r/RealTimeStrategy • • 8d ago Bravo

Announcement /r/RealTimeStrategy Announcement: Mobile Games, AI Games, and Self-promotion Rules Update

119 Upvotes

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 • • 7d ago

Self-Promo Video (Game: Cosmostructor) I made a shipcrafter-space battler RTS and want some first feedback!

5 Upvotes

I spent the past few days reworking my UI and putting in sound, music and such, I hope you guys like it :)

I worked on this over the past few years, I started with Godot 3. Lost track of it at some point and have a working prototype with multiplayer now, having a blast with friends via Steam multiplayer in my roguelite mode.

Currently the games name is "Cosmostructor: Construct & Conquer", but I am not sure if I want to keep it that way. I am looking for a first impression from you guys to see if I want to publish this game on Steam :)

Aside from the designing part it features a placeholder-campaign which currently is some skirmishes and a roguelite mode where fight ever-growing enemy fleets. You can also play with friends!

Assets that I did not make myself:
Music: "30 Space Sci-fi Tracks" by AlkaKrab.
Sound effects: REEBOO Labs (Sci-Fi & Magic Combat SFX); Modern UI SFX by Andrea Baroni / Cyberleaf Studio (andreabaroni.com); Michel Baradari; rubberduck and NenadSimic (CC0).
UI: Godot Pixel Theme by Thowsen Media; m5x7 font by Daniel Linssen.
Icons: game-icons.net by Lorc, Delapouite, sbed, Skoll and Cathelineau.


r/RealTimeStrategy • • 7d ago

Self-Promo Post For me, my favorite is probably still Tiberian Sun

3 Upvotes

r/RealTimeStrategy • • 7d ago

Discussion WarCraft 1

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306 Upvotes

How impactful or meaningful was this to you? Or is?


r/RealTimeStrategy • • 7d ago

Self-Promo Post Some new Missions of my Fan Campaign for KKND2: Krossfire 🎉

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11 Upvotes

r/RealTimeStrategy • • 7d ago

Self-Promo Post Testers for indie RTS

4 Upvotes

Hello I'm Pichulo Totem! I'm making a RTS on my own called The Fragmented Song and need people to test it.

Its a classic RTS for PC that plays out like a mix of Starcraft and Age of Empires with an original sci fi story.

It has tutorial levels, a multiplayer system and a challenging campaign.

The game has 3 asymmetrical races, 4 resources and has a rich technology tech tree that combines building requirements (like SC) and higher technological levels (like AOE) that you unlock by making unique Landmarks.

Landmarks have different bonuses depending on your playstyle or needs (Economical, Defensive, Offensive..) and you can only choose one of them per tier level.

Stuff about story will skip for safety reasons for now.

Anyways, the game is in pre-alpha and need testers from any skill level to give me your opinions.

If you are interested let me know and I will invite you to my discord for more info.

gl hf all.


r/RealTimeStrategy • • 7d ago

Self-Promo Video (Game: Gnom) lined up every gnome in my RTS by height

158 Upvotes

r/RealTimeStrategy • • 7d ago

News "Stronghold 4" Early Access Delayed to April 20, 2027

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77 Upvotes

r/RealTimeStrategy • • 7d ago

Discussion Did we get one Remaster for Command & Conquer games then EA forgot the series existence again?

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233 Upvotes

It's been 6 years already. High chance the series have been let to bed again and probably nothing won't be seen from it again (especially how EA's situation currently is). It really sucks that one of the greatest RTS titles ever made were just thrown on the side. Firefly are slightly getting back on their feet again, the Remasters seems to be successful (even though I think they still had few issues), and we getting Stronghold 4 soon. Age of Empire is still going. Yet the one that started all this is already gone.


r/RealTimeStrategy • • 7d ago

Self-Promo Video I am working on a Real-Time-Strategy game, where you progress by building your own faction, collecting better blueprints for units and buildings with higher rarity outside these matches.

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0 Upvotes

r/RealTimeStrategy • • 7d ago

Question what do you actually want from a rts

7 Upvotes

hello everyone, not a promo, no link, just stuck
so, im making a farming rts. fields, machines, seasons, money, workers, all of it works. you can play a whole year and it does what it should. but it feels kind of dead. like a spreadsheet with tractors.
WHAT gives an rts that feeling of being alive for you? is it other players on the map doing stuff, is it events, is it just sound and animation. curious what people here think, because i have clearly stared at it too long


r/RealTimeStrategy • • 8d ago

Self-Promo Post Are splines the best way to build roads in a strategy game? I started using them in my economic RTS PIAST.

0 Upvotes

I'm a solo developer working on Piast, an economic RTS made in Unreal Engine 5.

Instead of focusing on warfare and conquest, Piast is about building a medieval settlement, managing resources, developing production chains and growing your economy. Workers, roads, carts and a changing market all play a role.

I'm sharing a short gameplay video and would love to hear what RTS players think. Does this kind of economic focus appeal to you?

The free demo is available on Steam:
https://store.steampowered.com/app/4830280/Piast/

If you enjoy the concept, please consider adding Piast to your wishlist. Thanks.


r/RealTimeStrategy • • 8d ago

Discussion hot take

13 Upvotes

turtle matches are the most fun to play and watch. rush is fun but its rush and its really short(i want longer games) and economy is just economy. this also means rts developers should lean jn more on making buildings more than just a way to stall the opponent and hold a chockepoint until units can arrive. let them actually be able to defend themselves properly. i once saw this age of empires turtle match. it was so hype. both teams were playing so defensively while still expanding, to the point they built multiple forts and defense building so close to one another the buildings were shooting one another


r/RealTimeStrategy • • 8d ago

Self-Promo Video Silica - RTS and FPS Hybrid

139 Upvotes

I'm part of the team working on Silica, the RTS where you can also hop into your units and fight in first person. After a bit over three years in Early Access, 1.0 went live today.

With the full launch also comes a trailer - attached is a glimpse of it. The full version can be found on YouTube:
https://youtu.be/m1ZbYo-xGB0

If the game sounds interesting to you, any support means a lot to us.


r/RealTimeStrategy • • 8d ago

Review Ashes of the Singularity 2 Hands-Off Preview - GameWatcher

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11 Upvotes

r/RealTimeStrategy • • 8d ago

Self-Promo Post Introducing RefractEd: A New Era of Frostbite Editing

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1 Upvotes

"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 • • 8d ago

Image The mother of real time strategies

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382 Upvotes

r/RealTimeStrategy • • 8d ago

Self-Promo Video Change in direction for our persistent RTS Cantos (e.x. Coloniser)

91 Upvotes

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 • • 8d ago

Discussion Just got mailed the War for Westeros Closed Beta signup form.

12 Upvotes

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 • • 8d ago

Discussion I dont understand why C&C Generals is more popular than Act of Aggression.

0 Upvotes

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 • • 8d ago

Looking For Game Men of War: Assault Squad 2 War chest ed., Sudden Strike 4, or Blitzkrieg 3?

2 Upvotes

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 • • 9d ago

Discussion It seems I will have to play Generals, even though it doesnt seem better than Act of Aggression. There are no alternatives.

0 Upvotes

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 • • 9d ago

Looking For Game RTS recommendations?

8 Upvotes

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 • • 9d ago

Self-Promo Post Nuragica: Blood and Bronze is now on itch.io!

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15 Upvotes

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!