Tempest Rising: A Nostalgic RTS Masterpiece
From the moment I launched the Tempest Rising demo, I was hooked. The opening cinematic, complete with cheesy dialogue from heavily armored soldiers and a nervous scientist, brought a smile to my face. The music, UI, and unit designs perfectly captured the spirit of my high school days, spent late nights playing Command & Conquer with friends. Recreating that feeling in a modern game is a triumph, and I'm eager to see what Slipgate Ironworks delivers at launch. Whether battling AI in Skirmish or facing off in Ranked Multiplayer, Tempest Rising felt instantly familiar and comfortable.
This nostalgic experience is intentional. The developers aimed to create an RTS game reminiscent of 90s and 2000s classics, enhanced with modern quality-of-life improvements. Set in an alternate 1997, Tempest Rising depicts a World War 3 sparked by the Cuban Missile Crisis. Post-nuclear devastation, strange energy-rich vines emerge, fueling a new power struggle.

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My preview focused on multiplayer, so I'll need to wait for the story mode, which features two 11-mission campaigns (one per faction). The Tempest Dynasty (TD) unites Eastern European and Asian nations devastated by WW3, while the Global Defense Forces (GDF) represent the US, Canada, and Western Europe. A third faction remains shrouded in mystery.
The Tempest Dynasty immediately captivated me, largely due to the hilariously destructive Tempest Sphere, a rolling death machine that obliterates infantry. The Dynasty also utilizes "Plans," faction-wide bonuses activated via the Construction Yard. These Plans (Logistics, Martial, Security) offer strategic flexibility, cycling between economic boosts, combat enhancements, and cost reductions.
Resource gathering differs significantly. Instead of refineries, the TD uses Tempest Rigs, mobile harvesters that move independently, allowing for aggressive expansion strategies. The Salvage Van, a versatile unit, can repair allies or, in Salvage Mode, destroy enemy vehicles for resource gain. Power plants can switch to Distribution Mode, boosting nearby construction and attack speed at the cost of taking damage.
The GDF, conversely, emphasizes allied buffs, enemy debuffs, and battlefield control. The Marking mechanic, coupled with Doctrine upgrades, inflicts various debuffs on marked enemies.
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Both factions feature three tech trees and unique cooldown abilities accessed through advanced buildings, adding strategic depth. The Dynasty's Lockdown ability prevents enemy takeovers, while the Field Infirmary provides crucial mobile healing. The launch version will include custom lobbies, allowing for cooperative gameplay against challenging AI. Until then, I'll be content squishing bots with my army of death balls.