
Era One is an innovative space game that combines elements of real-time strategy, base building, space survival, and tactical battles. Players can create and customize their bases from scratch, construct various types of structures and warships, manage fleets, and engage in tactical space battles.
Modeled estimate, not a reported figure. How we estimate →
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Combining innovation, customization, and epic space battles, Era One offers a unique gaming experience. Players can customize their own ships using assembly modules, construct stations, warships, bases, and even cities in space. The game seamlessly blends real-time strategy (RTS) and base building elements, providing players with the opportunity to engage in intense battles between space fleets.

From the ashes of a shattered universe, a young woman's quest for salvation sparks a journey of intrigue, danger, and discovery. In a future where Earth's resources were depleted, humanity embarked on The Great Colonization, expanding to other planets. The rise of mining corporations led to conflicts and the emergence of space piracy. A wealthy magnate discovered a powerful energy source, leading to the construction of the Navi Mondo, enormous fortified and self-sustaining cities in space, and the formation of the Free Federation of Worlds. Centuries passed, and the population was pushed to abandon planets, living only on the Navi Mondo. However, genetically engineered biominers mutated and posed a threat. With resources nearing exhaustion, the Free Federation planned to migrate using Hyperspace Leap technology. The colonizing ships Victrix and X Gemina encountered a gravitational anomaly, causing a breach. Chaos ensued as resources depleted, wars resumed, and the political system collapsed. Alya De Shars sought to steal a power source to launch a secret ship and start anew. This sets the stage for a story of humanity's struggle, the rise and fall of an empire, and the hope for a fresh beginning beyond the Solar System.
We asked Alberto Selvaggi to read Era One's lore and compose based solely on his inspiration and years of passion for music and piano. The result is a unique and emotionally touching soundtrack that will accompany us throughout the story, adding depth and making everything deeply engaging.

The player can construct their own base using a set of assembly modules, with no limit to shape or size.
Extensive Base Customization: Era One offers a wide range of options for base construction and customization. Players can design and build their bases from scratch, choosing the layout, structures, and aesthetics that suit their playstyle.
Resource Management: Building and maintaining a base requires effective resource management. Players must gather and manage resources such as raw materials, energy sources, and workforce to construct and upgrade their bases. Proper allocation of resources is essential for the growth and sustainability of the base, ensuring its survival in the game world.
Defensive Structures and Strategies: Bases in Era One must be fortified against external threats. Players can construct defensive structures such as turrets, and traps to protect their bases from enemy attacks. Choosing the right defensive strategy, positioning defenses strategically, and upgrading them over time are crucial aspects of base building in the game.
Research and Technological Advancement: As players progress in Era One, they can unlock and research new technologies to enhance their base-building capabilities. Advancements in areas such as construction techniques, resource extraction, and defensive systems provide players with additional options for base expansion and fortification.

Players can build their starships according to their preferences.
Vast Ship Customization Options: Era One offers a wide array of ship customization options, allowing players to design and personalize their vessels. Players can choose from different ship types, sizes, and aesthetics, customizing various aspects such as hull design, paint schemes, and exterior decorations. This level of customization allows players to create unique and visually distinct ships that reflect their individual style.
Modular Ship Components: Ships in Era One are built using modular components, offering players the flexibility to tailor their ships for specific roles and functions. Players can select and install various modules, such as propulsion systems, weapon systems, cargo holds, and utility modules, based on their playstyle and objectives. The modular nature of ship components enables players to experiment with different configurations and optimize their ships for exploration, combat, trading, or other specialized tasks.
Upgradeable Ship Systems: As players progress in the game, they can acquire new technologies and upgrade ship systems to enhance their performance. Upgradable systems can include engines for increased speed, shields for improved defense, weapons for enhanced firepower, and scanners for better exploration capabilities.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Italian, Spanish - Spain, Russian, Simplified Chinese, French, German, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This game, even at such an early stage, shows great promise for die-hard HW fans. The custom-build of the mothership is a fantastic innovation without losing the overall HW feel.
Soy un veterano de Homeworld toda su saga y muchos juegos mas. compré ERA ONE precisamente porque buscaba volver a sentir esa experiencia de estrategia espacial en 3D. Llevo muy poco tiempo jugando, por lo que esto no es una crítica al contenido ni al balance. Mi principal dificultad ha sido otra: simplemente me ha costado entender algunas mecánicas fundamentales. En Homeworld, después de unos minutos ya lograba orientarme en el espacio, entender la profundidad del mapa, localizar contactos enemigos y comprender dónde estaba ocurriendo la acción. En ERA ONE todavía me cuesta bastante visualizar el campo de batalla, interpretar los ejes de navegación y seguir el desarrollo general de la partida. También me he encontrado con dudas básicas sobre qué investigar primero, cómo seguir el avance tecnológico de otros jugadores y cómo acceder a ciertas funciones que probablemente son simples una vez que se conocen, pero que para un jugador nuevo no siempre resultan evidentes. Lo curioso es que no soy nuevo en este tipo de juegos. Precisamente por venir de Homeworld esperaba adaptarme rápido, pero me encontré dedicando más tiempo a intentar comprender la interfaz y las mecánicas que a desarrollar una estrategia. No estoy diciendo que el juego sea malo; de hecho, lo que he visto me parece interesante y con mucho potencial. Lo que sí agradecería es una mejor introducción para los nuevos jugadores: una campaña tutorial, una guía interactiva o herramientas que permitan comprender mejor la navegación tridimensional, la investigación y la conciencia espacial dentro del mapa. Seguiré jugando y aprendiendo, pero me interesaría saber si otros jugadores, especialmente los veteranos de Homeworld, han tenido una experiencia similar durante sus primeras horas. Recomendación Final , si deseas solo ver que tal es este titulo , Apoye con la compra si deseas algo igual o mejor que títulos anteriores en este tema , mejor jueguen el original.
Game crashes at start up; other than that it was fun...now it's not.
un STR tres solide. basé sur homeworld. trop hate de voir les prochaines étapes
Deadlines delayed and balance unchanged should be the headline. In fact what they did was make it more difficult for the player by increasing crew cost for power generation. If you don't know, most things that you need in this game use power, and a lot of it. Including shields, and high powered weapons. Not only does power like solar panels need space, but every solar panel crew cost, does not include the crew cost of a platform segment. If we compare the difference and drawbacks, then sure, I can accept +6 power for 10 crew, before I have actual power storage. Which again, if you don’t know, 100 crew is a lot for something for only producing +10 power, when the default crew cap is only 11000. These small changes seem to be, nonsensical to the current difficulty the player faces. But the thing is this is the only notable change in the Opt-In Patch right now, that only makes the game harder and unfair as it is. The Pirates. The default enemy faction Known for Strike Craft with Warship weapons. This abysmal oversight so far is what's killing the playability. In fact I would say Avoid this game until they actually make progress to make it playable. So far most of the core gameplay is tied down to Hiding if you learn how, and Turtling if you don't. Offensively your units are Ineffective. A game has always Ended with Ballistic Missiles from across the map. In fact the heaviest modular battleship will always Lose due to the lack of damage its weapons will do to the enemy and their Endless production capacity to defend their Outposts. The Heavy Weapon variants also cost more, without doing more than the space they take. Once you see the end of every game like me, you will also begin to Question why this game has such an Engagement cycle of Hiding, Avoiding, and Assassinating. In fact this game has Detectability, which is their version of Threat Scalability to not allow the player to steamroll the enemy in the scenarios. I never expect Stealth as a feature, to be Required in an RTS game. This isn’t a developer problem, it’s an entire videogame industry problem. Sure you can do it the “normal” way and struggle all the way to your doom like the way it was meant to play in the trailers, or you can do it the “stealth” way which rewards the player for “thinking outside the cardboard box”. In fact the best thing to do is EXPLOIT the game by building multiple undetectable modular stations specialized in supporting your fleet. This includes making use of stealth generators. Not to sound meta, but really that is the Only Way to Win any scenario. Hide, Tech, Sensor, then stack Missile Facilities to destroy every Pirate Outpost before they reply with Doomstacks of Nuclear Bomb Absorbing heavy warships. To get the Nuclear Bomb Facility takes almost another hour after acquiring the Missile Facility, and the game at that point is already over, unless you did make the mistake of not ending it with your multiple Missile Facilities, THAT DON'T HAVE A HOTKEY TO LAUNCH THE MISSILE OR NUKE BOMB. This isn’t a criticism of asset production, it’s all purely for the game design in which players with opinions unheard are Forced to play a particular way to win likely undiscovered by the developers. Because once anyone realizes how broken the game balance is then there is simply no point to engage anymore. It hasn’t reached the multiplayer phase yet to be telling. By the time something actually gets good in an Era One game, you may have already ended the match with other RTS games or multiple matches. Which brings the question of How Long you are willing to Wait, while “playing” this game before it starts to progress. It can take hours, or a day of work, or simply stopping short with a Game Over beyond your control. You can Alt-Tab and nothing will still happen, because that’s the only way to play without losing, by hiding and waiting. Is that considered playing the game at all? That's not how you should play the game if you want to make it competitive. Adding Time and Resource Sinks into the game is the same way how Supreme Commander died. Games lasting over 1 or 2 hours just to get good, or ending before the fun begins. The players that also get left behind for making a wrong move at the first engagement. The same problem is happening now when the best you can do is not push back against an enemy with unlimited resources at your own front door, and to be able to push back already takes more than an hour, and another, and you still haven't made any Missile Facilities to end the game with a win. Attrition Delays Progress, and Fighting without Progress is Attrition. So the Solution is to Not Fight to Progress. Only to win by not fighting and before the enemy can fight. 75 minutes if I didn't waste time with the Nuke Bomb research. In fact I dare you to speed run that. New Features Prioritized over Q&A is not how a publicized game ever succeeds. Additions on the Roadmap are Postponed, and Game Testing has Paused only to leave anything unfixed. Do you know how easy it is to change a few numbers in a text file? Much easier than making a 3D model. People will learn that the developers are strangers to their own game, and many will walk away with those words unsaid.
真不错
Разрабам огромное спасибо за данный продукт, я не разочарован. После Homeworld 2 (по которой я все еще фанатею) - эта игра словно продолжение для меня. Строительство размеренное, игровая сессия не 20 минут как в StarCraft 2, поэтому успеваешь насладиться игровым процессом. Очень понравилась механика скорости постройки\производства. Очень жду релизную версию
The game is actually a lot of fun and has a great concept. I really enjoy playing it and can easily spend hours exploring its content and mechanics. Unfortunately, the games has quite a few bugs, and crashes occur more often than expected. That said, I really enjoy playing it and see a lot of potential. If the developers improve stabillity and fix the major issues, this could become a fantastic game.
MUY BUENO EL JUEGO
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