r/RealTimeStrategy • u/vartemal • 1d ago
Self-Promo Event Feudal Craft RTS is released now!
Added plenty of features to the game. Tried hard to make deep enough but simple game.
r/RealTimeStrategy • u/vartemal • 1d ago
Added plenty of features to the game. Tried hard to make deep enough but simple game.
r/RealTimeStrategy • u/bfenski • 2d ago
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Well polished 3D remake of pretty cool Z game made by The Bitmap Brothers in 1996.
https://github.com/playopenz/OpenZ
No self promo as I'm not the author of it... just LONG time fan of the original Z and that remake is just awesome.
r/RealTimeStrategy • u/Tharshey24 • 1d ago
r/RealTimeStrategy • u/MattGameDevGuy • 1d ago
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Hey,
I'm a game dev building a deterministic Action RTS called Fungal Front and I thought I'd show how the custom keybindings I added work. You can select units by type and also still use control groups.
This is a feature I always wanted to be more prominent in RTS games because I often want to select a spell caster or group of infantry without having added them to a control group.
r/RealTimeStrategy • u/arbuz_ashot • 1d ago
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Homeland Reclaim is a roguelike RTS with short battles. The main idea: any warrior can wield any weapon. You can play it straight with spears against cavalry and shields against archers. Or you can hand a legendary hero sword to a band of orcs, or give peasants huge two-handed hammers and see what happens.
Between battles you travel across a map in the style of Slay the Spire or Tabletop Tavern, collecting new fighters, weapons and spells, so every run builds a different army.
I’m also building the game with Steam Deck in mind, and I’ve already been running test builds on it!
link: https://store.steampowered.com/app/5330130/Homeland_Reclaim/
I’d love to hear your feedback!
r/RealTimeStrategy • u/mechanicalsympathyg • 1d ago
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72 Seconds is a sci-fi squad-based RTS where you command six unique soldiers, each with their own abilities, alongside base building and RPG progression.
The demo includes 4 campaign missions and a Horde mode where you fight increasingly dangerous waves of enemies.
If you're into RTS games, give it a try! Any feedback is appreciated.
r/RealTimeStrategy • u/4rs1c • 1d ago
Hey everybody!
I'm a newcomer to the genre, I've really enjoyed the Dust Front demo and I am unsure of which games to continue with which might scratch that itch aesthetically.
What I also really enjoyed in the game were the dreadnoughts and how heavy they felt. I don't think I'd enjoy the grand strategy games like HOI, I really enjoy being able to control individual units.
Open to any suggestions, thank you :)
r/RealTimeStrategy • u/Timariot12 • 2d ago
I'm looking for games that these elements. Games that have these for example
Northgard: Conquest mode. Play a series of random maps and gain new randomised bonuses after each victory until the end.
AOE4 - The Crucible mode. Single player skirmish but you get boons the longer you survive against enemy waves and gain more benefits as well as rewards that let you upgrade and become stronger for each mission.
From Glory to Goo - Operations mod: Similar to Northgard, complete a series of missions/skirmish and pick between powerful bonuses after each mission until the final boss level.
r/RealTimeStrategy • u/greenlight91 • 2d ago
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Hey, dev from Korea here. This is Spearhead, a WW2 Eastern Front RTS I've been working on. In this mode you command a small tank platoon from the map like a normal RTS, but you can hop into any of your tanks and drive and shoot it yourself while the rest of the platoon keeps following your orders.
Armor is worked out per plate with the actual thickness and angle, so showing your side to a KV-85 in a Panther ends exactly how it ends in the clip, and yes I did it twice in the same match.
The voice is me talking in Korean because my English isn't good enough to narrate, so I put English subtitles on it.
I'd really like to know what RTS players think about switching between the map and driving one tank. Is that something you'd actually use, or would you mostly stay on the map?
r/RealTimeStrategy • u/Weroosh • 2d ago
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I've always loved RTS games, but I've also wanted to jump into the battlefield and fight alongside my own army.
So we're making Viridian Corp., a single-player RTS/TPS hybrid where you control territory, manage resources, and Mindwalk into your units to fight in third person.
We're a tiny indie team, and we'd love to hear what RTS players think about this concept! It is in early development currently.
If it sounds interesting, a Steam wishlist would mean a lot to us!
r/RealTimeStrategy • u/AlhoonGaming • 2d ago
In this episode of Emperor: Battle for Dune, we launch an assault on another Ordos-controlled region. Our spies have uncovered valuable intelligence revealing that the Ordos troops stationed in the area have been infected by a mysterious virus, leaving their forces weakened and vulnerable. However, we must act quickly, as reports indicate that a medical transport carrying a shipment of vaccines is on its way to the region.
After establishing our base and beginning to build up our defences, we dispatch several Trikes to scout the surrounding territory. Their reconnaissance proves successful, leading us to discover a group of Ix allies who could prove invaluable in the battle ahead. Shortly afterwards, we receive confirmation that the medical transport has arrived. Unfortunately for the us, the convoy is escorted by formidable Sardaukar troops, making it a dangerous target. Nevertheless, with the assistance of our Ix allies and a handful of infiltrators, we launch our attack and successfully destroy the medical transport, denying the infected Ordos forces access to the vaccines they desperately need.
With the enemy weakened and their medical supplies eliminated, we begin assembling our forces for a decisive assault on the Ordos base. Time is running out, however, as reports arrive that the enemy troops are preparing to retreat from the region. We must strike before they can escape! Committing the forces we have accumulated, we advance on the Ordos installation with the aim of eliminating as many retreating troops as possible and destroying their base completely. We cannot allow the enemy to regroup and use the surviving installation as a launching point for a counterattack.
r/RealTimeStrategy • u/MediumObvious3427 • 2d ago
Like the title
I was hoping to look for any rts that incorporate army building/force customization, logistics, and are on a somewhat macro scale.
I am a big fan of steel division's army general, but I wish it had more focus on other mechanics or aspects that almost strictly moving units and fighting with them.
r/RealTimeStrategy • u/BattleDreadnought • 3d ago
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🎵 Music: Sigurd Jøhnk-Jensen - Pest
r/RealTimeStrategy • u/TheWalkingCarrot • 2d ago
I am developing a real-time, top-down tactical shooter. We have been working on the game as a team of 3 for a year now. It's a game where you manage a spec ops team of 5; you command the 4 and control one of them.
The problem is everyone wants to see the game become multiplayer. We have taken inspiration from Ready or Not for the gameplay so multiplayer is an obvious ask but that's only half of our game. The other half is a management bit thats like Darkest Dungeon. So if we make it multiplayer then what do we do with the other half of the game? I believe our game is a unique and fun experience, but player feedback shows that when playing one character, it's hard to control the other 4. Once you get used to it, the game is really fun but most players quit before they get the hang of it. Some players only play as one hero and die because the levels are designed for a team of 5.
We cant be enough for either of our player base, those who want action see a game of tactical slow gameplay and those who want slow tactical game see a game of fast-paced action.
Should we remove the player-controlled hero and leave it as a team management only?
Or make it multiplayer and scrap half of the game?
This is the game if you want to check it out before commenting.
https://store.steampowered.com/app/4370950/Wildlife_Ballistics/
r/RealTimeStrategy • u/POOKIEBEARAARON • 2d ago
Hello it's me again I procrastinate in making this survey ( l seriously gotta stop procrastinating). Anyway this survey is about collecting data for my small descriptive research study and this has only 3 questions so it will take a small amount of your time. Your answers will be kept confidential and use for academic purposes only and thank you for participating. Oh and this survey will stop taking responses in October 15.
r/RealTimeStrategy • u/wafflehorse88 • 3d ago
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You gather resources, build a huge team of robots, unlock robot mods, and take on the Relic Guardian. It’s very loosely inspired by StarCraft and Vampire Survivors.
You can play it here: https://wafflehorsey.itch.io/planet-plunder
I worked on this game for 8 months. It’s written in C-style C++ with SDL to manage the platform layer and OpenGL as the rendering API. The code was largely written from scratch and by hand.
The artwork is almost all from this asset collection: STRANDED Series - Collection by Penusbmic
The sound effects are mostly from sound packs on itch.
The music and some sound effects were made by me on a Roland S-1.
I would love to hear any thoughts that you have and thank you so much for checking this out!
r/RealTimeStrategy • u/Icy-Crew2622 • 4d ago
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Here is the steam page if anyone is interested:
https://store.steampowered.com/app/5175200/Grand_Fantasy_Empires/
And you can playtest an early version here if you would like to:
https://rjljones.itch.io/grand-fantasy-empires
Thanks
rj
r/RealTimeStrategy • u/Gogiseq • 3d ago
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Hey guys, solo dev of Slavic Ancients here! Based on your feedback, I’ve decided to completely rework the first playable map. The old placeholder camp is gone, replaced by a castle inspired by Kalich Castle in its early days. I’m currently working on the walls, buildings, vegetation, and rocks.
What do you think of the new direction for the map?
r/RealTimeStrategy • u/PeroTheLegoman • 3d ago
Me again :)
I've been pretty busy with European Warfare 2 lately. After spending the last few months modernizing the old American Conquest engine, moving it to 64-bit, Visual Studio 2022 and GPU rendering, I've finally had more time to focus on gameplay and new features.
And quite a lot has happened since then.
Conquest Mode, which I introduced in v0.94, has already grown considerably. It's essentially a turn-based strategic campaign layered on top of EW2's real-time battles. You move armies, capture towns, manage troops, fight battles or auto-resolve them, with surviving units and their experience carrying over.
With v0.95 I've expanded it further with trade routes, naval blockades, military passage agreements, town plundering, army transfers, improved battle presentation, fortifications and a proper tutorial campaign, alongside plenty of other improvements.
But there's another feature I'm particularly happy about.
You can now create your own single-player missions without coding!
One thing I always disliked about Cossacks and American Conquest was that creating missions required actual programming. I remember spending hours as a kid making missions in Age of Empires because it was so simple and fun.
So I finally built a Mission Editor directly into EW2's map editor, with 22 trigger conditions and 54 actions. You can now create and publish your own missions without writing code or compiling DLLs.
There's also a new Rules Editor for setting objectives, reinforcements, time limits and unit restrictions directly inside maps.
Besides that, v0.95 brings more AI improvements, better river crossing behavior, automatic building repair, improved fog of war, additional editor objects and plenty of bug fixes.
EW2 is still a free total conversion mod for American Conquest: Fight Back, covering 18th-century warfare across Europe, Asia and the Americas.
The project has grown far beyond what I originally imagined, and there's still quite a bit I want to do with it.
Download / full changelog: European Warfare 2: The Age of Reason file - ModDB
As always, feedback, suggestions and bug reports are welcome!
r/RealTimeStrategy • u/SnowOwlProductions • 3d ago
This video comes from a mission (level) from the game Command and Conquer 3 Tiberium Wars, a Real Time Strategy Game from 2007.
The third mission (Or second mission, if you decide to play this level before Langley AFB), starts you off with a commando, and a mission to clear NOD forces for the ports of Hampton Roads. As you progress through the mission, more powerful enemies are revealed, and some additional friendly forces arrive. The fight rages for Hampton Roads.
I've been working on a personal briefing for this mission, which is part why this video took much longer than expected to complete. Let me know what you think of the briefing I gave and the following coverage of the mission.
r/RealTimeStrategy • u/Commercial_Split815 • 3d ago
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Check out the web demo for the Bayonets Ready: https://bayonetsready.com/play/
This is WW1 real time strategy game, you send soldiers over over the top, call in artillery, apply buffs...
The demo contains tutorial and one mission where you command Germans in an an evenly matched fight against French, like in the video.
I'm interested in any feedback you might have.
r/RealTimeStrategy • u/Secure-Turnip-9727 • 3d ago
Hey everyone! We’ve added a map builder to Petalwar, our RTS, and wanted to share it here.
You can start with a blank meadow, edit an existing map, or generate a random layout and make it your own. Place bases and resources, draw lakes, add rivers and bridges, and build around mesas or islands. There are symmetry tools for 2–8 players if you want to keep the starting positions balanced.
Then you can take your map into the game, play against the AI or host a match with friends, and share it for other players to download. We’ve also added an in-game editor with a Test play button so you can try changes as you go.
The browser builder is here: https://petalwar.com/map-builder
You’ll need Petalwar 0.5.30 or newer to play maps made with it.
Would love to see what people make. When you build an RTS map, do you go for a balanced competitive layout, or something a bit ridiculous to play with friends?
r/RealTimeStrategy • u/Responsible_Mine894 • 3d ago
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Feedback from this and others sub helped me to create it. I feel rather proud of result.
r/RealTimeStrategy • u/BattleDreadnought • 4d ago
Red Alert 2: Yuri’s Revenge was released on October 10, 2001 (with some sources citing October 9, 2001).
Happy anniversary to all fans of this amazing game!