

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/

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.
Minimum Setup
- OS: TBA
Recommended Setup
- OS: TBA
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