About the Game
TITANS is the huge stand-alone expansion to the already massive-scale RTS Planetary Annihilation, which includes the base game and adds tons of new features:
Devastate your enemies with 5 massive TITAN-class super units like the earth-shaking Atlas bot and lightning-wielding Zeus airship! Expand your strategic arsenal with 19 new units such as versatile Hover Tanks, indomitable Orbital Battleships, and voracious Nanobot Swarms!
Elevate your game with new planets that feature multi-level terrain available in both single and multiplayer. Get up to speed faster with a new, streamlined tutorial experience, then take your game to the next level with the new Bounty Mode option for AI skirmish and multiplayer,
Including everything you loved about Planetary Annihilation:
- Epic Scale - Command armies with numbers in the thousands across multiple planets on land, sea, air, and even in orbit.
- Epic Multiplayer - Play with up to ten friends (or enemies) in massive free-for-all and team-based matches. Or, compete in the 1v1 ranked ladder.
- Epic Single-Player - Galactic War is a twist on traditional real-time strategy campaigns that has players battling across a dynamic galaxy filled with procedurally-generated content.
- Smash Planets - End games by destroying entire planets with giant lasers, asteroid collisions, and the new planet-splitting Ragnarok Titan!
- Advanced Command And Control - Automate your armies with intuitive controls and features, allowing you to create and manage massive armies and production lines with ease across multiple fronts on multiple planets at once!
- Instant Replays - View in-match recordings in real-time while matches are in progress. See when a battle turned by rewinding the game to any point, and use Play From Here to turn it back in your favor.
- In-Game Mods - Modding support included directly in-game via Community Mods on the main menu:
- Local Server - Host LAN games with up to 32 players using the included DRM free local server:
*Must meet Minimum System Requirements for offline play
Screenshots
27 imagesVersion Information
Steam Patch Notes
Official update history
Greetings Commanders,
Alongside the recent Co-op work, we've been chipping away at a batch of long-standing bugs — and we're opening up four brand new engine mechanics for modders. Here's what's new:
Bug Fixes
Wreckage targeting — units no longer get stuck shooting at wreckage.
Naval sinking — ships now sink gradually to the seafloor instead of snapping to it instantly.
[img src="{STEAM_CLAN_IMAGE}/9833776/1e5489b826cae96dcd094b8044c88e5ef79735e1.gif"]Transport status bars — all transports now display a status bar to indicate how full they are.
Air transports — no longer endlessly chase a moving pickup target.
[img src="{STEAM_CLAN_IMAGE}/9833776/d1ee052f0122425bc0b4479ce0ba98e952c7e07a.gif"]Orbital transports — no longer hop up and down when picking up a moving target. They now descend to the air layer and hold there if the target moves out of load range.
Beam weapons — beams using the enemies collision check now aim at a target's center mass instead of the ground it's standing on.
Co-Op Galactic War
Inventories stay put — clients who leave Co-op to play solo keep the same inventory. If a client becomes the host (and the host becomes a client), both keep the inventories they had.
Clearer mod-mismatch screen — it no longer tells you to install or enable mods when you should be disabling them, it now checks and reports version mismatches, and it states exactly what to do.
Server browser — you can now filter for Galactic War games.
New Mechanics
We're introducing four new engine mechanics, built to expand the modder's arsenal. You can try them right now by playing Legion + Sunrise or Exiles.
Move Speed Modifier — weapon/tool use can temporarily increase or decrease a unit's move speed.
Chaining Ammo — projectiles and beams can chain or bounce to nearby targets. A single shot can only hit each target once per chain.
"Ghetto" Gunships — a mechanic beloved in other TA-likes: certain units can now fire while being transported.
Beam/Laser build FX — builders can use a laser instead of a particle spray.
Known Issues
Units can still get stuck shooting at wreckage in one specific sub-case — a patch is coming in the next hotfix.
The game can appear to run while the simulation has actually stopped. If this happens, prior to hosting set Settings → Server → Local Server Multi-Threading to OFF.
For Modders
For examples and in-depth explanations of the new mechanics, check the Discord.
Move Speed Modifier
firing_move_speed_multiplier — move speed while reloading
firing_disable_pushing — unit can't be pushed while reloading
targeting_move_speed_multiplier — move speed while a targetable enemy is in range
targeting_disable_pushing — unit can't be pushed while targeting
Firing activates only when the unit shoots and lasts one reload cycle. targeting activates whenever any target is in range, even if it's outside the weapon's yaw/pitch arc.
Chaining Ammo
ammo_chain_jumps — how many extra targets the ammo can hit after the first
ammo_chain_range — how far each jump can reach
ammo_chain_damage — damage per jump (defaults to normal damage if empty)
ammo_chain_damage_falloff — per-jump multiplier, e.g. 0.5 to halve damage each jump
ammo_chain_travel — the projectile physically travels instead of instantly damaging the next target
[img src="{STEAM_CLAN_IMAGE}/9833776/0add0ced30881e36910547b376fc23e046a1a2d9.gif"]
"Ghetto" Gunships
fire_while_loaded { enabled, unit_types } — lets a transport allow the listed unit types to fire while loaded
Misc
Builders can be set to use a laser instead of a particle spray.
Mods can now change the visibility of the Delete Tech button more easily.
Keep on reporting bugs and suggesting improvements! We truly appreciate your feedback — most of our fixes start off as a report from you in the Discord.
~ The Community Commanders
We've been hard at work addressing more of your feedback on Co-op Galactic War, along with a couple of long-standing bug fixes. Here's what's new:
Co-op Galactic War:
Persistent titles & passwords: Saves now remember the most recent lobby title and password. No more retyping the same details every time you boot up the same campaign!
Fixed an issue where opening a campaign to Co-op for the first time with separate Tech enabled could wipe the host's inventory.
Fixed a minor display bug where some Galactic War server beacons showed raw !LOC: text as part of the system name.
Bug Fixes
Resolved a common effect-related crash frequently seen when reconnecting to a modded game.
Fixed a common issue where players would get stuck on "Loading Mods" when launching the game.
Quality of Life
Persistent wreckage: Once spotted, wreckage now stays visible in the fog of war instead of vanishing when you lose line of sight.
For Modders
Multi-bone transporters: Transporters can now define an array of attachment bones. If a transport carries multiple units, each unit can be attached to its own unique bone instead of all hooking onto the same one.
You can now specify a default title for Galactic War campaigns instead of "GW Co-op Campaign": When touching the gw_play scene, mods can make use of setDefaultGwCoopLobbyTitle(string).
Keep on reporting bugs and suggesting improvements! We truly appreciate your feedback, as most of our fixes start off as a report from you in the Discord.
~ The Community Commanders
Thank you for the incredible response to the Galactic War Co-op launch. You jumped into the fight together in numbers we didn't expect, (and frankly struggled to handle!) and you sent us a mountain of feedback, logs, and bug reports along the way. This hotfix addresses some of the more urgent ones and brings some brand new QoL improvements to the multiplayer lobby experience plus a number of Co-op improvements.
A quick note on UI lag: we're aware that some players have been running into UI lag, and we're actively looking into it. The causes can vary from system to system, but some players have reported relief by turning off multithreading or running the game with hardware acceleration disabled. Hop into the official Discord for updates and more detailed per-system support!
A better lobby
We've added three new lobby tools to make setting up a game less of a chore:
- Auto-start: kick off the match automatically once everyone's ready.
- Ping AFK: send a sound alert and taskbar notification to only the players who've wandered off, instead of blasting the whole lobby.
- Make Host: hand host privileges over to another player without leaving the lobby.
We've also reworked the unready rules so the lobby stops resetting after every change. From now on:
- Most actions that used to unready everyone, like adding or removing slots and teams, no longer do.
- Moving or swapping players only unreadies the players involved.
- Swapping the system won't unready anyone.
- Changing game rules or eco modifiers still unreadies everyone, since those affect the whole match.
Finally, we've renamed the Quick Host drop-down button to Skirmish to make it clearer what it does.
Fixes and polishes for Galactic War Co-op
Fixes
- Fixed a race condition that could corrupt inventory data, leaving players with empty inventories the first time they opened a campaign to Co-op.
- All empty slots must now be filled or removed before a battle can be launched from the galactic map. This closes a rare window where a player could join after the battle had already started loading.
Quality of life
- Continue War now reopens as many slots as were open when you started the battle.
- Co-op players can now see the Continue War button, and clicking it shows "Awaiting host" so everyone understands the flow instead of wondering why nothing's happening.
- Co-op players are no longer treated as subcommanders for defeat detection. Unless Sudden Death is on, the host dying will no longer wipe out the whole team.
- The Dismiss Tech and tech-choice rows are back for Co-op players playing with shared tech. Players who aren't the host now see "Host Choosing Tech" so it's obvious why the buttons aren't available.
- Removed the misleading friends-visibility option, since the friend list is currently non-functional.
- The server beacon now reports active Galactic War mods, the same way it reports server mods.
For the modders
- Modmaking for Co-op: we've added the infrastructure to support mods in Co-op. Galactic War mods now have a mechanism to synchronize any game-state changes to every connected client.
- The mod-mismatch warning screen now reads the new galacticWarMod: true field from your modinfo.json. Players can no longer bypass the mismatch screen when a mismatch is detected.
Thank you
Every fix in this list started as a bug report, a log file, or a "hey, this feels off" in the Discord. Keep it coming! Co-op and PA as a whole are only going to get better from here. Stay tuned for some exciting intel soon…
~ The Community Commanders
Faster mod downloads in lobbies — Steam P2P transfers now run at full link speed, so joining a modded lobby is dramatically quicker than before.
Ranked matchmaking fix — Resolved a bug where queueing for a ranked match could occasionally drop you back into a custom lobby you'd previously joined.
Maps:
Fixed bug with the ranked map Mukden,
Fixed minor metal spot asymmetry on the ranked map Crag,
Improvements to Trench,
Improvements to Bulkhead,
removed duplicate of Phang Shores,
AI and Galactic War:
The AI will now build the new units,
The new units will now be affected by Galactic War cards,
Balance:
Drifter
ammo 'flight_type' reverted to default (Ballistic)
ammo 'gravity_scalar' increased from 1 to 20
ammo 'lifetime' decreased from 1 to 0.75
Bluehawk
'max_health' deceased from 1000 to 800
split the main weapon into anti-orbital and anti-ground new anti-orbital weapon
'damage' set to 750
'rate_of_fire' set to 0.2
'max_range' set to 200
Gil-E
'damage' increased from 500 to 600
'max_range' increased from 180 to 200
The last couple of balance changes have resulted in some most interesting tactics emerging on the galactic battlefields!
However, it’s time for another update! We have some quality-of-life improvements and fixes served up alongside your portion of balance tweaks!
Read on to learn more!
Improvements
- Transports will now always move to units, units never move to Transports
- All factories will now deploy currently building units if they are powered down but assisting units finish the building process
- All Naval and hover units now leave wreckage upon destruction which then sinks instead of staying on the water surface.
- All Air units now leave wreckage upon destruction
- The default area build type and spacing for a number of structures has been changed. This applies to Energy and Metal Storage, all anti-ground and anti-air turrets, basic and advanced Energy Plants, and mines.
Balance
Land: Slammer
max_health decreased from 400 to 360 (now 3-shot for drifters instead of 4 and 5-shot for Double laser turrets instead of 6)
damage increased from 90 to 100 (DPS increased from 360 to 400)
Bugfixes
- Angel Missiles and repair fabricator come from the correct locations on the unit
- Orbital Factory and Solar Array icons correctly mark units as advanced
- T1 Naval Factory can no longer be blocked in a way that prevents production
- Exploit where Orbital units are able to immediately shoot upon arriving has been removed
- Nukes no longer disappear from the Nuke launcher if it is powered off
Modding
- Community Mods Merging is now ON by default (option defaults to true and may be overridden by 'community_mods_force_merge_unit_server_mods')
- Ammo of type PBAOE that does "metal" damage will no longer crash the server if multiple trigger at the same time
- Fixed a bug where only units from the most recently loaded unit mod are shown in Community Mods UNITS tab's list
- Added additional CUSTOM# unit_type tags (highest available being CUSTOM58)
- Implemented fully functional area loading for transports with carrying capacity of more than 1
- Add custom armour types AT_Custom0 to AT_Custom9
- Fixed a crash associated with Mass Teleport
- AI support for metal extractors of other factions fixed by adding a new property on the faction commander spec which is:
"ai_metal_extractor_names": {
"basic": "BasicMetalExtractor",
"advanced": "AdvancedMetalExtractor"
},
Those should be replaced by the new extractor names of the faction (for example in the Bug faction, "BugBasicMetalExtractor" and "BugAdvancedMetalExtractor")
- Clients now will detect if the server disconnected on the lobby
- GW balancing changes
- "Host game locally" checkbox state is now saved
- getUnitState api missing info from output
Add 7 new WPMarshall maps.
Add Queller AI 5.23.1 - this is no longer a mod, but is now a full part of the game.
Add UPnP support on Windows builds, required so the local servers can see out into the world and get incoming connections from other clients.
Unit balancing tweaks.
Retrained AI values, so the AI will play more competitively with the new balancing tweaks.
Games are hosted by default locally (instead of remote servers) and limited to 6 slots. Use --local-server-max-players flag on the client to override this limit. Remote servers are still available for larger games, just the game defaults to local servers for smaller games.
+ Fixes:
== Hardcoded unit names:
Units usually get their behaviors from their classes (e.g. Orbital & Transport & Interplanetary) but the Astraeus unit had its behavior locked to its name instead.
That blocked derivative units of the same type (e.g. Chariot from Legion) from having the same behavior.
== First factory blocks metal spots:
Fix a bug where the code ignored the metal spots location when building new factories, the locations are now properly detected.
== AI doesn’t play until the 20 second mark in certain conditions
Sometimes the AI fails to start playing the game (just idling instead) before the 20 second mark. We determined that initially the game handles strategic map locations (like metal spots and base locations) in batches. Those batches were too small, which caused the AI to wait until the next update cycle to start processing locations.
We increased the batch size a little so the AI handles more spots in one go but still keeps CPU usage low.
== AI crashes server with Legion Expansion Starcannon
Sometimes the game would crash when a game engine entity had a parent that was unreachable (like a temporary). This was the case sometimes with transporters that were used by the Starcannon to send units to a planet. We patched the engine to ignore those parents instead of doing a hard check.
== Fighters and Galata built to fight an air presence that doesn't exist
The AI builds fighters when the enemy has no air, leading it to use fighters in Galactic War against players who don’t even have air tech, let alone an air presence.
We created a "GalacticWar" personality tag for the AI in the GW mode and gave units a way to check for the air presence as well as the tag, which fixed the issue.
== Doesn't recognise Unit Cannon as an orbital threat
Sometimes the game handles some units individually, because of their odd behavior. That's the case with the Unit Cannon, however it wasn't being consistently checked everywhere. We patched the AI brain to recognize the Unit Cannon individually and it fixed the issue.
== FocusTargetThreatRatio always returns true
The condition FocusTargetThreatRatio used to return true even when the target wasn't available. We fixed it to return false when there is no target.
== Presence booleans not set by radar or factories
The presence booleans were set according to the threat model used by the game, which failed in certain conditions (like evaluating buildings).
We added a new system internally that keeps track of enemy and friendly presences without using the threat model, which fixed the issues.
Current Release
Build 24382055
Uploaded Aug 10, 2026
System Requirements
How to Install
bin_x64\pa.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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