Battles of Chaos - RTS/RTT game

My solo project RTS-RTT hybrid game made with UE5.6 now has a Youtube trailer, and a Steam page.
More info is available on the Discord server.

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Hi there @sivan,

Hope you’re well and having a great week so far!

I knew the second I saw the title font that this would be a rad trailer. And this certainly didn’t disappoint! Will we be able to build ā€œcastles/keepsā€ or fight against other players?

@PresumptivePanda Hi, yes! But unfortunately, not everything immediately…

Currently I’m focusing on open field battles, restricted to 2 human players atm because of network bandwidth limits, i.e. 1v1 PVP or 2 players PVE. The demo will have these features.

Siege battles are also possible, but the AI is not really ready for it… So it is going to be added later, probably on Early Access, or to the Demo as a multiplayer 1v1 only feature.

I’m planning base building as a following development step after siege AI, being added in more iterations, from simple fortification building under enemy waves of attacks to real RTS skirmish. It is also an AI development intensive task…

Btw, all the systems are designed to be realizable as I described the plans on the Steam page and in Discord FAQ.

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Hello @sivan !

What a beautiful game. I always love the various takes on these styles of game, with the way that individuals such as yourself make them feel unique!

This might be a little bit of an odd question, but would there be the potential for a unit like a tent of sorts to boost physical prowess, or allow a handful of ā€˜revives’ via medical assistance? Those are just some of the first examples that come to mind after reading the most recent post you made.

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The base building element might have me sold. I’m pumped to watch as this develops more. Be sure to update here when you can :smiley:

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not an odd question at all!

I’m planning some kind of units with healing capabilities, healers or shamans depending on the faction, they will basically cause a negative damage periodically. I have a long list of planned units, first I’m focusing on conventional ones, because special units will need more testing and iterations for sure, they might imbalance the game easily.

and retreating a group to a safe place and staying idle should also regenerate some HP. a tent or similar is definitely a good idea! I thought there could be war-camps on the battle maps behind each army, as battles rarely happened on the march, except ambushes.

indeed actually I’m working on the HP system:

  • different weapons are now causing different damage types
  • one weapon can have multiple damage types (cut, pierce, blunt etc.)
  • armors and shields have different protection against damage types
  • stamina will be used together with HP to define the health and max speed of a unit
  • injured units will mark their group as injured and they should be withdrawn to avoid heavy losses

so it requires a complex gameplay design that should make the battles a bit slower and more tactical

thanks, I’m trying to post updates here too.

I agree, I also want to include base building, it would add so much fun and deeper gameplay, but also hard to code it to be applied properly by the AI opponent. I’m very motivated, but have to take into account the limitations of space-time continuum :smiley: