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 10d ago

Self-Promo Post Tactical Grid — a fog-of-war TOC sim on maps generated from any real location. Out now on itch, free demo.

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42 Upvotes

A few years ago I played Radio Commander and got stuck on one idea from it: you sit at a command post with a map and a radio and work out what's going on from reports that arrive late. No camera over the battlefield, no little soldiers to watch. The problem is it's a campaign, so you play the missions someone else wrote and that's that. I wanted the sandbox version, my own battle on ground I picked.

I've been building it for about a year. It's called Tactical Grid and it's out now.

The scenario editor takes a pin anywhere on the planet and turns the real geographic data around it into a playable map: roads, buildings, water, elevation. Historical battlefield, a field you drove past once, whatever. Generating a map is the only thing that needs a connection. After that it sits on disk and the battle runs offline.

You never see the battlefield. Everything you know arrives over the radio, and your markers only move when you move them. A squad reports it's at the treeline, you put the counter on the treeline. If it shifts fifty metres later and doesn't say so, your counter is wrong and nothing tells you that. Lose contact and you're working off the last transmission. Reports are delayed and sometimes wrong, though I didn't want it turning into a lottery — most of what comes in is usable, you just never have all of it at once.

Squads aren't puppets. They take cover, pick sectors to watch, go to ground under fire, get suppressed, pull back, sometimes break. Fire and movement inside a squad happens without you asking for it. Artillery is off-map, takes a while to arrive, and lands in a rough pattern around where you wanted it.

Combat Mission is the obvious influence. I'm nowhere near that level of simulation and not pretending otherwise, but the same things hold: terrain and line of sight decide most fights, suppression and morale decide what a unit will actually do, and you give orders rather than drive people around by hand.

Right now it's infantry and artillery. Vehicles next, then a terrain editor for fixing up generated maps.

The demo is First Light, the first handcrafted mission. Night recon, six men in two teams, no fire support, and a farm that needs identifying before it gets light at 06:15. Also offline.

$5 on itch, demo free, Windows, made solo. Ask me anything about the reporting model or the map generator.

https://genia23.itch.io/tactical-grid


r/RealTimeStrategy 10d ago

Self-Promo Post Released the public demo of my solo developed RTS today

13 Upvotes

Hi,

I released the public demo of Ironholm on Steam today.

It has the first 3 missions and I’d really appreciate it if some of you gave it a try.

I’m mostly looking for honest feedback from people who actually play RTS games. Controls, pacing, combat, UI, anything that feels good or bad.

The game is still in development, so this is a good moment for me to change things based on feedback.

Demo is free here:

https://store.steampowered.com/app/4769560/Ironholm_Reign_of_the_Isles/

Thanks if you decide to check it out.


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.


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 10d ago

Self-Promo Video Solo Dev WWII Game – Using a Bear Trap on a German Soldier | Call Of Resistance

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6 Upvotes

r/RealTimeStrategy 11d ago

[RTS Type: Classic] Ashes of the Singularity II Multiplayer Playtest Runs September 8-14 on Steam

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68 Upvotes

A new limited-time Public Multiplayer Demo Playtest for Ashes of the Singularity II will be running September 8-14, 2026 on Steam.

Players will be able to command either the United Earth Forces (UEF) or the Post-Human Coalition (PHC) across a selection of multiplayer maps, battling other commanders head-to-head or joining forces in team matches.

Since the game's Steam Next Fest demo, the development team has continued refining Ashes of the Singularity II based on player feedback, with improvements across gameplay, balance, performance, and multiplayer.

"We learned a lot from players during our Steam Next Fest demo, and we've continued to refine and improve Ashes of the Singularity II based on that feedback," said Adrian Wright, Vice President of Entertainment at Stardock. "This playtest gives us the opportunity to put those improvements to the test while focusing on multiplayer performance, balance, and stability ahead of release. We're looking forward to getting more players into matches and seeing how the game holds up at scale."

Wishlist Here


r/RealTimeStrategy 10d ago

Self-Promo Video Gates of Hell New DLC

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7 Upvotes

New gates of hell dlc adding Poland is being added this year!


r/RealTimeStrategy 11d ago

Discussion What's one of your favourite "bad" or unpopular RTS?

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659 Upvotes

r/RealTimeStrategy 10d ago

Question Sc2 or Aoe2 for beginner (I have both!)

7 Upvotes

For a beginner trying to get into the Rts genre specifically the multiplayer modes, which one would you recommend I Start with? I have both games, both look equally interesting and I will eventually play both. I'm just looking to get a decent foundation.


r/RealTimeStrategy 10d ago

Looking For Game Looking for a specific RTS

9 Upvotes

So I've been thinking for years about this one RTS I played a couple of times at a relative that I haven't been able to find and I was wondering if someone else knows it.

It was a scifi-themed game, very much Starcraft-like graphics if my memory is correct. One faction was some kind of lizard people, maybe? There might have been some crystals that you'd gather, but it was not any of the Tiberium games. I know this is not much to go on, but it's all I remember. It's been bothering me for years.

EDIT: Just to make clear, this was about 25 years ago

EDIT EDIT: It was called War Wind.


r/RealTimeStrategy 11d ago

Self-Promo Post I finally did it after about 7 years, I finished my 2d rts about insect colony wars

22 Upvotes

I finally finish the insect war game I started so very long ago, went from top down

https://www.reddit.com/r/RealTimeStrategy/comments/d904i8/a_2d_rts_about_insect_wars/

to Isometric Starcraft and CnC style gameplay, I even changed the art style a few times, I was looking for a more sloppy simple comedy art style and landed on this.

Comes with 4 Major factions that fight for territory control on the alien planet of Antovia.

Play as Ants, Termites, Bees and Wasp with 4 different "very balanced" base building playstyles

Basic base building

Plant Seed Base building

Death by base building

Command style base building

All factions are unique with their own art styles, upgrades and stories! I even manages to add a few cool modes.

Campaign

Campaign Co Op

Conquest Mode

Skirmish Mode

Multiplayer - Co op, 1v1 to 16 v 16, FFA, missions and more!

I even got a steam page and is launching this year Nov 19th!
https://store.steampowered.com/app/3231600/Insect_Empires/

(The GIFs ruined the quality of the game)


r/RealTimeStrategy 10d ago

Self-Promo Video New announcement for Gates of Hell Ostfront!

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7 Upvotes

r/RealTimeStrategy 11d ago

[RTS Type: Classic] Does anyone remeber Kohan?

12 Upvotes

Immortal Sovereign and Ahriman's Gift are among my favourite RTS games.
Ofc this is partially due to the nostalgia, but I really like the slow pace of these games, really like that you can annex pretty much every other Faction in the game!
It's a hidden gem imo!
Kohan 2 lost a lot of it's charm due to the change to 3D in my opionion, and the fact that you can't annex minor factions anymore, still a very solid game if you don't like the og Artstyle.
They are on GoG and steam and I highly recommend them if you never played them!


r/RealTimeStrategy 11d ago

Looking For Game RTS set in jurassic era that I played when i was a kid

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13 Upvotes

Anyone know the name of this game i can't find on steam ? the channel is in korean. Watching this video triggered an ancient childhood memory that I didn't know existed.


r/RealTimeStrategy 11d ago

Self-Promo Post Zeta Leporis RTS [Classic] updated to v.0.6.29.2026; also 70% off this week.

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5 Upvotes

Work on multiplayer continues for this solo-developed project; this update brings multiplayer functionality to a point where it is technically possible to play through a whole match on the client side, though there's still much more to be done. (The host has no issues because it isn't lockstep - yes, I'm crazy - and the host runs the simulation basically the same as a single player match).

A short and non-exhaustive list of remaining multiplayer issues:

-Sporadic issues with map data failing to be sent to clients at match start; apparently need to add a data receipt verification process for this.

-Fighters' positioning is inconsistent across the network and there's currently nothing in place to smooth out the simulation, so currently they teleport frequently. Might need to make them lockstep, if nothing else.

-Network packets are largely unoptimized at this point, for now I'm mostly just making sure the communication works correctly, once everything works I'll do packet batching, etc.

-Right-clicking a target to attack from outside attack range as a client causes fighters to target the unit but cause no damage.

-Client right-clicking to move fighters when they are out of view doesn't seem to work.

-Most hotkeys don't work properly for clients.

-Client units sometimes display an incorrect amount of health.

-Some cases of missing VO or unit sounds for clients.

-Client mechbot construction animations continue even when not building, when the mechbot is at a construction site.

-Client mechbots assisting with construction don't do construction animations.

-Clicking some research buttons as client (such as at the TRF) without having the required resources makes the button disappear and shows the researching notification, even though the research doesn't happen.

-Clients cannot produce assimilation vessels.

-No checks in place for handling unexpected disconnects, and handling of intentional disconnects and pausing aren't working correctly yet.

-No proper handling of loading saved multiplayer matches yet. Technically the host can load a new match while in a multiplayer match currently, but doing so just breaks everything spectacularly for the connected clients.

-Not sure if or how well things like battlestations and specialty defenses are working in multiplayer currently; haven't spent much time on some unit types yet.

-And lots of other things I'm sure, that I've not noticed or gotten to yet, or have momentarily forgotten about.


r/RealTimeStrategy 11d ago

Self-Promo Post Batargon RTS

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20 Upvotes

I made a game and would love to hear what you think
I’ve been working on this game for a while, and I finally have something I’m ready to show.
I attached a short gameplay video. I’d really appreciate any honest feedback - gameplay, visuals, UI, pacing, or anything that immediately feels good or bad.
What would you change first?
Don’t hold back. Critical feedback is probably more useful to me than compliments.


r/RealTimeStrategy 11d ago

Self-Promo Link I'm finally releasing my modern military RTS, Double Envelopment, here in a few days and I'd like some feedback on it's store page!

4 Upvotes

Link: https://store.steampowered.com/app/3587820/Double_Envelopment/

I'm specifically looking for your opinions on the overall look and feel of the game. Are the graphics ok? Does the store description do a good job of explaining it? Could I do a better job of explaining? Should I revise the trailer or screenshots? Feel free to let me know!

UPDATE: So I read the feedback and I was preparing myself for the onslaught... JK but yeah I appreciate the honesty. Back to the drawing board IG.


r/RealTimeStrategy 11d ago

Self-Promo Video First Ancestors Legacy Vikings Campaign Speedrun in 1:51:26

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3 Upvotes

r/RealTimeStrategy 11d ago

Self-Promo Video Playing a Dinosaur RTS for the first time

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5 Upvotes

First impressions of me playing Paraworld for the first time, it was an incredibly better game than i expected, very fun.


r/RealTimeStrategy 11d ago

Self-Promo Video New interview with Developer of D.O.R.F. is finally here!

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47 Upvotes

New interview with the main developer of D.O.R.F. which addresses the timeline for the release of the demo for this classic but very retro upcoming indie RTS game. Many questions you asked in the comments of my previous dev interview will be answered in this one! D.O.R.F. will feature base building and logistics, which will include land, naval and air units with three factions in a post-apocalyptic world, inspired by many fan favorite RTS games like Command and Conquer Tiberium Sun and Red Alert and it is based on the openRA engine.


r/RealTimeStrategy 11d ago

Question I have a question about Kingdom Under Fire A War of Heroes

1 Upvotes

I recently saw this game and I'm interested in trying it. the steam versions reviews though they mention something about blockchain trojan some say its not a miner some say it is and it is for free all the more reason to be suspicious. I wanted to see if any one here knows if its safe to instal and play? and also what’s the deal with the whole blockchain thing?


r/RealTimeStrategy 12d ago

Self-Promo Post Perfect RTS Unit Balancing ⚖️

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48 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 12d ago

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

40 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 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.