Large-scale fantasy RTS in Unity — territory warfare, asymmetric factions, commander-led armies, and a world shaped by player choices.
Core loop: Battle → Capture Territory → Gather Resources → Upgrade Army → Make Choices → Change World
| Parameter | Value |
|---|---|
| Unity | 6.3 LTS (6000.3.x) |
| Units / match | ~1000 |
| Map scale | ~1 km skirmish |
| Factions | 3 asymmetric |
| Players | up to 8 |
| First slice | Skirmish |
| Multiplayer | Deterministic lockstep over NGO + Relay/Lobby |
| VCS | Git (this repo) |
- Install Unity 6.3 LTS via Hub.
- Add this project (
Open→ select repo root). - Allow package resolve; Unity will create
.metafiles. - Open
Docs/ARCHITECTURE.mdandDocs/ROADMAP.md.
Assets/Asterra/
Core/ Shared IDs, commands, interfaces, deterministic RNG
Gameplay/ Buildings, resources, factions, commanders, MatchBootstrap
Simulation/ DOTS unit components (Phase 2)
Net/ NGO lockstep bridge + session placeholders
AI/ Army brain interface
UI/ Skirmish HUD shell
Docs/ Architecture + roadmap
Netcode for GameObjects, Lobby, Relay, Authentication, Entities/Burst/Collections/Mathematics, AI Navigation, Input System, URP, Analytics.
Phase 1 simulation is in place (build / train / move / attack / capture / income / upgrade + dummy enemy).
Phase 3 session/lockstep scaffolding is in place (Lobby/Relay service, frame gate, coordinator, presentation bridge). Scenes still need the Editor.
Headless check (needs .NET 8 SDK):
dotnet run --project tools/Asterra.Smoke -- 2000See Docs/ARCHITECTURE.md, Docs/ROADMAP.md, Docs/CONTROLS.md, Docs/MULTIPLAYER.md.