HomeNews"Tempest Rising: A Nostalgic '90s RTS Experience"
"Tempest Rising: A Nostalgic '90s RTS Experience"
Apr 05,2025Author: Simon
From the moment I launched the Tempest Rising demo, I was filled with a sense of nostalgia. The opening cinematic, complete with its cheesy dialogue from armored soldiers and a reedy scientist, brought a smile to my face. The game's music, UI design, and units are crafted to transport players back to the golden era of real-time strategy (RTS) games, reminiscent of late-night sessions playing Command & Conquer fueled by Mountain Dew, taco-flavored Pringles, and sleep deprivation. Experiencing this nostalgic feeling through a new game in the modern era is exhilarating, and I'm eager to see what Slipgate Ironworks has planned for the full release and beyond. Whether diving into Skirmish mode against clever AI bots or engaging in Ranked Multiplayer, playing Tempest Rising feels as comfortable as slipping on a well-worn baseball glove.
This nostalgic experience is no coincidence. The developers at Slipgate Ironworks deliberately set out to create an RTS game that evokes the classics of the 90s and 2000s, while incorporating modern quality-of-life improvements. Set in an alternate 1997, Tempest Rising unfolds in a world where the Cuban Missile Crisis escalated into World War 3. Amidst the nuclear aftermath, mysterious flowering vines emerged, brimming with electrical energy and heralding a new era of power for those brave enough to harvest them.
Tempest Rising Screenshots
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Since the demo I played focused solely on multiplayer, I'm eagerly awaiting the story mode, which will feature two replayable 11-mission campaigns, one for each of the main factions showcased in the preview. The Tempest Dynasty (TD), an alliance of Eastern European and Asian countries devastated by WW3, and the Global Defense Forces (GDF), an alliance between the United States, Canada, and Western Europe, are the factions available. A third faction exists but remains a mystery until the campaign is released, as it's not playable in the preview build, the Steam RTS Fest demo, or at launch.
The Tempest Dynasty particularly caught my attention, not only for its quirky 'death ball' vehicle, the Tempest Sphere, which amusingly rolls over and crushes enemy infantry, but also for its unique 'plans' system. These plans allow for faction-wide bonuses in three distinct categories, activated from the Construction Yard, the starting building for all players. With a bit of extra power generation and a 30-second cooldown for switching plans, the system is straightforward yet impactful.
The Logistics Plan accelerates structure construction and resource harvesting, including faster movement for mobile resource harvesters. The Martial Plan enhances unit attack speed, provides resistance to explosives, and allows Machinist units to sacrifice health for a 50% attack speed boost. Lastly, the Security Plan reduces the cost of units and buildings, improves repair functions, and expands Radar vision. I found a strategic rhythm by cycling through these plans, boosting my economy with Logistics, speeding up building with Security, and then launching offensives with the enhanced combat capabilities of Martial.
The flexibility of the Tempest Dynasty extends beyond plans. Instead of building a Refinery to harvest nearby tempest fields like the GDF, the Dynasty uses Tempest Rigs, mobile units that can harvest resources until depletion and then relocate. This mobility makes my favorite 'fast expand' strategy more accessible, allowing Tempest Rigs to harvest resources far from my base without detection, ensuring a steady income.
Another fun unit in the Dynasty's arsenal is the Salvage Van, which can repair nearby vehicles or switch to Salvage Mode to destroy any nearby vehicles, returning resources to the salvaging player. I enjoy the tactical advantage of sneaking up on unsuspecting opponents, parking a Salvage Van next to their vehicles, and both weakening their army and claiming their resources.
The Dynasty's power plants can also switch to 'Distribution Mode,' boosting the construction and attack speed of nearby buildings (some of which have cannons after upgrades) at the cost of taking damage. Fortunately, the mode automatically deactivates at critical health levels, preventing self-destruction.
While I'm drawn to the Tempest Dynasty, the GDF has its own appeal, focusing on buffing allies, debuffing enemies, and controlling the battlefield. My favorite GDF synergy involves the Marking mechanic, where certain units can mark enemies, causing them to drop Intel upon defeat, which is used for advanced units and structures. With specific Doctrine upgrades, marked enemies suffer various debuffs, enhancing the strategic depth of the GDF.
Tempest Rising3D Realms Wishlist
Each faction offers three tech trees to explore, allowing players to specialize in different aspects of their faction. For instance, the GDF's 'Marking & Intel' tree enhances the marking mechanic, while the Dynasty's tree boosts the effectiveness of their 'Plans.' Additionally, advanced buildings unlock cooldown abilities that can significantly influence battles, from area damage to spawning extra troops. The GDF can also deploy spy drones, create remote building beacons, and temporarily disable enemy vehicles.
Given the Dynasty's fewer but upgradable buildings, losing one to an enemy Engineer can be detrimental. However, the Dynasty's Lockdown ability prevents enemy takeovers, albeit at the cost of the building's action. The Field Infirmary ability, which allows for troop healing anywhere on the map, complements the Dynasty's focus on both infantry and mechanized units.
There's much more to explore, and I'm excited for the full release, which will include Custom Lobbies for playing with friends against the clever AI bots that employ hit-and-run and harrying tactics. Until then, I'll continue battling alone, crushing my bot enemies with swarms of death balls.
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