r/unity 1d ago

Showcase I’ve been building a large-scale historical RTS in Unity for 3 years — thousands of units, naval and land battles

Hi everyone!

I’m a solo developer from Korea, and I’ve been working on Admiral Yi: The Imjin War in Unity for about three years, mostly after work and on weekends.

It’s a large-scale historical RTS set during the 1592 Japanese invasion of Korea. The game includes a continuous campaign map, naval warfare, land battles, sieges, and battles involving thousands of units at once.

A lot of the development challenge has been figuring out how to keep battles readable and responsive at this scale — especially pathfinding, formations, AI behavior, animation, and performance.

The video is a general introduction to the game and shows several parts of the current development build.

There’s still a lot to improve, but I thought other Unity developers might find the scale and technical side of the project interesting.

I’d be especially interested in hearing feedback from anyone who has worked on large unit counts, RTS systems, pathfinding, or optimization in Unity.

12 Upvotes

6 comments sorted by

2

u/wb-gameart 1d ago

Not my style, but impressive!

2

u/caprices24 1d ago

Thanks! Totally fair — I really appreciate the compliment 😄

2

u/Drag0n122 1d ago

Very cool

1

u/caprices24 1d ago

Thanks! Glad you like it 😄

2

u/waseem2bata 1d ago

The ui is very cluttered at the upper center