Perpetuum

Perpetuum is a persistent, sandbox, single server, massively multiplayer sci-fi rpg (MMORPG). Control huge robots and mechs to gain access to an alien planet's resources and knowledge, amass huge wealth, or even claim part of the world for yourself using terraforming and complex infrastructure.

Perpetuum is a massively multiplayer, rpg and mechs game developed by Avatar Creations and published by Gamestorm Ltd.
Released on October 17th 2014 is available only on Windows in 6 languages: English, German, Hungarian, Polish, Russian and French.

It has received 777 reviews of which 562 were positive and 215 were negative resulting in a rating of 6.9 out of 10. 😐

The game is free to play on Steam.


The Steam community has classified Perpetuum into these genres:

Media & Screenshots

Get an in-depth look at Perpetuum through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows XP
  • Processor: 2 GHz Intel or AMD processor
  • Memory: 2 GB RAM
  • Graphics: NVIDIA or AMD 3D graphics card with Shader Model 3.0 support
  • DirectX: Version 9.0c
  • Network: Broadband Internet connection
  • Storage: 3 GB available space
  • Sound Card: DirectX compatible sound card
  • Additional Notes: Integrated graphics processors like the Intel GMA series might work but are not officially supported. The ATI Radeon X1000 series is not supported because it does not fully comply with Shader Model 3.0 standards.

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2018
This is mostly EVE, with robots instead spaceships, no monthly fees, player driven market, skills development with time... If you enjoy EVE, or can't afford it... this is you only alternative for EVE Online, and now it comes with a server selector, even you can make your own server; though i prefer the Sequer.NL server: OpenPerpetuum project.
Read more
Nov. 2016
I genuinely like this game. My standards are not your standards. All I ask is you do your research. This game does not reveal itself in your first pass. 6000+ hours and I am still learning. Background Perpetuum is an indie, sci-fi, sandbox mmo, with target-to-shoot combat with cover/Line-of-sight obstacles, 3rd person WASD piloting (with auto-pilot outside of combat). Player-driven market, player-run organizations (corps), open and closed pvp zones to accommodate all play styles, hardcore/casual. No griefing, no crime/punishment system. Disclaimer This is not Mechwarrior. This is not an FPS. This is not a AAA subscription MMO by a big publisher. This is an indie developer team, that loves their work, and want to share it with others, and for a very affordable price. And its Not pay-to-win. I think most negative reviews can be summed up with expectations for a game it clearly wasn't but research was not done. TL;DR Do your research! There are screenshots and videos on steam to watch. Check them out! Noteworthy updates since this hit Steam in 2014 [*] Skill progression is Activity AND Time based. See [url=http://www.perpetuum-online.com/Changelog:2016-06-24] patch notes [*] 11 new bots still being released! See [url=http://blog.perpetuum-online.com/posts/2016-07-02-syndicate-robots-inbound] blog [*] Assignment system update: [url=http://www.perpetuum-online.com/Changelog:2015-06-15] patch notes I'd list all these as Pros, in addition to the fact this demonstrates a consistent pace of new content development. Pros [*] Price (cheap, no sub!) [*] Combat system [*] Industry and resource gathering [*] Player-driven market [*] Skill-point system (Time and Activity-based) [*] Gamma (player built bases and terraforming) [*] Risk:reward Details Combat: All combat involves line of sight or ballistic pathing for weapons to reach their target. In addition, plant life, buildings, and other obstacles act as cover when this intersects the weapon's path upon firing. Terrain elevation, slope, and obstacles also can block shots. Having the high-ground actually matters in this game! And I've certainly seen it change the tide of a battle, for and against! There are other anti-blob mechanics that are unique to perpetuum. Interference, and bot explosion damage on death (beta/gamma only). Resource gathering: Gathering, or the acquisition of raw material, comes in a number of flavours. Ore mining, liquid mining, plant harvesting, artifact hunting. This gives indy players a number of different activities with more or less risk:reward and activity:reward. Liquid ores can be mined mostly afk, but they are cheap as a result. Rare ores are on beta/gamma but this comes with risk. Look at guides and videos for more! Industry: Complex, eve like, but the analogy doesn't get you very far. Research unlocks the ability to prototype, prototypes are made and consumed to make CT's, CT's can be install in a factory and run until its rating decays to 0. No BPO's, everything is perishable in this process, and that keeps the economy churning. A high skill investment to do well, but there are many guides on how to get started even as a new player. For the skill point system, outside of the new change to it, I would say having a cache of 'points' that you can accumulate without limit and invest in skills whenever is a much better system than a training queue or skills that require you to do that same activity to get better at it. This way skilling is more flexible and gives new players a chance to learn and research it before investing! Cons [*] Dated graphics [*] Inflexible UI [*] Small community Graphics: With a custom, homegrown, "the-way-your-grandma-used-to-make-it" game engine might be a great experience for a software engineering team, it also means features it doesn't have might be hard to implement and add. It's something devs have expressed interest in updating, but it falls behind many other things. UI: The ui is also the artifact of a custom game-engine with a rigidly implemented ui component. For example, the text size is fixed to pixel size. This means high res displays might render text too small to read. I recommend running the game at 1080 even if your rig is capable of higher... Small Community: Now enter the cyclical argument of "I won't play a game because no one else plays it". This plagues all small MMOs. The game world is also small, but some people just need numbers before it registers for them. If this is you: don't bother. If you look at this as an opportunity however, this world is free to be shaped. It takes very few to make very big changes.
Read more
May 2016
A time based MMO involving mechs. The only other game remotely like this is Eve online. You can't dispute it. The skill progression here is much better though because you don't have to actively pick what skills you want to level up, you just accrue points every day. I'm pretty much addicted to this game. I played it in 2012 but stopped due to boredom. But I'm back several years later because there just aren't too many games like this on the market. Perp definately has potential. A few short comings in certain areas, such as the poor graphics and GUI. The lead dev Zoom has stated that they'd like to do a graphics update but lack of funding is preventing that. This game has a very small audience but die hard fans. The PVP and combat isn't as intense as Eve. You can't rotate around your opponent so fast that their lasers cant hit you. But you can use the environment to your advantage. Faster mechs generally do far better as they can run away if things get hot. PVP is Perp is full loot. That means when you die, you lose everything and your opponent gets some of your loot. PvP isn't completely open however. There are various islands. You are relatively safe from PvP for quite some time as by the time you make it to the beta islands, you're pretty powered up. With this being a time based skill progression game however, that will take some time......unless you purchase the two packs along side the main game. Those two packs save you 5 1/2 months of time. I think they're worth $20. So the main issue with Perp is the lack of a player base. The game is mostly player driven. That means that after the starter islands, you won't find gear or new mechs sold by NPC's, only by players. So if their aren't any players left, then you pretty much have to craft everything yourself. I've never found it difficult to find gear though, at least not yet. The game has ALOT of grinding and is pretty much P2W unfortunately. This really can't be disputed. You can pay real money to buy extension point upgrades that give you more skill points over time than non paying customers. As this game has full loot pvp on the beta and gamma islands, people that put alot of real money into this game will get ahead faster. The argument could be said that those that don't wish to pvp can just stay on the alpha islands. Ok....so about half the content is on the latter islands. If you want to build colonies and terraform for your guild (corporation) then you need to leave the alpha islands. You will eventually pvp with other folks that want to ruin your day. I can say however, that pvp in Perp isn't as sadistic as Eve. You won't have people camping your mining spot waiting for you to jettison some ore so they can steal it and flag themselves as hostile. So there you. You can mine, treasure hunt, do combat, build modules and mechs for other players, etc etc. The only thing you can't do in this sandbox MMO is be a trader I suppose becasue most of the game is player driven. So I suppose you could raise inflation if you wanted to be a jerk. But this isn't elite dangerous level's of trading where one hub needs supplies more than another hub. It's all mostly player driven after the starter island. Here is a Let's Play I did. It explains the UI and how the mission structure works. https://www.youtube.com/watch?v=R_54e8V4B5M
Read more
Nov. 2015
If you want to play a single shard (single sever/world) game, there are only two options, this game or Eve-online. I have played both. I like Perpetuum mainly because of robots and lively planets as opposed to endless black space in Eve-online. Another reason is low population on perpetuum, which allows you to rise quickly within the perpetuum community and make lot of friends. In Eve-online, considering the size of the universe and player community, it is easy for a new player to feel lost. It is hard to make significant impact within the game, where as in Perpetuum you can. This game has it's learning curve and earning the in-game experience before your robots can take on veterans. But trust me, this game is addicting as hell, once you get into the grooves. If you want one single reason to buy this game, this is a single shard, perpetual world. Just like a alternate life. You will feel part of the perpetual world.
Read more
June 2015
Long time EVE player who took notice over this game due to Steam recommending it after binging hard in New Eden, and reading about how it plays similar to EVE, only with mechs as opposed to space ships. What I found was a playable game, but one that makes EVE the clearer choice for those who can afford the monthly sub. First order of business is that Perptuum is only Early Access as a Steam title. It has existed since late 2010, and as such, will be reviewed fully on the merit of what it has presented to me during my brief playtime, with its four and a half years worth of content. Good + DEV Zoom seems to mingle with the players quite often, both on the forums, as well as ingame. Most games have the developers stay just out of reach of players, but this game always has this one team member accessible for a good portion of the day by day, which I applaud for a show of passion. + Newbie Island is a thing here in Perp. I'm going to list this also as a con later on, since I feel the training section is a bit mishandled, but they place new accounts in a "training simulation" which is basically a confined zone of modest size, where you start with all skills at halfway, and they force you to progress through all manners of content, to allow the player to become familiar with how it works. You can skill up as you wish here, with no harm done to your account once you leave this area, so it allows players a chance to tinker and get a feel of the skill system, as well as how it impacts elements of the gameplay, which I personally feel EVE fails at outside of a cold lockout for new players that join New Eden. + The game overhauled its mission system to be far more accessible, which as a new player, I found as a great boon. While EVE would try to sugarcoat their quests with flavor text and other vanity, Perp has reworked their system to be more streamlined, allowing players to focus on their personal interests such as mining / combat, go out into the world and accomplish the goal, and return to a mission terminal in record time to collect their reward. Bad - Horrible UI. In EVE, you have your toolbar that you can move around as you wish from side to side, yet in Perp, it is always at the top of the screen. You can move the various HUD elements around as you wish, but you cannot resize beyond certain points. - Unable to change resoulution. Due to some wonky design choices from the dev team, the screensize is either locked to your full resolution, or a screen size befitting 2004. When you go to a larger resolution, it merely pins items spread out, but does not adjust the font sizing on these items, as one of the devs stated in the game that their engine treats the UI as 3D elements or something or the other, and that is why the dev team cannot readily make changes to the endless barrage of players requesting this feature to be overhauled. - Lack of shortcuts. Again with EVE, you have your toolbar and it lists various keyboard shortcuts for you to utilize to access any element, as well as even having the option to close all screen clutter with CTRL + ALT + W. Perp? Next to nothing seems to flow the same as you would expect coming from EVE, and your toolbar does not say what any of these hotkeys are. You have to dig deep into the options to find them on your own accord, and it just should not be this way. Information is ammunition, so having it all readily available at your fingertips is somthing that should have readily been copied from EVE's toolbar, not merely left to an options menu. This style of gameplay is the type where more info = better, and taking excess time to click icons manually or assigning things serves to merely drag the experience onward, instead of propelling the player through aspects of the game. - Training is pretty bad. Compared to EVE's approach of Aura acting as a questline agent to advance you through various elements of training you desire, Perpetuum forces you to advance through all the training before you are allowed into the "real" game. On average, this takes about two hours or so for most players advance through, which is both a blessing and a curse. It is a harsh reminder of just how complex EVE and Perp are in their game systems, but EVE allows players the chance to completely skip the training and take a "feel it out" approach, while Perp does not allow this freedom. Making an alt to play the game differently? Too bad, hope you like getting stuck doing training. - Overly convoluted gathering system. To gather in EVE, you merely need skill training for the tech, and of course a mining laser / gas harvester. With additional training, you can have mining crystals for certain loadouts to increase your mining yield. Gathering in Perp? Oh boy, you better get ready to yell at how needlessly involved they have crafted it by comparison. First, you need to equip a mining attachment, or a gathering attachment. From there, you need ammo per cycle, and it gets more aggrivating with mining. Gathering has a universal ammo that you can obtain rather cheap, mining is nowhere near as easy on the user. To mine, you need your scanner setup with two ammo types. One is a "range finder", the other shows you the density of an area after you've played Marco Polo with the system and wasted enough ammo charges to find the location on the map of where items are set. From here, you need the right mining ammo charges set to mine it. Looking for something low class like Titanium? You need specific Titanium charges to mine it. They can ONLY be used to mine Titanium. This means that if you're not mining for a mission, but rather for yourself, you must waste precious cargo space with various ammo types, which might not be an issue anyways, as you need specific scanner ammos to seek out any mining. In EVE terms, this would mean having to equip a scanner with Veldspar locator ammo to find the location of a belt, then using another type of Veldspar scanner ammo to actually be able to lock onto it, then you need to cycle your ammo if you have not done so to equip Veldspar mining ammo, so you can actually mine it. This is very horrible design in my opinion, and does not add depth to the game, only tedium to an already arguably tedious playstyle. - Launcher is unoptimized garbage. A recent update that overhauled the mission structure was implemented with a 1.6 MB download on Steam for the game, which then led to having to load the Perp launcher and sit through updates. The update was a mere 16.06 MB in size, but it took about 15 minutes for my PC to download it, which I haven't seen done in any MMO since FFXI and its 56kbs speed cap. - Pop is severely low. Usually sub 50 players listed in chat channels, with over 100ish logging in daily to keep their skill points churning in. I see it as each player holding more meaning to the game overall, but others will see this as a dead game walking. - P2W. In EVE, all choices are final with your skills, unless CCP nukes a set somehow. In Perp? You can pay real money to reset points and have them to spend on whatever you want. Recent balance changes before I joined severely nerfed many loadouts for PvP and other aspects of gameplay people spent months or more training into. Solution? Just open your wallet if you want to and get SP back to invest into the new meta, or lament having skills wasted by wanton dev decisions and train normally into the new meta. EVE works it so new can compete with old by specialized training, while Perp lets the old stay on top by wallet or ingame ICE (PLEX) use. All in all, I found Perp as the offbrand cola for my desire for a namebrand fix. Sam's Cola is not quite the same as Pepsi, nor is Perp really EVE, but I found myself enjoying it despite its many shortcomings, and appreciating it for what it offers. I can easily recommend EVE for those seeking quality, but at the same time, Perp exists as a cheap pay to own option to EVE's fees.
Read more

Similar games

View all
Similarity 82%
Price Free to play
Rating 7.2
Release 24 Aug 2017
Similarity 77%
Price Free to play
Rating 6.7
Release 06 May 2016
Similarity 77%
Price Free to play
Rating 8.2
Release 30 Mar 2018
Similarity 71%
Price Free to play
Rating 6.3
Release 17 Jul 2015
Similarity 70%
Price -67% 8.24€
Rating 6.1
Release 26 Mar 2020
Similarity 70%
Price -60% 5.91€
Rating 6.7
Release 01 Nov 2019
Similarity 70%
Price Free to play
Rating 6.4
Release 04 Aug 2014
Similarity 69%
Price Free to play
Rating 6.0
Release 24 Jul 2020
Similarity 69%
Price Free to play
Rating 8.0
Release 02 Jul 2018
Similarity 69%
Price Free to play
Rating 7.3
Release 15 Dec 2010
Similarity 68%
Price -80% 5.59€
Rating 6.9
Release 21 Oct 2015
Similarity 68%
Price 14.79€
Rating 8.3
Release 27 Aug 2017

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates

Steam data 19 November 2024 05:09
SteamSpy data 18 December 2024 19:41
Steam price 19 November 2024 05:09
Steam reviews 23 December 2024 00:08
Perpetuum
6.9
562
215
Online players
9
Developer
Avatar Creations
Publisher
Gamestorm Ltd
Release 17 Oct 2014
Platforms