RingfallFallen Frontier
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The facts, the pitch in three lengths, the assets, and one address.

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Contact[email protected]
Everything as one zipDownload the press kit
01

Fact sheet

Updated 2026-10-30
  • TitleRingfall: Fallen Frontier
  • DeveloperTo be announced · one developer
  • GenreReal-time strategy, base building, Command & Conquer style
  • PlatformPC, Windows, via Steam
  • ModesSingle-player: two campaigns of ten missions, skirmish against the AI
  • MultiplayerNot at launch
  • ReleasePlanned for early 2028; free demo first
  • PriceTo be announced; paid once
  • EngineOwn deterministic simulation; Unreal Engine 5 for the picture
  • LanguagesEnglish at launch
  • SteamStore page
  • Communitydiscord.gg/JmPf5ZsAd7

02

The pitch

One line · one paragraph · the long version
One line

Ringfall: Fallen Frontier is a Command & Conquer-style RTS where the resource falls from orbit mid-match.

One paragraph

In 2094 the Meridian Ring, an orbital power station six hundred kilometres up, fell out of the sky over three days. Thirteen years later its wreckage is the richest resource on Earth, and it is still coming down. Ringfall: Fallen Frontier is a classic base-building RTS in which impacts are announced mid-match, scorch the map and leave fresh fields that do not regrow. Two factions fight over them: the Consortium that built the Ring and says every piece is still its property, and the League of the people it fell on. Built by one developer around a simulation designed for handling first, it ships single-player, with two ten-mission campaigns telling the same war from both sides, and skirmish against the AI.

The long version

Ringfall started with one question: can an RTS feel better in the hand than the ones on sale today? The answer became a simulation built for responsiveness before anything else, deterministic to the last tick, with the classic structure on top of it: construction yard, harvesters, power, production tabs. If you played the classics, you are home in a minute.

The setting gives that structure a reason to exist. The resource is Ringsalvage, the wreckage of a ring that circled the planet and fell. About a fifth of it is still in orbit and keeps coming down. In a match, orbit tracking calls an impact zone seconds ahead; whatever stands there moves or dies; the fragment lands, scorches the ground, and leaves a field richer than anything on the map. It does not regrow. Both sides race for it, and the match turns on who holds it.

The two factions fill the same role slots and answer them differently. The Meridian Consortium built the Ring and claims every piece of it by an accord signed before it went up: few, expensive, shielded units, a flying economy of salvage drones, support from orbit. The League of the Fallen Lands is the people the Ring fell on: many cheap units built from wreckage, vehicles that repair themselves, camps built on any field, and credits from every wreck on the battlefield.

The campaigns tell the same war year from both sides, ten missions each, five of them mirrors of each other on the same map. You are a nameless commander. Each mission adds at most one new mechanic, so the campaign is also the tutorial. It ships single-player with skirmish against an AI that plays both factions. There is no multiplayer at launch, and the game says so on the box.


03

Assets

In-game stills from the current build · not final
Impact clip · MP4, 1080p, 15 sDownload
Key art: Nadir, the crater city
Key art · PNG, 4KDownload
Ringfall logo
Logo · SVG, PNGDownload
In-game: a fragment comes down
Screenshot · PNG, 2560 × 1440Download
In-game: a fight
Screenshot · PNG, 2560 × 1440Download
In-game: a fight
Screenshot · PNG, 2560 × 1440Download
In-game: a fresh crater
Screenshot · PNG, 2560 × 1440Download
In-game: the plume after an impact
Screenshot · PNG, 2560 × 1440Download
In-game: a fight
Screenshot · PNG, 2560 × 1440Download
Download everything · ZIP Portraits of the five Unit renders

04

About the developer

To be announced with the name

Ringfall is made by one developer, with help where help is needed, out of a long love for the RTS games of the late nineties and a conviction that their handling could be done better. The project began in 2026 as a feasibility prototype with one goal, responsiveness, and grew a world around it once the handling proved out. Development is documented in dated dispatches on this site.

Studio name, location and biography follow.

  • Press contact[email protected]
  • Review copiesCloser to release; ask to be on the list
  • SocialYouTube   Bluesky
  • MonetisationVideos and streams of the game may be monetised