Tempest Rising
Tempest Rising

Tempest Rising

442
in-game
Data taken from Steam
Rally & Recon Update Trailer
Tempest Rising - Accolades Trailer
Tempest Rising - Launch Trailer
The OST Trailer
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Tempest Rising
Command distinct factions in a desperate struggle for power and resources in Tempest Rising - a classic RTS set on Earth after a nuclear war.
Developed by:
Slipgate Ironworks™
Published by:
Release Date:

Steam
Latest Patch:

Steam

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Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
88%
3,612 reviews
3,210
402
15.1 hours played
Written 18 days ago

I bought this game, expecting a single player heavy spiritual successor of Command & Conquer; I mean come on... GDI - GDF, Tiberium - Tempest, Construction Yard, Commando unit calling in airstrikes and the list could go on. However what I got is... well, a wavering quality of mishmash, consisting elements from C&C and Starcraft primarily. It tries hard to resurrect those games, but for me, fumbled. First and foremost the game is FAST. Without a speed slider, so you can't really adjust the game speed for your preference. And don't tell me GIT GUD, because there are some overly OP units, which can literally disintegrate your defenses in 3-5 seconds, so if you happen to be in a major maneuver, tough luck. Also, did I mention that this game is fast? Which means that like every 20-30 seconds you get the "Your base is under attack" warning, where you have to immediately focus to that area, because you simply get no indication whatsoever of whether a single infantry walked into your crossfire, or a few major units are buttfucking your turrets. Annoying shit. What else... Unit pathfinding is abysmal, some units will stuck, while some are going to push others out of crucial areas, e.g. repair AoE. Which may not sound of a big deal, since you can always build some more, but you really can't. I'm closing to the end of the Tempest Brotherhood... erm Dynasty campaign and fuck my life, the mission design is sometimes annoying as hell. Around third of the missions are either commando ones or you have to get by with limited resources and oh boy, during these missions the game's shortcomings are beaming through. Scripted events, enemy zerg-rushing you with seemingly endless resources, save scumming galore. Meh, this game could have used some additonal playtesting. Going to just abort the Dynasty campaign, let's hope GDF is better. In the favor of this game, sometimes it catches that classic RTS feeling, but the fact is that mainly the only thing it does is to make me want to replay the old C&C games. UPDATE: GDF is not better, same issues. Uninstalled. UPDATE2: I disabled comments because of sporadic morons. I mean if your best argument in the defense of this game is that what kind of games I'm playing / reviewing, then get a life maybe?
1.8 hours played
Written 16 days ago

Command&Conquer Tiberian wars from Temu. Even though the review is positive, actually it's a "meh" review. It is not a bad game but it still needs more fleshed out content and especially a better units design (mechanics wise) 70% of the roster is useless so every match everyone ends up spamming the same couple of units so it gets repetitive very quickly.
21.7 hours played
Written 23 days ago

If you like Commanding & Conquering, this game is for you. I'll save you some time - if you like games like C&C, TibSun, C&C3, Dune2k, or Emperor: Battle for Dune, then this game is exactly right up your alley. The chances of you not enjoying yourself here are very slim if you like even one of those titles. I've been playing RTS games since the late 90's (Dune2k was my first, followed by Emperor, then TibSun) and the way I'd describe this game using others would be: A perfect blend of C&C 3, C&C Generals, and Emperor: Battle for Dune's gameplay mechanics. If the devs add sub-factions like Emperor: Battle for Dune in future content updates, it would give gameplay a whole ton of versatility imo. A skirmish campaign mode with a territory map like Emperor (or Global Conquest in C&C 3: KW) would also be a lot of fun and add replayability to this game (even more so with dynamic objectives like in Emperor's campaign as opposed to endless skirmishes in KW).
19.0 hours played
Written 14 days ago

I don’t understand why people rate this game so highly. There’s nothing interesting about it. It’s just a poor imitation of the early C&C games.   The campaign lacks interesting characters and a compelling plot. All the missions are bland and boring, and the cinematics are just ridiculous.   Multiplayer and skirmish modes are slightly better, but the factions and units are unbalanced. Some units are completely useless despite their high cost, while others are so overpowered that not using them is a 100% loss. As a result, there’s little room for varied strategies.   The entire gameplay feels unintuitive and clunky, with no smoothness in unit behavior.   For example, take the elite unit - the Assassin Drone Operator - which is meant to destroy vehicles using drones. The drones have a melee attack, but their attack sequence involves landing near the vehicle and attack animation. This whole process takes about 0.5 to 1 second. If the vehicle moves during that window, the drone can’t reach it, and the attack is canceled. This means you can only attack stationary vehicles - primarily artillery, which has a much longer attack range and can one-shot the expensive operator. This is just one example. The entire game is plagued with such issues. I can name a couple fresh indie strategy games that have far better mechanics and gameplay and they’re either free or much cheaper.
38.7 hours played
Written 1 month and 4 days ago

Okay Im a big command & conquer fan, have all the games, personally Red alert if my favourite, I wanted this game to be good but its just so 1 dimensional its unreal, Make army slowly, yeah this game feels very slow not much fluidity at all but anyway make army go to middle of the the terrible maps and see who wins the battle, if you lose here you lose the whole game, no point playing it out you are done, no chance of come back. Then there is the colours in this game and wow red blends with the colour of the tempest so its very difficult to see whats what on the mini map, the garrisonable structures in this game are white squares on the mini map but a player can also select the white colour making it even more confusing, colours are just dull. The fact that their is a 3rd faction not released yet also is another annoying thing because already game play has become stale for me personally, and it just all feels unfinished, lack of a power unit in these games also like a Kirov for example, I suppose you could say constructing the Dynasty balls are that unit but frankly it just looks stupid, literally just ball spam so you have mechanical balls rolling over everything in the game. Im fed up of games being released that are unfinished, I think ill stick to RA3 online like I have done for 17 years... I will update my review if this game gets better but right now I wish I didnt buy it.
4.6 hours played
Written 17 days ago

This game is a faint shadow of the great games it tries to immitate honestly. I even went and reinstalled Command and Conquer 3 just to check if I was nostalgia blinded but no. This game is just not that great. It's bland as all hell really. The cutscenes are dull and uninteresting people talking at you dropping exposition. The factions feel the same when it comes to unit design. The gameplay is meh as all hell. This is quite frankly Commande and Concquer from Wish/Temu.
323.0 hours played
Written 14 days ago

Multiplayer is a disaster. Every major decision runs through one person, and it shows at every level. There is no proper team collaboration, no reality check from high-level players, and absolutely no willingness to engage with criticism unless it flatters the existing direction. Even the most well-reasoned feedback gets dismissed or ignored outright. Balance is in shambles. Some factions get free income, i.e. intel without lifting a finger, this has only been under or over-tuned so far, because it's not a physical resource on the map. The lead seems to add things for the sake of it and not for the actual benefit. It’s not asymmetry, it’s just bad. There’s no consistency in unit design either. The Drone Operator, easily one of the most complained-about units in the game, remains untouched. Meanwhile, trivial issues get patched while actual problems are left to rot. Population cap is meaningless. Snowball units take over the game with minimal investment, and tech paths are so poorly tuned. Fall behind once and the match is already over. It’s a one lane coin toss with no recovery. Worse than the design flaws is the attitude behind them. The people in charge do not take criticism seriously. Players offering actual insight get talked down to or ignored entirely. The focus is always on looking clever, not building a stable or competitive experience. Mechanics are added just to be "different," not because they improve gameplay. The result is a mess of conflicting ideas with no direction or cohesion. You can feel that multiplayer wasn’t built with any competitive foundation in mind. There’s no structure, no long-term thinking, and no sign of understanding what makes a good match flow. Everything is reactionary. Everything feels disconnected. There’s no vision for balance, only band-aids and ego-driven additions. If another version of this game is ever released, and the same person remains in charge of multiplayer, the outcome is already set. It won’t get better. It won’t evolve. It’ll just be more of the same. Unplayable balance, wasted potential, and a dying PvP scene. The lead is simply not fit for the role. That’s not an insult, it’s an observation backed by everything we’ve seen. There is a clear lack of understanding when it comes to the fundamentals of competitive RTS design. While players were complaining about broken units, economy imbalance, and faction identity issues, the lead designer was sitting in chat talking about how to make people “salvage units.” In a real-time strategy game. That says it all. If there’s any plan for a future version or sequel, the current lead must be replaced. That or their responsibilities must be shifted to something where they can’t keep damaging the multiplayer experience, i.e. singleplayer, for example, where isolated mechanics won’t break the entire game. Let someone with actual PvP understanding lead the multiplayer design. Because right now, it’s looking bleak.
8.7 hours played
Written 12 days ago

People compare this to C&C. It is not. This is more familiar to StarCraft 2, where units need a lot of micro-management if you want to be effective. For now (short playtime), this seems like a good game.
64.4 hours played
Written 30 days ago

The campaign is fun but the AI in multiplayer is totally annoying. NO fun in skirmish or multiplayer versus bots. Completely stupid profanity filter that allows me to create an empty name lobby, then nobody can join This game is developed by people that don't know how to UX
4.5 hours played
Written 9 days ago

I really tried to like it but, why cant I adjust the game speed??? Its way to fast for me, and why cant I change difficulty once I started the campaign?
1.1 hours played
Written 11 days ago

it's really hard to distinguish the units from each other, which makes battles feel less fun
0.7 hours played
Written 18 days ago

I don't really know what to say about Tempest Rising, except for the fact that I didn't really enjoy it and wanted to refund it. I grew up with a large variety of RTS titles, and I got yo watch as the genre died, revived, died, and revived. I wish I could say "I don't care for it, but you very well might" for a review, but it's either a yes or no. I'll try and explain: Aesthetically, I just don't csre for it. Units often blend into the terrain and never have any sense of 'weight'? I can't explain it, but they just seem awfully... samey. Like, I can tell apart a Rhino tank from an Apocalypse tank, but here I just feel like I'm looking at a generic mass. Maybe I'm getting old, could be it, but the aesthetic doesn't help the game, and I often just find myself looking at what feels like some generic RTS assets, but they never feel like they're.. distinct? This same sense of the generic applies to the graphics, which are... well... passable. They're not bad, but they're not good enough for me to say "wow", and the lack of style kind of shows as a result. What about the unit roster? It's kind of the same story. There's a distinct lack if noticeable and impactul power units, and even those that approach something comparable to power units are just... well... part of a big boring mass of units. Difficulty wise, this game shows a strong favouritism towards highly aggressive rush tactics. I tend towards rush tactics, but I also like to experiment with a variety of non-rush strategies. Artillery turtles, superweapon rushes, etc. Sadly, many of these are simply not viable in any real capacity. They don't work. The skirmish AI in particular is extremely punishing if you let the game drag beyond the 20 minute mark, and it's uncapped APM will have you popping a Redbull loaded neck-vein in a desperate attempt to keep up if you don't go highly aggressive early on. This is not the RTS of old. Not SC2. Not RA2. Not RA3. You can - and will - be violently spanked into oblivion for daring to deviate from highly aggressive, high APM map control strategies. If this is the sort of thing you like, then you've found your game. Btw, the soundtrack is a banger.
10.3 hours played
Written 16 days ago

Huge thanks from all those people who waited for a CnC and even more so - Red Alert successor. It's RTS at it's finest! Pure joy to play this game and I can't thank enough the developers who took upon such a risk of crafting such a classic RTS in this modern world of cash grab machines and battle pass wankers
7.9 hours played
Written 18 days ago

Tempest Rising is the spiritual successor to the Command & Conquer series. This is classic old style gameplay with modern features. Instead of real actor cutscenes, the game has game generated characters that have very detailed features. The music is fantastic with Frank Klepacki (veteran musician for Command & Conquer) creating the music. Tempest Rising is a great game for those who yearn for the gameplay of classic RTS games. For gamers who never played RTS games, make Tempest Rising your introduction.
11.6 hours played
Written 1 month and 4 days ago

The game does not feel ready yet. It not only lacks the 3rd fraction, but neither the UI nor the UX is well crafted or intuitive. The campaign has a pretty generic story, the units are sometimes difficult to differentiate. Multiplayer offers only 2v2, and the number of available maps is poor. Tempest Rising may become a good game sometimes in the future, but in its current state, it is not a worthy successor to C&C. Let's see how it develops over the next few months.
0.9 hours played
Written 1 month and 6 days ago

Absolutely terrible community already. Standard RTS losers intentionally queing into noob games to feed their egos. Matchmaking is already dead. Maybe one or two matches. And they will be hosted by some no lifing idiots teaming to ensure they win. Just stay away from the modern RTS community. It's beyond pathetic. And ur EULA is disgusting.
21.8 hours played
Written 18 days ago

Tempest Rising wants to be Command & Conquer so badly it sometimes feels like it's wearing its skin — and honestly, that's not a bad thing. If you're going to borrow, borrow from the best. The game captures the core of what made those classics great: tight mechanics, base building, and satisfying combat. That said, I have a few nitpicks: The units lack a bit of personality compared to C&C — and yes, I will keep comparing them. There’s not much flavor or memorable voice lines to make them stand out. The tech tree feels like it stops just short of the top. It could really use some kind of super unit at the top — like a massive tank for the Dynasty or a big airship for the GDF. Something like the Veti faction’s giant mech with the "FU cannon" would be perfect. The GDF characters are a bit bland. The Dynasty faction has much more interesting personalities and visual flair in that department. But honestly, all of that is minor. Tempest Rising is a strong recommendation if you're an RTS fan — especially if, like me, you've been starving for something fresh in the genre. And since Stormgate didn’t quite deliver, this and D.O.R.F. (whenever it finally drops) might be the only real thing RTS fans get for a while.
36.2 hours played
Written 19 days ago

A modern C&C game. I never played them for multiplayer and the same is true for this game. I got what I expected from the game and enjoyed the campaigns. Did the GDI one three times. Potential downsides. Pathing is not perfect, it works more than well enough though. AI is decentish. If you have a RTS background you will beat the hardest AI first try after doing the campaign but it does do things well. How they scale difficulty in the campaign is a bit strange. Even on easiest difficulty they will spam units if you aren't supposed to go there, or on highest spawn things for free in massive waves. There are are a lot of triggers to start the next stage of campaign AI that you can abuse to make higher difficulties somewhat easy.
91.6 hours played
Written 19 days ago

I really enjoyed this game. Tempest Rising feels a lot like an unofficial Command and Conquer reboot I've been waiting on for far, FAR too long, and I think it fails and succeeds in the same ways that the CnC franchise did - the gameplay isn't the most strategically in depth, the story isn't super compelling (though not the worst by far), and there is a spoiler-y lack of a certain feature I found quite disappointing. Buuuuut man it is a blast! The tradeoff of lack it's of strategic depth is that it is very easy to just pick up and play and have a great time, and the story serves it's purpose of world building and setting up the missions well enough to still be entertaining. I thoroughly enjoyed the campaign my first and second time around and I'd really like to see some DLC. I'd pay for more Tempest Rising in a heartbeat! Bottom line: if you'd like an action-y RTS, you like CnC, and/or you just want to see the partially decomposed corpse of the RTS genre reanimated to it's former glory then you should buy this game! Edit: somehow forgot to mention that the music is phenomenal and getting Frank Klepacki on board sold me on this game before I even played it.
17.9 hours played
Written 19 days ago

Tiberian Sun and CnC TW were my favorite games; Clearly, Tempest Rising is that special homage to our RTS roots. Love it so far.
13.3 hours played
Written 1 month and 1 day ago

Tempest Rising is now the true successor to the Command and Conquer series, after EA ******* killed it. If you like base building RTS, especially CnC or Company of Heroes, get this game immediately. 9/10 great game
31.3 hours played
Written 1 month and 3 days ago

I'm having a blast in the campaigns so far, starting with mission 4 (GDF) it starts to be more adrenaline heavy, attacks and explosions all over the place. Love it!
50.8 hours played
Written 1 month and 5 days ago

If you like Starcraft 2, you will like this game... period. In fact, it's better in many ways. For example during game play it supports full 3440 x 1440 resolution. Looking forward to future improvements like the Veti faction and hopefully some additional skirmish maps.
32.6 hours played
Written 1 month and 6 days ago

This is literally a love letter to the C&C. And it's good. Hopefully they'll make a dlc like Kane's Wrath and it will be peak
32.9 hours played
Written 9 days ago

Excellent. If you enjoyed Starcraft, C&C, and games in that vein, you'll like this. You'll notice some elements borrowed from Warhammer 40k, C&C etc. It could be called "cookie cutter" except it's very well done.
25.3 hours played
Written 13 days ago

Reviewing for campaign: Controls are clunky. Unit pathing is abysmal. Most units serve no purpose in the game. The GDF missions can be beaten almost entirely with riot vans loaded with 1 engineer and 5 drone operators, and on the highest difficulty, it's almost a necessity. If you're hoping the Tempest campaign is more fun... it isn't. Whatever genius thought it was a good idea they should only be able to build 1 building at a time and then construction would stop until that building is placed should have been fired immediately. The level of micro you need to build a base as TD makes StarCraft Zerg feel like a leisurely stroll through a park. So attempting missions on insane with all objectives, some of which are broken months after release, can turn into a multi-hour grind of constantly reloading saves because you misplayed a single interaction or realize you need to go 3 minutes further back because a massive wave is about to hit your base with no warning and wipe you out while you're doing objectives. As someone who's played RTS for easily 10k+ hours in my lifetime I so badly wanted to love this modern day one, but I just can't.
20.9 hours played
Written 28 days ago

⭐ 7.5/10 Tempest Rising delivers a solid RTS experience with fantastic graphics and engaging faction design. While the factions feel familiar, they each bring enough uniqueness to keep things interesting. Single-Player Focus As someone who primarily plays RTS games for their campaigns, I found Tempest Rising enjoyable but a bit dry. The story had potential but didn’t quite dive deep enough into its characters. I wanted more showing rather than telling—more meaningful interactions with the cast instead of just exposition. Honestly, I miss the old-school live-action cutscenes that gave characters a real presence. The campaign also feels incomplete without a third faction storyline. A third campaign would help flesh out the narrative and make the experience feel more cohesive. Here’s hoping for a sequel to continue the story and expand on the world. Skirmish Mode Skirmish is solid, but I’d love to see a Siege Mode—something where bases start with barriers around spawns and a timer before full engagement. It would add a fresh layer of strategy to base-building and early-game defense. Final Thoughts Tempest Rising is a strong RTS with great visuals and faction design, but the campaign could have gone deeper, and a third faction storyline would have made it feel more complete. If a sequel expands on the narrative and character depth, it could easily push the score higher. Final Rating: 7.5/10 (With a third campaign? 8.5/10)
7.6 hours played
Written 30 days ago

Holy f*ck, just the play list in this game alone is epic!! Devs have done such a great job, thanks for doing what EA games can't by giving us an updated C&C game!
66.8 hours played
Written 16 days ago

Enjoying the game a lot, the units, the maps, the whole thing is really good. So far completed the Dynasty campaign and the story has hooked me in, I cant wait to see how they build up in future installments/campaigns One thing I disliked so far is that some of the voice lines are very cringy and read in monotone, the VAs arent putting a lot of effort or emotion into it (looking at you GDF soldier at the start of mission 4 of the Dynasty)
13.9 hours played
Written 19 days ago

I waited years for this game, and its basically legally distinct Tiberian Sun. The campaign is a lot of fun, and BONUS objective are so back. I really enjoy how the Dynasty and GDF forces play differently, but not so much you cant easily swap between them. It just needs more maps, I'd buy map DLCs if they released them. Or if they opened up workshop for people to make maps.
83.2 hours played
Written 1 month and 4 days ago

An awesome re-imagining of a RTS classic, Command and Conquer. This is a small dev team so there is some things left to be desired in terms of communication, but they have already been supporting the game and hopefully soon will be able to get a roadmap together and an additional faction. We know they are working on more maps, and they've already done some balancing. This game is definitely worth your time if you enjoyed the C&C franchise at all, or if you enjoy other RTS like Starcraft and Halo Wars.
50.6 hours played
Written 10 days ago

Very much like a modern CnC Red Alert game, The 2 races atm do play quiet differently and theres alot of units. I only really play multiplayer with friends so its decent pvp but not that many maps for 4 players atm. Has a few server browser bugs from time to time. Anti air is alittle weak imo Walling is there but the walls are way too weak to be effective defence. theres outposts to take on the map and they do different things for the player. Ore damages units in them and the taunt saying your under attack for it is kind of annoying they could fix that. All in all solid mp rts game but needs more maps, more races, map editor maybe, better aa and walls and maybe an action camera would be cool.
71.4 hours played
Written 19 days ago

This is a really solid C&C style RTS. The base building and units are well differentiated between the factions. Base defenses deal good damage, but aren't overly tanky or long ranged, so defending often involves countering with units. Units and structures are significantly less fragile than the ones in C&C Generals, but will still fall quickly under sustained fire. The AI for skirmish is surprisingly good and allows for some great fun trying out different strategies on different maps. The campaign is the best part of the game so far, with classic C&C story delivery. The GDF campaign is more straightforward and serves well as a good introduction to core gameplay, while the Dynasty Campaign gets into some really fun twists and turns. I have seen some players complain about difficulty, which seems to be mostly an issue of lacking familiarity with the game's design and mechanics. The game seems to take for granted that most players will have been habitually playing C&C games prior to trying this one, so most introductory/tutorial content in the campaign is more focused around individual unit functions than broader or more fundamental gameplay concepts. Novices may need to use more trial and error to catch up the genre veterans. The technical and artistic aspects are well handled. It is definitely worth getting the soundtrack. From a performance standpoint, it seems pretty well optimized. I was able to play it on Steamdeck without issue.
4.9 hours played
Written 27 days ago

Its really good game but NEEDS balancing big time the AI is way OP builds an army faster than you can hope to and will out tech level you along with it no matter how fast you get it going
0.9 hours played
Written 8 days ago

Look, I've played diverse C&Cs, I am a veteran C&C Generals player (which I played completely through, including the expansion), former semi professional Warcraft 3 player (70-80% win rate on one account) etc... and yet I always get death rushed by the AI in custom games. I cant find the review anymore, but someone talked about the AI always rushing you. That is true. And you have no proper defenses that can actually hold up any concentrated enemy attack, no matter how many defenses you build. In addition to that, the AI cheats on the medium level. I tried different variants - getting 1, 2, or 3 tempest collector facilities - in all cases, the AI was able to produce way more units than me, for example, 3x as many as I. Which is really not possible, especially if they had 3 tempest collector facilities they would need much more time to build up that kind of army cause it really cripples you early on to not build units but put all your dollars into tempest collection. And if they had only 1 or 2, how can they outproduce me with a factor 3x? Makes no sense. PS: I am also underhwelmed by the air units. 9 Pixel army does it better even, not to mention C&C Generals. The air units are really like some weak support shit that was put in as an after thought; they are not really game changers.
196.6 hours played
Written 26 days ago

As many people have already mentioned - this is very much C&C, but with the modern gaming accoutrements. Even the cutscenes, in-game musical score, and storyline are so uncannily similar, it's bordering on quite the copy! Even some of the strategies utilized in, say, C&C3 or RA, are the same. I've found myself addicted to playing Skirmish - as at least the AI is not as dumb as that even in the remastered RA. Already played both campaigns twice. Can't wait for expansions. Yes, DEFINITELY long overdue example / resurrection of the classic RTS gameplay that us old gamers miss! Damn you, EA. RIP, Westwood!
31.0 hours played
Written 16 days ago

It is Command and Conquer with some twists and almost identical story elements. I'm loving it, and it's pretty well-made. Game performance is solid, unit pathfinding is on point as well, and the campaign, although lacking richness and depth, is a fun series of missions. well done
8.7 hours played
Written 10 days ago

HOW DO I REFUND THIS PIECE OF SH!T! Unit power miss match entirely. Infantry flame units take out entire tank regiments. TANKS STRUGGLE TO KILL ANYTHING OTHER THAN TANKS. Micro management of unit abilities is stupidly micro leveled. There is no unit ability combinations... WTF should I have to TAB to go throuhg abilities when you can just list them all in 1 place... Armoured units suck ass, like they might as well be toy cars in a real battle.. . Sorry but it looks and sounds greay but is just shit to play...
10.5 hours played
Written 10 days ago

Built for campaign, but not for multiplayer. It's a sit in the base and mass tanks fest. Still would recommend.
49.3 hours played
Written 14 days ago

Command & Conquer, Dune 2000, Supreme Commander. If you like any of those games, buy it.
21.8 hours played
Written 10 days ago

This is a nice though back to the early C&C days. But it doesn't feel a complete game, rushed. No pause, no key rebinds, etc. Devs are fairly active on the discussion board. But it doesn't seem like they knew what consumers wanted in a game. I wouldn't pay full price. This is more of a beta.
7.8 hours played
Written 13 days ago

I have to say being a C&C fan this game is very similar to it and very well made. Campaign is super fun and each campaign is not short. Combat and strategy is very balanced, Units behave very well. The only thing i think its bit broken is specialists are bit op and engineers repair vehicles too fast.
88.0 hours played
Written 30 days ago

Great game. You can really feel the passion from the studio behind the game and it has a good roadmap in front of it to keep content coming. RTS fans have been starved for good games in the genre for a while and Tempest Rising delivers a fantastic experience
21.2 hours played
Written 17 days ago

Tempest Rising ------------------------------ Tempest Rising nails that classic RTS feel without making it feel dated. It’s got the base-building, resource-managing, unit-rushing goodness we all secretly missed but with modern polish that doesn’t require you to blow the dust off a CRT monitor. The factions are well-designed, the missions don’t hold your hand (but also don’t throw you into the deep end like it’s your first StarCraft ladder match), and the gameplay loop hits that sweet spot between “just one more mission” and “oops, it’s 3AM.” If you’ve ever queued up a dozen units only to forget to rally them, you’ll feel right at home. Enjoy the game!
16.4 hours played
Written 15 days ago

The obvious part is that this game is inspired by C&C. The music, the gameplay, the factions, all of it, you've played these games, you know the drill. In fact the plot for this game is basically a C&C3:TW with some goofy Red Alert flavour to it. However it does the C&C formula alright with a few changes here and there. And while I recommend this game there are some things that could have been done better. Cons: 1) The artstyle they went with is kinda meh in my opinion. Units are fat and cartoony as if they were taken from C&C4. 2) There aren't that many interesting units. Most of them are just cars, tanks, infantry and planes with a few exceptions but nothing particularly memorable like say juggernauts. 3) Voice acting for the units is even less memorable and leaves a lot to be desired. You will not find fun personalities, deliveries or memorable one liners here. 4) Now to the gameplay. Units CAN NOT attack while moving. If you walk into the ambush your units won't even resist until you manually go there and interrupt their current action. Don't know why this change was necessary and what benefits it provides. 5) Infantry units are single soldiers. No squads. This neatly ties into the next point. 6) Units in this game don't know a concept of having personal space. If you order a big enough group to do something they will merge into a big ugly tactical blob formation to move around the map. This causes following problems. 7) Not only units don't attack on the move, there is also no backwards move command so when you are trying to make a dying unit retreat it will most likely run into the tactical blob that's behind it and fail to find a way to fit through them. 8) Armies in this game can become decently big with population cap at 200 units and the devs thought it was a great idea to implement some serious offensive abilities to each individual unit without an autocast feature and any visual indication of the ability status without clicking on said unit. Also trying to pick a unit in the middle of a huge tactical blob isn't particularly fun too. Also there is multiplayer. I've only played custom games with friends and it wasn't good. The game is clearly peer-2-peer hosted, however even though me and my friends live in the same city whoever wasn't the host had 300 ping. After each match you are returned to the main menu because persistent lobbies are probably too advanced. Map pool is tiny with only 2 and 4 player varieties present. Overall it's a miserable experience.
2.7 hours played
Written 8 days ago

I'll preface my review with this: most of the problems I have with the game are fixable. I don't have a ton of faith that they'll *get* fixed, but there it is. THE GOOD: - It's very pretty. - Combat is snappy, flashy, and impactful. Taking a group of like 10 rocket troopers and firing at a tank feels exactly as satisfying as it should. - The OST is solid. - Some cool ideas in terms of unit and faction design. THE BAD: - Individual unit AI is garbage. Autoacquire range is just a little too high, leash range is just a little too far, which means you have to babysit your units CONSTANTLY or they'll wander off to fistfight a tank the size of a house. - I've been playing RTS since Warcraft 1, and I have never, ever seen units so hell-bent on attacking the enemies most resistant to their damage type. If you attack-move 20 rocket troopers into a group of enemy tanks with 1 rifle weenie, all 20 of those troopers WILL be attacking the rifle weenie before even half the tanks are dead. Again, you need to babysit everything at all times for anything to be remotely effective; a little micromanagement in an RTS is good, but this game makes you actively fight the controls every step of the way. - Campaign difficulty is all over the place. Mission 3 of the Dynasty campaign puts you in a 20-minute holdout against 3 fronts plus airstrikes plus paradrops, and it also expects you to clean out four different enemy bases as bonus objectives. Mission *three.* - The campaign also loves to take control away from you for unskippable scripted events. At least once or twice per mission you'll be forced to sit back and watch as the game slowly pans around the battlefield and talks at you for a minute or so. This sucks even once, but makes restarts absolutely miserable, and god help you if you want to replay a campaign. - Kind of a quibble because it's relatively indie, but the VO work isn't great, and they add 90s-style radio/distortion effects on everything which makes half the units completely incomprehensible. - There are fairly important game systems (like Dynasty logistics plans) which never get tutorials, ever. There is nothing in the game to point you to them. You figure them out by dumb luck or not at all. If they crank the babysitting factor down by like 90%, balance out game difficulty, and let me skip those scripted events, I might try to finish the campaign... but right now it just feels like a chore. Uninstalling and I don't think I'll come back.
6.8 hours played
Written 8 days ago

Game is fun but needs more maps and more players than just 2v2 or 1v1. A lot of promise and think it can be great
0.7 hours played
Written 8 days ago

Pretty good strategy game. But i miss the old days of c&c where you could rush and super weapon your enemy. That's all it would need to fully capture the genre. Drop some nukes or scud storm :(
26.8 hours played
Written 8 days ago

I'm enjoying this game a lot. It is basically Tiberium Wars. We don't have the silly funny acting from the pioneers, but I'm enjoying the characters a bit more after completing mission 10 of GDF campaign. At first they were just talking to us, but by seeing them interact with each other it builds more character. Another positive I can say is that the music is great. I'm almost always enjoying the music when I'm playing. There is one song I didn't enjoy for being overly dramatic. It is in the episode where [ERROR: COMMUNICATION CEASED] [NUCLEAR MISSILE LAUNCH DETECTED HEADED TOWARDS YOUR DESTINATION]
7.6 hours played
Written 8 days ago

Good gamn, Anyone for the nostalgia of command and conqur style will enjoy this. the cut scenes are a bit weird with the out of sync lips. But over all a very good base building rts. Its good to see these games making a come back. It has been to long.