r/RealTimeStrategy • • Jun 10 '21

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

184 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 • • 16d ago

Megathread For AI-developed Games - October Edition

0 Upvotes

Greetings, devs and strategists!

We're continuing our policy to have 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 • • 19h ago

Hype The Crucible in Age of Empires IV is getting a huge update introducing Coop, weekly mutators and a leaderboard among other things

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93 Upvotes

r/RealTimeStrategy • • 11h ago

Self-Promo Video Admiral Yi: The Imjin War — Joseon Cannons, Targeted Bombardment, and Grapeshot Against Japanese Infantry

12 Upvotes

Hi everyone!

Here's another battle update from Admiral Yi: The Imjin War, the historical RTS I'm developing solo.

This time, I've been working on artillery combat in land battles.

Players can manually select where their cannons bombard, rather than simply ordering them to attack individual enemy units.

When enemy infantry gets too close, the cannons can switch to grapeshot, dealing much heavier damage to soldiers at short range.

In this video, Joseon artillery bombards advancing Japanese troops, switches to grapeshot as they approach, and eventually causes the Japanese forces to break and flee.

I'm trying to make different weapons and ammunition types offer meaningful tactical choices on the battlefield.

There's still plenty to improve, especially with combat AI, animations, and battlefield behavior.

I'd love to hear what RTS players think of the artillery mechanics!

※ Historical events and gameplay may differ depending on how the game unfolds.


r/RealTimeStrategy • • 1d ago

Self-Promo Video Orbital mothership ability for my new game (Engines of Hate)

106 Upvotes

r/RealTimeStrategy • • 14h ago

Self-Promo Post Ceder Creek County Sheriff, a classic style RTS made by real law enforcement officers.

13 Upvotes

What happens after the arrest? Find out as you start your law enforcement journey as the newly elected Sheriff who has to rebuild the County's Law Enforcement. Get the alpha for free here: https://theonlygambit.itch.io/ceder-creek-county-sheriff


r/RealTimeStrategy • • 3h ago

Self-Promo Video What if every star system you connect opens up a new strategic opportunity?

1 Upvotes

Hey everyone! We're developing Nexaris: Starweb Dominion, a 3D sci-fi strategy game focused on expanding a network of star systems, managing resources, and planning attacks.

We're sharing a look at the game and would love to hear what you think.

If you're interested, you can find it on Steam and add it to your wishlist here:

https://store.steampowered.com/app/4915260/Nexaris_Starweb_Dominion/


r/RealTimeStrategy • • 20h ago

News Silica Full Release Date Announcement, Word from the Lead Developer

10 Upvotes

Hello, Silica 1.0 is being released on November 3rd, marking the end of the Early Access period.

For those who don't know, Silica is an RTS & Hybrid, developed by Martin "Dram" Melicharek set in a desert like planet called baltarus.

Details here!

Silica - Devblog #07 - Full Release Date Announcement, Word from the Lead Developer - Steam Ne

Thank you

Lucho


r/RealTimeStrategy • • 20h ago

Self-Promo Post Made a logo + banner for my RTS game, Constant Conflict - (a classic RTS, like Broodwar). LMK what you think!

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10 Upvotes

Text and background were made in blender to get that 3D look with proper lighting, too.


r/RealTimeStrategy • • 20h ago

Music One hour of music that sounds like the Red Alert series, but isn't

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7 Upvotes

Always loved the RA soundtracks so put together a playlist of my own, including making some instrumentals that didn't already exist. Enormous respect to Frank for absolutely killing it across the entire series


r/RealTimeStrategy • • 17h ago

Self-Promo Post Earth 2150

2 Upvotes

Hey, is anyone still playing Earth 2150? I’m looking for some more players for multiplayer ;-)


r/RealTimeStrategy • • 1d ago

Self-Promo Video Steadfast - Announcement teaser for an Age of Sail RTT Strategy game

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17 Upvotes

Hey there!

I’m Erik, the game director of Steadfast which started a year ago as a hobby project of mine. I was inspired to bring back the feeling of Age of Sail I/II games. I then began working with Igor, who is a talented game artist who has previously worked on the Ultimate General/Admiral series of games.

We’re excited to reveal a slice of the game with you. It’s a RTT (real-time tactics) strategy title which is set during 1793 - 1815. It puts you in command of your fleet with a range of ship classes from small nimble cutters up to first rate ship of the line. Everything from hull damage, crew morale and weather is modeled.

We will be revealing more and more over the weeks to come. But hope you enjoy our teaser trailer which shows some footage!

Official website: https://steadfast.game
Wishlist on Steam: https://store.steampowered.com/app/5235740/Steadfast/


r/RealTimeStrategy • • 1d ago

Video Your average Zero mod

194 Upvotes

*let luse da juice


r/RealTimeStrategy • • 1d ago

Self-Promo Video Dynasty Buildings | Tempest Rising

269 Upvotes

🎵 Music: Cory Richards - Polarity


r/RealTimeStrategy • • 16h ago

Self-Promo Post I've been working on a medieval siege game called "Beyond the Rhine". Is this something you would play?

1 Upvotes

So... I've been developing a medieval strategy game named "Beyond the Rhine" and want to gauge interest from the community.

The game focuses on large-scale sieges against intricately designed, concentric walled cities. You can deploy vast armies consisting of cavalry, infantry, and cannons from the surrounding forests to attack these fortifications. The combat features dynamic destruction where cannon fire blows holes in the town walls, towers collapse in fiery explosions, and fires spread through the city buildings as your troops push through the breaches.

The tactical experience is supported by detailed campaign mechanics and customizable environments. You plan your army's movements on a regional map, such as preparing for the "Siege of Quedlinburg". During gameplay, you can use the settings menu to adjust environmental factors like the day/night cycle, rain, and fog to change the atmosphere of the battle. After securing a victory, the game provides a detailed breakdown of your casualties and plundered loot, followed by narrative events where you make decisions about the conquered town, such as seeking out mercenaries in the woods.

I'm trying to see if this mix of tactical deployment and explosive real-time destruction appeals to strategy fans. There is pixel mode graphics and normal 3d graphics, to mix things up...

THIS IS PRE-ALPHA, THE GAME MAY LOOK SUPER BAD IN SOME SCENES.


r/RealTimeStrategy • • 1d ago

Discussion What are peoples thoughts on Dawn Of War 4?

45 Upvotes

Just want to hear peoples opinions as it is not far away now.


r/RealTimeStrategy • • 1d ago

Self-Promo Video Finally at a place to show off a trailer for the RTS i've been building in my free time, Heirs to the Realm

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44 Upvotes

Hi everyone!

I've been a software engineer for the past decade, and i've always been a big fan of RTS games, specifically growing up with Empire Earth and Starcraft. I've been working on outside of my actual day job a game that I have been wanting to play myself for awhile now. Essence of Redwall but in a large scale battle environment.

It's currently playable vs CPU opponents (up to 8 players), with different strategies. Each map is procedural generated and each individual aspect of the map is changeable in settings (rivers, mountains, elevation, resources, etc).

https://imgur.com/a/e2F8Eef

https://imgur.com/a/26fkH2L

https://imgur.com/a/kTJenB5

https://imgur.com/a/6sp5bOc

https://imgur.com/a/D2rtEwa

Some of the features i've added that I think help set it apart from the others:

  • Rivers/Dams: dams make rivers beyond it cross-able, but if destroyed, temporarily floods downriver.
  • Tunnels/Bridges: building tunnels through mountain ranges/impassable routes, and having bridges able to be built across valleys and other terrain, not just rivers.
  • Night influences gameplay: during night, line of sight is decreased, and light can increase it. Units can turn on and off their personal lights, so they can sneak up on units to gain advantage.

Of course I have a bunch of ideas, but i'm trying to keep my goals manageable for now to avoid scope creep. It's hard though. 😅

My current still in progress aspects are cleaning up the tech tree, diplomacy, some additional models for the first 3 ages, and overall balance changes.

What are your thoughts on the trailer? And the current UI? I've been in my own world, so any feedback is extremely useful.


r/RealTimeStrategy • • 2d ago

News Legendary composer Frank Klepacki says the RTS genre isn't dead, but he would like to see devs get a little more creative with it

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281 Upvotes

r/RealTimeStrategy • • 1d ago

Self-Promo Video Seven Kingdoms II: Fryhtan Wars - [Classic RTS / Mod] Custom Launcher & Massive Content Update!

17 Upvotes

Hi everyone!

I’ve been developing a mod for Seven Kingdoms II. While diving deep into the game's code, I noticed that the original game was released with quite a bit of unfinished content.

I’ve spent time polishing and fixing many of those underlying issues, while also adding new factions, fresh content, and several overall improvements.

If you loved Seven Kingdoms II or are still playing it today, I’d love for you to give it a try! I’ve built a custom launcher that handles updates automatically whenever a new patch drops.

You can download the launcher via the link attached in the post. Hope you guys enjoy it, and feel free to leave any feedback!

sevenkingdoms2 mod launcher


r/RealTimeStrategy • • 1d ago

Self-Promo Post Phantom Havoc RTS - demo is now live!

18 Upvotes

Phantom Havoc Demo

My solo developed project is finally approved & released!

After much, much delay the Demo is now live for everyone to play. There is roughly 90minutes of game play, with quite a few features included. There are still some bugs to work out, but it's fairly polished and ready to enjoy. Had to take some time to myself and regather where this is going and which features to include so excuse the massive delay.

Demo:

Players have control over one playable faction, multiple types of units, from small fighters to large battlecruisers. Players are also able to build bases and defenses. In this demo level, players have to rescue and evacuate civilians back to orbit to complete the missions. Players also have the choice if they want to go on offensive and attack the enemy flagship & fleet command. Use traditional RTS controls, or take direct control of units.

Win condition: All civilians evacuated to orbit.

Thanks everyone for your support in this endeavor and the words of encouragement.

Hope you find it worthwhile to play.

Approved for release.

Steam: https://store.steampowered.com/app/3552260/Phantom_Havoc/


r/RealTimeStrategy • • 2d ago

[RTS Type: Classic] And here is a RTS that i never heard before but man i am happy to hear about it now and to see that the fans are making a remastered version for free on Steam with the og developers blessing for it, just lovely all around :)

65 Upvotes

"The most troublesome RTS returns, free forever. Easy to pick up, tough to put down. Play as Vikings or Natives, build your tribe, and battle across randomly generated islands with up to 12 players online. A community-driven revival of a cult classic. Come cause some trouble!"

Game : Tribal Trouble: Resurrected "release 15 Oct, 2026"

Link : https://store.steampowered.com/app/3945720/Tribal_Trouble_Resurrected/


r/RealTimeStrategy • • 1d ago

Discussion Do you prefer complex tech trees, or simpler ones with meaningful choices?

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6 Upvotes

I am playing around with an RTS idea I've been musing about, curious how other RTS players feel about tech tree design.

Do you prefer massive, interconnected tech trees with lots of prerequisites, or something that's easy to understand at a glance but still offers plenty of strategic depth? Due to lack of knowledge (being honest) leaning towards the later.

The game has three unique factions, each with their own tech trees, strengths, weaknesses, and gameplay mechanics. While they share some core systems, each faction approaches combat, expansion, and resource management differently.

Our current approach:

  • Simple progression: Buildings unlock through a relatively easy-to-follow tech tree.
  • Tier 3 specializations: Each building type eventually branches into distinct specializations that change how it functions. Choosing one locks that specialization across all buildings of that type.
  • Global research: Your Command Core handles permanent upgrades like resource capacity, armour, weapons, and infrastructure.
  • Meaningful trade-offs: For example, at T3 an airfield can specialize in area bombing runs or precision strikes, but not both.

The goal is to keep the tech trees approachable while ensuring each faction has plenty of strategic depth, meaningful decisions, and replayability.

What is the sweet spot is between accessibility and complexity?

I've attached a sample of our current Freehold (human faction) tech tree for reference. It's still a work in progress, and I'd love to hear what experienced RTS players think!


r/RealTimeStrategy • • 1d ago

Self-Promo Post I removed the 2D sprites and now my RTS game uses little plastic toys for Units, Buildings and Resources - I am now feeling a bit lost on the actual game and would love feedback

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10 Upvotes

If anyone has any interest in providing any feedback from my demo update (found here: v 0.9.0 Demo Update - Crowns of Aldmere by Crignog) that would be incredible.


r/RealTimeStrategy • • 1d ago

[RTS Type: Classic] This is my version for a grenadier | Empire Earth Reforged🔥

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1 Upvotes

r/RealTimeStrategy • • 2d ago

Self-Promo Video I know the "cool" factor of weapons in an RTS is so important. Does this do it for you or would you like to see any changes?

24 Upvotes

Playing around with procedural explosion animations, the dust particles act as a fluid and go through air only, meaning it shoots out through the narrow spaces between buildings.