RingfallFallen Frontier
Dispatches · Project · 2026-11-03

Why another classic RTS?

Because none of the ones on sale felt right in my hands.

Every project starts with a question, and this one started with a grumpy one. I still play real-time strategy, and I keep going back to the classics, and for years the same thing has bothered me: nothing new feels as good under the hand as the games I remember. The click lands late. Units go somewhere near where I meant. I spend the match fighting the controls instead of the enemy. So the question Ringfall began with was easy to say and hard to do: can an RTS handle better than the ones we play today?

In-game: a fight on the Fallen FrontierIn-game. The current build, on the Fallen Frontier.

What handling means

Three things, and I have held every feature to them since. The click answers at once. Units go where you meant, not somewhere close. And nothing fights you: right click does the sensible thing for whatever is under the cursor, idle units look after themselves, a stuck unit says so instead of pretending to walk. The simulation was built for responsiveness first and everything else second, and that order decided more than I expected, down to the maths the game is allowed to use.

The target

The classic Command & Conquer feel. A construction yard, power, a refinery, harvesters out in the fields, production in tabs on a sidebar, big battles, and a story told in briefings between missions. I am not trying to reinvent the genre. I am trying to build the one I keep going back to, and make it answer.

What is built so far

A simulation core written for this game, deterministic to the last tick, with Unreal Engine 5 drawing the picture on top of it. Two factions that share one skeleton and answer it differently. One skirmish map, the Fallen Frontier, finished to the standard the rest will be judged by. Four AI levels, measured in overnight AI-against-AI matches rather than by feel. The debris impact, the mechanic the whole game turns on, which has a gate it has not passed yet. Six fallen structures to find and claim. A trailer in the making, and two campaigns of ten missions being written from both sides of the same year. Writing that list down is the first time it has looked like a game to me rather than a pile of systems.

What comes next

An AI that goes to contest a fresh crater, so the impact can earn its place. A fireball that rises. The trailer. Then the Steam page and a free demo, with the release pointed at early 2028, a date that will move with the work. One developer, with a lot of help, and these dispatches will say where it stands. I would rather you watched it being built than took my word for it.

All dispatches Next · Every click answers in the same frame