RTS Is Quietly Having a Comeback (Ep.50)

RTS Revival: A Mid-Year Review of 2025's Real-Time Strategy Renaissance

Our strategy gaming veterans celebrate their 50th episode by examining 2025’s real-time strategy landscape, reviewing major releases like Tempest Rising and Broken Arrow while discussing surprising revivals such as Dawn of War Definitive Edition, analysing failures like Stormgate, and previewing promising indie titles including Dying Breed, DORF, and the highly anticipated Sanctuary Shattered Sun for 2026.

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This milestone episode provides a comprehensive mid-year assessment of the RTS genre’s health in 2025, featuring detailed discussions of major releases including Tempest Rising’s Command & Conquer-inspired gameplay, Broken Arrow’s complex military simulation, and the unexpected success of Dawn of War Definitive Edition. The hosts analyse why some games succeeded while others like Stormgate failed dramatically, explore the role of nostalgia in modern RTS design, examine how indie developers are keeping the genre alive, and preview exciting 2026 releases. The conversation covers everything from publisher dynamics and live service models to art direction and the importance of passionate development teams in creating memorable strategy experiences.

Critical Moves Podcast – Episode 50 Show Notes

Episode Title: RTS Is Quietly Having a Comeback
Hosts: Al, Jack, Nuno
Episode Length: ~57 minutes

Episode Summary

The fiftieth episode of Critical Moves marks a milestone celebration with the return of Nuno alongside regular hosts Al and Jack to assess the real-time strategy genre’s performance in 2025. The discussion examines both commercial successes and notable failures, from Tempest Rising’s successful homage to Command & Conquer and Broken Arrow’s ambitious military simulation to Stormgate’s disappointing collapse and Dawn of War Definitive Edition’s surprising resurgence. The hosts explore why certain design philosophies resonate with modern audiences, how indie developers are filling gaps left by major publishers, and what exciting releases await in 2026, including Sanctuary Shattered Sun, Dwarf, and Empire Eternal.

Major 2025 Releases: Tempest Rising

Command & Conquer Spiritual Successor

Tempest Rising emerged as one of 2025’s highest-profile RTS releases, positioning itself as a spiritual successor to the classic Command & Conquer franchise. The game successfully captured the aesthetic and gameplay philosophy of the original Command & Conquer series while maintaining a grounded, near-future military setting rather than embracing Red Alert’s more outlandish approach.

The design decisions reflect a careful balance between nostalgia and modernization. Rather than incorporating fantastical units like Tesla troopers or attack dolphins, Tempest Rising maintains reasonable plausibility within its slightly futuristic military framework. This approach distinguishes it from Red Alert’s campy sensibilities while preserving the core Command & Conquer gameplay loop.

Post-Launch Support and Community Reception

Developer support for Tempest Rising continues with regular updates introducing new maps, custom match settings, and quality-of-life improvements. The ongoing development suggests commercial success, though concrete sales figures remain undisclosed. Community discussions frequently reference the anticipated Vetti faction as a potential major DLC expansion, which was hinted at during the developers’ podcast appearance.

The game’s reception splits between players seeking Red Alert-style chaos and those appreciating the more restrained military aesthetic. Drone operators emerged as particularly controversial units, enabling cheese strategies when combined with sky crane helicopters and engineers, creating balance discussions within the community.

Broken Arrow: Complex Military Simulation

Single-Player Campaign Excellence

Broken Arrow distinguished itself through exceptional single-player campaign design, featuring branching narratives, impressive graphics, and sophisticated sound design that created an immersive military simulation experience. The campaign’s difficulty curve forces players to engage deeply with the game’s complex mechanics rather than allowing surface-level strategic approaches.

The branching campaign structure provides meaningful replay value, with player decisions affecting subsequent mission availability and narrative progression. This approach demonstrates how single-player RTS campaigns can offer depth beyond linear mission sequences, rewarding strategic thinking and encouraging experimentation with different tactical approaches.

Multiplayer Challenges and Community Response

Despite single-player success, Broken Arrow faced significant multiplayer challenges including balance issues, cheating problems, and player abandonment mid-match. The developers implemented various solutions including leaver penalties, though these arrived after initial community frustration. The vocal multiplayer community’s complaints overshadowed positive single-player reception, illustrating the disproportionate influence of competitive players on game perception.

The complexity that makes the single-player campaign engaging creates barriers in multiplayer, where tracking numerous unit types with different capabilities while managing combat across multiple fronts overwhelms many players. This design philosophy targets dedicated simulation enthusiasts rather than casual multiplayer audiences, accepting a narrower appeal for greater mechanical depth.

Comparison to War Game and World in Conflict

Broken Arrow draws inevitable comparisons to Eugen Systems’ War Game series and Massive Entertainment’s World in Conflict, sharing thematic similarities while establishing distinct mechanical identity. The game exceeds both predecessors in complexity, featuring more granular unit control and deeper simulation of modern military systems.

The emphasis on infantry combat in detailed urban environments represents significant evolution from War Game’s treatment of infantry as primarily garrison units. Players must engage with house-to-house fighting mechanics, street-level tactics, and combined arms operations in ways previous titles abstracted, creating authentic modern warfare simulation experiences.

Dawn of War Definitive Edition: Unexpected Revival

Preserving Classic Gameplay

The Dawn of War Definitive Edition surprised many by maintaining the original 2004 gameplay entirely intact while updating graphics through retexturing work, improved shadowing, and modern camera controls. This preservation-focused approach demonstrates how classic RTS design continues resonating with contemporary audiences when presented with modern visual standards.

The 21-year-old game’s enduring appeal reveals fundamental RTS gameplay principles transcending visual presentation. The squad-based combat, strategic point control, and faction asymmetry that defined the original remain engaging despite dramatic evolution in gaming technology and design philosophy. This timelessness suggests certain RTS formulas achieved near-perfection requiring minimal adjustment for modern enjoyment.

Introducing Classic RTS to New Audiences

The definitive edition successfully attracted players unfamiliar with the Warhammer 40,000 universe or the original Dawn of War, demonstrating how modernized presentation lowers barriers for younger audiences approaching classic titles. Friends who never experienced the 2004 original found themselves magnetized to the remastered version, validating the approach of updating visuals while preserving core mechanics.

This cross-generational appeal suggests significant untapped markets for remastered classic RTS titles. The success provides a roadmap for other publishers considering whether classic franchises warrant modern re-releases, showing that passionate fanbases will support preservation efforts while new audiences discover timeless gameplay.

Dawn of War 4: Managing Expectations

King Art Games’ Challenge

Games Workshop selected King Art Games to develop Dawn of War 4 based on their Kickstarter success with Iron Harvest rather than returning to series creator Relic Entertainment. This decision created community anxiety despite King Art’s demonstrated RTS capabilities, as Warhammer fans questioned whether a developer with limited franchise experience could properly steward the beloved property.

The weight of expectation creates significant pressure for King Art Games. Dawn of War fans waited years for a proper sequel after Dawn of War 3’s disappointing reception, building anticipation to potentially unrealistic levels. Any deviation from community expectations risks harsh criticism regardless of objective quality, placing the developers in a challenging position.

Art Style Controversy and Community Concerns

Early gameplay footage sparked debates about visual direction, with some fans complaining the game resembles Dawn of War 3 rather than the beloved original. These comparisons reflect inevitable technological progression—modern games naturally share visual similarities with the most recent franchise entry. The criticism demonstrates how nostalgia creates challenging parameters for developers attempting to honour legacy while embracing contemporary standards.

The Warhammer community’s notorious gatekeeping tendencies intensify scrutiny of any new franchise entry. Dedicated fans maintain strong opinions about proper 40K representation, making satisfying the core audience particularly challenging. King Art must balance authenticity to source material, respect for Dawn of War’s legacy, and modern gameplay expectations—a delicate equilibrium few developers successfully achieve.

Iron Harvest as Proof of Concept

King Art’s previous RTS success with Iron Harvest provides some reassurance despite lacking Dawn of War pedigree. The game demonstrated competent cover-based combat systems similar to Company of Heroes, showing the studio understands fundamental RTS mechanics. However, Iron Harvest’s relative obscurity compared to Dawn of War’s legendary status means the studio faces unprecedented scrutiny.

The comparison between creating an original IP like Iron Harvest and inheriting a beloved franchise like Dawn of War represents vastly different challenges. Original properties allow creative freedom without fan expectations, while established franchises carry decades of accumulated community sentiment. King Art must prove themselves worthy of the Dawn of War legacy while carving their own identity within the franchise.

Stormgate: A High-Profile Failure

Disappointing Launch and Reception

Stormgate launched to overwhelmingly negative reception on Steam, with most complaints focusing on microtransactions, paywalled campaign content, and perceived corporate greed despite its free-to-play model. The game failed to capture the Starcraft audience it clearly targeted, arriving “dead on arrival” according to community assessment.

The contrast between Stormgate’s failure and Tempest Rising’s success illustrates how similar approaches to spiritual successor development produce wildly different results. Both games attempted channelling beloved RTS franchises, yet Stormgate’s execution felt derivative and uninspired while Tempest Rising successfully captured Command & Conquer’s essence while establishing distinct identity.

Free-to-Play Model Problems

The shift to free-to-play signalled underlying problems, as RTS games rarely adopt this monetization model successfully. Kickstarter backers particularly expressed frustration over having to pay additional fees for campaign access despite supporting the game’s development financially. This perceived betrayal of early supporters damaged community trust irreparably.

Live service models present inherent tensions in RTS design, where players expect complete experiences rather than ongoing monetization. The success of Age of Empires 2’s continued DLC releases demonstrates that established franchises with dedicated communities can sustain long-term content delivery, but new properties lacking that foundation struggle justifying ongoing purchases.

Comparing to Starcraft 2

Stormgate’s greatest liability came from direct comparison to Starcraft 2, which remains free-to-play with extensive content. When a spiritual successor offers less content, inferior polish, and aggressive monetization compared to the game it attempts replacing, players understandably question why they should invest time in the inferior product.

The brief demo experience revealed uninspired unit design, boring gameplay loops, and overall lack of innovation distinguishing Stormgate from its inspiration. Without compelling reasons to abandon Starcraft 2, players simply returned to the established game rather than supporting a disappointing alternative. This demonstrates how spiritual successors must either match or exceed their inspirations to justify existence.

Indie RTS Renaissance: Dying Breed

Embracing Retro Aesthetics

Dying Breed fully embraces retro Command & Conquer aesthetics complete with deliberately dated graphics and classic RTS design philosophy. Developer Ignacio’s years of passionate development finally reached fruition with Microprose publishing support, rewarding dedication to a niche vision few major publishers would risk supporting.

The game’s October 7th, 2025 release represents culmination of extensive independent development demonstrated through multiple demo releases. These previews allowed potential players experiencing the nostalgic aesthetic before committing, building community anticipation through transparency rather than marketing hype.

Nostalgia as Game Design

Designing games specifically targeting nostalgic impulses guarantees certain audience appeal while potentially limiting broader market reach. Players who experienced Command & Conquer during formative gaming years respond powerfully to visual and mechanical call-backs, creating dedicated niche audiences willing to support passion projects.

The strategy of leaning into nostalgia serves indie developers particularly well, as limited budgets prevent competing with AAA production values. By intentionally targeting retro aesthetics, developers transform potential weaknesses into distinctive selling points, attracting players seeking experiences unavailable from major publishers.

Fractured Alliance: Solo Development Ambition

From Stellar Warfare to Fractured Alliance

Developer Thomas of Tense Games transitions from space-based Homeworld-inspired Stellar Warfare to ground-based Fractured Alliance, demonstrating solo developer ambition tackling diverse RTS subgenres. Both games showcase impressive technical achievement from single-person development teams, proving passionate individuals can create compelling strategy experiences without studio resources.

Fractured Alliance’s Command & Conquer-inspired design continues the trend of indie developers filling gaps left by dormant major franchises. The game joins Tempest Rising and Dying Breed in serving audiences hungry for classic RTS gameplay modernized through contemporary development tools.

Minimal Information, High Potential

Limited available information about Fractured Alliance creates both excitement and uncertainty. The visuals suggest competent execution, but without extensive gameplay demonstrations, potential quality remains speculative. This pattern repeats across many indie RTS projects where small teams prioritize development over marketing.

The wait-and-see approach makes sense given how frequently ambitious indie projects disappoint despite strong concepts. However, Thomas’s previous success with Stellar Warfare provides credibility suggesting Fractured Alliance merits attention despite information scarcity.

DORF: Embracing Absurdity

Chaotic Unit Design Philosophy

DORF distinguishes itself through deliberately absurd unit design featuring monster trucks fighting laser weapons alongside Molotov cocktail throwers and improvised mechs built from scrap. This commitment to visual chaos and mechanical variety creates immediately recognizable aesthetic identity impossible to confuse with other RTS titles.

The stop-motion animation style reminiscent of classic Command & Conquer games combined with hand-drawn backgrounds evokes Commandos series production values. This distinctive artistic approach demonstrates how limited budgets force creative solutions producing more memorable results than generic 3D graphics.

Character Through Unit Design

The philosophy of creating memorable, impractical units adds personality absent from realistic military simulations. While games like Broken Arrow excel at authentic military representation, titles like DORF provide imaginative escapism where Rule of Cool supersedes practical considerations. Both approaches serve different audience preferences, with neither objectively superior.

Drawing inspiration from beloved games like Command & Conquer Generals showcases how faction identity stems from distinctive unit rosters. The GLA, United States, and China forces in Generals remained immediately identifiable through unique unit designs and abilities, creating lasting impressions transcending generic military aesthetics.

Looking Forward: 2026 Releases

Sanctuary Shattered Sun: Supreme Commander’s Successor

Sanctuary Shattered Sun received endorsement from Supreme Commander creator Chris Taylor as the spiritual successor to his legendary RTS franchise, carrying significant weight given the 18-year gap since the last Supreme Commander release. This professional validation suggests the game successfully captures the design philosophy making the original beloved among RTS enthusiasts.

The Dyson Sphere setting enables unprecedented environmental destruction where super weapons create holes in maps, causing water, units, and buildings to fall into the sun below. This exceeds even Planetary Annihilation’s planet destruction mechanics, promising spectacle matching Supreme Commander’s legendary scale.

Alpha build access revealed strong potential, with developers pouring maximum effort into creating a worthy successor. The return of strategic zoom alongside enhanced destruction mechanics promises the godlike battlefield perspective distinguishing Supreme Commander from conventional RTS titles.

Empire Eternal: Civilization Through the Ages

Empire Eternal attempts capturing the original Empire Earth’s magic by taking civilizations from prehistory through potential far-future scenarios spanning 20,000 years. This ambitious scope appeals to players seeking the base-building RTS experience progressing through technological eras, a formula proving endlessly engaging for dedicated audiences.

The concept’s enduring appeal stems from watching civilizations evolve from primitive tribes through space-age superpowers, with each era introducing new units, buildings, and strategic possibilities. Successfully executing this vision requires careful balancing ensuring each era provides distinct gameplay while maintaining overall strategic coherence.

Earth Breakers: Genre Fusion Experiment

Petroglyph’s Earth Breakers represents fascinating genre experimentation combining first-person shooter gameplay with RTS base building and resource management. Players simultaneously engage in direct combat while constructing bases and producing vehicles, creating hybrid experiences potentially appealing to both shooter and strategy audiences.

The asymmetrical team composition where players choose specialized roles while competing for strategic resources introduces MOBA elements into traditional RTS frameworks. This genre blending demonstrates how developers continue pushing RTS boundaries rather than accepting rigid genre definitions.

Publisher Landscape and Industry Trends

Microprose Renaissance

Microprose’s significant role supporting niche strategy titles from Task Force Admiral to Dying Breed demonstrates renewed commercial interest in sophisticated strategy games major publishers consider too risky. This publisher renaissance benefits the strategy gaming ecosystem by providing funding and distribution for passionate indie developers lacking resources for independent release.

The strategy of supporting proven expertise on passion projects enables games that might otherwise remain unrealized due to commercial uncertainty. By accepting narrower audience appeal in exchange for dedicated community support, Microprose carves sustainable niche in modern gaming marketplace.

Live Service Strategy Games

Age of Empires 2’s continued success with Chronicle DLC series demonstrates how established franchises sustain long-term content delivery. The upcoming third Chronicle focusing on Alexander the Great promises challenging established Age of Empires 2 meta gameplay, showing how even decades-old games evolve through thoughtful content additions.

The contrast between Age of Empires 2’s successful live service model and Stormgate’s failure illustrates importance of established community trust. Players willingly support ongoing content from proven developers delivering consistent quality, while new properties demanding similar investment face scepticism without earned credibility.

EA Acquisition and Command & Conquer’s Future

Saudi Investment and Franchise Implications

Recent news of EA’s acquisition by Saudi Arabian investment groups raises questions about dormant franchises like Command & Conquer potentially receiving renewed attention. The publisher’s strategy of sitting on beloved IPs rather than developing or licensing them frustrates fans watching indie developers successfully serving audiences EA ignores.

The possibility of EA offloading Command & Conquer rights to developers actually interested in creating new entries excites communities starved for proper franchise continuation. However, major corporate acquisitions rarely prioritize niche strategy game development over more profitable mainstream titles.

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Episode Verdict

This landmark fiftieth episode successfully demonstrates that 2025 represents neither renaissance nor decline for RTS gaming, but rather healthy diversification across multiple development scales and design philosophies. Major releases like Tempest Rising and Broken Arrow prove commercial viability for well-executed RTS games, while indie titles like Dying Breed and Dwarf show passionate developers filling gaps left by risk-averse publishers.

The contrast between Stormgate’s failure and Dawn of War Definitive Edition’s success illustrates how execution matters more than concept, with strong design principles transcending visual presentation or budget constraints. The exciting 2026 line-up featuring Sanctuary Shattered Sun, Empire Eternal, and Dawn of War 4 suggests the genre’s momentum continues building rather than representing temporary resurgence.

Most importantly, the ongoing conversation reveals passionate communities supporting strategy gaming regardless of mainstream attention, ensuring dedicated developers find audiences for thoughtfully crafted experiences. Whether through nostalgic throwbacks or ambitious innovations, RTS gaming continues evolving through diverse approaches serving different player preferences rather than chasing singular vision of genre perfection.

Next Episode: Steam NextFest Special


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