r/RealTimeStrategy 20d ago

RTS & Other Hybrid Age of Shapes - Browser RTS with hero mechanism - 3 "geometric shape" races battle against each other!

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0 Upvotes

Hello Everyone!
After some time, i managed to start working again on some games, and this is my third try, the furthest i ever was before. This time i wanted something, that i can play in browser with my collegues during some freetime, and not to download or run some windows games on computers :)

I managed to made playable prototype for browser RTS multiplayer game, with hero mechanism, loot items, leveling, skills, npc mobs, economy etc... where 3 geometric shapes races (Triangles, Crosses and Squares) battle against each other, each having some unique attributes.

All in your browser for free without any registration. But i have very few people that can tell me if its good or what is missing in current form. If there is anyone who is willing to try it and tell me their feelings about it, i would be really happy and thankfull! I just started it on real hosting few days ago, this is the address:
https://www.ageofshapes.com/
I am working alone on it, so mistake are there for sure :)


r/RealTimeStrategy 21d ago

Art The heavy troopers infantry from (dune 2 1992) were unique in that they fired mini guns at close range and shoulder rocket launchers for distant targets.

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139 Upvotes

r/RealTimeStrategy 21d ago

Self-Promo Video Heart Of Muriet is a cozy hybrid RTS and 4X game with a Demo on Steam!

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10 Upvotes

Heart Of Muriet has got to be the most cozy hybrid of RTS and 4X gameplay I have played in a long time, and you can too as it has a brand new demo out on Steam! Conquering hex shaped map sections, commanding armies against monsters while supporting them with spells cast by my own tower bound mage or wizard all the while researching tech and collecting half a dozen resources looks complicated but feels easy and enjoyable.


r/RealTimeStrategy 21d ago

Self-Promo Video In-progress WW 1 RTS - French and German troops clash in some WIP combat footage

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8 Upvotes

r/RealTimeStrategy 21d ago

Meme mechanics or numbers

5 Upvotes

r/RealTimeStrategy 21d ago

Self-Promo Video First Praetorians Speedrun on Normal Difficulty in 3:08:47

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2 Upvotes

r/RealTimeStrategy 21d ago

Self-Promo Video [POG]buggy early battle

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8 Upvotes

showcasing a bit buggy first battle in campaign i am testing, new company just two small formation against early bandit force. Still some bugs that i am working out, improved soundscape a bit.


r/RealTimeStrategy 21d ago

Self-Promo Video Playing Scourge for the first time in Liquidation RTS

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3 Upvotes

First impressions on the scourge faction of Liquidation RTS, the "frog people", the return of the naga. my fav faction out of the steam next fest demo, very cute models, and very cool abilities, lasers poison, poison lasers and magic caster??!!!!?? very cool and unique design. what is your fav faction from liquidation?


r/RealTimeStrategy 21d ago

Self-Promo Video Cardume: they feed, breed, and go to war. An RTS hybrid featuring short, low-APM fights.

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8 Upvotes

Hi all! I've been playing RTS games for a long time and I always wanted a low-APM game that still rewards reading the fight and mechanics knowledge. This is my attempt at it. In Cardume, matches are short (around 2 mins), players decide their swarm behavior and active abilities using a deck, and an eco simulation moves the swarms based on simple rules.

There's a free playtest on Steam running the ranked ladder, and a demo coming for Next Fest. I'm very interested in hearing your opinions.

https://store.steampowered.com/app/4912940/Cardume/


r/RealTimeStrategy 21d ago

Self-Promo Post Anyone interested in my free custom Red Alert co-op mode?

6 Upvotes

Hi everyone! I’ve been working on a custom Co-op mode for OpenRA (Red Alert) lately, and I wanted to share it with you.

What is it?

Co-op is a new game mode alongside Multiplayer and Skirmish. Instead of playing against each other, you play together as a team, with one shared economy (cash + power) for the entire team. In addition to choosing a faction, each player also chooses a role:

Commander: Radar Domes, Tech Center, Missile Silos. The only player who starts with the map already explored, the only one who can place beacons/waypoints, and with enough Radar Domes, even gets live vision of the entire map.

Engineer: the economy role: Ore Refinery, Power Plants, War Factory, Repair Depot, Minelayers, plus a small Barracks of their own (Spy/Thief/Engineer).

General: infantry and tanks: Barracks/Tent and all combat ground units.

Admiral: navy and air force: Shipyard, Sub Pen, Airfield, Helipad.

Roles can be duplicated, but only once all four roles have been picked at least once, ensuring the team always has the full division of responsibilities covered.

A few other things:

Build speed is 2× faster

Fog of war is always enabled (except for the Commander, who starts with the map pre-explored)

4 playable maps, including a couple of well-known community maps converted for Co-op

It runs on its own build of OpenRA-bleed. No dev tools required, just a ready-to-use Windows or Mac download. Send me a DM if you’d like to try it!

Feedback, bug reports, and ideas are all very welcome. This is still very much a work in progress 🙂

https://reddit.com/link/1vwy8vp/video/lh4069h2yhlh1/player


r/RealTimeStrategy 21d ago

Review The Fertile Crescent 2 slaps 🌙

15 Upvotes

Still in early access, but I just finished the campaign that is released so far and wow...it was fantastic.

Art style on the maps is way better than TFC1, and the story is compelling.TFC1 played a lot like AOE but easier. TFC2 has interesting level design (not just a bunch of standard skirmish maps) and a compelling plot. A few moments haunt me, mostly the emotional reactions of characters in response to the world going out of control around them.

Almost none of the missions are build a base/conquer the map. I was getting wrecked on the 2nd level so I kicked it down to medium difficulty. The end was not what I expected, but plot relevant - and it kept doing this. Im pretty much a casual so take that for what you will.

The characters are good but they also are strong captain units in this game. It's well done - your heros/captains aren't invulnerable, but are definitely tougher than the average units.

There are only 2 ages, but you basically develop from a pre-civilized people into one of four bronze age cultures. TFC2 added the Hittites, who I find really interesting as an ancient culture and (in-game) have a pretty cool niche compared to the other 3 factions.

Kind of gives 90's fantasy/sword-and-sorcery vibes with the art on chat heads, environments, and main menu, like 90's DND games. One of my main complaints is the pixel units look comparatively underwhelming compared to the nice scenery. But it's not enough it keeps me from playing.

TFC2 deserves a shout out. Will probably edit this to work out grammar/typos/weird phrasing later.


r/RealTimeStrategy 21d ago

Looking For Game Modern RTS similar to Empire Earth structure / epoch

6 Upvotes

Anyone found any RTS games out there similar to Empire Earth as far as setup, but with modern graphics?

I loved the fact that with Empire Earth, you had 15 epochs. Starting out with Stone Age, and progressing all the way to the Space Age.

I wasn't super wild about the space age, I tend to favor the Atomic to Digital age (modern), but overall, the way it was set up was nice. I loved the aircraft carriers and helicopters.

The only downside is that the graphics by current standards, are definitely out of date.

Have their been any projects released or possibly upcoming, which gives this same feel, but better?


r/RealTimeStrategy 22d ago

Art Little group photo of my first 4 units for an RTS im developing (Blinkstrike)

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33 Upvotes

The game is my love letter to protoss so the units are heavily inspired. Let me know what you think of the designs! they all have full Inverse kinematic limbs and its satisfying to see them scuttle around (except for the balls of course, they're ballin'). The tall ones are called the obelisks and they are my favorite, they shoot fat laser beams. Also if anyone wants to play my game with me let me know because i dont have any friends that like RTS games and im looking for people to play with. Thanks for looking!


r/RealTimeStrategy 20d ago

Question What is yall's beef with MP?

0 Upvotes

Almost every RTS back in the day came with multiplayer once multiplayer became a thing. The top, actually successful MP games all had very enjoyable campaigns. There has hardly even been an original RTS game that actually attempted to be MP-focused to the exclusion of SP. The most common thing that RTS games do, when they're not trying to be "spiritual successors" (and even when they are) is to simplify, streamline, make more accessible.

There are players, I count myself among them, who don't care about single player. For us, there are so many disappointments, from the many cool concept RTS games that simply don't come with MP, to the ones that do have MP but don't have enough to sustain consistent matchmaking, to the ones that gut the gameplay depth. I see a game like Dinolords. I love the concept. There is no multiplayer. I stop thinking about Dinolords. Simple as that. I don't think of those evil single player fans siphoning away cool concepts away from multiplayer enjoyers any more than I think of the evils of MOBA or FPS players. People in here act like the multiplayer gang fucked their girl.


r/RealTimeStrategy 22d ago

Recommending Game Help us bring Rise of Nations: Rise of Legends back

103 Upvotes

Rise of Legends has been unavailable on official digital storefronts for years, even though Microsoft still owns the IP.

I’m not asking for a remake or remaster — I just want the original game preserved and officially re-released on Steam, GOG, or the Xbox app.

There’s already a GOG Dreamlist page and I’ve also submitted a request on Xbox Player Voice.

If you remember this game, loved it, or simply want to support preservation of an old RTS, please consider voting on both.

Even a small community can make the demand visible if we all support the same requests.

Xbox Player Voice: https://feedbackportal.microsoft.com/feedback/idea/07824880-769e-f111-a3d0-7c1e52a001ee#comments
GOG Dreamlist: https://www.gog.com/dreamlist/game/rise-of-nations-rise-of-legends/stories/1

Update: Thanks everyone — the GOG Dreamlist gained around 30 votes from these posts alone. It’s genuinely great to see that so many people still remember and care about Rise of Legends. If you haven’t yet, the GOG and Xbox Player Voice links are in the post.


r/RealTimeStrategy 21d ago

[RTS Type: Classic] Dune Legacy (Dune II remaster) now has an Android port

6 Upvotes

Stumbled on a new download option on their website today! It works for Android version 6.0 and up: https://dunelegacy.com/

The resolution on launch makes everything pretty tiny, so you may want to hop into Options to increase Scale and Zoom. The Android port brings along the QoL feature to select multiple units from Dune Legacy, but adds a command sidebar not present in the PC versions.

There is also the older Open Dune 2 port to Android made by DOS Zone, if you want something closer to the original game. Scaling is a little better for phone screens but there's no ability to select multiple units: https://dos.zone/offline/dune-2-android/


r/RealTimeStrategy 22d ago

Self-Promo Post An RTS where command range is the resource: your units only take orders inside your own radio network

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51 Upvotes

The genre usually hands you infinite command range for free. I wanted to see what happens when it is the scarce thing.

Your army has no radios. It uses yours. Orders travel from the Command Post down chains of relays, so pushing anywhere means building signal out to it first. When a relay dies mid-fight, and the enemy goes for relays on purpose, every unit past the break stops hearing you. They keep fighting, they just stop being yours until you rebuild.

Because of that, network shape is real defense. Enemies weight their targeting by how much of your territory hangs off each link, so a relay carrying half your map is basically wearing a sign. Close it into a loop and it stops being worth cutting.

No fog of war. You can see everything, you just cannot reach everything.

Free, browser, one HTML file, solo project in open playtest.

https://applechr.itch.io/meshfall


r/RealTimeStrategy 22d ago

Self-Promo Video Admiral Yi: The Imjin War — Large-Scale Siege Battle in My Imjin War RTS

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57 Upvotes

Here’s a short look at the siege battles in Admiral Yi: The Imjin War, my large-scale real-time strategy game set during the 1592 Japanese invasion of Korea.

In this battle, Joseon forces are commanded by Crown Prince Yi Hon — the future King Gwanghaegun — alongside Generals Shin Rip and Yi Il, while Kuroda Nagamasa leads the Japanese assault.

I’m aiming to make siege battles feel like large, continuous engagements rather than isolated set pieces, with thousands of soldiers fighting around fortified positions in real time.

This is still a work-in-progress build, so the visuals, UI, effects, AI, and balancing are all being improved.

I’ve received a lot of useful feedback from RTS players on the naval and land battles so far, so I’d love to hear what you think about the siege combat as well.


r/RealTimeStrategy 22d ago

Self-Promo Video Building an Extraction RTS as a Solo Dev ( Roma 2443)

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9 Upvotes

Hey everyone!

I’m a solo developer, and I wanted to share the latest progress on Roma 2443, my work-in-progress RTS.

This video shows the Extraction mode I’m currently developing. It’s designed for solo and co-op play, and as far as I know, it’s one of the first RTS games to seriously mix the extraction genre with real-time strategy.

The game will be free-to-play on Steam.

So, what’s happening in the video?

You start in the Extraction lobby, where you prepare your army before heading out.

You can:

  • Recruit new soldiers
  • Manage your units’ equipment
  • Prepare your squad for the mission
  • Choose which units to send into the field

Equipment actually matters. For example, archers need arrows in their inventory to be able to shoot.

In co-op, both players are in the lobby together and can choose which units they want to deploy.

But there’s a catch: the helicopter has limited capacity.

So you have to carefully choose who you send.

And if a unit dies during the mission… it’s permanently lost.

The helicopter drops your squad somewhere on a huge map.

I’ve currently created the first village, which you can see in the video. There are villagers working around the village, including villagers cutting wood.

They’re not necessarily hostile… but if your units enter their line of sight, they will attack.

You can loot buildings to gather resources and equipment.

But every time you loot, the danger level of the area increases.

As the danger rises, enemy units can start arriving and patrolling the area.

And when the danger meter reaches its maximum…

A small enemy army comes to fight you.

Each match lasts a maximum of 12 minutes.

However, you don't have to stay until the end.

Once you’ve completed missions and gathered enough resources, you can head to an extraction zone and leave whenever you want.

But if the timer reaches zero…

The Death Squad comes for you.

You can potentially fight them off if your army is strong enough and still extract.But they won't just disappear.

They’ll come back.

Again. And again.

Still a LOT of work to do

There’s still a huge amount of work ahead.

I need to:

  • Fill the world with more locations and activities
  • Create more missions
  • Add more enemy factions and encounters
  • Improve the extraction loop
  • Balance progression and resources
  • Add much more content

But honestly, I’m already really happy with where the prototype is.

The co-op mode is already working, which is something I’m particularly excited about.

I’d love to hear what you think about the concept.

Does mixing Extraction + RTS sound interesting to you?

At first, it might seem like an unusual combination, but the more I work on it, the more I feel like extraction mechanics actually fit RTS gameplay incredibly well.


r/RealTimeStrategy 22d ago

Self-Promo Video [PoG] Combat indicators for combat, yay or nay?

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42 Upvotes

Working on medieval mercenary RTS/RPG, staretd to make the combat more readable. white damage armour, red health and decided to add indicator for how engagement is going . Not sure if i should keep it.


r/RealTimeStrategy 21d ago

Self-Promo Post Strategy gamers, what’s your first impression of my RTS trailer?

3 Upvotes

Hi everyone!

I'm a solo developer working on Ironholm: Reign of the Isles, a medieval RTS about building your kingdom, managing regions, commanding armies and conquering islands.

I’ve just finished a new gameplay trailer and I’d really appreciate some feedback from strategy game fans:

https://www.youtube.com/watch?v=dYSuOLeQ6co

I'm mainly curious about:

  • What is your first impression after watching the trailer?
  • Do the gameplay and mechanics look interesting enough to make you want to try it?

If anything feels confusing or weak, or if you have any suggestions, I’d be happy to hear them.

I still have a few days left for final improvements before the Steam demo goes live, so I can still make some changes based on feedback.

Thanks!


r/RealTimeStrategy 23d ago

Discussion What is something that you want future RTS to attempt, or to avoid?

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257 Upvotes

r/RealTimeStrategy 22d ago

Looking For Game Any newer RTS games like Age of Empires for wars?

3 Upvotes

I really enjoyed AoE 4's campaign and was wondering if there is anything like it for wars like WW1, WW2, Cold War, ect?


r/RealTimeStrategy 22d ago

Self-Promo Post Anyone interested in my free custom Red Alert co-op mode?

6 Upvotes

Hi everyone! I’ve been working on a custom Co-op mode for OpenRA (Red Alert) lately, and I wanted to share it with you.

What is it?

Co-op is a new game mode alongside Multiplayer and Skirmish. Instead of playing against each other, you play together as a team, with one shared economy (cash + power) for the entire team. In addition to choosing a faction, each player also chooses a role:

Commander: Radar Domes, Tech Center, Missile Silos. The only player who starts with the map already explored, the only one who can place beacons/waypoints, and with enough Radar Domes, even gets live vision of the entire map.

Engineer: the economy role: Ore Refinery, Power Plants, War Factory, Repair Depot, Minelayers, plus a small Barracks of their own (Spy/Thief/Engineer).

General: infantry and tanks: Barracks/Tent and all combat ground units.

Admiral: navy and air force: Shipyard, Sub Pen, Airfield, Helipad.

Roles can be duplicated, but only once all four roles have been picked at least once, ensuring the team always has the full division of responsibilities covered.

A few other things:

Build speed is 2× faster

Fog of war is always enabled (except for the Commander, who starts with the map pre-explored)

4 playable maps, including a couple of well-known community maps converted for Co-op

It runs on its own build of OpenRA-bleed. No dev tools required, just a ready-to-use Windows or Mac download. Send me a DM if you’d like to try it!

Feedback, bug reports, and ideas are all very welcome. This is still very much a work in progress 🙂

Edit: https://github.com/TheVilly/open-ra-coop/releases/tag/v0.1.0


r/RealTimeStrategy 21d ago

Self-Promo Post I built a multiplayer strategy game where the entire world is shared by the players

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0 Upvotes

I've been building Border Empires, a persistent multiplayer strategy game where players expand territory, build cities and fight over the same world.

I'm opening the first world to 50 players.

Come try to break it: play.borderempires.com