/r/Stormgate
Stormgate is a free-to-play, next-gen RTS under development. Command mechs to defend the Earth or invade it as the demonic Infernal Host or the angelic Celestial Armada in a new science fantasy universe.
Play the early access version on Steam to explore an ever-evolving campaign, group up for 3P co-op vs. AI, or compete on the 1v1 ladder.
Stormgate is a free-to-play, next-gen RTS set in a new science fantasy universe. Command mechs to defend the Earth or invade it as the demonic Infernal Host or the angelic Celestial Armada. Explore an ever-evolving campaign, group up for 3P co-op vs. AI, or compete in 1v1.
October 5th, 17:00 UTC
Stormgate players in North America and Europe compete for over $5,000+ in cash and prizes!
Click here for the full version of the rules.
/r/Stormgate
I was active here around September and haven’t lurk back again until last patch video. I am not a backer, but I bought all the heroes and mission packs. I am rooting for you guys to succeed regardless of my issue with the game. Meanwhile, keep updating whatever you can. Give it a real attempt to fix stuff and I wish you guys the best.
I’m not talking things like having a compelling campaign, or a fun co-op or things that are somewhat universally beneficial to a product.
In terms of specific components like a 1v1 mode, we keep hearing that ‘oh if you only do x casuals will come’
Will they? And if you eventually get the 1v1 mode to a level of casual acceptance, do you not just lose your core audience?
I’m being hyperbolic but there’s a cohort who seemingly don’t want to have to learn tight builds, don’t like too much macro and don’t want micro to be hard either
If you deliver a game that actually delivers all that, what’s there for the kind of core 1v1 RTS fans to do?
And, on the flipside, do you even attract the new audience that you’ve alienated your old audience for?
I think there’s a conception that if you just lower the bar to entry, you’ll revive RTS as some top tier genre, but I’m not sure there’s a huge amount of evidence that this is actually the case.
Just had a 17 min 1v1 VvI. The entirety of the last 6.5 min was straight combat. A continuous FIGHT with both sides mirco-ing their pathetic gold lvl hearts out.
Looked cool. Felt cool. Was just plain entertaining.
The extended time to kill is just amazing to me. For all the gripes out there about this, I feel frost giant is on to something great here.
I can't wait untill masters lvl players are duking it out like this for my viewing pleasure.
Never experienced anything like it, made masters several times in starcraft, lived 75% of my sc2 life in top diamond.
How.......
Just catching my opponents with there pants down.......
Building up to eliminate them or their eco with a swift blow, then snowball.
Never cool continuous prolonged fights micro-ing , and reinforcing like a maniac.
The extended time to kill, longer fights is such a much more satisfying game to experience.
Stormgate has officially stolen me from starcraft
When EA came out I heard they had a few months of money left and were counting on EA MTX to get more money and keep developping the game
I was like, why not
But seeing the state the game "launched" in, we all know it will take a long, long time for it to even seem barely finished
Do you guys think they'll have enough money to sustain the game ?
This is what scares me
What a missed opportunity man, ffs everyone was complaining about the arts and graphics for exemple, they had feedbacks and still waited for it to be too late to start changing
Ahhhh
I'm trying to improve my casting in the hopes of getting picked up to do more tournaments in the future but I've already gone through all the ones I have. Doesn't matter what rank you are (aspirant-GM, idc). I'll do my level best to make it entertaining. If you never want your replay to see the light of day I'll keep it off the archives stream and youtube, but it helps me a lot if people have recommendations on what works and what doesn't.
Thanks in advance 🙏
I saw the recent video by Tim Campbell, wanted to stop by and check it out.
Lately I've been spending my gaming time elsewhere: Wow, D4 expansion, POE2 coming soon, FF16 hit PC, and my wife loves StarCraft 2... but Stormgate is on my radar.
I'm not quite sure what keeps me from jumping into it... I just got done playing 2 custom games. I love the Celestials, so I am playin them.
I kind of want there to be like... atmosphere. Where's the siege tank KABOOM, or the over-the-top ghost death from SC2? For some reason I don't quiiiiite feel immersed yet. Sorry if that's not really tangibly useful.
The main reason I wanted to stop in, however, is because although I am not always online here at the subreddit, or even actively playing your game quite yet...
I will be. And I want to continue supporting the game. I believe this is going to continue to grow and be awesome, and even the more skeptical friends I have in these other games are also just kind of waiting for when all of us are going to play together.
"Let me know when T3 units release." was from a dude that I didn't even know played games like this.
I am gonna keep throwin a bit of time here and there, see if my immersion levels increase as I build familiarity with controls, and start thinking of stupid cheese strats.
Thanks for reading. GL HF with dev.
When the game launched I was very surprised to see, that the races they launched with didn't even have a full unit roster. I want to play Infernals and I think they have some good ideas but there's no real T3 unit except for the dragon? And then the Roadmap comes out which basically says that the rest of the T3 units won't be out until next year. Shouldn't having full unit rosters be the top priority, so you have at least one of your gamemodes in a pretty complete state?
I don't know how other competitive players feel but I don't see the point picking up a game when it feels like so much is missing. Give me a big ass ground T3 demon and some flyer and I am happy.
All the races feel incomplete but the other two more than infernals. And thats despite Celestials not beeing in development for as long as Infernal.
I have not seen this discussed, but I think it's a pretty big thing.
Currently, all the active abilities seem to be placed on "Z" hotkey. Which means that when selecting an army I can only see one ability at a time.
It would be nice to have abilities to be spread to other hotkeys as well as being visible "through" the unit selection. E.g. if I select Weavers and Magmadons together I want to be able to cast both "stomp" and "pull" without tabbing between them.
Is it planned or are there any counter arguments to that?
So right now FG focus their attention on testing 3v3 behind the closed doors, most players can't try that game mode but in November players will have a lot of options:
ZEROSPACE November 1st is time for closed test of ZeroSpace, 22-24 of November Zerospace will be open to everyone for free
TEMPEST RISING closed beta starts on November 7th
BATTLE ACES new tests starts on November 6th
I'm surprised there's been a delay in making regular changes/testing things in 1v1. After November attracting player's attention may be more difficult because many players try and can potentially be hyped for other RTS titles.
Making another poll like last time, but changing the formating a fair bit . Considering this patch focused on improving how the engine runs, and how rough the game could be before, I am curious about the impact.
A few notes going into this poll, I am assuming that the engine is not going to be in a polished "feels finished" state for anybody, and I'll just be asking if it feels playable or not. "Ran/Runs poorly" should be taken as "I feel like I'm fighting the engine at times, and it makes me not want to keep playing". "Runs well" just means the engine runs smoothly enough that it isn't detracting from the experience, but it does not suggest it is fully optimized. Either way, assume it needs more work.
Why did they need to let the game fail before they started listening?
SG had all the hype in the world, virtually everybody in the RTS sphere was interested in it, why did they have to throw that all away? This game could have been huge.
The performance increase is really nice (about 20fps for me with less dips), but the steam stats speak a clear language, nobody cares anymore... makes me sad tbh.
*Note - I am not putting down the game or trying to be derisive. I want things to succeed*
I had been following the development here and on their dev blog and enjoyed the free weekend a few months ago. Life and family prevented me from playing anything when Early Access went live. Finally had a chance to check in on the game and....what happened?
Current steam players are at like 150; I was even a bit alarmed at the matchmaking time. Haven't had a chance to do 1v1 yet but the CO-OP seems worse now than what I played last time. Maybe the movement speed changed or something, but units feel clunkier now. There was also an understanding that the game was at a very early stage in terms of the visuals, but things still look bad. Units look like painted miniatures with blocky sections and very little detail. I follow quite a bit of gaming YT channels and haven't seen anything pop up there. Only tested the campaign briefly and things are pretty rough.
I'm sorry FG. The game still lag during mid to late game with multi second input. There were improvements I think but the lag is still not acceptable for a RTS. My graphics card is 3080 ti but throttled by processor which is an i7 (on checking my processor is actually i5). Still, I played AOE4 and SC2 with no lag.
My worry is the game engine that FG is sold on an inherently flawed and broken and no amount of engineering will make it feasible. Changing the engine will be too costly as it is and so they have to stick to it.
3v3 is definitely not doable which is why they postponed it indefinitely. They may not be able to find a solution without an overhaul of the game engine.
Edit:- I am playing on DX12 with the new patch default. Edit:- My processor was i5-9400F and not i7. My bad. No issue with SC2 and AOE4.
with the recent shader enhancements, plus this patch's new map detail, plus the new perspective/slight zoom changes, the game is looking very 'next gen'. Detail passes on many unit and building textures are evident and looking sweet.
other observations:
- game is running like buttah
- new sensor drone graphic is cool and faction-appropriate (goodbye radar dog)
- little flags on rally points- high nostalgia factor
even the menus feel more responsive. nice patch
I'm excited to check out my new pet and FoW shader. It looks like I own them, but I cannot figure out how to equip them. They are not showing in my 1v1 games
I was playing Kastiel in coop and for some reason my Eradicators can't attack and my sovereign's watch is always an invalid target no matter where I use it I haven't lived long enough to get deeper tech unit's but I am worried they want to be pacifists too
Played one game on new patch, actually got to enjoy the late game because I didn't have multi-second input lag.
I used to play some Zerg in SC2, so I would really appreciate being able to hold down for re-maxing and regular macro, so if there is a setting to uncap the inputs when you hold the button down in the game already in game or if there isn't devs please get on that.
This page was filled with defenders of the current art direction of the game, now they are all praising the new art director 😂😂
First up, Love the game. Consider all the following just an idea, take or leave them.
I'm not a super veteran RTS but have enjoyed a good deal of campaigns mostly and only started PvP during covid.
SC was always my go too, loved warcraft but i was always a fan of space.
There is one thing that gets me as a returning theme while playing SG, i never really feel 'safe'.
Maybe i was just more comfortable with Terran/SC2, but there were certain things in early game that i could do that, while perhaps lost a few seconds in efficiency, would give some 'easy' way to ensure you dont die to early cheese.
I think its partly map design. And while i definately like the idea of new ideas with respect to maps (SC2 was boring in that way) you lose that home field advantage feeling.
Dedicated and inventive map design is the obvious fix(assuming you agree there is an issue), but i had a random thought of giving each races Command post / shrine / what ever celestal main building is, defensive DPS.
I know this idea is somewhat captured with celestal already. However putting a decent enough DPS to hold off small forces for each race in early game, and perhaps simply have its capacity scale like shit for the rest of the game as not to unnessarily drag out late game, might give that better feeling of defenders advantage?
This has the advantage too, of completely freeing the design for map pools as you dont have to be reliant on choke point ramps on every spawn as the DA.
Probably just a skill issue, i'm only 100 or so games in... as you were :)
Posting this since I guess they are revising a lot in the campaign now. I really hope they don't continue to make every mission have a hero. It's fine in some missions, but in others it just feels imbalanced and changes how the mission flows for the worse.
Examples:
I think mission 4 ("the stand") would've been MUCH better without a hero. Make me rely on clever building placement + vulcans holding chokepoints + atlases to defend. That's what the appeal of a defense mission is supposed to be. Running around with an overpowered amara doomstack degrades that experience.
mission 3 ("prisoner") should be split into 2 missions, one with the same straightforward rescue/kill bases format that includes amara, and one that is more focused on stealth, that either has no hero or uses a hero that is actually designed to complement the stealth. It was very weird playing this mission because at first you think it's a stealth mission and then suddenly Amara flies in and you're like "nope guess it's actually just an A-move down the map mission." Maybe they were trying to copy the feel of sc2's "media blitz" or wc3 "dreadlord's fall" where you kill the "sleeping" enemies before they are alerted, but it doesn't really work right now because there's no variation in how much damage you actually do, other than the small difference of how many graven you kept alive.
mission 2 ("the blade") would also improve from dropping its hero in my opinion. This is the mission that is supposed to demonstrate to new players the power of macro and building up a big army. It doesn't need amara there to distract from that. Let players see the power of massed up lancers/exos alone.
I'm not completely negative on heroes in campaign. I think having amara in mission 6 makes a lot of sense since she's supposed to be strong after taking the weapon plus the mission seems to encourage you to move around aggressively with a small force + hero. Having a hero in mission 1 and the nonstealth second part of mission 3 also makes sense. But we don't need a hero in every single mission, let the units and macro shine in some of these instead.
Many people have been put off by the games questionable art direction. Some common criticisms are.
Relies to heavy on past Blizzard IPs. Uninspired designs.
Way too cartoony and clean. Everything looks like plastic.
Ugly character and unit designs.
Tonally clashes with the world it’s trying to build.
These criticisms have been ignored for like a year with “we are sticking with the games visual style but it will be improved over time.” Which along with some other issues has resulted in most of the players leaving and a mixed review score.
But now we have a new art director. So like, what does entail about the future of the art style? Are there going to be large faction redesigns or just character designs with minor touches? Will they try to shift to a more realistic Artstyle or try to make the cartoony artstyle gel more with the tone? Making it less plastic and clean? Like what is the plan moving forward? Do they even have the budget left to improve the game visually to such a large extent?
The blog post is not very clear when it comes to which missions will be ordered and how, but in my mind only one change makes sense. And that is swapping mission 2 and 3. >!!<
The reasoning is as follows. Mission 1 is a tutorial and introduces you to the main characters, it can't be placed anywhere but the first mission. Missions 4-6 also have to stay in order because 4 gives you access to a cave, 5 takes place in said cave and 6 requires content obtained from said cave.
The swap of mission 2 and 3 makes sense in terms of story as the first mission introduces us to Major Gault and Mission 3 takes care of him. Mission 2 introduces the blade which missions 4-6 revolve around, so now all of these would be grouped around in order. There would need to be some rewriting done, perhaps the prisoner woman would then be the one talking about the blade which then leads to mission 2.
In terms of story this makes sense, in terms of gameplay progression there is however a significant problem. While mission 1 introduces unit control, mission 2 introduces making worker, buildings, an expansion and units all on one resource. Mission 3 increases in complexity, introduces new units and a new resource. It would be very odd to have mission 3 before 2 due to that reason.
They delayed so much, It’s starting to become clear what's on the horizon: they're delaying everything to release a massive patch and bring everyone back at once with the 3v3 mode, campaign updates, co-op, graphics, and a full hotkey system and launch warchest system.
It’s not explicitly said that they’re delaying for this reason, but there's a good chance some things are really 99% finished, and they're holding off for a big update that could determine FG's survival.
Personally, I don’t have a big problem with that except, they don't address the fundamental problem of gameplay, they still haven’t experimented with gameplay the TTK of certain units, game speed, or mechanics behind the camps.
The game is clearly less fun than it was 10 months or a year ago, and they still haven’t made a decision on a possible change in philosophy or major gameplay overhaul. If the game were fun, regardless of poor graphics decisions, there would be at least 1k to 1k5 players playing right now.