• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:56
CEST 05:56
KST 12:56
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)8[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th156Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? RSL S6 finale at Blizzcon Oliveira Would Have Returned If EWC Continued Team Liquid Map Contest #22: Results and Winners High level ptr replays? where can I find them?
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
Where is EffOrt? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion vespene.gg — BW replays in browser Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9094 users

RTS Design in Hypercoven

Blogs > a11
Post a Reply
a11
Profile Blog Joined August 2007
Germany303 Posts
August 27 2025 14:09 GMT
#1
Hypercoven came out last week on Steam, to no fanfare and almost no players, because unfortunately it looks like garbage. I believe I pretty much reached my game design and game-play goals, however, and want to use this post to review them. Reaching those goals is also directly the cause of the visual problem: I was loathe to cut important units just to improve visual coherence.
There are 55 unique units in the game now, a lot of them with some very special behaviour about them; the rest is the Vanilla needed to make the Chocolate and Peach stand out.

The Witch King and his Coven

There are no fixed races in HyperCoven.
The Witch King is the central piece commanded by the player, and the only loss condition. If the Witch King dies, it is game over.
The Witch King may capture Coven that are found on the map. Works similar to capture-points in Company of Heroes.
Coven produce units that are aligned with the Witch King. The production is automatic and gratis.

[image loading]

However, and this is the central twist of the game, every Coven can only produce 2 different units. There may be 12 Coven on a given map, making for 24 different available units overall. The strategic challenge then is to capture a selection of Coven such that a sensible army composition can be attained of them. – Also respecting the territory covered by these Coven, not to be stretched too thin.

There are 26 different Coven in the game so far. It is the maker of a map who selects and places them. Randomization is available; and one could imagine a draft-type approach where players pick Coven in some fashion.
But as Coven are never truly "yours," but may be captured by others, the design goal has never been to "balance" them in whatever way (against each other?)
Rather, the goal for any given Coven is that there should be some interesting angle to playing with it. Individually, but also in conjunction with other Coven.

So the two units paired up in a Coven will sometimes synergize with each other, sometimes contrast each other: In any case the Coven will have strengths and it will have weaknesses. Naturally no single Coven should be strictly better than another one.

Deployables

This was the most significant goal to me, and the hardest to achieve in terms of visuals.
All the RTS that are prominent to this day, I think, have their gameplay depth to pin on this type of unit, which needs to be set up or "deployed" in a specific spot and then cannot move until it undeploys. Some such units, like the Castles in AoE2, are even completely immobile. But mostly this is about semi-mobile units like the Siege Tank, the Trebuchet, the team weapons in CoH.

[image loading]


Hypercoven’s "Rocket Bot" is pretty much a Siege Tank when deployed, hitting big splash damage shots from potentially long range. To balance this out, a lot of the range and damage only come with upgrades to its Perception and Reactor attributes. So some time needs to be invested into its development before it really takes over.
In undeployed mode, the Rocket Bot has a simple melee attack. This was not planned, it just arose from the sprite I found for the bot, really the only sprite I could find to model this type of unit.
The Rocket Bot is slow-moving, but it comes paired with a Dropship unit.

[image loading]

The Mushroom is one of the most fun units to me, and visually, considered in isolation, also an extremely cool looking sprite.
It vomits up these little Shroomies, which have a basic melee attack, but also, they explode on death, poisoning nearby units. They are actually poisoned themselves, and will die when this poison runs out. The initial poison duration on them scales with the Lore attribute of the mother Mushroom. So, indirectly, Lore scales the range of this "attack." There is an interesting angle to this range: It’s not low, but the Mushrooms will only attack visible targets, there is no "ground attack" button. So once a stream of Shroomies is going, it may continue for a long while, as frontward Shroomies are what keeps giving vision of the enemy.

Since these Mushrooms can be very oppressive, I wanted to pair them with a unit that does not exactly make them even stronger.
It’s the Golem, a formidable unit by itself, dealing good melee splash damage while being heavily armored. That is the interesting thing, however: Poison acts as a natural counter to armor, as armor does not reduce poison damage whatsoever. When employing Mushrooms and Golems together, it will be tricky for the player to avoid their own Golems getting poisoned.


Spell Casting

I had one central idea for spells. Where deployable units are naturally better for defending positions, spells should be the crucial counterpart that can help break even heavily fortified defenses. Hence, every single spell should be better for attackers, or at least neutral: This naturally eliminates all lame effects like blocking off passways or slowing down units.

[image loading]


The basic "deal damage in an area of effect" spell can be seen as neutral, but the defender side tends to be cluttered up more, so it might suffer more against such effects. Deployed defenders also cannot dodge as well as a mobile attacker side.

[image loading]


This fog is perhaps my take on the Dark Swarm ability. While designing this spell, I got the feeling that Dark Swarm was originally planned to work like this, but got changed out of implemetation or clarity concerns. The idea is, that the fog hiding them helps attackers cover that crucial distance to the first line of defenders, without eating enemy fire.
Units shooting out of the fog are still revealed, though (as any attacking units are revealed through fog of war), so this spell would not be very useful spell to cast for the defense. (It may yet befuddle the attacker.)

[image loading]


"Potion of Ultraviolence" - an ability I came up with based on this "Alchimist" type sprite. The effect maximizes the Violence attribute on all affected units. Violence increases melee damage dealt. It also *reduces* deadzone of units that have one, like the Rocket Bot. That means those units may now shoot directly adjacent units, in practice damaging themselves in the process.
While this ability helps the attacker, if the she is employing fast, melee units, it interestingly can also help armies without many ranged units to better fortify positions, by keeping Alchimists around to throw Ultraviolence Flasks when an attack happens.

[image loading]


The final ability I want to highlight is maybe the ultimate siege breaker. It is basically just an AoE damage effect, but with potentially a very long range. The Hologhost disappears, becoming completely invisible and untargetable, in order to reappear at the target position with a gruesome area attack, during which it still cannot be targeted. When it is finally targetable again, it will do its usual thing of counter-attacking every unit that deals damage to it. (It cannot otherwise directy attack enemies.)
The longer the distance is that we look to cover with this spell, the more mana it costs. Investing 150+ mana it outranges everything else in the game. But, of course, you still have to know where to target the ability. And the ghost takes time to appear at the destination, as if it would travel there normally. This can certainly lead to interesting long-range mindgames, where the defender has, upon getting their position scouted, enough time to suspect the impending Hologhost Haunts and shift the position to dodge part of the damage. Or the attacker can just hit a blind prediction on how the enemy is set up.
Notably the ability deals no damage to buildings.

Stealth

While Hologhosts do completely disappear on their way to Haunt - turning invisible to _all_ players - there are also regular stealthed units in the game.
The challenge here being to balance such a binary attribute in a game where army compositions aren’t fixed.
So first of all, Witch King and defense towers will reveal stealthed units. Second, any unit with Perception 13 or more will also reveal stealthed units. This gives a lot of generically available counterplay.
The stealth units themself are also designed such that their stealth becomes stronger in the later game.

[image loading]


The Ambush Crew is a Coven composed of one melee and one ranged units with the same kind of stealth: The become visible for a while after executing an attack. The visibility duration depends on their Lore attribute. If a player manages to max out Lore on their Ambush Crew, they will find themselves in possession of some permanently stealthed fighters. What’s more is that the attacks (ambushes!) of these units deal double damage when launched out of stealth.

[image loading]


A second source of stealth is the Astral Dino. It executes a special move, the Astral Song, which cloaks all nearby ground units, friend and foe alike. But the Astral Dino himself does reveal cloaked units. Did the other player also bring detection?
Counter-play to the Astral Dino is simply that it must regularly sing its Song to maintain stealth. If it starts attacking, the cloak will fall off. So either multiple Dinos must be meticulously micros, or they got to be grouped with different ground units.
The alt unit of the Dino’s Coven is a flying one, however. It covers one weakness of the Dino - fighting air units - at the cost of not really synergizing with it otherwise.

Other abilities

[image loading]

This robotic Sniper comes with a long range to boot, growing into one of the longest ranged attacks in the game at maximum Perception.
What’s more is that this range is only relevant for target acqusition. Once a target is acquired, the attack can keep going at any range, so long as visibility is never lost.
This makes it extremely attractive to pair this bot with units that are good and durable scouts. Like perhaps stealthed units, being intentionally kept from attacking.

[image loading]

The Skeleton Archer has a very slow attack, but comes with a specialty: It keeps reassembling after being destroyed. This makes it a unique damage sponge.
The counterplay is to position any unit on top of the skeleton’s remains, which will happen almost naturally for melee units fighting the skeletons, but require specific micro investment from ranged enemies.

Closing

To not make this post grow too unwieldy, this is just the tip of the iceberg, the most tide-turning units.
I personally hope that, if no one plays the game, at least some of its unit designs may be stolen.

Thanks you for reading. Cheers!

*****
Fleetfeet
Profile Blog Joined May 2014
Canada2746 Posts
Last Edited: 2025-08-28 02:37:43
August 28 2025 02:35 GMT
#2
I love how wholly unhinged the art style is. Some of it is prerendered 3d, some of it handmade spritework, some of it seemingly upscaled or downscaled, most of it from different perspectives... it's hilarious and nostalgic in a sort of 'homemade fan game' way.

Out of curiosity, how did you source the artwork?
Jealous
Profile Blog Joined December 2011
10333 Posts
August 28 2025 03:35 GMT
#3
Agree with the above. Reminds me of Mugen fighters that you would download from the internet back in the wild west era. I actually think that's a cool concept for an RTS Maybe you can package it with a unit creator (if you haven't already) and people will approach it like they did Mugen.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Fleetfeet
Profile Blog Joined May 2014
Canada2746 Posts
August 28 2025 04:52 GMT
#4
On August 28 2025 12:35 Jealous wrote:
Agree with the above. Reminds me of Mugen fighters that you would download from the internet back in the wild west era. I actually think that's a cool concept for an RTS Maybe you can package it with a unit creator (if you haven't already) and people will approach it like they did Mugen.


Yesssss Mugen is exactly right.
a11
Profile Blog Joined August 2007
Germany303 Posts
August 28 2025 06:28 GMT
#5
Thank you guys.

On August 28 2025 11:35 Fleetfeet wrote:
Out of curiosity, how did you source the artwork?

All from itch.io. Lots of talented people there making great stuff, in many cases they only uploaded 1-3 assets and then disappeared. Like this guy here, his archer is one of my favorites https://astrobob.itch.io/
(I made sure to pay everyone, even the "name your own price" offers)

On August 28 2025 12:35 Jealous wrote:
Maybe you can package it with a unit creator (if you haven't already) and people will approach it like they did Mugen.

It might not be too hard to do. The only issue is the player would need to trust random DLLs they download to not execute malicious code. Because there is no scripting language as such for the unit behaviour; it’s all compiled directly in the main language (Rust).
Fleetfeet
Profile Blog Joined May 2014
Canada2746 Posts
August 28 2025 08:20 GMT
#6
On August 28 2025 15:28 a11 wrote:
All from itch.io. Lots of talented people there making great stuff, in many cases they only uploaded 1-3 assets and then disappeared. Like this guy here, his archer is one of my favorites https://astrobob.itch.io/
(I made sure to pay everyone, even the "name your own price" offers)


Hah, that makes sense. Good work on paying where you can, great work on actually getting a game of any kind done!
Please log in or register to reply.
Live Events Refresh
Next event in 7h 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 171
ProTech106
StarCraft: Brood War
Rain 4940
GuemChi 3362
Sea 1941
Mind 99
Leta 67
Sexy 49
NaDa 43
Icarus 6
Dota 2
LuMiX1
League of Legends
JimRising 915
Super Smash Bros
hungrybox540
Other Games
summit1g11854
Day[9].tv731
WinterStarcraft374
Maynarde113
RuFF_SC288
ViBE45
Mew2King23
Organizations
Other Games
gamesdonequick631
Dota 2
PGL Dota 2 - Secondary Stream5
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 84
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1199
Other Games
• Day9tv731
Upcoming Events
Wardi Open
7h 4m
OSC
20h 4m
Replay Cast
2 days
The PondCast
3 days
Replay Cast
3 days
OSC
3 days
CranKy Ducklings
4 days
BSL22 NKC (BSL vs China)
5 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
BSL22 NKC (BSL vs China)
6 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Liquipedia Results

Completed

Acropolis #4 - GSB
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.