Hello everyone,
I’m developing Echoes of the Broken Sun, an original science-fantasy real-time strategy game being built for macOS and Apple Silicon in Unreal Engine.
The project began as a personal experiment: I wanted to see how far I could take a complete game by providing the design, architecture, requirements, creative direction, and acceptance criteria while using AI extensively for implementation. I am not treating generated code as automatically correct. Every feature still has to be reviewed, tested, integrated, and proven against the intended design.
The project has now progressed beyond an initial concept and into a functioning prototype, and I would like to connect with developers, designers, artists, testers, and other contributors who may be interested in helping shape it.
Echoes of the Broken Sun is not intended to be a traditional high-actions-per-minute RTS where success primarily depends on keyboard speed. The goal is to reward strategic judgment, battlefield awareness, logistics, positioning, intelligence, resource denial, and decisions that can affect the remainder of a match or campaign.
The central strategic mechanic is the Future Well, a contested resource that forces players to choose between immediate power and long-term possibility. A player can harvest it for resources, preserve it for future advantages, or reshape it to temporarily alter the battlefield. Those decisions are intended to create meaningful tradeoffs rather than a single optimal build order.
The game currently includes three asymmetric factions:
- Meridian, which emphasizes control, organization, and technological precision
- Kharuun, which relies on mobility, pressure, and aggressive adaptation
- Hollow Choir, which uses disruption, sacrifice, and unconventional battlefield effects
The current prototype includes a deterministic C++ simulation, an RTS camera and selection system, construction and production, logistics limits, AI opponents, local skirmish support, campaign progression, save and restore functionality, victory conditions, faction-specific units and structures, and early multiplayer networking work.
There is still substantial work ahead. The user interface, accessibility, balance, visual presentation, audio, performance optimization, multiplayer security, Apple signing and notarization, clean-machine testing, and overall player experience all need further development.
I would especially like to hear from people with experience or interest in:
- Unreal Engine and C++ gameplay development
- macOS, Apple Silicon, Metal, Xcode, signing, and notarization
- Multiplayer architecture, networking, testing, and security
- RTS design, faction balance, AI, and campaign development
- UI, accessibility, 3D art, animation, visual effects, sound, or music
- Playtesting, technical review, documentation, or build validation
This is not a finished commercial release or a formal job posting. It is a serious passion project with a public repository, documented architecture, test evidence, known limitations, and an active development roadmap. Contributions do not have to be large. Code review, testing, design feedback, performance analysis, or help with a specific Apple-platform issue would all be valuable.
Project page: https://redxking.github.io/echoes-of-the-broken-sun/
GitHub repository: https://github.com/redxking/echoes-of-the-broken-sun
Anyone interested in the concept is welcome to reply here or reach out through GitHub. Please mention the area you are interested in and whether you would like to contribute, test, review, or simply follow the project.
Thank you for taking a look.
Angelis Pseftis