

Dying Breed is a Pixel-Art Real Time Strategy game set in an alternative time-line.
Where WW2 ends in 1951 with Nuclear Holocaust and after 40 years of peace,a New Powerful source of Energy start emerging from Underground.

An evil MasterMind is the first to understand the True power of this new energy source.
Two factions and neutrals will fight for Power and Control.Fight as a Human or a Mutant-Cyborg in this thrilling Old School RTS Game!

Play as a commander leading your army into different missions that will trial your skills.
Fast tempo combat tactict will demand your attention, concentration and memory.In this isometric pixel art aesthetic journey, new experiences and features will surprise and
encourage you to determine humanity´s fate!

Explore and attack by ground, underground, air or water.
Get inside buildings and caves and play simultaneously in different places.Use Heroes with special abilities to solve difficult scenarios and discover our
diverse mission objectives design that will make every mission different!

Dying Breed is a Love letter to first generation base building RTS games,
A tribute to Science Fiction Cult movies, and an Homage to games OST!
https://store.steampowered.com/app/2088550/Dying_Breed/

Were happy to announce that Dying Breed is now officially available on macOS.
Mac players can now experience the full campaign alongside our Windows community. This release includes full feature parity with the current Early Access build.
As with all Early Access versions, well continue improving stability, performance, and compatibility based on player feedback.
If you encounter any macOSspecific issues or have suggestions, please share them with us on the Steam forums or on Discord.
Thank you for your continued support.
Developer Notes
This update introduces our first major milestone patch for Early Access. It includes a large round of stability improvements, UI and usability upgrades, mission corrections, and a broad gameplay rebalance targeting units, buildings, damage tables, harvesters, and the overall economy.
Below is a detailed breakdown of all changes.
Fixes
Camera control switching Fixed an issue that required multiple key presses when switching camera control units.
[/*]Capture Repair Shop Fixed an issue where Repair Shops could not be captured by Engineers.
[/*]Formation hotkeys Improved reliability when selecting multiple units.
[/*]General stability improvements Various optimizations and fixes to improve overall game stability.
[/*]Minimap zoom The minimap no longer zooms in when the player zooms the main camera; it now always displays the full map.
[/*]Music hotkey Mute and track-skip hotkeys now behave correctly after switching tracks.
[/*]Naval combat Fixed aquatic units failing to attack the shipyard.
[/*]Out-of-view unit command issue Units now correctly acknowledge commands even when the camera is scrolled away from them.
[/*]Refinery free harvester exploit Fixed an exploit where building and selling refineries was cheaper than producing harvesters normally, granting both a free unit and soldiers.
[/*]Targeting units on bridges Units can now properly target enemies standing on bridges.
[/*]Tank cannon pivot Tank turret rotation now matches movement direction correctly.
[/*]V3 launcher animation Fixed multi-shot animation.
[/*]Water Worm behavior Improved movement stability and added missing local avoidance to prevent unnatural movement.
[/*]
Gameplay & UI Improvements
Commando unit rules The Commando now only attacks infantry. It cannot attack vehicles, aircraft, or naval units, and can destroy buildings or bridges only by planting explosives.
[/*]Auto-open UI panel The build panel now opens when new entities become available.
[/*]Building tooltip info Power consumption/production now appears in building descriptions.
[/*]Cancel ready buildings Buildings in the ready state can now be cancelled to refund their costs.
[/*]Deselect units when placing buildings Placing a building now automatically deselects units.
[/*]Energy bar information panel Now displays real-time energy production and consumption.
[/*]Engineer animation transitions Improved smoothness of engineer animation blending.
[/*]Machinegun tower sound Improved firing sound.
[/*]Mission victory/defeat input lock After winning or losing a mission, construction is disabled to prevent unintended actions.
[/*]Shipyard rally point Replaced the flag with a buoy for sea units.
[/*]Silo/Refinery capture loot Capturing a silo or refinery now grants any resources stored inside.
[/*]Underwater sound Added dedicated underwater audio for aquatic units.
[/*]
Map Changes
Various Maps Minor gameplay changes and mission descriptions.
[/*]WWA 4.1 Removed misplaced colliders above the barricade that blocked progression after destruction.
[/*]
New Maps
WWA Maps
WWA 9.1 Family Man\nA medium-sized map with a strong emphasis on naval combat.
[/*]WWA 10.1 Riverboat\nA progression-based mission where you advance through towns overrun by mutants.
[/*]WWA 11.1 Processing Base\nA tactical map focused on capturing enemy buildings in order to weaken their defenses before assaulting the enemy base.
[/*]
EAO Maps
EAO 8 Sandman\nA mid-sized battlefield centered around naval warfare.
[/*]EAO 9.1 Tropical Island\nA large, naval-focused map where you must seize the enemy base located on an isolated island.
[/*]EAO 10.1 Shots\nAn indoor mission with limited units and no base building, emphasizing tight combat.
[/*]
System-Wide Adjustments
Harvester balance Improved survivability, speed and carrying capacity.
[/*]Damage table updates More consistent relationships between weapon types and armor classes.
[/*]Units & Building balance Adjustments across HP, costs, and roles.
[/*]Silo energy production Silos now contribute a small amount of energy.
[/*]Reduced low-power construction penalties Building under low power is less punishing.
[/*]
Savegame Compatibility Notice
For the duration of Early Access, we cannot guarantee savegame compatibility between updates. While saves may continue to function between versions, significant changes may require starting a mission or campaign again for the best experience. Your overall campaign progress and unlocks remain independent and will always remain safe.
Looking Ahead
This is our first major rebalance, and we will continue refining units, buildings, and mission pacing based on live feedback.
Feel free to share your impressions on the forums or Discord we are listening.
You can now keep your progress synchronized across all your PCs.\nDying Breed will automatically upload your savegames to the cloud whenever you exit the game, and download them when you launch it from another machine.
Whats included:
Player progress (missions, unlocks, campaign data)
[/*]All save files under [c]AppData/LocalLow/Sarnayer/Dying Breed/[/c]
[/*]
No action is required on your part the feature is active for all players.
If you encounter any issues or have feedback, feel free to let us know on the forums or on Discord.
Thanks for playing!
Developer Notes
This update brings important stability improvements and mission logic fixes based on the feedback we\'ve been receiving from the community.
Fixes
Credits update Added a missing team member to the game credits.
Victory/Defeat logic Addressed the edge case previously listed as a Known Issue where loading an older save after completing a mission could trigger both the defeat screen and the victory cinematic. Your progress was always safe, and this behavior should now be fully resolved.
Multiple trigger prevention Improved mission event logic so victory and defeat triggers can no longer activate more than once.
Map Fixes
EAO 15 Fixed an issue where the mission could incorrectly display Mission Complete immediately upon loading.
Looking Ahead
We are continuously improving the game based on your feedback, and we have already begun reviewing balance values to provide a smoother and more engaging experience.
As always, if you have feedback or encounter issues, feel free to share them on the forums or Discord we are listening.
Developer Notes
This update focuses on gameplay polish, audio consistency, and interface improvements, directly inspired by your reports and suggestions.
It also includes the first small balance pass affecting Substance D, alongside several quality-of-life fixes.
---
Fixes
Commando targeting exploit Fixed a trick where players could throw the C4 charge from a distance by quickly combining attack and plant orders. The Commando must now move into proper range to deploy explosives no more playing baseball with the bomb.
Building sound mix Building effects now correctly follow the SFX Volume slider instead of Voice Volume.
Conversion voices Fixed incorrect voice lines for units produced from captured enemy buildings; they now speak in the proper faction voice.
Description scroll sound Removed the continuous scrolling sound that kept playing even after reaching the end of a description text.
---
Gameplay & UI Improvements
Superpowers & Fog of War Superweapons can no longer be used in unexplored areas.
Barracks preview Updated the wireframe model when placing a Barracks to match current visuals.
Command Center proximity click Fixed selection detection for units standing close to the Command Center.
UI color persistence Interface color settings now save and load properly between missions and savegames.
Menu & text tweaks Minor text corrections on the main menu and mission outcome screens.
Default keybindings Refreshed several default bindings for smoother control.
Video sound Added a dedicated slider to control video playback volume independently.
Base under attack alert Added a new EMA notification that triggers when your base is under attack.
---
Mission Adjustments
WWA 2.1 Rebalance Simplified the mission flow by reducing the number of engineers from 3 to 1 and allowing capture only of the refinery. This keeps the challenge high while preventing early losses from capturing the wrong structure.
---
Balance Changes
Engineer behavior Engineers now disappear after repairing a building, improving mission pacing and preventing unintended stacking.
Substance D damage Reduced its overall damage by 50% and removed its effect on mutants to improve mission balance.
---
Known Issue
We are aware of a rare edge case where losing a previously won mission (for example, after loading an earlier save) can trigger both the defeat screen and the victory cinematic.
Your campaign progress and unlocks remain safe and unaffected.
This will be addressed in an upcoming update.
---
Looking Ahead
In one of our upcoming updates, we will be addressing balance value tweaks and Harvester behavior, while continuing to refine UI, quality of life, and the overall feel of the game.
If you havent already, share your impressions on our Discord or Steam forums we are listening.
Fixed an issue in EAO 15.1 (Medium & Hard difficulties) where the mission would immediately trigger a Victory upon loading. The level now plays as intended.
Minor mission data and stability improvements.
Patch 1.0.2 (Build #1170)
Developer Notes
The Early Access release left our team absolutely exhausted. This brief radio silence was us taking the time to regroup, focus, and work hard on key fixes.
Weve concentrated on the most urgent issues reported by players, and from here on were fully focused on balancing the game to make it more engaging, challenging, and rewarding, while keeping the gameplay interesting and fun.
Important notice: Some players might find that older savegames may no longer load correctly after this update. While we cant ensure full compatibility with previous saves, were actively working on a more robust and future-proof save system.
Fixes
Improved vehicle turning speed and responsiveness.
[/*]Savegame system stability improvements.
[/*]Medics no longer capture buildings.
[/*]Reconfigured default full screen key.
[/*]Fixed full screen and windowed mode focus issues.
[/*]Fixed cursor leaving the screen when using multi-monitor setups.
[/*]Fixed an exploit where the Commando could drop a bomb while attacking.
[/*]Fixed link to Discord invitation in main menu (Join us!).
[/*]Replaced EAO 6.1 Intro Video.
[/*]Improved video aspect ratio for full-screen playback without stretching.
[/*]Expanded mission selection menu for better usability and readability.
[/*]
Map Adjustments
WWA 3.1 Removed screamers on Easy difficulty and adjusted difficulty balance for smoother progression.
[/*]WWA 4.1 Fixed bazooka soldier getting stuck underground.
[/*]WWA 4.1 Fixed commando getting stuck in the cave.
[/*]WWA 6.1 Removed Substance D, which was previously unreachable.
[/*]WWA 7.1 Moved the computer for better visibility.
[/*]WWA 15.1 Adjusted terrain to prevent units from moving over water.
[/*]EAO 14.1 Adjusted terrain to prevent units from moving over water.
[/*]
Thanks for the feedback on the latest build!
Were continuing to refine Dying Breed and review all community input to make the Early Access experience even better.
If youd like to share your thoughts, join the discussion on our Discord or Steam forums , were listening.
Fixes:
\n- \n
- Addressed issues with the options menu not rendering correctly.\n
Dying Breed is Now Live in Early Access
Commanders, the wait is over.\n Dying Breed has officially launched in Early Access on Steam.
This marks a huge milestone for our team after years of work, and the beginning of a new phase: building the future of the game together with you. From today, you can experience the full retro-futuristic battlefield weve created, complete with FMV cinematics, live actors, two playable factions, and a complete campaign.
But Early Access is only the start. We have a full roadmap of updates ahead, spanning new missions, features, optimizations, and modding tools. Heres a look at whats coming:
\n
Early Access Launch
Jump into a fully featured RTS experience from day one:
2 playable factions, each with unique units and structures.\n
[/*]22 story missions (38 maps total).\n
[/*]43 FMV and 3D videos (25 minutes of cinematics, including intro).\n
[/*]70+ units and 58 structures, from fortifications to hero units.\n
[/*]23 live actors, 75 3D models, 19 original music tracks (83 minutes total), and 1000+ voice lines.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/758c9881f7786dca23e338d74cb859c805c2c41b.jpg\"][/img]
This is only the beginning.\nDying Breed has always been powered by passion and community support, and your feedback will define its next evolution.\nPrepare your strategies, gather your troops, and well see you on the battlefield.
Never Surrender,\n The Dying Breed Team
\n
Hello Commanders,
The wait is almost over - Dying Breed enters Early Access on October 7th! Weve been building toward this moment for years, and were thrilled to finally welcome you into the battlefield. Early Access is just the beginning: we want to grow the game together with you, and today were sharing our full development roadmap so you can see where were headed.
From day one, youll have a fully featured RTS experience with two factions, a complete campaign, FMV and 3D cinematics, dozens of units and structures, and a retro-futuristic world brought to life with live actors, music, and original voiceovers. But thats just the start - our plans stretch across months of updates, new missions, new systems, and even modding tools.
This roadmap is both a promise and an invitation. Well keep listening to your feedback and shaping the future of Dying Breed with the community. Heres whats coming:
[hr][/hr]Early Access Launch (October 7th)\n Jump into Dying Breed from day one with a fully featured experience:
2 Playable Factions - Each with unique units and buildings.
[/*]22 Story Missions packed with retro-futuristic action (38 maps).
[/*]43 FMV and 3D Mission Videos (25 minutes total, including cinematic intro).
[/*]Over 70 Units (31 Good + 43 Evil, including 4 Heroes) and 58 Structures (from defense towers to fortifications).
[/*]Immersive Production - 23 live actors, 75 3D models, 19 original tracks (83 minutes of music), and 1000+ unique voice lines and sound effects.
[/*]
Ongoing Development\n Were actively shaping the game together with the community:
Expanding the games history and lore (two dedicated writers joined the team).
[/*]Updating the manual and strategy guide.
[/*]Continuous unit balancing and mission tuning.
[/*]Listening to and integrating player feedback.
[/*]
Short Term
12 New Story Missions with fresh objectives.
[/*]24 New Videos (12 FMV + 12 3D).
[/*]Translations to bring the game to more players worldwide.
[/*]Improved Pathfinding (less unit clumping).
[/*]Map-making modding.
[/*]Distinct Faction Colors for clearer readability.
[/*]New mission triggers and expanded gameplay mechanics.
[/*]
Mid Term
Performance & memory optimizations for smoother play.
[/*]Smarter unit behaviors (better targeting, formations, and retreat logic).
[/*]Quality-of-life improvements: clearer UI feedback and objectives.
[/*]Skirmish Mode with AI opponents.
[/*]
Long Term
AI Overhaul - smarter, more strategic enemy behaviors.
[/*]Rebuilt attack & defense systems.
[/*]Map Creator Tool for fans to design and share custom maps.
[/*]New biomes: Snow, Lava, Desert, Interior maps.
[/*]Full-fledged modding.
[/*]
Full Release: Dying Breed - Definitive Edition
Final balancing, polish, and content wrap-up.
[/*]A complete RTS package inspired by the golden age, fully modernized.
[/*]
This is just the beginning of the journey. Dying Breed has always been a project powered by passion and community support, and with your feedback well continue to shape it into the ultimate retro-futuristic RTS.
Prepare your strategies, gather your troops, and get ready - October 7th is almost here.
Never Surrender,\nThe Dying Breed Team
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/f0f650ef497771e043974cfb102c16dc96189c6a.png\"][/img]\n\n
Hello everyone,
\nIgnacio Trelles here, creator of Dying Breed. With release approaching, I wanted to take a step back and share the long road that led us here, from childhood inspirations, through countless setbacks, to finally seeing this project come alive. Also the game will be available on the 7th of October! How cool is that?\n\n
Childhood Inspirations
\nI grew up in Uruguay, where getting original PC games was not easy, but somehow we were lucky enough to have them. My first titles were Tiberian Dawn, Red Alert, Total Annihilation, and Age of Empires, all played straight from their original boxes.\nLater came Heroes of Might and Magic III, RollerCoaster Tycoon, Civilization, Diablo, Warcraft, Empire Earth, Baldurs Gate, and more. Most of the games I loved shared one thing in common: the 2.5D isometric perspective. That visual style shaped my taste and still defines how I approach game design today.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/931d611ae4c25428c155bdbaad88049d3b15b321.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/a7610af87b13dc3d1cbbfe465b720a588d1b465e.jpg\"][/img]
The Spark to Create
The idea of starting a business in games appeared in 2018. By mid-2019, I had decided to create one from scratch.
I began researching game development and rediscovered Xenonauts, a reimagining of the classic UFO: Enemy Unknown, the very first PC game I ever played, back when my cousin and I were 7 years old at a neighbors house. That gave me the idea: what if I could remake or reimagine something old, like cinema does with movie remakes (Invasion of the Body Snatchers, for example)?
I made a list of three potential inspirations: GTA2, Heroes of Might and Magic III, and Command & Conquer. My instinct was to avoid C&C, thinking it would be the hardest to achieve. But my investor thought the opposite: if others did it, why cant we? And so, we had a plan.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/a9127efe18b90776c35c54f33faf77dc7cbc8a75.jpg\"][/img]
A Name, a Story, a Vision
The name Dying Breed had been with me since the mid-2000s, originally the name of a clan in Lineage 2, back in the cybercaf era. Within two days, I wrote the story, mixing Lovecraftian tones with 80s B-movie sci-fi vibes (with inspirations from Commandos, Command & Conquer and Heroes 3).
From the start, I wanted Dying Breed to focus on drama and single-player storytelling, unlike many RTS games at the time that were multiplayer-focused. We even drafted a movie and prepared a music album to go alongside the project.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/ae8c0555264e471528f1a639ef2f7e1802f64819.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/ed5a601531a68b0a43c05dd9a1768521715f6df3.png\"][/img]
Early Struggles
In late 2019, I broke my Achilles tendon and spent three months at home in a cast. I played 0 A.D. obsessively, becoming one of the best players, meeting its devs, and befriending many Linux users in Europe. That do it yourself spirit became part of me.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/c13fdb656174f03cc619eec338a0ce3f846a9bf1.jpg\"][/img]
Our first team struggled. The coder produced nothing after three months, the first artist left due to personal issues, and we lost a year (but we learned a lot about business and team management). The second team showed promise, but again, we lost people to bigger companies. Finally, in the third attempt, a 0 A.D. engineer joined, along with a dedicated new artist, and thats when things really started to move.
\n
Demos, Pitches & Publishing Drama
We launched our first demo on October 11, 2021. The next day, we had a publishing offer, but internal disagreements killed the deal. Frustrated, I staged what I call a coup dtat in the company and took over decision-making.
By late 2022, we pitched to 12 publishers. Six were interested, but one by one, they disappeared or delayed. Tired of waiting, I sent the second demo to Splattercat. He uploaded a video almost instantly, and Dying Breed gained its first real wave of fans.
Thats when I set up the Steam page. Within three months, MicroProse reached out. They had been part of my childhood, with Civilization and RollerCoaster Tycoon shaping my gaming life. When they said they wanted to publish Dying Breed, I didnt hesitate.
Building the Game
From there, the team grew. We brought in new engineers, artists, and even won a state fund in Uruguay that allowed us to record FMV cutscenes with live actors, just like the old-school RTS classics.
We produced two OSTs, each faction having its own music style. Friends helped compose 19 songs, and even sold some to other games later on.
Map design became another passion. I personally designed many maps, but we now have four different designers whose styles youll notice in-game. We also integrated 3D FMV sequences, hired riggers and modelers, and kept building nonstop.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/6502e24e626ebf6440ea5748fc18021ad9b653e5.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/36fc620c58ea848fcd2654cc69d4eb8a879fda5f.png\"][/img]
The Long Road to Launch
Making Dying Breed was never easy. We lost people, had setbacks with Unity, faced broken builds, and had to cut down the number of missions for launch. But we never stopped.
Over the years, Ive helped over 20 other games get publishing deals, composed music and sounds for others, and met countless indie devs I admire. This journey has been life-changing, full of ups, downs, and lessons.
Our motto has always been: NEVER SURRENDER.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/26dd9cb809e5679f62f850d42dc63267a8a71231.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/2322838b93a94186dd3983832601f0ea136f1bb1.jpg\"][/img]
Closing Thoughts
Dying Breed is my love letter to the first generation of base-building RTS games. Its also the result of years of persistence, friendships, failures, and victories.
I cant wait for you to experience the world weve built, its story, its music, its FMVs, and its brutal, strategic battles.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/2df03533c01c17acf271089e6b6c5ab5c2d9ee84.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/43693320/e848b62887c9a6aebbcd66806e433654e654a11a.png\"][/img]
P.S. I almost forgot, [u]we have a manual![/u] Have a nice read!\n\n\n

Dying Breed Fans, today we announce MicroProse is our publisher! Its a perfect match for an old-school golden-age RTS!
Have you seen the trailer on the Steam page?
https://store.steampowered.com/app/2088550/Dying_Breed/
About Dying Breed
Are you ready to enter a time machine that will bring you straight back to when the RTS genre was born?

Set in a twisted WW2 reality, this thrilling title blends fast-paced action with strategic decision-making, offering a unique gameplay experience. In Dying Breed, you will fight evil arch-enemies, zombies, and encounter retro-futuristic technologies. The game features fast-paced action, classic RTS mechanics, and encourages players to be both cunning and sneaky when necessary.

Get ready for a world filled with shiny energy minerals, underground monsters, and warring factions, complemented by live-action FMVs and a '90s metal soundtrack. It's a love letter to classic RTSs, a tribute to science fiction cult movies, and an homage to game OSTs.
https://store.steampowered.com/app/2088550/Dying_Breed/
Hello Steam!
We are Sarnayer Studio, a small indie company located in Uruguay!
Mid 2018 we had the idea of creating a first generation RTS game inspired
in the ones we used to play when we where young.
In March 2019 we start investigating how to achive it; art, code, sound and music!
in 2020 we had our first playable build with all the basic and
in October 2021 we published our first demo on www.playdyingbreed.com website.
in October 2022 we published our second demo for sending it to publishers and
this year we made it public on out itch.io page.
We divided the game production in 3 parts, currently 2 are already done.
Third part should consist in base building and UI/UX art and code.
We need all the support to keep on working on what we love: Making games!
i share linktree for other social media!
https://linktr.ee/admin?q=%2Fadmin
Cheers and i hope you will enjoy Dying Breed!
Minimum Setup
- OS: TBA
Recommended Setup
- OS: TBA
[ 6421 ]
[ 5888 ]
[ 1559 ]
[ 2356 ]
[ 546 ]
















