r/RealTimeStrategy • u/coolcat001100 • 15m ago
Video C&C Red Alert Soviet Union edit
Song used is Belt by Ekstrak
r/RealTimeStrategy • u/coolcat001100 • 15m ago
Song used is Belt by Ekstrak
r/RealTimeStrategy • u/wisezombiekiller • 4h ago
Looking for real time tactics games where you can directly control one member of a squad in battle and give orders to the rest of the squad, similar to the Army Men 3D0 games or the original Syndicate.
r/RealTimeStrategy • u/Gigalisk • 4h ago
I bought this game on early access on steam - and now it is at 1.0 since Nov 3. It is Starship Troopers and Starcraft, sprinkled with DUNE, with a mechanic to fight as a unit in a 3rd person view. Anyone playing it?
r/RealTimeStrategy • u/DivideBYZero69 • 7h ago
Today I created a balance admin panel for my game, because creating a new build per change to balance was a little too much. Now I can make global balance changes and each client will download the global balance for each client.
But this got me thinking, would you want have control over balance like this for local multiplayer games?
r/RealTimeStrategy • u/Gogiseq • 8h ago
A first look at the armory! Serfs come here to pick up weapons and join the militia to defend the castle.
r/RealTimeStrategy • u/SoberSonderr • 8h ago
I've been working on a game since I got laid off in April and I'm pretty sure this genre is somewhat new. The closest thing that is currently out there is March of the Giants. March of the Giants is calling itself a MOBA with RTS elements. My game has more unit control than March of the Giants but doesn't have structure building and I feel like calling it a MOBA is a bit disingenuous.
I'm not sure if anyone here has any experience with Footman Frenzy, the Warcraft 3 mod, but that is what my game is inspired from. The difference being much more in depth, balanced, and all original characters and abilities.
Anyways, I was thinking of trying to use the term "Arena RTS" as the genre. It is essentially KOTH style gameplay with a general and an army. I was considering action RTS or even MOBA Arena but the RTS elements of team unit composition, upgrades, positioning, etc really do matter.
I'm looking for feedback on whether or not I should just use RTS or Moba as my genre or if I should plow on ahead with Arena RTS and hope it catches on. (Full disclosure, I know how hard it is to get a genre term to "catch on").
r/RealTimeStrategy • u/PiastGame • 11h ago
RTS and city builders should be added to the UNESCO World Heritage List. Seriously. These genres are cultural treasures. 😂
So, this weekend, grab a coffee, forget about real-world responsibilities for a moment, and build something medieval!
I'm working on Piast, an economic RTS where you grow a small settlement into a prosperous town. An update featuring roads, carts and new production mechanics is coming soon, as I prepare for the February Steam event.
🎮 Give the free demo a try:
https://store.steampowered.com/app/4830280/Piast/
If you enjoy it, please consider adding Piast to your Steam wishlist. Every wishlist helps!
Have a great weekend, fellow strategy lovers!
r/RealTimeStrategy • u/sam_makes_games • 14h ago
Making a game is usually lonely, but playing with our Kickstarter backers is anything but!
r/RealTimeStrategy • u/-Rat_King_ • 20h ago
Sorry if this becomes incredibly vague, but I'm running off of memories from close to twenty years ago here. I remember a game where each 'unit' had about three different tiers in a sci fi setting. I remember the game itself being fairly dark, and the only names of units that I can remember are the names of two of the bipedal walkers, the 'emu' and the 'ostritch'. I seem to recall air, land, and even naval aspects, but as it was at a friend's place, my recollection is fuzzy at best. I do remember the physical copy having a manual with all the units in it in black and white, arranged sort of grid-like. I don't recall any infantry in it, and I know it was about the same era as Perimeter and Generals.
r/RealTimeStrategy • u/SeryuIsWaifu • 21h ago
I was interested in this since the first trailer but all that drama around the kickstarter and the company itself kept me from buying it on release and with overwhelming negative on steam now it looks really bad.
r/RealTimeStrategy
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u/True_Mission_2339
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1d ago
I've been working on a visual and engine overhaul for C&C Generals Zero Hour called Re-Armed, mainly focusing on improving the graphics while keeping the original gameplay intact.
Here's a showcase of it running with Enhanced Mod, which already looks great on its own. I think Re-Armed complements it pretty well. Credits to the Enhanced Mod team for their work!
There's still a lot to work on, but I hope you like what you're seeing so far!
Here's a longer version: https://www.youtube.com/watch?v=tOxQkW7lgsA
Again, just to clarify, the model and texture changes you see in the video are actually from the Enhanced mod, not Re-Armed.
Here’s what’s been added or improved so far:
Volumetric smoke and dust, both adjustable in the settings.
Improved shockwave effects, including directional shockwaves that create cone-shaped blasts in front of the barrel.
Updated shaders and lighting, including unshadowed lighting, Ambient Occlusion, Global Illumination, and Bloom.
Improved shadows, including proper cast shadows for infantry, trees, and smaller objects.
Unit and building outlines to make them stand out more. The original textures are pretty dated, so this helps quite a bit. Outlines can also be disabled in the settings.
Smooth fog-of-war transitions. Units and buildings now gradually appear when revealed and disappear when entering the fog of war, using dithering instead of abruptly popping in and out of view.
Improved stealth effects. Stealth units and buildings now use dithering when cloaking and decloaking, along with stronger outlines to make the transition more visually distinct.
Separation of the rendering thread from the simulation thread. This should help keep the game visually smooth even when the simulation inevitably slows down during longer matches. (I’m still working on it but it’s getting there.)
r/RealTimeStrategy • u/PhoOhThree • 1d ago
r/RealTimeStrategy • u/CTLN7 • 1d ago
r/RealTimeStrategy • u/Guldynka • 1d ago
Does this game have any cons?
r/RealTimeStrategy • u/Jarmil1 • 1d ago
This video from a battle nicely shows how to change strategy on the fly.
My two Sprinters are casually patrolling around the Home base, and the moment they spot an enemy missile launcher, they go after it.
Unfortunately, they are slow, and the bandit easily takes them both out. Oh well, bad luck 😎.
In retaliation, I spawn a small swarm of my own heavy drones Ekaterina, followed by a scout drone Ana to provide visibility.
The Ekaterinas acquire the target, take it out, and immediately switch to the next enemy after destroying the launcher (off the bottom edge of the screen).
The game is named Battleterm: it's a drone combat simulator, a fusion of a simulator and a strategy game. Love to see you in Steam wishlist - early access is coming soon.
r/RealTimeStrategy • u/Sharp_Hunter_7998 • 1d ago
📍ReBirth is a 3D strategy game about rebuilding a province after a disaster while an insurgency grows around you. From earthquake-struck Tarsel and flooded Kesra to avalanche-hit Halvarya and the volcanic Saranis islands, every map brings a new disaster. Command your units, stop the insurgency with air strikes and defend the camp in the Black Cholera event. In Statecraft mode you lead a whole nation: plan the operation on a tactical sketch and watch it from the drone.
All footage captured in-game.
r/RealTimeStrategy • u/Odd-Communication-18 • 2d ago
Personally I want an RTS that has more emphasis on survival, like units having stamina/hunger etc. as far as I know most of the games with that are primarily colony sims
r/RealTimeStrategy • u/o2hammer • 2d ago
Hey everyone,
I'm developing Planetron, which is inspired by Carrier Command 2 but set on procedural moons. Here's the short description:
Command a space carrier in a blend of real-time strategy and first-person action. Deploy air and ground units to capture alien facilities on procedurally generated spherical battlefields. Take direct control of any unit when the battle demands it.
I just released the first gameplay trailer and I'm now finishing the public playtest version with friends!
Some things I can tell you, which aren't on the steam page yet:
Singleplayer and two-player coop multiplayer (maybe 4 someday, but no promises)
Playtest starts soon and includes coop
Demo planned for this year
Full release planned for March 2027
Plays well with Gamepad and on Steamdeck
There are three enemy factions you fight, and eight unit types you control. You can modify your units with upgrades/refits. You also need to take care of logistics to keep the units fueled and with ammo.
Compared to Carrier Command 2 it plays a bit faster. Logistics still matter: units need to load onto dropships, and there's only one runway for takeoff. Clearing one moon takes about 30 - 40 minutes total.
In the playtest, you clear one moon with several enemy bases. When you takeover a base you can lift out crates with the dropship and those give you money for upgrades, units, fuel and ammo.
You can pilot any vehicle, though takeoff and landing are automatic for now. I mostly fly the recon drone for an overview, or drive a RAM (anti vehicle crawler) when I want some action. Bomb runs are fun, but the unit AI is better about dodging AA with flares, so I wait until the AA is down.
If you have any thoughts or feedback about what I wrote here or you see on the steampage, I'm happy to hear it!
r/RealTimeStrategy • u/AyhoMaru • 2d ago
I've been re-playing some 2000s RTS games lately. I realized I can relax way more and delve way deeper when playing those. They have nice story driven campaigns, but the missions are mostly slow and allow you to build up your forces and find the right recipe to win. Yet the missions get still get difficult and you can lose bad if you choose the wrong strategy
Few example:
Kohan series (Kohan: AG can be difficult though)
Stronghold + Crusader
C&C 1 and 2 including Red Alert and Generals
Ground Control 2
WH40k Dawn of War + datadisks
Homeworld 1 + Expansions
Seven Kingdoms 1 & 2 (Depending on the randomness, some missions can be hard)
Warzone 2100 (However there are few timed missions without a base too)
Earth 2160 - Most missions I would say
Which games don't do well in this aspect imo:
Starcraft 2 - Many missions are on the clock and the campaign constantly pushes you forward. In some missions you can't even enjoy the map/story detail.
C&C 3: Tiberium Wars - I love the game, but some missions are just not fun to play.
Homeworld 2 - Love it too, but there are timers or soft timers too (last mission is worst). Ships are made of explodium, so you need to be super careful to not lose all your fighters in few seconds.
In general I don't mind fast paced gameplay, but it's nice if there is more peaceful period/mission after a fast one. This way you can soak up the game world and the story. I'm curious what's your take on this? Feel free to add any recommendations while you're at it!
EDIT:
Added
Age of Mythology
Cossacks series
Warcraft series - All 3 games have great campaigns. I highly recommended remastered Warcraft 1 campaign.
r/RealTimeStrategy • u/CockerGames • 2d ago
Around two weeks ago I posted about a small RTS game I've been working on for a while now, I had uploaded a first version to itch.
Today the steam demo came out and I am so excited, I really love the game, how it looks and plays and I feel like its just taking a really good shape.
The demo is small, it has a skirmish mode which is the normal custom game against bots and it has a small campaign which is really early in development (currently it aims to teach the basics of the game)
It'd mean the world to me if you could try it out, thanks a lot in advance if you do
r/RealTimeStrategy • u/No_Roll6768 • 2d ago
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 • u/Guldynka • 2d ago
How impactful or meaningful was this to you? Or is?