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Signal Remnant – Squad-based RTS in development [Devlog]

A topic by TypeTree Studio created 25 days ago Views: 133 Replies: 2
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Signal Remnant

A tactical squad-based RTS where you build, deploy, and adapt through shifting territory control.

Hi everyone! I'm Danny, an solo game developer.
This is a devlog for my upcoming game: Signal Remnant. It's inspired by Kohan 2 for squad system, They are billions for 2.5D art and perspective, and mixes node-capture strategy with modern RTS design.

I’ve been working on this for a few months and already shared 6 devlogs on my blog. You can check the full logs here: https://typetree.itch.io/signal-remnant

My blog : https://typetreestudio.com/signal-remnant/

Here's a short summary of what’s done so far:

  • Modular RTS systems: audio, HUD, input

  • Sprite cliffs system in 2.5D (because the game used isometric view)

  • Node-based territory control

  • WIP visuals for the HQ and outposts



Signal Remnant is currently in early development, so there's no demo file available for download yet. However, I'll continue to share progress through this devlog regularly. 

I’ll continue sharing updates here — feedback or encouragement is always welcome!

Thanks for reading, and feel free to drop questions or suggestions!

Danny - Typetree Studio

Quick Update – Progress Over the Past Few Days

These past few days I’ve been focusing on several major tasks:

  • Main map for the gameplay example is now pretty much finished and ready to use along with its navigation area (for AI). Screenshot 2025-08-09 092156.png

  • Started working on the Fog of War, zones & POIs, and the capture system for controllable areas.

  • Implemented the objective system for this demo map, along with an initial scenario test.

  • Improved NPC/AI behavior — still ongoing, as it’s proving to be quite tricky.

For this week, my target is to refine the AI and test the interaction between systems so the demo gameplay feels more solid.

I’m currently tweaking the AI behavior and experimenting with the Fog of War system — in RTS games, do you prefer AI that’s highly aggressive from the start or one that ramps up difficulty over time? And for Fog of War, do you like a classic area reveal after capturing a zone or line-of-sight reveal around your units?

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This week’s development has been all about two big things:

  1. Fog of War Experiments I underestimated how much time this would take! I’ve been experimenting with different approaches to achieve smooth visibility edges while keeping performance reasonable. It’s been a lot of trial and error, tweaking shaders, and rethinking grid-based calculations. The system is now at a functional stage, but still has room for refinement.

  2. Objective & Capture Point System for POI The basic mechanics for objectives and capturing Points of Interest (POIs) are now in place. At this stage, the system is simple—capture a POI, and it changes control—but it’s built to be expanded in the coming weeks to include more strategic depth and visual feedback.

Progress this week has been a bit slower than usual since I’ve been under the weather, but the core milestones for these features are now in place. Next week, I’ll be focusing on polishing the Fog of War visuals and expanding the capture system’s gameplay depth.

Here’s the preview video of the process.

Visit my page: https://typetree.itch.io/signal-remnant

Visit my blog : https://typetreestudio.com/signal-remnant/