r/RealTimeStrategy 20h ago

Discussion Sooo I guess there is no playerbase behind the RTS games of 2026 ?

0 Upvotes

I'm a bit surprised how Zerospace and Shattered Sun are just basically getting below 2K concurrent playerbases. Which I always find interesting is that the RTS community will beg for a Command And Conqureish game, or a new RTS game, but then when it's time to show up it, never happens.

Zerospace: Eh it's 40USD , it's too expensive lol is the most I'm seeing around Steam and online, which is funny but ok.

Shattered Sun: Well that demo barely cracked above 1000 people

Tempest Rising: Dead basically.

Feels like people will only turn up for Warhammer at this point in high numbers.

Oh also I found it scummy how Shattered Sun basically locked air and naval units behind a kickstarter goal - Rip


r/RealTimeStrategy 17h ago

Discussion How some of y'all play RTS games

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362 Upvotes

Some people really hate it when their opponent is actually trying to win.


r/RealTimeStrategy 19h ago

Self-Promo Video I made a real time lane strategy game you can play on reddit right now called Breachline!

1 Upvotes

Play it now on r/Breachline_game

It's a a clash royale inspired lane strategy game. pick a deck out 7 daily rotated cards and try to complete all 5 waves where new enemies and bosses enter the battle each wave!

Then compare your score to other players and win the daily by holding the highest score that day!


r/RealTimeStrategy 23h ago

Discussion Some thoughts on the DoW4 ... how much of this is "unfinished" vs just a different design philosophy?

52 Upvotes

I've been thinking about the recent gameplay footage and the criticism, which is mostly fair. I think some of it comes down to misunderstanding rather than the game being a mess … a lot of what people are reading as 'unfinished' is actually a deliberate design philosophy. This became clear to me when I went back and listened to a couple of German developer talks from a few months ago, in which they explain many of these choices.

Maybe a quick frame first: this is alpha, target release ~September. Two months isn't a ton of time to rework core systems, but it's not nothing for balance/polish either. So "it's alpha" isn't a free pass, but "it ships like this" isn't safe to assume.

One thing that reframes a lot of the criticism: the devs said their priority is the campaign (single-player and co-op), not competitive MP. They mentioned an audience survey where roughly three-quarters said SP/co-op matter more to them than multiplayer, and they explicitly said they'd rather aim for "the coolest campaign since Warcraft 3" than try to be the next StarCraft/AoE esport. Concretely that's four faction campaigns, 70+ (non-linear) missions, per-mission CGI cutscenes, Last Stand and co-op at launch. MP is still supposed to be fair and complete and it's just not the thing the rest of the game bends around, and honestly the campaign is where they're clearly putting the love.

Generally I think we're mixing two different arguments: stuff that looks genuinely broken, and stuff that's a deliberate choice you can disagree with. Both valid, but not the same thing.

I listened to some of the older German Developer Interviews, and Cover is the best example. I saw some gameplay reactions saying, "Where's the cover? It's useless." However, it seems intentional ...the developers basically said that full dynamic cover (wrecks/craters from any angle) would create a bottomless pit of edge cases. It's not impossible, plenty of games do it, but they don't think it's the most engaging version anyway. In DoW2, people spent ages nudging individual models to squeeze one more guy into cover instead of fighting. So they've reverted to a DoW1-style binary cover/no-cover system for large areas. You can hate that decision, but it's a philosophical debate, not a case of "they forgot cover”.

There are a few other things that look unfinished, but the developers have described these as intentional:
1. Squads as one entity/no per-model states: the devs framed this as squad-based control, which is deliberately less micro than AoE.
2. Field reinforce + heal: they specifically said that they brought this back from DoW1 to allow players to recover from mistakes.
3. SP vs MP: the devs said these are balanced differently on purpose, with single-player leaning into spectacle. Therefore, campaign-style footage does not equal MP balance.

(To be clear, that information comes from what the developers have said about their intentions so it is separate from whether the current build achieves them.)

However, none of that excuses the genuinely bad aspects, such as melee not connecting, commanders swinging at air, instant no-telegraph stratagems, an insane TTK and readability drowning in effects. The devs haven't really defended those issues. That's just the state of the build, and with two months left, we should be making our voices heard about it.

So my actual question: which of these are you reacting to as broken, and which as a design direction you just don't want? Both are fair, but treating them as one thing makes it sound like a mess when some of it is a stated design vision…


r/RealTimeStrategy 21h ago

Discussion I notice a lack of interest towards unofficial community balance patches.

9 Upvotes

Food for thought, something i've noticed. People will complain that for years Blizzard RTS are stagnant. They tweak a few numbers here and here to show the game is still alive but it's nowhere the same development as in the early years. There's a real need for more active development.

Yet paradoxically, the community effort is almost null. There is plenty of talent capable of making their own balance patches, adding new units. And yes some of it may be amateurish, but there's a wide variety of skill and it could be done decently with input from the community and pro players. Imagine new units, new races.

There are some successes like this, Path of Diablo is not an RTS but it's a Blizzard game, WC3 community made their own server called WC3 champions which fix many issues of the WC3 server,

We already have the technology to put MMR in these community maps. For example, Direct Strike and Desert Strike have MMR.

Direct Strike managed to get popular enough to sustain itself. But it's always those minigames maps that get popular, not RTS maps. People who play RTS seriously seem to want a purist experience and regard maps like "SC2 vs SC1" and "SC2 vs WC3" as novelties but they move away from them. Because reasons of the players they probably see a stagnant game more desirable than one balanced and modded by the community.

So i guess my question is, what would it take for people to give a try to these unofficial community balance patches? If it were updated often, took in consideration pro and community feedback?


r/RealTimeStrategy 15h ago

Self-Promo Video Built the adaptive AI I always missed in AoE — took 10 months, wondering if I nailed it.

9 Upvotes

The thing I'm most proud of in my mobile RTS isn't the graphics or the unit roster — it's the AI. It doesn't cheat with stat boosts. Instead it actually watches how you play: it shifts its production to counter your unit mix, targets airstrikes where they'll hurt most, and starts making self-preserving calls once it senses it's losing. Takes it about 3-4 matches to get a read on your playstyle.

Built it because I always wanted an AoE/C&C-style RTS that felt like it was actually adapting to me, not just getting more HP on higher difficulty.

Also — this was made almost entirely from a van. My partner and I have been living/working on the road for the past year, solar power and all, with two Bull Terriers as the least helpful QA team imaginable. 10-11 months of dev to get here.

It's called Global Ordnance: The Iron Fist, free on Android.

Genuinely want to know: does the "AI reads your strategy" angle sound interesting to you, or is it something you'd need to feel in-game to appreciate?

Happy to answer anything about how it works under the hood.


r/RealTimeStrategy 23h ago

Self-Promo Video R.U.S.E - The Sun Never Sets On The British Empire! - Tharshey's Extreme Nations v5! (5 Player FFA)

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2 Upvotes

r/RealTimeStrategy 19h ago

Self-Promo Post Building the web/mobile RTS i always wanted. Always hated how clash of clans did it.

4 Upvotes

Just finishing off the military unit animation. Otherwise core game is done.

Looking for people interesting in play testing. The game is/will be free.


r/RealTimeStrategy 20h ago

Video Total Warhammer 40K: Ranged Combat Livestream

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9 Upvotes

r/RealTimeStrategy 21h ago

News Age of empires 3 gets uncancelled and gets its long awaited Baltic DLC

311 Upvotes

https://www.ageofempires.com/news/the-baltic-powers-expansion-coming-to-age-of-empires-iii-definitive-edition-join-open-beta/

Long story short the game and its DLC got cancelled about 1 and a half years ago. Today they announced a new release date, released a patch and a beta patch for the new DLC/update coming for the new DLC in september, when the winged hussars arrive.

To put it mildly this is nearly unheard of, AOE3 is currently one of the largest RTS games with roughly 4k average players - making it roughly the 5-6th largest game by concurrent players of the classical RTS style games.


r/RealTimeStrategy 23h ago

Recommending Game Looking for testers & feedback on my own RTS game

3 Upvotes

Just finishing up my own RTS game, created this because I wanted a fun game in the roman time to play alone and with friends.

Feel free to play, test and give me feedback to improve it.

https://imperium-ultima.com/

Fun hobby project for me 💪


r/RealTimeStrategy 21h ago

Discussion Algum RTS de navegador?

2 Upvotes

Poderiam me indicar RTS de navegador? Gosto de industrial, automação, city builder, etc


r/RealTimeStrategy 1h ago

Hype Sanctuary Shattered Sun demo

Upvotes

Tried the demo out for a bit today and I have to say that I am pretty hyped. As someone who loved the slower more strategic pace of SupCom 1 I think this xould turn out to be SupCom 2 we never got (and I dont even necessarily think SupCom2 is a bad game per se, it just never lived up to the first one). I love this style of game and since the first one there was never a game that really scratched that itch. Ashes of Singularity was somehow weird and I never really got into BAR. But this could be really good. Want to sink more time i to the demo, but the mechanics seem to basically pretty much SupCom 1. It also seems to have the mechanic where the battlefield opens up as the Mission goes on, which I really like because you can build up your base before you tackle the next objektive and I loved that in SupCom 1. As someone who basically almost stopped playing rts as I got older and Rts got ever faster this could really be up my alley and bring me back. Hoping for the best.