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Discussion Ep. 25: Why Tempest Rising Could Be the RTS to Watch in 2025

Al

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In Episode 25 of Critical Moves, hosts Tim and Al sit down with Brandon Casteel, the lead designer of Tempest Rising, to discuss the game’s long development history, its retro-futuristic aesthetic, and what makes it stand out in the modern RTS landscape. They dive into the mechanics, the factions, and what players can expect when Tempest Rising launches.

🔥 Are We in an RTS Revival?
Brandon starts by pushing back on the idea of a full RTS revival, pointing out that while the genre has had its bursts of attention, it's more cyclical than a true resurgence. He highlights the ongoing support from indie developers and publishers like MicroProse, with titles like Dying Breed, Strategos, and Moduwar, all of which are helping keep the RTS flame alive. However, he stops short of calling it a full-blown comeback.

🔥 Development History
Brandon takes us through the development of Tempest Rising, explaining how he joined as part of a focus group in 2019, eventually becoming the lead designer. The game originally had backing from THQ Nordic but went through multiple ownership changes before landing with 3D Realms and Saber Interactive. Despite the chaotic development cycle, Brandon credits the team’s passion for sticking with the project and pushing it to completion.

🔥 Retro-Future Aesthetic & Lore
Set in an alternate future where the Cuban Missile Crisis led to World War III, the game introduces the “Tempest” plant that grows from nuclear craters and provides infinite energy. This leads to the formation of two major factions: the Global Defense Force (GDF) and the Tempest Dynasty, each with its own unique playstyle. The game leans heavily into a retro-futurism and cassette futurism aesthetic, a design choice that Brandon believes strengthens the game's personality.

🔥 Design Pillars and Faction Asymmetry
Brandon talks about how the core design pillar for Tempest Rising was “throughput” — ensuring that the game’s story, mechanics, and aesthetics were aligned and reinforced each other. A major feature of the game is its asymmetry. GDF and Dynasty factions play differently, and the introduction of the Veti faction post-launch promises to offer even more variety.

🔥 The Role of Infantry
A key design goal for Tempest Rising was making infantry units relevant throughout the game. Brandon explains that infantry deals significantly more damage for their cost compared to tanks and can even hide in Tempest fields, which debuff vehicles. This makes infantry critical in both the mid and late game. Systems like veterancy, modifiers, and special countermeasures add complexity to infantry gameplay, giving them real value.

🔥 Specialists and Doctrines
Rather than a single “Commando” unit, Tempest Rising features Specialists — support units that combine elements of heroes and classic special forces. Each faction has access to different types of Specialists, each with unique abilities. Doctrines, meanwhile, serve as persistent upgrades throughout the campaign and offer players meaningful customization and replayability in both campaign and multiplayer modes.

🔥 Combat Systems and Balance Philosophy
Brandon emphasizes that Tempest Rising features a combat system focused on hard counters and meaningful trade-offs without stripping away player agency. The game uses buffs, debuffs, limited ammo, and environmental effects like Tempest Charge to keep the gameplay engaging and layered. Units are not fire-and-forget, and there’s a focus on maintaining the challenge throughout the game.

🔥 Economy and Resource Management
The game’s economy is streamlined but still impactful. Tempest fields regenerate over time, and players must balance overharvesting with long-term resource control. Brandon highlights that while the economic mechanics are lightweight, they remain strategically significant and add depth to the gameplay.

🔥 Single-Player Focus
Tempest Rising includes two full campaigns, each with 11 missions, and difficulty levels that go up to “Insane.” Players earn Requisition Points in missions, which they can use to customize their equipment loadouts. The game encourages replayability through doctrine choices, mission achievements, and different Specialist lineups.

🔥 The Veti
The third faction, the Veti, will be introduced post-launch. This faction is inspired by mythological and ancient alien imagery and sees the Veti returning to reclaim Earth. The Veti come with flying fortresses, angelic designs, and powerful, high-concept units that make for an interesting late-game challenge.

🔥 Closing Thoughts
Brandon believes that Tempest Rising is not trying to reinvent RTS but instead offers a classic, polished, and personal experience. It’s a game that the team wanted to play, and it shows in the depth and passion behind it.

Listen on Spotify, Apple Podcasts or Amazon Music. Or find us on your preferred podcast service by searching Critical Moves Podcast.
 
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