In recent years, the real-time strategy (RTS) genre has seen a flurry of revitalization attempts, but whether any of these pursuits have truly succeeded remains a matter of debate. Titles like “Age of Mythology: Retold” venture into nostalgic territory while newer entries, such as “Battle Aces,” attempt to innovate within the genre. Among these hopefuls is “Project Citadel,” a bold initiative from indie studio Last Keep, comprised of talent with roots in prominent developers like BonusXP and Ensemble. This game promises to forge a unique path by merging familiar RTS elements with a roguelike format, designed for dynamic and engaging gameplay.
The Concept Behind Project Citadel
At its core, Project Citadel transports players into a battle against a formidable alien adversary, the Voltari Empire. This game shifts away from classic RTS structure by utilizing a procedurally generated, turn-based campaign. Players navigate a galactic map filled with varying encounters, allowing them to engage in strategic planning without the need for an extensive time commitment typically expected in traditional RTS games. Here, the designers aim to resurrect familiar tactics like “booming”—the practice of bolstering one’s economy swiftly at the start of a match—and “rushing,” which entails early aggression with inexpensive units.
However, one notable omission in Citadel’s design is the approach known as “turtling,” where players build substantial defenses in hopes of withstanding early attacks. In stark contrast, Citadel’s mechanics keep players on the offensive, constantly pushing against the Voltari menace. This design choice reflects a paradigm shift in how players interact with strategy elements, emphasizing aggression and proactive tactics over static defense.
The Mechanics of Gameplay
Yohan Sengamalay, a figure behind the project, has described their goal as “deconstructing” traditional strategy games to cater to modern gaming trends. According to Sengamalay, by breaking lengthy campaigns into bite-sized missions, they can enhance player engagement through quicker rewards and opportunities for experimentation. This change allows for a rejuvenating gameplay cycle where players continuously make significant choices without the burden of exhaustive session durations. This structure also enables a sharper focus on skill, encouraging players to experiment with various strategies within confined, intense skirmishes.
Unit control receives an intriguing facelift in Citadel as well. Players command squadrons rather than individual units, allowing for a streamlined and dynamic combat experience. Ships range from agile vessels launching missile barrages to massive ships known for their defensive capabilities, each capable of executing unique skill shots—maneuvers akin to ramming through enemy formations. This design enhancement seeks to meld the RTS genre’s intricacies with action-oriented gameplay elements, potentially broadening its appeal to a wider audience, including those who prefer console controls.
The Broader Implications of Roguelike Elements
Roguelike mechanics have become a popular trend in various gaming genres; however, there is a fine line between innovation and redundancy. While Project Citadel seeks to integrate roguelike structures—known for their high replayability and challenge—into the RTS format, one cannot ignore the risk of creative fatigue. The genre has often seen undertakings where new gameplay dynamics feel like mere overlays rather than genuine evolution.
Sengamalay and his team are aware of this trend and approach it with caution, explicitly differentiating themselves from typical remakes and spiritual successors prevalent in the RTS resurgence. Their previous experience with projects such as BonusXP’s ill-fated “Servo” demonstrates the challenges inherent in innovating on established ideas while ensuring that new entries resonate with players.
Strategy Game’s Bright Future
Project Citadel represents a tantalizing prospect for RTS enthusiasts and newcomers alike. It seeks to introduce timeless strategic principles while encouraging thrilling, strategic engagement in manageable doses. As someone who has devoted countless hours to titles like Age of Mythology, I find myself cautiously optimistic. This game could bridge the gap between traditional strategy gameplay and modern design principles, leading to an era where experimentation and tactical depth coexist harmoniously.
For its creators, forming Last Keep is an act of courage in an industry rife with uncertainty. Their approach may not just redefine how we perceive RTS games but also encourage other budding developers to take risks and innovate boldly. Shifting from remakes to original creations can bring refreshing ideas that push boundaries, challenge the status quo, and perhaps redefine the genre as we know it. After all, the essence of gaming lies not only in enjoyment but in the infinite possibilities of creation.