

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/

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
Minimum Setup
- OS: TBA
Recommended Setup
- OS: TBA
[ 6422 ]
[ 5888 ]
[ 1559 ]
[ 2356 ]
[ 546 ]

















