Homeworldis a real-time strategy video game developed by Relic Entertainment and published by Sierra Studios on September 28, 1999, for Windows. Set in space, the science fiction game follows the Kushan exiles of the planet Kharak after their home planet is destroyed by the Taiidan Empire in retaliation for developing hyperspace jump technology. The survivors journey with their spacecraft-constructing mothership to reclaim their ancient homeworld of Hiigara from the Taiidan, encountering a variety of pirates, mercenaries, traders, and rebels along the way. In each of the game's levels, the player gathers resources, builds a fleet, and uses it to destroy enemy ships and accomplish mission objectives. The player's fleet carries over between levels and can travel in a fully three-dimensional space within each level rather than being limited to a two-dimensional plane.
Homeworld was created over two years, and was the first game developed by Relic. Studio co-founders Alex Garden and Luke Moloney served as the director and lead programmer. The initial concept for the story is credited to writer David J. Williams, while the script itself was written by Martin Cirulis and the background lore was written by author Arinn Dembo. The music was written by composer Paul Ruskay as the first game from his Studio X Labs, with the exceptions of Samuel Barber's 1936 Adagio for Strings, considered the defining theme of the game, and a licensed track from English rock band Yes, "Homeworld (The Ladder)".
Homeworld is listed by review aggregator Metacritic as the highest-rated computer game of 1999, and the third-highest on any platform for the year. Critics praised the graphics, unique gameplay elements, and multiplayer system, though opinions were divided on the plot and high difficulty. The game sold over 500,000 copies in its first six months, and received several awards and nominations for best strategy game of the year and best game of the year. A release of the source code in 2003 sparked unofficial ports to Mac OS X and Linux, and three more games in the Homeworld series have been produced: Homeworld: Cataclysm (2000), Homeworld 2 (2003), and Homeworld: Deserts of Kharak (2016). Gearbox Software purchased the rights to the series from then-owners THQ in 2013, and released a remastered collection of Homeworld and Homeworld 2 in 2015 for Windows and OS X which was also highly regarded. In August 2019, Gearbox announced the fifth game in the series, Homeworld 3; the game was developed by Blackbird Interactive, partially crowdfunded through Fig, and released in 2024.[2]
Homeworld is a real-time strategy game set in space. Gameplay, as in most real-time strategy games, is focused on gathering resources, building military forces, and using them to destroy enemy forces and accomplish an objective. The game includes both single-player and multiplayer modes; the single-player mode consists of one story-driven campaign, broken up into levels. In each level, the player has an objective to accomplish before they can end the level, though the ultimate objective of the mission can change as the level's story unfolds. Between each of the 16 levels is a hand-drawn, black-and-white cutscene with narrative voiceovers.[3][4]
The central ship of the player's fleet is the mothership, a large base which can construct other ships; unlike other spacecraft, in the single-player campaign the mothership is unable to move.[5] Present in each level are stationary rocks, gas clouds, or dust clouds, which can be mined by specialized harvesting ships (resource collectors) which then empty their loads at the mothership in the form of "resources", the game's only currency. Resources can be spent by the player on building new ships, which are constructed by the mothership. Buildable ships come in a variety of types, which are discovered over the course of the game. They include resource collectors, fighters and corvettes, frigates, destroyers, and heavy cruisers, as well as specialized non-combat ships such as research vessels and repair corvettes.[6] Fighter ships need to dock with support ships or return to the mothership periodically to refuel, while salvage corvettes can capture enemy ships and tow them to the mothership to become part of the player's fleet.[4] In some levels, new ship types can be unlocked by capturing an enemy ship of that type, through research performed at the research vessel, or through plot elements.[3] At the beginning of the campaign, the player may select between controlling the "Kushan" or "Taiidan" fleet; this affects the designs of the ships and changes some of the specialized ship options, but has no effect on the plot or gameplay.[4]
Each level's playable area is a sphere, bisected by a circular plane. Ships can be directed to move anywhere in that sphere, either singularly or in groups. The game's camera can be set to follow any ship and view them from any angle, as well as display the ship's point of view. The player may also view the "Sensors Manager", wherein they can view the entire game map along with all visible ships. Ships can be grouped into formations, such as wedges or spheres, in order to provide tactical advantages during combat with enemy ships. Non-specialized ships are equipped with weapons to fire upon enemy ships, which include ballistic guns, beam weapons, and missiles. As a ship is damaged by weapons its health bar depletes, visual effects such as fire and smoke are added, and it can eventually explode.[5]
When all mission objectives are completed, the player is given the option to make a hyperspace jump to end the level. This may be postponed in order to gather more resources or build more ships. When the hyperspace jump is initiated, all fighters and corvettes return to the mothership while larger ships line up next to it, and blue rectangles, or hyperspace gates, pass over the ships, and all ships are brought to the next level.[4] The player retains their fleet between levels, and the difficulty of each mission is adjusted to a small extent based on how many ships are in the player's fleet at the beginning of each level.[4][7] In multiplayer games, the objective is typically to destroy the enemy mothership(s) and any carriers, though other battle-oriented victory conditions are available. In multiplayer mode, the mothership is capable of slow movement, and all research options permitted by the map are available via a technology tree, rather than dependent on a plot point.[3] Multiple maps are available, as are options to turn off the need to research technologies or fuel consumption for smaller ships.[3][4]
A century prior to the start of the game, the Kushan, humanoid inhabitants of the desert planet Kharak, discovered a spaceship buried in the sands, which holds a stone map marking Kharak and another planet across the galaxy labelled "Hiigara", meaning "home". The discovery united the clans of Kharak, who had previously determined that they were not indigenous to the planet.[8] Together, they spent the next century developing and building a giant mothership that would carry 600,000 people to Hiigara, with neuroscientist Karan S'jet neurally wired into the ship as Fleet Command to replace an unsustainably large crew.[9] The game opens with the maiden voyage of the mothership, testing the hyperspace drive which brings the fleet to a new destination by faster than light travel. Instead of the support ship that was expected to be there, the mothership finds a hostile alien carrier. After driving them off, the mothership returns to Kharak, to discover that the planet has been razed by another alien fleet, and that only the 600,000 migrants in suspended animation have survived.[10] A captured enemy captain claims that the Kharak genocide was the consequence of their violation of a 4,000-year-old treaty between the interstellar Taiidan Empire and the Kushan, which forbade the latter from developing hyperspace technology.[11]
After destroying the remnants of both alien fleets, the nascent Kushan fleet sets out for Hiigara, intent on reclaiming their ancient homeworld. Their multi-stage journey across the galaxy takes them through asteroid fields, a giant nebula, a ship graveyard and several imperial outposts. Along the way, they fight other descendants of their Hiigaran ancestors who have started worshipping a nebula which conceals them as a holy place, and who do not allow outsiders to leave due to fear of discovery. They also meet the Bentusi, a race of traders, who sell them advanced technology. After discovering that the Bentusi have given aid to the exiles, the empire attempts to destroy them, but are stopped by the Kushan fleet.[12] The Bentusi then reveal that the Kushan had once ruled their own empire, before being destroyed by the Taiidan, and were exiled from Hiigara. In gratitude for the Kushan's intervention, they promise to summon the Galactic Council to recognize their claim to Hiigara.[13]
As their journey continues, the Kushan fleet gives sanctuary to the rebel imperial captain Elson, who informs them that the destruction of Kharak has sparked a civil war in the Taiidan Empire. After helping him access a rebel communication network, he provides information on the defenses around Hiigara.[14][15] In a final battle above Hiigara, he arrives with a rebel fleet to help fight the Imperial fleet led by the emperor himself. The emperor manages to knock Karan into a coma via her neural connection with the mothership, but the combined Kushan and rebel fleets defeat the emperor regardless.[16] The Galactic Council arrives shortly thereafter and confirms the Kushan's claim to Hiigara, a lush world in contrast to the desert planet of Kharak. When the Kushan make landfall, Karan insists that she be the last one to set foot on the planet.[17]
Relic Entertainment was founded in Vancouver, Canada, on June 1, 1997, and began work on Homeworld as its first game.[18] Relic co-founders Alex Garden and Luke Moloney served as the director and lead programmer, respectively, while Erin Daly was the designer and Aaron Kambeitz the lead artist.[19] Garden was 22 years old when he founded the company.[20] Writer David J. Williams is credited with the original story concept, while the script itself was written by Martin Cirulis and the background lore was written by author Arinn Dembo.[19][21] Cirulis and Dembo, credited jointly as "Marcus Skyler", were selected by the publisher, Sierra Studios, partway through development to expand the story concept of Relic and Williams.[21] Sierra agreed to publish the game early in development based on, according to Garden, "two whiteboard presentations and no demo".[22] Development of the game took over two years; the gameplay systems were largely complete by the final eight months, which Relic spent polishing and improving the game, including adding the whole-map Sensors Manager view.[23] In a February 1999 interview, Garden said the testers had found it much harder to play than it was for the developers, leading to the addition of features like short briefings at the beginning of levels to explain new concepts.[24] The game was initially expected to be released at the end of 1998; Garden stated in a 1999 interview that the team found creating the core game itself much easier than getting it to the quality level they wanted, and that if they had known how difficult it was going to be they may have chosen not to do the project.[25][26] He said that Sierra did not put much pressure on the studio to release the game before it was ready, and that Relic felt much more pressure from impatient fans.[24] Several ideas, including ship customization, convoy routes, and different unit types for the Kushan and Taiidan fleets were cut as they could not be done well enough for the project.[22][26]
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