Dev Diaries #2:
Planetary Annihilation: TITANS News — May 30, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Taking on stewardship of Planetary Annihilation's codebase has been one of the most rewarding things we've worked on. PA runs on a powerful custom engine, and getting properly fluent in it (while also bringing it in line with modern standards) is a big job that we're steadily chipping away at.
Right now, our engineering effort is split across three areas:
Production and release pipeline. Everything that takes us from a code change to a live update on Steam. We've got a solid handle on this now, and we're moving from "working" to "well-optimised."
Bug fixes and dependency updates. Like most games, PA relies on a range of external libraries, and keeping these current is essential for stability across platforms. Linux in particular benefits a lot from regular updates here.
Servers and backend. PA's original AWS architecture dates back to 2014 and predates a lot of what we now ask of it. We've been investing heavily in migrating to a more modern, sustainable backend that suits how the game is actually played today.
Once these foundations are in place, the path opens up considerably, and we'll be able to put much more of our energy into the parts everyone's waiting for: new content, new mechanics, new game modes, and plenty more besides.
So, who are "we"?
The Community Commanders are organised into teams based on each member's area of expertise. We (the authors of this Dev Diary) are the Engine Team, mostly coders and software engineers, currently six people strong. Alongside us there's also the Art Team, the Balance and Ranked Team, and a handful of other roles dotted around the project.
What we've shipped recently
A new Steam Peer-to-Peer (P2P) hosting system, so players whose routers don't support UPnP can host directly from their machines. This system replaced the outdated Uber servers as the new default
Two major updates to PA Chat
Ranked reset and a new season, with new maps and a balance pass
Several significant bug fixes
A beta branch for Linux players (with full Linux support also in progress)
Prototype of a new Shields mechanic, new range indicators
What we're working on now
Co-Op Galactic War Many of you have been asking for this for years, and we are proud to announce it's finally coming to the game really soon. How soon you ask? You can join our LABS test program to be among the first to try it in the following weeks!
New Mechanics We're exploring a range of additions to the game from units, to the map editor to functionality for modding. For instance, we've got neutral units ready for you to play around with in the editor if you join the LABS test program!
Help wanted!
We're looking to grow the Community Commanders volunteer team, and would love to hear from anyone who'd like to contribute to PA's future. Current openings include:
Experienced programmers, particularly with C++
SFX designers comfortable producing audio assets that fit the game
FX designers to work with PA's JSON/PFX-based particle system
3D modellers comfortable working in the PA art style and under the direction of our existing modelling team
Graphic designers for visual assets across the project
Map makers to help make maps for ranked, team games and scripted scenarios
Community management and media: Running community events like tournaments and testing, and producing teaser material for upcoming content
If any of that sounds like you, get in touch on the PA Discord. We'd love to chat!