A streaming economy
Metal and energy flow continuously rather than sitting in a stockpile. Overbuild and everything slows down together; that single rule is what makes base planning a real decision.
In development
A large-scale real-time strategy game in the tradition of Total Annihilation and Supreme Commander: a streaming metal-and-energy economy, commander-led armies, physically simulated projectiles, and battles measured in hundreds of units rather than dozens.
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In the tradition of Total Annihilation (1997) and Supreme Commander (2007)
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Members
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Metal and energy flow continuously rather than sitting in a stockpile. Overbuild and everything slows down together; that single rule is what makes base planning a real decision.
One irreplaceable unit builds your first factory and ends the game if it dies. Every risk you take with it is a risk taken with the match.
Shots travel, arc and miss. Terrain blocks them, speed outruns them, and a wall of units is genuinely a wall.
Hundreds of units per side at a stable frame rate, with a camera that goes from one bot to the whole map in a single motion.