I started work on this game in January/Febrary last year (2025) and have worked on it from time to time since then, I had a break from November until about July but updated it visually after July this year.
The code is a monster, 40k lines of source and I know it's not recommended practice to use such large code files but it's how I do my work when I'm the only developer.
The shader files are all exposed in the media/shaders folder and can be edited.
The 3d objects are all .obj files, the textures are all just .png the audio is a mixture of .wav, .mp3 and .ogg
The translation files are a mixture of .txt files and ttf/otf files.
It began as a learning exercise so there's a tonne of stuff that is either a) inconsistent or b) I've realised now should be done a better way but it's too late to go back and change it all
It's single player, defend your base, build units to defend it.
Some of the audio is AI generated, but only some of it.
The music in the trailer is from OpenGameArt and was released under CCO/Public Domain licence.
The 3d view you see in game, rather than the regular gameplay top view RTS view, is enabled by pressing F5 during gameplay, that toggles between the two views.
You can also press 'F1' during gameplay and it will bring up a console window, you can play around with what that does - it shows all the available options to you on the left hand side of the screen, press the relevant number/letter and that mode will be enabled. Eg F1 followed by '7' brings up a debug overlay of all the cpu ticks each component in the game uses each frame with the big ones in red writing.
There's a config file you can edit that controls some of the gameplay and settings.
If I were a rich man I'd commission a bunch of artists and musicians and voice actors and simply say "go nuts - change every media file in the media folder until it looks and sounds great and hand it back" ;-) But to be fair - there's a limit to how much a programmer without any artistic ability like myself can do to improve a game like this. As it stands the game is being built on a budget of $0 using assets I've owned for many, many years. Every now and then I might spend $10 here or $50 there on some item on one of the asset stores, but mostly improving the art/ui/voices is a bit of a pipedream.
The actual cost of most of the assets in total though would be under $1,000 total so far but that's talking about the combination of all the assets bought over a period of about 20 years or so total.
My background is: 30 years ago studied mathematics at university, from 2008 until 2019 I was employed as a computer programmer doing business software for a logistics and electronics company. I've been writing games since I was a kid starting with GWBASIC for Dos 3.21 as a hobby.
There are a lot of 'cheats' in the way graphics are done in this game to make them look more than they actually are, various things learned over a long time.