r/RealTimeStrategy • • 1d ago

Self-Promo Event Feudal Craft RTS is released now!

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8 Upvotes

Added plenty of features to the game. Tried hard to make deep enough but simple game.

https://store.steampowered.com/app/3480890/Feudal_Craft/


r/RealTimeStrategy • • 2d ago

Recommending Game 3D fan remake of Z

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114 Upvotes

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 • • 1d ago

Self-Promo Video 1 Pro Vs 2 Noobs In Wargame: Red Dragon!

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2 Upvotes

r/RealTimeStrategy • • 1d ago

Self-Promo Video Custom hotkey bindings for unit type selection in my Action RTS (Like Battle Aces) - Fungal Front Spoiler

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2 Upvotes

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 • • 1d ago

Self-Promo Video [Solo Dev] I quit my job a year ago to make Homeland Reclaim — a roguelike RTS where any warrior can wield any weapon

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2 Upvotes

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 • • 1d ago

Self-Promo Post After months of hard work, 72 Seconds finally has a demo available on Steam!

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3 Upvotes

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.

https://store.steampowered.com/app/5107200/72_Seconds/

72 Seconds intro

Discord


r/RealTimeStrategy • • 1d ago

Looking For Game Need a recommendation

2 Upvotes

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 • • 2d ago

Looking For Game Strategy games with meta progressions, and roguelike persistent upgrades between maps.

13 Upvotes

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 • • 2d ago

Self-Promo Video Spearhead: you command a tank platoon from the map, but you can jump into any of the tanks

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58 Upvotes

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 • • 2d ago

Self-Promo Post Viridian Corp. — An RTS/TPS hybrid where you can fight your own battles

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24 Upvotes

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!

https://store.steampowered.com/app/3243260/Viridian_Corp/


r/RealTimeStrategy • • 2d ago

Self-Promo Video Infected Enemy | Emperor: Battle For Dune | Atreides

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7 Upvotes

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 • • 2d ago

Looking For Game Games like War Room (2020)

2 Upvotes

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 • • 3d ago

Self-Promo Video VETI Infantry | Tempest Rising

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87 Upvotes

🎵 Music: Sigurd Jøhnk-Jensen - Pest


r/RealTimeStrategy • • 2d ago

Question Need help with which direction to take Wildlife Ballistics

1 Upvotes

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 • • 2d ago

Self-Promo Link Survey for my descriptive research study

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1 Upvotes

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 • • 3d ago

Self-Promo Post I just released Planet Plunder, a free sci-fi real-time strategy game

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30 Upvotes

​

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 • • 4d ago

Self-Promo Video rts i've been working on, kinda like an isometric total war

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262 Upvotes

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 • • 3d ago

Image I make advance wars mix with RTS

7 Upvotes

basically personal project that bloated of control.


r/RealTimeStrategy • • 3d ago

Self-Promo Video Slavic Ancients / new map

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17 Upvotes

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 • • 3d ago

Self-Promo Post European Warfare (2): Age of Reason - Trailer | 64-bit American Conquest engine

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15 Upvotes

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 • • 3d ago

[RTS Type: Classic] Command and Conquer 3 Tiberium Wars GDI 03 Hampton Roads Cutscene Style Walkthrough

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2 Upvotes

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 • • 3d ago

Self-Promo Video Bayonets Ready web demo available

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6 Upvotes

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 • • 3d ago

Self-Promo Post We added a map builder to Petalwar, you can make your own RTS maps in your browser

3 Upvotes

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 • • 3d ago

Self-Promo Video [PoG] RTT/RPG finished initial implementation of cavalry

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5 Upvotes

Feedback from this and others sub helped me to create it. I feel rather proud of result.


r/RealTimeStrategy • • 4d ago

News Yuri’s Revenge Turns 25! BE ONE WITH YURI

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135 Upvotes

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!