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Istrolid - Multiplayer Fleet Design Strategy Game A major way Istrolid differs from a normal RTS is that it lacks techs, bases, or construction. Units are built with resources, which are gained by territorial control, but units are spawned from your starting location and resources are gained from occupying fixed points. This makes battles focused, intense, and capable of being fought in only a few minutes each.

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We need your vote on Greenlight!

We need your vote on Greenlight!

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Istrolid is a creative and competitive game where you design your own spaceships out of blocks and fight against others online. Vote for us and enjoy...

New Nuke and Settings Screen

New Nuke and Settings Screen

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New part added the Shaped Warhead, which use pretty expensive and is used to damage large ships. It has no AoE and just damages things on impact. Think...

Playtest Sep 13: Continuous Collision Detection & Bug fixes!

Playtest Sep 13: Continuous Collision Detection & Bug fixes!

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Continuous Collision Detection For this play test I have implemented Continuous Collision Detection so that fast moving missiles will no longer pass through...

Line ♥ Move

Line ♥ Move

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I love "Line Move". Its very you draw the formation with right click, and then units follow the shape that you drew. Every RTS or RTT game should have...

Space Ship Warp In Effect

Space Ship Warp In Effect

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So I was showing a game to a friend of mine, and he said, hey warp fx would make the game much better. And I was like yeah.. I totally forgot out the...

Update: new UI mocks.

Update: new UI mocks.

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This week I tried to improve the UI. I feel like a substituted "a bag of words" with "mystery meat" icons. It looks visually better, but I am not sure...

An AI Adventure

An AI Adventure

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This week I spent a lot of time thinking about AI, which is essential for replicating the experience of a symetrical multi player game in single player...

 A Network Adventure

A Network Adventure

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This week I rewrote a large swath of Istrolid network code. Oh boy was it long overdue! The network was taking way too much CPU to compute. Oh and some...