Three asymmetric Houses
Aldair (range, air, sound), Vorrun (mass, armour, fire) and Sethis (speed, stealth, chemistry, lasers). Different doctrines, different unit rosters, different ways to lose.
Three Houses. One desert. The worms don’t take sides.
Sand Dynasty is a love letter to the golden age of base-building RTS: construction yards, refineries, radar, a sidebar full of things to build and a map full of reasons to build them faster.
Choose a House. Aldair fights with better eyes than anyone else — range, air and sound. Vorrun buys thicker plate and pays for it in speed. Sethis fields the fastest hulls on the world, shields two of them, and would rather steal your armour than beat it.
The sand itself is hostile. Worms hunt vibration, swallow harvesters whole and never die — you learn to work around them or you feed them. Superweapons, a research centre and a Starport with gamble pricing round out the late game.
Aldair (range, air, sound), Vorrun (mass, armour, fire) and Sethis (speed, stealth, chemistry, lasers). Different doctrines, different unit rosters, different ways to lose.
A campaign per House with its own story flags and a secret ending for those who dig deep enough.
Per-slot difficulty, true free-for-all. Below Hard the AI plays with the same fog and the same wallet you do.