[WIP] Sanctuary (on Steam) - Inspired by Total Annihilations, Supcom, Zero-k games (DOTS, HDRP)

Hi guys from team and myself of:

Sanctuary Shattered Sun

We are live on steam too
Steam
(coming soon)

Past last decade, many RTS fans were noticing, stagnation in RTS genere.
Relatively few RTS game were released, with set high standards and modern graphics fidelity.
Our team recognizes that and it is working hard, on modern spiritual successor of Total Annihilation, Supreme Commander and Zero-k like series of games.


Impression Art with our in game models.

We build modern RTS game, with large scale battles in mind, which are placed in far future, where earth has been devastated by human activities. While people suffered of bad life quality on Earth, they decided to build a new home.

The new home become Dyson sphere, called Sanctuary, which wraps the Sun and allowed to thrive, thanks to its immense contained energy. Yet the cost was great. Most of solar system were consumed, to build such super structure. Help of machines and highly advanced AI was needed, to support such endeavor.
Yet the conflict between three factions was escalated, when earth’s moon crashed into Dyson sphere …

With that in mind, I would like to present our recent trailer, which is an interview thanks to Gyle.

The vid covers many aspect of our current project progress, but yet more to do and even more to come.

Our main goals are, which we are implementing:

  • To refresh stagnated RTS genre.
  • To support many thousands of units.
  • Multiplier, for which we have our custom netcode.
  • Moding support for models, textures, maps and scripting using lua.
  • Provide 60FPS experience.

Along with our code base, which utilizes heavily DOTS thx to our programmers, our team modelers, artists, musician, etc. create custom assets.

While our task is none trivial, we are strong and positive about delivering the project, whenever it will be ready. But we are aware, it is still long journey for us.

Tatsu and Gyle presenting our awesome bits of gameplay.

For anyone interested with more details, we have website with dev logs, youtube channel and discord as well, where people actively participate.

If anyone has any questions, please do not hesitate to ask here, or to reach our discord. :slight_smile:

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We are excited to announce that we have just released our

Sanctuary Shattered Sun
on
Steam
(Coming Soon)
:smile:

I would love to say BIG thank you for the support from the Unity given to date.
You are amazing!!!

This is a massive mile stone for us.

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Some in dev footage.

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AWESOME :smile:

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Looks good! The reference to Total Annihilation brought back memories of launching base-killing assaults starting with nukes, followed by air, and then a wall of krogoths.

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:wink:

Yeah :smile:
I loved playing TA. Quite good old times spending together with friends, nocking out each other.
I remember playing moded version, with tons of additional units.
And of course Big Berthas, Chainsaws, Airplanes with nukes. Tons of fun :wink:

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3 factions logos

Some units up close.

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For that 80% of the visible space is green ground texture, you really should look into some good grass rendering and such

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We do consider if we want grass or not.
We will have vegetation in general.
However grass is quite different challange to bite.

For first, is rarely the case, when camera will be so up close to the ground. Usually during gameplay, player will operate in strategic view, for majority of the time. Or at least at the distance of viewing multiple units.

Then there is aspect of grass obstructing decals. Grass should be “destroyable”.
Additional aspect is grass behaviour, when units moves through it. Ideally some tracks would need to be left on the grass.

I would need to ask our shader magician, what his thoughts are on the grass in general.

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Grass planes might not be a good idea but doing a grass shader or compute shader thing on a big plane
Without anything It feels just like a tiling texture on the ground. Same could be done with small rocks, it is the biggest element on your screen at all times

Grass is very challenging subject, for both performance and quality, while angle of view can be anything from First Person to top view. Shader based grass also comes with performance hit on large screens, where quality of grass also can degrade, when trying to run game smoothly.

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Some of our artworks

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One of our soundtracks.
We have our audio artist.

Ocean of Steel

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Some time lapse map creation process for Sanctuary

We have also custom map editor, which is stil in dev, but already publicly accessible.

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Some early VFX and Shields WIP

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Some units WIP / Art

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Another of our soundtrack.

This is one is quite deep and heavy I would say.

The Pieces Are In Place
https://www.youtube.com/watch?v=2HB1HwXkLQQ

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Awesome!

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I will bring more soon :slight_smile:
Thx for a support.

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WIP on upcoming props trees, with some wind in crowns.

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