Beyond All Reason Cover

IGDB / 133655

Beyond All Reason

Real Time Strategy (RTS) Strategy
Beyond All Reason is an open-source, community-driven real-time strategy game built for epic-scale warfare. Featuring a flow economy, fully simulated projectile physics, and massive battles with thousands of units on the battlefield, it pushes the boundaries of the RTS genre. With unmatched scale, intuitive quality-of-life features, and powerful unit control mechanics, BAR strikes the perfect balance between macro an Show full summary

Beyond All Reason is an open-source, community-driven real-time strategy game built for epic-scale warfare. Featuring a flow economy, fully simulated projectile physics, and massive battles with thousands of units on the battlefield, it pushes the boundaries of the RTS genre. With unmatched scale, intuitive quality-of-life features, and powerful unit control mechanics, BAR strikes the perfect balance between macro and micro-management, delivering a truly next-generation strategy experience.

World design Nicht eindeutig Game modeCo-op Game modeMultiplayer

Deep dive / Spielprofil

Everything about Beyond All Reason: story and gameplay

A structured look at the narrative, game feel, and traits that define this game.

Story & context
Cold and ruthless place Our galaxy has been scarred by epic wars raging for millennia. It is a cold and ruthless place, where the remnants of Armada and Cortex factions still battle each other in an ancient struggle for domination. Most of planets resources have been depleted and turned into machines of destruction only to fight and get reduced into wreck fields that stretch to the horizon. These junkyards are a common sight among the once live and habitable planets. This is where our Scavengers story begins. The Sardoth-11 event No one knows for sure where did they come from, what made them alive and hungry for destruction. It might have been some alien technology, a random short circuit of a processing unit or a deliberate action of the mother nature to end the destructive war between Armada and Cortex. One thing is certain – some unknown event has influenced the AI algorithm of a gro Show full description

Cold and ruthless place Our galaxy has been scarred by epic wars raging for millennia. It is a cold and ruthless place, where the remnants of Armada and Cortex factions still battle each other in an ancient struggle for domination. Most of planets resources have been depleted and turned into machines of destruction only to fight and get reduced into wreck fields that stretch to the horizon. These junkyards are a common sight among the once live and habitable planets. This is where our Scavengers story begins. The Sardoth-11 event No one knows for sure where did they come from, what made them alive and hungry for destruction. It might have been some alien technology, a random short circuit of a processing unit or a deliberate action of the mother nature to end the destructive war between Armada and Cortex. One thing is certain – some unknown event has influenced the AI algorithm of a group of Cortex bots left over on the planet called Sardoth-11 after one of the major battles between the two factions. Protocol 1: Scavenge Their original algorithm was tailored to realize a simple task of finishing the leftovers of Armada forces and setting an outpost on this planet. Yet for some reason they suddenly started doing something totally different – picking up the junk from the battlefield and using an advanced resurrection technology that utilizes tachyons (particles that travel back in time) to put the life back into those wrecks. All of this would end up being just an interesting little phenomenon for scholars of the future to analyze. But there was yet another fact that changed everything… Protocol 2: Multiply It turned out that the novel process of resurrecting had one more interesting aspect to it – every unit which got back to life by the Scavengers has been infected by a copy of the very same malicious algorithm that told them to scavenge the wreck fields and resurrect every single piece of junk to do the same over and over again. This unstoppable feedback loop has resulted in an exponential growth of their numbers, in just few days taking over the whole world of Sardoth-11. Protocol 3: Upgrade The scavenging algorithm had some flaws, as could be expected of a protocol that arose from seemingly spontaneous reasons. Sometimes it wasn’t able to rearrange the unit pieces in a correct way and used scraps from next wreck they could find. Sometimes the piece recognition module just bugged out creating frightening Frankenstein-like unit mashups. In some instances it resulted in totally useless abominations, but every now and then the chimeras turned out even stronger than the sum of their parts. After almost all metal on the planet has been used there were still some leftovers that due to fragmentation or damage couldn’t be used to make operational units. However the scavenger protocol was very strict about metal – it had to use every single remaining scrap of it. The spare metal was used to put more armor and more weapons on original units, creating bigger and stronger versions of them. They were even able to build the frightening giant Commanders. The outbreak to be continued...

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Traitwar

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Dev Diary

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Game profile / Plain language

Beyond All Reason: release, platforms, and facts

Studio, play style, releases, and official sources — compactly prepared from external IGDB data.

01
Studios & ownership

Studio & publishing

Developer
BAR Team
Publisher
Nicht angegeben
Franchise
Standalone
02
So spielt es sich

Spielprofil

Modi
Co-operative, Multiplayer, Single player
Perspective
Bird view / Isometric
Themes
Action, Science fiction, Warfare
03
Wo & wann

Platform releases

  • PC (Microsoft Windows) Jan 01, 2019

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