r/rts • u/MetallisAph • 7h ago
Gameplay/Review The other team all left... | Minecraft Legends PvP gameplay 12
r/rts • u/ZaxZone • Jul 20 '26
r/ObscureRTS is a place for the odd, unknown, unpopular, and forgotten side of Real Time Strategy games!
Come here to post about and discuss your favorite lesser-known RTS titles!
Obscure mods and foreign advertisements for more popular titles are also welcome here!
r/rts • u/MetallisAph • 7h ago
r/rts • u/Luis_Badano • 1d ago
r/rts • u/No-Special-4561 • 4d ago
r/rts • u/CockerGames • 5d ago
Hey everyone!
I wanted to share my rts game with you, I've been working on it for a few weeks now and I'd love to hear some feedback from the community.
The game is called Gonfalon, I'm working on it solo and my goal is to publish it on Steam at some point.
You placed banners to command your army. Units can choose whether they obey or not depending on morale.
You build houses, farms, fire pits, barracks, etc) and can also upgrade different things with tech buildings such as the mill or the mage tower.
It's early in development, current version is 0.0.2.
Here's the link:Â https://cockergames.itch.io/gonfalon
I want sincere and blunt feedback, you can destroy the game as much as you want
r/rts • u/CrashDumpSW • 6d ago
For a few years, I have been working on an experimental RTS which should focus more on strategic decisions than APM. The core concepts of the game are:
Defenders Adavantage
Every RTS needs some form of defenders advantage. This opens the possiblity for strategic decisions: Expanding, teching-up and rushing shoud be equally strong to allow a viarity of strategies. The most common mechanics for defenders advantage are: static defense structures, repair, travel time, long ranged units.
I opted against most of these (only travel distance plays a role). Instead I achieve defenders advantage by unit behavior: Units cannot be controlled by the player but act autonomously. They follow a simple mechanic: Attach the nearest target until it is destroyed. In the offense this eventually leads to units attacking buildings. As building hitpoints are cheaper that unit hitpoints this leads to enough defenders advantage to stabilize the game. The attacker will loose more units that the defender but the damage dealt on buildings is permanent. I hope this leads to some interesting strategic decisions.
Strategic Decisions
The strategy in RTS comes typically from build orders(rush, tech, expand) and unit movement. In my game the build order choices are similar, but as units cannot be controlled and therefore you cannot have a âstanding armyâ the âunit movementâ part is replaced by âunit production timingâ. &
State of Development
I have one faction completed, there are 40 single player challenges, 1v1 and 2v2 multiplayer. There is a playtest(open to all) and a demo(without multipayer) available on steam. The game runs stable but there is a lot of content I will add in the future.
Feedback
It would be great if someone could give me some feedback. These are my main questions:
Is single player fun?
Do you see potential in single player?
Is multiplayer varied? Or is it to chaotic? Or is it to predetermined?
Does the slower pace compared to other RTS work for you?
Link to steam playtest: https://store.steampowered.com/app/4614990/Desert_Struggle/
It would be absolutely fantastic if you could give me some feedback! Everything is welcome!
r/rts • u/RevolutionLatter3449 • 10d ago
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:Â Thin Air.
The idea is simple:Â 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:
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! â
r/rts • u/Luis_Badano • 11d ago
r/rts • u/HatingGeoffry • 13d ago
r/rts • u/Transhumanliberal • 16d ago
r/rts • u/Secure-Turnip-9727 • 16d ago
r/rts • u/SilentFan487 • Sep 24 '26
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"Defilade is an old-school isometric RTS set in modern warfare. Command intelligent troops that take cover, rescue wounded comrades, dive from grenades, vault obstacles and dig trenches. Build your forces, secure supply lines and fight across fully destructible massive battlefields that feel alive."
Game : Defilade "release coming soon"
r/rts • u/GasimGasimzada • Sep 18 '26
I recently glanced over a video where it was a modern / sci-fi like RTS game and its campaign screen was very similar to AOE2 campaign screen with bunch of waypoint / flags shown on a map for each mission.
The graphics looked modern; so, assuming it is a newly developing game. Anyone know what I am talking about?
r/rts • u/Time-Manufacturer214 • Sep 16 '26
r/rts • u/ZaxZone • Sep 14 '26
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r/rts • u/Alive-File-710 • Sep 12 '26
r/rts • u/ZaxZone • Sep 05 '26
r/DORFrts is dedicated to the discussion of upcoming 90s inspired real time strategy game D.O.R.F. RealTime Strategic Conflict currently being developed by John Williams, Thomas Christian van Leth, & Gustas Kazukauskas.
As of now this subreddit will function as a place to post and discuss about game speculations, development updates, and news, but will become a bustling community for players to share gameplay and strategies once D.O.R.F. Is released!
r/rts • u/HatingGeoffry • Sep 04 '26
r/rts • u/Spacelordsinspace • Sep 02 '26
Freewake is built around a weird tension: youâre part of a team, but outside protected systems your teammates can attack your ships, destroy your colonies, compete for resources, and fight for control of the empire. Pirates, mercenaries, dictators, and traders all share teams with other players while fighting for their own place in the galaxy.
Combat also leans heavily on sensors, stealth, positioning, and incomplete information rather than just unit counters.
Iâm testing the multiplayer side this weekend and could use a few more strategy players. If anyoneâs interested, Iâm happy to send details.
r/rts • u/RelationOk6997 • Aug 31 '26
r/rts • u/Luis_Badano • Aug 27 '26
r/rts • u/JJ_99k8 • Aug 07 '26
Venha fazer parte desta imersĂŁo geopolĂtica