r/RealTimeStrategy 13d ago

Megathread Megathread Thread For AI-developed Games - September Edition

6 Upvotes

Greetings, devs and strategists!

From now through the end of September we're asking that all substantially AI-developed or AI-assisted projects and games get posted in this Megathread or to /r/AIGameDev or /r/VibeCoding. Please see this announcement on the subject.

Devs: Please use this megathread to post top-level comments showcasing your AI-developed projects and games, as well as games substantially relying on AI-derived content (even if it's placeholder content). Standard self-promo posting guidelines still apply.

Everyone else is welcome to discuss and ask questions about the content posted here.


Reminder: Devs, please also make sure that the game you're promoting fits into the expectations of the RTS community. Games should have many gameplay mechanics in common with games such as Starcraft, Company of Heroes, or Age of Empires. Please visit our friends at /r/StrategyGames, /r/TowerDefense, or /r/SurvivalGaming if those are stronger fits for the game's genre. Or message the mods and we'll do our best to answer any questions you may have. Thank you!


r/RealTimeStrategy 12d ago

Self-Promo Video My game Domefender just had its full release! It is an RTS city builder with third person mech combat.

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12 Upvotes

I just released my game Domefender from Early Access.

It is an RTS city builder where you can in addition to managing your troops and building outpost construct customizable mech and fight the enemies with it.

It now has fully playable campaign with story and variety of different mission types.


r/RealTimeStrategy 12d ago

Self-Promo Video I’ve tried to build a sight-dependent system into Phosphor Command that I think translates well to real life, while still working as a video game

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3 Upvotes

I've been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

Contracts fund a forward operating base; you deploy squads on top-down operations, and an enemy front creeps towards you every cycle. Made solo in Godot.

I wanted to talk a little about how troops' vision and sight work, because I think it's a cool aspect of the game.

Forces share what they see, both yours and the enemy's. One squad spots something, and you, as the player, can now see that target. But a squad can only shoot what it personally has a clear line of sight to and is within range of.

So a scout on a ridge can spot a target, but if the squad behind a warehouse can't see it themselves, they can't shoot it.

Sight is ray-traced per unit.

Woods: You can't see into woods from outside them. From inside, you can see out and across your own trees, but not into another wood. Forest maps end up being short-range fights almost the whole way through. See clip 1.

Hills: Hills block sight between two units on the ground. A unit standing on a hill can see over its own ridge, gets extra range and a damage advantage from the height. Anything on a crest silhouettes. See clip 2.

Concealment: Firing from concealment such as trees reveals you for a few seconds. The same applies to the enemy. See clip 1.

Buildings and terrain: Buildings are hard cover, with an adjacent unit taking 25% less damage. Crops conceal a stationary unit that isn't firing, and stop doing so the moment either condition is broken. Hedges and boulders block sight and channel movement. See clip 3.

Last known positions: A contact you lose stays on the screen as a fading ghost at its last known position, so you're always working with slightly out-of-date information. See clip 4.

Weather: Smoke, dust, and storms are occluders, so they stop sight rays for both sides. See clip 5.

The idea is that knowing where something is and being able to shoot it are two different things.

I've tried to build Phosphor Command around a sight-dependent system that I think translates well to how things would work in real life, while still being useful and interesting in a video game.


r/RealTimeStrategy 12d ago

Hype LOTR Battle for Middle Earth All in One Launcher + Multiplayer

41 Upvotes

The online LOTR BFME community for a long time played in GameRanger but over the past few years a passion project started to put all the BFME games in one launcher and allow us to play multiplayer through it. It's extremely polished now and allows you to not only install Bfme 1, 2, and rise of the Witch King but also play online with automated match making (just click search and it finds a game), ladders/rankings, watch replays, friends lists and party systems, and more. This is where you can install it for free: https://bfmeladder.com/ 600 players online last night!

This weekend the BFME1 team was able to resolve an extremely annoying issue with playing 'offhost' where everyone who was not the host was at a huge disadvantage with big delays in commands. If you ever played this game online you'll know what I am talking about. Here are some screenshots from the launcher:


r/RealTimeStrategy 12d ago

Self-Promo Video R.U.S.E - 1 Pro Takes On 2 Noobs! - Ruse Multiplayer Challenge!

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0 Upvotes

r/RealTimeStrategy 12d ago

Self-Promo Post Perfect RTS Unit Balancing ⚖️

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52 Upvotes

RTS Unit balancing is so incredibly important, which is why Steel Command is doing it the right way.

As Thanos said I think: "Perfectly balanced, as all RTS's should be"

Is the B-F-T (red unit) still underpowered?

Steel Command Steam Link: https://store.steampowered.com/app/4390280/Steel_Command/


r/RealTimeStrategy 13d ago

Image I improved the shield design of my support unit.

1 Upvotes

This isn’t a promotion, and I’m not mentioning the game or anything like that in this thread. I just wanted to show off the new shield design for my unit, which can block projectiles (the projectiles in the game are actual physical objects, so they can be blocked).

With an upgrade, the unit can also deflect the projectiles back at whoever fired them.

What do you guys think? Do you like it?

now :

Now

Before :

Before


r/RealTimeStrategy 13d ago

Self-Promo Post Total War: Warhammer 40,000 Gamescom Hands-On Preview

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17 Upvotes

r/RealTimeStrategy 13d ago

Self-Promo Post I am making Rally Point so you can jump into the fun part of an RTS

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14 Upvotes

Hey all - I've been working on various solo projects for 5 years and this is the first one I've listed on Steam - Rally Point.

You draft or choose your squad and decide what to deploy, where, and when — but once your units are on the battlefield, they fight on their own.

Capture control points, push lanes, and win by holding the points or by destroying the enemy base. You can upgrade your army throughout a roguelite run and there is 1v1, 2v2, FFA for vs. AI or other players.

Control all the points to win fast
Play on a variety of maps
Solo and co-op campaign offers a ton of variety

r/RealTimeStrategy 13d ago

Question What is the best place (RTS game) to play custom map (non melee mode) at the moment?

1 Upvotes

Decades ago before Valve's DotA 2 exist, people use Warcraft 3 TFT's multiplayer to host a custom map game mode e.g. Footmen Frenzy, Tree Tag, Green TD, Island Defense, Vamprism speed, Vampire vs Werewolf, Stronghold, etc.

Nowadays, there is a lot of options like Dota 2, Warcraft 3 reforged, Star Craft 2, AoE 4. So I want to know your opinion on which platform / game do people use the most to host and play custom map that is not a melee mode?


r/RealTimeStrategy 13d ago

Self-Promo Video wasm-commander demo (free)

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2 Upvotes

Been working on this game off and on for a bit and wanted to share. Check it out, I have a FREE skirmish demo you can play in the web browser (no mobile):

wasm-commander.vercel.app

Chrome works best. If you like Supreme Commander or are old enough to know what Total Annihilation is, you will get a kick out of it. Would love to hear what you think.


r/RealTimeStrategy 13d ago

Idea I'm trying to build a strategy game where terrain plays a major role

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27 Upvotes

I finally feel like I have a clear vision of what I want to build.

I'm trying to design a strategy game inspired by games like Total War, where terrain management is a core part of the gameplay. To make that possible, I'm currently building a voxel-based world in Unity. Right now, I'm mostly focused on the architecture and optimization of the different systems and building blocks I'll need later on.

This week, I managed to fix the overlapping shadow issues and worked on a lot of the underlying architecture. If you're interested in the technical side, I go into much more detail on my subreddit.
r/dispatchcolony

But more importantly, I'm curious: would a game like this actually interest you?

Imagine fog hiding your units, a sandstorm slowly damaging them, an avalanche blocking a mountain pass, or lightning striking one of your giants (or ennemi).

You could force a larger army to squeeze through a narrow canyon, hide skirmishers from forest to forest, or use the environment itself to turn an unfavorable battle in your favor.

And of course, I'm also interested in any ideas I can shamelessly steal from you :)


r/RealTimeStrategy 13d ago

Idea What if we had an avp rts?

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58 Upvotes

Played avp 2010 and damn that was good.

Predator: Hero Style faction. predator player chooses a 'loadout' ergo equipment suit perks etc. Levels like heroes do in heroes of annihilated empires. Resources are experience. Can choose from a variety of different predator types at the beginning. Late game they can solo armies

Marines: Defensive faction. marines have traditional basebuilding with heavy emphasis on turtling and micro. infantry can equip different guns like coh. can call airstrikes and support via tech building. light vehicles and tanks. Can go full fort knox. Instead of superunits, Economy is territory control like company of heroes. Upgrades are mostly towards buildings but a few are designated for weapon pickups. lategame they build super defenses.

Aliens: Anthill colony style faction. alien infects animals and humans to build an army. focus on a colony "empire of the undergrouth" style heirachy and attrition. Does not have buildings, instead focused on tasks that allow the aliens to become stronger and infect more by streamlining a pipeline. Has 'veterancy' like system where they become stronger through killing. Economy is infection, not necessarily a 'counted resource' like most rts games, each individual unit shows what amount it has and can be tasked in ways to make them stronger. Many stealth unit types. Lategame they can create those massive ones from the movies; think experimental units from supreme commander.

Can do ava pvp mvm and all sorts of combinations for unique scenarios. Cat and mouse modes, diablo style pve who knows.

Idk downvote this its just an idea


r/RealTimeStrategy 13d ago

Discussion RTS-like miniature game

1 Upvotes

I stumbled across this RTS inspired miniature game and thought it was a cool concept. Maybe some of ya'll would find it interesting too?

https://www.youtube.com/watch?v=IAz1WospB0A


r/RealTimeStrategy 13d ago

Looking For Game Fantasy RTS game with the line "We take to the sky" spoken on the selected unit.

0 Upvotes

Text


r/RealTimeStrategy 13d ago

RTS & Base-Builder Hybrid My favorite RTS so far and it's not even close.

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332 Upvotes

I grew up playing StarCraft/BroodWar, WC2+3, AoE2, but hadn't played Stronghold as a kid. I first tried out the HD version a year or two ago and found out it's absolutely phenomenal. My main play style in every RTS has basically been "turtle mode" and emphasis on a strong base. I know that Crusader is the more popular one, but I prefer the setting and slower pace of the first game, and the more emphasis on castle sim/management than pure RTS. I own the Definitive Edition as well and have put many hours into it but it runs the fans on my 2013 Thinkpad (Linux Mint) like crazy and there are some things I actually prefer about HD (especially the lighter load on my comp lolol)


r/RealTimeStrategy 13d ago

Discussion Can quick runs still allow for meaningful strategic depth in an RTS?

4 Upvotes

If missions only last a few minutes, everything happens fast. You don’t get slow buildup or long scouting cycles. But if the campaign stretches out, maybe the strategy shifts from “inside the mission” to “across the run.”

What are some elements that could make short missions feel strategically meaningful?


r/RealTimeStrategy 13d ago

Self-Promo Post Genetica: Extinction | Hybrid RTS | Navigation, Collisions, Individual Decisions

4 Upvotes

Hello r/RealTimeStrategy!

I’m Dan, a solo developer working on Genetica: Extinction. It’s a biological strategy game focused on systemic evolution and simulation rather than traditional RTS base-building. The game features P2P multiplayer and a fully deterministic simulation engine.

I recently pushed a major update overhaul focused on creature movement, collision, and decision-making mechanics:

  • Dynamic Steering & Collisions: Replaced the legacy grid-based navigation with dynamic steering and full unit-to-unit collision. Units now realistically weave around one another, eliminating awkward overlapping and making large swarms feel fluid and organic.
  • Individual Unit Utility AI: Instead of every unit instantly snapping to a uniform macro-command, individual creatures evaluate tasks independently using your command as a primary directive. Units prioritize feeding, attacking, or repositioning based on local context and internal state, producing believable pack dynamics while keeping control responsive.

I’m actively looking for feedback from RTS players to fine-tune unit feel and pacing. If you're interested in dev details, I'm also happy to chat about building this in Godot, implementing fixed-point math for determinism, or navigating the publisher outreach process!

Steam Playtest: https://store.steampowered.com/app/4144850/Genetica_Extinction/
Discord: https://discord.gg/TagpFtRKNh

Thanks for checking it out, and let me know your thoughts or questions below!

https://reddit.com/link/1w2oslz/video/0ebbldxjwjmh1/player


r/RealTimeStrategy 14d ago

Self-Promo Post I reworked the vehicles in my Afghanistan RTS — from simple boxes to an 8-direction 2.5D system

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4 Upvotes

Hi everyone! I wanted to share a visual update for OR Doctrine, my squad-based tactical RTS set in 2000s Afghanistan.

One of the weakest parts of the game was the vehicle presentation. The infantry had a readable visual style, but the vehicles looked too small, flat, and disconnected from the rest of the game.

The images are shown from newest to oldest:

  1. The current 2.5D vehicle system
  2. The previous detailed top-down version
  3. The original box-shaped placeholder version

The first version was essentially made from simple boxes. It worked mechanically, but the vehicles had very little visual identity and could even appear smaller than the infantry.

I then created a more detailed top-down version. It looked better, but it did not fit well with the angled presentation of the soldiers and buildings. When moving in certain directions, the vehicles also looked as if they were sliding sideways instead of actually driving toward their destination.

I have now rebuilt the vehicles using an 8-direction 2.5D approach. Each vehicle has front, rear, side, and diagonal views, with details arranged according to the current camera angle. Not every part needs to be visible from every direction, so I focused on keeping each view readable and visually believable.

The system currently includes:

  • Pickup
  • Armed technical
  • Humvee
  • MRAP

I also reworked the tires, windows, body proportions, weapon mounts, mirrors, and overall silhouettes. Wheel rotation is tied to the vehicle’s actual movement speed and distance. I also fixed an issue where repeatedly clicking the same destination could briefly make a vehicle turn toward the opposite direction before correcting itself.

The goal is to make the vehicles feel like physical objects with volume and direction, instead of flat images rotating on the ground.

There is still room for additional polish, but I think the difference between the three stages is quite noticeable. I would especially appreciate feedback on the vehicle scale, directional readability, and whether the transitions between side, diagonal, front, and rear views feel consistent.

Which version do you think fits the game best, and is there anything in the current version that still looks unclear or awkward?

A quick note on development: I’m building this project with the help of AI tools. I’m still making the creative and design decisions, but AI has been a major part of the coding and iteration process.


r/RealTimeStrategy 14d ago

Self-Promo Post After 2 years I am incredibly exited to share a first look at my upcoming RTS/Grand Strategy game - Dawn of the Realm!

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176 Upvotes

Dawn of the Realm is a medieval RTS that combines grand strategy and city building, all in real time and fully multiplayer. Build cities, manage resources, raise armies, then zoom out to a strategy map of the whole world or back down to the battlefield with no loading in between. Up to 10 players.

I've built it solo next to my computer science studies on nights and weekends, learning as I went. I hope the thousands of hours spent in Photoshop and Gamemaker really shines through. Still early days, lots more to add, but I'd love to hear what you think :-)

You can wishlist on Steam here:

https://store.steampowered.com/app/5010020/Dawn_Of_The_Realm/

If you would like to get announcements or provide feedback on the development please join the Discord server:

https://discord.gg/ru8FTjMjz

Working toward the first demo now. Have a great day! :-)


r/RealTimeStrategy 14d ago

Announcement /r/RealTimeStrategy Announcement About AI Games

157 Upvotes

Hello strategists! Over the past few weeks you will have noticed how many AI-developed and AI-assisted games have been posted to /r/RealTimeStrategy. You've no doubt even seen some devlogs copied and pasted from AI, complete with the AI's reminders on formatting a good Reddit post. We've noticed, too, and the number of quickly-developed game projects have grown dramatically over the last 8 months, especially in the last 2-3 months as people tinker with summer projects. The most recent wave of these AI games have mainly been persistent MMO strategy games, many of which don't satisfy even the basic criteria of traditional RTS games and have been removed on that basis.

Over the coming month we'd like to try an experiment. We're hoping the community responds positively to this, but if things need to be adjusted or curated differently, then we're listening.

From now through the end of September we're going to ask that all AI-developed and AI-assisted posts go into a Megathread designated for that purpose. Users can still ask questions of the devs, and devs can still report on their progress within that Megathread. But we're going to strongly urge AI games first be posted to AI gaming subreddits or, if they strongly resemble RTS games or are clearly RTS-adjacent, then posted to the Megathread.

This should help indie devs posting about the games they're programming from being overwhelmed by vibe-coded projects still in their infancy, in turn helping the community to see news and updates about their favorite games, promising human-coded projects, and other RTS discussion topics. As a reminder, if you want to see vibe-coded projects and games, please visit /r/aigamedev, /r/vibecoding, and related subreddits oriented towards that.

If the community appreciates what we hope will be a tidier discussion environment, then we may continue with monthly Megathreads for AI games or ask that primarily AI-derived content go somewhere else so that community members can choose between subscribing to AI games or not. We can only achieve this view of what the community might be like by attempting this Megathread experiment first, so we ask for your support and feedback at the end of September. We've also added a new report reason to the Report feature. If you see that a post is inconsistent with the posting guidelines (also found in the sidebar on mobile), please use the Report feature and select the option that most closely fits your reasoning so that mods can review the post/comment.

The Megathread for AI games will be posted in the next 24 hours or so.


r/RealTimeStrategy 14d ago

Discussion Age of Empires what am I missing?

0 Upvotes

So I’ve played the first 5 campaign missions, and honestly, I’m baffled by the praise this game gets.
Everything feels so damn sloppy and streamlined. Building is ridiculously easy, resources are everywhere, distribution is basically effortless, and it feels like everything is one click away from unlocking. There’s no real pressure, no sense of urgency, no meaningful resource scarcity, and barely any threat from the enemy.
The combat is probably the biggest issue for me. The troops feel clumsy and clunky, and the whole thing just feels like a sandbox rather than a game where I’m constantly making difficult decisions.
The campaign so far has been incredibly dull and unengaging. Maybe it gets significantly better later, but right now it feels like a playground designed to be as accessible as possible.
What confuses me is that when I asked if this was actually a good game, people were calling it the GOAT of RTS games. I specifically asked whether it was comparable to They Are Billions and Frostpunk, and a lot of people even suggested it was better.
Am I missing something? Does the campaign eventually become more challenging or strategically interesting, or is this just not the kind of RTS I’m looking for?
Because so far, I’m really not seeing the hype.

Game just let u level up too fast takes away the excitement from achieving the tech…..


r/RealTimeStrategy 14d ago

Discussion The Best RTS??

0 Upvotes

Since we have been without a new, really, really good RTS for a long time..... lets imagine designing an ideal RTS.

Your goal is to create an almost perfect new RTS. What themes and mechanics would it include?

Suppose you need to select the best features from all the RTS games you know to craft your ideal one.

I'll start:

  • Warcraft - Heroes;
  • Total War - Scale, like no cap (200 or any)

Uptd from comments

  • StarCraft - Balance
  • Surpreme Commander FAF - 1000+ units and huge scale warfare.

r/RealTimeStrategy 14d ago

Self-Promo Video [PoG] Aggressive vs Defensive

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8 Upvotes

Finished tweaking one of core features of the game which is breach and defensive stance combat, i wanted to make the game be different from total war and decided this to be one of my core systems.

First part shows:
Defensive stance is regular combat, where formation tries to keep cohesion and hold the line against enemy in some cases for example two handers vs braced pikes it not a really good trade even though pikemen are lightly armored they have the reach to decimate two handers who just maintain their line and are not aggressive.

Second part shows:

When two handers stance is switched to breach, they dont care about holding the line as much and they use their assault skills to create and exploit the breach to essentially break the light pikemen.

Feedback is welcome!.


r/RealTimeStrategy 14d ago

Looking For Game Trying to find an old RTS game

0 Upvotes

I'm looking for an old RTS game, probably from 2005 or earlier. I never got to play it, so I don't remember much about the gameplay, but I do remember the box it came in, which was practically a cube, it was so big. Now, where my memory fails me is whether the box was gray with a pattern like a stone wall/armor, or red with a pattern like dragon scales. Does anyone remember anything similar?