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Hostile Waters: Antaeus Rising

aka: Hostile Waters

Description official descriptions

The year is 2032. The world is at peace, after having banished war in the final battle long ago. All weapons have been destroyed to ensure peace. However, in the Pacific, a cabal of former magnates--ex-leaders, ex-tycoons, ex-military, and more--have joined together and occupied 20 islands and are building new war machines. There is no way to fight them, except this one last remaining "Adaptive Cruiser", the Antaeus. Lost in the final battle with all hands, this was one of the ultimate weapons. Complete with nano-factories that can build air/ground/naval units out of resources and energy, its crew's memory engrams have been stored on "soulcatcher" chips. Reactivation signal has been sent. Soon Antaeus will rise from the bottom, and you'll be in command. Good luck, and good hunting.

Hostile Waters: Antaeus Rising is a 3D real-time strategy game with several new twists. You will need to harvest resources, as you can only build new units by harvesting existing resources/energy. You then "crew" these units with these "soulcatcher" profiles you have stored. You have limited profiles (you can't "copy" them) available you are limited in the number of units you can deploy at once, so you will need to defend your cruiser as well as attack the enemy, obtain resources, and other missions.

The game is mission-based. Destroy enemy radar to prevent them from knowing where you are. Deploy harvester units to salvage enemy remains and structures. You can even capture enemy units for study. You can issue pretty complicated orders by using a set of visual icons. Multiple islands have multiple objectives for you to complete. The game is played in a 3D "behind-unit" perspective with a 3D map similar to Activision's Battlezone.


  • Враждебные воды: Территория смерти - Russian spelling

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Credits (Windows version)

110 People (46 developers, 64 thanks) · View all

Lead Programmer, Graphics and AI Engines
Environmental and Physics Engines Programmer
Game, Movie Effects and Effects Engine Programmer
Front-end, Interface and Editing Tools Programmer
Additional Programming
Sound Effects Programming
Voice Engine Programming
Front End and Pack Art
Lead Artist, Modelling and Textures
Modelling and Textures
Project Management
Project Lead
Development Director
Sound Programming, Music and SFX
Movie Scripts and Character Profiles
Character Scripts, Commentary Database, Casting and Direction
Original Concept
Level Creation
Level Creation and Scripting
[ full credits ]




The game was originally developed with multiplayer in mind, but in the end it turned out to be more of a single-player experience. Still, even in 2008 the development team is regularly asked about a mysterious patch that would enable multiplayer in the game. In an article on his site on 8th October 2008 Julian Widdows wrote that for three months the patch was being worked on, but never released. During the years some programmers of the team have tried to get it working in their spare time, but Widdows says since it never came together completely and ownership is a grey area, the patch is best considered a mystery box, left unopened.

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Related Sites +

  • Making Of: Hostile Waters
    Rock, Paper, Shotgun's Kieron Gillen interviews Project Manager Julian Widdows about Hostile Waters (Dec 2007).

Identifiers +

  • MobyGames ID: 4925


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Contributors to this Entry

Game added by editor just so.

Additional contributors: Terok Nor, Kasey Chang, Sciere, Klaster_1, Zeikman, Patrick Bregger.

Last modified February 22nd, 2023.