Building a Sci-Fi RTS from Scratch – Fungal Front Dev Interview (Ep.40)

Indie Developer Matt Discusses His Sci-Fi RTS About Humanity's Fungal Frontier

Our hosts sit down with indie developer Matt to explore Fungal Front, an ambitious sci-fi RTS that tackles antibiotic resistance through the lens of interplanetary colonization, examining how a small team creates asymmetric faction gameplay while balancing accessibility for newcomers against depth for veteran strategists.

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This episode provides an in-depth look at indie RTS development through Matt’s journey creating Fungal Front, a game set in 2062 where humanity seeks cures for superbugs on the fungal planet Micopia. The conversation explores the challenges of small-team development, the importance of single-player campaigns for commercial success, and how narrative choices can create moral complexity in strategy gaming. The hosts examine the game’s unique visual style, asymmetric faction design, and Matt’s philosophy of making RTS games accessible without sacrificing strategic depth, while discussing the broader renaissance happening in the RTS genre.

Critical Moves Podcast Episode 40 Show Notes

Episode Title: Fungal Front Developer Interview
Hosts: Al, Tim
Guest: Matt (Fungal Front Developer)
Episode Length: ~65 minutes

Episode Summary

This episode features an extensive interview with Matt, the indie developer behind the upcoming sci-fi RTS Fungal Front. The conversation reveals both the creative ambitions and practical challenges facing small-team RTS development, with Matt explaining his game’s unique premise of humanity seeking superbug cures on an alien fungal world. The discussion covers everything from the technical decision to rebuild the entire engine for better multiplayer support to the moral complexity of making players choose between human colonizers and indigenous fungal life. Matt’s emphasis on single-player accessibility while maintaining strategic depth reflects broader industry trends toward inclusive design, while his partnership with his creative wife and small volunteer team illustrates the collaborative nature of passionate indie development.

The Superbug Premise and Scientific Grounding

Real-World Inspiration

Matt’s decision to centre Fungal Front around antibiotic resistance reflects growing global concerns about superbug development. His personal experience in South Africa, where antibiotics were commonly prescribed, provides authentic insight into how overuse creates resistance problems that players can understand intuitively. This grounding in contemporary medical science gives the game’s 2062 setting believable urgency.

The narrative framework of humanity seeking cures in space rather than developing new terrestrial solutions creates interesting implications about human resourcefulness versus environmental exploitation. The decision to look outward instead of inward suggests both technological optimism and a willingness to impact other worlds for human benefit.

Scientific Authenticity in Game Mechanics

The incorporation of mycorrhizal networks as the basis for fungal faction communication demonstrates Matt’s commitment to scientific accuracy within fantastical settings. Real fungal networks that connect forest ecosystems provide the foundation for the Shroomies’ hive-mind coordination, making alien intelligence feel biologically plausible rather than purely fictional.

The explanation of optical tweezing technology to justify autonomous construction drones shows how contemporary scientific concepts can support traditional RTS mechanics. By extrapolating current nanotechnology forty years into the future, Matt provides logical explanations for gameplay conveniences that typically require suspension of disbelief.

Small Team Development Challenges

Scope Management and Resource Allocation

Matt’s four-year development timeline illustrates the immense challenges facing small teams attempting full-featured RTS games. His decision to completely rebuild the engine after recognizing multiplayer limitations demonstrates both the technical complexity and the iterative nature of indie development where perfectionism can extend timelines significantly.

The collaboration with volunteer artists and his wife as creative director reveals how passionate projects can attract talent willing to contribute without immediate compensation. This model enables ambitious scope but requires careful coordination and shared vision to maintain consistency across multiple contributors.

Visual Development Evolution

Tim’s direct critique of the game’s early visual presentation and Matt’s receptive response highlight the importance of honest feedback in development. Matt’s acknowledgment that YouTube footage represented older builds while newer development showed significant improvement demonstrates how public perception can lag behind actual progress.

The transition from Universal Render Pipeline to HDRP represents significant technical investment in visual quality, suggesting that even small teams must compete with AAA visual standards to gain player attention. This creates substantial pressure on indie developers who must balance artistic vision with technical execution.

Asymmetric Faction Design Philosophy

Balancing Accessibility with Depth

Matt’s approach to unit counters reflects thoughtful consideration of player onboarding versus strategic complexity. His rejection of hard counters in favour of soft advantages aims to prevent the frustration that newcomers experience when overwhelming force gets neutralized by small numbers of counter units, while still providing tactical advantages for skilled players.

The decision to allow multiple production buildings to operate independently addresses one of RTS gaming’s most persistent accessibility barriers – production queue management. This quality-of-life improvement reduces mechanical demands without eliminating strategic resource allocation decisions.

Faction Personality Through Mechanics

The Shroomies’ baneling-style suicide units and psychedelic area-of-effect abilities create distinct tactical identity while drawing clear inspiration from established RTS conventions. This approach balances originality with familiarity, giving players reference points while introducing novel combinations of abilities.

The human faction’s more traditional military structure contrasts effectively with fungal biological warfare approaches, creating asymmetry that feels thematically appropriate rather than arbitrary. This connection between narrative and mechanics strengthens both elements by making gameplay choices feel story-relevant.

Narrative Complexity and Player Agency

Moral Choice Integration

The planned campaign structure allowing players to switch between human and fungal perspectives mid-story represents sophisticated narrative design rarely attempted in RTS games. This mechanism could create genuine moral investment by forcing players to experience consequences of their earlier decisions from the opposing viewpoint.

The concept of fighting against bases previously constructed as humans adds personal stakes to strategic decisions, making abstract resource management feel emotionally relevant. This approach could bridge the traditional gap between RTS strategic detachment and narrative emotional engagement.

Avatar and Colonization Parallels

Matt’s explicit acknowledgment of Avatar’s influence on the game’s colonial exploitation themes demonstrates awareness of the moral complexity inherent in the setup. The parallel between Pandora’s indigenous Na’vi and Micopia’s Shroomies creates clear allegorical connections to historical and contemporary colonization patterns.

This thematic framework transforms typical RTS resource gathering into commentary on environmental destruction and cultural imperialism, potentially creating player discomfort that serves the game’s moral message while maintaining strategic gameplay engagement.

Industry Context and RTS Renaissance

Single-Player Market Dominance

Matt’s citation of 75% single-player preference statistics aligns with broader industry recognition that narrative campaigns remain crucial for RTS commercial success. His initial multiplayer focus followed by pivot toward single-player content reflects lessons learned from recent RTS releases that struggled without strong campaign components.

The comparison to Battle Aces’ failure despite polished multiplayer mechanics supports Matt’s argument that competitive features alone cannot sustain RTS games in the current market. This analysis suggests that successful modern RTS games must serve both competitive and narrative audiences effectively.

Multiplayer Accessibility Problems

The discussion of smurfing problems across free RTS games highlights systemic issues that paid games might avoid through account creation barriers. Matt’s argument that monetary investment reduces griefing behaviour reflects broader debates about free-to-play versus premium pricing models in competitive gaming.

The recognition that high-level players deliberately destroying newcomers creates lasting negative impressions shows understanding of how social dynamics affect game longevity. This awareness influences design decisions toward protected matchmaking and single-player alternatives for casual players.

Technical Development Journey

Engine Reconstruction Decision

Matt’s choice to rebuild the entire engine after one year of development demonstrates the technical risks inherent in RTS creation, where networking requirements can necessitate fundamental architecture changes. This decision shows both the perfectionism that drives quality improvements and the scope creep that extends development timelines.

The shift toward deterministic engines for seamless multiplayer reflects lessons learned from established RTS games, where synchronization issues create player frustration that undermines competitive integrity. This technical foundation becomes crucial for games attempting to serve both casual and competitive audiences.

Collaborative Development Model

The partnership between Matt’s programming expertise and his wife’s creative direction illustrates how couples can combine complementary skills in indie development. This collaboration model enables projects that might be impossible for individual developers while creating shared investment in creative outcomes.

The volunteer artist contributions through social media connections demonstrate how online communities can support ambitious indie projects, though this approach requires careful coordination to maintain consistent artistic vision across multiple contributors.

Quality of Life Innovation

Worker Management Simplification

Matt’s automated resource point assignment system addresses one of RTS gaming’s most tedious micromanagement requirements while preserving strategic resource allocation decisions. This design philosophy prioritizes player time investment in meaningful choices rather than repetitive clicking.

The builder drone system that operates independently while workers continue harvesting represents thoughtful analysis of what makes RTS games feel cumbersome versus strategic. These improvements could significantly lower the skill floor for new players without reducing the skill ceiling for veterans.

Onboarding Philosophy

The explicit goal of making games “easy to play but difficult to master” reflects mature understanding of accessibility challenges facing the RTS genre. Matt’s approach suggests that mechanical complexity should serve strategic depth rather than creating artificial barriers to entry.

This philosophy influences numerous design decisions from unit production independence to simplified counter relationships, showing how overarching accessibility goals can guide specific mechanical implementations throughout development.

Visual Identity and Artistic Direction

Unique Aesthetic Choices

The game’s fungal lighting effects and alien environmental design create visual distinctiveness that helps it stand out in a crowded RTS market. While Tim’s initial critique highlighted presentation challenges, the commitment to unusual visual approaches could create memorable identity that survives graphical improvements.

The collaborative artistic process between Matt and his wife, combined with volunteer artist contributions, demonstrates how passionate projects can develop distinctive visual styles through shared creative vision rather than large art teams.

Technical Visual Improvements

The progression from Universal Render Pipeline to HDRP represents significant technical investment in visual quality, showing how indie developers must balance artistic ambition with technical capability. This upgrade path suggests ongoing commitment to visual refinement even as core gameplay mechanics remain stable.

The acknowledgment that environment work remains incomplete while unit models show improvement illustrates the iterative nature of indie art development, where different elements progress at varying rates based on available resources and expertise.

Development Timeline and Release Strategy

Phased Release Approach

Matt’s planned October demo release followed by Steam NextFest participation demonstrates strategic thinking about building audience awareness before full launch. This approach recognizes that single NextFest participation requires careful timing to maximize impact when the game can best represent its final quality.

The projected early access timeline extending into late 2025 shows realistic assessment of remaining work while providing concrete goals for public accountability. This transparency helps potential players understand development progress while managing expectations appropriately.

Commercial Considerations

The decision against Kickstarter funding despite considering it reflects honest assessment of personal bandwidth limitations with full-time employment constraints. This choice prioritizes reliable delivery over expanded funding, showing mature understanding of commitment sustainability.

The focus on wishlist building before major promotional pushes demonstrates understanding of Steam’s discovery algorithms and how timing affects game visibility in the competitive indie marketplace.

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Episode Verdict

This episode successfully captures the passion and challenges inherent in indie RTS development while revealing how thoughtful design philosophy can address genre accessibility problems without sacrificing strategic depth. Matt’s combination of technical expertise, scientific grounding, and collaborative creative process demonstrates how small teams can tackle ambitious projects through careful scope management and community support. The conversation’s strength lies in balancing development insights with broader industry analysis, helping listeners understand both the specific challenges facing Fungal Front and the systemic issues affecting RTS renaissance efforts. The interview reveals how modern indie developers must serve both competitive multiplayer audiences and single-player narrative preferences while competing with AAA production values on limited budgets, making Matt’s accessibility-focused approach particularly relevant for the genre’s future evolution.

Next Episode: The State of 4X Strategy. Can It Be Fixed?


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