Image 1 — My multiplayer RTS is made with phaser
Image 2 — My multiplayer RTS is made with phaser
Image 3 — My multiplayer RTS is made with phaser
▲ 29 r/phaser

My multiplayer RTS is made with phaser

The game is made with phaser with a node js server

And I will release it soon on steam wrapped in a tauri application allowing me link easely the steam account with the game account

Here an old gameplay video

https://youtu.be/aY\_uZiiJj\_s?is=WAH3kmecIedRifwD

I choose phaser because it was really light and simple of utilisation and allowing me to work in the same langage front and back

u/Roma2443 — 2 days ago

I improved graphism of my multiplayer rts

I worked a lot to improve graphism on my rts, I add some decoration to my 1vs1 map

And I reworked completely the fog of war, it was just a black filter before and now it's a real fog with a tiny animation ... the fog is moving slightly.

What do you think about ?

u/Roma2443 — 4 days ago

The 2 transport Helicopter are SOOO fun on Tsuru REEF

  1. the map is big so a lot of people are spawning into it

  2. there is no combat helicopter or only 1 littlebird

  3. the life time of the helico is very much longer than on other map

reddit.com
u/Roma2443 — 30 days ago

I made a multiplayer game that was 100% coded with AI.

I made a multiplayer game that was 100% coded with AI.

Around 90% of the art comes from the Tiny Swords asset pack, and I used AI to generate a few additional sprites that match its style.

The game is a feature-rich 1v1 RTS with replays, a spectator mode, and even built-in tournament brackets with cash prizes. Matches can be launched directly from the bracket, making tournaments fully integrated into the game.

Technically, I even implemented server sharding, so matches can be distributed across multiple game servers instead of running on a single one. This lets the game support many more concurrent players as it scales.

I'm currently waiting for Steam KYC approval so I can release it as a free-to-play game. At the same time, I'm working on a single-player mode to make it accessible to a much wider audience.

With the gameplay video, does it come across as AI slop, or does it feel like a legitimate game?

u/Roma2443 — 1 month ago
▲ 6 r/GameDevs+1 crossposts

DevLog - Building a Cozy World for a Brutal Multiplayer Game

Hi everyone!

I've spent the entire month of June working on Roma2443, focusing on making the game feel more juicy and responsive. My goal was to add meaningful player feedback so the world feels alive, while staying true to the game's identity: a brutal, competitive multiplayer experience where players need clear information at all times and excellent combat readability.

Finding the right balance between atmosphere, visual feedback, and gameplay clarity has been one of the biggest challenges so far.

Another goal is to bring the game to a level of polish that's ready for a Steam release. Roma2443 will be free-to-play, with no ads and no microtransactions.

Today, I'd like to share the results of this month's work. I hope you'll enjoy it!

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From the smallest details to the biggest improvements, here's one of the little touches I added.

When players click on the water at the edge of the map, it now creates small splash effects to make the world feel a bit more alive.

Feedback when clicking on water

Trees are one of the most important gameplay elements in Roma2443. They're fully destructible and play a key role in setting up ambushes.

Now, whenever you click on a tree, it shakes and leaves burst out of it. The faster you click, the more it shakes and the more leaves fly everywhere.

It's ridiculously satisfying. 😄

Feedback when clicking on tree

Below you can see the new unit selection system.

Units inside the selection box are highlighted using their team's color. There are four team colors: blue, yellow, red, and purple, making it easy to identify your units at a glance.

To keep the screen clean, health bars are only displayed when a unit isn't at full health.

Selected units also display a small icon above them. The yellow icon marks selected units, while the green icon indicates the unit you're currently controlling to cast abilities. You can instantly switch between selected units by pressing Tab.

Feedback on unit selection & clean unit UI

One of my favorite pieces of feedback is the new spawn animation.

Units are now printed directly onto the battlefield instead of just popping into existence. It's a small detail, but it makes every deployment feel much more impactful.

Units are print on the battlefield

Here's another piece of feedback I absolutely love: button mashing during cooldowns.

The tank is fired manually, so while you're waiting for the next shot, repeatedly pressing the fire button makes the tank recoil ("bump") in anticipation. Just like the trees, the faster you mash the button, the stronger the effect becomes.

It doesn't affect gameplay at all... it's just ridiculously satisfying. 😄

Units aiming feedback & Units cooldown & Button mashing during cooldown

This GIF showcases the new target focus and damage feedback.

When you target an enemy unit or the enemy HQ, the focus indicator appears using the opposing team's color, making your current target immediately clear.

I've also added stronger visual feedback when damage is dealt, so every hit feels more impactful while keeping the action easy to read during intense battles.

Feedback on Unit Focus & Damage

This last GIF highlights two different features.

First, precision abilities now use a team-colored laser aiming indicator, making it much easier to line up shots while instantly recognizing which team is casting.

It also showcases all the new interactions with trees. Trees react to almost everything:

  • If they're hit by a weapon that isn't strong enough to destroy them, they shake.
  • When an archer hides inside or leaves a tree, it sways.
  • And whenever an archer fires from within a tree, leaves scatter into the air.

These are small details, but together they make the battlefield feel much more alive without sacrificing gameplay readability.

Tree interaction feedback & laser aiming

That's everything I've been working on this month! I had an absolute blast bringing all these little details to life.

I'm still waiting for my Steam KYC to be approved... 😅

As always, I'd really love to hear your feedback. A lot of the improvements you've seen today came directly from the suggestions I received on my previous posts, so your comments genuinely help shape the game.

If you'd like to try it yourself, there's a playable demo available for European and Russian players (European server only):
https://roma2443.vermicelle.eu/

reddit.com
u/Roma2443 — 2 months ago
▲ 199 r/Rematch

Number are good !

1 year after release the game number are really good 👍

And I think the game is also popular on console !

What do you think about ?

u/Roma2443 — 2 months ago
▲ 4 r/StrategyGames+2 crossposts

Roma 2443 -Join Our €25 Tournament - Sign Up in 10 Seconds

We're running a tournament with a €25 cash prize, and registration is open.

Signing up takes about 10 seconds: just choose a username and password and you're in. An email address is not required unless you want to add one later.

Register here:
https://roma2443.vermicelle.eu/?page=tournament

The tournament starts automatically once all slots are filled.

Format:

  • Single elimination bracket
  • All matches are Best of 3
  • Players have 7 days to complete each round
  • A countdown timer on the tournament page shows exactly how much time is left

Playing your match is straightforward. When both players are available, they simply click "I'm Ready" and the BO3 starts automatically. The winner is automatically advanced to the next round, so there's no manual reporting required.

All match replays are publicly available, so anyone can watch games from the tournament.

If you'd like to practice, find opponents, discuss strategies, or just hang out with the community, feel free to join our Discord:
https://discord.gg/abeRDFE8T

Everyone is welcome, whether you're a veteran player or just getting started.

u/Roma2443 — 2 months ago

Roma2443 - Overview of Unit Abilities and Upgrades

Soldier – Divine Protection

Unit: Soldier (basic melee unit)

Effect: The player can manually activate Divine Protection. The Soldier raises its shield for 3 seconds, reducing all incoming damage by 50% during that time.

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Turtle – Force Return

Unit: Turtle (high-health defensive unit that does not attack)

Base Ability: The Turtle can deploy a protective barrier that pushes away enemy units and blocks incoming projectiles.

Upgrade Effect: Instead of simply blocking projectiles, the barrier reflects incoming projectiles back to their source.

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Turtle – You Shall Pass!

Unit: Turtle (high-health defensive unit)

Base Ability: The Turtle can use a grab ability to pull distant enemy units toward itself.

Upgrade Effect: Units affected by the grab are pulled through trees, destroying any trees in their path while being dragged toward the Turtle.

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Archer – Explosive Tree

Unit: Archer (ranged stealth unit)

Base Ability: The Archer can enter trees to hide. While inside a tree, it becomes invisible and retains vision around the area. The Archer can exit at any time to reposition or attack.

Upgrade Effect: When the Archer leaves a tree, it can leave a hidden bomb inside it. If an enemy unit approaches the tree, it detonates, dealing area damage and revealing affected units for 5 seconds.

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Tank – Smoke Screen / Siege Mode

Unit: Tank (heavy ground unit)

Base Ability: The Tank can transform into siege mode, gaining long-range area-of-effect attacks at the cost of mobility, functioning as an artillery-style unit.

Secondary Ability – Smoke Screen: The Tank can deploy a smoke screen to enable tactical pushes or retreats. While active, enemy units inside the smoke have their vision completely blocked until the smoke dissipates. This allows for ambushes, disengages, and forced repositioning.

Helicopter – Star Carrier

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Unit: Helicopter (transport unit)

Base Ability: The Helicopter is a fast aerial transport that can carry allied units across terrain while avoiding obstacles. Units inside are healed over time, regenerating 1 HP per second during transport.

The Helicopter gains the ability to deploy units directly from the air, spawning them beneath its position. This enables rapid reinforcements, surprise attacks, and strong defensive repositioning, especially for holding key zones or initiating raids.

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---SOON AVAILABLE ON STEAM---

You can play the demo here

https://Roma2443.vermicelle.eu

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--- GAMEPLAY VIDEO HERE ----

https://youtu.be/aY\_uZiiJj\_s?is=tvcoT8HgcDkiasDv

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u/Roma2443 — 2 months ago