Thanks a lot for the feedback, glad to hear you enjoyed it!
Stellar Studio (Machrom)
Creator of
Recent community posts
DEMO is out and available to play: link

Hey everyone!
This chaotic image from the game is mostly what I want to achieve with this RTS. The main pitch or short summary of the game would be:
- A classic RTS game where you build buildings from patterns, and repel an invasion as a sentient machine. Build up your base, units, attack and defend, play through a campaign with multiple endings and choose your own path!
This is mainly inspired by games like Command and conquer, red alert, and other strategy games of similar style.
So with that I'd like to go over to
Features
The things I consider to be the core features of the game, besides the stuff classic RTS games have would be:
- Building with patterns
- Converting the world
- Choosing your own path
Building with patterns
The main idea here is for each building to have patterns from which they're built. You can imagine it like fitting puzzle pieces, or tetris blocks.

As you can see some building have a U shape, others have a + shape and so on. To build those you first plop down basic "blocks" in that shape and then select that area to detect patterns. All available building patterns will then show up and you'll be able to select which building you want to build.
Converting the world
Both you and your enemy have control over a certain area of the map, this can be expanded with buildings and various other ways.

Both are color coded so the enemy is red, while the player is blue. This is to have a complete visual distinction that can be discerned at a first glance. I call this "influence" and you can use it to convert the environment to resources you can harvest. This area is also used as a spawning area for endless resources.
Choosing your own path
The game will also feature a complete campaign with 3 different endings. So depending on some of your choices in missions you'll end up in a different ending. For the first run of the game you'll be locked into one path that you chose while playing missions. Once you reach the first ending all missions for other choices will be unlocked so you won't have to replay the game from the start to get them.
Each mission will also have 4 difficulties to choose from: easy, normal, hard, supreme.
Further plans
- I'll be posting more stuff and screenshots of the game, various units and buildings here so you can get an overview of all that's in
- My main focus currently is to finalize all the content in the game: missions, buildings & units.
- My hope is to release this sometime later this year
Hey Everyone!
A Byte War demo is ready to be played!

Description
A Byte War is a real time strategy game where you lead a race of block-based machines against a machine threat from another dimension. Build your base up from blocks, form patterns and construct buildings to cover your needs: resource harvesting, unit spawning, influence spreading and more. Find your own path in missions that allow for various endings, from conquering the enemy, expanding your influence to conquer the map or stand your ground and don't allow the enemy to breach your defenses.
Hi there,
I'm the dev behind A Byte War a real time strategy game (you can find it here & on Steam).
I'm currently on the lookout for any translator that's looking to increase his portfolio and translate for free. I will also put your name/nickname in credits. Below is a list of languages that I already have a translator for.
Languages I have covered (by steam categorisation):
- German
- Portugese - Portugal.
- Portugese - Brazil
- Chinese Simplified
- Chinese Traditional
- Italian
- Spanish - Latin America
- French
- Turkish
If you're interested in doing a translation drop me a message on discord, my username is: "machrom".
Really nice game, enjoyed playing it. It's quite difficult, but these kinds of games are supposed to be so it's balanced pretty well. As it was already said below in other comments it would be really good to give a player a few seconds when entering a new room, most of the times I took damage was upon entering because I was instantly bombarded by attacks.
Great job! :)
Okay, so I tried it again (and tried getting squished around the place I remember the foot to get stuck). It happened again when you start going over those cans, The first two cans, one is horizontal, while the other diagonal with something on it (that makes you unable to jump and you slowly go down). I got squished while stuck on that diagonal can, and the foot got stuck.
Hope it helps! :)
If you're still not sure where that is, I can go again and take a screenshot of the place.
Besides the sprite flickering and being able to move outside of the level bounds, sometimes when pressing x and the console is revealed the game won't register it, so you have to move away and come back and press x again so the game registers it. Also sometimes I'll reveal a tile next to the console and the game will register it as being revealed.
Besides those small issues the game is really cute and fun in its own unique way. Loved playing it, good job! :)
Pretty much everything is already in the other comments below, so I'll just say that I had the same two issues: the wall jumping mechanic (I actually had to read the other comments to realize that I could move from that area) and the foot got stuck so I was constantly getting squished (had to restart the game).
I really enjoyed the game, the story and basically all aspects of it! Great job! :)
Very interesting game. Even with the tutorial a bit hard to figure out what to do the first few codes. I'd really like to see more game modes or something to make it more fun, challenging in different ways or even with some kind of a story? Currently it feels like something that you try a few times and have no more reason to play, unless you want to challenge someone to break more codes than you.
It's probably because the game has such interesting mechanics that i feel it could be expanded to include more stuff. :)
As you've said on the game page it's a prototype and a lot of stuff still is not implemented or does not work. I'm not saying this is a bad thing, it's just a bit hard to test as you have no idea what to do or where to go (and what works). But, I talked with a few people and had a few encounters, there are no bugs as far as I could see, it's a very good prototype, I just wish more stuff was in the game so I could say more about it.
All I can say is, so far it's good (the mechanics seem to work fine), keep working as I'd love to play it again once more content is inside. :)
Nice game! I don't really have any remarks to make, maybe that it was too easy and a bit slow going at start (but that's fine since it picks up the pace once you have more workers and graves)? But other than that nothing much. I would really like to see an expanded version of this, maybe either with levels or a bigger graveyard with more things to do.
Really great job! :)
Very good art for something in two weeks, and a good idea. However, I had a bit of an issue with the way the dice rolls are played.
Everything went pretty much ok with the snail, though I wish there was a way to skip that animation after you make a choice (with those arrows or something). When I got to the cultist, I failed a few choices and then I had a choice that would be activated with dice 1-3, since 4-6 was locked as I failed it. However, the white dice (the dice I can get in a roll) were 4-6, this would mean I had to roll three times (and wait out those animations) for the dice to reset. This honestly felt more like a chore than something fun, a skip for the animation would be good, or a way to reset a fight at any moment (unless I missed something with the controls while playing)?
Good job! :)






