Chaotic is a party-based RTS, with strong RPG elements. Think of Chaotic, as controlling many traditional RPG (final fantasy) parties, and leading them into numerous concurrent battles. Managing and organizing each unit(party) is essential. Chaotic is deeply inspired by Ogre Battle, and seeks to bring the game's core design to the modern era.

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I'm happy to say Project Chaotic's team is expanding! We're becoming a small dedicated team, and while myself and Warstep volley back and forth ideas and tests, we've updated the image gallery with his work on the Warrior's Patriarch.

I'm going to take this moment to explain a bit more in detail the motivations behind this project. Chaotic is largely an experiment. There is a wealth of game design ideas which we know work in the industry. However, there is a great deal of bad behavior as well. This bad behavior carries over from Literature and the Film Industry. Instead of creating elaborate character narratives players will experience, I want to create an elaborate world, with resources, impactful geography and important necessities.

Warrior's Patriarch idea exploration _01

The RTS genre is a perfect medium for exploring this world building, since it is naturally about resource allocation and expansion. However, we're also motivating players to explore and understand the world. In multiplayer, this has little effect on your characters, but the depth of our alignment system offers interesting tactics for positioning. Going forward, the central theme that keeps coming up in talks, is about how important geography is. From a gameplay perspective, it determines how fast your army can move, and how powerful they are when they go up against enemies. Chaotic is an origin story, and as such the geography, and what players do with it in immensely important.

As a base, we're exploring default tribes, factions, and character designs by designating particular resources to key geographical areas, and the factions work within the manner of their resources. For example, the Warrior's Patriarch is a faction of powerful warriors, who have a wealth of access to tough beasts. They train with the beasts, use them as food, and use them in their armors. They have limited access to ores for metals, but they make the most of it. The Warrior's are the tough-men of the world.

Warrior's Patriarch idea exploration _02

It is important to note, that Chaotic's alignment system is a little different that the standard Good/Evil, Chaos/Neutral/Lawful system. Not all races and factions yield this moral and ethical system. Instead, alignments are based on personal and geographical identifications. There are 5 base types, and each represent multiple types of archetypes. Any combination of the 5 is possible, making a total of 25 alignment types. Duplicate combinations (example Chaotic-Chaotic) , are labeled simply as the prime type. The alignments are Corrupt, Chaotic, Neutral, Lawful and Ethereal. The gameplay purpose of the alignment system, is an evolving meta-game style Resistance system. Instead of static physical/magic resists, alignments evolve with geography and characters.

On the programming side, I've been creating the proof-of-concept in Unity, but have never meant for the final product to be in the Unity engine. I've been exploring UDK as well as other options as we keep moving the project forward.

More on specifics of the Chaotic universe soon.

Project Chaotic update 02

Project Chaotic update 02


This update shows progress on Army UI and Map advances.

Project Chaotic update

Project Chaotic update


Some useful information on Project Chaotic, and the plan forward.



I stumbled upon your project when looking around for people who were interested in developing games based heavily on Ogre Battle. Currently I am looking forward to Microsoft's Project Spark, which is basically a game that makes games, based on the Kodu programming language (currently available), and is going into beta next month (October 2013), and creating the code templates which can be used to generate games similar to Ogre Battle. Essentially the reason for my posting was to touch base, and see if there was a mutual interest in collaborating in any respect.

Thanks for your time and attention,

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Well, the idea behind this sure is promising, as are the first couple character design sketches. I like that you guys are going to make geography important, heheh. (I'm looking at you, Command and Conquer. "SURE THESE BIKES CAN GO UP CLIFFS.") Gameplay is, of course, important too! While I know you guys know this, just don't forget to make exploiting the terrain fun, not just interesting. On another note, how is the game going to play? Is it going to be campaigns, open world, or strictly multiplayer? I'd like to see at least an open, free-range world on top of multiplayer, but, hey, I gotta ask!

I'll keep my eye on you guys, cS. Keep up the good work.

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ContinueSaga Creator

The campaign will be open "world", however the "world" you're capable of exploring and seizing may only be 1 continent. More on that later. Think of this much like any other standard RTS. For example in StarCraft2, there is 3 main aspects; the Campaign, Multiplayer/Ladder and Custom Maps. The campaign will be choosing how you want to exploit your possibilities. Attack other leaders directly, steal up resources, explore the world for secrets, or try to play the mediator as others fight. Even if you choose to explore and conquer over specific parts of the world, it ought to have an impact in the end result of the campaign.

The overall intention is to focus as much as this genre can go on how we can tell a story through the eyes of the world, and not characters.

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