Subs are likely to change a lot over the next few days as they’re coming in hot off the presses, so be sure to play the PTE and provide plenty of feedback so we can make sure subs are at the best state they can possibly be when they hit the live build!

Patch Notes


  • Submarine added to game
  • Stealth Submarine added to game



  • Explosion radius increased from 150 to 200
  • Explosion damage deals 5% damage to AT_Oribtal armor type (AKA blows up structures, but not your fighters)

All Orbital

  • All oribital stuctures now have armor type AT_Structure
  • Guard Radius increased from 50 to 100

Advanced Energy Plant

  • Health decreased from 13500 to 5000


  • Metal cost decreased from 600 to 400


  • Metal cost decreased from 1600 to 1000

Missile Ship (Stingray)

  • Health increased from 1000 to 3000
  • Missile Rate of fire increased from .2 to .25
  • Missile Range increased from 180 to 210
  • Missile Damage increased from 500 to 1000
  • Antidrop range increased from 180 to 210

Frigate (Narwhal)

  • Added Torpedo weapon
  • Torpedo Damage set to 250
  • Torpedo Rate of Fire set to 0.2
  • Torpedo Range set to 150
  • Shell Rate of Fire reduced from 1.5 to 1.0

Destroyer (Orca)

  • Removed Torpedo weapon

Unit Cannon

  • Will now fire in a 30 meter spread around target


  • Fix for random landing spot generation not creating valid landing spots
  • Holkins art fixed
  • Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
  • Kickstarter credit updates on commander screen
  • SpiderofMean Commander name change to Xenosentry based on backer request
  • Additional fixes for non-English languages
  • Additional logging added for crash tracking improvements
  • Improvements to logging
  • Fix for Galactic War cards overlapping and obstructing buttons in some localizations
  • Adjusted AI nuke targeting logic
  • Adjusted Order Bar sizing
  • Added support for Command key on Macs
  • Metal spots now added to ocean floor
  • Fix for custom metal spots orientation
  • Layout fix for multiple chat windows styling
  • Fixed 1px shift on chat messages
  • Fix for the “Team Games” achievement
  • Remedy a very uncommon crash affecting some Mac OS X users running firewall software
  • Fix for AI getting stuck sometimes on mixed terrain planets

77202 Hotfix

  • Bug fix to allow bombers to attack subs
  • Moved air transports to bottom of build bar
  • Fix for AI land and naval rally point selection
  • Update for naval platoons to use the new AI rallypoint work

77238 Hotfix

  • Fix for AI on multi-planet system crash
  • Pings hidden if AR turned off (toggle with ctrl+y)


Bomber (Bumblebee)

  • Guard radius increased from 60-120

Not In Uber’s Patch Notes

Thanks to wondible for picking up on most of these.

  • Pelicans can no longer transport commanders
  • Torpedo Launcher has been made a little cheaper, tougher and had its firing rate doubled
  • Astraeus can move in the air layer
  • Differentiated sound effects for different commander weapons

Previous Release Notes

Build 76843 released to PTE for player testing

Uber have released what will likely to prove to be the most radical balance patch yet. It’s not in live, it’s in the PTE waiting on player testing and feedback. We’ve got Pelicans back at T1 (look out for Inferno drops), a cheaper SXX and several ground units can now shoot orbital. But the real change is the one which doesn’t draw the eye: T1 fabbers had a reduction in their operational energy cost. It seems innocuous at first, but as highlighted by Cola_Colin in his treatise titled “Of investments, energy, metal and reclaiming” energy was the true limiting cost in the game.

Will it bring back aggressive expansion, proxy bases and more aggressive T2 strategies? We shall see.


T1 Energy Plant

  • Health decreased from 3000 to 1000
  • Metal cost decreased from 450 to 400

T2 Energy Plant

  • Health decreased from 13,500 to 5,000

T1 Bot Fabber

  • Energy Draw decreased from 1000 to 800

T1 Vehicle Fabber

  • Energy Draw decreased from 1000 to 800

T1 Naval Fabber

  • Energy Draw decreased from 1000 to 800

T1 Air Fabber

  • Energy Draw decreased from 1100 to 900


  • Vision Range increase from 100 to 115


  • Metal cost decreased from 120 to 100
  • Vision Range increased from 85 to 110
  • Range increased from 95 to 105

Combat Fabricator

  • Cost decreased from 720 to 250

Advanced Combat Fabricator

  • Cost decreased from 6000 to 2500


  • now buildable by T1 Air Factory
  • Health decreased from 90 to 40
  • Metal cost increased from 45 to 100
  • Acceleration decreased from 45 to 30
  • Break decreased from 45 to 20
  • Move speed decreased from 90 to 70

All Orbital units

  • Guard radius increased from 50 to 100

Orbital Fabricator

  • Can no longer reclaim
  • System velocity multiplier decreased from 15 to 13
  • Gravwell velocity multiplier decreased from 6 to 5

Orbital Laser Platform (SSX)

  • UNITTYPE_Important removed
  • Health decreased from 1500 to 1200
  • Metal cost decreased from 24,000 to 6,000
  • Damage decreased from 2500 to 1250
  • Range increased from 15 to 40
  • Acceleration increased from 10 to 25
  • Brake increased from 10 to 25
  • Ammo Capacity reduced from 40,000 to 6,000
  • Ammo Demand reduced from 20,000 to 3,000
  • Ammo Per Shot reduced from 40,000 to 6,000


  • System Velocity Multiplier increased from 7.5 to 10.0
  • Gravwell Velocity Multiplier increased from 3.0 to 5.0
  • Vertical Speed increased from 100 to 200

Bluehawk, Stingray, and Tactical Missile Launcher

  • Can now target the orbital layer
  • Now have anti-drop pod weapons with the same rate of fire as their tactical missiles


  • Metal Cost increased from 400 to 1600

Unit Cannon

  • Metal Draw decreased from 120 to 60
  • Energy Draw decreased from 4050 to 3050

Advanced Artillery (Holkins)

  • Rate of Fire increased from 0.05 to 0.07 , fixing an issue where it would wait to fire after being fully charged.


  • AI now expands faster
  • AI can keep track of last time it had vision on a unit and use this info when deciding what to do
  • Fix for duplicate AI build item
  • AI will be less likely to build on top of metal

Bug Fix/Polish

  • Added an Anti-Tac Missile weapon to sniper bot model
  • Fix typo in radar effect
  • Tweaks to Umbrella effect
  • Updates to Sniper bot effect
  • Sound updates on Sniper bot and Umbrella
  • Added additional planet names
  • Added names to credits
  • Added max water depth
  • Added system picker to the lobby
  • Polish in game order icons
  • News list wording polish

Ladder reset incoming with new build to follow [UPDATE: Build 75539 is live!]


Jables has announced that the ladder is being reset today, with a new build following shortly after. This build contains some small balance tweaks, a number of significant AI improvements, and the new system editor which allows for some pretty crazy planets.


  • You are now able to chat after games, even in chronocam mode
  • Added in backer names on more commanders in the Armory
  • More backer names are now in for planets and Galactic War credits
  • Nukes now have a specific effect if they happen in space
  • Jigs have a new custom explosion effect


  • Jigs now explode in a nuke sized explosion (drag select will space these to be safe, but you can hand place them closer if you feel lucky)
  • Change to Dox vision from 150 to 100
  • Commander torpedoes rate of fire reduced from 2.0 per second to 1.0 per second
  • Commander torpedoes range reduced from 200 to 160
  • Dox will now correctly fire on factories
  • Nuke damage will now expand out to match the effect


  • Leaderboards are now online (found under Multiplayer off the main menu)
  • Players can watch the last replay of the top 10 of each rank in the Leaderboards
  • 3 new custom made 1v1 planets for Ranked play, to replace the old pool
  • You can no longer pause in ranked games
  • Disconnecting in a ranked game now pauses it and gives the disconnected player 180 seconds to reconnect before they forfeit
  • Penalties are now handled better when a player leaves a ranked lobby
  • A player has 30 seconds to show up for a ranked lobby before the game is abandoned
  • A player disconnecting from a ranked lobby now immediately abandons the game (and applies a penalty to the abandoning player, like before)
  • Players are now notified when they have a match and are tabbed away (flashing icon and sound)
  • A new and louder sound now plays when you find a match.

System Designer

  • We’ve implemented symmetrical planet creation
  • You can now edit CSGs (move, add, delete, copy, paste, rotate, raise, and lower them)
  • You can now custom place or remove metal spots
  • All System Editor hotkeys can be found under settings and changed if you like
  • Orbiting bodies are not allowed to be more massive than what they are orbiting (currently placeholder fix, will move the orbiting planet to orbit the sun if you move mass above parent planet’s)


  • Lots of small changes to bring more continuity through the UI
  • When first entering game, we have a bar added to give new players an idea of the initial controls
  • Top 3 players from the Leaderboard are now listed on main menu along with their last replay
  • The message telling you that your opponent abandoned the ranked lobby will no longer disappear after 5 seconds.


  • Now uses Gas Giants
  • Neural net tweaks
  • Will now build Annihilaser
  • Better handling of platoons
  • All known issues of AI getting stuck now fixed
  • Added a large set of new AI names
  • Now better performance in the late game due to smarter pathing choices

Bug Fixes

  • Changing economy after everyone has clicked ready will unready everyone
  • Your rank changes will now immediately update after a match
  • Replaced the messed up “5” in the font
  • Landing zone low rez circles now removed
  • Straight line graphics bug when you look up through atmosphere into space is now fixed
  • Linux should now correctly load all translated locales
  • You should now be able to see the quit confirmation even if the game is paused
  • Nukes and commander explosion damage should now better match the visual effect
  • Fixed some of the instances of jerky movement
  • Orbital Fabbers will now correctly build on planets other than their current planet
  • Fixed failing to detect that the planet we are orbiting (while attempting to move somewhere else) was destroyed
  • Cracks touching water will once again fill with water
  • Commander AA now prioritizes air correctly
  • You should no longer be incorrectly prompted to reconnect to an old game
  • Attempting to requeue after playing matchmaking should no longer prompt you to reconnect to the game you just played
  • Connecting to a matchmaking game should be more reliable


  • New Commander: Berlinetta


  • New Commander: Banditks