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Electric Noosphere

Wkrótce

Simulated Flow UGOdkryto Oct 5, 2026

About the game

Fabularna strategia czasu rzeczywistego science fiction. Sygnał pogrzebany pod sześćdziesięcioma latami szumu przyciąga ekspedycję Singularian do Veil, gdzie coś szybszego rozrywa hipernapęd w trakcie skoku. Zbieraj zasoby, utrzymuj linię obrony i przebijaj się w głąb roju ku starożytnemu artefaktowi. Dwie asymetryczne frakcje, jedno awaryjne lądowanie.

Oryginalny opis ze 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.
More factions may follow after launch.

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.

Informacje o wersji demo i premierze

Aktualne dane kontroli nie potwierdzają dostępności wersji demo. Nie oznacza to, że gra nigdy jej nie miała; sprawdź bieżącą dostępność na stronie gry na Steam.

Demo na Steam, test gry i wczesny dostęp: czym się różnią?

Informacje i grafiki: Steam · Ostatnia kontrola UTC