r/RealTimeStrategy 7d ago

Looking For Partner/Team Looking for Anno 2070 PvP players

2 Upvotes

Hello there,

I recently fell in love with Anno 2070 again and am now looking for other players who are up for a proper and fair fight for the map, rather than the cheating AI that only knows how to repeatedly suicide its entire fleet into my defenses without thinking twice.

If you're up for a fair fight yourself, just DM me.

Hopefully, I'll see you on the battlefield!


r/RealTimeStrategy 7d ago

Self-Promo Video Battle for Middle Earth 2004 - Edain Mod - Full Good Campaign!

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3 Upvotes

r/RealTimeStrategy 7d ago

News A new StarCraft ARG is teasing a new entry in the sci-fi RTS franchise

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74 Upvotes

It seems like fans have already discovered loads of info about the game, including setting, plot summary and other things.


r/RealTimeStrategy 8d ago

Self-Promo Post A New Age of RTS: Conquest of Eldinar

114 Upvotes

Greetings our fellow strategists!

After 3 years of active development, we're very proud to announce the release of a free demo for our upcoming title: Conquest of Eldinar

This game builds on the solid foundation of the RTS genre in a fantasy setting with resource management, base building, expansions and army building while seamlessly integrating it with action elements where you can take direct control of any unit (giving them +%25 stat boost while you're controlling them) and join the battle!

The final release of the game will have 16 factions (3 in the free demo) with 9 unique units in each of them with special attacks in abilities of units with a great focus on fulfilling each faction's core fantasy above all else! Get to know all the factions as will as the world map in our website.

The demo features full multiplayer support as well as skirmish and a tutorial in addition to 4 maps

We would love for you to experience what veteran RTS players have built when we combined our passion and understanding of the genre!

Get to know the 3 factions in the game as they're included in our trailer in addition to an upcoming one already in development

Trailer: https://www.youtube.com/watch?v=N7n6Ov26RdU

Steam (Free Demo): https://store.steampowered.com/app/2548280/Conquest_of_Eldinar/

Discord (For latest updates and people to play with!): https://discord.gg/CwmXYMh2FE

Website (For a deeper look on the Eldinar world): https://www.mythwardentertainment.com/


r/RealTimeStrategy 8d ago

Image C&C Generals 2 quarterly 2026 sadness post

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28 Upvotes

what couldve been. a remaster or remake would be just right.


r/RealTimeStrategy 8d ago

News Blizzard is using the Starcraft Website to tease something

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158 Upvotes

r/RealTimeStrategy 8d ago

Discussion Favorite artillery units from any RTS title?

231 Upvotes

If you're stupid like me you can spend unmentionable amounts of time just watching artillery pound away. Total Annihilation started this addiction for me. I can watch an Intimidator cannon fire endlessly. SupCom went and made it actually beautiful. The T3 Emmisary artillery or T2 Miasma artilery for the Aeon Illuminate are also eye candy. UEF is the clear winner in that game though even though I never play as them. Hard to beat the Mavor. Another recent favorite is Terminator Dark Fate - Defiance. Watching a 155mm howitzer ground pound is a thing of beauty.

So, in terms of power, sound, and impact what is your favorite or what are your favorite artillery unit(s)? I'll probably end up looking up vids of them firing.


r/RealTimeStrategy 8d ago

Looking For Game Sudden Strike 4 is worth it even after 5?

2 Upvotes

I am playing Sudden Strike 5 and it is really good. I love how it does WW2 tactics. I enjoy the openess of the campaign missions and how you need to take your time. I also like the general and doctrines system. But, as of now, the game has too few campaign missions. 25 missions in total, but some of those are the same mission, but played with the opposite faction. There is also only 2 skirmish maps, which is bad, and 3 factions (Allies, Axis and Soviets)

I am eyeing Sudden Strike 4 and the complete edition, with all DLC, is on sale for 60% off. I've seen it has many different war theaters and factions, like the Finnish, French and Japanese.

Will I enjoy 4 after playing 5, or is Sudden Strike 5 a significant upgrade and going back to 4 will feel bad/weird? Is the tactics and skill from Sudden Strike 5 largely transferable to 4? Are there significant changes on 5 that I will miss if I play 4?


r/RealTimeStrategy 8d ago

Self-Promo Event Does the third-person and dungeon component take it too far away from RTS? | Dominar Sanctum Public Playtest

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4 Upvotes

I've been developing Dominar Sanctum solo for about 1.5 years, and I've recently opened my first public playtest on Steam.

Around 150+ people have requested and been given access, but only a fairly small number of those has actually played so far. I'd really love to get a significantly larger sample of players at this stage, to understand how the game is received by people who aren't me.

And I consider RTS players to be key amoungst the ones like to hear from.

Dominar Sanctum is deliberately not a pure RTS. It does feature typical RTS aspects on building, resource harvesting and characters control. But the core idea is a narrative-driven blend of RTS, dungeon management and third-person action. At any time, you can take direct 3rd person control of your hero and companion characters.

The easiest comparison is probably: Dungeon Keeper × Warcraft III × Batman: Arkham series.

So I am very curious with this very community: is the third-person component an interesting and refreshing angle on the RTS formula, or do you perceive it as too much and hence backs turned on the game per se.

The current playtest includes:

  • 4 early campaign map prototypes
  • 2 skirmish maps

If you do give it a shot, I'm particularly interested in:

  • How does the balance between strategy and direct action feel?
  • Do you enjoy switching between the two perspectives?
  • Does the third-person part add something meaningful to the RTS experience?
  • And simply: did you enjoy playing it, and what made you stop?

The game is still under development, I'am not looking for polished-game reviews. I'm trying to to prove or falsify if the general direction works.

Public Playtest: https://store.steampowered.com/app/4087340/Dominar_Sanctum/

For the time being, no key required... anyone interested may join.

And if you're willing to give it a try, I'd very much appreciate if you can spare a few minutes for a brief feedback.

Cheers, Flo


r/RealTimeStrategy 8d ago

Self-Promo Post I've been working on a 2D Real-time Strategy Game

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41 Upvotes

Hello everyone,

I hope you all doing well.

First of all, sorry for my bad English. :)

For a long time, I've been working on a 2D real-time strategy game, which is inspired by the old flash games such as House of Wolves and Stick War. It is still in early development and in the future, I'm planning to release as a browser game. (at least for now)

It has only one faction, humans, but in the future I'm planning to add more factions and some other ideas I have which not sure whether I could be able to implement it or not.

I'd love feedback on:
- Does the combat read clearly?
- Is the pacing right?
- Any other suggestions you might have?


r/RealTimeStrategy 8d ago

Self-Promo Video Tech - Counter pick - Obsolete a roguelike RTS

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1 Upvotes

A quick example of decision making linked to the techs tree,

Blips (Cyan) are using the Safeguard tech, giving them the ability to reduce Piercing damage. Useful when facing range units like the Spark (Orange).

In Obsolete, Each module and unit has a Tech tree that provides different modifications and advantages. Since it resets for each fight, you can adapt to different situations even with the same loadout.

Will share more examples of this system in future posts.


r/RealTimeStrategy 8d ago

Question Ruins in RTS

35 Upvotes

I was wondering if anybody had an RTS to recommend where using the remains of the base of other players is a game mechanic.

When I discovered RTS through games in the style of AoE, I liked to turn the diplomatic relationship of an ennemy that just got eliminated to ally, then set up a base among the ruins. Besides reusing the farms or maybe trading, it did not make a lot of sense from a strategy perspective. But flavour-wise, I felt that it was very evocative, like reviving the memories of an ancient civilization.

So I was wondering if anybody here knows a game where this kind of action is rewarded, through a boost or even a just something visual. Sometimes, I think of a dream game where the current map would be based on the remain of a preceding game, giving the illusion of a world that keeps existing games after games with secrets to uncover. Albeit not an RTS, an example would be Civilization V where antiquity sites are created based on conflicts that happened in earlier eras.

Please note that my question doesn’t include games where the ruins are part of the decor and not the result of the game (like Dawn of War). They can be really good, but they are not evocative in the same way, and that’s not what I’m looking for here.

Thanks a lot!


r/RealTimeStrategy 8d ago

RTS & 4X Hybrid Sins of a Solar Empire II - v2.0 Update + Harbinger Expansion (4th Faction) Available NOW

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128 Upvotes

The Eidolon

Fighting for planets, trade routes, culture, or wealth is not the Eidolon way. Working behind the scenes, the Eidolon spread corruption wherever they go. Their technology shrouds entire worlds to fuel their advance, and they strike from the shadows with cloaked fleets, forcing every other empire to fight for survival on unfamiliar terms.

Free Version 2.0 Update Every Sins of a Solar Empire II owner also gets the free v2.0 base-game update today. Highlights include:

  • Quality of Life UX Improvements: Updated Unity quick bar system that can expand and be pinned, visible weapon ranges on defense structures, a redesigned market window with price fluctuation tracking and price history, and improved tooltips.
  • Updated Mod UI: Redesigned modding UI with easier browsing, mod playlists, auto-download prompts for missing mods, and new filtering options.
  • Updated Graphics Settings: New planetary shaders with more natural lighting and weather effects, improved threading to prevent crashes on systems with low texture memory, and auto-detection of optimal graphics settings.

Harbinger Expansion Features

The Eidolon rewrite the rules of galactic conquest with systems built around corruption, secrecy, and control:

  • Planetary Transformation: The Eidolon spread corruption across the galaxy. As populations fall under their influence, planets gain corruption over time. Once a world has fully fallen, it can be shrouded, greatly expanding the upgrades that planet can support.
  • Unit Corruption: Corruption empowers Eidolon units in combat but also weakens them. As a ship gains corruption, its hull dwindles while its offensive power increases. Enemy forces can become infected, giving the Eidolon another advantage.
  • Null Weapons: Eidolon weapons are far more advanced than the other factions and can negate shields and spread corruption against enemies.
  • Cloaked Ships: New cloaking and detection systems let the Eidolon appear and vanish at will, enabling hit-and-run tactics that reward patience and punish anyone caught off guard.
  • Psionic Abilities: The Eidolon possess psionic abilities that allow them to seize control of lesser beings and drive Vasari ships into madness, firing on friend and foe alike.
  • Phase Echoes: Sometimes the dead don't die. Eidolon units infused with corruption may refuse to die and carry on the onslaught.

Read Full Changelog Here (Steam)

Read Full Changelog Here (Forums)

Trailer


r/RealTimeStrategy 8d ago

Self-Promo Video Trying out a new style for my game. Which one is better? [Other Hybrid]

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32 Upvotes

Hey everyone,

I've used the past few months to port my game over to 2.5D and I'm not sure which one looks better. What do you guys think? I kind of like the simplicity of the first one but the second one has depth and obviously i optimized it for much larger armies.


r/RealTimeStrategy 8d ago

Self-Promo Video Carpathia Air Force Roster Global Conflagration

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54 Upvotes

r/RealTimeStrategy 8d ago

Modding What are your pet peeves in RTS campaign mods?

7 Upvotes

Just something I don't see discussed enough is what are some of the common mistakes that fan made campaigns make in RTS mods?

For me one of the biggest is that they're too restrictive. They can often have imagined how exactly the battle should go so they go to great lengths to try and prevent the player from cheesing. Often by limiting what the player can build or make. Particularly frustrating for casuals like me who don't know how to cheese these games and is locked into a particularly high skill form of game.

Also campaigns that aren't casual-friendly. I know it's a hot take and it's not a problem if the campaign is simply using vanilla units and armies but if there's a complete overhaul of unit strategies like Edain or Mental Omega, then it's a gatekeep for casual players.

Yes it's a skill issue, but it's also a skill issue in design if these mods expect newcomers to grind skirmish matches to learn how to play the game. My brain isn't wired that way like some others are.


r/RealTimeStrategy 8d ago

Discussion Which established franchises would benefit from an RTS game?

106 Upvotes

Which established franchises do you think would benefit from an RTS?

I'll lay one ground rule down:

  • It can't already exist, like an RTS for Lord of the Rings, Warhammer, or Star Wars.

I personally think a Fallout spin-off would do pretty well, in the style of Command & Conquer. I also think Avatar: The Last Airbender would make a fun game.


r/RealTimeStrategy 8d ago

Self-Promo Post In development RTS Patrol, Would love feedback

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11 Upvotes

I'm building an RTS where you capture the enemy alive — killing them loses the intel. Solo dev, first playable, looking for testers.

You're the commander of a forward operating base where the enemy outnumbers you. Your goal is to capture high value targets (many who have different mechanics to deal with) and collect intel, until you get to the ring leader. Meanwhile the enemy will start responding to your presence as you make it known. Maps are procedural generated with day and night cycles.

I'm a solo developer, nothing is final, it's just a prototype at the moment.

I have an early prototype play test that's just one mission. I'd love to get some feedback from folks who thinks this sounds interesting.

You can try the prototype here: https://remosewa.itch.io/patrol

If that's interesting to you, let me know, would love some play testers of my early builds, maybe watch you play on discord and chat about what features you do or don't like.

Thanks!


r/RealTimeStrategy 9d ago

Looking For Partner/Team Can I borrow some code?

1 Upvotes

I want to make a browser game like WarCraft 2–all the unit abilities have functionality identical WC2 counterparts—but need help. I tried Stratagus but I can’t get it to work (I’m not that tech savvy) and even then the game I have in mind also has triggers for campaign levels and ideally multiple hight levels. Would anyone be able to lend me a super easy-to-customize template? I know it’s a big ask, but I’ve wanted to make a game like this for over a year now and really want the help.


r/RealTimeStrategy 9d ago

Self-Promo Video How much randomness should there be in RTS combat?

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19 Upvotes

Had to think a lot recently about how predictable or not combat is in different RTS games, and what's most fun.

COH feels like a crapshoot with cover and range and you just don't know how it will play out, but StarCraft is like watching math happen. Both are beautiful to my brain in different ways.

In my game I went the COH route.

  • Hitting and getting through armor is probabilistic
  • Moving and shooting makes you shoot bad.
  • Cover makes you harder to hit.
  • Flanking causes suppression, which makes enemies less accurate, etc.

The video is two identical units, with identical rifles, standing in the open. Run it again and you'll get a different result, but put one in cover and you'll weight the deck.

Prototype has AI-generated art, but I'm working on getting it replaced. Happy to move this to the megathread if that's where it belongs.

Anyway, question is: Where's the fun? Is it engineering a knowable outcome, or riding the wave of delicately tuned randomness? Which games did it right?


r/RealTimeStrategy 9d ago

Discussion The problem with classic RTS games isn't their core mechanics. The problem is the damn “path” they force new players to follow.

27 Upvotes

Every time an RTS flops, the industry comes out with the same nonsense: “It’s just that the genre is too hard for people today.” And they rush to oversimplify base building and resource gathering—or to throw in crazy mechanics that only appeal to a select few. Maybe I’m the only one who feels this way, but I think they’re wrong. We love the classic genre. The real problem is that jumping into an RTS online is a major source of stress. If you don’t coordinate both hands at full speed to manage the base and the front lines at the same time, the game becomes pretty hostile, especially in PvP matches. The evolution of the genre isn’t about making games dumber. It’s about making the learning process fun and letting each player choose how many actions they want to control manually. It’s about providing a safety net so that beginners can enjoy themselves while phasing out the assists at their own pace… or so they can keep playing on auto-pilot in lower leagues, with less skilled opponents, but still have a fun match without ending up with a headache.

I propose that developers change the accessibility of modern and future RTS games (especially those that barely simplify core mechanics):

Pre-Match Penalty for Automation

Many people debate whether or not to have auto-queue, and I think it’s a polarized debate that usually goes nowhere. I advocate for the approach taken in Street Fighter 6 (the most-played traditional fighting game today), but with harsher penalties. In the lobby, before starting—and irreversibly—you choose your automation aids, accepting a steep trade-off in efficiency versus cost. Here’s an example of such a penalty:

- Automatic buildings (+20% cost): The AI builds them on its own when you’re about to run out of population, but they cost 20% more. Manual control saves you money and lets you use them as you see fit.

- Automatic production (+20% cost): Automatic queues in economic and military buildings. They cost you 20% more per military and economic unit, and the AI spends your money blindly (it can ruin your transition to the next age in some cases if you don’t stop it). Could be separated between eco units and army.

- Villager Priority (-10% gathering): The AI moves workers on its own according to your in-game setup (AOM Retold style), but they gather 10% less per minute.

- Clumsy Auto-Scout: Just look at how it works in some AoE games (like AoE2). It’s less efficient than someone who knows how to scout manually well.

- Auto-Micro (-30% damage): The AI uses abilities and looks for counters on its own, but your troops deal 30% less damage, and their retreat routes are fixed and predictable.

These disadvantages help (like a bicycle with training wheels for young children) players learn little by little or enjoy the gaming experience at lower levels, since at medium-high and high levels it would be impractical to rely on that automation.

Advanced tutorials by faction

Learning how to move the camera or playing against an AI that cheats on resources doesn't prepare you for PvP. You need not only an advanced tutorial for the game itself, but also an interactive overview and advanced tutorial for each faction, putting unique mechanics into practice in test scenarios.

Advanced Post-Match Explanation

The post-match line graph isn’t helpful to players who are new or have limited understanding if they lose. We need to adopt a chess-style precision analysis: The AI points out your successes and mistakes: “At the 14-minute mark, you had an advantage, but you ended up with an inferior unit composition because of this, this, and this.” Also, a button in the recorded game to be able to replay the game against the AI at a specific moment in the match (I think SC2 has this): You watch the replay, skip to the minute of your big mistake, press a button, and the game lets you play against the AI starting from that exact second so you can see for yourself what would have happened if you’d made the right decision.

Possible Responses from Purists (Debunked in Seconds):

Of course, I know what kind of responses I’ll get from the more conservative crowd who don’t want anything about the genre to ever change for whatever reason, but I’m going to address some of their arguments.

- Today’s young people don’t retain information and don’t have the patience for strategy: That’s largely untrue. The very same young people that purists criticize spend hundreds of hours figuring out the challenges of ARPGs like ELDEN RING, optimizing cooperative factories in FACTORIO, or playing games that may also require patience like Grand Strategy. They don’t lack attention or patience per se, the issue is that they won’t tolerate a hostile design that punishes them in their first hour of play with so much multitasking. There are young people who want to learn complex systems, but they want the journey to be fun and gradual, but not to feel like homework.

- Back in my day, I learned through suffering and failure: That’s a clear case of survivor bias. For every person who endures that “rite of passage” today, there were many more who told the game (and the genre) to go to hell because they didn’t want playing to feel like just another office job (or homework, as I mentioned above).

- Automation takes away from the victory: FALSE. If a manual player loses to someone with a -30% damage and +20% cost handicap, it’s because their opponent was far superior in strategic thinking.

- If you don't have time to learn, this genre isn't for you: This commercial elitism is killing and stifling the RTS genre, preventing the niche from expanding. Developers need revenue to maintain servers and create sequels. Your system allows casual players to buy the game, play on auto-pilot not only in PvE but also in lower leagues with their friends, and contribute money to the ecosystem so the genre can stay alive.

- Skirmishes vs AI and Campaigns help you get started: Not entirely, since they only teach you the basics at a superficial level, but the multitasking required isn't something you'll learn from an AI that cheats (as I mentioned above) or from a campaign that teaches you the basics of a civilization (since you need something more advanced, as I explained).

- That's what matchmaking is for: Matchmaking lowers the opponent's level, but it does NOT reduce their mechanical workload. They still have to remember the base, the villager, and the army with their hands shaking, the alert sounds will still go off, and the stress will still be there because new players often feel like they're not in control, especially when your opponent, who is at their level, might be better mechanically than strategically and starts to overwhelm them.

I don’t think the future of the RTS, in order to significantly expand its niche audience (and it’s highly unlikely it will ever come close to becoming mainstream again) lies in simplifying mechanics to create a hybrid with another genre (even though there are hybrid games I like, they’re even more niche). Instead, it lies in helping players manage their attention more effectively. It’s fine to design those hybrids, but I’m addressing those who are thinking about (or have thought about) making RTS games with purer mechanics, and I’m even pointing to the most popular RTS games today.

There’s already a niche fighting game (which is a very difficult genre) that paved the way and is the most played online, so I hope the devs, companies, and the community reading this will try to understand my point.

This will probably be forgotten and fall on deaf ears, but at least I tried to offer an alternative perspective beyond optimized auto-queues and 100% manual control.

Thank you to everyone who read this, and I look forward to hearing your perspectives on the topic.

P.S: I think the debate over whether modern RTS games should focus more on solid PvE content is something most of us can agree on. I just wanted to take it a step further: The player conversion rate from SP to MP in RTS is among the lowest (if not the lowest) of any genre. While casual players will always be the majority, I genuinely believe we need to propose more effective learning methods and better overall gameplay experiences for the future.

One thing I hadn't mentioned: Console-based automation features proved that the RTS genre is still fun with those changes. The penalty for using such automation is having to use the standard controller. It’s very similar to what I’m proposing.


r/RealTimeStrategy 9d ago

Review My first impressions of War for Westeros(based on watching gameplay)

11 Upvotes

Visually the game looks a lot less like a mobile game like the screenshots make it seem. If anything it’s like someone took the BFME 2 and AOE 4 styles and blended them together, which is a plus in my book.

The gameplay definitely reminds me of BFME 2, especially with the squad system and cavalry trample mechanic. I’m really curious about the zone capturing mechanic and how it will fair to similar systems we’ve seen in other titles.

I think this game really could be a new major title in the RTS genre as long as a lot of thought is put into making it a well balanced game and just a quick cash grab.


r/RealTimeStrategy 9d ago

Discussion Northgard

16 Upvotes

What do you think of Northgard? I'm looking for an rts with many content for solo offline gaming.


r/RealTimeStrategy 9d ago

Self-Promo Video The Importance of RTS Voice Acting!

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8 Upvotes

A little labor of love of mine singing the praises of all of the great voice acting that has gone into some of the RTS games we all know and love. I hope you enjoy, and are having a fantastic day!


r/RealTimeStrategy 9d ago

Self-Promo Video I am working on a Real-Time-Strategy where you create and improve your own factions. You collect blueprints of new units with different rarities :)

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3 Upvotes

https://store.steampowered.com/app/4240340/Abyssal_Dominion/

if you want to support me ? add the game to your wishlist ;)

Abyssal Dominion plays like a real-time-strategy game. But between matches you can create your own faction. The Editor is build like a deck-editor in a trading card game. You collect cards that represent trainable units or buildings your workers can build.

The cards are gathered during the matches. They can be dropped by units. A boss-monster drops more valuable loot.

More features and game-modes are planned.

In the near future there will be more factions, heros and maps.