Real-time strategy is no longer the dominant PC genre it was in the 1990s, but it has not disappeared. Legendary composer Frank Klepacki argues that continuing releases prove the RTS is still alive; what the genre needs now is more unusual design and a healthier funding tier between small indie projects and blockbuster productions.
Klepacki made the comments in the latest issue of Edge, as reported by PC Gamer on October 14, 2026. His view answers the familiar question—“Is the RTS genre dead?”—with a qualified no: attention has moved elsewhere, popularity runs in cycles, and the surviving games need room to take bigger creative risks.
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Why Klepacki rejects the “RTS is dead” argument
Klepacki recalled the “doom-and-gloom talk” from roughly a decade ago, when developers were asked why they continued making games in a supposedly disappearing genre. His response is straightforward: “Obviously, if there are games coming out, [the genre is] not going away.”
That does not mean RTS has retained its 1990s scale. It means a smaller release ecosystem should not be confused with extinction. Klepacki says other types of games have taken the forefront of attention, changing where players, press and publishers focus their time rather than eliminating demand for strategic games.
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The evidence available for this claim is qualitative. The report does not provide sales totals, player counts, market share or a release-count trend, so it cannot establish the size of an RTS revival numerically. It does establish that recognizable series are active, returning or in development.
From 1990s dominance to a smaller, continuing ecosystem
| Period | What defined RTS visibility | Examples cited |
|---|---|---|
| 1990s peak | Real-time strategy occupied a much larger share of mainstream PC-game attention, with major franchises establishing the genre’s conventions. | Command & Conquer, Warcraft and Dune 2 |
| Current landscape | Fewer releases command broad attention, but established series, revivals and new projects continue to appear. | Age of Empires, Age of Mythology, Company of Heroes, Ruse, Tempest Rising and a Game of Thrones RTS project |
The distinction matters. A genre can lose its position at the center of the market while remaining creatively and commercially viable in a narrower field. Klepacki describes that movement as cyclical: “Everything runs in cycles, you know? That’s how it always is.” A period in which action games, live-service games or other formats dominate attention does not permanently determine what players will want next.
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What Klepacki wants publishers to change
More original concepts at major budgets
Klepacki’s main criticism is not that developers lack ideas. He says, “I would love to see more unique ideas that are allowed to be triple-A titles.” In practice, that means treating an unconventional RTS premise, structure or setting as worthy of large-scale production rather than funding only familiar sequels.
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A missing middle tier
He sees indie developers taking creative chances, while the biggest publishers concentrate on safer blockbuster bets. “A lot of indie titles are taking those creative chances, but a lot of the middle ground has gone,” he says. That middle ground could support projects with substantial production values without requiring the scale, sales expectations and risk profile of the largest releases.
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For RTS, the gap is especially significant. The genre often combines complex simulation, interface design, artificial intelligence, campaign content and multiplayer infrastructure. An experimental idea may need more resources than a small team can provide, yet appear too uncertain for a publisher seeking a proven mass-market formula.
Is RTS making a comeback?
“Comeback” is an attractive headline, but the available evidence supports a narrower conclusion: RTS is experiencing continued activity and renewed visibility, not a measured return to 1990s dominance. The projects named in the report show that publishers and developers still see value in the form, while Klepacki’s comments explain why individual releases matter to the genre’s future.
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A comeback would require comparable evidence across several years—such as verified player populations, sales, release volume or market share. None of those statistics appears in the report, so claims of a quantified revival would go beyond what is established.
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1Clear out junk files and repair common Windows errors2Fix the driver behind crashes, sound loss and screen glitches3Repair Windows errors before they cause bigger problemsThe RTS legacy extends beyond traditional strategy games
RTS design ideas have also migrated into hybrid genres. The report points to MOBAs as carrying RTS DNA, particularly through real-time decision-making, unit control, map objectives and resource-aware strategy, even though MOBAs do not reproduce the full base-building and army-management structure of a conventional RTS.
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This broader influence complicates any simple alive-or-dead judgment. Some players encounter strategic systems through descendants and hybrids rather than through a classic command-and-economy game. The genre’s identity can therefore persist even when its most recognizable format is less prominent.
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- Command & Conquer: a defining 1990s series that represents the lineage Klepacki helped shape.
- Age of Empires and Age of Mythology: long-running historical and mythological strategy series included among the report’s active or returning examples.
- Company of Heroes: a modern military RTS series cited as part of the continuing ecosystem.
- Ruse: another named example showing that the genre’s recent history includes experiments with presentation and battlefield deception.
- Tempest Rising: a forthcoming project cited in the report as evidence of ongoing development.
- A Game of Thrones RTS project: a licensed strategy project named by the report; the available information does not establish its release timing or final feature set.
Readers who want a direct way to revisit the classic lineage can play Command & Conquer Remastered Collection, which packages the foundational style associated with the era Klepacki is discussing.
What would a more creative RTS future look like?
Klepacki’s position points toward experimentation in more than setting. Developers could challenge assumptions about campaign structure, combine real-time and turn-based systems, build around unfamiliar economies or make diplomacy and storytelling as central as combat. The defining requirement is not novelty for its own sake; it is giving unusual ideas enough budget and development time to become fully realized games.
That approach would also make the market less dependent on a binary choice between tiny experiments and enormous sequels. A stronger middle tier could let teams test distinctive mechanics at a sustainable scale, while giving players more than incremental updates to established formulas.
The practical answer for players
If you are asking whether RTS is dead, the answer is no. If you are asking whether it has returned to its 1990s position, that has not been demonstrated. Klepacki’s case is that the genre survives through new releases, cycles in public attention and the strategic ideas that continue to influence hybrids such as MOBAs. Its next major opportunity is creative: publishers need to let more original RTS concepts receive serious production support.
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