For the first few months of its development, it had no script written for it and as the release date neared, gameplay videos were created to demonstrate its support for the 3dfx graphics card.
It was praised for its graphical presentation and gameplay as well as its online multiplayer support, but drew some criticism for its overly difficult computer-controlled enemies and control schemes.
In order to augment resource generation and building capacity past what is currently available to them, players must scout and claim additional base locations, often by force.
They encountered a belligerent race known as the Swarm, and reports sent from the front lines painted a picture of a successful war effort against alien aggressors.
Eventually, the military (who would come to be known as the Imperium) granted its general Caston the title of Emperor and despite a huge public backlash, was able to quickly put down anyone who openly rebelled against them.
The player character of Uprising is a young man from the planet Caliban who successfully managed to avoid conscription by the Imperium through a combination of intellect and combat prowess.
It was precisely because of this training and instinctive competence that the player character was chosen to pilot the Wraith, a highly advanced Imperium weapon and command vehicle appropriated by the rebels.
For the first six months of development, no script was written - according to Cyclone Studios' president and the game's director, Helmut Kobler:"...all we had was a 10 page memo describing some simple tenants [sic] and images we thought the game should have - for instance, seeing hordes of troops laying siege to an enemy fortification but getting cut to pieces by [a] rapid fire ground cannon; or seeing a low-altitude bomber drop its payload as it's shot down by enemy SAM sites or watching a squad of futuristic gunships dog-fighting overhead.
"[2]Late into development, several more features were implemented - mainly to lower the learning curve of the game - which included training missions, tips and voice cues, among other improvements.
"[12] However, one problematic aspect of the gameplay among some reviewers was the AI's difficulty - GameRevolution's reviewer noted that after the "first 3 or so missions" of the campaign, the game got "REALLY hard" to the point that they "stopped playing it";[10] GameSpot saw the campaign get "increasingly more difficult" to the point that it was almost impossible to play;[11] and PC Gamer UK advised that without a clear strategy, the player would "soon be sent packing no matter how skilled [they] are at controlling [the Wraith]".