Universe at War: Earth Assault Demo Now Available

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Published by GameFront.com 12 years ago , last updated 1 year ago

Posted on November 16, 2007, Stephany Universe at War: Earth Assault Demo Now Available

universe at war: earth assault


SEGA’s Universe at War: Earth Assault, developed by Petroglyph, is a combat-intensive RTS game enlisting players in an epic struggle to prevent total alien domination of planet Earth. Set in the near-future when multiple factions from across the galaxy have come to Earth to wage epic warfare, the developers boast numerous features and customization options for the RTS genre. With both single-player and multiplayer battles, Universe at War: Earth Assault is set to hit the Xbox 360 in 2008, but PC users should expect it to hit shelves early December. Until that time, you can play the demo which features a tutorial and the first two Hierarchy missions, by clicking on the badge below.

Universe at War: Earth Assault Demo

More information regarding the game is listed after the break.


Universe at War: Earth Assault, begins in the year 2012 when an alien race known as the Hierarchy lands on planet Earth to strip-mine the planet. Before their landing, observatories and scientists on Earth gave warning of aliens but the human race as a whole is not able to organize a unified military front against the alien forces. Because the Hierarchy has vast military experience from invading and destroying other planets in the universe, the human race is not able to withstand their forces.

When the Novus arrive on Earth, they expect humanity to be extinct and earth’s surface strip-mined, in accordance with Hierarchy standard operating procedure. However, the Novus find Earth mostly intact and the human military not yet entirely wiped out. Humanity owes its continued survival to the fact that Kamal Re’x the Abductor, the overseer in charge of the Hierarchy’s Earth invasion, has held back the bulk of his forces to lure the Novus into a trap. Kamal Re’x hopes to earn a promotion by wiping out the Novus expeditionary force. When the Novus arrive, Hierarchy forces are still fighting, and the Novus hope to achieve victory by engaging the vastly superior numbers of the Hierarchy in small groups.

Meanwhile, the Hierarchy has unwittingly tripped an ancient alarm in the Egyptian pyramids, and the Masari, asleep beneath the Earth’s oceans, are beginning to waken. The Masari, once a galactic superpower, saved the race that were to become the Hierarchy from extinction by giving them advanced technology. The Hierarchy responded by using this technology to wipe out the Masari and usurp their position in the galaxy. The remnant of the Masari empire fled to Earth, where they contributed to the construction of the Egyptian and Mayan pyramids, the myth of Atlantis (the Masari’s mother ship doubled as their capital city which sank beneath the waves when the Masari entered their long slumber), and the Biblical stories of angels and demons (probably based on the light/dark modes of the winged Masari Inquisitors and Skylords). The Masari are furious when they finally awaken not only to find their enemy the Hierarchy present of Earth, but the once beautiful planet polluted by the humans and ‘infested’ with sentient machines. As such, the Masari have no alliegance and are prepared to destroy any and all of the other factions to reap revenge on those who destroyed their civilization and their adopted home.


  • Each Faction has a unique playing style that cannot be reproduced by a different Faction
  • Tactical Dynamics for each faction are different
    1. Hierarchy uses Hardpoints on Walkers to alter: Unit Production, Unit Cost, Defense of Walker, Assault Capabilities.
    2. Novus uses Patch System. Initially there is only one patch slot available for use, however, once a Science Center is built an additional patch slot is unlocked
    3. The Masari use Light and Dark mode to even the odds in battle. Light mode has longer range, flight for some units, greater line of sight. Dark Mode has shorter range, more damage, dark matter armor for defense. The Masari tactical dynamics alter by switching modes to fit situations.
  • Heroes aren’t armies. They cannot face an entire army alone and most need support to shine.
  • Super Weapons are not game enders. Once built they will will have a countdown before use. In addition, when built and every time it fully recharges, the mini-map will send a yellow box around the rough location of the super weapon. Super Weapons can be great crowd control weapons, but they do not decide the fate of a game.
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