r/RealTimeStrategy 2d ago

Idea What if we had an avp rts?

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59 Upvotes

Played avp 2010 and damn that was good.

Predator: Hero Style faction. predator player chooses a 'loadout' ergo equipment suit perks etc. Levels like heroes do in heroes of annihilated empires. Resources are experience. Can choose from a variety of different predator types at the beginning. Late game they can solo armies

Marines: Defensive faction. marines have traditional basebuilding with heavy emphasis on turtling and micro. infantry can equip different guns like coh. can call airstrikes and support via tech building. light vehicles and tanks. Can go full fort knox. Instead of superunits, Economy is territory control like company of heroes. Upgrades are mostly towards buildings but a few are designated for weapon pickups. lategame they build super defenses.

Aliens: Anthill colony style faction. alien infects animals and humans to build an army. focus on a colony "empire of the undergrouth" style heirachy and attrition. Does not have buildings, instead focused on tasks that allow the aliens to become stronger and infect more by streamlining a pipeline. Has 'veterancy' like system where they become stronger through killing. Economy is infection, not necessarily a 'counted resource' like most rts games, each individual unit shows what amount it has and can be tasked in ways to make them stronger. Many stealth unit types. Lategame they can create those massive ones from the movies; think experimental units from supreme commander.

Can do ava pvp mvm and all sorts of combinations for unique scenarios. Cat and mouse modes, diablo style pve who knows.

Idk downvote this its just an idea


r/RealTimeStrategy 2d ago

Self-Promo Post I am making Rally Point so you can jump into the fun part of an RTS

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14 Upvotes

Hey all - I've been working on various solo projects for 5 years and this is the first one I've listed on Steam - Rally Point.

You draft or choose your squad and decide what to deploy, where, and when — but once your units are on the battlefield, they fight on their own.

Capture control points, push lanes, and win by holding the points or by destroying the enemy base. You can upgrade your army throughout a roguelite run and there is 1v1, 2v2, FFA for vs. AI or other players.

Control all the points to win fast
Play on a variety of maps
Solo and co-op campaign offers a ton of variety

r/RealTimeStrategy 2d ago

Idea I'm trying to build a strategy game where terrain plays a major role

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24 Upvotes

I finally feel like I have a clear vision of what I want to build.

I'm trying to design a strategy game inspired by games like Total War, where terrain management is a core part of the gameplay. To make that possible, I'm currently building a voxel-based world in Unity. Right now, I'm mostly focused on the architecture and optimization of the different systems and building blocks I'll need later on.

This week, I managed to fix the overlapping shadow issues and worked on a lot of the underlying architecture. If you're interested in the technical side, I go into much more detail on my subreddit.
r/dispatchcolony

But more importantly, I'm curious: would a game like this actually interest you?

Imagine fog hiding your units, a sandstorm slowly damaging them, an avalanche blocking a mountain pass, or lightning striking one of your giants (or ennemi).

You could force a larger army to squeeze through a narrow canyon, hide skirmishers from forest to forest, or use the environment itself to turn an unfavorable battle in your favor.

And of course, I'm also interested in any ideas I can shamelessly steal from you :)


r/RealTimeStrategy 1d ago

Self-Promo Video R.U.S.E - 1 Pro Takes On 2 Noobs! - Ruse Multiplayer Challenge!

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0 Upvotes

r/RealTimeStrategy 1d ago

Image I improved the shield design of my support unit.

1 Upvotes

This isn’t a promotion, and I’m not mentioning the game or anything like that in this thread. I just wanted to show off the new shield design for my unit, which can block projectiles (the projectiles in the game are actual physical objects, so they can be blocked).

With an upgrade, the unit can also deflect the projectiles back at whoever fired them.

What do you guys think? Do you like it?

now :

Now

Before :

Before


r/RealTimeStrategy 2d ago

Self-Promo Post After 2 years I am incredibly exited to share a first look at my upcoming RTS/Grand Strategy game - Dawn of the Realm!

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165 Upvotes

Dawn of the Realm is a medieval RTS that combines grand strategy and city building, all in real time and fully multiplayer. Build cities, manage resources, raise armies, then zoom out to a strategy map of the whole world or back down to the battlefield with no loading in between. Up to 10 players.

I've built it solo next to my computer science studies on nights and weekends, learning as I went. I hope the thousands of hours spent in Photoshop and Gamemaker really shines through. Still early days, lots more to add, but I'd love to hear what you think :-)

You can wishlist on Steam here:

https://store.steampowered.com/app/5010020/Dawn_Of_The_Realm/

If you would like to get announcements or provide feedback on the development please join the Discord server:

https://discord.gg/ru8FTjMjz

Working toward the first demo now. Have a great day! :-)


r/RealTimeStrategy 2d ago

Self-Promo Video wasm-commander demo (free)

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2 Upvotes

Been working on this game off and on for a bit and wanted to share. Check it out, I have a FREE skirmish demo you can play in the web browser (no mobile):

wasm-commander.vercel.app

Chrome works best. If you like Supreme Commander or are old enough to know what Total Annihilation is, you will get a kick out of it. Would love to hear what you think.


r/RealTimeStrategy 2d ago

Discussion Can quick runs still allow for meaningful strategic depth in an RTS?

4 Upvotes

If missions only last a few minutes, everything happens fast. You don’t get slow buildup or long scouting cycles. But if the campaign stretches out, maybe the strategy shifts from “inside the mission” to “across the run.”

What are some elements that could make short missions feel strategically meaningful?


r/RealTimeStrategy 2d ago

Question What is the best place (RTS game) to play custom map (non melee mode) at the moment?

1 Upvotes

Decades ago before Valve's DotA 2 exist, people use Warcraft 3 TFT's multiplayer to host a custom map game mode e.g. Footmen Frenzy, Tree Tag, Green TD, Island Defense, Vamprism speed, Vampire vs Werewolf, Stronghold, etc.

Nowadays, there is a lot of options like Dota 2, Warcraft 3 reforged, Star Craft 2, AoE 4. So I want to know your opinion on which platform / game do people use the most to host and play custom map that is not a melee mode?


r/RealTimeStrategy 3d ago

Announcement /r/RealTimeStrategy Announcement About AI Games

156 Upvotes

Hello strategists! Over the past few weeks you will have noticed how many AI-developed and AI-assisted games have been posted to /r/RealTimeStrategy. You've no doubt even seen some devlogs copied and pasted from AI, complete with the AI's reminders on formatting a good Reddit post. We've noticed, too, and the number of quickly-developed game projects have grown dramatically over the last 8 months, especially in the last 2-3 months as people tinker with summer projects. The most recent wave of these AI games have mainly been persistent MMO strategy games, many of which don't satisfy even the basic criteria of traditional RTS games and have been removed on that basis.

Over the coming month we'd like to try an experiment. We're hoping the community responds positively to this, but if things need to be adjusted or curated differently, then we're listening.

From now through the end of September we're going to ask that all AI-developed and AI-assisted posts go into a Megathread designated for that purpose. Users can still ask questions of the devs, and devs can still report on their progress within that Megathread. But we're going to strongly urge AI games first be posted to AI gaming subreddits or, if they strongly resemble RTS games or are clearly RTS-adjacent, then posted to the Megathread.

This should help indie devs posting about the games they're programming from being overwhelmed by vibe-coded projects still in their infancy, in turn helping the community to see news and updates about their favorite games, promising human-coded projects, and other RTS discussion topics. As a reminder, if you want to see vibe-coded projects and games, please visit /r/aigamedev, /r/vibecoding, and related subreddits oriented towards that.

If the community appreciates what we hope will be a tidier discussion environment, then we may continue with monthly Megathreads for AI games or ask that primarily AI-derived content go somewhere else so that community members can choose between subscribing to AI games or not. We can only achieve this view of what the community might be like by attempting this Megathread experiment first, so we ask for your support and feedback at the end of September. We've also added a new report reason to the Report feature. If you see that a post is inconsistent with the posting guidelines (also found in the sidebar on mobile), please use the Report feature and select the option that most closely fits your reasoning so that mods can review the post/comment.

The Megathread for AI games will be posted in the next 24 hours or so.


r/RealTimeStrategy 2d ago

Self-Promo Post Genetica: Extinction | Hybrid RTS | Navigation, Collisions, Individual Decisions

4 Upvotes

Hello r/RealTimeStrategy!

I’m Dan, a solo developer working on Genetica: Extinction. It’s a biological strategy game focused on systemic evolution and simulation rather than traditional RTS base-building. The game features P2P multiplayer and a fully deterministic simulation engine.

I recently pushed a major update overhaul focused on creature movement, collision, and decision-making mechanics:

  • Dynamic Steering & Collisions: Replaced the legacy grid-based navigation with dynamic steering and full unit-to-unit collision. Units now realistically weave around one another, eliminating awkward overlapping and making large swarms feel fluid and organic.
  • Individual Unit Utility AI: Instead of every unit instantly snapping to a uniform macro-command, individual creatures evaluate tasks independently using your command as a primary directive. Units prioritize feeding, attacking, or repositioning based on local context and internal state, producing believable pack dynamics while keeping control responsive.

I’m actively looking for feedback from RTS players to fine-tune unit feel and pacing. If you're interested in dev details, I'm also happy to chat about building this in Godot, implementing fixed-point math for determinism, or navigating the publisher outreach process!

Steam Playtest: https://store.steampowered.com/app/4144850/Genetica_Extinction/
Discord: https://discord.gg/TagpFtRKNh

Thanks for checking it out, and let me know your thoughts or questions below!

https://reddit.com/link/1w2oslz/video/0ebbldxjwjmh1/player


r/RealTimeStrategy 2d ago

Discussion RTS-like miniature game

1 Upvotes

I stumbled across this RTS inspired miniature game and thought it was a cool concept. Maybe some of ya'll would find it interesting too?

https://www.youtube.com/watch?v=IAz1WospB0A


r/RealTimeStrategy 2d ago

Looking For Game Fantasy RTS game with the line "We take to the sky" spoken on the selected unit.

0 Upvotes

Text


r/RealTimeStrategy 2d ago

Self-Promo Post I reworked the vehicles in my Afghanistan RTS — from simple boxes to an 8-direction 2.5D system

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6 Upvotes

Hi everyone! I wanted to share a visual update for OR Doctrine, my squad-based tactical RTS set in 2000s Afghanistan.

One of the weakest parts of the game was the vehicle presentation. The infantry had a readable visual style, but the vehicles looked too small, flat, and disconnected from the rest of the game.

The images are shown from newest to oldest:

  1. The current 2.5D vehicle system
  2. The previous detailed top-down version
  3. The original box-shaped placeholder version

The first version was essentially made from simple boxes. It worked mechanically, but the vehicles had very little visual identity and could even appear smaller than the infantry.

I then created a more detailed top-down version. It looked better, but it did not fit well with the angled presentation of the soldiers and buildings. When moving in certain directions, the vehicles also looked as if they were sliding sideways instead of actually driving toward their destination.

I have now rebuilt the vehicles using an 8-direction 2.5D approach. Each vehicle has front, rear, side, and diagonal views, with details arranged according to the current camera angle. Not every part needs to be visible from every direction, so I focused on keeping each view readable and visually believable.

The system currently includes:

  • Pickup
  • Armed technical
  • Humvee
  • MRAP

I also reworked the tires, windows, body proportions, weapon mounts, mirrors, and overall silhouettes. Wheel rotation is tied to the vehicle’s actual movement speed and distance. I also fixed an issue where repeatedly clicking the same destination could briefly make a vehicle turn toward the opposite direction before correcting itself.

The goal is to make the vehicles feel like physical objects with volume and direction, instead of flat images rotating on the ground.

There is still room for additional polish, but I think the difference between the three stages is quite noticeable. I would especially appreciate feedback on the vehicle scale, directional readability, and whether the transitions between side, diagonal, front, and rear views feel consistent.

Which version do you think fits the game best, and is there anything in the current version that still looks unclear or awkward?

A quick note on development: I’m building this project with the help of AI tools. I’m still making the creative and design decisions, but AI has been a major part of the coding and iteration process.


r/RealTimeStrategy 3d ago

Self-Promo Video Looking for an old-school medieval castlebuilding RTS game for mobile? I just released Norse Expansion for Android

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109 Upvotes

r/RealTimeStrategy 3d ago

Video War for Westeros Lets You Write Your Own Ending for Game of Thrones | Details about the "Campaign"

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50 Upvotes

r/RealTimeStrategy 3d ago

Self-Promo Post A Company of Heroes-inspired tactical RTS set in 2000s Afghanistan

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17 Upvotes

Hi everyone! I’m working on OR Doctrine, a squad-based tactical RTS set in 2000s Afghanistan, inspired by games like Company of Heroes.

The idea actually started when I was playing Company of Heroes 2 and thought about what it would be like to take that kind of tactical gameplay and set it in Afghanistan. I wanted to make a game where the focus wasn’t just on producing units, but on the kind of small-scale tactical decisions and situations that could fit conflicts of the 2000–2010 period.

For the first stage of development, the game will focus specifically on the conflict between the US and the Taliban. The US and Taliban factions are designed around distinct playstyles. The US relies on technology, reconnaissance, engineers, armored vehicles, and off-map air support. The Taliban side focuses on ambushes, concealment, IEDs, RPG teams, defensive positions, and mobile technical vehicles.

Rather than just producing units, the game is built around tactical decisions involving line of sight, directional cover, suppression, room-to-room combat, breaching doors, supply lines, and territory control. Grouping units carelessly can leave them exposed to air support, while a properly prepared ambush or defensive line can overcome a numerical disadvantage.

The current playable build includes single-player matches against AI, tech progression, squad upgrades, veterancy, doctrine choices, save/load support, and a symmetrical valley map. I’m developing the game in Godot.

Looking further ahead, I’d like OR Doctrine to eventually cover more than just Afghanistan. The broader goal is to create a game where players can experience different conflicts and operations from roughly the 2000–2010 period. I’ve considered eventually adding scenarios based around the US war in Iraq and the Ba'athist Iraqi military, as well as potentially the Israel–Hamas conflict. These wouldn’t necessarily all be part of the initial game, but they’re part of the direction I’m thinking about for the project.

I’m also considering a larger “Special Operations” campaign-style mode. The idea would be to choose a faction and operate across a campaign map, fighting battles at different locations while trying to accomplish specific objectives rather than simply winning every battle through conventional territory capture. I’d like this mode to make the individual tactical battles feel connected to a larger operation.

For now, though, I’m keeping the scope focused: the first playable version is only US vs. Taliban in Afghanistan. I’d rather make one conflict work properly before trying to expand the game into multiple theaters.

A quick note on development: I’m building this project with the help of AI tools. I’m still making the creative and design decisions myself, but AI has been a major part of the coding and iteration process.

I’m actively developing the game, and I’d really like to know what you think of it so far. What do you like, what feels weak, and what would you change? I’m especially interested in feedback on the UI, visual readability, balance, faction design, and which tactical moments seem the most interesting or exciting.


r/RealTimeStrategy 3d ago

Self-Promo Video [PoG] Aggressive vs Defensive

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11 Upvotes

Finished tweaking one of core features of the game which is breach and defensive stance combat, i wanted to make the game be different from total war and decided this to be one of my core systems.

First part shows:
Defensive stance is regular combat, where formation tries to keep cohesion and hold the line against enemy in some cases for example two handers vs braced pikes it not a really good trade even though pikemen are lightly armored they have the reach to decimate two handers who just maintain their line and are not aggressive.

Second part shows:

When two handers stance is switched to breach, they dont care about holding the line as much and they use their assault skills to create and exploit the breach to essentially break the light pikemen.

Feedback is welcome!.


r/RealTimeStrategy 3d ago

Self-Promo Video Warhammer 40k & Game of Thrones RTS with never before seen games in latest RTS news!

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11 Upvotes

100,000 soldiers strong armies battling in real time, Dragons burning entire squads to sinders, Demolishing a Dyson Sphere to drop enemies into the Sun, that is the RTS genre in 2026 my fellow fans! Latest RTS gameplay and news include Dawn of War IV, WH40k Total War, Game of Thrones: War for Westeros, new DLCs for Broken Arrow and Age of Empires II DE, Kickstarter updates of D.O.R.F. and Sanctuary: Shattered Sun as well as totally new game showcases of Magna Conquest, Grand Fantasy Empires and Knights of Asthuria

0:33 WH 40k: Dawn of War IV

1:32 Total War: WH 40k

4:02 Game of Thrones: War for Westeros

5:08 Magna Conquest

6:01 Broken Arrow - DLC

6:52 Age of Empires II: DE - DLC

7:30 Fleetbreakers - EA RELEASE

8:31 Grand Fantasy Empires

9:35 Terraformer Wars

10:24 Hearts of Muriet - DEMO

11:16 Diplomacy is Not an Option - DLC

12:12 D.O.T. Defence

12:54 TFC2 Collapse of The Bronze Age

13:40 Conquest of Eldinar

14:21 We lost a legend…

14:47 Unnatural Worlds

15:37 Knights of Asthuria

16:38 DSS 2: War Industry

Blaze of Empires - PLAYTEST

18:14 Space Tales

18:57 Krush Kill ‘N Destroy 2: Krossfire

19:47 D.O.R.F.

20:52 Sanctuary: Shattered Sun

21:52 Sins of a Solar Empire II - DLC

22:49 Ashes of the Singularity II

23:46 Chronicles: Medieval


r/RealTimeStrategy 4d ago

Recommending Game Warcraft 2, my old love <3

40 Upvotes

Hey guys, just wanted to say some words of appreciation for warcraft 2. it was one of my first pc games i ever played. from 1996 until 2000 i attended countless lan-parties and played warcraft 2 endlessly. most of them were with big parts of my family: my brother, my uncle and his friends, my cousin and last but not least, my dad. its the only pc game he ever played. when warcraft 2 remastered came out, i gifted it to my dad and since then we played 3-4 matches every day. its such a great way to intereact with my almost 70 year old dad and i absolutely love it! thank you, warcraft 2! you will always have a special place in my heart <3


r/RealTimeStrategy 3d ago

Video Total Warhammer 40K: Space Marines Versus Orks Gameplay

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21 Upvotes

r/RealTimeStrategy 4d ago

Discussion Which RTS has the best atmosphere?

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140 Upvotes

r/RealTimeStrategy 4d ago

Self-Promo Post The Old War | Dark Fantasy RTS | Look and feel updated!

27 Upvotes

Hi everyone!

I’m Dan Marshall, an indie developer working on The Old War, a dark fantasy real-time strategy game. I made a post about a week ago and got some great feedback. I really like a dark, gritty aesthetic, but people keep saying to improve the contrast and make sure readability is king.

I ended up spending a chunk of time this week adding silhouettes and to units and resources (all trees are resources) as well as increasing the lighting on units to make them stand out and make sure you can easily see the battle state in a quick glance. At this point, I've been staring at it a lot and I can't really tell the difference.

Am I going in the right direction with contrast and lighting? Did I go too far? I really don't want to lose the dark and moody vibes.

If there's anything else you think would be an improvement, or you just want to chat, let me know!

Wishlist if you're interested, it helps a lot!

https://store.steampowered.com/app/1248750/The_Old_War/

Thanks,
Dan - Warchest Studios


r/RealTimeStrategy 3d ago

Self-Promo Video Saturday Morning RTS - Craving some BFME 2 war of the ring - Lord of the Rings Battle for Middle Earth 2 Rise of the witch-King - Casual RTS vibes

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0 Upvotes

All this War for Westeros and Game of Thrones comparison to BFME got me craving some nostalgic games, playing the amazing community patch Version of Battle for middle-earth 2; RIse of the Witch King. Playing either Goblins or Men of the west, talking bfme, Got, war for westeros or just geenral Lord of the rings, RTS and ASOIAF. 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!

For reddit tho, what are you most excited about this upcoming RTS, War for Westeros, seems like its getting a lot of hype, can be good, can be bad, im optimistic and everything "bad" i guess can be fixed/smoothed out, "can".


r/RealTimeStrategy 4d ago

Art More units for BLINKSTRIKE!

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59 Upvotes

Added a bunch more... My favorite by far is the crabby looking guy in the middle - the RUMBLER - he transforms from a ball like a bakugan!. The only one I'm not sure about is the hover tank with the big shield, I think it needs something if anyone has any ideas. The ufo ship is called the ZENITH and it can call a huge orbital laser AOE which is super fun. Thanks for looking! PS. if anyone wants to play let me know, we can hop on a few games sometime!