Electric Noosphere
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About the game
Un gioco strategico in tempo reale fantascientifico incentrato sulla storia. Un segnale sepolto sotto sessant'anni di rumore attira una spedizione Singularian nel Veil, dove qualcosa di più veloce squarcia l'iperguida a metà salto. Raccogli risorse, mantieni la linea e avanza nell'alveare verso un antico artefatto. Due fazioni asimmetriche, un solo atterraggio di fortuna.
Descrizione originale su Steam
The signal was not a welcome.
Sixty years of noise hid something structured. Not stellar. Built. The Singularians decrypted it and found two things: a location, and a warning their ship AI could not parse.They jumped anyway.
Something rode the wave with them. It was faster. It chewed through the hyperdrive coils mid-jump and herded the fleet down onto a world that was already a nest.
Command what is left
Electric Noosphere is a story-driven real-time strategy game about a high-tech expedition stranded far past the point of rescue. Salvage a dying drive, hold a perimeter against a swarm that learns, and cut a path into a chitin labyrinth grown around something ancient.- Gather. Secure ore and biomass, realign a destabilizing containment field, and get a foothold on hostile ground.
- Survive. Reinforcements are fifteen minutes out. Build an antimatter reactor from gravitonium and darkmatter, prime the ignition sequence, and last.
- Breach. Three routes into the hive, all of them unwise. Pick one and answer the signal in person.
Two asymmetric factions
- Singularians — precision and quality. Few units, all of them expensive and upgradeable. Tech, drones, AI support, surgical strikes. You plan, you position, you refine.
- Xenocrypta — mass and adaptation. Cheap swarms fed on biomass, brood hives and larval pods, queens and workers. You apply pressure in waves and win the adaptation race.
Asymmetry is the core of the design. It carries the campaign and the competitive skirmish alike.
A small cast, fully voiced
Three voices carry the whole campaign. Cmdr. Vael gives orders in two words. AURA, the ship's AI core, delivers exactly one fact per line. COG-9, a servitor robot who speaks about itself in the third person, remains cautiously terrified. It is told this is normal and healthy.Story scenes sit between missions, each with a hands-on interlude — pull a carrier out of static, rebalance a failing containment field, trace a route past the main nests. Success and failure both move the story forward. Only the tone changes.
Thoughtful science fiction
Curiosity as a risk. Evolution against preservation. What responsibility comes with ascending past your own biology. The expedition left knowing the warning was unreadable — and someone built that signal a very long time ago.





Informazioni sulla demo e sull’uscita
I dati del controllo attuale non confermano alcuna demo. Ciò non significa che il gioco non ne abbia mai avuta una; consulta la sua pagina Steam per verificarne la disponibilità attuale.
Demo di Steam, playtest e accesso anticipato: qual è la differenza?
Informazioni e immagini: Steam · Ultima verifica UTC