Blog
Strategy guides, design notes and engineering stories from the workshop of a browser RTS.
- ·by Rene Wang
Browser RTS games: what actually runs in a tab now
Real-time strategy used to be the genre browsers could not have. Here is what changed, what is still hard, and what a browser RTS gets in exchange for the install it never asks for.
Read more → - ·by Rene Wang
Games like Rusted Warfare, and what we took from it
Rusted Warfare proved a full RTS fits on a phone. Steel Tide is built in the same tradition — here is what we borrowed, what we deliberately changed, and what it still does better.
Read more → - ·by Rene Wang
Hard counters, soft counters, and how to pick the numbers
Why rock-paper-scissors is the backbone of every RTS, what breaks when a counter is absolute, and how a two-axis damage matrix keeps 26 units all worth building.
Read more → - ·by Rene Wang
How to get better at RTS games: five habits that transfer
Not build orders — habits. Five things that separate a losing RTS player from a winning one, in any game in the genre, and how to practise each of them in a single match.
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Playing an RTS with your thumbs
A finger has no right button, no hover and no Shift, and it covers what it touches. Designing real-time strategy controls for a phone means replacing each of those, not emulating them.
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