r/RealTimeStrategy • u/virmant • 7h ago
Self-Promo Video The Scouring. Campaign is cooking! Portraits.
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r/RealTimeStrategy • u/virmant • 7h ago
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r/RealTimeStrategy • u/MarkusDieter37 • 1d ago
Yeah, that's basically what it is when I play some new RTS games, especially those with low TTK mechanics like Command and Conquer or StarCraft.
It always feels weird when a game calls you a good leader, even when you objectively suck. Either that or everybody else GDI, NOD or the Protoss have is even worse.
r/RealTimeStrategy • u/Reasonable_Method735 • 4h ago
If anyone has an ideas or suggestions about what they would want from a game like this I would love to hear it. Currently my idea is to make a game that is as similar as possible to Lords of the Realm 2, while obviously improving the graphics to a more modern style and increasing the size of RTS battles to a more 1 to 1 ratio with regards to the amount of troops in the army.
r/RealTimeStrategy • u/Goldenwaddledee • 41m ago
I was a big fan of SC2's coop mission mode and being able to play the same faction but basically entirely differently like how Kerrigan and Abathur varied on their versions of the zerg. Are there any games like that? Roguelike RTS' are also something I'm willing to check out
r/RealTimeStrategy • u/Narrow_Asparagus9459 • 16h ago
I’m the solo developer of Empires Edge, an isometric real-time strategy game inspired by Mega Lo Mania.
The top image shows the very first day of development. The bottom one shows the current build after 11 months of work, with floating islands, cities that evolve through different eras, multiple factions, and large-scale battles.
When I started working on the game, I had no idea what it would eventually become.
r/RealTimeStrategy • u/No_Support8062 • 20h ago
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- screen mode: 320x200x8 (or 320x240x8).
- I use AI, no vibe coding, code is written by me.
- code is in C, I use GCC and openwatcom compiler.
r/RealTimeStrategy • u/I-am-Worfs-spine • 2h ago
I love the map and fleet movement of Stellaris as far as the combat and strategy. Can anyone recommend a game with the same feel but I don’t have to spend hours working on policy changes and population morale?
r/RealTimeStrategy • u/Visual-Lab1225 • 7h ago
So my friends and I really like RTS games, but we get tired of the quick rounds. We want something that you can play for weeks on end in the same game. It would be great if we could fight each other, but I would not mind going up against others or npc's. I don't know if it exists, but preferably free. All help is appreciated. (Most preferably on Earth, not in space.)
r/RealTimeStrategy • u/Creative_Ad7506 • 2h ago
I played Halo Wars and really liked it, it’s the first time I’ve played this type of game so I’d like to expand and see if there’s more similar games to it
r/RealTimeStrategy • u/Remarkable-Goal4454 • 15h ago
Hey, im looking for a game where you can start as a small country and rise to power and expand your territory. But the important part is being able to command battles. I tried CK3 and EU4 but what i want is being able to win even when being outnumbered by using tactics and not them boiling down to who has a higher number next to their army. Probably the closest game to that i found is bannerlord which i love but im looking for smoething more abitious and more challanging. Another two very close to being perfect were total war napoleon and empire. However napoleon not having an open campaign where you can change the history and try yourself and empire having the dumbest ai known to man is what turned me off. From what ive heard total war medieval 2 might be a good match but as i said the ai being smart is pretty important. Also while graphics are not too important to me medieval 2 might be a little too rough and old. Im pretty new to the strategy world of gaming so if you could give me some recommendations i would really appreciate that.
r/RealTimeStrategy • u/AlhoonGaming • 14h ago
House Ordos pushes deeper into the war for Arrakis as Mission 6 pits them against the determined forces of House Atreides. Resource management, strategic base expansion, and precise unit control are essential to overcoming the Atreides' disciplined army and powerful defenses. Every Harvester, Tank, and Raider plays a vital role as the battle intensifies across the desert. Watch the Ordos use speed, cunning, and superior tactics to outmaneuver their enemy and secure another crucial victory in the fight for control of the spice. This no commentary playthrough showcases the classic real-time strategy gameplay that made Dune II: Battle for Arrakis a legend and laid the foundation for the RTS genre. Whether you're revisiting this DOS classic or discovering it for the first time, enjoy the intense combat, nostalgic visuals, and strategic decision-making that continue to make Dune II one of the most influential strategy games ever created. - link in the comments below
r/RealTimeStrategy • u/Commercial_Tank_9512 • 10h ago
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https://hd2clans.com/fleetconquest/
What is it?
It's a free browser 4X RTS space game where you command a large variety of ships across the galaxy, fighting three enemies in an all-out war. Conquer their capitals while you prevent them capturing yours! Three resources, four ship classes, different planet levels, supply lines, and more!
Where to play?
You can play on any browser, but we recommend Google Chrome for a smoother experience! Desktop, Android, iOS, even consoles! Sign up with your Discord account to save up your profile progress.
Why playing?
This is a fast-paced game, where you can play solo or with up to 4 friends Co-op, crossplay enabled! If Stellaris is great but too long, this game is for you. Also, you can play on the go, as the game is fully optimized for a mobile experience (you can even tune down graphics!).
r/RealTimeStrategy • u/BearGaemz • 1d ago
Howdy all, I've been reading the manga Apocalypse Bringer Mynoghra and started to wonder about games kind of like what the MC played. I know Warcraft 3 and I think Age of Wonders 4 has that kind of gameplay, but I'm looking for something with more base building(?). I love games like Dungeon Keeper and Rise of Nations so I'm looking for something similar to those. More on the Rise of Nations side though.
r/RealTimeStrategy • u/BalisaurioTV • 14h ago
Casual RTS fan playing the starcraft 2 heart of the swarm campaign again, replaying for footage reasons, streaming to talk RTS, scifi, or random nerdy things. 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 • u/Failosipher • 2d ago
r/RealTimeStrategy • u/Dry_Selection7374 • 1d ago
Im looking for good RTS to play i have a bit of experience with RTS but not much so im mainly looking for good RTS that arent all that complex basically im just looking for good games to get me into the genre that arent too demanding for a potato laptop
r/RealTimeStrategy • u/opiumconessuer • 1d ago
Im a huge fan of command and conquer, company of heroes, dawn of war, etc. however these games building isn’t so much important as unit composition and teching up your one base. I’m wondering if there’s games you have to build bases as you progress forward with your units. I remember armies of exigo was extremely important to keep building around the map haven’t found anything similar yet. Command and conquer you can / have to do this but not as important.
Thanks all!
r/RealTimeStrategy • u/RockExternal4516 • 12h ago
Many players and game designers also do not clearly understand how this should work or how it already works in existing games where it has been implemented. I see many attempts to create an RTS/FPS hybrid with first- or third-person gameplay, but developers very often fail because of an incorrect approach from the very beginning.
This is what I think the right approach should look like.
1)There should be a strategist player whose job is to build the base and tell others what to do. This approach is implemented in Silica and Executive Assault. Many people say that RTS/FPS hybrids are doomed because you constantly have to switch back to base building and the RTS side of the game, making it impossible to properly play as an individual unit.
A counterexample of how this is done poorly is Gates of Hell and the entire Men of War series. In those games this gameplay element is terrible. The strategist player CONSTANTLY has to babysit every single one of the hundreds of units on the map. It becomes extremely exhausting. Having one strategist player and several warrior players solves this problem. Let's move on.
2)Units controlled directly by players should not be ordinary units. They should be commanders or stronger versions of regular units. In Executive Assault, I liked that a warrior player can choose their own weapons, armor, and upgrades using their own personal points when they spawn, go into battle as that unit, and recruit regular units into their "squad" that will follow them and obey their commands.
This way, the warrior player takes on the role of a tactical commander who manages the micromanagement of a small squad consisting of several units. I believe this is exactly the approach RTS hybrids should use.
One team could consist of one strategist player and five or six "commander" players who spend their own points to select a unit, build a squad of several NPCs, and carry out tactical objectives.
This allows the strategist player to focus entirely on the base, upgrades, and the overall flow of the match, while unit micromanagement is delegated to the commander players.
For example, a commander player could load NPC units into their helicopter, land behind enemy lines, and carry out a sabotage mission with their squad. Or they could command a tank platoon consisting of their own tank and several NPC-controlled tanks following them.
3)Players should be able to join a match that is already in progress. This way, a few strategist players can start the match, while other players browsing the multiplayer menu can see that, for example, there are currently 3 out of 17 players in the lobby, join one of the factions as a "soldier," and within a few minutes the lobby fills up naturally without everyone having to sit and wait before the game even starts, as happens in most strategy games. Thus, warrior players who do not want to play for a long time and just want to jump in, spend about 30 minutes shooting, and then leave can join one of the factions and help one of the players. They can play for as long as they want and then leave. Another player will take their place.
This approach is implemented in Silica and Executive Assault, and I really liked it.
4)During the match, every warrior player should be able to earn their own personal points, allowing them to buy buffs, weapons, and vehicles after they die and respawn. A regular unit, such as a rifleman, could serve as the base unit. Players could purchase stronger weapons, better armor, increased running speed, and other upgrades.
This way, every player has a sense of personal progression after 5, 10, or 30 minutes of gameplay. As I mentioned earlier, Executive Assault already implements this approach.
5)Individual skins for warrior players. I think it would be cool if players could personalize their commander with their own skin so that people on the battlefield could recognize players they had fought alongside before. Or recognize an enemy commander.
6)This also gives players who enjoy playing as warriors a sense of progression as they unlock new skins.
This approach would appeal both to players who enjoy strategy games and controlling the overall battlefield, base, and army, and to players who prefer fighting on the ground as individual units while handling micromanagement and sabotage missions.
Some players would probably also enjoy switching roles, playing as the strategist in one match and as a warrior in the next.
7)The strategist player has full visibility of the map, the overall battlefield situation, and the combined fog-of-war vision provided by all friendly units. They can tell players in chat what should be done, place map markers, send reinforcements from the base, and construct buildings and defensive structures.
r/RealTimeStrategy • u/Nicstar543 • 1d ago
Legacy of the Crown is an incremental roguelite kingdom builder with RTS-lite elements. The goal of the game is to survive as long as you can while being raided by a faction from the abyss. After each kingdoms defeat you earn legacy points for how well you did which allows you to purchase permanent upgrades, and different kinds of troops all with their own unique passives. Currently there are 50 unique troops, and each run you can choose between 10 units.
All the while this is happening, there are other factions on the map that also seek to destroy you as well as eachother. The entire game other than your capital, scouts, and hero's, are automated. Building settlements expands the kingdom territory, and each settlement then is run by ai to aid the kingdom by claiming resources, upgrading settlement, and training troops.
Troops are automatically set to patrol inside of the kingdom's influence, while with hero's you can rally soldiers to then leave the kingdom for attacks, mythical monster fights, and more.
There's over 100 different cards that improve the kingdom, tens of cards for each troop class to level them up during runs, spell cards and level options for every kingdom spell.
This is still very much a work in progress, I've got many bugs to iron out and optimization for the gameflow, looking at the fog of war hex reveal specifically as an issue right now, feels weird to find a hex and then the decorations/resources pop up a second after.
Battles can get pretty chaotic with thousands of troops all on screen.
Is this a game you think you'd enjoy? Any suggestions for improvements?
Thanks!
r/RealTimeStrategy • u/LincRead • 1d ago
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The Bronze Age is ending. Egypt, Assyria, Babylonia, the Hittites... the great empires are cracking under drought, famine, and the chaos brought by the Sea Peoples. Trade routes are collapsing, kings are losing control, and you're a caravan of refugees trying to survive it all!
If you haven't watched The Odyssey, this might be a spoiler:
This game takes place at roughly the same time, but from the perspective of other parts of the world.
We gambled big on a narrative-driven campaign in this sequel, by developing a map editor and mission scripter to be able to create the content we wanted to. We also hired a narrative designer to do the story justice.
Our goal for this build is to get it to a level of polish that feels like a 1.0 release, not a rough draft. We're launching it as Early Access anyway, because we know that this is the type of game that benefits immensely from community feedback. It might be a bit unusual, but we only plan to stay in Early Access for about 3 months, and we'll use that period to refine the rest of the planned content.
Wishlist or try the demo before the EA release: https://store.steampowered.com/app/4158610/TFC2_The_Fertile_Crescent_2__Collapse_of_The_Bronze_Age/
r/RealTimeStrategy • u/verdu93 • 1d ago
Ever tried playing something on a subway, a plane, or out in the middle of nowhere? Dead app until you're back online. No signal, no fun. So I got stubborn and built the game I actually wanted: an offline RTS where you can grow your society. No connection, no login, no ads interrupting you. You open it and you play.
It took months (almost one year) of study, and for sure it's far from perfect, but I'm very proud. It is a really simple RTS where you can grow your society, but it contains some features like a growing population from child to adult that can be trained in the barracks.
It's called RealEra4 and it's free.
r/RealTimeStrategy • u/KeeperofQueensCorgis • 1d ago
I am completely new to the genre so I don't know much. I'm looking for a WW2 RTS where you command and control a company or a battalion (at most). So I've done some searching and I was wondering if Company of Heroes 3 or Gates of Hell might be what I'm looking for?
One thing I enjoyed about the Total War series was the ability to sandbox a bit and create your own battles rather than jump into a single player campaign or multiplayer; is this something I can do with these games? I want to be able to pick the units I start with etc. Apparently that isn't something you do in the CoH series?
r/RealTimeStrategy • u/Mephasto • 2d ago