Build The Battlefield!

You create the terrain the battles will be waged on thanks to the game's unique mechanics.

Strategy Maxed Out

Each level consists of logical, strategic and tactical phases that build on one another.

Universal Multiplayer

Play with your friends, no matter the OS! PC, Mac and Linux are all cross-compatible in multiplayer.

NEWS

[GIF] Cloning vats in the medical room

With entertainment for clones.

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Star map

Rounded area borders, basic resources indicators and ship paths. Basic placeholder UI for the time being.

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Sobol Carrier Ship

Sobol carrier for spaceships and a ground invasion army.  

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Marv Fighter Ship

“Marv” fighter ship geared out with three rockets and two smart bombs.

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Planet Destruction by Giant Laser

Plane destruction by giant laser

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Ink Sketch of HORU

I’m going to make a comic as a KickStarter tier.

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Warp-in VFX

View post on imgur.com View post on imgur.com

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Laser Beams!

Laser beams for larger ships Finally got to work on some VFX and made laser beams for the larger ships in the game!  

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Space dogfight explosions and smoke

Space dogfight explosions and smoke Lots of smoke and explosions in this dogfight now that I’ve finally optimized the rendering loop to a passable state.

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Explosions in Space!

Spaceships now have health and explode when destroyed! Space dogfight explosions and smoke

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Space Battle Demo

Space battle demo with 100 to 5000 ships, warp-in animation and dogfight AI. Youtube video below the GIF. Space battle, dogfight, warp-in

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65k lasers 5k spaceships 200 FPS

All the spaceships are running rudimentary AI with pathfinding and targeting. 6M triangles on average with 111 draw calls. Spaceship: 3k tris @ LOD 0, 60 tris @ LOD 3 Laser projectile 16 tris, no LODs Using a tricked out hierarchical instanced static mesh component (ships) and instanced static mesh component (lasers). Laser transformation happens […]

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Cover System Talk and Slides

I’ve recently given a talk at ECGC 2019 about the implementation of my cover system, you can find the slides here A recorded video of the talk will be uploaded to youtube in the coming weeks by the staff at ECGC.

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Substance Plugin with Unreal Engine 4.22

Very short guide on getting the Substance Plugin to work with UE 4.22 until Allegorithmic release an updated version. Copy the substance plugin over from an earlier engine version, e.g. from 4.21. It normally resides under \Engine\Plugins\Runtime\Substance\ Edit SubstanceEngine.Build.cs which you may find under \Engine\Plugins\Runtime\Substance\Source\SubstanceEngine\SubstanceEngine.Build.cs Find this line: IEnumerable<FileReference> projectfiles = UProjectInfo.AllProjectFiles; and replace it with this: IEnumerable<FileReference> […]

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Unreal Engine 4.22 with Visual Studio 2019

This is a short guide on getting the freshly released UE 4.22 source build, launcher build and any existing projects to compile & work with VS2019. If you have a launcher build i.e. not building the engine from source, you’ll only need to do what’s under “Getting your projects to use VS2019″. I also cover […]

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From Galactic Map to Mission

Showcase of galactic map, mission selection, map building and commencing a match. Day-night cycle shortened considerably to show how the transitions look.  

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Scan / heat map VFX

Radar scan / heat map VFX that reveals hidden units on the map.

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Fog of War

Implemented 3D fog of war. You can also see a prototype of the new HUD.

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SCREENSHOTS

About

Don’t build bases – build entire battlefields using ready-made, highly detailed battle tiles. Command robotic tribes that steal the experience and body parts of their enemies to assimilate new technology and tactics in this fast-paced, tactical RTS! A.I. is at the core of the game, along with the player-centric map building mechanic.
Development on HŌRU began in February 2017 and our Early Access target is set to Q2 2019. We are planning on launching a KickStarter in Q2-Q3 2019, so stay tuned for more on that by signing up to our Newsletter!