"The Cursed" is a very unique free realtime-strategy game based on the Spring engine. The game is about bones, undead, demons, space marines and magic settled in a futuristic environment. It is a fresh mixture of gameplay elements from many popular RTS games.

The game features two unique races: The Cursed - a faction combining undead and demonic creatures and the Imperial Guards - human forces with high-tech weapons and incredible firepower. Many units in game have unique abilities, like burrowing, rocket jumping, teleporting, transmutation and aura casting. You will experience a war that is fought with tanks, guns, space crafts, bone dragons, priest, demons, werewolf and angels.
 
 
For Linux & Mac users and everyone unwilling to wait for a new installer version: you have to install the game manually (as I don't have any idea about creating Linux or Mac installation files). First you need to install the Spring Engine manually and then put the game content into the Spring\games directory. You'll also have to install maps manually.

Users with ATI graphics cards: There are several known issues with the Spring engine when playing on computers with ATI graphics adapters. Latest catalyst drivers are causing some trouble with particle effects when ground decals are activate. If you do not want that - Cataclyst 11.3 will work perfectly with Spring Engine. With recent drivers you may encounter problems with "bump water" switched on. For other graphical issies please visit Springrts.com.

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Hover tank The new priest model Undead marines ingame
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0 comments by azaremoth on Nov 28th, 2013

It has been a long time since the last update. Actually I was waiting for the next stable and fully working Spring engine release. I skipped Spring 93.0-94.0 for several different reasons/issues and thus it took some time. Spring 95.0 looks stable and offers tons of bug fixes and new features. Besides making The Cursed ready for the new engine version, lots of things were changed and added to the game.

The game´s economy was drastically changed, as it felt a little “broken” before. The most important thing is, that units do not need energy as upkeep anymore. To compensate for the free energy amount, metal extractors need more power to run. Newly built metal extractors will take some time to reach the maximum extraction speed (progressive mining). Moreover, storage buildings were added to increase your metal and energy capacity.

As a second major change, the cursed faction was strengthened. The shade hero unit has a circle attack now, that hits all nearby enemies. Some units and buildings take more damage. The obelisks have a bigger building range. Burrowed units can not be seen anymore if you walk close to them. … and … and …

Of course, also lots of polishing was done – just check the latest installer.Especially enjoy the new undead marines!

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The Cursed Full Installer V 1.281(Windows)

The Cursed Full Installer V 1.281(Windows)

Aug 27, 2014 Full Version 0 comments

"The Cursed" is a very unique free realtime-strategy game based on the Spring engine. The game is about bones, undead, demons, space marines and magic...

Post comment Comments  (10 - 20 of 65)
Guest
Guest Nov 15 2012, 3:48am says:

Can you add a victory mod option for all buildings/eco? Hunting down fliers and stragglers is very annoying.

+1 vote     reply to comment
Guest
Guest Dec 16 2012, 6:03am replied:

Round 2:
Could you possible add something to the game where ranged units don't close into melee?

+2 votes     reply to comment
azaremoth
azaremoth Jan 2 2013, 3:25pm replied:

Sure. But could you specify a little how it should work to fit best? Whenever a ranged unit is ordered to fire at a target it should stop when it comes close enough. So - the units could stop when they are close enough to fire at units that are no designated targets (on/offable by a move option)?

+2 votes     reply to comment
Guest
Guest Mar 17 2013, 5:30am replied:

Is it possible to make a mod for this game were it is hero v AI?
In a survival wave type of mode
Like the starcraft 2 Mod (i can't remember the name sorry)
If there already is one can you let me know cheers

+1 vote     reply to comment
Guest
Guest Feb 15 2013, 3:47am replied:

Range should be a near max range when firing, unless it is being manually moved.

Also on the kill ai stragglers, could it be done to end the game if there are no builders/buildings?

+1 vote     reply to comment
azaremoth
azaremoth Feb 15 2013, 2:12pm replied:

The kill AI stragglers is included in the game since last version (1.242). Is it not working? When you order units to attack a target they actually should not move closer then firing range. Is that different for you? When they are ordered to move, they will take a direct path, disregarding the range to a near enemy.

+2 votes     reply to comment
azaremoth
azaremoth Feb 15 2013, 2:19pm replied:

Units tend to move to the position a killed enemy was standing before. I will try to write a widget for that.

+2 votes     reply to comment
azaremoth
azaremoth Nov 21 2012, 4:03pm replied:

Good advice. I have included that option (on by default) in version 1.242. When all AI buildings were killed the remaining units will die.

+1 vote     reply to comment
azaremoth
azaremoth Apr 22 2012, 9:25am replied:

I am trying to solve this with Rallehop by pm. For others that may have similar problemes - There are several known issues with the Spring engine when playing with ATI cards:

1) make sure you have the latest drivers installed for your graphics card
2) please take a look here: Springrts.com
3) in short: some widgets cause trouble with ATI cards - try to disable the Chili Minimap (F11 + disable the widget)
4) these problemes are caused by the engine / ATI (depending whom you ask ;) ) - I can't do much about it - Sorry

+2 votes     reply to comment
Rallehop
Rallehop Apr 27 2012, 8:06am replied:

Hello azaremoth. You suggestions lead me to this where i can finnaly play. I thanks for your assistances :)

+2 votes     reply to comment
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The Cursed
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Windows, Mac, Linux
Developed By
azaremoth
Engine
Spring
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Release Date
Released Jan 18, 2011
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