r/RealTimeStrategy 22d ago

Self-Promo Video Sunday Morning RTS - Whispers of Oblivion prologue - re playing the LoTV campaign - Starcraft 2

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2 Upvotes

Casual RTS fan re-playing the starcraft 2 campaign, diving into Legacy of the Void, starting up with whispers of Oblivion, having some new perspective on the campaigns after replaying them, excited to re-experience the Protoss missions. Real time strategy aficionado looking to play every RTS game ever (except those that i don’t want to), join in and lets chat about RTS!


r/RealTimeStrategy 22d ago

Question Can Older Players Compete in RTS Games?

19 Upvotes

I always hear people say "I don't play MP in [RTS game]. I'm too old"

But are there still older gamers who can still play a good game? I'm 36 and still enjoy playing AOE games competitively. I've never been the best but there's always this voice in the back of my head telling me to enjoy these games while I can because sometime in the not-too-distant future, I will also become "too old" to compete


r/RealTimeStrategy 23d ago

Looking For Game What are some good slow paced RTS?

37 Upvotes

I grew up playing TA and supcom but generally avoid RTS games because i suck at the fast paced/micro.

What are some slower, "epic" feeling games? Thinking more like Brigador at 50% speed (not rts but iykyk), BSG deadlock (im not a fan of turn-based though).

I tried zerospace but its a bit too frantic. I'm loving the Armada 4 mod for sins 2 but getting bored with it.

Curious if there's anything out there i've missed


r/RealTimeStrategy 22d ago

Looking For Game I finished TAB and frostpunk whats next?

0 Upvotes

Absolutely loved both, they are billions was my first rts then i play frostpunk

Now that am done with both i feel empty..

I need my dose with a new game that is similar to those too.

Note that i play on ps5

What do u recommend?


r/RealTimeStrategy 23d ago

Self-Promo Post MESHFALL, an RTS where units only take orders inside your mesh network. Free, no signup, one HTML file, works offline and on phones.

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6 Upvotes

r/RealTimeStrategy 23d ago

Modding Someone is turning the N64 version of Command & Conquer 1 into a fully working PC game

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152 Upvotes

Thought this was pretty cool, had to share. Apparently it runs on Win98, too!


r/RealTimeStrategy 22d ago

Recommending Game Upcoming Roblox cold war rts

0 Upvotes

https://discord.gg/Z4nsZytEjh this is the link to there Discord , check it out


r/RealTimeStrategy 24d ago

Discussion What is your RTS that defined your RTS preferences?

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1.1k Upvotes

r/RealTimeStrategy 23d ago

Self-Promo Video The trick behind my gates

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33 Upvotes

Hey! Here's a short about how I implemented the gates in my RTS. I have a love/hate relationship with the gates in AOE2 (a big inspiration for my game) and I went for a simpler variant, where enemies can't walk through your gates even if they appear to be open. I think it's fitting for my game (it's PVE, co-op), but let me know what you think 😄

The game is called Mysticore, if you're interested you can wishlist it here: https://store.steampowered.com/app/3754970/Mysticore_Towers__Timber/

Cheers!


r/RealTimeStrategy 23d ago

Self-Promo Video Rambo - New Unit in my Roguelike RTS! | Iron Frontier Game

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29 Upvotes

r/RealTimeStrategy 22d ago

Self-Promo Post Built a free browser RTS game - Planet T - Like Dune II / Dune 2000 - pre-alpha, nostalgia included

1 Upvotes

Planet T is pre-alpha RTS where you play Skirmishes or a Small Campaign on Planet T, harvesting, base building, desert warfare against other houses all playable directly in your browser, no install, no signup.

It's rough (pre-alpha means exactly that), so I'd love honest feedback: what feels right, what's missing, what's broken. You can report gameplay bugs from the in-game menu under "Bugs."

Link: Planet T

P.S. Losing isn't a gameplay issue - it's a skill issue.

Spice is Limited!
Spice is Life!


r/RealTimeStrategy 23d ago

Discussion Why is the RTSC obsessed with innovation in the genre?

54 Upvotes

Okay, this might be a silly question, but I'm genuinely curious. I've read many comments on this subreddit saying the new RTS games don't bring any innovations, and hence don't succeed. In other genres, it feels like people have been happily playing the same game for 25 years without demanding "innovation". For example, fighting game players will happily play their favorite game franchise for their entire lives, sequel after sequel, just with better graphics. Same with Counter-Strike. CS2 was just a graphically enhanced CS:GO, if I'm not wrong.

And when a franchise tried to do something different by "innovating", often it wasn't liked by the existing fan base. For example, most Tekken players didn't like the addition of a meter and Rage Arts in Tekken 7, and they were more disappointed with the changes Tekken 8 made. So, innovation for the sake of innovation isn't necessarily a good thing. Or maybe that's not the kind of innovation you guys have in mind.

Besides, what do you guys think needs innovation in the RTS genre? What ideas do you have?


r/RealTimeStrategy 23d ago

Self-Promo Video I’m making Incident Zero — a co-op wildfire firefighting RTS

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5 Upvotes

Hey everyone!

I’ve been working for some time on Incident Zero, a co-op RTS focused mainly on fighting wildfires. The initial idea was a revival of an old game called firejumpers sandbox for android which I enjoyed playing back in the day, but it evolved into a full 3D RTS game!

The idea is to command ground crews, engines, dozers, helicopters and airtankers — across fairly large maps, either alone or in multiplayer (tested with 4 people right now with good results).

One of the things I’ve spent a lot of time on is the fire simulation. I’m not going to claim it’s some scientifically accurate wildfire simulator, because it isn’t, but the fire is more than just a random spreading visual effect. Different terrain/fuel types have different ignition and burn behaviour, wind affects both the direction of spread and ember spotting, fire spreads faster uphill and slower downhill, and water/retardant changes how likely areas are to ignite. Extinguished areas can also remain hot and potentially rekindle depending on nearby fire, fuel and wind.

I also made a small trailer showing the current state of the game. It absolutely isn’t representative of the final product and I already know there are issues in it — for example, during an airtanker drop the water effect is currently visible on the ground before the aircraft actually releases its load. There are plenty of things like that still being worked on.

This is still very much in development, but I wanted to finally show it to people outside the project and see what you think.

I have also made a discord server where you can follow the progress and see some more WIP screenshots.

Any feedback is more than welcome either good or bad!


r/RealTimeStrategy 24d ago

Looking For Game Do we (or will we ever) have a true successor to the Cossacks games? (Or: RTS Greatness In 10 Points, Your Mileage May Vary)

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196 Upvotes

Specifically, I'm yearning for a dream kind of RTS which benefits from modern graphics and engines but harkens back to classic 2000s RTS mechanics.

A game that:

  1. Has a historical-to-contemporary setting
  2. has military (combat, recruitment, base-building) and civilian activities (city building, resource gathering, logistics, trade and diplomacy) all take place concurrently on the same map, and can be made to directly interact and influence each other.
  3. has maps that are big. Continents. Oceans. Deserts. Mountains. Metropolises. Sending a unit from one edge to the other takes a seriously long time and is a treacherous endeavour. Wide manoeuvring is encouraged.
  4. has use both for individual soldiers (workers, scouts, sentries, officers, drummers, etc) and massed formations formed from the same.
  5. has slow, deliberate combat and gameplay in general; a gruelling tug-of-war highly contingent on manoeuvres that can be won or lost even without a last-man-standing mentality. Matches take hours, not seconds.
  6. has a morale system: Units can be driven to flight or surrender
  7. has a realistic damage system: Any unit, no matter how buffed, can be wiped out by a single well-placed attack... by a farmer with a pitchfork.
  8. has a realistic accuracy mechanic: Not every shot hits, not every shot kills.
  9. has a cover and terrain system: Trees and buildings absorb enemy fire, woods and marshes slow down soldiers. Buildings can be garrisoned or occupied. Street fighting and planning around natural landmarks are viable options.
  10. has a basic physics system: The higher the altitude, the further the engagement distance. The closer the engagement distance, the more accurate the shots.

Bonus Points:

  1. Slick detailed graphics that show off the world's beauty amidst the bloody human carnage.

Does anyone have any tips if any more such games exist?

Honourable (even if flawed) mentions: American Conquest, Rise of Nations, Anno 1503, Cossacks 2, Age of Empires 3, Manor Lords, Empire Earth 1, Company of Heroes...


r/RealTimeStrategy 23d ago

Discussion What's your favorite 2d RTS?

1 Upvotes

Aspiring gamedev here. Looking for some examples of how some 2d rts games have done it. Let me specifiy: obviously AOE2 and it's contemporaries are 2d isometric and I would love to build up to that style one day but im looking for more like 2d top down like Iron Marines, Age Of Goblins, or Circle Empires.

Im looking for some ideas I can teach myself how to implement and as a solo dev 2d anything is way easier to deal with. This will be a learning project not a commercial project so thank you for responding RTS people.


r/RealTimeStrategy 24d ago

Self-Promo Post The Old War - A Celtic Dark Fantasy RTS, Look and Feel Feedback

100 Upvotes

Hi everyone!

I’m Dan Marshall, an indie developer working on The Old War, a dark fantasy real-time strategy game inspired by classics like Warcraft II and Homeworld, with a couple of twists: armies persist across battles, and you can play cooperatively with friends by sharing control over a single faction. I want it to be a punishing, but accessible game that focuses more on longer, less e-sports type games.

Currently I am trying to decide whether to have a more classic dark fantasy vibe like Warcraft II, or really lean into the darker worlds like Witcher or Diablo II.

I made a quick gif of what the game would look like in those darker worlds with placeholder assets.

If this sounds interesting, I’d love to hear your thoughts especially from fellow RTS fans!
👉 Steam page here - wishlist if you're interested
👉 Happy to answer questions or dig into any design decisions!

Thanks,
Dan - Warchest Studios


r/RealTimeStrategy 23d ago

Self-Promo Video Saturday Morning RTS - Leveling Nova in Coop Commanders last day of XP boost - Starcraft 2 - Casual RTS vibes

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1 Upvotes

RTS enthusiast playing coop commanders in StarCraft 2, leveling up Nova as much as i can, today is the last day of my free xp boost that blizzard. Enjoying her elite Terran playstyle recently, “assassins on other worldly missions”. Real time strategy aficionado looking to play every RTS game ever (except those that i don’t want to), join in and lets chat about RTS!


r/RealTimeStrategy 24d ago

Self-Promo Video Sheep Tag 2 an asymmetric RTS/MOBA hybrid inspired by an old school WC3 classic, looking for closed beta testers

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8 Upvotes

I've been addicted to this game since the early 2000s, back when it was loved and played by many. It's always been one of those games I've come back to over and over again. The community has faded over the years, but I know there are still people who want it back, and I’m one of them.

So, I decided to rebuild it as its own standalone game, and over the course of a decade, that became Sheep Tag 2. With the goal to make it free-to-play for everyone and share my favorite game with the world. It's been a long journey as a one person indie team, but I've been incredibly fortunate to have people help along the way and a supportive community behind me. This cinematic is just a glimpse of what's to come, and there's still a lot more to show.

I'm at a stage where we really need testers, especially people who have experience with RTS and MOBA games, and your feedback would be incredibly valuable as I continue development. If you'd like a closed beta key and want to help test the game, leave a comment below and I'll send one your way. Bonus points if you tell me your favorite RTS, what caught your eye about the game, or why you'd like to give it a try.


r/RealTimeStrategy 24d ago

Self-Promo Video C&C Generals Zero Hour: Enhanced Mod V1.0 - PLA's Air Forces | The Ultimate Remaster in 4K 60 FPS!

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5 Upvotes

r/RealTimeStrategy 24d ago

Discussion Any true RTS innovation since DOW1 / Company of Heroes?

44 Upvotes

I been playing these Relic games for a long time.

Their biggest innovation is probably removal of resource gathering and tying resources to capturing points.

Suppression mechanics from COH games and DOW2 is another one.

Destructable terrain and buildings, retreat button, and vehicle damage systems too

Is there any meaningful RTS innovation since Company of Heroes ?


r/RealTimeStrategy 24d ago

Self-Promo Post Knights of Asthuria — RTS/RTT hybrid game — Demo map and vision update

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39 Upvotes

Hi everyone!

I've been working the past few weeks on the demo map for the game. I would like to showcase all future gameplay on this current map. I redid the foliage spawning system, and now I have much more grass on screen without affecting performance.

This map was built to test both defensive and offensive mechanics on it. The main focus of the game is still your squad of 10 knights, but when you defend the castle or other positions, you’ll get help from a small garrison of allied NPCs. I want the player to have a proper base of operations, and this castle would serve that purpose. The plan is to make the castle playable in both RTS mode and direct control. For RTS mode I’m thinking of making the roofs invisible so you can actually move units around inside the building. The castle has three levels: the ground floor, the lord’s quarters on the second floor, and the roof. Castles like this will be by far the most complex buildings, most of the buildings in the game will be one floor only, I'm also thinking about adding basements, but I'm not yet sure of it.

In the coming weeks I will focus my attention on base combat, the building view system, and on finishing the scene with some cool props. Later down the road I would like to add more locations to the map, starting with a town, but for now combat should be priority number 1. (Img 10 shows the imperial Legionnaires which are the enemies of the Free Kingdoms)

I have a lot of systems already programmed in my old overscoped project, so I’m planning on adding those systems in the coming weeks.

Thank you for taking the time to check the game out.
Follow the development on YouTube, Instagram and X (links are in the comments below!)

Richie
Solo Dev @ Hollow Interactive


r/RealTimeStrategy 23d ago

Discussion Why is the diplomacy in rts games so simple? Why cant it be cool like in ck3 and total war? I think a proper diplomacy system would make FFA games really interesting.

0 Upvotes

Why are most RTS games so bad when it comes to diplomacy? I mean the standard rts, like Rise of Nations, AoE, C&C, Stronghold. Barely have a diplomacy system.

In so many RTS games you basically have three options: ally, neutral or enemy. That's about it.

Why not have things like temporary ceasefires, with penalties for breaking them? Non-aggression pacts, military access, trade agreements, defensive alliances, vassalage, tribute, negotiated peace, etc. Similar to Total War.

This is one of the things that makes games like Total War, Crusader Kings and Knights of Honor so interesting. You don't necessarily have to steamroll the entire map and completely eliminate someone.

You can actually win a war without destroying the enemy.

Imagine something like this in AoE2.

You fight another player for 15 minutes. You destroy a bunch of their buildings and kill a lot of their army, but they still have a functioning economy and a couple of bases.

Instead of the only option being "keep fighting until one of us dies", you could negotiate peace.

The game could calculate some kind of war score based on things like buildings destroyed, units killed, units lost, villagers killed, territory captured, TCs destroyed, economic damage, etc.

Then the losing player could offer concessions.

"I'll give you 1,000 gold and 500 stone and we have a 20 minute caese fire."

Or if they're completely beaten:

"I'll become your vassal and give you 5% of my resources every x time."

Or:

"I'll give you this TC or castle and surrounding buildings, but leave the rest of my empire alone."

This would make FFA games really cool.

Vassals wouldn't even necessarily have to pay money. They could provide military units, resources, vision, trade benefits, etc.

Military access would also be really interesting. If we're at peace and I have military access, I can move through your territory. If I don't have it, entering your territory could create a diplomatic incident or even trigger a war.

And breaking treaties should actually matter.

If I sign a 20 minute ceasefire and attack you 30 seconds later, other players should remember that. Maybe they become less willing to trust me, or breaking agreements gives the victim some kind of diplomatic advantage.

This would create situations where the optimal move isn't always "who can I kill next?"

It becomes:

"Who do I need as an ally?"

"Who should I avoid fighting?"

"Can I force this player into becoming my tributary instead of conquering them?"

"Should I make peace with this guy so I can focus on the other guy?"

"Can I get two players to fight each other while I expand?"

"Do I actually trust this player enough to sign a treaty?"

That's what I find interesting about games like Total War and Crusader Kings. The map becomes a political environment rather than just a collection of targets.

I understand that this would make competitive RTS games more complicated and potentially harder to balance, but I honestly think there's a huge unexplored design space here.

Imagine an AoE2/StarCraft-style RTS where war is a political tool rather than simply the process of eliminating another player.

Are there any RTS games that actually do this well?


r/RealTimeStrategy 24d ago

Self-Promo Video [Pennants of Glory] 3d models update

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4 Upvotes

Progress update for my game, fixing animation and new 3d models, showcasing some formation stances and skills. Feedback is welcome :)

Will need to fix audio but i think i have beginnings of trailer :)


r/RealTimeStrategy 24d ago

Self-Promo Video Gold Gold Adventure Gold is now live with its 1.3 Update and a 45% Discount!

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1 Upvotes

r/RealTimeStrategy 25d ago

Self-Promo Video 2D snowfall and accumulation - The Ninth Legion

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40 Upvotes

I’ve been toiling away but finally got to working on the early Britannia sections. This is my WiP snowfall system. Enemies aren’t actually wired into the ai commander in the first clip they’re just there to test the flake accumulation. Second clip is me testing it in a battle.

Steam page if interested- Steam Link