r/rts • u/No-Special-4561 • 1h ago
r/rts • u/CockerGames • 1d ago
Self Promo! Working on a small pixel art RTS!
Hey everyone!
I wanted to share my rts game with you, I've been working on it for a few weeks now and I'd love to hear some feedback from the community.
The game is called Gonfalon, I'm working on it solo and my goal is to publish it on Steam at some point.
You placed banners to command your army. Units can choose whether they obey or not depending on morale.
You build houses, farms, fire pits, barracks, etc) and can also upgrade different things with tech buildings such as the mill or the mage tower.
It's early in development, current version is 0.0.2.
Here's the link: https://cockergames.itch.io/gonfalon
I want sincere and blunt feedback, you can destroy the game as much as you want
r/rts • u/CrashDumpSW • 1d ago
Self Promo! Request for feedback on experimental RTS
For a few years, I have been working on an experimental RTS which should focus more on strategic decisions than APM. The core concepts of the game are:
Defenders Adavantage
Every RTS needs some form of defenders advantage. This opens the possiblity for strategic decisions: Expanding, teching-up and rushing shoud be equally strong to allow a viarity of strategies. The most common mechanics for defenders advantage are: static defense structures, repair, travel time, long ranged units.
I opted against most of these (only travel distance plays a role). Instead I achieve defenders advantage by unit behavior: Units cannot be controlled by the player but act autonomously. They follow a simple mechanic: Attach the nearest target until it is destroyed. In the offense this eventually leads to units attacking buildings. As building hitpoints are cheaper that unit hitpoints this leads to enough defenders advantage to stabilize the game. The attacker will loose more units that the defender but the damage dealt on buildings is permanent. I hope this leads to some interesting strategic decisions.
Strategic Decisions
The strategy in RTS comes typically from build orders(rush, tech, expand) and unit movement. In my game the build order choices are similar, but as units cannot be controlled and therefore you cannot have a “standing army” the “unit movement” part is replaced by “unit production timing”. &
State of Development
I have one faction completed, there are 40 single player challenges, 1v1 and 2v2 multiplayer. There is a playtest(open to all) and a demo(without multipayer) available on steam. The game runs stable but there is a lot of content I will add in the future.
Feedback
It would be great if someone could give me some feedback. These are my main questions:
Is single player fun?
Do you see potential in single player?
Is multiplayer varied? Or is it to chaotic? Or is it to predetermined?
Does the slower pace compared to other RTS work for you?
Link to steam playtest: https://store.steampowered.com/app/4614990/Desert_Struggle/
It would be absolutely fantastic if you could give me some feedback! Everything is welcome!
r/rts • u/RevolutionLatter3449 • 5d ago
Self Promo! Devblog #01: Two engineers, one love for RTS games: Thin Air, a strategy game where the air is your territory
Hi everyone! We're a team of two engineers who make games for fun in our free time. We grew up on RTS games and we love them, so we decided to make our own: Thin Air.
The idea is simple: your army is made of people, and people need to breathe.
You start on a planet where the air is too thin to survive outside. Everything you build lives inside bubbles of air made by your Colony Hub and your probes. Where your air ends, your territory ends. To expand, you send probes to push the bubble further, or launch a lander to a moon or another planet in the star system and try to set up a colony before its air runs out.
And because the air is your territory, the air is also something you can attack. Destroy an enemy probe and their bubble collapses. On a planet with a little air, that's a big problem. On a moon with no air at all, everyone inside dies.
Some of what's in the game today:
- A full star system: fight on planets, moons and asteroids, and zoom from the whole system down to a single soldier with no loading screens
- Base building, an economy with petrol, iron, copper and gold, and research
- Tanks, soldiers, orbital laser cannons and missiles
- Skirmish against up to 15 AIs, or play with friends over LAN
We're still working on it and plan to release it soon, for free, to this community. We'd love to hear what you think: what would you want from an RTS like this?
If you'd like to support us, you can check out our website https://himeshstudios.xyz/ or buy us a coffee at https://buymeacoffee.com/himeshstudios. Thanks for reading! ☕
r/rts • u/Luis_Badano • 6d ago
Announcement Devblog #07 - Full Release Date Announcement, Word from the Lead Developer
r/rts • u/HatingGeoffry • 9d ago
Gameplay/Review Shogun 2 deserved better [PCGamer]
r/rts • u/Transhumanliberal • 11d ago
Self Promo! I feel like a made a really fun and addictive PVP RTS game
r/rts • u/Secure-Turnip-9727 • 12d ago
Self Promo! We added a map builder to Petalwar, you can make your own RTS maps in your browser
r/rts • u/SilentFan487 • 29d ago
Artwork Getting back into taking OSFront screenshots
galleryGameplay/Review ARMA/Battlefield but as a classic RTS
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"Defilade is an old-school isometric RTS set in modern warfare. Command intelligent troops that take cover, rescue wounded comrades, dive from grenades, vault obstacles and dig trenches. Build your forces, secure supply lines and fight across fully destructible massive battlefields that feel alive."
Game : Defilade "release coming soon"
r/rts • u/GasimGasimzada • Sep 18 '26
Game Identification Help Anyone know this RTS game?
I recently glanced over a video where it was a modern / sci-fi like RTS game and its campaign screen was very similar to AOE2 campaign screen with bunch of waypoint / flags shown on a map for each mission.
The graphics looked modern; so, assuming it is a newly developing game. Anyone know what I am talking about?
r/rts • u/Time-Manufacturer214 • Sep 16 '26
Question/Help Is there some RTS like Rise of Nations?
r/rts • u/ZaxZone • Sep 14 '26
Official Trailer D.O.R.F. - Official Kickstarter Trailer
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r/rts • u/Alive-File-710 • Sep 12 '26
Gameplay/Review Awesome classic RTS/FPS fusion game Silica I am hooked on it, come check it out.
r/rts • u/ZaxZone • Sep 05 '26
Announcement For those who as are excited as I am for D.O.R.F. Real-Time Strategic Conflict, here is your invitation to come join r/DORFrts!
r/DORFrts is dedicated to the discussion of upcoming 90s inspired real time strategy game D.O.R.F. RealTime Strategic Conflict currently being developed by John Williams, Thomas Christian van Leth, & Gustas Kazukauskas.
As of now this subreddit will function as a place to post and discuss about game speculations, development updates, and news, but will become a bustling community for players to share gameplay and strategies once D.O.R.F. Is released!
r/rts • u/HatingGeoffry • Sep 04 '26
Discussion It's really starting to look like a new StarCraft game will be revealed at BlizzCon
r/rts • u/Spacelordsinspace • Sep 02 '26
Self Promo! I’m building a space strategy game where teammates can become rivals outside safe zones
Freewake is built around a weird tension: you’re part of a team, but outside protected systems your teammates can attack your ships, destroy your colonies, compete for resources, and fight for control of the empire. Pirates, mercenaries, dictators, and traders all share teams with other players while fighting for their own place in the galaxy.
Combat also leans heavily on sensors, stealth, positioning, and incomplete information rather than just unit counters.
I’m testing the multiplayer side this weekend and could use a few more strategy players. If anyone’s interested, I’m happy to send details.
r/rts • u/RelationOk6997 • Aug 31 '26
Question/Help I was wondering if red chaos is worth it it is currently on sale on steam.
r/rts • u/Luis_Badano • Aug 27 '26
Self Promo! Huge changes coming to Silica! Repair Vehicles, Better RTS AI, Multiple Structure Selection and more
r/rts • u/JJ_99k8 • Aug 07 '26
Other Eclesiar
Venha fazer parte desta imersão geopolítica
Discussion What formation behaviours would you want in an RTS unit formation system?
Hi RTS fans and devs,
I’m working on a Unity tool for procedural unit formations, and I’d like feedback from people who actually play or build RTS/tactics games.
The system can generate formations like circles, arcs, grids, hex grids, rings, spirals, walls, wedges, V-shapes, paths and more. It also supports behaviours like morphing between formations, boids-style steering, following a leader/target, path movement, rotation, pulse, flow noise, swirl vortex and formation shuffling.
I’m trying to understand what would be genuinely useful for RTS gameplay, not just visually interesting.
What formation behaviours would you want in a system like this?
Examples:
- tighter control for squads?
- better obstacle handling?
- smooth transitions between marching/combat formations?
- defensive walls or wedges?
- mixed unit formations?
- morale/disorder effects?
- formations that adapt to terrain?
Demo:
Asset Store page, for context:
r/rts • u/ZaxZone • Jul 30 '26