Your first year of command exceeded expectations, General! Nice work, but we’re not done here yet. We are excited to share an early look at what is coming next for Tempest Rising. We will share more information as we approach each release.
An upcoming Beta for the Veti Faction will be available for all players; you will not need to own the game to participate in this Beta. If you or someone you know has been on the fence about trying out Tempest Rising, this will be the best chance to experience all three factions for free. We will announce dates for this in the coming weeks.
A staple feature for RTS games, and one of the most highly requested features for Tempest Rising, has been the ability to create custom maps and share them with other players. We will share more information on this tool's capabilities later this year, but we can confirm that it will use the Steam Workshop.
Players who love Tempest Rising as a solo experience, we see you. Yes, we can confirm that more single-player content is in active development, and we think you are really going to enjoy it! For now, we will leave it a mystery…
We are excited to share that our next major update is coming on April 29! More details will be in the patch notes on release day, but below is a list of the highlights coming in the next patch:
Allow classic RMB camera freelook control (using new “Enable Freelook Delay” toggle)
Spectate AI bot-only Custom matches
New ‘Insane’ Skirmish AI Difficulty
New ‘Adaptive’ Skirmish AI Behavior
Save last-used Custom and Skirmish settings
SHIFT-queue Rally points for Production buildings
Set Rally Points while under construction
New symmetrical 4-player ‘Arena’ map
3 repurposed Campaign maps for Multiplayer
Hold SHIFT to place multiple buildings of the same type
Improved/reworked SHIFT+[Group keybind]
Double-click Unit portrait to center camera on it
Adding 4 existing maps to 1v1 pool
Set Rally points for Air Production buildings
Random Faction selection for Skirmish/Custom
Tempest Rising has been a labor of love for everyone involved during development. Learn how we created a modern RTS inspired by the classics from some of the leads on the game.
4+ years of development, and we finally made it to our launch day! We had a clear creative vision for this game, worked very hard to execute it, and we felt proud of what we made. At the end of the day, though, it all comes down to the reception when it is released to the world.