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May 15

AI War 2 The Neinzul Abyss MacOS-Razor1911

Release Description:

Veterans of Fleet Command will remember the Neinzul as swarmers who attrited to death. Well, those were just the forward scouts. The Neinzul Abyss will see you fighting with or against their full might. Behold, the true power of the Neinzul! From the Evil Necromancer (that could be you) to the Eldritch Elderlings!New Player Type! The NecromancerA new optional way to play the entire game! Rather than playing as the usual Human Empire, playing as a Necromancer gives you control over a mobile fleet that feasts on the living from other universes. Capture enemy guard posts, make skeletons and wights out of enemy ships, and quest against the Templars and the Neinzul Elderlings. Development on this massive new playstyle took an entire year, and the word from most of our testers is that this is their new favorite way to experience the game.

For multiplayer, there is an optional Necromancer Sidekick that can play alongside human or Necromancer empires, or in single-player or multi-player you can have any number of Necromancer Empires on their own or with other player types.What to ExpectWith the focus of this DLC being the Neinzul and their unique civilization, You’ll be interacting with them for nearly every minute of the game in the form of six new minor factions. From the fractured roaming enclaves, the ever roaming migrants, to the terrifying and eldritch Elderlings, no two minor factions will ever feel identical to each other.

If these factions aren’t of interest to you, then perhaps the all new evil and insidious Necromancer player type is. When playing as the Necromancer faction, you can choose to either play it as an entirely new way to play the game as a Necromancer Empire, or as a supportive role in multiplayer games as the Necromancer Sidekick. As per the norm, new ships, mechanics, and buildings that come with DLCs have been added in to spice up the game even more. More on those later, for now, let’s talk about the big factions!

NPC Faction: Neinzul SappersThe Neinzul Sappers are part of a Neinzul hive mind that has been able to integrate themselves swiftly into our own ranks. They are willing and able to assist us in our resistance against the AI. While they haven’t said why, the AI is hostile to them and will attempt to exterminate them on sight.

Deployment of turrets and watchtowers with Neinzul Sapper patrol units are a common sight wherever they entrench themselves. They are similar to the AI Warden Fleets subroutine, being defensive in nature, but they are also capable of supporting us while attacking. If they notice us attacking a nearby AI world, they may send in special units that deploy turrets mid battle to assist us.

NPC Faction: Neinzul CustodiansThe Neinzul Custodians are the result of a Neinzul hive mind that has refused to divide itself. In their prime, the Neinzul Custodians were a part of a grand Neinzul empire that spanned many stars, all under a single hive mind. The great shattering of the Neinzul empire came when the Hive mind could take no more. Fracturing into countless enclaves, they now undergo a civil war, just like we have.

Each enclave will work with other enclaves under a custodian faction to mutually survive. While a custodian faction may ally with us, another may choose to side with the AI. There is also the possibility of even the Dark Spire and Dark Zenith acquiring an alliance with these Neinzul Custodians. Either way, it is best we prepare for both new allies and enemies to appear before us.

NPC Faction: Neinzul MigrantsWhen we were alerted to strange wormhole signatures appearing on a nearby planet, we found countless ships matching Neinzul profiles pouring out, engaging the AI. The smaller ships, while being destroyed in droves, were broadcasting signals of friendly nature.

After reaching the location of these strange wormholes, a large Neinzul vessel was spat out of the wormhole before it closed in on itself. It appears that it simply desires to leave this galaxy and migrate elsewhere to ensure its survival. Your science team believes it may be worth helping these new migrating Neinzul by escorting them to safety, as they may yield unexpected rewards. The choice is yours on whether to help them or leave them to distract the AI.

NPC Faction: Neinzul Wild HivesNeinzul forces which our scientists have creatively named “Wild Hives” are animalistic in nature. They have refused any and all communication attempts, and have begun seizing and infesting all metal rich asteroids they come across.

The Wild Hives use them as both resource harvesting locations and breeding grounds. They have even been witnessed doing this to our own asteroids, stealing them away from us!

Fortunately, we can calibrate our weapons to merely sterilize the Neinzul from the metal rich asteroids. However, it’s to be expected that the Wild Hives won’t exactly take this lying down.

If two different Wild Hives meet on a planet, they will fight for control over the metal mines, and blast anyone that isn’t themselves.

More Details On The New Necromancer Player TypeThe Necromancer is here to terrorize your enemies! Playing radically differently from the standard Human Empire, The Necromancer is all about converting their enemies into mindless corpses to throw them back at their former comrades.

From the smallest of strike craft, to the largest of ships, all shall become your new undead minions! Strikecraft become skeletons, guardian or frigate level ships become Wights, and dire guardians turn into mummies. You can even capture AI guard posts for your own use!

On the one hand, you spend science to upgrade your units, just like the Human Empire. On the other, you can acquire new skeleton, wight, and other upgraded variants of your basic units from Templar Rifts.

Necromancers don’t have command stations, but instead, they have Necropoleis (the plural Greek form of Necropolis)! A Necropolis is like a Spire City in that it has a modular build system, with buildings taking up hexes instead of casings.

And instead of a Home Command Station, Necromancers get a Phylactery. Unlike the human Home Command Station, the Necromancer can spend a new resource, Essence, to swap the Phylactery’s location with another Necropolis. This even works as the Phylactery is dying, preventing a game over. However, if the Necromancer has no Essence or any non-crippled Necropoleis though, it’s curtains for them! Hexes can be devoted to various buildings, such as defensive totems, flagship-supporting unit-homes, or shipyards.

You can choose to build a Minor Necropolis, which will support your flagship, a defensive Necropolis, which focuses on holding down the location it is at, or a Major Necropolis which gives you another flagship to work with. If you spend some Essence, you can upgrade your Necropoleis or Phylactery to increase their hex count.

The Necromancer doesn’t require metal to function. Also… the Necromancer is Evil with a capital E. This translates to getting the Science, Hacking and Essence resources by murdering and killing specific units in combat, rather than just gathering it passively at planets you capture. What kind of units? Well…NPC Faction: The TemplarsThe Templars are here to stop the Necromancer by purging it in Holy Fire. Standing against the Darkness and bathed in Holy Light, they are immune to being corrupted by the Necromancer and will routinely launch Crusades against the Necromancer. While these Crusades start out as weak raids, led by simple Messenger Heralds, they will eventually grow into truly large holy incursions led by Harbingers of Light. Templars are your main source of science and hacking points.

Most Templars you slay will reward you with science, and some reward hacking as well. As the game progresses, the Templar will release Templar Constructors to build Encampments around the map. While Templar Encampments are weak, and don’t offer any high quality or quantity troops to attack you with, they can eventually become Templar Fastnesses which can definitely start bringing in the pain with more well equipped soldiers and are more capable of defending themselves.

Eventually, a Templar Fastness can become a Templar Castle, which is capable of repelling Necromancer attacks while offering the highest quality troops to attack you with. When the Templars launch a Crusade against you, they will spawn a leader unit. As the leader unit passes through the map, it rallies any Templar units it comes across to its cause, especially if it passes a Templar Encampment, Fastness or Castle. Destroying these buildings and leader units grants a hefty amount of science and hacking points.

Templar Rifts are vulnerable wormholes that lead to the Templar’s worlds with their civilians living in fear of being slain by the Necromancer, which is why they will attempt to defend their rifts. If a Necromancer is able to reach a rift, it may siphon the rift, dooming those on the other side in exchange for more powerful units, or sometimes, Essence.

As you fight on, more rifts spawn, with more Templars coming out to defend them. Now while these Templar fellows may be the ones trying to stop you, they’re not the only ones you have to contend with. While fighting Templars rewards you with science and hacking, they only occasionally hand you Essence. It’s time to get your primary source of Essence. Introducing…NPC Faction: The ElderlingsThese giant Neinzul have somehow managed to survive and separate themselves from a hivemind, and have grown to absolutely massive proportions, with some growing to be as large as a moon. Apathetic to the AI and Templars, they will engage the Necromancer at first sight. Each Elderling slain grants you Essence! Essence is used to upgrade your flagships and Necropoleis so they can become even more powerful in waging their war against the Templar and AI. Without Essence, the Templar will eventually gain the upper hand and purge you from the galaxy.

Elderlings are hatched from giant eggs strewn about the galaxy, and as they mature, they will lay their own eggs to perpetuate their existence. This ensures a steady supply of Essence will flow to you. However, you should regularly cull their numbers. For the separation of Elderlings and Hive Mind has taken a toll on their sanity. And when they run out of sanity? Things may get… ugly.

Elderlings can also be hacked. You can chose to reveal what territory it calls home, or forcefully transform it into a more powerful variant that doesn’t drop Essence, but allows whichever Necromancer slays it the ability to transform their flagships with its traits. Fancy breathing fireballs at your enemies?

However, if you’re feeling truly brave, you can decide to use the resonant frequencies of an Elderling and transmit a signal that will agitate something truly horrifying… Something as old as the stars themselves… But just think about how much Essence you could harvest from such an entity!

New Challenger Approaching: The Venators!The newest additions to the AI’s roster. The AI has been paying attention to what forces you use, and will now react accordingly. Venators are ships that are designed to hunt down specific units, with each Venator hand tailored to do its job exceptionally well.

Are you using high amounts of zombification? Out come the Debauched Venators, who are immune to zombification.

Are you using sniper units to fight the AI so it can’t retaliate? The Quaint Venator will put a stop to that real quick and force you to engage it in close combat.

Are you using Golems or Arks? Here come the Foppish Venators to ruin your day. You had better vary your tactics, as becoming a one trick pony will cause the AI to respond accordingly and it will deploy the appropriate counter.

What else is there?With All the big new factions being hyped up, it’s time to finally address the smaller, but no less important things that this expansion adds.


  • Orbital ships, including new capturable Wards that you can use with any fleet.
  • Corrosive weapons, which eats away at a target over time, while ignoring shields. Very powerful against shield heavy units.
  • Self Assembly allows a ship to repair itself whenever it fires its weapon. Unlike Vampirism, which is reliant on the actual damage dealt and is a shipwide trait, Self Assembly is a weapon trait and allows the ship using it to repair itself at a consistent rate.
  • Wards are units that orbit around another unit or building, allowing them to fulfill a multitude of purposes, be it defense, offense, or support! They come in both traditional shipline and drone variants. From the slice 'n dice Scythe Ward, to the ship resurrecting Angelic Ward, they are all fun to use. Put them on a basic transport and it can become more than just a simple shuttle for your forces. Additionally, they give you a greater incentive to upgrade forcefield and mobile fort tech.
  • Destroyers are ships that are centered around producing wards to aid in their battles. Similarly to cruisers, they are considered elite ship lines, so only 1 destroyer line can fit in each transport. While weaker than a cruiser, they do come in pairs.
  • Several new ships: there are some new and exciting ships for you to find and use, from the Blade Spawner frigate, to the shoving Bouncer, there’s plenty of new variety for you to toy around with!
  • Three brand new map types, Squares, Dissonance and Crazy Branching have been added to fight the AI across. Crazy Branching in particular has a ton of customizable settings for those who are crazy enough to try this map!
  • Eight new AI types to challenge yourself against. The Aggressor AI will drown you under border aggression, while the Panopticon AI is content to watch you suffer through its many eyes. If you’re really daring, the Skirmisher AI is all too happy to drop Venators on you right out the get go!
  • Optional "Showdown Devices": allows for an alternative win condition where you get and hold four mysterious devices on four planets. Capturing three out of four of them will trigger an all-out war which, if you can survive it, will lead to victory for humanity.
  • Optional "Brutal Guardian Lairs": These shattered moons hide a terrible secret within them, the Brutal Guardians! They are much more powerful than Dire Guardians, and will spawn a Brutal Guardian in 5 minutes when it first detects you and every 30 minutes afterwards.
As this is the final DLC for AI War 2, we are truly grateful to both those that stuck with us from the beginning, to those who are just getting started with AI War 2. This game was a true passion project, and development would’ve never been possible without you, the community. It’s kind of hard to believe this is the end, huh?

From vast overhauls such as the fleet system, to Global Command Augmenters turned into Turret Schematic Servers, AI War 2’s history is truly encyclopedic, and the patch notes alone could probably use up at least half a fully grown tree if printed on paper! This isn’t quite the end for AI War 2, as we are certain that bugs will crop up that need to be squashed, and we want to support any modders that happen to share some of their works with us. The game will be updated here and there, and the unit encyclopedia will be updated very soon, but overall, the game is mostly feature complete. It’s time for AI War 2 to close in style.

Thank you for playing!

Genre: Indie, Simulation, Strategy
Developer: Arcen Games, LLC
Publisher: Arcen Games, LLC

Release Name: AI_War_2_The_Neinzul_Abyss_MacOS-Razor1911
Size: 2.6 GB
Links: STEAM | NFO | Torrent Search

Download: UPLOADGiGNiTROFLARERAPiDGATOR

16 Comments
Apr 22

AI War 2 The Neinzul Abyss-FLT

Release Description:

Veterans of Fleet Command will remember the Neinzul as swarmers who attrited to death. Well, those were just the forward scouts. The Neinzul Abyss will see you fighting with or against their full might. Behold, the true power of the Neinzul! From the Evil Necromancer (that could be you) to the Eldritch Elderlings!New Player Type! The NecromancerA new optional way to play the entire game! Rather than playing as the usual Human Empire, playing as a Necromancer gives you control over a mobile fleet that feasts on the living from other universes. Capture enemy guard posts, make skeletons and wights out of enemy ships, and quest against the Templars and the Neinzul Elderlings. Development on this massive new playstyle took an entire year, and the word from most our testers is that this is their new favorite way to experience the game.

For multiplayer, there is an optional Necromancer Sidekick that can play alongside human or necromancer empires, or in single-player or multi-player you can have any number of Necromancer Empires on their own or with other player types.What to ExpectWith the focus of this DLC being the Neinzul and their unique civilization, You’ll be interacting with them for nearly every minute of the game in the form of six new minor factions . From the fractured roaming enclaves, the ever roaming migrants, to the terrifying and eldritch Elderlings, no two minor factions will ever feel identical to each other.

If these factions aren’t of interest to you, then perhaps the all new evil and insidious Necromancer player type is. When playing as the Necromancer faction, you can choose to either play it as an entirely new way to play the game as a Necromancer Empire, or as a supportive role in multiplayer games as the Necromancer Sidekick. As per the norm, new ships, mechanics, and buildings that come with DLCs have been added in to spice up the game even more. More on those later, for now, let’s talk about the big factions!

NPC Faction: Neinzul SappersThe Neinzul Sappers are part of a Neinzul hive mind that has been able to integrate themselves swiftly into our own ranks. They are willing and able to assist us in our resistance against the AI. While they haven’t said why, the AI is hostile to them and will attempt to exterminate them on sight.

Deployment of turrets and watchtowers with Neinzul Sapper patrol units are a common sight wherever they entrench themselves. They are similar to the AI Warden Fleets subroutine, being defensive in nature, but they are also capable of supporting us while attacking. If they notice us attacking a nearby AI world, they may send in special units that deploy turrets mid battle to assist us.

NPC Faction: Neinzul CustodiansThe Neinzul Custodians are the result of a Neinzul hive mind that has refused to divide itself. In their prime, the Neinzul Custodians were a part of a grand Neinzul empire that spanned many stars, all under a single hive mind. The great shattering of the Neinzul empire came when the Hive mind could take no more. Fracturing into countless enclaves, they now undergo a civil war, just like we have.

Each enclave will work with other enclaves under a custodian faction to mutually survive. While a custodian faction may ally with us, another may choose to side with the AI. There is also the possibility of even the Dark Spire and Dark Zenith acquiring an alliance with these Neinzul Custodians. Either way, it is best we prepare for both new allies and enemies to appear before us.

NPC Faction: Neinzul MigrantsWhen we were alerted to strange wormhole signatures appearing on a nearby planet, we found countless ships matching Neinzul profiles pouring out, engaging the AI. The smaller ships, while being destroyed in droves, were broadcasting signals of friendly nature.

After reaching the location of these strange wormholes, a large Neinzul vessel was spat out of the wormhole before it closed in on itself. It appears that it simply desires to leave this galaxy and migrate elsewhere to ensure its survival. Your science team believes it may be worth helping these new migrating Neinzul by escorting them to safety, as they may yield unexpected rewards. The choice is yours on whether to help them or leave them to distract the AI.

NPC Faction: Neinzul Wild HivesNeinzul forces which our scientists have creatively named “Wild Hives” are animalistic in nature. They have refused any and all communication attempts, and have begun seizing and infesting all metal rich asteroids they come across.

The Wild Hives use them as both resource harvesting locations and breeding grounds. They have even been witnessed doing this to our own asteroids, stealing them away from us!

Fortunately, we can calibrate our weapons to merely sterilize the neinzul from the metal rich asteroids. However, it’s to be expected that the Wild Hives won’t exactly take this lying down.

If two different Wild Hives meet on a planet, they will fight for control over the metal mines, and blast anyone that isn’t themselves.

More Details On The New Necromancer Player TypeThe Necromancer is here to terrorize your enemies! Playing radically differently from the standard Human Empire, The Necromancer is all about converting your enemies into mindless corpses to throw them back at their former comrades.

From the smallest of strike craft, to the largest of ships, all shall become your new undead minions! Strikecraft become skeletons, guardian or frigate level ships become Wights, and dire guardians turn into mummies. You can even capture AI guard posts for your own use!

On one hand, you can, you spend science to upgrade your units, just like the Human Empire. On the other, you can acquire new skeleton, wight, and other upgraded variants of your basic units from Templar Rifts.

Necromancers don’t have command stations, but instead, they have necropoli. A necropolis is more like a spire city in that it has a modular build system, with buildings taking up hexes instead of casings.

And instead of a home command Station, Necromancers get a phylactery. Unlike the human home command station, you can spend a new resource, Essence, to change the Phylactery’s location to another necropolis. If you have no essence or non crippled necropolis though, it’s curtains for you! Hexes can be devoted to various buildings, such as defensive totems, flagship-supporting unit-homes, or shipyards.

You can choose to build a minor necropolis, which will support your flagship, a defensive necropolis, which focuses on holding down the location it is at, or a major necropolis which gives you another flagship to work with. If you spend some essence, you can upgrade your necropoli or phylactery to increase their hex count.

The Necromancer doesn’t require metal to function. Also… the Necromancer is Evil with a capital e. This translates to getting the Science, Hacking and Essence resources by murdering and killing specific units in combat, rather than just gathering it passively at planets you capture. What kind of units? Well…NPC Faction: The TemplarsThe Templars are here to stop the Necromancer by purging it in holy fire. Standing against the darkness and bathed in holy light, they are immune to being corrupted by the Necromancer and will routinely launch crusades against the Necromancer. While these crusades start out as weak raids, led by simple messenger heralds, they will eventually grow into truly large holy incursions led by harbingers of light. Templars are your main source of science and hacking points.

Most Templars you slay will reward you with science, and some reward hacking as well. As the game progresses, the Templar will release Templar Constructors to build encampments around the map. While Templar encampments are weak, and don’t offer any high quality or quantity troops to attack you with, they can eventually become Templar fastnesses which can definitely start bringing in the pain with more well equipped soldiers and are more capable of defending themselves.

Eventually, a Templar fastness can become a Templar castle, which is capable of repelling necromancer attacks while offering the highest quality troops to attack you with. When the Templars launch a crusade against you, they will spawn a leader unit. As the leader unit passes through the map, it rallys any Templar units it comes across to its cause, especially if it passes a Templar encampment, fastness or castle. Destroying these buildings and leader units grants a hefty amount of science and hacking points.

Templar Rifts are vulnerable wormholes that lead to the Templar’s worlds with their civilians living in fear of being slain by the Necromancer, which is why they will attempt to defend their rifts. If a necromancer is able to reach a rift, it may siphon the rift, dooming those on the other side in exchange for more powerful units, or sometimes, Essence.

As you fight on, more rifts spawn, with more templars coming out to defend them. Now while these Templar fellows may be the ones trying to stop you, they’re not the only ones you have to contend with. While fighting templars rewards you with science and hacking, they only occasionally hand you Essence. It’s time to get your primary source of Essence. Introducing…NPC Faction: The ElderlingsThese giant Neinzul have somehow managed to survive and separate themselves from a hivemind, and have grown to absolutely massive proportions, with some growing to be as large as a moon. Apathetic to the AI and templars, they will engage the necromancer at first sight. Each elderling slain grants you Essence! Essence is used to upgrade your flagships and necropoli so they can become even more powerful in waging their war against the Templar and AI. Without Essence, the Templar will eventually gain the upper hand and purge you from the galaxy.

Elderlings are hatched from giant eggs strewn about the galaxy, and as they mature, they will lay their own eggs to perpetuate their existence. This ensures a steady supply of Essence will flow to you. However, you should regularly cull their numbers. For the separation of Elderlings and Hive Mind has taken a toll on their sanity. And when they run out of sanity? Things may get… ugly.

Elderlings can also be hacked. You can chose to reveal what territory it calls home, or forcefully transform it into a more powerful variant that doesn’t drop essence, but allows whichever necromancer flagship slays it to adopt its traits. Fancy breathing fireballs at your enemies?

However, if you’re feeling truly brave, you can decide to use the resonant frequencies of an elderling and transmit a signal that will agitate something truly horrifying… Something as old as the stars themselves… But just think about how much Essence you could harvest from such an entity!

New Challenger Approaching: The Venators!The newest additions to the AI’s roster. The AI has been paying attention to what forces you use, and will now react accordingly. Venators are ships that are designed to hunt down specific units, with each Venator hand tailored to do its job exceptionally well.

Are you using high amounts of zombification? Out come the Debauched Venators, who are immune to zombification.

Are you using sniper units to fight the AI so it can’t retaliate? The Quaint Venator will put a stop to that real quick and force you to engage it in close combat.

Are you using Golems or Arks? Here come the Foppish Venators to ruin your day. You had better vary your tactics, as becoming a one trick pony will cause the AI to respond accordingly and it will deploy the appropriate counter.

What else is there?With All the big new factions being hyped up, it’s time to finally address the smaller, but no less important things that this expansion adds.


  • Orbital ships, including new capturable Wards that you can use with any fleet.
  • Corrosive weapons, which eats away at a target over time, while ignoring shields. Very powerful against shield heavy units.
  • Self Assembly allows a ship to repair itself whenever it fires its weapon. Unlike Vampirism, which is reliant on the actual damage dealt and is a shipwide trait, Self Assembly is a weapon trait and allows the ship using it to repair itself at a consistent rate.
  • Wards are units that orbit around another unit or building, allowing them to fulfill a multitude of purposes, be it defense, offense or support! They come in both traditionally shipline built and drone variants. From the slice n dice Scythe Ward, to the ship resurrecting Angelic Ward, they are all fun to use. Put them on a basic transport and it can become more than just a simple shuttle for your forces. Additionally, they give you a greater incentive to upgrade forcefield and mobile fort tech.
  • Destroyers are ships that are centered around producing wards to aid in their battles. Similarly to cruisers, they are considered elite ship lines, so only 1 destroyer line can fit in each transport. While weaker than a cruiser, they do come in pairs.
  • Several new ships: there are some new and exciting ships for you to find and use, from the Blade Spawner frigate, to the shoving Bouncer, there’s plenty of new variety for you to toy around with!
  • Three brand new map types, Squares, Dissonance and Crazy Branching have been added to fight the AI across. Crazy Branching in particular has a ton of customizable settings for those who are crazy enough to try this map!
  • Eight new AI types to challenge yourself against. The Aggressor AI will drown you under border aggression, while the Panopticon AI is content to watch you suffer through its many eyes. If you’re really daring, the Skirmisher AI is all too happy to drop Venators on you right out the get go!
  • Optional "Showdown Devices": allows for an alternative win condition where you get and hold four mysterious devices on four planets. Capturing three out of four of them will trigger an all-out war which, if you can survive it, will lead to victory for humanity.
  • Optional "Brutal Guardian Lairs": These shattered moons hide a terrible secret within them, the Brutal Guardians! They are much more powerful than Dire Guardians, and will spawn a Brutal Guardian in 5 minutes when it first detects you and every 30 minutes after that one.
As this is the final DLC for AI War 2, we are truly grateful to both those that stuck with us from the beginning, to those who are just getting started with AI War 2. This game was a true passion project, and development would’ve never been possible without you, the community. It’s kind of hard to believe this is the end, huh?

From vast overhauls such as the fleet system, to Global Command Augmenters turned into Turret Schematic Servers, AI War 2’s history is truly encyclopedic, and the patch notes alone could probably use up at least half a fully grown tree if printed on paper! This isn’t quite the end for AI War 2, as we are certain that bugs will crop up that need to be squashed, and we want to support any modders that happen to share some of their works with us. The game will be updated here and there, and the unit encyclopedia will be updated very soon, but overall, the game is mostly feature complete. It’s time for AI War 2 to close in style. Thank you for playing!

Genre: Indie, Simulation, Strategy
Developer: Arcen Games, LLC
Publisher: Arcen Games, LLC

Release Name: AI_War_2_The_Neinzul_Abyss-FLT
Size: 4.1 GB
Links: STEAM | NFO | Torrent Search

Download: UPLOADGiGNiTROFLARERAPiDGATOR

18 Comments
May 18

AI War 2 Zenith Onslaught-PLAZA

Release Description:

Brave Zenith invasions, civil wars, or ally with the Svikari. Arm yourself with elite Cruisers. Find new Outguard for hire, defensive structures to build, and maps to explore. You may face new AI types, capture yet more golems, and choose if you wish to encounter the planet-eating Zenith Miners.
The Story
In our normal universe, the Zenith aliens are long dead; only the mindless automatons called Golems are left behind, millennia after the fall of their civilization. One day, in the middle of our war with the AI, the first of an oncoming horde of Zenith came through from a neighboring part of what scientists can clearly now tell is a multiverse. These are Zenith in their prime, confused as to the (from their point of view) post-apocalyptic state of our universe, and not exactly pleased.

Zenith Onslaught is the second expansion for AI War 2, and was more than a year in the making. We focused on making the galaxy feel rich and complex and changeable in new ways, as well as adding a metric ton of general new content.


Major New Factions


  • The Dark Zenith can be set to invade at some point. They then set up their own economy, allying with the Dark Spire if they are also enabled. These can really make even the AI sweat.
  • The Zenith Architrave, fresh into our universe and desperate to get back to their own galaxy-spanning war. Minor diplomacy may be possible. (Think of these like a vastly more advanced version of the Dyson Spheres in the base game, in that they don't turn the entire galaxy on its head but can be exciting neighbors).
  • The Zenith Miner, which first sends out probes, and later tries to mine entire planets into pieces. Has a special taste for Dyson Spheres. Hack them for fun and profit.
New Ships En Masse

  • 15 new and elite ships, Cruisers, now seed the galaxy that can greatly enhance your fleet. These powerful ships are both extremely powerful in their own right but each possesses a special feature based on their weapon tech. Two of these can only found by stealing Zenith technology.
  • 11 new Outguard to recruit to humanity's side, each with their own unique contribution, from the Trojan Horse that hides in plain sight before releasing its hidden drone army to the Cornucopia that supercharges your metal generation when you need it the most.
  • 7 new defensive structures, such as the reactive dummy that attracts enemy fire and returns a portion back to the sender, and a reworking of the original to grant every weapon tech their own.
  • And many new strikecraft, frigates, and stationkeepers to further expand humanity's arsenal! As well as new variants of the base-game golems!
Other Major Features

  • Nomad Planets make a triumphant return from the original AI War, with options for entire Nomad Galaxies. And yes, you can still become death, destroyer of worlds.
  • Wormhole borers, dangerous tools in the hands of the AI that allow them to tunnel behind your defenses.
  • 10 devious new AI types.
  • 2 new map styles.

Genre: Indie, Simulation, Strategy
Developer: Arcen Games, LLC
Publisher: Arcen Games, LLC

Release Name: AI.War.2.Zenith.Onslaught-PLAZA
Size: 2.5 GB
Links: STEAM | NFO | Torrent Search

Download: UPLOADGiGNiTROFLARERAPiDGATOR

16 Comments
Feb 27

AI War 2 The Spire Rises-PLAZA

Release Description:
In addition to some new capturables, turrets, and other ships that are available in any game once this expansion is installed, there are two major new factions. The Scourge is your greatest foe, the smartest and most dangerous sub-group of the AI. The Fallen Spire is your greatest ally, providing you with unprecedented firepower.

You can use both factions, either, or neither in your campaigns as you wish. Thanks to lobby customization options, you can even force the Scourge to be your ally against other foes, if you prefer.

Fallen Spire
The Fallen Spire are an optional faction that can be enabled via the lobby, or by activating a beacon in any game.


  • The core of the gameplay is epic battles to capture the spire relics, and powerful ships and cities you get as a result.
  • Get some Really Big Weapons that scare the mess out of the AI.
  • Build entire spire cities of various complexities and styles, which upgrade as you build more cities and more structures.
  • The AI now has a reason and ability to bring back extra-galactic forces from their mysterious "main war" to fight you and the spire openly.
  • You have the freedom to push all the way to an alternative victory condition via this faction, or to just build up one or more cities and make use of the extra firepower.
  • Experience the fallen spire on a gradient scale, doing some of it as you wish, not having to choose "completely fallen spire" or "completely not fallen spire."
  • Let us explore a bit more of the spire lore than we have in prior games.
  • Give players a chance to "smash the galaxy for fun and profit" by going for a mark 7 city, well above the mark 5 level that is needed for the alternative victory condition. At this point you're just rubbing it in, but it feels so satisfying to be the big one for a change.
  • Lore: The AI has crushed the Spire empire in their home galaxy. Some Spire units have landed in our galaxy and they can rebuild their empire and take revenge. The AI has captured a lot of Spire reactors and is experimenting to harness their power in cloaked research laboratories. There are also some hidden spire relics scattered about the galaxy from past battles.
Genre: Indie, Simulation, Strategy
Developer: Arcen Games, LLC
Publisher: Arcen Games, LLC

Release Name: AI.War.2.The.Spire.Rises-PLAZA
Size: 2.9 GB
Links: STEAM | NFO | Torrent Search

Download: UPLOADGiGNiTROFLARERAPiDGATOR

6 Comments
Jan 10

AI War 2 v1.3-PLAZA

Release Description:
AI War 2 is a grand strategy/RTS hybrid against a galaxy that has already been conquered by rogue artificial intelligence. It's also "a sequel to [Arcen's] enormo-space RTS AI War, which we called 'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)The most devious and acclaimed artificial intelligence in strategy gaming returns... with a host of mutual enemies.
Face off against a more advanced version of the original AI, who once again has captured the entire galaxy leaving you only a tiny planet to yourself. Then strike out and find a way to cleverly outwit it nonetheless. All the new capturables, larger fleets, and hacking abilities are sure to help. (You're going to need it.)

Or immerse yourself in a far more complicated galactic struggle involving the nanocaust, macrophages, dyson spheres, and more. Other factions each have their own goals, rules, units, and entirely unique economies. Make the scenario complicated enough and it can become "World War XV is in progress, you're in a tiny farm in the middle of it, nobody likes you, but if you can just kill that one giant angry enemy leader this will all be over."

If that sounds over the top -- and frankly that bit is wearying to us to imagine even though some people seek it out -- then take a break and maybe hack the all-consuming computer virus to be your ally, and convince the star-sized alien hives to watch your back as you take on a suddenly-less-arrogant AI.

(If you're really feeling spiteful, take yourself out of the equation, turn on super fast forward, and watch them all fight like ants on a galactic scale.)

Modernized and supercharged.
It's been ten years since the original AI War launched, and the gaming world has changed a lot -- as has the available computing power on any device you're using to read this. We've pulled out all the stops to build foes more formidable and intelligent than before, and to create simulations of hundreds of thousands of units running at 120fps in a lot of cases. You can speed up and slow down the simulation without any extra load on your CPU, and pause at will.

The interface respects your time by automating things that you would do the same 95% of the time anyway. For that other 5% there are indeed advanced features such as placing spy nanites, tweaking or disabling the rules of automation, or redesigning your fleet compositions as much as you want.Streamlined, yet deeper.
Sometimes when a sequel says it's "streamlined," it can really mean "dumbed down." And there are indeed fewer tiny choices to be made in some areas here: you don't have to decide how to wash each dish; you have a dishwasher. And it's a good thing you do, to be honest, because the rabbit hole of complex and confounding scenarios goes as deep as you want it to.

All those bits where you make the interesting strategic decisions? Those bits are tougher than ever, and you can't fall back on old boring habits to muddle through. You need your attention free to anticipate, to plan, to dream... and then throw those all aside and figure it out by the seat of your pants when everything goes sideways.

There's too much to memorize (but tooltips are always right there, anyway), and there's always an unfamiliar element. Clicking fast won't help you. To win the AI War, you'll have to improvise, adapt, and use your wits.

As it should be.How About Some Highlights?


  • Many optional factions, each with their own goals and strategies, create a living galaxy.
  • A new Fleets system gives you even more ships than before, and allows you to customize your empire more than ever.
  • A ton of map types, and with a lot of sub-options to make them even more varied.
  • Outguard to hire, factions to ally with, and oodles of targets to capture or hack --with the AI or aliens.
  • Warden, Hunter, and Praetorian Guard sub-fleets of the AI provide for new challenges (and sometimes opportunities) in how both you and the AI interact with each other.
  • Crazy moddability, with many levers available in easily-accessible XML.
What's New Compared To The Original?

  • More approachable gameplay, but with a rabbit hole that goes as deep as ever.
  • More to do, in terms of moment to moment gameplay and choices. More to find, more to conquer or be conquered-by.
  • Polished gameplay mechanics, representing everything learned from first game’s six expansions (plus three years of development on this sequel).
  • Trimmed fat: repetitive boring tasks have been automated or streamlined, but more options than ever have been added for you to customize things when you want to. Our goal is never to waste your time, but always have an array of interesting challenges for you to pursue at once.
  • Redesigned UI that gives you a ton of information and power right when you need it.
  • 1.5 hours of new music added to the 4.5 hour included score from the original game.
  • Multithreading for modern performance, and a codebase that will not summon an elder god (recoded from the ground up for modern rigs).
  • Over 1900 lines of spoken dialogue from more than 25 actors.

Genre: Indie, Simulation, Strategy
Developer: Arcen Games, LLC
Publisher: Arcen Games, LLC

Release Name: AI.War.2.v1.3-PLAZA
Size: 1.8 GB
Links: STEAM | NFO | Torrent Search

Download: UPLOADGiGNiTROFLARERAPiDGATOR

10 Comments
Dec 24

AI War 2 v1.023-Razor1911 + MacOSX

Release Description:

AI War 2 is a grand strategy/RTS hybrid against a galaxy that has already been conquered by rogue artificial intelligence. It's also "a sequel to [Arcen's] enormo-space RTS AI War, which we called 'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)
The most devious and acclaimed artificial intelligence in strategy gaming returns... with a host of mutual enemies.
Face off against a more advanced version of the original AI, who once again has captured the entire galaxy leaving you only a tiny planet to yourself. Then strike out and find a way to cleverly outwit it nonetheless. All the new capturables, larger fleets, and hacking abilities are sure to help. (You're going to need it.)

Or immerse yourself in a far more complicated galactic struggle involving the nanocaust, macrophages, dyson spheres, and more. Other factions each have their own goals, rules, units, and entirely unique economies. Make the scenario complicated enough and it can become "World War XV is in progress, you're in a tiny farm in the middle of it, nobody likes you, but if you can just kill that one giant angry enemy leader this will all be over."

If that sounds over the top -- and frankly that bit is wearying to us to imagine even though some people seek it out -- then take a break and maybe hack the all-consuming computer virus to be your ally, and convince the star-sized alien hives to watch your back as you take on a suddenly-less-arrogant AI.

(If you're really feeling spiteful, take yourself out of the equation, turn on super fast forward, and watch them all fight like ants on a galactic scale.)

As it should be.How About Some Highlights?


  • Many optional factions, each with their own goals and strategies, create a living galaxy.
  • A new Fleets system gives you even more ships than before, and allows you to customize your empire more than ever.
  • A ton of map types, and with a lot of sub-options to make them even more varied.
  • Outguard to hire, factions to ally with, and oodles of targets to capture or hack --with the AI or aliens.
  • Warden, Hunter, and Praetorian Guard sub-fleets of the AI provide for new challenges (and sometimes opportunities) in how both you and the AI interact with each other.
  • Crazy moddability, with many levers available in easily-accessible XML.
What's New Compared To The Original?

  • More approachable gameplay, but with a rabbit hole that goes as deep as ever.
  • More to do, in terms of moment to moment gameplay and choices. More to find, more to conquer or be conquered-by.
  • Polished gameplay mechanics, representing everything learned from first game’s six expansions (plus three years of development on this sequel).
  • Trimmed fat: repetitive boring tasks have been automated or streamlined, but more options than ever have been added for you to customize things when you want to. Our goal is never to waste your time, but always have an array of interesting challenges for you to pursue at once.
  • Redesigned UI that gives you a ton of information and power right when you need it.
  • 1.5 hours of new music added to the 4.5 hour included score from the original game.
  • Multithreading for modern performance, and a codebase that will not summon an elder god (recoded from the ground up for modern rigs).
  • Over 1900 lines of spoken dialogue from more than 25 actors.

Genre: Indie, Simulation, Strategy
Developer: Arcen Games, LLC
Publisher: Arcen Games, LLC

Release Name: AI_War_2_v1.023-Razor1911
Release Name: AI_War_2_MacOS-Razor1911
Release Name: AI_War_2_Linux-Razor1911
Size: 1.8 GB / 1.8 GB / 1.7 GB
Links: STEAM | NFO | Torrent Search

Download Win: UPLOADGiGNiTROFLARERAPiDGATOR

Download Mac: UPLOADGiGNiTROFLARERAPiDGATOR

Download Linux: UPLOADGiGNiTROFLARERAPiDGATOR

21 Comments
Oct 22

AI War 2-PLAZA

Release Description: AI War 2 is a grand strategy/RTS hybrid against a galaxy that has already been conquered by rogue artificial intelligence. It's also "a sequel to [Arcen's] enormo-space RTS AI War, which we called 'one of this year's finest strategy games' back in 2009" (Tom Sykes, PC Gamer)The most devious and acclaimed artificial intelligence in strategy gaming returns... with a host of mutual enemies.
Face off against a more advanced version of the original AI, who once again has captured the entire galaxy leaving you only a tiny planet to yourself. Then strike out and find a way to cleverly outwit it nonetheless. All the new capturables, larger fleets, and hacking abilities are sure to help. (You're going to need it.) Or immerse yourself in a far more complicated galactic struggle involving the nanocaust, macrophages, dyson spheres, and more. Other factions each have their own goals, rules, units, and entirely unique economies. Make the scenario complicated enough and it can become "World War XV is in progress, you're in a tiny farm in the middle of it, nobody likes you, but if you can just kill that one giant angry enemy leader this will all be over."


  • More approachable gameplay, but with a rabbit hole that goes as deep as ever.
  • More to do, in terms of moment to moment gameplay and choices. More to find, more to conquer or be conquered-by.
  • Polished gameplay mechanics, representing everything learned from first game’s six expansions (plus three years of development on this sequel).
  • Trimmed fat: repetitive boring tasks have been automated or streamlined, but more options than ever have been added for you to customize things when you want to. Our goal is never to waste your time, but always have an array of interesting challenges for you to pursue at once.
  • Redesigned UI that gives you a ton of information and power right when you need it.
  • 1.5 hours of new music added to the 4.5 hour included score from the original game.
  • Multithreading for modern performance, and a codebase that will not summon an elder god (recoded from the ground up for modern rigs).
  • Over 1900 lines of spoken dialogue from more than 25 actors.

Genre: Indie, Simulation, Strategy
Developer: Arcen Games, LLC
Publisher: Arcen Games, LLC

Release Name: AI.War.2-PLAZA
Size: 1.8 GB
Links: STEAM | NFO | Torrent Search

Download: UPLOADGiGNiTROFLARERAPiDGATOR

8 Comments