A relaxing RTS
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Release Date:
Feb 28, 2018

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February 5

Launch Notes

There was not plans to release this game, but sometimes I get moments of total obsession of ideas until I see no other way out than start working on them. This was my 8th attempt to make an RTS, ever since I was playing Starcraft on LANs I thought about "what if" I could remove the stressful factor I dont like about RTS. I made a couple of prototypes through the years since then. In the fist one you just saw the inside of a tent, where you sat at table with generals and gave orders. I knew from the start that I wanted automated resource gathering and some type of randomized card system to buy units from. It was not until I tried Clash Royale that every idea clicked into place, what that game taught me the most was how important it is to make heavily characterized soldier types with clear strengths and weaknesses.

As soon as I got through my obsessive period I officially declared that the development had stopped and that the project was canned. However after six months some people still played the game frequently and I thought I could at least release the game for them.

Do I think there is any chance of success. Nah, not really. Maybe if it was released four years ago, but now there is so many releases, people are just in total game release fatigue. I can't even get people to look at the game if I give them it for free. I will most likely get a small group frequent players, that enjoy the game and keep plaguing me for updates - so this game is for you, and for giving some meaning to all the hard work!
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About This Game

I wanted to create a Real Time Strategy that is accessible and free from stressful clicking, but still have competitive gameplay.

Gameplay: Money will tick in as time goes by, you can then buy soldiers from a hand of random cards. Each game is a quick 5 minutes match, the winner is declared by who is holding most flags at the end.


  • 2 player online versus.
  • Practice mode against the computer.
  • 10 maps.
  • 22 soldier and building types.
  • Editor tools for creating levels and voxel models. Play your custom levels against AI.

As with any small indie game, you cannot expect there to always be available players online. Try run the game when new updates are out, or arrange games against friends.

Technical Facts

Input: Mouse & Keyboard, Mouse only
Big picture mode: No
Rebindable keys: No
Frame rate: Locked to 60FPS
Supported resolutions: All
Multiple monitors: Yes
Anti aliasing: No
Adult content: Contains cartoon Violence. Unrealistic blocks for blood. No gore. No nudity. No harsh language. No multiplayer chat. Future updates are planned to contain cartoon style skeletons and zombies.
System requirement: Should run on any Windows computer with Shader3.0 (DirectX 9.0) support.
Engine: MonoGame/C#/OpenGL
Development team size: 1

Original YouTube video by Dad's Gaming Addiction

System Requirements

    • OS: Windows 7, 8, 10
    • Processor: 1.6 Ghz
    • Memory: 512 MB RAM
    • Graphics: 128mb Video Memory, capable of Shader Model 3.0
    • Storage: 150 MB available space
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