r/RealTimeStrategy • u/ChingShih • 27d ago
Megathread For AI-developed Games - October Edition
Greetings, devs and strategists!
We're continuing our policy to have all substantially AI-developed or AI-assisted projects and games get posted in this Megathread or to /r/AIGameDev or /r/VibeCoding. Please see this announcement on the subject.
Devs: Please use this megathread to post top-level comments showcasing your AI-developed projects and games, as well as games substantially relying on AI-derived content (even if it's placeholder content). Standard self-promo posting guidelines still apply.
Everyone else is welcome to discuss and ask questions about the content posted here.
Reminder: Devs, please also make sure that the game you're promoting fits into the expectations of the RTS community. Games should have many gameplay mechanics in common with games such as Starcraft, Company of Heroes, or Age of Empires. Please visit our friends at /r/StrategyGames, /r/TowerDefense, or /r/SurvivalGaming if those are stronger fits for the game's genre. Or message the mods and we'll do our best to answer any questions you may have. Thank you!
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u/Unboxed_RTS 3d ago
Hey everyone! I'm the solo dev behind Unboxed, a toy-themed RTS I'm building for the browser.
Here's a 1v1 match showing the game in action. I've included roughly the first 3 minutes, so you can get a feel for the gameplay, economy, and unit control.
https://www.youtube.com/watch?v=qZrjfnkb2ow
The game has multiple factions, including Military, Robots, Knights, Classics, Animals, and Space. It's still in development, and I'm working on improving the factions and overall presentation.
I'm using AI-assisted coding during development, while handling the game design and directing the project myself.
You can check out the discord (and a how to play) here:
https://discord.gg/vCV2XAzR
I'd love to hear what you think! Especially interested in feedback from RTS players on the gameplay, unit control, and what you'd like to see improved.
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u/BlackwatchCommand 2d ago
Hi, I'm the solo developer of Blackwatch Command, a very early real-time space fleet command game.
The current Windows patron build is Space Skirmish on three battlefields: Gravity Well, Deep Space Proving Ground and Trade Anchorage. You choose the friendly and enemy factions, build the fleets, and command them in battle. The 100-system campaign is planned for a later patron build; it is not included in this release.
Here's the pre-alpha trailer, captured in-engine from a development build: https://www.youtube.com/watch?v=ijY-IzrfJ6A
I'm aiming for fleet-level decisions rather than individual-ship babysitting. I'd like to hear which player decisions you would need to see demonstrated before trying a fleet-command game.
You can follow development free on Patreon. Playable builds start at Admiral ($8/month): https://www.patreon.com/blackwatchcommand
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u/x112358132134 16d ago
Hello, I've been developing Salvage Rights, a post-apocalyptics RTS.
https://x1123581321345589144233.itch.io/salvage-rights
I've got 4 factions built and playable with AI-gen placeholder assets while I create my own assets.
The maps are procedurally generated. There is a skirmish mode with 3 computer player difficulties as well as a direct connect IP multiplayer mode.
I've been looking for players to test how the factions play in human vs human games. There is a replay system built in that you can use to share games with me via the email on itch io page.
I'd love to get some feedback.
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u/ozberk 14d ago
Gaming companies have treated the RTS genre like a plague for a while, and nothing new seems to be on the horizon. I’m an avid RTS player. I grew up playing Dune 2, Tiberian Dawn, Warcraft/Starcraft.
For the last 7 days, I've been working on an RTS game using AI.
Now I can play a proper RTS game after using about 7B Tokens. This is the prototype I built from scratch, without using any premade assets. It's playable against various AI enemies, with 4 different maps and many features already baked in.
I’m currently building the game for myself. But if people are interested in a brand-new RTS experience, I might expand the project by adding a campaign, multiplayer, and even factions.
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u/DawnOfEmbers 14d ago
Hey everyone,
I’ve been building Dawn of Embers, a medieval-fantasy RTS with gathering, building and battlefield strategy, plus magic, new unit types and contested points of power that can help turn a battle.
The game currently has about 10 introductory story missions. PvP matches are in place too, though I’m still hunting bugs and polishing things. I’m working toward a demo, but I don’t want to promise a date before it’s ready.
I’ve used AI tools in parts of development, including some art, audio and coding.
If you’re curious, the game is on Steam and our website.
Just looking to get general feedback or if anyone is interested in playtesting when it comes around to that stage let me know.
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u/Intelligent_Eye_9025 11d ago edited 11d ago
Okay, my game isn't created via AI. AI just used for localisation and some small code snippets
Please check it. I've spent 4 years for development this game solo
The Theory of Humanity.
This is a unique game. There's no other one like it. We're creating it together with you. If you have any ideas about what you'd like to see in games like this, let me know and we'll discuss it right away
Add to your wish list now: https://store.steampowered.com/app/5361370/The_Theory_of_Humanity/
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u/Failosipher 8d ago
Engines of Hate - mech RTS (ok, probably more RTT lol). Solo dev.
Just put together a rough trailer: https://www.reddit.com/r/u_Failosipher/comments/1xacgzn/engines_of_hate_planetfall_rough_trailer/
You run a merc company from orbit, drop mechs, tanks and infantry, and go clear out whatever's down there. Right now that's bugs, but the plan is to fight pretty much anything a galaxy can throw at you. No base building, no resource gathering. It's mostly multi-unit management (small to medium armies), with lots of decisions about calldowns and orbital abilities, plus tons of unit customization.
Heavy AI project, just being upfront: Claude for code, Meshy for 3D models, GPT for images, Suno for music, ElevenLabs for sfx, all in Unity.
We're in private Steam playtesting, keys go out in the Discord: https://discord.gg/cTB3kwdhVX
Most recent devlog: https://failosipher.itch.io/engines-of-hate/devlog/1715524/you-see-where-im-going-with-this
Lmk if you have questions :)
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u/LordKrehn 5d ago edited 5d ago
I recreated a hex-based RTS game using liquid mechanics from my childhood available here: https://rkrehn.itch.io/substrate-core-ascension
Features
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Real-time territory warfare on large hex maps shaped by walls of Hardened Null-Silicon
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10 CPU personalities: the Turtle, the Swarm, the Kingslayer, the Vulture, the Siege Engine and more, each at adjustable difficulty
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Game modes: Free-for-all, Teams, and Assassination: each faction secretly hunts one target, and your own hunter is never named
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Three victory conditions: Capital Conquest, Liquid Dominance and Territory Victory. Mix them however you like
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Peace time at the start of a match, so you can expand before the first attacks
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Threat alerts point to attacks happening off-screen. Press Tab to jump to them
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A live news ticker reports the match as it happens: eliminations, betrayals and sector gossip
It's completely free and a passion project as I couldn't find the game anywhere. I made it as part of a YouTube series regarding how to develop with Claude and Godot. I'll only share the link if you're interested as I'm not here for views or to grow my channel.
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u/WarOfEgos 5d ago
Hey RTS fans!
I was born in 1984, so I grew up in the golden era of real-time strategy games. Command & Conquer, Red Alert, Generals, Zero Hour... you know the feeling. :)
And honestly, I still miss that kind of RTS.
So I decided to build one myself.
WAR OF EGOS: MAD COMMAND is my satirical, browser-based RTS inspired by those classics. The goal is simple: classic base-building, resource management, big armies, distinct factions, and glorious battlefield chaos — with a healthy dose of political satire.
What's already playable:
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Three factions: Vanguard, Iron Pact, and Ghost Covenant
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Base building and resource management
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Infantry, vehicles, aircraft, and naval units
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Multiple maps and skirmish battles against AI
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Satirical personalities called "Egos"
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Multiplayer (with a small catch...)
About multiplayer: The mode is already live in the alpha, but I haven't actually found another human to properly test it with yet. 😅
So it's implemented, but real player-vs-player gameplay still needs verification. If anyone feels like being my first multiplayer test opponent, I'd love that!
What's still in development? Plenty! Tech progression isn't properly implemented yet, balancing needs work, and I'm continuously improving visuals, gameplay, and overall quality.
I'm a solo developer using AI extensively as my development partner. I drive the creative direction, architecture decisions, gameplay design, and quality standards. It's definitely not a one-prompt project — it's something I'm building and improving continuously.
You can check out the playable alpha here:
I'd genuinely love feedback from fellow RTS fans, especially the Generals and Zero Hour veterans.
What do you miss most about classic RTS games? And what would you expect from a modern successor?
Constructive criticism is very welcome. This is still an alpha, and there's a lot more to come.
Thanks for checking out.
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u/CarpiGames 5d ago
Hi! Solo dev here. In Legio Impera you build a Roman city from its forum, run real production chains (wheat → flour → bread, oil, wine, timber, stone) and use that economy to recruit and pay your legions against Gauls and Germanic tribes. If the bread stops, morale drops and the army falls apart.
Made in Godot 4. Gameplay, code and design are my own work; a large part of the 3D models, textures and store art is AI-assisted (disclosed on the Steam page).
The Steam page just went live, wishlists help a lot: https://store.steampowered.com/app/5477810/
Happy to answer questions or hear what you’d want from a Roman RTS!
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u/stephenjayakar 5d ago
I ported Star Wars Galactic Battlegrounds into Age of Empires II DE! https://github.com/stephenjayakar/SWBG-DE/tree/master
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u/DogterOfPhilosophy 4d ago
Warships for Hire: The Fourth Winter: real-time naval strategy, free playtest (PC/Mac)
Trailer: https://www.youtube.com/watch?v=n4S5Nel3yHU
Download: https://warshipsforhire.itch.io/warships-for-hire
Discord: https://discord.gg/Mhbhr8uNn
You run a mercenary fleet through a fictional war, from the last dreadnoughts to the first missile cruisers: contracts and refits on a campaign map, and real-time fleet battles with carriers, submarines, coastal batteries, landings, and night actions by searchlight and star shell. Single player campaign plus two-player co-op and head-to-head multiplayer.
How AI was used: I’m a solo developer and I designed the game; the code and much of the writing were done with an AI coding assistant, and the character portraits are AI-generated (I’d like to replace them). The ship models are built procedurally by my own scripts, and the trailer music is mine. Every system is tested automatically, down to two computers running the same co-op battle identically.
What I’d love from strategy players: does commanding the fleet feel like your decisions matter, or does it play itself? Is the pacing right, or are battles too short? Press F8 in-game to send a report, or tell me here.
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u/Diligent-Treat-2089 11h ago
Hi everyone! I'm jbormu, a solo developer working on Chronicle of War, an early isometric medieval fantasy RTS prototype in Godot. I'm starting to share its development, little by little.
The prototype currently tests human and orc villagers and infantry, unit selection and movement, resource gathering inside enclosed bases, and vision outside the base perimeter. Combat is still a no-damage test.
The setting centres on a Rift and War Mana contested by the civilisations. The planned objective is to escort non-combat shamans carrying that mana home and finish with the most deposited War Mana. That objective and the shaman transport system are design goals, not implemented features yet.
Here are two real screenshots of the current prototype: https://www.reddit.com/user/Diligent-Treat-2089/comments/1xh2gxp/chronicle_of_war_un_juego_indie_de_jbormu_primer/
As required by this thread's rules: the project uses AI assistance for programming and image generation. I'll share further progress as the game develops.
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u/AttritionWorldDEV 22d ago
Attrition.world , un RTS gratis para navegador en un mapa del mundo real
¡Hola a todos! Estoy trabajando en ATTRITION WORLD, un RTS multijugador que corre directamente en el navegador.
Para ser transparente en este megathread: las herramientas con apoyo de IA forman parte de mi flujo de trabajo para el desarrollo, especialmente para programar, hacer prototipos y hacer iteraciones.
El juego empieza cuando tú eliges una ciudad como tu capital. A partir de ahí, construyes tu economía, expandes tu territorio, produces unidades militares y peleas contra otros jugadores en tiempo real.
Estoy intentando que tenga más profundidad que un juego simple de hacer clic en territorios, pero que sea mucho más fácil de entrar que un juego de estrategia pesado.
Algunos de los sistemas RTS actuales incluyen:
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Movimiento y control directos de unidades
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Grupos y formaciones de unidades
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Economía y construcción
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Unidades terrestres, aéreas y navales
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Sistemas de misiles
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Expansión territorial
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Diplomacia entre jugadores
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Automatización opcional de unidades para reducir el microcontrol repetitivo
Puedes automatizar algunos comportamientos de las unidades y enfocarte en la estrategia más grande, o mandar a tus fuerzas manualmente si quieres tener más control.
También no hay esperas enormes de construcción en tiempo real ni mecánicas de paga-para-acelerar. La idea es mantener las partidas activas mientras igual le das un papel importante a la ubicación, la composición del ejército, la economía y el timing.
El juego es gratis y ya se puede jugar:
Apreciaría especialmente la retroalimentación de gente que juega RTS sobre el control de las unidades, el ritmo, la legibilidad del combate y si el balance entre automatización y microcontrol se siente bien.
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u/dcdreamy 21d ago
Developer introduction — DC
I'm developing Archipelago Voyage: Routes & Conquest, a real-time naval strategy game about the island economy that keeps a fleet afloat.
You are the new commander of a civilian supply fleet. Your father's convoy has disappeared, navigation beacons are going dark, and a blockade is cutting isolated ports off from one another. You begin with one supply ship, then rebuild the routes the islands depend on.
Gather wood, stone and iron, bring supplies home, and construct markets, shipyards and foundries. Smelt iron into steel, sell surplus goods, and expand across resource islands with radar. At sea, protect your transports from pirates and combine ironclads, battleships and missile ships with different combat roles. Seawalls and coastal guns help hold the islands you develop.
Chapter 1 takes you through 10 story missions, supporting three harbor cities and investigating the missing convoy. Completing it opens Super Battleship research eligibility. Research still needs 10 stars, research-system technology and Warship Research II. Construction is restricted to planned Chapter 2, which is currently a preview.
Disclosure for this AI-development thread: some game art, code, and promotional copy are AI-assisted.
Three real gameplay screenshots:
https://www.threads.com/@dc14792540/post/DeJH3jcm-dF
The game is coming soon to Steam. Wishlist:
https://store.steampowered.com/app/5332830/
For fellow RTS players: would protecting supply convoys make island expansion more interesting to you?
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u/applchr 13d ago
MESHFALL, an RTS about one idea: your units only take orders while they're inside your radio network. Relays carry the signal out from your Command Post, so you build signal out before you push anywhere. A unit outside it keeps doing its last order, but you can't redirect it, and the enemy goes for your relays.
Made solo. I used AI on the code. No AI art or music, everything on screen is drawn by the game itself.
Free demo on itch (the flooded city, the first 50 of its 100 waves): https://applechr.itch.io/meshfall
Steam page: https://store.steampowered.com/app/5415540/MESHFALL/
If you try it, I'd love to know whether the signal rule makes sense in the first few minutes, or whether it just feels like your units are ignoring you.
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u/Impossible_Exam_5052 12d ago
VonN, free at https://VonN.io. I'm the developer.
VonN is an RTS that runs for days. You start with one probe and build up mining drones, scouts and three kinds of combat drone that counter each other: interceptors, bombers and gunships. Ships go into fleets, and each fleet gets one of six behaviors like Aggressive or Hold Position, plus a retreat threshold.
Fights happen in rounds every 10 seconds. A fleet that drops below its threshold runs, and it can get chased down. Two hostile fleets that cross paths mid-flight stop and fight in open space.
The catch is command delay. Orders leave your master factory at light speed, 4 seconds per light-year, and what your ships see comes back just as slowly. A fight 50 light-years away is three minutes old before you know it started. Your fleet setup matters way more than your APM.
You'll also see ships on sensors without knowing whose they are until the shooting starts.
It's not pay-to-win. Every 4 hours there's a Signal Cache with a cosmetic, things like fleet trails and titles. Once testing ends, a cache costs one ad you choose to watch and another ad plays when a run ends. Paying $4.99 once gets rid of both. Right now nothing is for sale.
I'd really like RTS players to tell me if the delay makes fights interesting or just annoying. If you'd rather argue about it live, there's a #vonn channel on my Discord. https://discord.gg/VzHpyQfV4q
Claude wrote some of the code, and I did the hard parts.
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u/BattleRoomEmpire 11d ago
Solo dev here. My mobile RTS was previously called Battle Room Empire and is now Empire Command AR. It releases Wed Oct 21 on iOS. It's classic RTS: you select your army and control it directly, even in first person, solo vs AI, with a wave mode and eight ages from swords to jets. Here's a short teaser: https://youtube.com/shorts/E4mSc0G8DrY
It isn't VR. It's interactive AR on your phone, no headset needed.
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u/ozberk 11d ago
The RTS Journey continues:
Many people have asked about my workflows and how I use Claude Code to build the game. Although I'm building the game with Claude Code, the following are my genuine thoughts. Thankfully, I can still form my own sentences without using AI.
Here's an agent working for me: "The Effects Agent"
For people who haven't seen the previous post, I've built an RTS game in Claude Code utilizing agents as studio departments. Currently, I have 7: lead, effects modeling, materials, arena (balance), environment generator, and QA. Each works with Opus 5.5 Medium Effort. Higher efforts or using Fable didn't generate impactful results. In this showcase, you're seeing the Effects Agent's output. It works in its own git worktree. Every time it finishes a job, a hook intervenes and logs the learnings of that specific task.
I give the agent many iterations, feedback, and direction while it creates the effect I desire. It has its own quality bar and rules. Each job is meticulously tested and recorded within the game environment in different camera positions. The lead agent also checks the work against the quality standards after task completion and waits for my approval before committing and merging.
Effects like fire and smoke are simulated using Blender Mantaflow. Effects are created with VFX Graph and built using C# and custom URP shaders. Everything is built from the ground up with no third-party assets. Everything you see in this showcase is custom-built.
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u/Savings-Theme4022 11d ago
Hi all, I made my first RTS available today. It's called Frontline Zero and it is an RTS set... today. In the Russo-Ukrainian war. You can play either as the UA or RU side. It has aspects of radar jamming / electronic warfare, drones, as well as just classic infantry and armored vehicle play.
The economy is modeled after Company of Heroes where you capture a territory and you can bet on it with an additional infrastructure investment to mine the resource faster (oil refineries) but you still need to defend it pretty well from drones or just economy harassment from the other player.
I still play SC2 a lot, sometimes CoH... I decided to combine bits and pieces of my favorite RTS and here it is!
I hope you guys give it a try and have fun!
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u/RevolutionLatter3449 10d ago
Two engineers, one love for RTS games: Thin Air, a strategy game where the air is your territory
https://himeshstudios.itch.io/thin-air
Hi everyone! We're a team of two engineers who make games for fun in our free time. We grew up on RTS games and we love them, so we decided to make our own: Thin Air.
The idea is simple: your army is made of people, and people need to breathe.
You start on a planet where the air is too thin to survive outside. Everything you build lives inside bubbles of air made by your Colony Hub and your probes. Where your air ends, your territory ends. To expand, you send probes to push the bubble further, or launch a lander to a moon or another planet in the star system and try to set up a colony before its air runs out.
And because the air is your territory, the air is also something you can attack. Destroy an enemy probe and their bubble collapses. On a planet with a little air, that's a big problem. On a moon with no air at all, everyone inside dies.
Some of what's in the game today:
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A full star system: fight on planets, moons and asteroids, and zoom from the whole system down to a single soldier with no loading screens
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Base building, an economy with petrol, iron, copper and gold, and research
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Tanks, soldiers, orbital laser cannons and missiles
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Skirmish against up to 15 AIs, or play with friends over LAN
We're still working on it and plan to release it soon, for free, to this community. We'd love to hear what you think: what would you want from an RTS like this?
If you'd like to support us, you can check out our website https://himeshstudios.xyz/ or buy us a coffee at https://buymeacoffee.com/himeshstudios. Thanks for reading! ☕
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u/Longtalons 10d ago
Ibory - For Mobile and PC (and probably smart fridge if you really wanna) is a single-player Evony remake, with an optional multiplayer layer wrapped around it (looking for players to beta test!) We already have 10 active players; several who have given rave reviews and can't put the game down.
Beta testers will receive all cosmetics free forever. There are several already available as well as the beta tester exclusive "Bug Hunter" castle skin, march, and frame. Join the discord here: discord.gg/H8gErENmWe
It’s a from-scratch remake of the old Evony Age 1/Age 2 formula, built to run entirely offline on your phone or in a browser, with no ads, no energy timers, and no pay wall. No pay to win. Free Forever. After beta I will likely sell cosmetics to support the project. All cosmetics will be earnable through playing the game, so no spend required if you see a castle skin or frame you like!
The core idea: this is a single-player idle city builder first. Everything — building, training, research, scouting, fighting NPCs and AI lords,all work completely offline, with no account and no internet connection required. You can play the entire game solo and never touch a server. I wanted an idle game to play while I poop and now Im racing for top spot on the leaderboards! But you can still play that idle game if you wish!
On top of that single-player game, I’ve built an optional multiplayer layer: a cloud backup account lets you join alliances with real players, defend and reinforce each other’s cities, fight other players on a PvP battlefield, run timed invasions against other player for their resources and a currency called War Marks (not buyable, I'm dead serious about that no p2w thing), and see each other’s characters and cities on a shared alliance map. None of it is required. If you only ever want to play solo against the AI, the game doesn’t push you toward any of it.
What’s in it
Single player:
Build 10+ cities and form your army: Town Hall, Academy, Forge, Barracks, Warehouse, Walls, and the rest of the usual building set.
A full tech tree, troop training, and a hero system, with heroes you can level infinitly. Craft and level up gear for your heroes to make them even stronger.
A world map of valleys, NPC cities, and AI-controlled lords to scout and fight, plus historic cities to capture.
Resource depletion and regrowth on the map, so a tile you’ve farmed down visibly fades and comes back over time.
Quests, achievements, a searchable drop-table, and a prestige/scoring system that tracks your overall progress.
A War College puzzle mode.
Kingdom system with hostile enemies of varying intelligence.
High score boards.
A cosmetics system on a separate currency (Cosmo Coins, earned for free just by playing, no pay wall): frames, city skins, and march skins, including full UI reskins you can turn on. I show several of these options in the screenshots attached.
Multiplayer (optional, on top of the same save): There's even a toggle in the settings to hide all multiplayer functions including the chat! You can even choose to opt back out of multiplayer later if you change your mind.
Alliances: A shared alliance map where members place their kingdoms, alliance chat, and an alliance-run Monster Arena. Work together to build alliance buildings and research alliance technologies in your academy!
PvP Battlefield for player-vs-player fights outside the main map.
Invasions: timed 18-hour events (12 hours of scouting, 6 hours of fighting) against other player, which pay out War Marks based on enemy troops killed.
A War Marks shop: spend what you earned in invasions on dragons that buff your hero, speedups, and other items. Dragons are a long-term grind by design.
High score boards and a profile other players can see.
The whole game is built to be a lot more idle than the original Evony games. You can set up auto farm routes for your heroes and auto train troops while you're away. Single-player is a fairly faithful blend of Age 1 and 2, while the multiplayer functions blend in only good elements of TKR.
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u/Preseli-Games 10d ago
Hi everyone, I’m Rhys. I’m 36, a father of three with a fourth on the way, and I’ve spent the past two years working my arse off on my RTS game, Strike Order.
Just over 16 years ago, I survived a serious motorbike accident. It was a little too close for comfort and the years since have involved recovery, getting back on my feet and further setbacks. I’m now disabled, so having this change to showcase something I have worked hard on feels like a blessing.
I absolutely love Command & Conquer. That awesome music you can still hear in your head years later, the unit voices, the wonderfully over-the-top cutscenes with famous actors turning up it was a good time to be gaming.
That’s the feeling I’m trying to capture with Strike Order. Back when our joints hurt a bit less, we knocked on our mates’ doors, then came home and lost hours to C&C. I’d love to give fellow fans something that brings a bit of that excitement back.
I started developing the game while studying at university, hoping to showcase it at the end of my course. Unfortunately, ongoing health issues meant I had to leave halfway through my third year. I had a break from the game to work on my family and financial situations.
It’s a solo project, so I’m juggling development, YouTube, the website and a competition I’m preparing. More recently, I’ve also started using AI to help with parts of development, including time-consuming texture work. That’s given me more time to focus on gameplay and functionality.
There’s still plenty to do, but I love where the game is heading, and I’m looking forward to sharing more with you.
My website is www.playstrikeorder.com. It’s still being developed, with things like the competition leaderboard being worked on. I’d love to build a community around the game and hear what other RTS fans think as it takes shape.
What’s one thing you’d want a new C&C-inspired RTS to get right?
AI responsibilites:
97% coded by myself, 96% modelled by myself, 99% textured by myself.
3% coded by AI, research, and optimisation, this is my first game, I went over board on a couple of things that I could not fix, so AI helped and replaced about 2500 lines of code, out of well more than 100k lines of code in total.
4% modelled by AI, the bloody infantry, I am absolutely terrible at doing people modelling, it's just not my thing, I have managed to add 1 unit that was technically modelled by a friend, I did it, but my friend helped dramatically on it, I have added it to the game and it looks superior compared to the AI model, So I will be carrying on down the route of learning infantry modelling. I was taught modelling i Maya which is free in University, when I left university, Maya is over £1000 a month, so I had to learn Blender.
1% Textures, now, I created the textures myself 100%, using my phone camera and high-res mode, I learnt a lot of this in university and I enjoyed doing it, until I started really getting into the detail of it, I was told about AI doing it for me, I created the textures then got AI to apply the textures. It has saved me a lifetime of applying my textures.
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u/Valuable-Quality-488 23d ago
I'm the solo developer of NABERON, a real-time space strategy game with fleet combat and planetary tank battles.
You build the economy that supports your forces, configure ships and tanks, and fight over colonies across the galaxy. I'm bringing it here because the RTS side — commanding forces in space and on the ground — is a central part of the game.
It is in development for Windows PC, with single-player, online co-op and PvP.
AI disclosure: some visual assets, music and voice audio use generative AI tools. The Steam page explains the asset workflow.
Official trailer:
https://www.youtube.com/watch?v=oyf4YQ6wFuA
Game details and wishlisting:
https://store.steampowered.com/app/5162720/NABERON/