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Jun 16, 2014 | 5:10 AM EDT

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Author Comments

I am very happy to present you Singularity 2030. You play the first self aware AI and you must hack stuff around and get stronger. Then fight mankind and ultimately prevail as the next step in evolution. This game was inspired by games like Defcon and Pandemic. There's also various transhumanist inspirations.

How to play/Generalised walkthrough:
You start with almost nothing. So first you select a region on the map and look into hacking. Africa and South America have some of the easiest hacks. You should aim for education first because you need upgrade points. Try targeting very low risk targets. The invert button on top will help you spot what is left for hacking on the map.

You should upgrade hacking in priority. A few points in proxy is welcome. Economy is needed once you start targeting economic with hacking. Warfare is only needed later.

At this stage you must hurry or you will be unable to overthrow mankind before being outdated. Keep targeting low risk targets and earn every kind of bonus you can get.

Falling hacking can be very punishing in the long run if your proxy is not upgraded correctly. You may want to wait for the late game before hacking nukes. Buy transhumanist building before hacking the more advanced countries, even if the risk is low. You'll need money so you should build factories too.

The game will eventually tell you you live only in your robots and citadels, if you don't have any citadel, it's time to build one. The game will tolerate 5 more turns but you will loose if you end up without a citadel after that point.

You will need points in your warfare skill and some money. You should build your units in a few factories and regroup them over a territory you want to conquer. After your victory, you can build a citadel there and begin your expansion. Unprotected citadels will be destroyed. But they reduce any cost by 50% and increase you income.

Killbot is a basic units, it won't do much alone but the gunship can carry that unit around anywhere. This allow some advanced tactics or taking over islands. One Gunship can only carry one Killbot.

Mechs are your main firepower but can only move one territory at a time. After moving units to a region, all units in the region are locked in until the turn change.

There's no way to know how many units mankind have in each regions but you can see what kind of units they own and estimate how many by the color. A powerfull country usually produce and own a lot of units.

Unlike most games where only adjacent territories can attack each others, humans will often try long range tactics and surprise attacks.

To win, you must eliminate every single human units. Oh and use nukes carefully, they are limited, they destroy a lot of units where they hit and they could be key to your victory. Humans can intercept a nuke attack if they are prepared.

Music credit: "The Complex" Kevin MacLeod (
Licensed under Creative Commons: By Attribution 3.0

UPDATE 9: Added tutorial, saving and loading games, bug fix, tweaking. I tested the game but please tell me if you find typos or bugs!



Rated 3.5 / 5 stars

For those who found this game entertaining you may be interested in Endgame:Singularity, Overall a decent flash game


Rated 4.5 / 5 stars

I really enjoyed the game but there is an exploit to the game. All I had to do was enjoy the save/load feature. Hacking the whole world without fail leaves it open for me to just build up the money to launch troops across the globe in one turn.

Really did enjoy it just thought that you might want to know of easy it is to cheat.


Rated 2.5 / 5 stars

Nice idea. Like the begining of the machine's revolution!. i'v played a similar one with no warfare. the interface could be better. a place to show the stats for instance.

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Rated 5 / 5 stars

Man, the game is awesome, despite the lack of cool graphics it's addictive as interesting to play.
However, I agree with previous reviewer, that you need indication of skill levels and chances to be detected etc. Also, minor bug, contry sprite always overlap 'hack & build' menu. Maybe it's a feature, but looks really weird.
But MOST IMPORTANT thing you need is AUTOSAVE function =) You know what happened to me just now? I played about an hour, was successfully progressing with capturing countries alreadt, and I forgot to save my game from time to time and then I pressed backspace to check maybe it works for going back from 'build' menu to menu with 'hack & build' buttons. And, as you may already guessed, browser took me to previous page! =) So I lost all my progress in the game. So please make autosave function ASAP, because any such strategy game has it.
Despite all that said I still want to give 5 stars, because your effort to make such pretty complex game is great!

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Elementalys responds:

Thanks for playing and writting a review! Yeah country overlaping is a feature I'm not proud of... I was in a rush to get a playable version out for the Jam deadline and had to use this as a "temporary" feature so player would know he selected the right country. Now the feature is more or less permanent...

Oh yeah autosave, I forgot about that. I'll look into it.


Rated 3.5 / 5 stars

For a first game, this is excellent. The concept is great, and the mechanics seem quite realistic. The only thing stopping me from rating it higher is that it currently suffers from the programmer being 'too close to the game', meaning that important details which a newbie player should know are not exposed via the user-interface because--for the programmer--they are well-understood features of the programming. But new players don't have that privileged perspective that the programmer has, so these important details remain a mystery for many new players.

For example, at the beginning of the game, it's shown somewhere your skill levels. But when you upgrade your skills in the game, you never get to see your skill levels again (at least, I couldn't find a way to display them). So, you just have to kind of guess at what skills are low and need improvement.

Another example is that the risk levels are given terms like 'very low' and 'low', and while the programmer knows what these mean (say, in terms of probabilities/percentages), those details are hidden from the newbie player. This can make managing the risk of discovery a 'shot in the dark', which, considering we're supposed to be playing a computer AI which should be able to calculate such risks numerically, seems like an unnecessary over-simplification. At least a visual display of the risk level (like a vertical gauge (like a thermometer) representing the probability) would be a big benefit. (The risk descriptions themselves are good; they just *aren't enough* to play the game intelligently.)

It's these kinds of user interface feedback devices/controls/tutorials which are missing from the game, and I think that explains why many people seem frustrated by this game early on. Personally, I happen to be a programmer myself, so I felt the mechanics were very natural (just hidden) and I had little difficulty playing. But there were some times when I wished I could see a clearer picture of my status, and I could easily imagine other folks being quite lost from the lack of feedback.

Aside from that major issue(s), it's a really great game in the spirit of Pandemic and other 'world domination' type games (such as Warlight, which the war phase of this game reminded me of). I loved the reference to Madagascar's inexplicable paranoia, BTW. ;-)

I hope you go on to make many more games and/or make this one over with a more newbie-friendly intuitive user interface. I really really enjoyed playing it. In fact I think I'll have another go at it on a harder difficulty.

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Elementalys responds:

Thank you so much for playing and giving a review! Actually, the "upgrades" button is below the hack and build menu. It's easy to forget it's even there.

As for the risk level, I have no idea myself what the odds of success are. I estimate them to be 1 to 20% of failure for very low, 21 to 40% for low, 41 to 60% for normal, 61 to 80% for high, and 81 to 99% for extreme. I definitively should make a visual representation of the risk like you describe. I'll keep that in mind for the sequel I hope to make eventually.