"Tempest Rising: A Nostalgic '90s RTS Experience"

Author : Camila May 25,2025

As soon as I fired up the Tempest Rising demo for the first time, I was filled with a sense of excitement and nostalgia. The opening cinematic, complete with its cheesy dialogue from bulky armored soldiers and a reedy scientist, set the perfect tone. It made me smile, reminiscent of those late-night gaming sessions in high school, playing Command & Conquer with friends, fueled by Mountain Dew, taco-flavored Pringles, and sheer sleep deprivation. Playing a new game that captures that feeling in the modern era is a delight, and I'm eager to see what Slipgate Ironworks has planned for the full release and beyond. Whether diving into Skirmish mode to battle clever AI bots or engaging in Ranked Multiplayer, playing Tempest Rising feels as natural as slipping on a well-worn baseball glove.

This initial reaction was no coincidence. The developers at Slipgate Ironworks explicitly aimed to craft a nostalgic real-time strategy (RTS) game that harks back to the classics of the 90s and 2000s, while incorporating modern quality-of-life enhancements. Set in an alternate 1997, Tempest Rising unfolds in a world where the Cuban Missile Crisis escalated into World War 3. In the aftermath of nuclear devastation, mysterious flowering vines emerged, brimming with electrical energy. These plants herald a new era of power for those willing to brave the fallout and harvest them.

Tempest Rising Screenshots

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Since the build I tested focused solely on multiplayer, I'm eagerly awaiting the story mode, which promises two replayable 11-mission campaigns, one for each of the main factions showcased in the preview. The Tempest Dynasty (TD), an alliance of Eastern European and Asian countries ravaged by WW3, and the Global Defense Forces (GDF), comprising the United States, Canada, and Western Europe, offer distinct gameplay experiences. A third faction remains a mystery for now, as it isn't playable in the preview build, the Steam RTS Fest demo, or at launch.

The Tempest Dynasty instantly appealed to me, not only for their amusing 'death ball' vehicle known as the Tempest Sphere, which crushes enemy infantry, but also for their strategic 'plans.' These plans allow faction-wide bonuses in three categories, activated through the Construction Yard, the initial building for all players. With a bit of extra power generation and a 30-second cooldown between switches, these plans enhance gameplay significantly.

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The Logistics Plan accelerated my structure building and resource harvesting, including quicker movement for mobile resource harvesters. The Martial Plan increased my units' attack speed, provided resistance against rockets and explosives, and allowed Machinist units to sacrifice health for a 50% attack speed boost. Lastly, the Security Plan reduced the cost of producing units and buildings, enhanced the Repair function of certain units, and extended Radar vision. I discovered a fun cycle by alternating between the Logistics Plan for resource gathering, the Security Plan for accelerated construction, and the Martial Plan for offensive maneuvers.

This versatility is evident throughout the Dynasty's mechanics. Unlike the GDF, which needs a Refinery to harvest tempest fields, the Dynasty employs Tempest Rigs. These vehicles can move to resource-rich areas, harvest until depleted, and then relocate. This made my favorite 'fast expand' strategy in RTS games more accessible and effective, as the rigs could operate far from my base, safely harvesting resources without detection by opponents.

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The Dynasty also boasts the Salvage Van, a unit capable of repairing nearby vehicles. In Salvage Mode, it destroys any nearby vehicle, returning resources to the player. I relished sneaking up on unsuspecting opponents, positioning the Salvage Van next to their vehicles, and dismantling them to weaken their forces while claiming their resources.

Additionally, the Dynasty's power plants can switch to 'Distribution Mode,' boosting the construction and attack speed of nearby buildings (some of which have cannons after upgrades). While active, this mode causes damage to the power plant, but it stops at critical health levels, ensuring I didn't inadvertently destroy my base for the speed boost.

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While I'm drawn to the Tempest Dynasty, the GDF has its own appeal, focusing on buffing allies, debuffing enemies, and controlling the battlefield. My favorite GDF strategy involves the Marking mechanic, where certain units can 'mark' targets. Defeating marked enemies yields Intel, a currency for advanced units and structures. Investing in specific Doctrine upgrades (Tempest Rising's tech trees) can further debuff marked enemies, reducing their damage output, increasing damage taken, and enhancing the range of attacking units.

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Each faction offers three tech trees, allowing players to specialize in different strategic aspects. The Dynasty's 'Plans' tree, for example, enhances their faction-wide bonuses. In addition to tech trees, constructing specific advanced buildings unlocks cooldown abilities, which can turn the tide of battle and add strategic depth to each faction's gameplay. While both factions have abilities for area damage and troop spawning, the GDF can also deploy spy drones, create remote building beacons, and temporarily disable enemy vehicles' attacks.

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Given the Dynasty's fewer buildings, with each upgradable to advanced versions, losing a structure to an enemy Engineer can be detrimental. However, the Dynasty's Lockdown ability prevents enemy takeovers, albeit at the cost of the building's functionality. The Field Infirmary ability proved invaluable, enabling me to establish a stationary troop-healing zone anywhere on the map, complementing the Dynasty's repair-focused units and vehicles.

There's much more to explore, and I'm eagerly anticipating the full release, which will allow for Custom Lobbies with friends, teaming up against the cunning AI bots that employed sophisticated hit-and-run tactics during my Skirmishes. Until then, I'll continue battling solo, crushing my bot adversaries with swarms of death balls.