The RTS genre often feels like it’s been on life support for years. When you think of the classics – Command & Conquer, StarCraft, Warcraft – they’re pillars of the genre, but they also represent a bygone era. Today’s releases, even those born from the indie boom, rarely stray from those established formulas. That’s why Hyperwar stands out. It’s not here to pay homage; it’s here to redefine the genre with bold ideas and a modern approach.
Previously known as Paths to Supremacy, Hyperwar is the brainchild of solo developer Andreas Steinhorst. His mission is clear: to overhaul the RTS experience from the ground up. It’s a tall order, and at first glance, the scepticism was understandable. A solo dev, working in Unreal Engine 4, promising to revolutionise a genre that’s struggled to stay relevant? It had the makings of another ambitious indie project doomed to fizzle out. But Andreas has proven otherwise. The Steam page is packed with actual gameplay footage and a detailed breakdown of the game’s mechanics. He’s also been transparent about what’s still in development. unique mechanics.
Where Hyperwar truly shines is in its willingness to rethink the basics. Forget the standard RTS opening where you plop down an HQ and start churning out units. In Hyperwar, you begin by selecting your HQ’s location on a pixelated map. To get a clearer picture of your surroundings, you’ll need to build Radars and Sensors, which consume significant power and dictate the areas where you can control your units.
This ties into another major change: logistics. Units now require ammunition, and managing supply lines becomes a core part of the gameplay. No more spamming units without a second thought. If your supply chain breaks, your forces are vulnerable. A recently introduced Supply Cannon lets you resupply units and turrets on the front lines, adding an extra layer of tactical depth.
While Hyperwar’s innovations are exciting, they won’t be for everyone. The emphasis on micromanagement could alienate players who prefer a more macro-focused style. Multiplayer could also become a sticking point, with these mechanics favouring players who thrive under pressure and have quick reflexes.
That said, Andreas seems to be aware of these potential pitfalls. The game’s development is ongoing, and player feedback is likely to shape the final product. It’s a delicate balancing act, but so far, Hyperwar is making all the right moves.
Hyperwar isn’t just following in the footsteps of its RTS predecessors; it’s blazing its own trail. Andreas Steinhorst is taking risks that most developers wouldn’t dare, and it’s paying off. Whether it becomes a genre-defining title or a cult favourite, it’s a refreshing change for anyone tired of playing it safe.
If you’re curious about the game’s progress, you can follow the developer’s updates on Steam and YouTube. For now, Hyperwar is shaping up to be exactly what the RTS genre needs: something new, something bold, and something that reminds us why we fell in love with real-time strategy in the first place.