About Total Annihilation

The basics are below. The other pages in this section go into the economy, movement, weapons and sight in detail, and cover the two expansions, the game's history from 1997 to today and the people who made it.

The Basics

Total Annihilation is a real-time strategy game. Cavedog Entertainment made it, and GT Interactive published it in September 1997. Two sides fight a war across a galaxy: the Arm, who pilot their machines, and the Core, who have moved their minds into machines.

Each player starts with one Commander, a large robot that can build, fight and capture. It builds your first structures. In most games, losing it ends the game for you, and when it dies it explodes with enough force to destroy whatever stands near it.

Everything is paid for in two resources. Metal comes from extractors on metal deposits; energy comes from solar collectors, wind and tidal generators, geothermal plants and fusion reactors. Both arrive as a steady flow, and builders spend them while they work. Reclaiming wrecks, rocks and trees gives extra metal and energy (see the economy page).

Each side's factories turn out kbots (walking robots), vehicles, aircraft and ships, first from basic factories and later from advanced ones. You can give a unit a queue of orders, and a factory can send its new units straight onto a patrol route.

The battlefield has real hills and valleys. Shells and rockets fly across the map, and they can miss, hit the ground or hit a unit they were not aimed at. Hills can stop shots. What each side can see depends on sight, radar, sonar and jammers, which the combat page describes with figures.

The original game has an Arm campaign and a Core campaign of 25 missions each. The Core Contingency and Battle Tactics add more missions, maps and units. Skirmish games against the computer and multiplayer games are played on the multiplayer maps.

Menus and Screens

Movie Stills

Battles

More About the Game

Features

In 1997 Total Annihilation stood out for its 3D units on real terrain, shots that fly and can miss, true line of sight, an economy of steady flows and very large armies.

The Story

How the war between the Arm and the Core began, what a Commander is, and where the Arm and Core campaigns of Total Annihilation lead.

The Core Contingency

The Core Contingency, Total Annihilation's 1998 expansion, added new units including the Krogoth, 25 missions, six new worlds, new maps and Cavedog's map editor.

Battle Tactics

Battle Tactics, the second Total Annihilation expansion of 1998, added 100 short missions in four lengths, four new units and six new maps.

History

A timeline of Total Annihilation from Cavedog's 1997 release, the expansions and Boneyards to the studio's closure, later owners, re-releases and Open Annihilation.

Developers

The Cavedog Entertainment team that made Total Annihilation, by discipline and as credited, with what each person did and the teams behind both expansions.

Economy

How Total Annihilation's metal and energy economy works, with the real figures for every source of income, plus stalls, storage, reclaiming and build power.

Combat and Sight

How fighting works in Total Annihilation, from hit points, damage, range and reload to artillery, missiles, nuclear weapons, wrecks, sight, radar and cloaking.

Controls

How to control Total Annihilation with either mouse interface, with every order from Move to D-gun, standing orders, Shift queues, squads and the keyboard keys.

Play It Today

Where to buy Total Annihilation today on GOG and Steam, and how Open Annihilation runs it on Windows, macOS, Linux, iPad and Steam Deck.