November 26 st 2007
Czech version will be finished soon. It is probably last localization of UFO:ET, so list finally contains following languages English, Russian, German, French, Spanish, Italian, Polish, Hungarian and Czech.
November 21 st 2007
Italian version was finished.
October 3 rd 2007
Patch 2 was released. It contains several bugfixes and extended suport for graphics
cards without hardware vertex shaders (e.g. Intel 915/945) Visit download section
August 10 th 2007
Spanish version was finished.
July 31 st 2007
The links for Patch 1 download was added to the download section
June 20 th 2007
Localization was finished for German and French language versions.
Spanish and Italian language versions are in progress.
June 14 th 2007
Patch 1 was released for all so far available versions. It contains many bugfixes and other game enhancements.
- extended settings
- autosave support
- increased selling price of most items
- extended damage of base defenses
- units move faster and smoother in missions
- added hotkeys
June 5 th 2007
Deal was signed for Eastern European language versions. UFO:ET will be released also in Polish, Czech and Hungarian languages.
May 20 th 2007
The North American buy&download is available at http://www.matrixgames.com.
The European buy&download is available at http://www.paradoxplaza.com.
May 1 st 2007
New videos "Globe gameplay" nad "Mission gameplay" have been added.
April 19 th 2007
The release of the intro video for the UFO:Extraterrestrials can be downloaded
April 16 th 2007
Introduction video will be ready for download in a few days on the internet.
April 15 th 2007
A new gameplay video has been recorded.
It will be available in a few days on the internet.
April 13 th 2007
We are sorry to announce that the
release will have to be delayed from 16th April to 1st of the May 2007.
Thank you for your patience.
March 22 nd 2007
A licence and distribution agreement between Chaos
Concept and Noviy Disk Ltd. has been signed.The licence agreement includes territories
All European countries + exUSSR territory (Russia Ukraine Belarus Estonia Latvia
Lithuania Moldavia Kazakhstan Kirghizia Georgia Armenia Azerbaijan
Turkmenia Tajikistan Uzbekistan),Australia, Japan, China, India, South/North Korea,
South Africa, Taiwan, Latin America.
March 11 th 2007
New screenshots "Desert deployment" and "Laser technology" have been added.
January 17 th 2007
New screenshot "Desert base" has been added.
December 30 nd 2006
293 bugs have been reported so far. 256 of them have been fixed. Only a few new bugs are expected.
December 14 nd 2006
271 bugs have been reported so far.181 of them have been fixed.More bugs are expected.
November 2 nd 2006
October 9 th 2006
206 bugs have been reported so far.147 of them have been fixed.More bugs are expected.
The "Story" section has been added.
September 29 th 2006
The video of the gameplay is now available at the download section.
September 23 rd 2006
The video of the gameplay is almost done, it is 10 min long and will be about 100 Mb download. It shows 6 levels!
September 22 th 2006
77 bugs have been reported so far.20 of them have been fixed.More bugs are expected.
September 9 th 2006
We ve been testing,reporting and fixing bugs.The bugfixing requires most of the time however a new game
feature internally called the Kamikaze mode for tha last 2 aliens is beeing developped.
That feature will ensure that the player won't have problems to reveal the last one or 2 aliens which means
a little bit different AI for the last two aliens.
We all know what was the problem to find the last one or 2 aliens in
UFO:Xcom defence or also in XCOM:Terror from the deep so the problem will be solved in UFO:ET.
September 5 th 2006
September 3 th 2006
There are 255 premade tactical missions in UFO:ET. About 100 of them are supposed to be randomly chosen per one
The game is beeing tested.At this moment 22 bugs were reported.
For instance:The load/save sometimes doesn't load all stuff.
For instance Hangar was loaded however system doesn't display it.
The reporting tool used by CC is Bugzilla.More bugs are
New screenshot of "Loading sreen" has been added.
August 18 th 2006
August 6 th 2006
UFO:ET is beeing tested at this moment however the AI in tactical missions is still in the development.
Work also continues on ufopedia research descriptions.Each description takes about 8 sentences in average.
By now about 30 descriptions have been written and 6 of them were translated and edited by a native english
New screenshots of "Searching, The Nightwolf, Approach " have been added.
July 10 th 2006
New screenshot of "Loading screen " has been added.
July 9 th 2006
New screenshot of "Ufopedia - CAF Heavy Laser " has been added.
July 7 th 2006
New screenshots of "Front line, Deployment " have been added.
June 13 th 2006
New screenshots of "Mines, Alien HQ, Alien HQ2" have been added.
June 8 th 2006
New screenshot of "Sneakers returning from the hunt" has been added.
June 2 nd 2006
New screenshot of "Underground" has been added.
May 28 th 2006
Official german support on Gamershall.de .
May 25 th 2006
New screenshot of "Trapped Sneakers" has been added.
Interview in Spanish is now available at Warphammer.net .
May 21 th 2006
New screenshot of "Small UFO " has been added.
April 19th 2006
Interview is now available at My-game.it .
March 17 th 2006
Interview between Michal Dolezal(Chaos Concept) and the Strategycore fanbase is now available at TheLastOutpost.co.uk .
February 28st 2006
An interview between Michal Dolezal (ChaosConcept) and Micha³ Zacharzewski (Wirtulna polska) available at Wirtualna Polska (in Polish).
February 23 th 2006
Trailer and Interview is available at RPGDot.com, Trailer is downloadable at Peliplaneetta.net.
The trailer available also at Taktikzone.de.
February 22 st 2006
UFO:Extraterrestrials trailer is now available at Worthplaying, Tiscali Games.cz.
February 21 st 2006
The promotional video has been given to the press.It was decided to have them host it.
For the promotional purpose was finally chosen the promotional video instead of introduction video.
February 19 th 2006
New level sets have been rebuilt. Since the rebuilding started 142 levels have been rebuilt.
February 16 th 2006
UFO:ET release was postponed on Summer 2006. Introduction video was postponed on Tuesday 21 st of February.
The screenshots from the introduction animation are available at the section "Graphics"
February 8 th 2006
New screenshot - "Alien hunger for human technologies" has been added.
February 2 th 2006
Artwork section has been improved
February 2 nd 2006
New level sets have been rebuilt. Since the rebuilding started 119 levels have been rebuilt.
January 24 th 2006
New screenshot - "Scientific base under attack" has been added.
January 19 th 2006
Ammo explosions have been finished.There are various kind of ammo in the game.Projectile,Laser,Plasma,Akew,
Ion,Particle,Chemical,Hi-explosive,Stunning.From pistols to heavy aircraft cannons and sam site defences.
January 19 th 2006
New level sets have been rebuilt. Since the rebuilding started 100 levels have been rebuilt.
January 9 th 2006
New level sets have been rebuilt. Since the rebuilding started 70 levels have been rebuilt.
January 1 st 2006
New screenshot of "The Research" has been added.
November 30 th 2005
Current screenshot of "Inventory" has been added.
December 25 th 2005
Some changes in transport carriers have been made.Since now the smallest transport carrier can
carry one heavy weapon platform such as armoured support combat vehicle,tank,hovercraft or robot and 4 soldiers.
So there can be 5 units on board the smallest transport carrier.Similair changes touched also another transport carriers.
December 25 th 2005
New level sets have been rebuilt. Since the rebuilding started 62
levels have been rebuilt.
November 19 th 2005
New level sets have been rebuilt. Since the rebuilding started 30
levels have been rebuilt.
November 14 th 2005
New screenshot : "The transport carrier " has been added.
November 5th 2005
April 14th 2005
New screenshot : "The globe " has been added.
October 31th 2005
New screenshot : "The base building" has been added.
October 30th 2005
Desert factory level sets have been rebuilt. Since the rebuilding started 22
levels have been rebuilt.
October 28th 2005
Ufobase and Hospital level sets have been rebuilt.In a few days Desert factory level sets
will be rebuilt in keeping with new editor features.
September 29th 2005
UFO: Extraterrestrials, the upcoming turn-based strategy game, has suffered a delay.
The release date was postponed to the middle of February 2006.
September 28th 2005
New screenshot - "The technology theft " has been released for promoting purposes.
September 4th 2005
New screenshot - "The Transport plane landing" has been added.
July & August 2005
The new level editor was developed!
After basic level segments are once created,the editor allows us now to create unique levels with minimum effort.
The level editor finalization was a real touchstone for the programmers.
Controlling interface for base management was strongly rebuilt.The control logic is now much more intuitive and handy.
Control interface for wounded soldier healing was designed,created and implemented.
Enviroment for snow levels was shaped.
A promotion animation was animated.
A lot of promotion screens was prepared to be used "in time".
A stitch in time saves nine;-)
May 28th 2005
New screenshot - "Desert base under attack" has been added.
May 27th 2005
Dialogues for UFO:ET introduction animation have been recorded and modified.
Except of music the intro has been fully sounded.
April 27 th 2005
Dialogues for UFO:ET introduction animation have been translated into English.
A preview was written in a gaming web magazine
Wirtualna Polska(in Polish).
April 12th 2005
All animations for UFO:ET introduction have been rendered.Plot of the story takes place
in a space.Today also all exact dialogues between CAF pilotes have been writen.Dialogues still need to
be translated into English and narrated.Also all sound effects have to be created.
April 10th 2005
New screenshot "Intruder in engine room of Centaurus" has been added.
Release date was delayed until September 2005
April 2nd 2005
New screenshot - "Centaurus - an intergalactic ship" has been added.
Chaos Concept logo has been rearranged.
March 30th 2005
I worked on the visualization of countries on Esperanza globe and
I did some changes and additions to texture management, particles,
shadows and shader support.
March 28th 2005
New screenshot - "Counter alien forces base"has been added.
March 22th 2005
Works on mission editor and generator still in progress. Currentl I'm playing with stairs, elevators
and similar stuff for moving among floors.
March 15th 2005
So that air superiority was ensured,CAF scientists has to develop a lot of
air craft armament.One chapter of their effort are cannons.All cannons for UFO:ET interceptors
have been created.There are various models available.
March 1st 2005
Every Interceptor in UFO:ET can carry energetic shield,
cannon and bunch of rockets.All energetic shields for UFO:ET interceptors have been
created.Every shield has a generator that generates defensive field around interceptors
The better generator an interceptor has the more damage can absorb.There are various models
February 28th 2005
First test algorithms for movement of ship models over globe were created. Together with
some mouse support routines,it is our big step towards playable air combats between CAF and alien ships.
February 22nd 2005
Various experiments with implementation of fog of war were made. Almost all parts of fog of war were reimplemented and now it consumes much less resources and allows game to run more smoothly. GUI has been changed too in some ways to better serv player's needs of controlling "geospace" part of game. And of course a lot of bugs were fixed.
February 22nd 2005
New units (both CAF and alien) have been added into the game and hundreds of fixes and improvements were carried out.
Roman aka Quiark
February 20th 2005
New screenshots - "Desert factory" and *Desert base* have been added.
All interceptors were finalized.There are pure human technology interceptors available,hybrid
technology interceptors and pure alien technology based interceptors available in UFO:ET.
Each interceptor has different fuel capacity,defensive capabilities and energetsic shield of different
All transport carriers were finalized.There are various carriers available in UFO:ET.There
is also sn assasult carrier available.
Each transport has different fuel capacity,flying range and cargo comparment.
January 20th 2005
Code for throwing granades and similar things is almost finished. It brings new startegy for
destruction of groups of aliens :-)
January 11th 2005
Support for soldier footsteps and vehicle trails was added
and scripts and shaders for globe control and visualization
January 8 th 2005
A few sketches were drawn except for many others events. Check artwork section please.
December 7th 2004
A new sketch of CAF interceptor - Nightwolf was drawn so that artwork section was updated.
October 11 th 2004
A new sketch of CAF interceptor - A2 Exterminator was drawn so that artwork section was updated.
October 7th 2004
I added support for fulscreen antialiasing and implemented lightmap and
texture "detail" option which can save some memory if set to lower
values. I had also made some changes to mesh management and object loading
which resulted to additional memory usage savings and somewhat
faster level loading.
September 19th 2004
A new link "Artworks" has been added.
September 18th 2004
Some new alien & CAF units were programmed, many bugs were fixed and lots of small improvements and updates were done.
August 10th 2004
An Interview took place in a gaming web magazine
Withingames(in English) /
Also, new screenshots and graphic files were released.
August 9th 2004
The inventory is now fully functional. A new CAF vehicle called Hammer with sentinel-like
movement has been implemented.
July 26th 2004
Some older effects (smokes, flames, weappon shot trails, ...) were rewritten and transformed to use particle systems. Also some bugs were found in moving particle systems during transformation process and these bugs were fixed. Minor bug was found and fixed in GUI.
July 2nd 2004
Currently we are working on more speed optimizations and
tweaking the visual appearance of the demo for oncoming game exhibitions like ECTS.
July 2nd 2004
I have been working on combining textures for terrain rendering
(we are optimizing it now) and merging lightmaps with larger textures
to get better performance when rendering lightmapped objects. More optimizations are planned for the nearest future.
July 2nd 2004
We sank our teeth in base building and base management. All sections except for
the particle defence section have been
created and basic location concept for icons, menus, buttons, etc. have been
submitted. The stress was put on
ergonomic and synoptic arrangement. Concurrently work continues on starport equipment and new head
shaping - Her name is Elena Godoy - and on static backgrounds that will be important for
mood creation during
June 16th 2004
Little icons for aliens that were discovered by any of your soldiers
were added, so you can have a good idea about the aliens you need
to deal with. In addition numerous smaller fixes and improvements were
June 14th 2004
First sections of the alien starport have been created. The replication machine and hibernation booths were
created for the intergalactic spaceship Centaurus. All vehicles for the army's
mobile stock were completed.
New screenshots including the inventory screen were uploded to the "Screenshots" section.
June 4th 2004
An In terview took place in a gaming web magazine
Also, new screenshots and graphic files were released.
June 3rd 2004
Inge's face has been animated. She can smile, wink, frown etc. She looks preety even
when she frowns. The work on the alien starport has started.
May 28th 2004
An alien base and a part of the intergalactic spaceship
Centaurus have been lit. A reproduction lair has been added to the alien base.
New sections and animations for the intergalactic spaceship Centaurus were
created. A new soldier's face was shaped. Her name is Ingeborg.
The inventory menu graphic files were finalized. The inventory menu looks very nice and compact.
The inventory dialog menu also contains a soldier's statistics such as snap shooting,
aimed shooting, strength or health. The engine room, navigation room and many
other locations for the intergalactic spaceship Centaurus were created.
Preview of UFO:Extraterrestrials will be printed in the Czech gaming magazine
on the 6th of May 2004.
The preview will, among other, contain first impressions from the technological demo.
I belive it will be worth reading not only for UFO fans.
A month ago, in April 2004, an interview about UFO:Extraterrestrials was printed in
the gaming magazine Score.
It contained an explanation of the gaming system, levels and unit desriptions.
The way of financing CAF has been suggested. But it is still open to all sensible ideas and
I recommend writting them in the discussion until the final version is
approved. Beta version of the
was created. We especially stressed comfortable and intuitive control. As far as level graphic is
concerned, new sections in the alien mother ship
Some additional features were added to relatime shading and
debug logging was implemented for lightmap calculations.
We decide acording to the results of these logs how to change
polygon count/lightmap sizes to get the best possible performance.
New flexible and configurable particle system (a part of engine that
takes care of some special effects such as explosions, fire etc.) was brought
to life and it is ready to improve our way of presenting you a dangerous
alien (or even your own soldier - it depends on the situation...) burned by
flamethrower, with fire bursting all arround.
The shooting interface was revised and new information icons have been introduced recently.
In addition the GUI has now a nice animation effect when appearing at the beginning of
Also, the destruction of walls has been slightly improved.
The visibility algorithm (the part of code that takes care of the
fog of war, shooting and so on)
has been remade. It works much faster now.
basic artificial intelligence was finalized. You should be careful now, even though the aliens are not extremely wise yet, you can be sure that they will not let you live a single second longer than necessary.
Aside from the underground machines called Duff01 the Miner and Duff02 the Puncher there are also desert machines that
rove the dunes and vast sand plains to extract minerals on the planet Esperanza.
Some equipment in the municipal hospital has been created.
Work continues on indoor structure shaping in the intergalactic spaceship
Centaurus and on the alien mother ship. This abstract work is extremly
difficult for Johny the Sketchmaker.
CAF's air force has been created. Plasma and rocket installments into the CAF base has been shaped.
A new link: "diary CAF" has been added.
Technological demo has been released.
Many machines gather and exploit mineral resources deep in the mines to
ensure the prosperity of the planet Esperanza.
We've been shaping the equipmnet of mine levels. Now, work continues on
shaping a belt conveyor which seems to be the last "straw" in the mine levels.
Engines, corridosrs and doors for the intergalactic spaceship Centaurus were created.
This particular spacecraft will allow player to leave Esperanza and head to Earth.
Support for lightmap sizes based on object's real world
area was added recently. Lightmap saving and loading was
updated and some bugs were fixed.
Destroyed versions of Combat tank "CT-8", rocket tank "Desert Sun RT-9" and
armoured supporting vehicles "Desert Spirit" and "Hunter" have been made.
New units were shaped. They're hovercrafts labeled "Swift CH-1",
"Excalibur" and "Hammer".
Shotgun, standard pistol and a pistol based on AKEW technology were created.
Work continues contemporarily on the construction of a 4
vessel, and on the equipment for the "mines" levels.
First version of lightmap support was added to our level editor. This feature allows us to place, tune and calculate static lights within levels. First results look very good, stay tuned for new screenshots...
Action points - the essence of any turn-based game have been implemented.
CAF armoured support car "Desert spirit" has been created.
Desert spirit is not very well
armoured in comparison to a tank or a rocket launcher tank, but it is damn fast.
Desert spirit can not deal damage comparable with tanks or rocket launchers but it can not only shoot projectiles but also
launch guided rockets. This ambiguity helped Desert spirit in becoming one of the most
commonly used units in the Counter Alien Forces.
The following models have been completed
-new "gui" head
-lots of stuff for the alien base which is difficult to describe
-powering section for CAF base.
-CAF's support unit that resembles a mechanical warrior
Laser,plasma and rocket explosions were made.
A brand new interactive graphics user interface was finalized.
New support for animations of the GUI has been written. With this support, we can create nice effects with our GUI (for example
the appearing of GUI). Some GUI parts are being rewritten to use this support.
Some bugs in vertex/pixel shader support were found and fixed during the creation of
the "fog of war" effect which is still in the development phase. But it's starting to look really good, so look forward to it!
I optimized the shadow casting code so it is now about 10 times
faster (i.e. usable). There is also new section on our
site called GRAPHICS where you can find some nice
pictures related to UFO: Extraterrestrials.
I rewrote the static lightmap calculation core. The new implementation looks
much better on curved surfaces and lighting computations are somewhat faster.
During the rewritting I finally found the bug in shadow casting calculations
so I fixed it and now static shadows are working well and looking good (however, it takes
a lot of time to compute them). Now I am planning to speed up shadow casting
and implement support for variable sized lightmaps.
A completely new GUI system has been developed and programmed. From now on useful buttons and shooting statistics are right at your cursor.
Work on the base of the Counter Alien Forces has been completed.
The CAF's base contains the following sections:
8)Advanced detection system
10)Autopsy room(for aliens)
Work continues on the shaping and texturing of new "in door" elements. These are
the equipment of a municipal hospital and a police station.
Like a new chapter we started working on the Counter Alien Forces' base. Lab and
detection system have been completed.
At this time work proceeds with shaping of the advanced detection system and
Rendering scripts for explosions were written. First in-game explosion tests look nice.
The sentinel's movement code is done. It can now be used for other similar vehicles.
The pathfinding algorithm has been strongly optimized. It is now working about five to ten times faster. It is also capable of pre-computing paths and path costs for future use.
The objective I'm now going to work on is visibility computing and optimizing some other
parts of the abstract model engine. But what I'm going to work on just now is sleeping:) [2:36AM]
New models have been shaped and covered with textures. Those are the radar,
gateway, the equipment for municipal
hospital such as bed, surgical bed, cabinet,etc. Some existing textures had to be re-textured because they didn't match to
the style that has been determined.
A new element that will form equipment in the alien's craft engine section
has been completed. A pumping device determined for
a "gas level" has been completed.
Head for the GUI has been fully animated.Since the 13
th of January
a new head is being shaped. Temporarily it was named "Zilvar".
Work continues on programming the movement of an alien hovercraft, Sentinel. It is now capable of
accelerating and decelerating with some inclination in the direction it is heading. Support for
interrupting it's trajectory has advanced in development today.
After the roof of Fortification44 has been shaped, we found that it would be neccessary
to model something else
on the it, because the roof looked incredibly monotone even in spite of the fact,
that radiators have been placed on the roof. Due to the fact, a bunch of ledges has been finally created.
Tommorow, on the 11th of January the outer segments of
hospital are supposed to be completed.
Next we're going to develop the roof of the hospital, which won't be easy, owing to the fact that
the "Sketchmaker" has drawn a little bit complicated rooftop shapes.
On the 11th of January new sketches of the air carrier will be presented, so that it can be chosen
in which of them, our effort will be put into.
A new head that was planned for use in the GUI has been shaped. It is beeing animated at this time.
We've been re-shaping and re-texturing the alien battlecruiser for a few days
because we had made a mistake before.
Work on the hospital's outer segments and it's roof continues. We proceed
according to our sketches.
A gas circulator has been shaped, covered with textures and also animated. The gas circulator speeds
up movement of gas in pipes. Different shapes of pipes have been created and covered with textures.
The roof of the alien battlecruiser has been shaped and covered with textures.
Another head has been shaped and animated for use in the GUI.
The "GUI" heads have been created to substitute soldiers faces that are too small to be seen
in detail during a tactical missions. More equipment for police stations, such as
tables, sanitary conveniences or computer terminals have
been shaped and covered with textures.
Aside from shaping the police station's interior equipment, we have started working on
and a brand new, modern, interactive GUI that will replace the existing one.
Today we have shaped pieces of interior for the police station's office and started to work on the roof
of the alien battle cruiser.
Outer walls, roof and inner partitions of the police station have been almost completed.
Now merely the title "police" needs to be covered with textures.
December 1st 2003
Roof of the complex "Villa" has been finnished. Outer walls of the police station have been covered with textures.
Today the "head master" has begun shaping the third head that is supposed to be animated and used in
just like the two existing ones.
November 27th 2003
The 2 heads used in the GUI have been fully animated. All the partitions in the alien battle cruiser have been covered with textures.
November 20th 2003
A new head of a soldier has been has been shaped for use in the GUI.
November 16th 2003
Work on a new police station has started. We proceed according to our sketches,
which make modelling of such a building much easier.
The work on the police station began with the outer walls as usual. The main condition was that the wals have to
One day these walls will provide police, as a form protection against alien
ambushes for the citizens.
November 15th 2003
A chassis for a new kind of an unidentified flying object has been shaped. This "body part" allows us to construct another alien vessels.
November 13th 2003
Interior equipment for a building in the "Mild" level has been almost completed.
Basic sketches of police station have been drawn.
November 5th 2003
Segmets for the "Mild" level structures have been shaped.
November 4th 2003
Today we have started runnig dynamic lightmaps on all low-poly moving models.This effect improved
appearance of all low-poly objects. New segments for buildings in a mild climate situated level have been made.
Now we΄re going to form interior objecs and floor textures.
November 2nd 2003
Work on a new level has started. We're going to create a level situated in a mild climate.
November 1st 2003
Work on a sub-complex called "Gass tower" has been finnished.
October 26th 2003
Bullet lightmaps have been improved. Work on the first unidentified flying object has
October 24th 2003
Work on the first unidentified flying object has been almost completed. The only missing component
is a roof.
October 20th 2003
A new SAM site has been created. It is a standard anti-aircraft man-operated
It can load up to 4 surface to air missiles.
October 18th 2003
A brand new very well looking human face has been shaped.It will be necessary to shape
October 17th 2003
The existing level editor has been improved after we have found working with it too awkward.
October 16th 2003
Work on the first unidentified flying object has started.
October 12th 2003
editor has been extended after we have found that contrast between objects and terrain
too visible. Now it is possible to input shadowmaps between an object and terrain so that
can fade away.
October 10th 2003
A repair bay has been completed. It contains all the stuff that is necessary for
fixing damaged units in field conditions.
October 07th 2003
rocket tower, functioning as a human support unit, has been created. It can load up to 4 rockets.
This facility will help protect human structures from enemy raids.
October 06th 2003
First segments of walls for the desert fortress have been produced. Light effect behind rockets has been tested.
The effect looks very convincing.
October 03rd 2003
Production of segments for the desert level has started. These segments will form bigger objects.
October 02nd 2003
So that bigger complexes could be formed, a new way of object compounding has been deretmined after we
discussing the heart of matter and other problems about walls for a few
hours. We were also
quarrelling about the enlargement of the playing area in the game missions quite bluntly.
The decission has been postponed.