Obliterate Everything 4 -

Expanded the hotkeys, building variety, and tactical complexity of modular base design.

Expanding on the ship customizers from Obliterate Everything 2 , a fourth game would likely feature targeted destruction—allowing players to program their autonomous fleets to specifically target enemy power grids, shield generators, or heavy capital hangars. 3. Infinite Skirmish and Roguelike Campaigns

Obliterate Everything 4 (OE4) doesn’t apologize for its name. It’s a relentless, arcade-style horde shooter where the only goal is to survive and destroy every moving entity on screen. The fourth entry doubles down on speed, screen clutter, and punishment for hesitation. obliterate everything 4

One viral clip on Twitch shows a streamer spending 45 minutes deleting a single friendly NPC, only to realize they had to track down every NPC that remembered that NPC's name. The community has coined the phrase: "No orphans left behind."

$19.99 USD for ~2–4 hours of novelty, 10+ hours if you chase leaderboard glory. Outside of that, light on content compared to OE3’s challenge modes.

Once a shipyard or fighter bay is constructed, it produces units endlessly. Ships are entirely autonomous. They seek out opponents, utilize built-in AI behavior, and automatically prioritize targets they are best suited to destroy. 2. Rock-Paper-Scissors Fleet Composition Expanding on the ship customizers from Obliterate Everything

In the crowded ocean of indie gaming, where pixel art and "wholesome vibes" often reign supreme, a franchise has emerged from the underground with a singular, brutal thesis: You are not a hero. You are entropy.

[Base Building] ──> [Automatic Unit Production] ──> [Autonomous Fleet Combat] Key Features of the Original Trilogy

In older games, units moved linearly or targeted the closest threat. A modern iteration would implement "Smart Hull Targeting." Ships would dynamically evaluate enemy loadouts in real-time—for instance, interceptors peeling off to distract point-defense turrets while heavy bombers target localized shield generators. 2. Advanced Waypoint Chaining utilize built-in AI behavior

Potential portability to mobile devices, allowing players to "obliterate" on the go. The Spirit Continues: Annihilate The Spance

When you complete the final level (after approximately 80 hours), you are not greeted with a credit roll. You are given a button:

Review sites have even gone so far as to officially recognize Annihilate The Spance as "the pinnacle of what 'Obliterate Everything 4' was meant to be". It takes the beloved tug-of-war RTS mechanics of the original series, modernizes them, and builds a complete, polished experience around them. For many, Annihilate The Spance is the answer to their years-long question. It is the Obliterate Everything 4 they have always wanted, existing not as a numbered sequel, but as a living, breathing evolution of the series' core ideas. The original creator, CWWallis, even appears to be involved, as a reply to a user comment suggests that the developer of Annihilate The Spance is in contact with CWWallis.

Unlike slower RTS games, OE was about rapid base-building, intense fleet production, and immediate deployment.

Purposely low-poly with neon vectors and particle vomit – it’s readable chaos. Performance is solid at 144+ fps until you hit 20 minutes in endless mode, where even a 4090 drops frames on high particle settings. No dynamic resolution scaling is a miss.