Hey everyone! I’m a long-time lurker who’s been following Frost Giant and Stormgate since 2020 before the game’s name was even revealed.
And after accompanying pretty much every news reveal, article, and interview, I’ve decided to make a giant (get it?) compilation of just about everything we know so far, par some details.
Also, all of the video sources are timed, so they’ll take you to the specific portion of the video that is relevant to what is being described.
Enjoy!
What Is Stormgate?
- Stormgate is a traditional Blizzard style RTS with full-on base-building, economy management, tech trees, asymmetric factions, and individual unit control (rather than squad-based unit control like Company of Heroes or Total War games). It seeks to maintain the depth of RTS games while making it easier for new players to get into the genre without needing to dumb down the game. The game will feature Ranked Play (1v1 and 3v3), Campaign, Co-op vs AI, and Custom Games on release.
Races
There will be 3 or 4 races. They’ve confirmed multiple times that we’ll have more than two factions.1 And on this interview, it is mentioned that they’re considering whether to have three or four races.
The two already confirmed races are the Human Resistance, who rely on futuristic technology they’ve preserved after their near-extinction at the hands of the Infernal Host, which is the other confirmed race.2 The Infernals are an alien race of demonic creatures that use Stormgates (portals to other worlds) to invade other planets and exploit their resources, drain their life force (anima), and assimilate powerful creatures into their ranks. 3
The Infernals are not a pure evil faction, as there seems to be some sort of universe-threatening force they are preparing against. They justify their conquests by claiming that it is necessary to save the universe from whatever this threat is. This is shown in the email “Frost Giant Newsletter - December '22”, which includes the following passage: “As domineering as they may seem, they believe they're serving a greater purpose: that strength in numbers and powerful magic will be necessary to save the universe.”
We do not know what the 3rd or possible 4th race(s) are. If you ask me, after the mountains of content I’ve watched and read, we’ll probably get flying dolphins with lasers.
The Human Resistance’s mechanics have been described as a mix of SC2 Terran-like, SC2 Protoss-like, and WC3 Human-like mechanics by Neuro, who got to play the game early. 4
The Infernal Host is described as the “Swarm” faction, which uses superior numbers to overwhelm enemies. 5 But they may have playstyles that have a lower number of more elite units. 6
A 3rd/4th race is likely to have a low number of very elite units, as the devs have mentioned they want to have higher highs and lower lows than Starcraft 2 in terms of faction army sizes (with a faction having even lower numbers than Protoss, and a faction having even more units than Zerg). 7
On the Stormgate Announcement Cinematic Trailer at Summer Games Fest 2022, we saw a hologram of a different race at 0:46 and 0:49. One wields a spear, and the other wields a shield, both wearing armor, hinting at a more classic medieval fantasy visual identity for them (although said equipment could be sci-fi as well). They may be one of the playable unrevealed races, but it is not confirmed, and they could be an unplayable, or even extinct, race in the setting.
Economy
There will be 2 resources: a plentiful resource akin to minerals in Starcraft, and a “tech” resource that is rarer, akin to vespene gas. One of the advantages of a tech resource is that it can give scouting opportunities, such as by deducing how much gas an opponent can have. 8
Supply buildings will be in the game, which means you won’t start the game with a max of 200 supply right off the bat. 9
Supply blocks will be less punitive. It is not set in stone exactly how, but some ideas they’re testing include the ability to train units at a slower rate while you’re supply blocked instead of full denial, having supply buildings be fast to build, and requiring fewer supply buildings in total. 10
Supplies will not be buildings that you spam, but rather, tactical buildings with secondary effects besides providing supply (such as Warcraft 3 ones) and will provide interesting strategic decisions in regards to placement. And together with fewer total supply buildings needed, it should result in each supply building’s placement being a strategic decision. 11
Workers will have diminishing returns. Meaning that the 60th worker will collect slower than the 59th. This change accomplishes two main things: Firstly, it incentivizes more bases and territory expansion to have the most cost-effective gathering per worker possible. Secondly, it reduces the power of worker kills (for example, if you have 100 workers, and you lose 20 of them, in sc2 you’d normally lose 20% of your economy. But in Stormgate, it’d be less than 20%, it could be 10% for instance). 12
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Races will probably have asymmetric workers/economy mechanics, such as collecting a certain resource differently, or being safer or more vulnerable when gathering certain resources. An example of this is the Warcraft 3 Night Elf’s wisp, which is vulnerable while collecting wood, but protected while collecting gold. 13
- In SC2, Harassment is symmetrical: every race will target the enemy’s workers. But with this change, they can make it asymmetrical. For instance, if you’re against race A, you might attack their workers that are vulnerable while collecting the secondary resource, but against race B you’d target their particularly vulnerable supply buildings.
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There’ll be less macro busywork. Non-strategic actions that must be continually repeated throughout the match without any decision making, such as sc2 queens injecting larvae, where every half a minute you have to use each queen to inject a hatchery, will be removed or diminished. Theoretically, the queen could have interesting decision points of deciding to inject larva or spread creep, but most of the time players just make extra queens for creep instead. They want macro mechanics to create interesting decisions instead rather than just being busywork. 14
- Instead, macro mechanics will be closer to the Protoss’ chrono boost where you choose whether to boost the production of military units, upgrades, or workers. 15
Responsiveness
Over a year ago they already reached SC2-levels of pathfinding.16 And as we’ll see next on the Engine section next, the game will probably be even smoother than previous Blizzard RTS games.
Neuro, who got to play the game, has described how crisp the pathfinding and responsiveness already are. 17
The Engine
They’re using a combination of two engines: Unreal Engine 5 (UE5) and Snowplay. UE5 is behind the graphics, sound, and more. While Snowplay is Frost Giant’s custom-built engine created to deal with the unique challenges of RTS tech, such as high unit counts, a replay system, and its own networking model. 18
Snowplay will simulate Stormgate at 60 hertz, compared to SC2’s 16 Hertz, which should result in an even smoother performance. 19
Snowplay might include a version of rollback netcode. A piece of technology that would make games feel more responsive, and can result in ping mattering less, which would be great for higher-ping scenarios like cross-region play. 20
Snowplay is also moving away from the “lock-step” type of network of games like SC2. With lock-step, a slow PC could cause worsened performance on other players in the game, as could a significantly faster PC on weaker PC setups. This tech should also help with mass spectating to reduce mid-game lag for the players because of spectators. 21
With all of these improvements over previous Blizzard RTS engines, technology, and networks, it wouldn’t be surprising to see Stormgate be an even smoother and more responsive game than any of Blizzard’s previous RTS games.
New Player Experience & Making the Game More Approachable
Lowering the barrier to entry (but not the skill ceiling),22 and better onboarding tools are a big focus of Frost Giant,23 and include improved tutorials,24 tools for players coming in through co-op to learn the game without needing to play other game modes,25 and reactive tutorials for new players, such as noticing that the new player’s camera is not shifting and giving them a warning. 26
Automated Control Groups: You’ll have the option of selecting specific units to automatically join a control group when they’re created. For instance, making it so that every time you make a Marine, it immediately joins the control group “1”. 27
Quick Macro Panel: There’ll be an improved UI with easily accessible panels for Buildings, Unit Production, and Upgrades, that have all Buildings/Train/Upgrades under their respective tabs. By clicking the “Buildings” tab for instance, you’d get a card with all of your faction’s buildings on the card, and use it to send a worker to construct the building of choice from this panel, without having to click a worker first, and a worker close to where you placed the building would move to build it. 28
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Merged Command Cards: They’re making it so you’ll get a single panel with the abilities (or at least the primary ability) of each different type of unit that you have selected. For instance, if you have both a High Templar and an Oracle selected at once, you’d be able to cast both of their abilities from the same panel while they’re selected, instead of needing to select just the High Templars or just the Oracles, requiring either different control groups or tab-ing between the units in the group. 29
- On top of this, they’re also making it so the key for each of those units’ primary ability doesn’t overlap. For example: Casters 1, 2, and 3, would have their primary ability be Q, W, and E, respectively. That way, even when they’re all selected, their primary ability key would remain the same, instead of having to use a different one when all those units are selected. 30, 31
Multiple spells will have an Autocast option to facilitate control. 32
The default hotkeys setup will be Grid Style (Each row in a command card will be Q-W-E-R-T… A-S-D-F-G… Z-X-C-V-…). 33
The individual hotkey buttons will be customizable, but the individual abilities may not be. For instance, the top-most, right-most square on the command will always be a certain hotkey that you design, rather than that same square having the possibility of being different hotkeys depending on the unit selected. 34
No more blink and you lose your whole army abilities (Disruptor, Window Mines, Nukes), as those abilities will be less volatile, and high damage units will need to be in a position of risk to utilize their potential, allowing for counterplay.35 The units will also be a bit larger on average than sc2, which can also help prevent this issue.36 And they want you to have more time to respond to fights and encounters, rather than losing your whole army because you didn’t look at the fight half a second faster. 37
How to make a wall with your buildings is an extra obstacle for new players playing PvP modes to learn, like Protoss and Terrans having to wall off against Zerg. They want to solve this by having an early defender’s advantage in the game, such as a starting base that attacks enemies to reduce the need for wall-offs. This initial defender’s advantage would also help prevent game-ending damage in the very early game, like with cheese strategies. 38
Spawn locations are revealed on every game, instead of having 2+ possible start locations and not knowing which one the enemy is at. 39
Easier scouting – when you see an enemy building, it will be clear what the enemy is going for. In Starcraft 2, you could see a Robotics Bay, and that could mean either Colossus or Disruptor, with each unit requiring a different response. In Stormgate, scouting what the enemy is doing will be easier by reducing this ambiguity. 40
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They want more tools and opportunities to scout, including units that are good at it 41.
Lack of scouting will be less punitive, with fewer auto-losses like instantly losing the game because you didn’t scout that they’re going for a stealth unit and dying because you didn’t tech into detection. 44
On the Co-Op Commanders mode, we’ll get options and roles that are easier to play, so new players can pick easier-to-play commanders or roles, and we’ll have harder roles and micro-intensive options for more advanced players. 45
Heroes
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They’ve tested and considered heroes in every game mode, including 1v1.46 We do not have solid knowledge on whether they’ll show up on 1v1 at all. And if they do show up, we do not know the extent of it (A single hero per game? Multiple? Does only a single race have it? Or maybe a single race does NOT have it?).
- Neuro’s playtest did NOT have any heroes on the Human vs Human 1v1 matches that he played. 47
Heroes have been confirmed for Co-op and 3v3. 48
If Heroes are in 1v1, they’re unlikely to be like Warcraft 3’s (high power, centers army around them, leveling, items inventory, attributes, etc), as Frost Giant has expressed disliking some of the downsides of Warcraft 3’s hero design like snowballing and having fewer army splits due to the centralization of combat around heroes. 49
The hero is more likely to take on a supportive role and not be highly lethal, like an empowered version of a Starcraft 2 Queen, and include decision-making with its abilities by having to decide on which ability you want to spend its mana on. 50
Game Speed
The game’s lethality (How fast units die/kill) is going to be higher than Warcraft 3, but lower than Starcraft 1 & 2. 51
As noted previously, aoe burst damage won’t be so volatile, which is also going to help slow down the game’s pace and lethality. 52
In 3v3, they’re aiming for games to last for 20 minutes on average, with very low variance from this length. While 1v1 will have a close to 20-minute average, but will have a greater range of game times (like having matches that last 15 minutes, and ones that last 30 minutes to average out to 20). They also want to limit the number of games that end very early, and having early defender’s advantage will help with that as mentioned previously. 53
Maps
They’re aiming to have a wider range of map designs and layouts, unlike SC2’s formulaic and repetitive same-y maps. 54
Maps may have objectives. This may be exclusive of 3v3, not 1v1. 55
Maps may have creeps – Non-aligned enemies on the map you can defeat for rewards. They’d respawn, unlike WC3. This might be exclusive of 3v3 and Co-Op. 56
Neuro’s thoughts after his tests mention new ways in how players can interact with the map, and that there are new incentives for players to contest. 57
At the start, maps will be primarily made by Frost Giant. Over time, they expect to use more community-made maps. 58
They want the unit design to restrict map design as little as possible to increase how many map layouts can be made. Not having units like Reapers in SC2 which can jump cliffs is an example of this. 59
During Neuro’s games, there were different types of terrain not present in SC2, like narrow forests that you probably can’t move giant units through. 60
Deathballs
- They’re taking multiple measures to prevent deathballs, including lower DPS density, lower unit ranges on average to reduce DPS density, and designing units that are particularly good when split off from the main army,61 as well as having harder counters to late game units to make sure there’s no perfect unbeatable, ultimate comp or single unit that you can mass that doesn’t have a counter. 62
Turtling
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They identify turtling as a potential problem, and one that can make some games stretch for longer than they should. Part of the way they’re addressing this is experimentation with powerful late game finisher units to break turtling and finish the game when you’re ahead instead of not being able to end the game against a turtler. 63
- The
GigachadGigamech human unit, and the giant 4-legged creature we see in this Infernal concept art might be examples of such units. One of the lead designers, Kevin Dong, also mentions having units with turtle-breaking potential. 64
- The
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The game will have stronger defender’s advantage than sc2, and it is likely going to be race-asymmetric. 65
- Since there’s a stronger defender’s advantage, we’ll have to see how it interacts with the big game-ending units above. It may be that the defender’s advantage is at its peak in the early/mid game but not strong enough to cost-effectively stop these game-ending units.
Air Combat & Territory Control
Air vs Air fights can be quite unfun, especially when compared to Ground vs Ground and Air vs Ground combat, partly because they completely ignore terrain control. So they’re taking steps to reduce Air vs Air combat by creating strong anti-air ground units like the Brood War’s Goliath, and making air units weaker overall.66 They’re also looking to add pathing blockers for air, which would further weaken Air and their ability to ignore terrain. 67
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Territory control is a core part of the game – fighting for resources, creating more bases, and increasing risk as the more you expand the more places you’ll have that can be attacked and harassed. They’re designing units with territory control and defender’s advantage in mind. 68
- Territory control also comes into play with how they’re designing air units, units that can carry other units over terrain like SC2 Medivacs, and other forms of abilities that ignore terrain, as their power will be decreased. 69, nice
Team Games (3v3 Ranked PVP)
Unlike SC2, team games (3v3) will be heavily supported. 70
1v1 and 3v3 ranked play will likely have different rules, such as different objectives and different balance (while trying to make the units as similar as possible between both modes). 3v3 will be its own game mode designed from the ground up.71 It may also have alternative win conditions, such as a capture-the-flag style win condition. 72
When you die in most team-based games, you’re allowed to keep playing, such as by respawning. This isn’t the case in RTS, and they’re looking to change that for Stormgate. 73
Campaign
There will be many campaign missions at launch. 74
Campaigns will have a Co-Op mode where you can play the campaign with a friend. (Not to be confused with the “Co-Op Commanders” mode, which is its own separate 3-player vs AI game mode). 75
Campaigns will have constant, episodic releases and progress year after year. 76
Story
Stormgates are portals between worlds that open on solar storms. 77
The setting is a futuristic Earth where Humans survived an apocalyptic invasion by the Infernal Host, a demonic alien race that travels through Stormgates to conquer different planets. 78
Humanity is responsible for opening a Stormgate on Earth. As a result of climate change, extreme weather, and overpopulation they’ve initiated a scientific project called the Sigma Program, with the goal to find new habitats for humanity. One of the program’s branches, Sigma Six, worked on portal technology. In their attempt to open a portal to another dimension, they ended up opening up a portal to the Infernal world. Humanity was then brutally invaded, and brought to near-extinction. 79
The humans managed to survive, and after many years, they’re now a fairly stable civilization with a sense of hope and optimism. That is, until now, with the Infernals coming back for Infernal Invasion 2: Electric Boogaloo – Salty Infernals Complain That Humans Are OP Special Edition. 80
Infernals have been to Earth thousands of years before their first invasion. They’re not Judeo-Christean demons, but an alien version of demons.81. Human myths about demons come from early contact with the Infernals. 82
In the cinematic trailer, we see a human archeologist retrieve a powerful shield amid ruins. According to the email “Re: War Update”, this shield may be called the “Aegis Cipher”, a relic. The email also mentions the possible retrieval of other relics to help Humans fight against the Infernal Boogaloo.
We’ll get short stories leading up to release. 83
Certain esports results may impact the game’s story and lore. 84
Co-Op Commanders
Co-op Commanders (it may be called something else on release) will be a fully supported game mode present at launch, alongside Campaign, Custom Games, and Ranked play. 85
Unlike SC2’s 2-player Co-Op Commanders mode, Stormgate’s Co-Op will have 3 players. 86
Stormgate’s lower lethality allows for a wider range of different effects, playstyles, and commanders to be possible, unlike SC2’s where the main thing to care about is damage and whether you can one-shot an enemy force. Doesn’t matter if the enemy is stunned or not when you can just destroy their whole army in 3 seconds. Effects like debuffs (Stuns, Slows, Poison, etc) become more viable to include in this Co-Op by having a lower overall lethality as it gives enough time for these effects to be worth it. 87
Higher focus on combos and interaction between players’ commanders, top-bar powers, and compositions, unlike the more stand-alone design of SC2. 88
There will be more support and co-operative abilities than in SC2. 89
The progression in Co-Op will be significantly different from SC2. Being built from the ground up with an eye for long-term development support and high replayability value. They won’t be building one clunky progression system on top of another creating a Frankenstein progression system, similar to what they had to do with SC2’s development constraints. 90
There will be heroes in co-op commanders, but not all commanders will feature an in-game hero unit. 91
Co-op Commanders will have an itemization progression system, where you can change different items to get different effects, like getting a frost wand that makes your hero deal ice damage instead of fire damage. 92
They plan on eventually having leaderboards for Co-Op Commanders that let you compare yourself globally and with your friends. 93
Mutators that change missions will be present in co-op. 94
As previously mentioned, the Co-Op mode will have an onboarding experience for new players, unlike SC2 where there was none, despite how many new players came in through co-op.
Custom Games & The Editor
On custom games, you can have up to 32 players + 32 observers. 95
The game editor will be implemented inside the game’s menu, rather than having a separate launcher. 96
The devs want to learn and take the best from wc3’s ease-of-use editor and sc2’s powerful, but difficult-to-use, editor.97 and might have a Simple and Advanced mode. 98
There will be an open lobby list where you can see created custom games to join, and there’ll also be other methods of map discoverability. 99
The editor will likely be released in stages, starting with the terrain editor to create multiplayer maps and releasing more tools over time. 100
They’re not working on tutorials for the editor yet, but they’re open to considering it in the future when higher priority work has been finished. 101
Esports
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The plan for launch is to have a 1v1 ranked play circuit that is divided into 3 seasons over the year and for it to match with content releases (new heroes, maps, cosmetics, etc). 102
- The baseline format is Qualifiers -> Regular Season -> Playoffs -> Seasonal Championship. There'll also be an annual World Championship at the end. 103
The circuit will have a clear on-ramp to join each season, rather than a closed-off elite thing that needs the right connections to get into. 104
They want you to have a clear path to pro, and for players to know the exact next step in their journey to becoming a pro. 105
Besides the official pro circuit, they’re also going to allow 3rd party events, instead of banning non-official competitions. 106
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They want to integrate eSports more into the game client. There’ll be an in-game tournament system where players can set up tournaments to make it smoother and easier to run events without needing to go off-client to join tournaments or increase operation costs by needing more people to manage the event, while also increasing visibility by being in-game. 107
- There will also be automatic tournaments like SC2’s. 108
A percentage of the revenue share of seasonal products will be fueled straight into esports. 109
There’ll be tournaments and esports programs in the closed beta. 110
They don’t plan to have 3v3 as its own official competitive ecosystem,111 but are open to expanding it depending on its popularity. 112
They want to provide deeper ways to interact with each game mode and are considering ways to do co-op competitions. But on launch, it’ll be focused on 1v1. 113
They’re looking to engage players of different levels in competition. 114
Progression
They’re planning on having achievements and campaign objectives that you can work towards, and earn meaningful rewards from. 115
No meta progression will make you more powerful in 1v1. 116
It’s a Social RTS
They’ve mentioned multiple times, including on the Steam page, that they want to make this the first truly social RTS. But, besides knowing that they’ll have good co-op support (Co-Op vs AI and Co-Op Campaign), we don’t know what other social features will be in the game yet.
They have mentioned the importance of Discord in nowadays gaming sphere, and are considering integrating it into Stormgate. 117
Monetization
The game will be Free to Play. The first campaign chapter and the initial heroes for the Co-Op mode will be free. Money will be spent on Campaigns, Cosmetics (like unit skins), more Heroes/Commanders for Co-Op, and more. 118
1v1 and 3v3 Ranked will not have purchasable power. Players will be competing on an even playing field. 119
Post-Release Content
There’s a strong emphasis on a consistent, clear, release schedule for content releases to provide players a clear point to come back into the game. 122
We’ll have 3 seasons a year. Each will bring new content (such as Co-Op Heroes, Campaigns, Cosmetics, and more). 123
They want each campaign release to be substantial, rather than being too fragmented over many small releases, which could be underwhelming and frustrating. 124
Patches
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Balance changes are expected to come with each new season and give professional players time to adapt. 125, 126
- They’re also open for emergency balance changes mid-season in case of urgencies or severe imbalance. 127
Patches and balance will prioritize the perception of balance and fun over raw win rate and will consider both top players and lower-level players. 128
Concept Art
Frost Giant’s been releasing Concept Art here and there, which showcases environments and possible units for the Human Resistance and the Infernal Host. Some of the most important ones are: Infernal Host Concept Art 1, 2, 3 and Human Resistance concept art 1, 2, 3. We also had an illustration on a special mousepad Frost Giant sent to content creators, showcasing multiple Human characters and units. You can check it here.
One of the goals of the art style and graphics is the visibility and readability of units and the battlefield. 129
Big Names Behind Stormgate
- Tim Campbell: The president of FGS, Stormgate’s Game Director, and one of Frost Giant’s Founders. He’s worked on Command & Conquer: Red Alert, Command & Conquer Generals, and was the campaign lead in Warcraft 3. He also worked on the early SC2 days.
- Tim Morten: The production director for Stormgate and the other Frost Giant Studios founder. He worked as the production director and lead producer for Starcraft 2. He also worked as the Director of Product Development on Command & Conquer.
- Kevin Dong: The Lead Co-Op Commanders designer, who was one of the main Co-Op designers in SC2 and worked at Team Liquid before that. He designed the last 4 commanders to be released for SC2, and is also part of the balance team.
- James Anhalt: Chief architect for Stormgate. Another man with a legendary career – helped program battle.net during the early days and was the lead pathfinding engineer for SC2, he’s one of the main reasons SC2 is as smooth as it is.
- Gerald Villoria: Communications director for FGS and dog dad (and dad dad) you’ll see responding to comments here on the Stormgate subreddit and giving the occasional cryptic teases. Worked at Blizzard for over 11 years, but didn’t hesitate to leave it behind to work for a team that is actually brimming with passion and art (Frost Giant).
- Cara LaForge: Head of business operations, worked with Blizzard eSports team, and is the mother to two of the most iconic RTS figures: Tasteless and Day9.
…And a bunch of other awesome people that all deserve a giant post dedicated just to thank each of them for the amazing games and memories they’ve helped create, and the (probably) amazing game they’re currently working on.
Beta
The first closed test phase, dubbed pre-alpha, will start in July.130 It will feature only the Human Resistance and will be focused on 1v1.131 It will have an NDA and will not be streamable. 132
Only a small number of players will participate in the first test phase. Further testing phases will increase the number of players, and add more races, maps, and game modes over time. 133
Players will be invited from a variety of regions. 134
How Can I Get Into the Beta?
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By being a lucky motherf*ckerBy signing up at playstormgate.com. Frost Giant may also host promotions and giveaways in the future to get invites. 135
How Can I Support Frost Giant?
- The biggest factor right now is wishlisting it on Steam. It may seem useless at first, but wishlisting is a big deal because the more wishlisted a game is, the more the game will be showcased on Steam.
Miscellaneous
Stormgate will have replays. 136
The game will have both all-rounder units (like the Marine, which is kind of good against everything) and hard counter units, with hard counters being particularly present against late game units. 137
There’ll be a ranked ladder on launch. 138
Stealth will break whenever the unit deals damage like in Warcraft 3, and unlike Starcraft 2’s permanent stealth even while attacking. 139
The game will have a 200 supply cap. 140
There won’t be a limit to how many units you can have selected at once. 141
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They want low-tier units to have roles or come back in the late game, much like Starcraft games. And one of the ways they’ll do this is by keeping a clear limit on units per faction. 142
- And they're aiming for each race's army roster size to be on the shorter end, with fewer units per race than Starcraft 2 and closer to that of Starcraft 1 and Warcraft 3. One of the reasons for this decision is that they do not want too many units competing for the same role or niche. 143
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