• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:15
CEST 17:15
KST 00:15
  • 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
[ASL22] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down0StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?178Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool How do you feel about the StarCraft shooter announcement at BlizzCon 2026? StarCraft open world shooter announced at BlizzCon Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down Balance hotfix patch 5.0.16b (July 16)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Remastered crash fix suggestions Official StarCraft website teases new content ahead of BlizzCon? New 3v3 BGH Ladder (and more) on ShieldBattery! [D] Brainstorming a balance patch for Brood war Making an Online Broodwar Manager Game
Tourneys
[ASL22] Ro16 Group D [ASL22] Ro16 Group C [Megathread] Daily Proleagues [ASL22] Ro16 Group B
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Nintendo Switch Thread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6344 users

General RTS Discussion Thread - Page 9

Forum Index > General Games
Post a Reply
Prev 1 7 8 9 10 11 14 Next All
Yurie
Profile Blog Joined August 2010
12162 Posts
Last Edited: 2026-01-04 16:29:28
January 04 2026 16:27 GMT
#161
On January 05 2026 01:05 Hider wrote:
Another note on abilities. But damage-based abilities generally need to be lethal. RTS games that try to make the game more forgiving by reducing the damage across the board, it has the unfortuante side effect of not making abilities feel satisfying to use.

Instead of reducing damage, it's better to make losing a single skirmish/battle more forgiving. This can be done by significantly increasing the defenders advantage and boosting production speed. This means the game can be designed around units dying frequently.

All of the RTS games (except Battle Aces) went the other direction and reduced production speed relative to Sc2. And it means we have boring slow-motion battles with little "interesting" micro done during the battles


I would say that Beyond all Reason and the entire Total Annihilation line starts off with slower production than Sc2 but has no ceiling apart from what lags the game due to unit count. Where producing 10 units a second for minutes at a time isn't anything odd in a late game scenario.

Early game unit counts are small and micro is very important. Things stabilize and you tech up where the new units are few and micro of individual units instead of formations matters again. Then you repeat it again as units get many. Then late game when cheap units (since they absorb shots and scout), very expensive or niche ones are the only viable ones.
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
Last Edited: 2026-01-06 09:42:15
January 06 2026 09:38 GMT
#162
I think you can have both types of micro in the same game. @Miragee @Hider. I love movers and shooters, which work well in mechanical games where it's a lot just to move units around and macro. I also really like this feeling of being a bit overwhelmed and one choice eliminating another one: intensely microing your shuttle-reaver leaves money piling up at home. You simply cannot visit all your gateways and do this kind of micro at the same time.
It's not a requirement that modern games take this tension-based (and friction-based) approach, but if the combat is also overly recognizable and bland, then what are we even doin. The allergy to creating resistance for the player is somewhat understandable, but resistance coupled with joy seems ideal to me.

In general I think the key point is shorter dev cycles and stronger focus. No doubt 10 years ago, the Immortal Gates of Pyre premise was sweet. And if they had released 6 years ago, would have been really cool. But as things drag on, interests and expectations change.
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
Last Edited: 2026-01-06 09:55:55
January 06 2026 09:53 GMT
#163
Double post my bad. I think the one addendum to vying for shorter dev cycles would be if you're making a timeless game that will not be patched. Issue here is a lot of people may think they're making a timeless game when they're really making a jump to conclusions mat. But tbh if it's truly one of those unicorn games, then taking 10 years is likely to its benefit. I guess the devs just have to know what they're making.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2026-01-06 10:59:49
January 06 2026 10:51 GMT
#164
I also really like this feeling of being a bit overwhelmed and one choice eliminating another one: intensely microing your shuttle-reaver leaves money piling up at home. You simply cannot visit all your gateways and do this kind of micro at the same time.


I agree - I love this feeling as well. I think some RTS developers make a mistake when they try to eliminate this tension in order to lower the skill floor or smooth the learning curve. Multitasking is a core part of competitive RTS, just as aiming is intrinsic to FPS games. Removing it makes the gameplay less interesting.

That said, I would experiment with two design directions:

1. Replace part of the macro burden with a higher micro skill cap and more opportunities for multitask-driven gameplay (relative to SC2). SC2 already has strong micro depth, but I would push it significantly further. Many of the newer RTS games simplify macro through QoL changes while simultaneously reducing movement speed/increasing lethality and failing to introduce new, interesting micro interactions. The result is a lower mechanical skill ceiling - and, ultimately, less engaging gameplay.

2. Make multitasking suboptimal for beginners.
New players shouldn’t be forced into multitask-heavy play to be effective. Instead, the optimal early experience should involve controlling a single army, spending 95%+ of camera time watching and maneuvering it. As players improve, it should gradually become optimal to split that army into multiple groups, naturally introducing multitasking as a reward for skill growth rather than a barrier to entry.
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2026-01-06 11:05:03
January 06 2026 10:57 GMT
#165
In general I think the key point is shorter dev cycles and stronger focus. No doubt 10 years ago, the Immortal Gates of Pyre premise was sweet. And if they had released 6 years ago, would have been really cool. But as things drag on, interests and expectations change.


5 years ago getting funding was probably easier though so they may have had a better chance at a releasing a more fleshed out product. But I still don't think it would have been a success.

As a general rule: If you can't make a short youtube montage video that immediately appeals to the target audience - the game can't lure them in (and the skillcap is also likely to be boring). Zerospace, Immortals Gates of Pyre, Stormgate and Battle Aces all failed this test. Starcraft 2 - as flawed as it is - is still more exciting.

Sometimes I watch NBA highlights or watch Messi do crazy shit. That motivates me and makes me want to to play these sports. It's the same concept with competitive games. It boggles my mind that all these game devs don't understand this concept - and instead focus on stuff that relatively speaking doesn't matter.

Factions, team-modes, map-design, lore, unit-count doesn't matter if the skillcap is boring.

Berstis
Profile Joined December 2025
44 Posts
January 06 2026 12:42 GMT
#166
On January 06 2026 19:57 Hider wrote:
Show nested quote +
In general I think the key point is shorter dev cycles and stronger focus. No doubt 10 years ago, the Immortal Gates of Pyre premise was sweet. And if they had released 6 years ago, would have been really cool. But as things drag on, interests and expectations change.


5 years ago getting funding was probably easier though so they may have had a better chance at a releasing a more fleshed out product. But I still don't think it would have been a success.

As a general rule: If you can't make a short youtube montage video that immediately appeals to the target audience - the game can't lure them in (and the skillcap is also likely to be boring). Zerospace, Immortals Gates of Pyre, Stormgate and Battle Aces all failed this test. Starcraft 2 - as flawed as it is - is still more exciting.

Sometimes I watch NBA highlights or watch Messi do crazy shit. That motivates me and makes me want to to play these sports. It's the same concept with competitive games. It boggles my mind that all these game devs don't understand this concept - and instead focus on stuff that relatively speaking doesn't matter.

Factions, team-modes, map-design, lore, unit-count doesn't matter if the skillcap is boring.


Starcraft 2 is flawed? Compared to what?
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
January 06 2026 21:30 GMT
#167
On January 06 2026 21:42 Berstis wrote:
Show nested quote +
On January 06 2026 19:57 Hider wrote:
In general I think the key point is shorter dev cycles and stronger focus. No doubt 10 years ago, the Immortal Gates of Pyre premise was sweet. And if they had released 6 years ago, would have been really cool. But as things drag on, interests and expectations change.


5 years ago getting funding was probably easier though so they may have had a better chance at a releasing a more fleshed out product. But I still don't think it would have been a success.

As a general rule: If you can't make a short youtube montage video that immediately appeals to the target audience - the game can't lure them in (and the skillcap is also likely to be boring). Zerospace, Immortals Gates of Pyre, Stormgate and Battle Aces all failed this test. Starcraft 2 - as flawed as it is - is still more exciting.

Sometimes I watch NBA highlights or watch Messi do crazy shit. That motivates me and makes me want to to play these sports. It's the same concept with competitive games. It boggles my mind that all these game devs don't understand this concept - and instead focus on stuff that relatively speaking doesn't matter.

Factions, team-modes, map-design, lore, unit-count doesn't matter if the skillcap is boring.


Starcraft 2 is flawed? Compared to what?


Compared to what the RTS genre can be. Relatively speaking still better than other RTS games - and that's kinda my point. Huge room for improvement but instead the other games focus on the wrong parts.
Berstis
Profile Joined December 2025
44 Posts
January 06 2026 21:39 GMT
#168
On January 07 2026 06:30 Hider wrote:
Show nested quote +
On January 06 2026 21:42 Berstis wrote:
On January 06 2026 19:57 Hider wrote:
In general I think the key point is shorter dev cycles and stronger focus. No doubt 10 years ago, the Immortal Gates of Pyre premise was sweet. And if they had released 6 years ago, would have been really cool. But as things drag on, interests and expectations change.


5 years ago getting funding was probably easier though so they may have had a better chance at a releasing a more fleshed out product. But I still don't think it would have been a success.

As a general rule: If you can't make a short youtube montage video that immediately appeals to the target audience - the game can't lure them in (and the skillcap is also likely to be boring). Zerospace, Immortals Gates of Pyre, Stormgate and Battle Aces all failed this test. Starcraft 2 - as flawed as it is - is still more exciting.

Sometimes I watch NBA highlights or watch Messi do crazy shit. That motivates me and makes me want to to play these sports. It's the same concept with competitive games. It boggles my mind that all these game devs don't understand this concept - and instead focus on stuff that relatively speaking doesn't matter.

Factions, team-modes, map-design, lore, unit-count doesn't matter if the skillcap is boring.


Starcraft 2 is flawed? Compared to what?


Compared to what the RTS genre can be. Relatively speaking still better than other RTS games - and that's kinda my point. Huge room for improvement but instead the other games focus on the wrong parts.

Oh, so its 100% hypothetical and not realizable. Odd how you treat your opinion as a fact
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
Last Edited: 2026-01-06 22:25:42
January 06 2026 22:14 GMT
#169
On January 07 2026 06:39 Berstis wrote:
Show nested quote +
On January 07 2026 06:30 Hider wrote:
On January 06 2026 21:42 Berstis wrote:
On January 06 2026 19:57 Hider wrote:
In general I think the key point is shorter dev cycles and stronger focus. No doubt 10 years ago, the Immortal Gates of Pyre premise was sweet. And if they had released 6 years ago, would have been really cool. But as things drag on, interests and expectations change.


5 years ago getting funding was probably easier though so they may have had a better chance at a releasing a more fleshed out product. But I still don't think it would have been a success.

As a general rule: If you can't make a short youtube montage video that immediately appeals to the target audience - the game can't lure them in (and the skillcap is also likely to be boring). Zerospace, Immortals Gates of Pyre, Stormgate and Battle Aces all failed this test. Starcraft 2 - as flawed as it is - is still more exciting.

Sometimes I watch NBA highlights or watch Messi do crazy shit. That motivates me and makes me want to to play these sports. It's the same concept with competitive games. It boggles my mind that all these game devs don't understand this concept - and instead focus on stuff that relatively speaking doesn't matter.

Factions, team-modes, map-design, lore, unit-count doesn't matter if the skillcap is boring.


Starcraft 2 is flawed? Compared to what?


Compared to what the RTS genre can be. Relatively speaking still better than other RTS games - and that's kinda my point. Huge room for improvement but instead the other games focus on the wrong parts.

Oh, so its 100% hypothetical and not realizable. Odd how you treat your opinion as a fact


What's not realizable? They haven't been realized yet - that's my point. RTS genre has a huge potential because there are many angles/mechanics/approaches that haven't been explored.

Starcraft 2 is not a flawed game? It has no flaws?

I wrote many opinions in my last few comments. I would expect 'starcraft 2 is flawed game' to be one of the lesser controversial statements I made - never heard from any Starcraft 2 fan before that it wasn't.. Do you want me to preface everything I write with "this is my opinion".

Are you actually being interested in RTS game-design discussions? Because beware they do involve opinions.
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
Last Edited: 2026-01-07 12:54:19
January 07 2026 04:08 GMT
#170
On January 06 2026 19:51 Hider wrote:

That said, I would experiment with two design directions:

1. Replace part of the macro burden with a higher micro skill cap and more opportunities for multitask-driven gameplay (relative to SC2). SC2 already has strong micro depth, but I would push it significantly further. Many of the newer RTS games simplify macro through QoL changes while simultaneously reducing movement speed/increasing lethality and failing to introduce new, interesting micro interactions. The result is a lower mechanical skill ceiling - and, ultimately, less engaging gameplay.

2. Make multitasking suboptimal for beginners.
New players shouldn’t be forced into multitask-heavy play to be effective. Instead, the optimal early experience should involve controlling a single army, spending 95%+ of camera time watching and maneuvering it. As players improve, it should gradually become optimal to split that army into multiple groups, naturally introducing multitasking as a reward for skill growth rather than a barrier to entry.



I would hesitate to spend too much energy building bumpers for noobs in 1v1, outside of things that make the game more fun for everyone. Heroes of the Storm does it so well, in that the start of the game is not punishing at all and the cost of mistakes builds as the game goes on. I said as much in the tower rushing thread ^^.
People who want to learn multitasking and become faster will do it, and it will come from inside. No amount of hand-holding or overly-accommodating design will help.

Anecdotally, I self-taught StarCraft 2 after some years playing DotA because I was driven to learn and was inspired by the pros. I feel like the individual has to want to not suck, and have some motivation around that. If the game accommodates the player with the motivation to improve, that is ideal.

edit: there are so many modes and potential RTS directions that would be very casual friendly, and you can tutorialize those, such as campaign, 2v2, co-op, etc. I'm strictly talking about 1v1.
edit: NINJA DELETEd BAD PARTS ugghh
edit: edit
Berstis
Profile Joined December 2025
44 Posts
January 07 2026 14:13 GMT
#171
On January 07 2026 07:14 Hider wrote:
Show nested quote +
On January 07 2026 06:39 Berstis wrote:
On January 07 2026 06:30 Hider wrote:
On January 06 2026 21:42 Berstis wrote:
On January 06 2026 19:57 Hider wrote:
In general I think the key point is shorter dev cycles and stronger focus. No doubt 10 years ago, the Immortal Gates of Pyre premise was sweet. And if they had released 6 years ago, would have been really cool. But as things drag on, interests and expectations change.


5 years ago getting funding was probably easier though so they may have had a better chance at a releasing a more fleshed out product. But I still don't think it would have been a success.

As a general rule: If you can't make a short youtube montage video that immediately appeals to the target audience - the game can't lure them in (and the skillcap is also likely to be boring). Zerospace, Immortals Gates of Pyre, Stormgate and Battle Aces all failed this test. Starcraft 2 - as flawed as it is - is still more exciting.

Sometimes I watch NBA highlights or watch Messi do crazy shit. That motivates me and makes me want to to play these sports. It's the same concept with competitive games. It boggles my mind that all these game devs don't understand this concept - and instead focus on stuff that relatively speaking doesn't matter.

Factions, team-modes, map-design, lore, unit-count doesn't matter if the skillcap is boring.


Starcraft 2 is flawed? Compared to what?


Compared to what the RTS genre can be. Relatively speaking still better than other RTS games - and that's kinda my point. Huge room for improvement but instead the other games focus on the wrong parts.

Oh, so its 100% hypothetical and not realizable. Odd how you treat your opinion as a fact


What's not realizable? They haven't been realized yet - that's my point. RTS genre has a huge potential because there are many angles/mechanics/approaches that haven't been explored.

Starcraft 2 is not a flawed game? It has no flaws?

I wrote many opinions in my last few comments. I would expect 'starcraft 2 is flawed game' to be one of the lesser controversial statements I made - never heard from any Starcraft 2 fan before that it wasn't.. Do you want me to preface everything I write with "this is my opinion".

Are you actually being interested in RTS game-design discussions? Because beware they do involve opinions.

RTS doesnt have huge potential. If it would have huge potential, any other company would have picked up RTS. But they didnt. Instead they developed Shooter, Battle Royal, Moba, Open World garbage, They tried MMORPG, but failed.
Yurie
Profile Blog Joined August 2010
12162 Posts
January 07 2026 17:12 GMT
#172
A summary of a lot of current/upcoming RTS:
Harris1st
Profile Blog Joined May 2010
Germany7402 Posts
January 08 2026 14:44 GMT
#173
On January 01 2026 17:59 Hider wrote:
https://www.reddit.com/r/RealTimeStrategy/comments/1pspmql/immortal_gates_of_pyre_is_in_major_financial/

RTS games can't afford long dev cycles. They need a small targeted focus and absolutely nail that. Deliver the MVP and make it an awesome playing experience ASAP. The idea of having to needing to create a big campaign, multiplayer, many game-modes - you can't get the funding required for that.


I thought Immortal Gates of Pyre was dead month ago?!
I had this game in my steam wishlist forever and occasionally I check up on games. The steam site of this was deader than dead last check up
Go Serral! GG EZ for Ence. Flashbang dance FTW
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
Last Edited: 2026-01-09 15:53:45
January 09 2026 15:31 GMT
#174
On January 08 2026 02:12 Yurie wrote:
A summary of a lot of current/upcoming RTS:
https://www.youtube.com/watch?v=a1WreyAcb14


Holy...lol. That's a lot of RTS. Something about lining them all up like that is rlly funny.

Some look pretty darn cool. Been following DORF closely but can't say I'm like mega hyped for the whole "dig trenches and build walls" thing. I'm also not much of a base builder but don't wanna be too negative. Still stoked to give it a shot and think it'll do well.

A couple that caught my eye were Fleetbreakers and Counter Clash.
Some of the others look beyond butt fugly and I love it. It's like Be Kind Rewind. You can tell people love the genre.
ThunderJunk
Profile Joined December 2015
United States741 Posts
January 09 2026 23:26 GMT
#175
On January 08 2026 02:12 Yurie wrote:
A summary of a lot of current/upcoming RTS:
https://www.youtube.com/watch?v=a1WreyAcb14


The video content for Zero K is actually just BAR lol
I am free because I know that I alone am morally responsible for everything I do.
Manit0u
Profile Blog Joined August 2004
Poland17843 Posts
March 17 2026 16:30 GMT
#176
Looks like more RTS games are being cooked right now:



This one gives me strong Red Alert vibes.
Time is precious. Waste it wisely.
Miragee
Profile Joined December 2009
8707 Posts
March 17 2026 19:01 GMT
#177
Uhm, hasn't DORF been talked about for at least a couple years now?
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4448 Posts
March 17 2026 19:18 GMT
#178
Was hoping for a 2027 release, August 2028 feels a long way away.Backed it at $25.
https://www.youtube.com/watch?v=e7PvoI6gvQs
Harris1st
Profile Blog Joined May 2010
Germany7402 Posts
March 18 2026 10:08 GMT
#179
I have a bunch of RTS games on my steam wishlist.

Just released is Space Tales: A goofy story RTS. Demo is playable for free
Fractured Alliance
Dawn of War 4
March of Giants
Crimson Freedom: Another C&C like.

And the obvious ones like Tempest Rising (which is getting better and better but I had no time to play yet)
Zerospace
Immortal (Dead or not?)
DORF
Go Serral! GG EZ for Ence. Flashbang dance FTW
Urth
Profile Blog Joined November 2007
United States1256 Posts
March 21 2026 05:12 GMT
#180
Looks like the DORF kickstarter just went up, and it is already funded:

https://www.kickstarter.com/projects/dorf/dorf-oldschool-real-time-strategy-and-base-builder

This is still the RTS I've been the most excited about.
BY.HERO FIGHTING!!!!
Prev 1 7 8 9 10 11 14 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 8h 45m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN (SOOP) 514
ProTech142
BRAT_OK 12
StarCraft: Brood War
Britney 27221
Bisu 2814
Jaedong 2045
Soulkey 1048
BeSt 497
Mini 468
Horang2 379
Rush 289
Soma 285
actioN 266
[ Show more ]
Stork 245
Larva 239
ggaemo 197
firebathero 169
EffOrt 148
hero 94
Pusan 80
Zeus 76
Barracks 64
Dewaltoss 58
soO 45
Liquid`Ret 43
Killer 35
PianO 30
ToSsGirL 29
sSak 28
Trap 21
Sexy 19
sorry 18
Terrorterran 17
HiyA 17
Noble 14
ajuk12(nOOB) 13
scan(afreeca) 11
Sacsri 5
Dota 2
syndereN603
420jenkins312
Fuzer 163
Super Smash Bros
Mew2King95
Other Games
Grubby9375
singsing2497
hiko888
Liquid`RaSZi717
Lowko424
Beastyqt329
FrodaN240
DeMusliM229
Liquid`VortiX151
ArmadaUGS83
QueenE53
ceh92
Organizations
Other Games
gamesdonequick1001
BasetradeTV54
StarCraft: Brood War
Kim Chul Min (afreeca) 9
[ Show 14 non-featured ]
StarCraft 2
• mYiSmile134
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 4197
• WagamamaTV882
League of Legends
• Nemesis2439
• Jankos1929
• TFBlade874
Upcoming Events
PiGosaur Cup
8h 45m
The PondCast
18h 45m
Kung Fu Cup
19h 45m
Replay Cast
1d 8h
KCM Race Survival
1d 18h
IntoTheTV X SOOP
1d 19h
OSC
2 days
Replay Cast
2 days
IntoTheTV X SOOP
2 days
Replay Cast
3 days
[ Show More ]
GSL
3 days
Replay Cast
4 days
GSL
4 days
Shopify Rebellion Sundays
4 days
Spirit vs Mixu
Replay Cast
5 days
WardiTV Weekly
5 days
Monday Night Weeklies
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-09-14
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
FISSURE Playground #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

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 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.