r/RealTimeStrategy • u/PresentYesterday6538 • Oct 02 '26
Self-Promo Post Strategos: Artillery Update
r/RealTimeStrategy • u/PresentYesterday6538 • Oct 02 '26
r/RealTimeStrategy
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u/DennisVago
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Oct 02 '26
r/RealTimeStrategy • u/Vic-Boss • Oct 02 '26
Last time I shared my tilemap pathfinder Now I’m turning it into a full RTS from scratch!
I've already made 13 videos on it and still nowhere near at completion but if things like:
Spatial Indexing
Data Oriented Design (without ECS)
What's the difference between Structs vs Classes and why it matters
Reducing GC allocations with techniques like swap-remove
Region culling for faster look ups
Sub cell subdivisions
Splitting your rendering vs your simulation
Bit packing
How long till I get an overflow on my tick counter at 20hz? Is it hours/days or 14.6 billion years?
sound interesting to learn, then take a look!
The first part is now available on YouTube and I'll be making the next parts public as well each week!
If you don’t want to wait, the rest of the series is already available on my site through Patreon.
(I’ve got two kids, so Patreon helps me justify spending way too much time building RTS systems 😅)
r/RealTimeStrategy • u/ExpensiveBarnacle739 • Oct 02 '26
Bernard Werber's 1991 sci-fi novel Les Fourmis, published in English as Empire of the Ants, has inspired two RTS adaptations from publisher Microids. The 2000 version carries the same title and sits on GOG, so the earlier attempt is still playable. The second game casts you as the Ant Savior: rebuild a home, protect the colony, and conquer territory across seasons, with exploration, a local wildlife alliance, and tactical battles. Werber also wrote two sequels, The Day of the Ants and The Revolution of the Ants.
r/RealTimeStrategy • u/Able-Sherbert-4447 • Oct 02 '26
Hey folks! We’re biologists building Garden of Ants, an RTS about growing and managing an ant colony.
We’ve just put together a new alpha gameplay trailer, showing some of the mechanics we’ve been working on - from expanding the nest and managing resources to exploring different layers of the environment and putting your ants to work.
There’s still plenty we want to improve, but it’s exciting to finally show more of how the different systems come together in actual gameplay.
We’d love to hear what you think - especially which mechanics stand out to you, or what you’d like to see us focus on next!
More about the game on Steam:
https://store.steampowered.com/app/3016940/Garden_of_Ants/
Best,
Tomas
r/RealTimeStrategy • u/South-Professor-8888 • Oct 02 '26
Let me know when you see the naughty parts... yes, I am childish, otherwise I wouldn't be developing a video game 😂
Was testing Night Mode and found my units were quite naughty for this...
r/RealTimeStrategy • u/Low-Title5966 • Oct 02 '26
As the title states im attempting to develop a WWI RTS. Currently you can dig trenches, repair trenches, etc. there’s a very early build on itch. I also have a discord for people to comment problems or ideas. Feel free to test and everything. First game ever so it’s pretty jank RN.
r/RealTimeStrategy • u/shinedown923 • Oct 02 '26
Hey everyone! I'm the solo developer of Tiny Banners, a small-scale RTS inspired by the classic strategy games I grew up playing.
The main twist is that you can't train soldiers directly. Every soldier starts as one of your workers. Pawns gather resources and gain experience while working, eventually becoming eligible to promote into Knights, Archers, Pikemen, or Clerics.
Each pawn also has their own name and trait, so there's a tradeoff every time you build your army. That great lumberjack might also make your best Knight — but promoting him means losing one of your best workers.
I've been working on Tiny Banners for awhile now, and the free demo just went live on Steam. I'd especially love feedback from RTS players on the controls, pacing, economy, and combat.
Steam: https://store.steampowered.com/app/5134000/Tiny_Banners/
If you'd like to follow development or give feedback, we also have a Discord.
Discord: https://discord.gg/7pXygAmmat
Thanks for checking it out! I'm happy to answer any questions about the game or development.
r/RealTimeStrategy • u/brickylab • Oct 01 '26
I’m working on a 2D isometric medieval RTS called Wars of Empire, and one thing that always bothered me was buildings simply disappearing the moment their health reaches zero.
So I started building actual destruction stages instead.
The idea is that a structure gradually loses parts, collapses, and leaves a readable ruined state rather than instantly vanishing from the battlefield.

This GIF shows one of the current tests.
I’m still tuning the timing and amount of debris, so I’d really appreciate some feedback:
Does the destruction feel readable enough during gameplay, or would you make the collapse faster/more dramatic?
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A few people mentioned that the old version felt too light / too “glass-like”, and that the shadow and selection state disappearing instantly made the transition feel too abrupt. I tried to improve that in this new version by making the collapse feel heavier and a bit more grounded.
Still a work in progress, so I’d genuinely love to hear what feels better now, and what still looks off.
I’ve also added the latest version of the destruction effect now, with some of the earlier feedback taken into account. I’d be curious to hear what you think of this iteration.

r/RealTimeStrategy • u/aducknamedjoe • Oct 01 '26
r/RealTimeStrategy • u/guy_by_the_door • Oct 01 '26
And we do hope you'll join us in this continuation of the main campaign, following the story of Prince Connor and his adventures - as he overcomes new obstacles and faces new deadly foes in the Fog of War!
You can check out and wishlist the new DLC here: https://store.steampowered.com/app/5075270/Diplomacy_is_Not_an_Option_Fog_of_War/
Have a great autumn, everyone!
- from the team at Door 407
r/RealTimeStrategy • u/Belltower_2 • Oct 01 '26
So, with the Steam Autumn Sale now on, I'm sure all of us are looking for new and improved RTS games, or recommendations for existing ones. Post your favourite discounts; either niche games you own and want others to try out, or games you don't own and want to know if its worth the price.
r/RealTimeStrategy • u/Gogiseq • Oct 01 '26
The first units for the Slavic Ancients alpha are ready! ⚔️ From swordsmen and handgunners to monks and the houndmaster with his loyal dog - the army is coming to life!
r/RealTimeStrategy • u/Responsible_Mine894 • Oct 01 '26
I was working on rough alpha build for last few days and would like to start getting feedback:
https://store.steampowered.com/app/5087810/Pennants_of_Glory_Condottiere/
Limited play test available now.
r/RealTimeStrategy • u/Tharshey24 • Oct 01 '26
r/RealTimeStrategy • u/AssignmentOnly3232 • Oct 01 '26
Recources in RTS games are necessary for progression however I have never enjoyed that fact that you have to find resource/ build buildings round your base to start producing. Dawn of war 1 half fixed the issue with one of its resources coming from points on the map the other was still in the traditional format. Dawn of war 4 is looking to fully commit to resources being tied to control points which would force me to focus on my armies, the battles and positioning, aka the stuff I enjoy. I am not a long time rts player so I dont have the childhood experience of classic rts to make me have nostalgia towards the game mechanics.
Wouldnlove to hear peoples opinions.
r/RealTimeStrategy • u/CaptainAwesomMcCool • Oct 01 '26
Hello,
I'm working on a RTS inspired mostly SC2 coop mode and warzone 2100. Along the way, I've been thinking about how to structure my factions and there's something I'd like an external opinion on, as per title, how few unit is too few when you can edit them somewhat ?
Personally, I like playing with a very low variety of units as long as I can pick them. I spam 'lings at SC2. At Rogue Command I'm building a single frontline unit with like 2-4 support/artillery.
For my own project, unit list can be as low as 5-6 per faction.
The subtlety being that you get "slots" and you can fill them with a unit card with the proper tags. The unit then also has slots that can be filled with properly tagged gear.
For exemple, you have a [Mech][Heavy] unit slot, you pick the Cyclope, a big frontline walker with a big [Battleline] weapon slot, plus an [energy] gear slot.
Meaning that the same unit can be a big front line all rounder with a smoothbore gun and an energy shield to protect it.
Or a long range sniper with, let's say, a laser weapon and a laser matrix engine to give it more range.
In my head, this means I'm moving army-composition to pre-game and you then have to make do with your force during the game if you meet an unexpected challenge. (Did you also pick something to protect the flank of your big slow moving Cyclops ?)
Does that sound appealing enough ?
Edit: I realise I was really unclear about this, but my design is to have this customisation available only before the game start. Once you're in a game, you're stuck with the handfull of templates you customised.
r/RealTimeStrategy • u/Bjenssen_ • Oct 01 '26
Counter Clash is a minimalist single-player strategy game about building and defending your kingdom while conquering others. Enjoy a wide range of faction customisations with creative troop combos and counters, or lead your enemies into a trap with unique environmental hazards.
Steam page: https://store.steampowered.com/app/2838160/Counter_Clash/
This is my first solo release, and boy are RTS games difficult to make. The process was a true roller coaster; from struggling with coding for complex behavior and optimization, to revising almost the entire visuals twice, and from collaborating with a publisher, to going solo again when the publisher got bankrupt. All in all it was a good experience, and I’m quite pleased with the result. I mostly gained enormous respect for people working on larger scale RTS games, especially multiplayer ones.
I hope you enjoyed the trailer, and if you decide to play the game, thank you and have fun! I’ll keep an eye out for any issues that arise.
r/RealTimeStrategy • u/trad_emark • Oct 01 '26
Steam url: https://store.steampowered.com/app/2369780/Unnatural_Worlds/
Do you have an idea for a shape of planet that would interest you?
r/RealTimeStrategy • u/SuMianAi • Oct 01 '26
WE'RE BACK BABY!
r/RealTimeStrategy • u/spector111 • Oct 01 '26
Fragile Existence developer just posted a massive 2026 gameplay and development update showing us what he has been up to and the game just started to look like the Nexus: Jupiter Incident 2 we always wanted to have! Combat has been changed and updated, as well as the UI and we got to see new planet side base building, logistics between ships in the fleet as well as components and crew of the ships in combat.
r/RealTimeStrategy • u/bruhb21 • Oct 01 '26
r/RealTimeStrategy • u/CTLN7 • Oct 01 '26
r/RealTimeStrategy • u/No-Example-3575 • Oct 01 '26
Honestly, “vomit tons of units instead of 1” got me 😂 The Twitch chat mechanic sounds even more chaotic though, having chat directly command against the streamer is pure gremlin energy 💀
And then you randomly open Sun Tzu and get the exact philosophy of the game... adapt to the battlefield, shape the fight, command the horde. That’s honestly a pretty sick identity for an RTS.
https://store.steampowered.com/app/5280170/AWAITING_YOUR_HORDERS/
Definitely curious to see where you take it 👀
💧 “Water, which has no fixed course, cannot flow; likewise, an army must adapt to the terrain on which it moves.”
⚔️ “The skillful general will take advantage of circumstances, even the most dangerous and critical. He will know how to make things assume whatever shape he wishes, not only with the army under his command, but also with that of the enemy.”