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描述

The Fermi Paradox
The Fermi Paradox is a choice-driven narrative strategy game in which you’ll guide alien civilizations that can thrive or simply survive through the ages, picking up radio signals from distant stars and finally making contact with one another by exploring the furthest corners of the galaxy.

Galactic God game: Play as galactic gardener rather than a single faction, guiding up to 10 civilizations simultaneously

Choice-driven gameplay: Every event presents three choices that change the course of history – every decision matters, and consequences ripple across millennia

Many unique alien species: From nightmarish deep sea creatures to graceful sapient plant-beings, there are even strange hairless mammals called Humans

400 different civilization-development events: Each event tells its own story and provides new choices that impact the story of that civilization – be it apocalyptic floods, sexual revolutions or conscious interstellar warships

Distinctive societies within starships and colonies: Life on a generation ship or on an unknown planet poses different challenges and special narrative events

Original electronic ambient soundtrack: Music playfully follows the evolutionary steps of developing civilizations and their spiritual, technological, and energetic trajectories.

Play again and again: Each play-through tells a different story and has its own ending. Will the people of that galaxy unite? Will they wipe out one another in a galactic war? Or will they perish, still alone, never really knowing that other alien life forms existed?

Join our DISCORD COMMUNITY : https://discord.gg/n5bDJ7pRVM

Become the galactic gardener!

Guide the fate of different planets, species and civilizations. Balance technological progress, military aggression and resource waste so that alien societies survive long enough to make contact with other species.

Choices matter

Alien societies grow and develop on their own – but you can alter the path of their development during crucial moments of social upheaval. How will society change when animals are domesticated, world wars break out or if civilizations begin cloning their own people?

Foster multiple alien civilizations

Develop societies from the Stone Age to technological singularity and beyond. How will they treat their own, and what will their beliefs be? What message will their first radio waves sent out into the cosmos contain? What are their intentions when travelling thousands of years by interstellar spaceships to another star?

Write the galaxy’s story

Each play-through will become a unique interstellar saga. From the first decision of which lifeforms will evolve into sapient species, there will be numerous choices determining the history and values of that civilization – from their views on sexuality and religion to their treatment of weaker members of society.

Overcome the long distances of space

Multiple generations will live out their days on starships seeking other habitable planets, while radio signals may echo unnoticed for millennia before they reach anyone that might listen. Of course, the society that sent out a signal may have already perished, and the starship answering their call might arrive only to find alien ruins. Elsewhere, distant colonies may develop into civilizations light-years ahead of the inhabitants of their home planet.

Keep the Balance

Each technological age brings its own challenges, from nuclear war to climate catastrophe, to murderous artificial intelligence. Experience the fragility of the universe, the dangers of military power and how peace might be wrought amongst countless intersecting cultures across the galaxy.

Who are Anomaly Games?

We are a team of indie game developers in Berlin, based at the Saftladen Game Collective. We work to make thought-provoking, inspiring and progressive games, and hope to offer a new take on the space sim genre. The Fermi Paradox is our first game together, but we’ve already made our fair share of video games. Our team members have worked on titles such as Spec Ops: The Line, Kane & Lynch 2, The Captain is Dead, Dreadnought and Sea of Solitude.

Content Warning: This is a game about the rise and fall of civilizations. This includes themes of war; oppression; and atrocities.
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#1. The Fermi Paradox (GOG) 由: Anomaly Games, Wings
#2. The Fermi Paradox (GOG) 由: Anomaly Games, Wings
#3. The Fermi Paradox (GOG) 由: Anomaly Games, Wings
#4. The Fermi Paradox (GOG) 由: Anomaly Games, Wings
#5. The Fermi Paradox (GOG) 由: Anomaly Games, Wings
#6. The Fermi Paradox (GOG) 由: Anomaly Games, Wings
#7. The Fermi Paradox (GOG) 由: Anomaly Games, Wings
#8. The Fermi Paradox (GOG) 由: Anomaly Games, Wings
#9. The Fermi Paradox (GOG) 由: Anomaly Games, Wings
#10. The Fermi Paradox (GOG) 由: Anomaly Games, Wings

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新功能

  • 版本: Windows
  • 發佈日期:
  • Early Access Build - 0.71.M.7

    The Flare System was reworked into a mix of the old and new system.

    Organic Societies now spawn 5 different flares.

    Incremental Flares ( on the far left position ) Process Flares ( on the left position ) Neutral Flares ( on the central position ) Chaos Flares ( on the right position ) Decremental Flares ( on the far right position )

    Incremental / Decremental Flares ( Cost 1 Synthesis - increases or decreases a specific civilization value - research, population, resources, ethics, harm potential - the type of flare is visible and the same for each star system during this turn )

    Process Flares ( Same as the former "Positive Flares" - No Synthesis Costs - increases a random value of research, population or ethics or decreases harm or resource consumption )

    Neutral Flares ( Stay the same - Gain 1 Synthesis - no values are changed )

    Chaos Flares ( Same as the former "Negative Flares" - Gain 2 Synthesis - decreases a random value of research, population or ethics or increases harm or resource consumption )

    Synthetic Societies also spawn Incremental / Decremental Flares - so it is possible to change the values of synthetic civilizations more directly.

    When Synthetic Societies reach the highest tech level ( FTL Age at the moment ) they create special Evolution, Configuration, Signal and Colony events that give them these options.

    Introspection - Gain Utopia and Static Behavior Sentry - Gain Harm and Observation Behavior Incrementation - Gain Population Growth and Expansion Behavior

    FTL Organic Societies can react faster to Signals now and can trigger a special "Ship Response" event

    This event can send either a large fleet or a normal ship towards the origin of a signal. Dystopian societies might send different kinds of ships then Utopian societies.

    Upgraded to the 2024 Unity Version

    For now this will only show some minor performance improvement but will help in later updates with better gamepad controls and a faster deployment times for new versions

    New Sol System Event "The Mines of Io" New Sol System Event "The Io Conspiracy"

    New Contact Event "The Other Species" ( Community Quote by Nathan Boyce )

    New FTL Signal Ship Event "Rapid Response Fleet" ( Community Quote by Jim Bruhman ) New FTL Signal Ship Event "Assault Armada" New FTL Signal Ship Event "System to System Connection" New FTL Signal Ship Event "Xeno Exchange Mission"

    New Answer Signal Event "Distant Machines"

    New FTL Robot Event "Apex Machines" New FTL Robot Event "Universal Analysis" New FTL Robot Event "Synthetic Seed"

    UI Improvements - Slider of Society statistics are colored orange or red if value is critical UI Improvements - Mouse Over Popup for Research Showing Research Percentages per Turn and Capabilities of Current Tech Level UI Improvements - Mouse Over Popup for Population Showing Optimal Population Distribution UI Improvements - Mouse Over Popup for Resources Showing Resource Level and Resource Crisis Chance UI Improvements - Mouse Over Popup for Harm Showing War Casualties and Interspecies Conflict / Robot Uprising Defenses UI Improvements - Mouse Over Popup for Ethics Showing Contact Details and Final Technology Ethic Thresholds UI Improvements - For better readability / accessibility and to work better on Steam Deck some UI texts with small fonts were increased

    Some Robots Upgrade events give the Robots now Names according to the Planet Type

    New Icons for Evolution, Planet, Programming and Robot Development Flares The "Skip Intro Movie" Button at the start of the game was not visible in some resolutions Some "Synthetic Evolution" events will change the name of the new evolved robot species to something related to their home planet or their creator species.

    Writing Pass on colony terms for specific planet colony events so not every colony is called a "Settler Colony" later Writing Pass on society terms for earth planet events so that a society can be renamed to Martian / Venusian / Mercurian etc

    Balancing - The time span between evolution events is shorter so it takes not so long to spawn all 7 playable species Balancing - Starting Dystopia Values of all Robot Civilizations are reduced

    Bugfix - The resource slider bar was flickering sometimes Bugfix - The "Wormhole Invader" option was not correctly triggered with the "Wormhole Grid" Final Technology Event Bugfix - The "Justice" song by Monar Mur and En Ensch was not played during the "Battle of the Bands" event Bugfix - The "Fanatical Crew" event can not happen anymore to spaceships that already made alien contact Bugfix - The "Quantum Age" of the robot civilization is now also called Quantum Age everywhere Bugfix - Sometimes robot types set from specific events could not be changed anymore so that societies build the same kind of robot forever. This is fixed now. Bugfix - Newly evolved synthetic lifeforms sometimes where not marked that they "contacted" their creators Bugfix - Underwater Species and Planet Species are not able to smoke "Memory Pipes" anymore Bugfix - Genderless Species don't do "Rainbow Protests" anymore Bugfix - Aquatic Species will not experience the longest night anymore Bugfix - Final text of the "Simulated Paradise" ending was cut off Bugfix - "Native Society contacted X different species in the past" text during contact is now correctly displaying the native societies name and not the spaceship name. Bugfix - The names of plants and animals from the homeplanet are now correctly transferred to the spaceship Bugfix - The title of an event was sometimes hidden when clicking on the back button from the multiple choice screen Bugfix - Rare crashes during the robot uprising event are fixed Bugfix - Rare crashes when robots build robot ships are fixed Bugfix - Some variables for robot spaceships were not correctly set Bugfix - In the history text of some spaceships the system name was not displayed

    Credits added Nelly and Robin to the new Production Babies collum ( one reason this update took much longer than usual )
    Early Access Build - 0.70.Y.7

    Spaceships that get destroyed by a population crisis event did display a broken dummy Statistic screen that could not be removed. This issue is fixed now. Colonies that turn into full civilizations do not copy the government name from the original society that sended the spaceship anymore. The Mouseover Popup for the Flares is placed on a more convenient position.
    Early Access Build - 0.70.X.1 ( Ganymede Patch )

    New Synthetic Species Event "Priority Framework : System X"

    New Synthetic Species Event "System Development Analysis"

    Bugfix - A successful "hacking attack" against a robot uprising that led to a drastic fall of tech levels used to destroy the bio civilization and let the robots win. This is fixed now.

    Bugfix - The resource and population values of an incoming biological spaceship fighting with a robot civilization were set wrong, which caused strange results.

    Bugfix - If a defending robot society fled from a biological spaceship attack, both parties were sometimes destroyed leaving only an empty planet.

    Bugfix - The name of defending robots during an incoming biological spaceships attack was wrong and displayed something like "Master" instead of the proper robot name.

    Bugfix - Some species-specific names for arms, brains, babies, etc were overwritten with more generic names of their type.

    Bugfix - In the description text of second chance species sometimes a "__" was displayed instead of an empty space.

    Bugfix - In the "Thieving Monkeys" event. ELEMENT_PREFIX Monkey should now be displayed as "Sand Monkeys" etc

    Bugfix - Water Cats and Ocean Crawlers both have now the "Aquatic Species" status

    Bugfix - If after a robot uprising the robots leave the planet or are destroyed (and they do not create a Tomb World in the process) it is possible to trigger a Second Chance Evolution event. But this event always produced Monkeys as the Balanced Species even if the creator Species was Unbalanced or Ambiguous. They will now spawn Cats / Crawlers.

    Bugfix - "Justice" our industrial punk music score was not triggered by the "Battle of the Bands" event

    Bugfix - When using the keyboard and quickly pressing tab to leave the Character Screen after an event the Character Screen was sometimes visible in the Galaxy Screen again which was really annoying.

    Bugfix - When using the keyboard and quickly pressing tab during an event it could happen that the small description window popped up behind the event text. That should not happen anymore.

    Bugfix - The "Robot Rivalry" event was never correctly triggered.

    Bugfix - When selecting a flare sometimes the subtitle says something like "Earth is the home of the Human Governments." was removed for 5 seconds. This is fixed now.

    Bugfix - Blizzards should not happen in space regions anymore.

    Bugfix - Fish species are not building naval frigates anymore

    Bugfix - Loading an old savegame from the Eros Update can produce dummy flare texts for stone age societies like "ai creates research" or "fear of technology". This should be fixed now.

    Bugfix - When loading the save game at the end of the game the "Good Ending" and "Bad Ending" status was not saved and the player got the "Grey Ending" score.

    Bugfix - The "Interstellar Data" event does not point towards the wrong star systems anymore.

    UI Rework - Increased the spawning speed of flares.

    UI Rework - The "Flare Panel" in the "How To Play Menu" now shows the new flare system.

    UI Rework - The Mouse Over Popup of the flares will be shown much faster

    UI Rework - No new Flares are spawned anymore when the game is already over

    UI Rework - The text that displays on empty planets changes the type of the planet correctly if the planet is turned into a Tomb World or anything else.

    Balancing - Positive Flares will only spawn Population Boost if one of these conditions apply

    If the society is under 1000 population

    If the population status is "Population Decline" and the growth rate is under 20%,

    If the population status is "Sparse Population" and the growth rate is under 15%,

    If the population status is "Balanced Population" and the growth rate is under 10%,

    If the population status is "Dense Population" or higher and the growth rate is negative.

    In all other cases a Consumption Decrease boost is spawned

    Balancing - When Harm Potential is really low a Positive Flare will not spawn a Harm Reduction Boost but will spawn a Consumption Decrease Boost instead.

    Balancing - When the Research progress is under 10% a Negative Flare will not spawn a Research Malus but will spawn a Population Decrease Boost instead.

    Balancing - Events that give Maximum Harm Potential increase the Harm Potential by 8% now instead of 3%

    Balancing - Events that give Default Harm Potential increase the Harm Potential by 2% now instead of 1%

    Balancing - Harm Increase Flares increase the Harm Potential by 0.05% now instead of 0.02%

    Balancing - Synthesis Costs of Robot Evolution Events are higher, so it is harder to turn off (set to Idle Behavior) the robot civilization in the beginning.

    Balancing - Synthesis Costs of Robot Resettle Events are higher, so it is harder to leave blooming nature behind when extracting everything from a planet.

    Balancing - Spaceships avoid now to move back to the planet they came from, even if it would be a very short or optimal route.

    Balancing - Robot Spaceship tended to pack not much resources, which led to weird situations where a newly founded colony instantly moves on to the next planet.

    Balancing - Synthetic Civilizations with the Expanding Behavior do not send Spaceships out anymore if they have less than 1000 Robots.

    --

    Early Access Build - 0.69.M.2 ( Eros Hotfix )

    Bugfix: Fixed issue with the variable database that removed names and flare tags from aquatic and primordial world ancient ages

    Status Effect: The top event of "Fertility Rites" grants the "Hedonistic Society" status
    Early Access Build - 0.69.L.1 ( Eros Hotfix )

    Bugfix - God variables for the Monotheism events are fixed

    Bugfix - The "Pleasures of Eros" event can now only happen in the Sol System
    EA Build - 0.69.K.6 ( Eros Update )

    Background Art : New “The Dancers of Sirius" picture

    Background Art : New “The Fallen Colony" picture

    Background Art : New “Global Protests" picture

    Background Art : New "Voyage of the Titans" picture

    Background Art : New “Abandoned Highway" picture

    New Sol System Event "The Pleasures of Eros"

    New Sol System Event "Showdown at Eros"

    New Stone Age Event "Geoglyphs"

    New Stone Age Event "Complex Burial Rites"

    New Stone Age Event "Nomadic Agriculture"

    New Stone Age Event "Sacred Prey"

    New Stone Age Event "Trap Labyrinths"

    New Stone Age Event "Dead Rivers"

    New Bronze Age Event "Axiology"

    New Bronze Age Event "The Great Dams"

    New Bronze Age Event "The Golden Leader"

    New Digital Age Event "Photovoltaic Power"

    New Digital Age Event "Green Politics"

    New Cyber Age Event "Freedom to Maintain"

    New Cyber Age Event "Garbage Eaters"

    New Cyber Age Event "Moon Concrete"

    New Solar Age Event "Photon Sails"

    New Solar Age Event "Marine Energy Network"

    New Solar Age Event "Robotic Replacement"

    New Solar Age Event "Pararobotic Relationships"

    New Solar Age Event "The Laws of Robotics"

    New Garden Planet Event "The Pleasure Planet"

    New Colony Event "The Wild Colony"

    New Follow Up Event - Hedonistic Society Status "Expel the Deviants"

    New Follow Up Event - Hedonistic Society Status "The Philosophy of Pleasure"

    New Follow Up Event - Hedonistic Society Status "Signaling Interest"

    New Follow Up Event - Hedonistic Society Status "The End of Deviancy"

    New Follow Up Event - Hedonistic Society Status "Pleasure Optimization"

    New Follow Up Event - Hedonistic Society Status "Indecent Aliens"

    New Follow Up Event - Hedonistic Society Status "The Last Embrace"

    Reworked Contact Event "Culture Clash"

    Reworked Contact Event "Perilous Transformations"

    Reworked Tech Level Event "The FTL Age"

    New Event Type : Disarmament

    The opposite of the Power event - the options reduce the Harm Potential instead of increasing it. For now we added just a few of these events but in future updates there will be more.

    New Feature : Status Effects

    In Addition to changing values like research or resources an event can apply or remove a status from a civilization. This enables us to create more specific followup events; block events that do not make sense for a civilization with this status or even create longer event chains. The status can be seen in an info window when hovering with the mouse over the name of the civilization and as a symbol in the choice windows that would remove or add the status. As a testrun we added the "Hedonistic Society" status that is granted in events like "Goddess of Love" , "Sexual Revolution" , "Pleasure Bots" , "Space Swingers" … etc We added 7 follow up events that only get triggered for civilizations with this status.
    We will add more different statuses in future updates.

    Interface : Keyboard and Controller Input is now recognized by the game. Mouse Over text windows next to the buttons show which hotkey is assigned to which function.

    Note : The collection of flares can not be done with keyboard or controller, since we plan to rework the flare system in the next update.

    Optimization : We reduced the disk space the game needs to 1.9 GB

    Text : New Terms for Leaders, Governments, Settlements etc for all Stone Age to Industrial Age Paradigm Shift events.

    Text : Scientific Building Names for Ancient Civilizations were added

    Bugfix - Captured Spaceships are not counted internally as colonies anymore and can not trigger colony specific events like Send Signal that would crash when applied on a star ship.

    Bugfix - Technology Age gain of of the Interspecies Integration event is shown correctly now

    Bugfix - Rings of Planet in the Rigel System is now shown correctly

    Bugfix - The Status "Desert Planet Origin" and "Herbivore" was not correctly applied to the Prun species but now it is fixed

    Bugfix - The "Answer Signal" event sometimes sent a signal to the wrong civilization. Now it will always send it back to the original sender.

    Bugfix - Mouseover Text for Retreat and Small Crew Conflict Contact followup events now shows the correct amount of research gain.
    EA Build - 0.67.B.1 ( Small Patch ) Bugfix

    "Dark Side of the Moon" Signal event is not triggered before the Solar Age anymore

    fixed some typos and spelling errors
    EA Build - 0.66.A.8 - Hotifx Bugfix

    The events "We come in Peace" , "Asteroid Tax Haven" and "Hydraulic Fracturing" are showing the correct texts again and not just "VALUE" Bugfix - Several text and typo fixes
    EA Build - 0.66.A.7 - Luna Update New Feature - Epilogue Screen - After the game ends a summary of the history of the galaxy is shown and the player is rewarded with points depending which ending they reached; how many species survived and if contact was established. Note : The Epilogue feature is Work in Progress and shows only a small description of the galactic history is shown and the score is only saved as a simple high score. In future updates we will expand the Epilogue with more details and will save an overview of your playthroughs.

    New Species “Wondor from the Kepler System”

    New Species “Noya from the Kepler System”

    New Species “V'kay from the Kepler System”

    New Music Track "Born in the Desert"

    New Music Track "Caves of Ice"

    New Music Track "Lost in the Swamps"

    New Music Track "Lava Lake"

    New Music Track "Songs of the Ocean"

    New Music Track "Hyperspace Journey"

    New Music Track "The Galactic Project"

    New Music Track "Raindrop Kingdoms"

    New Music Track "Justice"

    New Music Track "Born on a Strange Planet"

    Background Art : New “Crossing the Lava Stream” picture

    Background Art : New “The Robot Band” picture

    New Sol System Event "Luna City"

    New Primordial World Event “Obsidian Revolution"

    New Primordial World Event “Alloy Adventures"

    New Primordial World Event “Air Travels"

    New Primordial World Event “Molten Riches"

    New Primordial World Event “Lava Canals"

    New Primordial World Event “Heralds of Fire"

    New Primordial World Event “Smoke Pits"

    New Primordial World Event “Magma Shapes"

    New Primordial World Event “Enforced Eruptions"

    New Primordial World Event “Stone Farming"

    New Industrial Age Event “Public Housing"

    New Industrial Age Event “Machine Gun Mastery"

    New Nuclear Age Event “Radiocomputer Games"

    New Nuclear Age Event “Global Medicine Distribution"

    New Nuclear Age Event “Nuclear Submarines"

    New Nuclear Age Event “Rising Radiation Levels"

    New Digital Age Event "Online Streaming Culture"

    New Cyber Age Event "Embedded Streamers"

    New Solar Age Event "Battle Royale"

    New Lightspeed Age Event "The Robot Arena Battles"

    New Singularity Age Event "ShipCraft"

    New FTL Age Event "Lingua Cosmica"

    New FTL Age Event "The Hyperjump Refuel Station"

    New FTL Age Event "Space Folding Theory"

    New FTL Age Event "Nomadic Space Fleets"

    New FTL Age Event "Deep Space Arms Race"

    New FTL Age Event "Interstellar Defense Forces"New FTL Age Event "Speculative Cults"

    New FTL Age Event "The Psychocardiogram"

    New FTL Age Event "Emotional Hacking"

    New Colony Event "The System Stream"

    New Colony Event "Colonial Streamers"

    New Starship Event “Invasion Calculation Circle"

    New Starship Event “Faulty Cryo Chambers"

    New Starship Event "Gamified Computer Logs"

    New Signal Event "Xeno Memes"

    Bugfix - The Wormhole Invader event is fixed and should not spawn an infinite number of Invalid Invasion Fleets anymore

    Bugfix - The Graveyard Galaxy ending was sometimes not triggered even when all civilizations perished.

    Bugfix - Twitch Connection is not interrupted anymore for 60 seconds

    Bugfix - The Extinction Music track is not continue playing anymore when returning to the Main Menu

    Bugfix - Outfits of the Odo species had inconsistent colors

    "One of its kind" - A special ending is triggered if the first species goes extinct before a new one evolves.
    Attention ! Save Game Compatibility Issues - Save Games of older versions will not trigger evolution events on Planet Ross or the Second Chance Evolution. Also savegames, that were saved while an event was active might show the wrong picture of this particular event.

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