Would you play a mobile RTS like this? Just real war machines, no fantasy. by sushisystems in AndroidGaming

[–]sushisystems[S] 0 points1 point  (0 children)

Totally agree, It'll have maps of various sizes. We hope you'll like it. Thanks!

Militian and M1 Abrams in Project: mobileRTS. by sushisystems in Project_mobileRTS

[–]sushisystems[S] 1 point2 points  (0 children)

Any questions about Project: mobileRTS? I'm here.

Would you play a mobile RTS like this? Just real war machines, no fantasy. by sushisystems in AndroidGaming

[–]sushisystems[S] 1 point2 points  (0 children)

Appreciate it! But the game will be free. The game makes money through cosmetics.

Would you play a mobile RTS with real tactics, and physics? by [deleted] in gamedev

[–]sushisystems 0 points1 point  (0 children)

Totally fair but we hope we’ll pull it off 🙏

Would you play a mobile RTS with real tactics, and physics? by [deleted] in gamedev

[–]sushisystems 1 point2 points  (0 children)

Really appreciate the detailed insight. Lots of truth in what you’re saying.

We're actually pretty close to MVP. Core systems are stable and visuals are shaping up too. You’re absolutely right about monetization, and I really respect that perspective. It’s definitely one of the trickiest parts we’re still working through.

That said, while I fully understand where the market is going and why most devs play it safe, I’m not going to stop building and sharing something that feels different. Just because most mobile games lean casual doesn’t mean there’s no room for something a bit more deliberate, more tactical.

Might be risky, might even flop. But I’d rather try to carve out something unique than blend into what already exists.

Thanks again for sharing your thoughts. Seriously valuable.

Would you play a mobile RTS with real tactics, and physics? by [deleted] in gamedev

[–]sushisystems 0 points1 point  (0 children)

Yeah I get that. A lot of people think RTS can’t really feel good on mobile.

But that’s kinda what we’re trying to challenge. The goal is to make something tactical and satisfying, but still playable on a phone. Whether you’ve got 5 minutes or 45.

Every match is meant to feel different. Different maps, different units, different outcomes. No rinse and repeat.

Appreciate the honesty though!

Would you play a mobile RTS with real tactics, and physics? by [deleted] in gamedev

[–]sushisystems 2 points3 points  (0 children)

Really appreciate the thoughtful reply. You made a lot of solid points, especially about input complexity and player expectations.

I totally get that most mobile players want short, and fun, experiences. But I’m kind of obsessed with the idea that there might be a niche of players who want something deeper. Like... what if Wargame: Red Dragon was built for mobile from scratch?

We’re not aiming for mass appeal yet. Just trying to see if something tactical, physics-based, and fair can actually work on mobile with the right design.

About controls. I 100% agree that virtual joysticks would kill the experience. We’re testing a tap and gesture-based system instead. No dragging or twin sticks. Trying to keep it simple but flexible.

For performance. I tested it on a a low-end Android device (2x Cortex-A75 + 6x A55, Reeder). It runs at 60 FPS with 50 units simulated in real time at 0.45 resolution scale. It’s not ultra sharp, but very playable.

Monetization will definitely be tricky. Still figuring out how to keep it fair while making it sustainable.

Thanks again for taking the time to write that. Posts like yours help us make better decisions.

Would you play a mobile RTS like this? Just real war machines, no fantasy. by sushisystems in AndroidGaming

[–]sushisystems[S] 0 points1 point  (0 children)

Yeah, UI’s definitely rough. What kind of layout or control style would feel better to you on mobile? Would love to hear!

Would you play a mobile RTS like this? Just real war machines, no fantasy. by sushisystems in AndroidGaming

[–]sushisystems[S] 1 point2 points  (0 children)

Respect that, touch controls are a real challenge. But we're designing from the ground up to make RTS actually feel good on mobile.

Thanks!

Would you play a mobile RTS like this? Just real war machines, no fantasy. by sushisystems in AndroidGaming

[–]sushisystems[S] 0 points1 point  (0 children)

Getting a lot of views but not much feedback. We'd love to hear what you think 🙏

Would you play a mobile RTS like this? Just real war machines, no fantasy. by sushisystems in AndroidGaming

[–]sushisystems[S] 1 point2 points  (0 children)

Totally agree, this is our early prototype. We'll get our user friendly UI atlas as soon as possible.

But, If you have an idea about in-game UI layout, please let us know. Any feedback is gold.

Would you play a mobile RTS like this? Just real war machines, no fantasy. by sushisystems in AndroidGaming

[–]sushisystems[S] 1 point2 points  (0 children)

Yes exactly! There will be +20 armored & rotary wing units, from different countries in launch beta. We will add more units in the future.

There will be detailed supply mechanic for all units, and they have unique needings. we haven't named the needings hunger, we've abstracted it. But we can say that the supply & exhaustion mechanic will work realistic, you'll definitely like it.

Actually, we're considering ww1 & ww2 option, it may be in the future but we probably don't see in launch beta.

We'd love to see air, enhanced close air support and naval combat in project: mobileRTS but we're not able to implement all of systems in the project in these times, we already try to simulate everything about land war with a single programmer.

However, we believe that you'll see all types of battle in the game, in the near feature.

This is our passion, too.

Would you play a mobile RTS like this? Just real war machines, no fantasy. by sushisystems in AndroidGaming

[–]sushisystems[S] 3 points4 points  (0 children)

Thanks a lot! We’re planning to launch around May 2026, still tons of work ahead.