Explore the Universe 2175 – Closed Alpha Demo
The Explore the Universe 2175 Closed Alpha Demo officially begins today.
If you want to help shape a deep, physics-driven space strategy game from the ground up, this is your chance.
👉 Sign up for alpha access on the Explore the Universe 2175 website
📦 Demo invites are being sent out tonight
What Is an Alpha Release?
An alpha release is an early, experimental build focused on testing core systems, not polish.
In this case, that matters—because I’m not just building a game.
I’m building:
- A custom RTS space game
- A bespoke physics-driven engine
- Adaptive AI and faction systems
- A living galaxy with gravity, momentum, and emergent behavior
There’s a lot to test—and your feedback directly influences development.
MegaBot is Born

The Primary Villain of Act I
Megabot is the central antagonist of Explore the Universe 2175.
He is:
- Highly adaptive
- Reactive to player behavior
- Capable of predictive movement and flanking
- Designed to feel overwhelming—by design
At higher difficulty levels, Megabot learns how you play. You cannot defeat him alone.
Survival requires:
- Allies
- Fleets
- Space stations
- Defensive networks
- Strategic retreats
This is not a “solo hero” game. It’s about building systems to survive extinction-level threats.
Megabot is the ultimate villain. When you amp up the difficulty, he will become more adaptive, and responsive to player actions to the point where he can predict your movements, go behind you , etc. You will have to play unpredictably, and dynamically to defeat him. Which honestly, is probably not possible in the game at this point… by design. You will need lots of allies, friends, and units under your control to beat him and you are essentially building a space station network to defend against his minions, as well as the rest of the galaxy!
Boss Units Overview
There are many boss entities in ETU, but Megabot dominates the first act. Most current development focuses on:
- The Evil Machine Race
- Hive-mind command chains
- Adaptive unit behavior
A second major boss will be introduced in about a month.
(You can probably guess who it is from the cover art.)
⚙️ Evil Machine Units
Nanobots —
Droplets of the Machine Tide
Lore: The swarm that consumes all, converting matter to Megabot
Nanobots attach to your ship.
Ignore them, and they accumulate—eventually transforming into Nanobot Turrets.
Avoid at all costs.
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Nanobot Turrets —
The Empire Made Solid
Lore: When machines concentrate, only death follows
Stationary but deadly, these turrets represent territorial dominance by the Machine Empire.
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Mecha Scouts —
Eyes and Claws of the Empire
Lore: Loyal companions of the metal tide
Terminators report directly to Megabot
Primary recon and assault units
Take orders from nearby Terminator Dreadnoughts
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Mecha Medics —
The Dark Surgeons
Lore: Industrial healers powered by nanotechnology
Always prioritize them
Repair nearby units rapidly
Make machine clusters exponentially harder to kill
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Mini-Mechas —
The Prime Servants
Lore: Lesser clones of Megabot himself
Smaller, faster, shielded, and armed.
Each one is a fragment of Megabot’s will.
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Terminator Dreadnought —
Capital Ship Class
Lore: Ancient harbingers of extinction
Second only to Megabot in raw threat
Consume entire stars for power
Quad laser arrays
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🍄 The Mycelari Fungal Faction
Fungal Lord —
Head of the Mycelari
A direct rival to Megabot.
Their conflicts shape entire regions of the galaxy.
Bloom Queen —
Hive-Mind of Expansion
She travels from world to world:
- Boosting morale
- Strengthening troops
- Accelerating fungal spread
Spore Spine Bomber —
Capital Ship Class
Lore: Born in forbidden bio-forges
Long-range biological artillery that:
Enables large-scale expansion
Tears through metal
Converts matter into spore
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Fungal Warriors —
Hunters of the Bloom
Ancient, wandering defenders of fungal worlds—always searching for new systems to claim.
Long traveled warriors, many ancient beyond belief, travel and float through star systems and nebula searching for new world for the mushrooms to occupy. Their world’s are under constant threat; the warriors constantly seek.
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Cordyceps Invaders —
Mind Controllers
Attach. Infect. Consume.
Avoid physical contact at all costs.
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Hyphae Healers —
The Rememberers
Ancient, benevolent entities that:
Will not attack unless provoked
Heal ships
Remember countless worlds
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Spores —
The Trillion Children
Primary fungal propagation mechanism.
They infect stations and cause decay.
There is no cure—only delay.
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🌌 The Environment of Explore the Universe 2175
Asteroids, Comets, and Meteors
- Core resource sources
- Highly contested
- Dangerous under gravity and momentum
Meteors are rare and extremely valuable—but lethal.
Gravity & Radiation
Gravity is fully enabled:
- Black holes are deadly
- Stars emit radiation
- Invisible radiation belts exist
Watch your combat logs.
Momentum Physics
Everything obeys momentum:
- Orbits
- Weapons
- Movement
You may even spawn inside a black hole.
Yes—it’s brutal.
Yes—feedback is welcomed!

Your missiles, lasers, and other abilities are all influenced by momentum. The play style is very different because of this, especially at the beginning of the game. As you level up, the laser gets faster, and easier to use. Try the dual lasers in the character menu by pressing ‘c’ whilst playing!
Advanced Alien Weapons
🔫 Weapons Systems
Lasers
Primary weapons with multiple variants and speeds.
Missiles
Independent acceleration and velocity vectors.
Mines
Defensive traps deployed behind your ship.
Bombs
(Coming Soon)
High-level, ultimate abilities—previewed by the Spore Spine Bomber.
🚀 Movement & Navigation
Thrust
90% momentum conservation for realistic space movement.
Boost & Mega-Boost
Mega-Boost activates after sustained thrust.
Blink
Triple-click teleport—essential near black holes.
Dart
Double-tap directional movement for precision combat.
🛡 Defensive Systems
Health: Last resort—avoid losing shields
Shields: Recharge with energy
Armor: Damage and radiation reduction
Hull: Structural integrity affects maneuverability
⚡ Energy Systems
Energy governs:
- Shields
- Abilities
- Survival
Cyl’s attachment increases regeneration and survivability.
She is fragile early—progression is ongoing.
🧱 Resources, Leveling & Progression
- Resource collection feeds station crafting
- Craft items → units → fleets
- Systems are functional but evolving
Feedback on crafting is especially valuable right now.
Experience & Skill Trees
- Leveling grants skill points
- Abilities evolve over time
- Weapons, movement, and defense scale deeply
Target long-term levels: 200–300
(Current alpha supports ~25)
Try:
Cluster Missile upgrades
Charge Shot Laser
Skill Points, Leveling-Up, and Choosing your Abilities

A huge part of this game is leveling trees. All of the abilties are meant to expand and evolve over time, especially the weapons and defensive systems, but also special skillful gameplay abilities. I am very focused on movement right now in terms of the dash, the boost, and the moving around for the ship. The ship is a powerful vessel once you get a hang of the abilities and the precision based combat!
You buy and level up abilities with skill points. There are a lot of skills to buy, and the weapons are the most reliably implemented so far, especially the lasers. I am in active development on all weapons, as well as an advanced targeting system that should be coming out as part of the DEMO in 2 months.
Try out the charge shot laser and the cluster missiles upgrades! Yes there is a lot of work left to do on them, but I have already been hard at work to ensure that the systems are reliable and interesting to use. They are very unique!
💬 The Dialogue System (Work in Progress)
You can already:
- Talk to Cyl
- See unit chatter
Full conversational AI and personality depth are actively under development. Transparency is intentional—this system is ambitious.
🧪 Join the Alpha
If you enjoy:
- Emergent systems
- Physics-driven combat
- RTS strategy at galactic scale
👉 Sign up now and help shape Explore the Universe 2175
🚀 Join the Alpha DemoDemo invites are going out tonight.
🚀 Join the Alpha Demo
