r/RealTimeStrategy Jun 10 '21

Announcement Wiki: Upcoming and Recommended RTS, 4X, and Grand Strategy Games

181 Upvotes

Looking for the next RTS game to play? Want to recommend one that doesn't get enough love? Please consider reading or contributing to the community's Wiki pages below:

On the Recommended Games page: Feel free to add content and details. When editing a page please try to follow the existing formatting and be as impartial as possible in your descriptions (i.e. leave out "I really like this game's multiplayer"). If you need help please message the moderators and we can roll-back accidental changes or assist you with using the correct coding/mark-down.

On the Upcoming Games page: Anyone may add games to this list of anticipated games for 2020 and 2021. Even if you don't know all the details about the release date or systems the game will release on, you can add some information, just make sure there is "???" in the other fields, otherwise the chart won't generate. Please follow the existing formatting.

Developers: Please do not add your own game to the list. At a later date we will have a separate list for independent games and games that have developer support within this community. Edits to the wiki are not anonymous!

Rules for editing the wiki:

  1. Subscribe to /r/RealTimeStrategy and have at least 10 karma (of any type).
  2. Click "edit" at the top of the wiki page and use the same formatting when adding a game to the list.
  3. Make sure to provide a link to where the game can be legally acquired and/or an in-depth description or review of the game.
  4. If the game is in alpha, beta, or exclusively on Steam Early Access, Square Enix Collective, Xbox Game Pass, or similar, then please put that in the description.
  5. Keep the lists in date and/or alphabetical order when possible.
  6. Please do not remove other people's recommendations. If a change/correction needs to be made please message the moderators to let us know why you're making that change.

If you have any questions please message the moderators. Thank you!


r/RealTimeStrategy 2d ago

Megathread Megathread Thread For AI-developed Games - September Edition

4 Upvotes

Greetings, devs and strategists!

From now through the end of September we're asking that all substantially AI-developed or AI-assisted projects and games get posted in this Megathread or to /r/AIGameDev or /r/VibeCoding. Please see this announcement on the subject.

Devs: Please use this megathread to post top-level comments showcasing your AI-developed projects and games, as well as games substantially relying on AI-derived content (even if it's placeholder content). Standard self-promo posting guidelines still apply.

Everyone else is welcome to discuss and ask questions about the content posted here.


Reminder: Devs, please also make sure that the game you're promoting fits into the expectations of the RTS community. Games should have many gameplay mechanics in common with games such as Starcraft, Company of Heroes, or Age of Empires. Please visit our friends at /r/StrategyGames, /r/TowerDefense, or /r/SurvivalGaming if those are stronger fits for the game's genre. Or message the mods and we'll do our best to answer any questions you may have. Thank you!


r/RealTimeStrategy 6h ago

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

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31 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 21h ago

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

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519 Upvotes

r/RealTimeStrategy 1h ago

Looking For Game Looking for a specific RTS

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 8h ago

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

17 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 6h ago

[RTS Type: Classic] Does anyone remeber Kohan?

9 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 2h ago

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

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3 Upvotes

r/RealTimeStrategy 9h ago

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

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8 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 5h ago

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

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4 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.

-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 14h ago

Self-Promo Post Batargon RTS

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17 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 9h ago

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

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3 Upvotes

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


r/RealTimeStrategy 4h 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!

0 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 5h ago

Self-Promo Video I built a strategy turn-based game and I need people to test the PvP

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0 Upvotes

Please, I need your help!
Mechanics decide almost everything. Creatures apply root, slow, drunk, burning and more, and positioning plus timing is what actually wins, free to play, with nothing to buy and zero pay to win


r/RealTimeStrategy 1d ago

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

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37 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 6h ago

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

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1 Upvotes

r/RealTimeStrategy 9h 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 1d ago

Self-Promo Post Perfect RTS Unit Balancing ⚖️

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45 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 1d ago

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

34 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 1d 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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11 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.


r/RealTimeStrategy 2d ago

RTS & Base-Builder Hybrid My favorite RTS so far and it's not even close.

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303 Upvotes

I grew up playing StarCraft/BroodWar, WC2+3, AoE2, but hadn't played Stronghold as a kid. I first tried out the HD version a year or two ago and found out it's absolutely phenomenal. My main play style in every RTS has basically been "turtle mode" and emphasis on a strong base. I know that Crusader is the more popular one, but I prefer the setting and slower pace of the first game, and the more emphasis on castle sim/management than pure RTS. I own the Definitive Edition as well and have put many hours into it but it runs the fans on my 2013 Thinkpad (Linux Mint) like crazy and there are some things I actually prefer about HD (especially the lighter load on my comp lolol)


r/RealTimeStrategy 12h ago

Self-Promo Event Im giving away 5 copies of DOW4! Stream Giveaway

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0 Upvotes

Hello commanders, The Salty Scarab here!
I am doing yet ANOTHER DOW4 Giveaway event! Our last event was such a massive success so I wanted to get the community together and give out 5 MORE COPIES!! including a COMMANDER EDITION! Please join me THIS SATURDAY SEPTEMBER 5th! The format will be very similar to our last giveaway via a stream RAFFLE and a DoW2 tournament. We will be giving away TWO copies of the game via a random raffle. The winner of the tournament will take home a copy of the Commander Edition for Dawn of War 4 while 2nd and 3rd place will receive regular copies of the game.

Here are the prizes for the tournament: :

1st place: Dawn of War 4 - COMMANDER EDITION

2nd place: Dawn of War 4 - BASE EDITION

3rd place: Dawn of War 4 - BASE EDITION

The stream raffle is completely FREE. Watch time WILL influence the weight of your entry ticket, so the longer you watch the more luck your ticket has. Make sure to join my discord to get all the up to date information! https://discord.gg/H8EUHFGNVG


r/RealTimeStrategy 1d ago

Self-Promo Post Total War: Warhammer 40,000 Gamescom Hands-On Preview

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14 Upvotes

r/RealTimeStrategy 17h ago

Recommending Game Cold war Rts

0 Upvotes

https://discord.gg/v5HN8kvtnM

There is a upcoming, currently in alpha, Rts on Roblox that I and my friends all 18 have enjoyed allot

It's in playtest till Friday.


r/RealTimeStrategy 1d ago

Self-Promo Video I’ve tried to build a sight-dependent system into Phosphor Command that I think translates well to real life, while still working as a video game

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4 Upvotes

I've been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

Contracts fund a forward operating base; you deploy squads on top-down operations, and an enemy front creeps towards you every cycle. Made solo in Godot.

I wanted to talk a little about how troops' vision and sight work, because I think it's a cool aspect of the game.

Forces share what they see, both yours and the enemy's. One squad spots something, and you, as the player, can now see that target. But a squad can only shoot what it personally has a clear line of sight to and is within range of.

So a scout on a ridge can spot a target, but if the squad behind a warehouse can't see it themselves, they can't shoot it.

Sight is ray-traced per unit.

Woods: You can't see into woods from outside them. From inside, you can see out and across your own trees, but not into another wood. Forest maps end up being short-range fights almost the whole way through. See clip 1.

Hills: Hills block sight between two units on the ground. A unit standing on a hill can see over its own ridge, gets extra range and a damage advantage from the height. Anything on a crest silhouettes. See clip 2.

Concealment: Firing from concealment such as trees reveals you for a few seconds. The same applies to the enemy. See clip 1.

Buildings and terrain: Buildings are hard cover, with an adjacent unit taking 25% less damage. Crops conceal a stationary unit that isn't firing, and stop doing so the moment either condition is broken. Hedges and boulders block sight and channel movement. See clip 3.

Last known positions: A contact you lose stays on the screen as a fading ghost at its last known position, so you're always working with slightly out-of-date information. See clip 4.

Weather: Smoke, dust, and storms are occluders, so they stop sight rays for both sides. See clip 5.

The idea is that knowing where something is and being able to shoot it are two different things.

I've tried to build Phosphor Command around a sight-dependent system that I think translates well to how things would work in real life, while still being useful and interesting in a video game.