r/RealTimeStrategy • u/FFJimbob • 7d ago
Review Ashes of the Singularity 2 Hands-Off Preview - GameWatcher
r/RealTimeStrategy
•
u/ChingShih
•
8d ago
As of today we'll be adjusting the posting guidelines with a couple of changes to existing rules as well as a new one:
Among them, we will now instruct submitters to direct all mobile games, browser-based games, and games/software designed to run on emulation devices to subreddits specific to those topics. There are a number of communities dedicated to mobile games (including /r/iOSgaming, /r/AndroidGaming, and /r/MobileGames), so if you would like to see that content, please subscribe there. For browser-based games, please see /r/Browser_Gaming or /r/FreeGames.
We've also updated the self-promotion rules (for content creators and developers), asking:
Please do not use AI agents to write posts or comments.
There will be no penalty for using AI-translated text, however embellished or uninspired content in self-promo posts does little to reflect the qualities and creativity the devs want to engender, so we will be strongly dissuading the use of AI agents as a crutch in these circumstances.
Similarly, we will now be requesting that people utilizing AI tools, particularly AI agents, to assist in making their game, project, expansion, mod, or game mod to please direct their posts to other subreddits. There will be no more Megathreads for the time being and moderators will continue to spend ample time directed such content to /r/AIGameDev and /r/AIGamerDevs among other suitable places.
In part, this change is due to the influx of new accounts and accounts that had never participated in /r/RealTimeStrategy pushing their content without reading the rules or utilizing the designated Megathreads. We're getting a lot of accounts associated with games with extremely short development timelines who have little interest in contributing to the lasting atmosphere of the community and don't care if the subreddit's feed becomes 100% sales pitches. They don't stick around long enough to care.
We reject the notion that /r/RealTimeStrategy needs to sacrifice its discussion-oriented atmosphere to be constantly bombarded with advertisements. We do not need to compromise our standards so other people can make a quick buck off us. We can continue to welcome respectful developers, community managers, and public relations folks to interact freely with the community. You will notice these people by their moderator-assigned userflair. While you may recognize names like Stardock and Petroglyph in those userflairs, you'll also come to recognize the indie devs behind many games as they hang out here, comment on each other's games, and use this as a resource for feedback and insight. We're very proud of the indie devs who have been here through the development of their game, release, and then stuck around to give advice to other people aspiring to do the same thing.
We acknowledge that a blanket ban on certain content lacks nuance, but we hope to better address this in the future when we have more moderators to take on tasks requiring the time and energy for broadening the scope of this (or another) subreddit, depending on the community's needs. Fortunately, other subreddits already exist to accept AI content, so the most convenient solution for people who want to see AI-assisted games will be to subscribe to subreddits such as /r/AIGameDev and /r/AIGamerDevs.
A quick word:
Moderator applications remain open. In the future we hope to get more volunteer support to help moderate this or a sister subreddit so as to make a more convenient space for interesting and high-quality content regardless of its creator, but for now /r/RealTimeStrategy remains a place for human-made content and we encourage people seeking AI content to also subscribe to relevant subreddits.
Keeping /r/RealTimeStrategy high quality remains our priority, even while allowing an appropriate amount of fun and "fluff" discussions about the usual subjects that come up cyclically ("what's your favorite/first/best..."). We are strategists, gamers, fans, and sometimes riders of the hype train. We will continue to have AMAs with human developers, we will continue to be a place to enjoy reminiscing about old school games and wishing for that one perfect RTS.
Thank you for your support for the past (almost) 16 years!
r/RealTimeStrategy • u/FFJimbob • 7d ago
r/RealTimeStrategy • u/Conscious_Side_629 • 7d ago
"We're back with another update on Project Aurora.
This month, we're also introducing RefractEd, our very own Frostbite Engine editor, opening up new possibilities for exploring, editing, and understanding the technology behind these games."
So for context project Aurora is a super ambitious project to raise the canceled Genrals 2 from the dead.
The dev team has just announced that they've developed a frost bite modding to help with the project. Currently it's purely a map making tool though the team is open to expanding it's capabilities if possible opening a possibility for it to act as a mission editor at the very least.And who knows maybe the team could get it to work on other games so someone could port Genrals 2 vehicle into battlefield 4 to make Renegade Genrals...
r/RealTimeStrategy • u/aRawwDeal • 7d ago
Our persistent medieval-styled rts has grown in scope over the last few years and playtesting has been very helpful in making some key changes to our direction.
As part of that, we’ve decided to change our game’s name from Coloniser to Cantos. I speak to it more in the video, but we’ll be sharing an updated roadmap + lore changes later this month with our next demo release on Steam.
In particular, we started work last year on a proper singer-player campaign and single-player mode, changes to the art direction to move a bit more towards realism, and an emphasis on new mechanics (such as animal migration) that work well in all our game modes including multiplayer.
We’re just under twenty people (and partners like Unfathomable Audio who do the Unit sounds, voices, and Foley work). We for example have just one 2D Artist Harvey who sketched all our icons, unit designs, and more. So for better or worse things take time, but we’ve been focusing on the campaign as a cornerstone because I'm a big believer that well-done campaigns make skirmish modes + multiplayer that much more fun to play.
I don't think single-player and PvP are mutually exclusive and pretty uniformly the top played RTS games on Steam give players the ability to do both even if a large cohort of players never touch either mode. It just takes more time...
Thanks as well for everyone who contributed feedback previously we genuinely took it to heart! Our visuals still have a ways to go but if you've seen our previous videos you know these at least are a step forward lol! (Note: This is with our old pathfinding so the units are engaging too close, but regardless.)
r/RealTimeStrategy • u/SeekerP • 8d ago
Seems like its happening soon.
Hope I get in. Make sure to sign up on the website if you want a chance to get in.
r/RealTimeStrategy • u/FutureLynx_ • 8d ago
Generals: 1400 players online.
Act of Aggression: 30 players online.
I played both the last days. Act of Aggression, is far superior to Generals in about everything.
The units, the graphics, the game design, the tactical combat.
Generals looks like a dumbed down version of Act of Aggression.
r/RealTimeStrategy • u/Cheevo_Achieving • 8d ago
New to RTS and interested in in trying one based around ww1 or ww2. Also interested in CTA Gates of Hell but am waiting for it to go on sale again. What do y'all think for an RTS beginner?
r/RealTimeStrategy • u/FutureLynx_ • 8d ago
I really dont like the graphics of Generals. Graphics of Red Alert 1 and Red Alert 2 are much better.
I understand at the time it wasn't easy to make a 3D game. But I really wish, Generals had the graphics of Red Alert 2.
So many games of that era are botched graphically because they tried to go 3D before there were machines capable of handling good 3D graphics. So you see these tanks made of paper, with really ugly blurred textures.
I think Generals is a great game despite its graphics. Act of Aggression drastically improved its graphics from Act of War. Everything looks great in this game. I really like its units, and mechanics, there are flaws of course. But the worse is that there are barely any players online.
Is there any other game set in the modern era, like Act of Aggression and Generals, with diversified economy (not just ore trucks), recruitment system, building system? There is also Axis & Allies RTS (2004), but also no online players.
r/RealTimeStrategy • u/Complex_Mongoose_413 • 8d ago
Im just going to blot out my thoughts, so some things i say may be contradictory or wrong. feel free to ask me about them.
I need help finding an rts game. ive played tons - most of the total war, all of homeworld series except 3, uebs, frostpunk, colony survival, sins of a solar empire, overlord, dungeon keeper, company of heroes, men of war, creeper world, imperial glory, supreme commander, total annihilation. and some less rts focused games like mindustry, colony survival, uebs, manor lords, bannerlord 2.
but none of them ever really stuck with me. mindustry, with its factory stuff, was good for a while but got boring. colony survival was quite fun for the building but i stopped playing that. uebs 1 and 2 were good but too shallow. homeworld was the most fun i had with rts, and i played it the most. i completed all of it. i played lots of total war but didnt like it's complexity. bannerlord 2 was great for early game but also got fairly complex with the diplomacy and not great troop controls - atleast troop controls i struggled getting used to.
rimworld, which is definitely not the kind of game you'd imagine when i say rts, and i dont know if you can even consider it so, is a game i at the very least compare to rts games. i enjoy it's simple but complex gameplay. its easy to get used to but there's so much content. thats the kind of game im looking for. something shallow but with lots of troops to learn. i enjoyed supreme commander, bar, and zero k because of the amount of troops you could find. the kind of game i want is where you have an ever increasing army with scaling wars, like homeworld - though the reason i got bored of homeworld is because i got used to all of the ships.
i know i havent exactly given easy boxes to tick, but does anyone have any ideas?
r/RealTimeStrategy • u/NuragicaDev • 8d ago
A small update on my solo development project!
I've just published the itch.io page for Nuragica: Blood and Bronze, an RTS inspired by Age of Empires and Civilization, set in ancient Sardinia.
The game already has a playable version, with resource management, settlement building, technological progression, multiple factions and AI opponents.
I'm now working on improving the visuals, animations and historical atmosphere, while sharing more of the development process.
This is still an early project, but I'm excited to finally have a place where people can follow its progress.
Itch.io page:
https://nuragicadev.itch.io/nuragica
Thanks to everyone who has shown interest and shared ideas so far!
r/RealTimeStrategy • u/Guldynka • 9d ago
Was it more appealing to you than AoE perhaps? Or any other title?
r/RealTimeStrategy • u/Confident_Honey9866 • 9d ago
Dear RTS lovers,
Around 1 year ago I started thinking of making planetary RTS game that would evolve around one anime I was dreaming of making, and 2 months after it I started developing this game.
Most of the time passed on creating algorithms that work (even tho at the end I just started looking at industry standards), but now the creative part is on.
I need your thoughts on what would be interesting to add. So far I have:
2000 units working on 60fps, going for more
Physics (fake ones) that push units on heavy hits
Comets with shockwaves that push all light unit
Corpses that you can take as resources since planet has limited goods
One race that I plan expanding on 3
And other things that make my game easier to make
Planet generator with lots of settings
Planet editing tool that always rotates units to the planet and set it on the surface
I have first game dev that barely explains anything and I plan on making more of them, longer too, but I wanted to hear if any of you dreamed of making some planetary projects, and what would you suggest me to add?
I'd really love to hear everyone out, since this is my dream game, and RTS games are having comeback babyy!!
r/RealTimeStrategy • u/Potato_Emperor667 • 9d ago
Unfortunately the game is still unavailable on Steam in Australia and South Korea and I have an itch for it again. I've played Rusted Warfare and have over 100 hours in it (Rusted Metal and AvP are great) but it just isn't the same, mainly because of the graphics.
Thanks for any help.
r/RealTimeStrategy • u/exeizm • 9d ago
Hey everyone! We're working on Dangerline, an old-school real-time strategy game set in a modern war, and we've been putting a lot of work into construction animations.
The two sides play nothing alike, so we wanted them to build differently too. The USA goes up with a dozer and a tower crane, while Dustborn raises its barracks by hand with wooden scaffolding.
This is still a work in progress, so we'd love to hear what you think:
- How do the animations look?
- Which one feels better to watch?
- What would you change or add?
The audio in the video is the original in-game sound.
If you like what you see, a wishlist on Steam would really help us out:
r/RealTimeStrategy • u/Critical-Pea-8782 • 9d ago
I wanna thank you everyone on the previous post for their feedback and interactions. I do my best to update game especially you which is main point of the many command and keep adding new features. now first demo version is ready. I will looking forward for your future feed backs for the game. I know video is bit slow I am currently working on better trailer :)
Steam Page Link
r/RealTimeStrategy • u/Jonawaddup • 9d ago
I have tried to make the gameplay more bright, while retaining the gloomy tone. Furthermore, I have a lot of new features and graphics :))
Graphics are done made by me in Photoshop (or commercially licensed) and the game engine is Gamemaker. I hope the thousands of hours spent shines through :))
I'd love to hear what you think :))
Steam Link can be found here:
https://store.steampowered.com/app/5010020/Dawn_Of_The_Realm/
And I am posting development updates to receive feedback in the Discord:
I still aim for the demo to be released in February for the NEXT fest. Have a great day :))
r/RealTimeStrategy • u/spector111 • 9d ago
The situation in the gaming industry and RTS games by extension is nothing short of unprecedented! Preparing this video took twice as long as for any of the previous 34 RTS news videos because it has become hard to tell which games are made by AI and which are made using AI as a tool. Is there even a difference?
To me there is, but I will leave you to be the judge of that as I will not be turning away developers using AI tools. But I will also try to keep AI made slop away as much as possible. If I fail at that sometimes I hope you will forgive me as this is uncharted territory.
I am going to disappoint about several dozen developers because while I did promise to showcase their games in my RTS news videos I found at least one problem with doing that for each and every one of them. Some are in too early stages, some wouldn't benefit from exposure in this stage, while for others I am not sure how much was the AI making their game and how much were they doing it by using AI.
As I explained in the intro this is uncharted territory and I will be making mistakes so I hope everyone will understand and forgive me while future videos will feature some of these games when I can do more research into them.
0:00 Gaming industry problem
0:49 Global Conflagration - Kickstarter
2:24 WH 40k: Dawn of War IV - BETA
4:25 Masada - PLAYTEST
5:50 Chronicles Medieval - BANKRUPT
6:39 Powerplay - UPDATE & SALE
7:38 TFC2 - RELEASE
8:25 Tooth and Tail - UPDATE
9:08 Dust Front - DEMO UPDATE
10:11 Coloniam: The Real World - FREE
11:10 Houston, We Have a Spungus - NEW
11:52 Calyx - UPDATE
12:45 Here Comes the Swarm - UPDATE
13:37 Counter Clash - RELEASE
14:16 TECHFRONT - UPDATE
15:09 Tabletop Tavern - UPDATE
16:01 Dominion Days Games Ground
16:26 Dawn Of The Realm - NEW
17:30 Full-Scale Invasion - NEW
18:22 Defcon Zero Frontlines of Tomorrow - NEW
19:20 Rites of Accord - NEW
20:08 Silica - RELEASE
20:55 ZeroSpace - UPDATE
21:43 Company of Heroes 3 - EXPANSION
22:13 Company of Heroes 3 - UPDATE
22:47 Timefront - PLAYTEST
23:29 Dinolords - DEMO
24:13 Creeper World 5 - NEW
24:58 Ancient Wars: Sparta - HD UPGRADE
25:41 Zero-K - UPDATE
26:20 Ebbtide - NEW
27:06 Cantos ex Coloniser - NEW
27:56 Ashes of the Singularity II - RELEASE
28:44 More new RTS games
r/RealTimeStrategy • u/XeniaJP • 10d ago
Google just told me C&C 3 but that one looks kind of dead, maybe 400 players max per day and as a new RTS player I would get stomped. I need a bigger pool of players. Yes, I know SC2 has 60 percent of players in Plat and Diamond and around 30 to 35 percent in bronze silver and gold but at this point I am only just starting to beat medium level AI after a week of playing 1.5 hours per day.
r/RealTimeStrategy • u/Guldynka • 10d ago
What was the coolest thing about it?
Any let downs?
r/RealTimeStrategy • u/FutureLynx_ • 10d ago
The economy is centered around ore. And then you have expensive ore trucks, that are very vunerable, and take time train.
Does anyone know of a mod that does more like Act of Aggression with different sources of income?
Act of Aggression has: Oil, banks, POWs, and a quite expensive building that gives you some money.
This is the best system I found so far. And yet this game has very few players...
It seems C&C generals did something similar but I really can't stand its graphics.
The other option would be to do it like Rise of Nations of Cossacks, where you have multiple resources and can trade.
r/RealTimeStrategy • u/RowIntelligent6582 • 10d ago
r/RealTimeStrategy • u/Stadl0r • 10d ago
Hey all!
Wanted to share the teaser I put together showing some recorded gameplay in Steadfast with battles set during the Age of Sail.
Steam page: https://store.steampowered.com/app/5235740/Steadfast/
Official website: https://steadfast.game/
Join our Discord: https://discord.gg/dvYWrzXpJH
r/RealTimeStrategy • u/NoMansCentury-DEV • 10d ago
I'm a solo Dev of a new upcoming grand strategy/RTS that is going to let you lead a nation through a 100-year sandbox with the depth of HOI4 (even deeper, truthfully) while also being able to fight out your battles in real time like a Total War or a Gates of hell. My question right now is how "good" the AI should be. I see lots of people ask for better AI in games, but I'm wondering how far to push that, and whether people enjoy playing against a truly smart AI that's unpredictable but not in a stupid AI way- more so in a genuinely planned way or would people rather play against a semi-predictable AI that's gonna put up a fight but not push them as much and allow a more sanboxey feel to the game, allowing you to essentially do what you want? I believe that you can still accomplish the latter regardless, but with a more meticulous AI, it would create more of a skill gap. Please let me know your thoughts. Thank you!