WinThatWar! - the first real-time strategy game at a truly global scale.
About this project
→ Read this page in French | German | Spanish.
Stay tuned to all news about Win That War!, join us on Facebook and Twitter.
→ Check out our Website
→ Visit the Devblog
→ Subscribe to the Newsletter
Win That War! is a real-time strategy game for PC that throws you way back to the old strategy classics, adding a touch of arcade feel. Its unique aesthetics are a nod to 1960’s American sci-fi.
Playable in solo, multiplayer, and MMO campaign mode, Win That War! aims to be a diverse and rich tactical experience, whatever type of play suits you best.
THE UNIVERSE
Perhaps you're picturing yourself already, at the command of your own cosmic empire, ruling an army of gleaming robots from the comfort of your luxurious orbital fortress, while extending your influence on the filthiest technocrats in the galaxy by simply making the right hyperphone calls.
Win That War! - The day they made me rule the universe.
3 intergalactic powers, one place at the top (and they're not sharing).
Massively multiplayer: never be alone again.
THE GAMEPLAY
Exchange, control, communicate.
Explore astonishing alien landscapes from the safety of your home computer.
Building your own base.
Go from rags to riches.
Upgrade your robot armies.
Annihilate the enemy… maybe.
THE DEV TEAM
Brief history of the project.
Samuel and Chris, founders of the project, have always been passionate about making video games. They’re big-time fans of strategy and arcade games, and making an RTS with an old-school feeling has been a long-term project of theirs.
At the time they started the project, they were working as developers in a tertiary start-up. A bit later, they quit their jobs and decided to create their own game studio, Insane Unity, to develop Win That War!
At that time, the project was a lot different (and less ambitious) than what it has now become.
After some time, they met Sylvain, who gave the project the original art vision it needed. Inspired from mid 20th century science-fiction and vehicle design concepts from that time, he laid the foundation for a wacky and colorful retro-futuristic universe.
The studio.
The studio was officially created in january 2015 thanks to personal investment from the three co-founders and with help from a local innovation-driven start-up incubator.
The “young innovative company” status was obtained thanks to Chris’ and Samuel’s work, who chose to create their own homemade rendering engine, develop innovative netcode, and consulted researchers in Artificial Intelligence in order to develop new types of truly challenging AI.
Thanks to various technical breakthroughs in these domains, they obtained some support funds that made them start to rethink the game on a bigger scale. Unfortunately, these funds are hardly sufficient to go through with the scope of Win That War! as it has now become.
Today, the team includes 11 specialized members from different fields of development, 2D and 3D Art, sound design, music, game design, communication… The full team is working to offer the best possible experience, packed with fun and creativity.
An OST by the Bikini Machine.
To stick with the game's feeling, we wanted to have unique, over-the-top original musics, and the local 60's rock band Bikini Machine answered our call.
During a game, all the music tracks are dynamically mixed to adapt the music to every gameplay situation and follow player actions as well as in-game events. In collaboration with our sound designer Jpeg, the Bikini Machine are composing each track specifically to be used by the system.
They already forged a reputation around their name, throwing around psyched out grooves and wacky acid riffs. Inspired by rock sounds from the 60's with a more contemporary touch, their sound seemed tailor-made for WinThatWar!'s retro-futuristic universe.
Why Kickstarter?
We are very passionate about the project. Most of us have been working on games before, in the industry or as personal projects. But Win That War! is our game. We’re putting all our energy and knowledge into it to make the experience we would really like to offer players.
Now, we want it to become your game as well. By contributing to the project, you can ensure that we will reach the level of polishing that we want to aim for at release time. The backers’ money will be invested in ensuring optimal artistic quality, in both visuals and audio production. It will also be use to make us heard of and help build up a community.
Through this Kickstarter campaign, we want not only to find help funding the project, but also to form a solid community with which we can share an experience that will evolve over time. We will be upgrading many elements of the game, based on the players’ feedback.
We really hope that you will want to join the adventure.
You can also help a lot by just sharing this page to your connections, by retweeting this tweet, or by sharing this Facebook post. There’s no small contribution!
PLEDGE REWARDS
LP
Win That War! T-shirt
3D printed engineer
3D printed command units [Turntables]
Rewards
Adding 20€ ($23 // £16) to any of the pledge levels (starting at 20€) will get you an additional digital copy with full Alpha + Beta access for a friend, and a special "Duo" profile badge!
Risks and challenges
Our main concern is the fact that the game gets released in a sea of games coming out every month, and could just go unnoticed. Being an multiplayer online game, the biggest danger is that if too few people are playing online, the MMO campaign would feel somewhat boring.
That is why, additionally to using some of the funds to spend more time improving our communication, we built an engine that will adapt the size of the environment to the number of players engaged in a campaign, in order to limit player-empty maps and keep interesting multiplayer dynamics.
The main challenge concerning our team, is the development of our own technology. The game’s engine has been entirely created in-house, and is still being improved in the background over time.
Furthermore, we have developed an innovative netcode architecture, that will allow us to maintain very low server traffic, and reduce the risks of server failure or connection problems by a great deal.
So we have two challenges: technical success and visibility. But with the help of your pledges and other forms of contribution, we are very confident that success is at hand.
Learn about accountability on KickstarterFAQ
-
We're using a homemade engine called Insanity!
It's able to generate maps procedurally, manages MMO connectivity, handles a huge RTS scene and it also does a lot more awesome stuff. All the rendering is also homemade with love by Doom, our tech lead and back-end programmer. -
Porting and optimizing our engine for Mac and Linux will take time (and money). That's why we are focusing on the Windows version for now. We plan to release a Mac and Linux version in a second time, later in 2017.
-
- Windows Vista SP2 or later
- GPU: DirectX 10, Shader Model 4, 256MB video memoryAt the moment, the demo is not opitimized yet, so we can't guarantee support on laptops and you will need a somewhat recent computer (Core I5 or better).
-
Yes, and yes. The game will be DRM-free. It will released on Steam and some other platforms, but even the online-mode will always be independent from Steam.
Rewards
Funding period
- (32 days)