Tempest Rising
Tempest Rising

Tempest Rising

1,016
in-game
Data taken from Steam
Rally & Recon Update Trailer
Tempest Rising - Accolades Trailer
Tempest Rising - Launch Trailer
The OST Trailer
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Tempest Rising
Tempest Rising
Command distinct factions in a desperate struggle for power and resources in Tempest Rising - a classic RTS set on Earth after a nuclear war.
Developed by:
Slipgate Ironworks™
Published by:
Release Date:

Steam
Latest Patch:

Steam

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Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
89%
3,488 reviews
3,109
379
17.7 hours played
Written 1 month and 6 days ago

[h1]Tempest Rising from the ashes of C&C[/h1] [h2][u]Overview[/u][/h2] As a gamer whose first adventure into PC gaming was Command and Conquer in 1995 there is no greater sadness I feel then remembering how badly EA fumbled that franchise and let it die with a pathetic whimper. I hate to admit that the series is dead and never coming back. Sure, it has the C&C Remaster (which is fantastic, go play it) but what about a new modern command and conquer, dang it? Hell RTS in general is a dying genre whose fanbase split into MOBAs and 4X turn based strategy games. That’s why Dawn of War 3 and C&C4 foolishly tried to make a MOBA-like RTS, which of course just alienated the fanbase (like me). Command and Conquer is dead. But Tempest Rising rises from its ashes and revives the genre as a worthy spiritual successor that totally did not copy the homework, teacher. (After all, its GDF not GDI!) Welcome back commander. [h2][u]Story[/u][/h2] Have you played Command and Conquer? OK, you’re mostly caught up. But have you played Command and Conquer 3? Well then you’re like 90% there. Tempest Rising really wears its inspiration on its sleeve and does not hide it at all. But you know what? It’s fun, and command and conquer is long dead so it’s whatever. It’s a fun premise and it works. Tempest is basically C&C’s tiberium, a unique resource growing throughout the world that the scientists still don’t fully understand. Two factions GDI, I mean F, and Nod, I mean Dynasty, are at war, mostly over said resource. There is a difference though and I actually really appreciate what this game does with the factions. There is a fun twist at the end of both campaigns that really makes you reconsider your campaigns and who exactly did you just help. Dynasty isn’t a clear villain like C&C’s terrorist cult, the brotherhood of Nod. I actually feel for the Dynasty. It really seems like a collection of nations recovering from the fallout of a war and trying to reclaim lost land. GDF on the other hand seems similar to GDI but seems more held back by politics which led to some pretty funny briefings. What’s really interesting though, I think both campaigns are canon. In the 1995 C&C, it makes no sense for both GDI and Nod campaigns to coexist in the same canon. Only one or the other can happen. But in Tempest Rising, I think both campaigns actually work to coexist and even more crucially, can exist together to really get the full picture of the overall story. That’s pretty cool. So yeah, it’s not just “we have command and conquer at home” but I think manages to establish its own immersive world that works even without the enigmatic and charismatic Kane. [h2][u]Presentation[/u][/h2] It’s a great looking game. The tempest looks awesome. Units, missiles, and lasers all look nice. Can hear the sound of warfare so clearly that if you switch the game to blue tooth audio your grandpa will develop PTSD as the sound of gunfire reverberate through his hearing aids. [h2][u]Gameplay[/u][/h2] There are 11 missions per factions, each with a cutscene and briefings before he mission and an ending cutscene as well. These cutscenes are very reminiscent of C&C’s cheesy cutscenes and I love them. They work incredibly well! What frustrates me though is when the game takes control away from the player. It is absolutely infuriating when I am in the middle of a fire fight and a new objective pops up and pans the camera in the middle of the firefight. Thankfully, it doesn’t kill you offscreen at least. But its incredibly annoying and immersion breaking when I’m in the middle of doing something and suddenly have control yanked away from me. Stop that. At least make it an option to disable that. It completely hurts the replay ability. I dread replaying any mission because I will get annoyed at the forced in-game scenes. Aside from that, I’m not into skirmish/multiplayer so can only speak on the campaign which I think is fine. The above is my only real major complaint. There are a few minor issues. GDF mission 4 was a huge difficulty spike that nearly made me drop the game. It was insane. You get a new ant-air unit to deal with the Dynasty’s air spam in this level but guess what? Their air units are so strong it just instantly kills the anti-air unit LOL. I was at a lost what am I supposed to do? Read online about a winning strategy of spamming drone troopers inside of helicopters and voila, finally I could pass the game. And every other mission after was completely effortless with the same strategy. The campaign AI does not deal well with drones at all and it shows. But it was fun until it got repetitive. Reminded me of Star Craft carriers. Then the Dynasty made the game feel fresh again because they did not have drones. Then like every other mission was forcing me to capture GDF bases. OK. The game really likes GDF I guess. The unit caps are also annoying. I hit the 200 units on the final mission and had to intentionally kill off my own guys because I had a mission that required technicians (engineers) and I’ve already used all the ones I had. But despite these minor complaints the game was fun. It really made me feel like RTS is back, baby! UI is clean and easy to follow. Animations and units are distinct. Missions are well varied with distinct faction differences. Meta progression between missions were interesting and impactful. Game plays just fine, and it was a great romp reminding me of playing Command and Conquer with a new tempest flavor. Thumbs up! Oh and important to me – I hate microing and rarely use abilities on units. They are there for people who like to micro but if you’re like me, you will do just fine ignoring them and focusing on macro aside from a few niche scenarios when may need to call in an airstrike with your commando. But that’s the fun kind of micro. [h2][u]Summary[/u][/h2] Excited to see more from this series and I hope the DLC and third faction goes well. I read the third faction doesn’t get a campaign though which is disappointing if true. But I think overall this game set out with a goal in mind to revive C&C style RTS and it did a great job in succeeding. Personally I think its worth a buy even if not on sale if you really crave a C&C like game.
6.0 hours played
Written 1 month and 4 days ago

Eh, at just 6 hours of play time ... Tempest is what I call a "rush" game. That is pump out units early and fast, -- simple units -- and rush the AI. Rinse and repeat, same battle over and over. Not really for the thoughtful builder who wants to pursue different strategies. If you don't rush the AI immediately, its rush will grind you down in less the 20 minutes. No, the defensive structures are too weak to make an early defense. So the games are very fast and fall into the same repeated scenario. It kept my interest for about 6 hours. Red Alert and Command and Conquer were much better at ballancing the early aspect of the game.
84.3 hours played
Written 1 month and 3 days ago

GET THIS GAME AND SUPPORT IT!!!!!!!!! If you grew up on Command & Conquer like I did, THIS IS THE GAME FOR YOU!!!! EA has done nothing with C&C but drive it to the ground. This game is the 2025 C&C RTS style I have been waiting for for ages. I promise it will fill that void. The game play, the music, it has it all. If you are on the verge or not sure if you want to get it, GET IT!! I promise it will not disappoint if you are into RTS or C&C. Cant wait to see what the future holds for this game. Cause ill throw money at it! SUPPORT IT!!
43.2 hours played
Written 28 days ago

I am going to review only the single player campaign, since I did not played the multiplayer yet. This game is somehow funny. It does not feel like a C&C in the beginning, until it ultimatly does lol. Hard to explain, but I'll try. The units have abilities (pretty much everyone) and playing the game felt more like Starcraft in the beginning. But at later stages, the battles happen so fast, that the abilities become obsolete and the game boils down to classic C&C skirmishes. I loved the campaigns, but there are issues: - 11 Missions for each, 15 would be more fitting, the game feels cut off in the ending (DLC definetly in works) - The most cliche story ever, very C&C like, not sure if that was intentional thought - Dynasty campaing feels much more fleshed out and interesting then GDF - A lot of units are completly useless, while some units are seriously OP - Difficulty spike is upside down, the game is difficult in the first half, and easy towards the end :D - Final missions for both GDF and Dynasty are a joke, they are both a walk in a park - The briefings kind of lack any depth The rest is bloody amazing, The graphic, the gameplay, the music, oh god the music. The variability of the game. C&C games when creating a challenge did not offer much in terms of variations how to tacke it, basically there was one effective way how to get things done, and dozens of innefective. Tempest Rising addresses this. You can go in with infantry, armor, air or everything in the mix and it works just fine. Very good balancing. I was not impressed from the demo and the beggining of the game, but it weirdly growed on me. I bloody love the game now.
38.7 hours played
Written 23 days ago

Okay Im a big command & conquer fan, have all the games, personally Red alert if my favourite, I wanted this game to be good but its just so 1 dimensional its unreal, Make army slowly, yeah this game feels very slow not much fluidity at all but anyway make army go to middle of the the terrible maps and see who wins the battle, if you lose here you lose the whole game, no point playing it out you are done, no chance of come back. Then there is the colours in this game and wow red blends with the colour of the tempest so its very difficult to see whats what on the mini map, the garrisonable structures in this game are white squares on the mini map but a player can also select the white colour making it even more confusing, colours are just dull. The fact that their is a 3rd faction not released yet also is another annoying thing because already game play has become stale for me personally, and it just all feels unfinished, lack of a power unit in these games also like a Kirov for example, I suppose you could say constructing the Dynasty balls are that unit but frankly it just looks stupid, literally just ball spam so you have mechanical balls rolling over everything in the game. Im fed up of games being released that are unfinished, I think ill stick to RA3 online like I have done for 17 years... I will update my review if this game gets better but right now I wish I didnt buy it.
64.4 hours played
Written 19 days ago

The campaign is fun but the AI in multiplayer is totally annoying. NO fun in skirmish or multiplayer versus bots. Completely stupid profanity filter that allows me to create an empty name lobby, then nobody can join This game is developed by people that don't know how to UX
19.4 hours played
Written 1 month and 2 days ago

i just wanted a game to chill with. Even easy is so stupid. the speed in which they AI can produce units is insane and not fun, not a challenge, just annoying.
2.2 hours played
Written 28 days ago

I love these games. But this is too basic. There are hardly any units, barely any maps. It's just not worth 35 quid. I'm disappointed to say the least....
76.1 hours played
Written 30 days ago

It's gooood and finally again a worthy and fun RTS contender after such a long time without one (the last good one being Starcraft 2 in my book where the last addon was released about ten years ago). The campaign and story is decent, the soundtrack is just pure industrial metal/djent awesomeness and the gameplay is up there with the good old C&C classics - fast paced action but also with strategic depth and macro. It is not all perfect though and I wish the game would have been released in a more polished state and with more content. Especially the multiplayer, which comes with only a few maps and bare bones functionality (no replays, maximum teamsize is 2v2, no lobbychat (!) etc.), could still have used some more development time. Faction balance seems overall fine. If you are into RTS or just miss the good old C&C days, definitely support these devs!
0.9 hours played
Written 25 days ago

Absolutely terrible community already. Standard RTS losers intentionally queing into noob games to feed their egos. Matchmaking is already dead. Maybe one or two matches. And they will be hosted by some no lifing idiots teaming to ensure they win. Just stay away from the modern RTS community. It's beyond pathetic. And ur EULA is disgusting.
13.9 hours played
Written 8 days ago

I waited years for this game, and its basically legally distinct Tiberian Sun. The campaign is a lot of fun, and BONUS objective are so back. I really enjoy how the Dynasty and GDF forces play differently, but not so much you cant easily swap between them. It just needs more maps, I'd buy map DLCs if they released them. Or if they opened up workshop for people to make maps.
20.8 hours played
Written 11 days ago

If you like Commanding & Conquering, this game is for you. I'll save you some time - if you like games like C&C, TibSun, C&C3, Dune2k, or Emperor: Battle for Dune, then this game is exactly right up your alley. The chances of you not enjoying yourself here are very slim if you like even one of those titles. I've been playing RTS games since the late 90's (Dune2k was my first, followed by Emperor, then TibSun) and the way I'd describe this game using others would be: A perfect blend of C&C 3, C&C Generals, and Emperor: Battle for Dune's gameplay mechanics. If the devs add sub-factions like Emperor: Battle for Dune in future content updates, it would give gameplay a whole ton of versatility imo. A skirmish campaign mode with a territory map like Emperor (or Global Conquest in C&C 3: KW) would also be a lot of fun and add replayability to this game (even more so with dynamic objectives like in Emperor's campaign as opposed to endless skirmishes in KW).
11.6 hours played
Written 23 days ago

The game does not feel ready yet. It not only lacks the 3rd fraction, but neither the UI nor the UX is well crafted or intuitive. The campaign has a pretty generic story, the units are sometimes difficult to differentiate. Multiplayer offers only 2v2, and the number of available maps is poor. Tempest Rising may become a good game sometimes in the future, but in its current state, it is not a worthy successor to C&C. Let's see how it develops over the next few months.
13.9 hours played
Written 7 days ago

I bought this game, expecting a single player heavy spiritual successor of Command & Conquer; I mean come on... GDI - GDF, Tiberium - Tempest, Construction Yard, Commando unit calling in airstrikes and the list could go on. However what I got is... well, a wavering quality of mishmash, consisting elements from C&C and Starcraft primarily. It tries hard to resurrect those games, but for me, fumbled. First and foremost the game is FAST. Without a speed slider, so you can't really adjust the game speed for your preference. And don't tell me GIT GUD, because there are some overly OP units, which can literally disintegrate your defenses in 3-5 seconds, so if you happen to be in a major maneuver, tough luck. Also, did I mention that this game is fast? Which means that like every 20-30 seconds you get the "Your base is under attack" warning, where you have to immediately focus to that area, because you simply get no indication whatsoever of whether a single infantry walked into your crossfire, or a few major units are buttfucking your turrets. Annoying shit. What else... Unit pathfinding is abysmal, some units will stuck, while some are going to push others out of crucial areas, e.g. repair AoE. Which may not sound of a big deal, since you can always build some more, but you really can't. I'm closing to the end of the Tempest Brotherhood... erm Dynasty campaign and fuck my life, the mission design is sometimes annoying as hell. Around third of the missions are either commando ones or you have to get by with limited resources and oh boy, during these missions the game's shortcomings are beaming through. Scripted events, enemy zerg-rushing you with seemingly endless resources, save scumming galore. Meh, this game could have used some additonal playtesting. Going to just abort the Dynasty campaign, let's hope GDF is better. In the favor of this game, sometimes it catches that classic RTS feeling, but the fact is that mainly the only thing it does is to make me want to replay the old C&C games.
36.2 hours played
Written 7 days ago

A modern C&C game. I never played them for multiplayer and the same is true for this game. I got what I expected from the game and enjoyed the campaigns. Did the GDI one three times. Potential downsides. Pathing is not perfect, it works more than well enough though. AI is decentish. If you have a RTS background you will beat the hardest AI first try after doing the campaign but it does do things well. How they scale difficulty in the campaign is a bit strange. Even on easiest difficulty they will spam units if you aren't supposed to go there, or on highest spawn things for free in massive waves. There are are a lot of triggers to start the next stage of campaign AI that you can abuse to make higher difficulties somewhat easy.
91.6 hours played
Written 7 days ago

I really enjoyed this game. Tempest Rising feels a lot like an unofficial Command and Conquer reboot I've been waiting on for far, FAR too long, and I think it fails and succeeds in the same ways that the CnC franchise did - the gameplay isn't the most strategically in depth, the story isn't super compelling (though not the worst by far), and there is a spoiler-y lack of a certain feature I found quite disappointing. Buuuuut man it is a blast! The tradeoff of lack it's of strategic depth is that it is very easy to just pick up and play and have a great time, and the story serves it's purpose of world building and setting up the missions well enough to still be entertaining. I thoroughly enjoyed the campaign my first and second time around and I'd really like to see some DLC. I'd pay for more Tempest Rising in a heartbeat! Bottom line: if you'd like an action-y RTS, you like CnC, and/or you just want to see the partially decomposed corpse of the RTS genre reanimated to it's former glory then you should buy this game! Edit: somehow forgot to mention that the music is phenomenal and getting Frank Klepacki on board sold me on this game before I even played it.
1.4 hours played
Written 7 days ago

Tiberian Sun and CnC TW were my favorite games; Clearly, Tempest Rising is that special homage to our RTS roots. Love it so far.
13.3 hours played
Written 20 days ago

Tempest Rising is now the true successor to the Command and Conquer series, after EA ******* killed it. If you like base building RTS, especially CnC or Company of Heroes, get this game immediately. 9/10 great game
27.9 hours played
Written 22 days ago

I'm having a blast in the campaigns so far, starting with mission 4 (GDF) it starts to be more adrenaline heavy, attacks and explosions all over the place. Love it!
47.4 hours played
Written 24 days ago

If you like Starcraft 2, you will like this game... period. In fact, it's better in many ways. For example during game play it supports full 3440 x 1440 resolution. Looking forward to future improvements like the Veti faction and hopefully some additional skirmish maps.
32.6 hours played
Written 25 days ago

This is literally a love letter to the C&C. And it's good. Hopefully they'll make a dlc like Kane's Wrath and it will be peak
12.9 hours played
Written 28 days ago

If there was a "sort of" option rather than "Yes" or "No" for recommend, I'd use that. It's very classic Command and Conquer. It's well made. Its slick. It plays well. I certainly enjoyed it. But. It's a a bit too simple. It's far too short per campaign. The tech tree/upgrades are mainly boring. Certain units are so good it makes all others redundant (looking at you drone guys). I imagine some of that will be patched and balanced. Also... what's with the whole "female characters with big techy masks on their faces" thing? Was it just a way to avoid having to lipsync the voice acting?
9.1 hours played
Written 1 month and 3 days ago

Great game, takes me back to old westwood studios glory days
111.7 hours played
Written 1 month and 3 days ago

I was hoping this game would live up to the legacy of the classic Command & Conquer series — and it not only met my expectations, it exceeded them. While it captures the spirit of the old-school RTS genre, it introduces meaningful improvements that make it feel fresh and engaging. One of the biggest surprises was the strategy shift. The traditional tactic of turtling — holding off enemy attacks while you stockpile resources and build a massive army — doesn’t always work here. On certain levels, you’re forced to adapt and take risks, launching attacks with whatever forces you have at the time. It makes for a more dynamic and challenging experience that keeps you on your toes.
20.9 hours played
Written 16 days ago

⭐ 7.5/10 Tempest Rising delivers a solid RTS experience with fantastic graphics and engaging faction design. While the factions feel familiar, they each bring enough uniqueness to keep things interesting. Single-Player Focus As someone who primarily plays RTS games for their campaigns, I found Tempest Rising enjoyable but a bit dry. The story had potential but didn’t quite dive deep enough into its characters. I wanted more showing rather than telling—more meaningful interactions with the cast instead of just exposition. Honestly, I miss the old-school live-action cutscenes that gave characters a real presence. The campaign also feels incomplete without a third faction storyline. A third campaign would help flesh out the narrative and make the experience feel more cohesive. Here’s hoping for a sequel to continue the story and expand on the world. Skirmish Mode Skirmish is solid, but I’d love to see a Siege Mode—something where bases start with barriers around spawns and a timer before full engagement. It would add a fresh layer of strategy to base-building and early-game defense. Final Thoughts Tempest Rising is a strong RTS with great visuals and faction design, but the campaign could have gone deeper, and a third faction storyline would have made it feel more complete. If a sequel expands on the narrative and character depth, it could easily push the score higher. Final Rating: 7.5/10 (With a third campaign? 8.5/10)
7.6 hours played
Written 18 days ago

Holy f*ck, just the play list in this game alone is epic!! Devs have done such a great job, thanks for doing what EA games can't by giving us an updated C&C game!
43.8 hours played
Written 1 month and 1 day ago

The game isn't finished yet. There is clearly supposed to be a third campaign to wrap up the story, and it isn't present in the current game. If you like to actually play a complete story in games, wait longer to get this.
83.2 hours played
Written 22 days ago

An awesome re-imagining of a RTS classic, Command and Conquer. This is a small dev team so there is some things left to be desired in terms of communication, but they have already been supporting the game and hopefully soon will be able to get a roadmap together and an additional faction. We know they are working on more maps, and they've already done some balancing. This game is definitely worth your time if you enjoyed the C&C franchise at all, or if you enjoy other RTS like Starcraft and Halo Wars.
40.5 hours played
Written 1 month and 7 days ago

The game is the truest example of a modern CNC game. The only thing missing is honestly direct control of airplanes, similar to that of CNC Generals, and not a bunch of flying helicopters pretending to be jets. You can call them in, but it is simply not the same without their inclusion. They really need to add this feature in the next big update or DLC. Hope this reaches someone that cares!
38.1 hours played
Written 1 month and 1 day ago

people have been craving for a new C&C game that is not a cheap mobile app and someone else delivered it. Tempest Rising takes back the nostalgia rts and adds mechanics that is unique on its own. the Campaign is good and will have more coming up at a later time and they can add more stuff over time. there are some negative points that the community have requested that is currently being looked at: - no attack/defense stance for the troops that allows them to attack buildings. - not that many multiplayer maps - no map editor - no third faction yet (exists only in campaign atm) but I still recommend this game for those that loves basebuilding rts
45.8 hours played
Written 8 days ago

This is a really solid C&C style RTS. The base building and units are well differentiated between the factions. Base defenses deal good damage, but aren't overly tanky or long ranged, so defending often involves countering with units. Units and structures are significantly less fragile than the ones in C&C Generals, but will still fall quickly under sustained fire. The AI for skirmish is surprisingly good and allows for some great fun trying out different strategies on different maps. The campaign is the best part of the game so far, with classic C&C story delivery. The GDF campaign is more straightforward and serves well as a good introduction to core gameplay, while the Dynasty Campaign gets into some really fun twists and turns. I have seen some players complain about difficulty, which seems to be mostly an issue of lacking familiarity with the game's design and mechanics. The game seems to take for granted that most players will have been habitually playing C&C games prior to trying this one, so most introductory/tutorial content in the campaign is more focused around individual unit functions than broader or more fundamental gameplay concepts. Novices may need to use more trial and error to catch up the genre veterans. The technical and artistic aspects are well handled. It is definitely worth getting the soundtrack. From a performance standpoint, it seems pretty well optimized. I was able to play it on Steamdeck without issue.
4.9 hours played
Written 16 days ago

Its really good game but NEEDS balancing big time the AI is way OP builds an army faster than you can hope to and will out tech level you along with it no matter how fast you get it going
170.4 hours played
Written 15 days ago

As many people have already mentioned - this is very much C&C, but with the modern gaming accoutrements. Even the cutscenes, in-game musical score, and storyline are so uncannily similar, it's bordering on quite the copy! Even some of the strategies utilized in, say, C&C3 or RA, are the same. I've found myself addicted to playing Skirmish - as at least the AI is not as dumb as that even in the remastered RA. Already played both campaigns twice. Can't wait for expansions. Yes, DEFINITELY long overdue example / resurrection of the classic RTS gameplay that us old gamers miss! Damn you, EA. RIP, Westwood!
34.9 hours played
Written 1 month and 5 days ago

Glad this was better than the release of Homeworld 3 hehe. Great game giving that old C&C feeling! Thanks for this awesome game. I'm also really exited and curious about upcoming updates.
42.6 hours played
Written 1 month and 7 days ago

If you want a reasonable single player experience, sure, its fine for the price. If you're looking for multiplayer action, pass. Not great, Not Bad Take the aliens from Command and Conquer (CnC) 3, Put them into CnC Firestorm, and then put it in the CnC red alert universe. Thats what this game is. Instead of GDI, you have GDF (Global defense Initiative vs Global Defense force) Instead of NoD you have Dynasty. Instead of Tiberium and Tiberium sickness, you have Tempest and Tempest overload (poisons vehicles instead of infantry) The Bad: (Played both campaigns, hardest difficulty) - Enemy AI is kind of trash, if you attack them from out of sight range they dont react to it so you can literally clear every map with like 12 artillery units, and in MOST missions, they dont actively do anything. All their units spawn in at the beginning of the mission rather than being built, with predesigned patrol routes, and in 98% of circumstances, once you kill those units, thats it, the AI doesnt do anything about it - Air units are way over tuned and dont have any hard counters. Like even SAM sites dont really do much. And the GDF Air Gunboats dont need to return to base to reload, and have anti infantry and anti vehicle... so 12 of them can take out a whole map if youre patient - None of the cut scenes are live action, and instead are just Unreal Engine 4/5 and AI, so you end up with weird moments where like the Russian guys upper lip lifts up and doesnt come down, so he just kind of snarls through his teeth while also moving his mouth... its immersion breaking - There are only 2 female characters in the cutscenes, both of them wear bane mask style respirators, and are the most androgynous characters I've ever seen. The Russian Asian chick actually just looks like a femboy, and the GDF chick wears a baggy white radiation suit you'd wear to Chernobyl. I dont understand why you would go with this aesthetic, cause the target audience for this game is middle aged dudes who grew up with the characters of the Red Alert series. It doesnt need to be gooner bait, but if you cant tell the gender of a human character within 1 second of looking at them, you're messing up, and if you're only going to have 2 females in the ENTIRE game, thats not the time to have the player ponder if what they are looking at is a sir or a mam - Theres mechanics in the game that are so underwhelming they arent relevant, and instead just add to UI clutter for no reason. Example being the GDF rifleman has an active ability that deploys a single land mine, that literally you never use. There are ways to deploy fields of 9 mines, why would you ever use an active ability to drop 1? - The flamethrower/grenade anti-garrison mechanic is completely useless cause you cant garrison into any of the civilian structures, and the 1 or 2 random buildings that you can garrison in get destroyed in a few seconds if you bring more than 5 units. Also garrisoning in the 1 or 2 random buildings you find doesnt increase attack range of units garrisoned, so theres literally not a point in garrisoning, so theres no use for anti-garrison tactics - In the cutscenes, they took the time to make the name tags of the leaders look like hard plastic name tags, as they are supposed to look... but then things like ribbons and medals arent attached to any backer, and instead are sewn into the uniforms, which is not how uniforms have ever been, so you end up watching these cut scenes and noticing that the ribbons are stretching and moving. - The Dynasty androgynous character has a digital eye glass like a google glass or something, with a bunch of digital displays that you can see, but the displays look like they are just painted on. (Not a big issue, but when you have to watch the characters for 90% of the cut scenes, and there are multiple "issues", you start to notice right away that the character model is bad) - Why does the military scientist for the GDF have blue dyed hair with black highlights? - Most of the commander abilities are kinda pointless, and only get used really when the game puts you in a scenario where they have to be used. (the Riot call in for example) - The Veti (the aliens) have a complete civ in this game with buildings and units and all that... but arent a playable race? Why? You did all this work to put them into the game, why cant you play them? - Multiplayer is limited to a max of 4 players, so no large scale battles - Bridges are destroyable in some missions and not others. Seems to be related to only the scenarios of the campaigns, and not because of tactical choice? Like you cant destroy a bridge to cut off a path unless its part of the scenario. Or, its that you can.... but theres only like 2 units in the whole game that can attack ground, and they are end game units, so if you arent supposed to have them, then you dont get to break the bridge. - Other RTS's lock off sections of the map, and prevent you from accessing them until youve completed specific things to move the story along. This game doesnt do that, so I've had MULTIPLE missions where I've wiped out the entire map, built bases all over the map, triggered the next story event, and then enemy buildings will randomly poof into existence, sometimes INSIDE my buildings cause thats where they are programmed to spawn, and it leads to janky, albeit hilarious, chaos - None of the buildings you build are "attack" buildings. There's no like Nuclear silos, bio weapons, orbital weapons, things like that, which greatly amplifies the balance issues with the units (again, with like 12 artillery units and 4-5 anti air units, you can clear an entire map... you dont even need a base unless the game makes you have to have one) - Anti vehicle weapons do too much damage to non-vehicles, and anti infantry weapons do too much damage to non-infantry... so range is the only real stat that matters - TRANSPORT units cost POPULATION and, in comparison to other units, are SUPER EXPENSIVE (like 2000 credits per transport unit at 4 pop per unit, where like the most expensive military unit will be like 2200-2400, and 3-4 pop), so transporting armies around is the worst waste of resources, cause to get that pop back, you have to kill the unit, and its a substantial amount of pop - In a game where Range is king, having a "light armor" flame thrower vehicle, is.... stupid. They are never worth building, and die instantly. - Your AI assistant for the Dynasty is some garbled hybrid of a Russian AI, speaking English, while trying to also have some kind of Asian accent. It sucks to listen too - Theres a few "background conspiracy" characters that like... they appear, and clearly are important... and then never do anything - When you start having more than like 2 visual effect on the map, the cursor colors arent pronounced, and you lose the cursor alot in the middle of a fight - The specialist missions turn the game into a puzzle of sorts, which is really cool....BUT.... its like a maze that has no branching paths alot of the time. Theres not alot of opportunity to make mistakes or make your own solutions, unless you intentionally break the game logic and use your one engineer to say, capture a barracks, and then slowly take over every single building on the map.... which is cool in concept, until you hit the next story trigger, and then every enemy building re-spawns inside your buildings haha - The GDF comms unit abilities dont lead well to its use.. It should reveal stealth in a large area when deployed, and provide comms buff in a large area when mobile, which would allow it to have a good use in things like troop movements. This is an example of units not really being balanced well The Good: - Good aesthetic - Great music - High ground advantage, when you can get it, is done well - I really like the specialist missions, cause it turns the game into a puzzle of sorts - Reasonably Priced. I got 40 hours out of it on the hardest difficulty. Not bad. - Sound effects are good
0.7 hours played
Written 7 days ago

I don't really know what to say about Tempest Rising, except for the fact that I didn't really enjoy it and wanted to refund it. I grew up with a large variety of RTS titles, and I got yo watch as the genre died, revived, died, and revived. I wish I could say "I don't care for it, but you very well might" for a review, but it's either a yes or no. I'll try and explain: Aesthetically, I just don't csre for it. Units often blend into the terrain and never have any sense of 'weight'? I can't explain it, but they just seem awfully... samey. Like, I can tell apart a Rhino tank from an Apocalypse tank, but here I just feel like I'm looking at a generic mass. Maybe I'm getting old, could be it, but the aesthetic doesn't help the game, and I often just find myself looking at what feels like some generic RTS assets, but they never feel like they're.. distinct? This same sense of the generic applies to the graphics, which are... well... passable. They're not bad, but they're not good enough for me to say "wow", and the lack of style kind of shows as a result. What about the unit roster? It's kind of the same story. There's a distinct lack if noticeable and impactul power units, and even those that approach something comparable to power units are just... well... part of a big boring mass of units. Difficulty wise, this game shows a strong favouritism towards highly aggressive rush tactics. I tend towards rush tactics, but I also like to experiment with a variety of non-rush strategies. Artillery turtles, superweapon rushes, etc. Sadly, many of these are simply not viable in any real capacity. They don't work. The skirmish AI in particular is extremely punishing if you let the game drag beyond the 20 minute mark, and it's uncapped APM will have you popping a Redbull loaded neck-vein in a desperate attempt to keep up if you don't go highly aggressive early on. This is not the RTS of old. Not SC2. Not RA2. Not RA3. You can - and will - be violently spanked into oblivion for daring to deviate from highly aggressive, high APM map control strategies. If this is the sort of thing you like, then you've found your game. Btw, the soundtrack is a banger.
88.0 hours played
Written 19 days ago

Great game. You can really feel the passion from the studio behind the game and it has a good roadmap in front of it to keep content coming. RTS fans have been starved for good games in the genre for a while and Tempest Rising delivers a fantastic experience
23.2 hours played
Written 29 days ago

Used to play alot of RTS from Westwood and Blizzard. From Dune, CNC, Warcraft, Startcarft.... its been a long while a game company that come out a proper RTS. This game is like combine of all the old RTS ideal into 1. but nothing beat the CNC cinematic and stories.... Game play is not so hard as compare the old RTS... once u get ur defence up. just get air drone and you can win the game easy..The resources feel like unlimited, the old CNC resources will get depleted and you need to source a new area in order to survive.. Anyway for the price i think can pay and play....
3.5 hours played
Written 7 days ago

I don't understand all the positive reviews. This is very overrated mediocre game, that can't stand in the shadow of it's spiritual predecessors.
1.9 hours played
Written 7 days ago

Tempest Rising is the spiritual successor to the Command & Conquer series. This is classic old style gameplay with modern features. Instead of real actor cutscenes, the game has game generated characters that have very detailed features. The music is fantastic with Frank Klepacki (veteran musician for Command & Conquer) creating the music. Tempest Rising is a great game for those who yearn for the gameplay of classic RTS games. For gamers who never played RTS games, make Tempest Rising your introduction.
3.8 hours played
Written 7 days ago

From the music to the gameplay this game truly is an ode to the RTS games that formed the genre into modern gaming. It is a phenomenal experience thus far and I cannot recommend it enough!
0.2 hours played
Written 7 days ago

No Steam integration for Multiplayer... If they fix this i'll buy it again but if i cant easily play a game with my friends what's the point
22.0 hours played
Written 7 days ago

Wonderful game. If you enjoy C&C, you will definitely love this game. I wish there was more depth, but it is still fairly new. Maybe with more time they will add more campaign to play, but otherwise great game
1.7 hours played
Written 7 days ago

I felt like that kid with a spiky hair, drinking a can of coke and playing an awesome westwood RTS game on windows 95 on pentium 1 pc with 133 mhz and 16mb of ram (for those who didn't know there is trailer for that). Now many years later, i still felt the same way. Thank you for bringing back my gaming memories by making this awesome RTS game. Developers, please don't abandon this game and I hope we will have thriving multiplayer community in years to come.
31.0 hours played
Written 7 days ago

I love this, reminds me of the C&C games but with its own thing, I love the story although the Dynasty campaign story was more interesting and fun for me. highly recommended, hoping for an expansion to continue the story and that we get to play a Veti campaign. Edit, I wish the heroes were a bit more unique , I wish for missions that can be completed using the heroes only.
19.4 hours played
Written 8 days ago

This is not just a throwback to 90-s. For me, as a boomer and once C&C fanboy, this game can be described as your childhood's dream RTS. I am pretty sure it's not just me, and many people like me used to fantasise back then about how an RTS game made by yourself would look like. It would have this feature and that feature ect. Well, this is pretty close to what I used to imagine as perfect experience. Of ourse it is not really perfect, but a lot of creative thought has been put into it. Prior to buying it I've read several complaints about it's campaign being short, but it took me about 12 hours to finish just GDF faction alone. Can't complain.
17.6 hours played
Written 8 days ago

Very similar to the Command & Conquer series but still very fun. Game play is easy and the story is fairly well written.
21.1 hours played
Written 9 days ago

Great addition to the Bombshell universe. Best base-builder this year.
1.8 hours played
Written 9 days ago

C&C on steroids, Great game play, Really fun. Love blowing stuff up.
5.4 hours played
Written 10 days ago

An excellent return to single player RTS genre - heavily inspired by C&C games of old and with original composer on board. A lot of fun.