From Flat Stats to Passive Trees
Our plan for this week was supposed to be the Tiered Units system: the White, Blue, and Yellow group...
Built for the CPU. Optimized for the player.
// We don't buy engines. We write them.
A Roguelike RTS. Built from the metal up.
72 Seconds is a return to the visceral, high-stakes intensity of 90s real-time strategy. We’ve stripped away the hand-holding of modern strategy games to return to the visceral intensity of 90s classics—where rapid decision-making, spatial mastery, and mechanical precision define your success.
Our plan for this week was supposed to be the Tiered Units system: the White, Blue, and Yellow group...
We have been grinding on this demo for a month before release and another two weeks after, but we ar...
This week was just straight up maintenance. No cool new stuff, just fixing bugs that have been annoy...
Ready to see what we're building? Check out the full breakdown or jump right into the latest demo build.
Building a custom C++ engine from scratch takes absolute focus. We have no corporate backing or publisher funding. Every line of code, optimization, and asset is driven entirely by raw human effort and your direct support.
We are playing without a safety net. Without direct community backing, we cannot sustain full-time development. If funding drops below operational thresholds, we will be forced back into standard software engineering jobs, delaying the architecture by years.
If you want to back our development, keep the bunker doors open, and help us engineer an RTS built to last for decades, consider supporting the project directly.
BACKER_INCENTIVES: Supporting us gets you directly involved with the project:
Every bit of fuel goes straight into development.