Tempest Rising
Charts
434

Players in Game

6 276 😀     767 😒
86,39%

Rating

$39.99

Tempest Rising Steam Charts & Stats

Command one of three distinct factions in a desperate struggle for power and resources in Tempest Rising - a classic RTS set on Earth after a nuclear war.
App ID1486920
App TypeGAME
Developers ,
Publishers 3D Realms
Categories Single-player, Steam Achievements, Steam Cloud, Multi-player, PvP, Online PvP
Genres Strategy, Action
Release DateComing soon
Platforms Windows
Supported Languages French, Italian, German, Spanish - Spain, Russian, English, Polish

Tempest Rising
434 Players in Game
9 429 All-Time Peak
86,39 Rating

Steam Charts

Tempest Rising
434 Players in Game
9 429 All-Time Peak
86,39 Rating

At the moment, Tempest Rising has 434 players actively in-game. This is 0% lower than its all-time peak of 0.


Tempest Rising
7 043 Total Reviews
6 276 Positive Reviews
767 Negative Reviews
Very Positive Score

Tempest Rising has garnered a total of 7 043 reviews, with 6 276 positive reviews and 767 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Tempest Rising over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 455 minutes
There is just a lot of jank that ruins the gameplay pacing. Harvesters leaving non-empty fields to cross the map, pathing of the units getting messed up at times, air units refusing to refuel and repair because they want to fight. The jank just piled up to ruin the gameplay for me. During campaign, all the objectives are not spawn in and when you reach checkpoints the objectives just teleport in, like buildings that need to be destroyed. Then tabbing to select units abilities but this doesnt work at all and you end up using a different units abilities. Lastly, the trebuchet have a range icon, or what I would assume is a range ring. This isnt true at all and they dont target units in that ring, even if you can see them. Trebuchet dont auto target enemy structures, which is annoying. There is apparently a que attack to have them attack multiple targets in sequence, with the trebuchet this doesnt work at all and they just attack the first que, destory what is there and just keep firing on it. This stuff ruins an otherwise great game.
👍 : 2 | 😃 : 0
Negative
Playtime: 395 minutes
This is a good RTS, but the lack of some basic features keeps it from being a staple. This is said too often, but it's a game with good potential. Unless I haven't seen it scrolling through settings, there are no hotkeys to jump to a building type. Most games have a key to jump between your barracks' or any of your major building types. Queueing units is slow, awkward, and the rally system is still ass despite it being added as a later feature. This is not a $40 game. Drop the price to $25, or add more factions for free. They will add paid DLC to play as a third faction. Guarantee it.
👍 : 3 | 😃 : 0
Negative
Playtime: 1282 minutes
Its slightly more advanced than C&C Tiberium wars but with the amount of space it takes up it isn't worth it at least not for me, I'd prefer to play the old C&C games and just add mods to them to keep things interesting. I'm saying no to this game but that's only because it takes up so much space and there are games almost if not just as good that take up way less but it's up to you to decide.
👍 : 5 | 😃 : 1
Negative
Playtime: 2669 minutes
TL/DR 7.5/10 good experience. If you're a fan of C&C from the 2000s this is right up your alley. Tempest Rising is a fairly faithful homage to the c&c games. From the GDI vs Nod aesthetic to the tempest being a direct reference to tiberium. The factions play in their own unique ways. You gather resources build bases and armies and defeat your opponents. The games story does a great job of introducing you to the mechanics and units in a fashion that's not too overbearing. You'll go through the story with missions requiring you to use large armies and bases as well as small groups of units requiring better micro skills. There are some interesting units to choose from and most of them have some ability that you can micro to give yourself an edge in combat. One of the best and most interesting design choices was to make infantry units way more viable than in other games of the same nature. Both factions have 5 specialists that are very powerful and can change the tide of a fight or how you approach a problem all together. The music was AWSOME I'm glad they got Frank Kepacki to contribute to this. Overall a fun and faithful experience to the c&c franchise. When I finished the second campaign faction I was saddened there was no more for me to play. There's isn't really anything bad for me to say but I do have a list of nitpicks. Tanks do not shoot while moving. I can tell groups of units to move at the same speed but I can't create a formation. Making it very hard to have my front line tanks actually stay in the front line to soak up damage. While there are a lot of unique abilities that units have I only remember ever using a handful and ignoring the rest. having a power plant connected to a production structure that you can overcharge is cool and all but is not super useful. If you have the tempest to make a bunch of units you're already in a position where you don't really need to overcharge, and if you need to overcharge your building you usually don't have the tempest to produce the units anyway. While you can't replicate venom spam like in tiberium wars you can load up a skycrane with a bunch of drone operators with lasers and destroy anything in your path. Path finding for units is a bit wonky but nothing too game breaking. I'm not sure why but something felt a bit off the entire time I was playing and I don't know why. Honestly fun game. If you guys just keep continuing the story tweak the game balance here and there and introduce new units i'll keep buying these games.
👍 : 7 | 😃 : 0
Positive
Playtime: 311 minutes
Game is just too fast, and with no way to adjust, I couldn't have fun with the game. As some have mentioned, you're basically just rushing to build the most amount of units the fastest, and death balling them to the enemy. Had some nostalgic value but that went away quickly.
👍 : 4 | 😃 : 1
Negative
Playtime: 1669 minutes
Tempest Rising is a game for fans of classic-style RTS games and especially C&C. The singleplayer campaign is full of campy storytelling through over-the-top (in-engine) cutscenes. It offers quite a few well-designed missions to go through and they're of the exact variety that is to be expected from a C&C-inspired game. And of course all of this is backed by a great soundtrack. While it's very heavily inspired by C&C, Tempest Rising does feature distinct units and gameplay elements, while also mixing in features of other successful RTS games. Well worth playing for anyone who has ever enjoyed a C&C singleplayer campaign and similar classic-style RTS games. The game runs on Unreal Engine 5, but doesn't use most of the engine's advanced features like Nanite. The result is a game that has good performance and no stuttering, while still looking modern. The only significant fault on this front is that the game is always a bit too blurry, regardless of settings. Skirmish and multiplayer are where Tempest Rising falls a bit short of the mark. It only supports up to 4 players per map, which is low for my tastes and those of many other C&C fans no doubt. Fortunately, the price is low enough that the game is easily worth it for the singleplayer campaign alone.
👍 : 2 | 😃 : 0
Positive
Playtime: 38 minutes
I loved what I saw when I was looking at game play trailers, but this game is flat out not fun. if you were looking at this for the nostalgia of Command and Conquer then wait or avoid this game entirely. The game balance is non existent and if you don't kill the AI quickly in skirmish matches by avoiding any upgrades they swarm and overwhelm you within 25 minutes. defenses go down too fast and don't do enough damage, the GDLs MBT is a glass BB gun... I could go on but there is no point. I had NO fun with my small time with this game. all I got was frustrated i couldn't beat an EASY ai to try learning the game in a Skirmish. I got STOMPED by the death ball they sent my way every time around 20-25 minutes because i don't know the magic meta of whats good for now. If you long for the glory days of command and conquer then walk on. this is not it. The soundtrack is the best part of this game, it is epic. but it's not worth the money
👍 : 5 | 😃 : 1
Negative
Playtime: 209 minutes
It might be like the Command and Conquer games, but the "light" version of them. There isn't a lot of upgrading you can do. After 4 hours of play I am bored with this game.
👍 : 4 | 😃 : 0
Negative
Playtime: 526 minutes
Over all just a Meh Game. Not enough content to warrant the price imo. Online pvp is dead. The story is short. Most missions take less then 20 mins. No real challenge. Nothing New or Great. Just eh.
👍 : 19 | 😃 : 2
Negative
Playtime: 837 minutes
Over micro madness. If you look away from your units, they will die. But that's C&C. It serves its purpose of having a well crafted rts campaign. And it looks and sounds good. A rarity for RTS these days. In the future, it would be nice to have some sort of pve survival mode that can be played co-op. Or some sort of semi-random objective based AI skirmish. Maybe some sort of mode where you control the Veti and kill gdf/dynasty forces. Like a time attack bonus mission for finishing the campaigns. Now, for all the bullet points annoyances/problems I found with the game: Power buildings don't say how much power they make. Just "Power" and "A large amount of power". Can't set factory waypoints while it's building. Hard to see infantry units or what they are. Impossible to find an engineer, easier to build another one. I lost a whole group of Dynasty missile infantry in their last mission. They are black and red on black and red terrain. I had them on screen for 10 seconds before I drew a box over the whole thing to find them. The only reason I could locate them at all is because I ordered them somewhere near that point a minute ago. Minimap is quite hard to parse. Not super useful. There is almost no visible difference between an ability that has cooled down 99% and one that is ready to use. Need help menu for commands. Had to experiment to remember the attack everything command as it's not in the options menu. In the campaign armoury screen, you can't remove or even check what is slotted into the armoury on the right side by hovering. Transport helicopters won't move to pickup a unit attempting to get into them. This leads to units walking into cliffs instead of the helicopter coming to get them. Transport helicopters won't execute a move command after an unload command, even though you queue it. Transport helicopters don't have a 'Ferry' command. Supreme commander was in 2007. It's 2025 there is no excuse. Comms rig won't queue mine deployment. You lay one and it cancels the rest. The default behaviour of stationary stealth tanks is to break their stealth and chase units. Engineers do thankfully auto repair around them. They could however use a radius indicator when selected. Dynasty buildings you have to click twice to build. One to queue then one to place. Increasing pointless micro. Just because it's an old C&C mechanic doesn't mean it's good. I regularly build a building, get distracted by combat and place it minutes later. While unplaced it holds up the build queue. Pathfinding is buggy when it comes to elevation. If a unit on higher elevation is out of range, they will try to walk to lower elevation to shoot a target instead of moving to a closer point on the higher elevation that gets them in range. This also happens with walls. Instead of driving up to the wall to shoot over it, units sometimes try to move around to god knows where. Pathfinding is buggy when it comes to moving units past each other in small spaces. A units will move back and forth trying to get around instead of the idle blocking unit shifting out of the way then moving back. Or just phase through, I don't care. Engineers moving though a pack of vehicles looking to repair them will cause the formation of vehicles to start moving around trying to get out of the way, even the vehicles they are trying to repair. When really the engineers should just move around/through the units. Queuing units doesn't automatically spread out the queue across multiple buildings. You gotta do that manually. If you have multiple bases maybe it would be an issue, but if two barracks are close together I'm sure the game can figure it out. Sentinels move themselves to the front of vehicle groups. Despite them being the most fragile. Same with the Dynasty missile trucks. Artillery units told to attack a static defence will stop moving if you lose vision of the static defence. Even though you can just manually target it afterwards and they resume their path to attack. Units told to attack a unit will lose focus and stop if the target dies. Instead of moving towards a position that would have let them shoot the unit if it was alive. This means reinforcing units moving to an ongoing fight stop moving unless ordered again. Tempest rigs can't pack up while one of their drones are dead. It defeats the purpose of a mobile refinery if they can't try to run away.
👍 : 27 | 😃 : 0
Positive

Tempest Rising Screenshots

View the gallery of screenshots from Tempest Rising. These images showcase key moments and graphics of the game.


Tempest Rising Minimum PC System Requirements

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 or 11 (64 bit)
  • Processor: AMD / Intel CPU running at 3.0 GHz or higher: AMD Kaveri A10-7850K or Intel Pentium DualCore G3220 or newer is recommended / Ryzen 5 2400G (for systems using an integrated GPU)
  • Memory: 8 GB RAM
  • Graphics: AMD/NVIDIA dedicated graphics card, with at least 4GB of dedicated VRAM and with at least DirectX 11.0 and Shader Model 5.1 support
  • DirectX: Version 11
  • Storage: 30 GB available space
  • Additional Notes: These are preliminary specs that can and will change

Tempest Rising Recommended PC System Requirements

Recommended:
  • Requires a 64-bit processor and operating system

Tempest Rising has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.


Tempest Rising Videos

Explore videos from Tempest Rising, featuring gameplay, trailers, and more.



Tempest Rising Latest News & Patches

This game has received a total of 1 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.

New Demo available NOW until July 22 during TactiCon!
Date: 2024-07-18 16:25:54
👍 : 386 | 👎 : 8


File uploading