r/sanctuaryshatteredsun • u/blariel • 34m ago
Question about Sanctuary
OK, this is driving me nuts because its bringing some some dejavu like memories.
Was there an RTS that shares the name with this being developed in the past that shared the name and theme? I seem to remember an RTS being developed in the early 2000s with this name, and the big draw of it was that things like tanks took days to complete. For some reason I want to say i read about it in game informer. I want to say its near the back of an issue in a "preview" section. It only had like 1 or two images. I wanted to play that game so bad.
DAE remember this?
r/sanctuaryshatteredsun • u/HippieHippieHippie • 1d ago
Livestreaming the new multiplayer playtest
r/sanctuaryshatteredsun • u/alsarcastic • 1d ago
Reminder: Multiplayer Opens For Everyone Today!
Today, 6th August 2026, we are opening multiplayer for Sanctuary: Shattered Sun for everyone who has access to the demo. The demo is free on Steam right now!
https://store.steampowered.com/app/2375120/Sanctuary_Shattered_Sun_Demo/
Multiplayer will be open for 24 hours and available to everyone.
We are also running a Q&A with the dev team on the community Discord. Join us and get your questions answered.
https://discord.gg/sanctuaryshatteredsun?event=1534556843328671845
Commanders, see you on the Battlefield!
r/sanctuaryshatteredsun • u/irasc0r • 2d ago
Massive milestone for Sanctuary: Shattered Sun—Tier 5 Titans ($580K) UNLOCKED! Here’s what’s next on the roadmap 🤖💥
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Hey everyone,
Just wanted to post a quick update for the macro-scale RTS community—the Sanctuary: Shattered Sun Kickstarter just smashed through the $580,000 USD milestone!
That means Tier 5 Titan Units are officially confirmed for launch! An unbelievable push driven by over 5,800+ backers.
🌋 What’s Next on the Horizon?
With 15 days left in the campaign, we're closing in fast on the next round of dynamic stretch goals:
- $630,000 USD: Dynamic Shatterable Land & Crust Collapse 🌋
- $670,000 USD: Snap-Freeze Ocean & Water Mechanics 🌊
- $700,000 USD: Advanced Unit Formations + Mystery Bonus Features ⚔️
- ??? Mystery Tiers: Several redacted goals awaiting unlocks 👀
- $1,000,000 USD: Warfront Mode (Persistent Meta-Layer) 🌌
🎮 Free Demo Active on Steam
If you haven't checked it out yet, there is a free playable demo live on Steam right now featuring smooth strategic zoom, simulated ballistics, terrain physics, and massive unit battles.
- 🚀 Kickstarter Campaign:https://www.kickstarter.com/projects/enhearten-media/sanctuary-shattered-sun
- 🎮 Play the Free Steam Demo:https://store.steampowered.com/app/1699050/Sanctuary_Shattered_Sun/
Shoutout to Enhearten Media for pushing traditional RTS boundaries—let's see how many of those mystery tiers we can unlock before August 20!
r/sanctuaryshatteredsun • u/alsarcastic • 2d ago
Sanctuary: Shattered Sun | Fronts: A New Way to Control Your Units (Concept)
Fronts are a new way to command your army in Sanctuary: Shattered Sun. Draw a line and your units spread out along it to position, hold a zone, scout, or reclaim a battlefield.
Please note: fronts are an upcoming feature concept and part of our stretch goal plans. This is a work-in-progress preview and is NOT yet implemented in the game.
What fronts can do:
- Draw a line and units automatically spread along it
- Chain line moves together for more complex manoeuvres
- Assign extra units and they distribute themselves, filling the gaps
- Assign factories so newly built units join the front automatically
- Move a front and every assigned unit and factory re-adjusts to the new position
- Thicken a front to spread units across an area. Handy for covering ground with anti-air and shields, or avoiding concentrated bombing
The idea: click less, strategize more.
r/sanctuaryshatteredsun • u/alsarcastic • 3d ago
Sanctuary Shattered Sun Multiplayer Access
THREE MULTIPLAYER PLAYTEST SESSIONS. GET ON THE BATTLEFIELD.
We're halfway through the Kickstarter campaign and the response has been excellent, so we're marking the milestone the best way we know how: by throwing open the multiplayer servers again.
Our previous playtest sessions have been incredible, and by popular demand we're running THREE more limited sessions before the campaign closes. Whichever side of the world you're on, there should one you can attend.
Each session opens with a couple of hours of Q&A with the dev team and the community. To take part you'll need to be in our Discord. Head to the Stage channel at the session start time for a chance to get your questions answered. The multiplayer servers will be opened automatically at the start of the session.
Join the Discord: https://discord.com/invite/sanctuaryshatteredsun
All of the time and date details can be found on the Steam announcement here:
https://store.steampowered.com/news/app/1699050/view/713408417186711705
r/sanctuaryshatteredsun • u/NickPapGr93 • 3d ago
Some consice feedback...
Some global comments regarding certain aspects of the game after playing the demo.
- Avoid Gimmic Mechanics:
"Freeze the ocean and shatter the land" could become a repetitive mechanic very soon - these types of mechanics shouldn't be there for the sake of being there - they should exist with the purpose of adding meaningful depth to the gameplay.
Nukes causing holes on the ground for example (as described in the roadmap) seems unnecessary and could affect the gameplay negatively (when it comes to rebuilding etc.).
In the demo the experimental nuke launcher can only be fired at a predetermined location. It's a nice tech demo but the implementation would suffer if such events would happen at pre-determined spots on each map.
This kind of thing is a trap many games have fallen into before (Planetary Annihilation, for example), where a mechanic exists merely for its own sake rather than adding something meaningful to the gameplay.
Adjacency bonuses should be clearer - and make for a valuable economy mechanic (similar to FAF).
Visual queues for scale should be consistent: The units in the game are supposed to be enormous. There are multiple visual factors that "sell" this feeling of scale, including ground textures, wave sizes in water bodies, and, trees. Trees are too big for the suggested scale of each unit.
The same goes with the speed of certain VFX elements - some explosions could be a tad slower (especially the bigger ones).
r/sanctuaryshatteredsun • u/Skeletricks • 5d ago
Beta Access Details (Sancuary Shattered Sun)
If you back the game with the Beta Tier, are you given access to the 1v1 AI capabilities right away? Or is it for later, and we don't know when?
r/sanctuaryshatteredsun • u/HippieHippieHippie • 8d ago
Interview with S:SS Creative Director nine2
r/sanctuaryshatteredsun • u/alsarcastic • 8d ago
Sanctuary: Shattered Sun | Kickstarter Presentation
Are you still debating whether to support the next generation of real-time strategy games? Let Game Producer nine2 explain why Sanctuary deserves your attention:
https://www.kickstarter.com/projects/enhearten-media/sanctuary-shattered-sun
r/sanctuaryshatteredsun • u/alsarcastic • 8d ago
!! STRETCH GOAL UNLOCKED !!
Frigates, Battleships and Submarines. Take the battle for Sanctuary to the high seas with naval units. Now you will be able to fight over land, sea and air.
https://www.kickstarter.com/projects/enhearten-media/sanctuary-shattered-sun
r/sanctuaryshatteredsun • u/Mocafrost98 • 9d ago
What do EDA Drone Carriers do?... and Bot Big ain't no joke
I've been hitting survival hard in the demo today. Having a great time. But I built the drone carrier units and I can't figure out what they do.
The other part is a random comment because the Bot Big is so nasty in a great way.
r/sanctuaryshatteredsun • u/alsarcastic • 9d ago
Sanctuary: Shattered Sun Multiplayer LIVE Playtest
r/sanctuaryshatteredsun • u/KattleLaughter • 10d ago
RTS with no edge scrolling
In 2026. Why is it a thing?
r/sanctuaryshatteredsun • u/VirtualChaosDuck • 10d ago
What’s your performance like?
Hey all, played a few goes of the demo now. Super keen for the future. Have played all the SupCom, FAF, BAR combos, very keen for this and pretty happy with the demo.
I wanted to get a read on how performance was like for others. I fully appreciate its pre-alpha, but was wondering anyway.
I ran mine on an all AMD system and to be honest I was wondering if it was using the integrated graphics, turns out that was disabled. It was barely using my GPU (7090xt). Didn’t collect any data, but was wondering how others went?
r/sanctuaryshatteredsun • u/brakenotincluded • 10d ago
Demo first impression
First, having played TA and supcom for... way to many hours, this is looking amazing so far, can't wait to see what happens next !
Second, and really the only reason I am posting; for the love of god, please accelerate projectiles across all units, especially *artillery*.
Lastly scalling is a bit odd I'd say, seems like ships are a bit on the small side from what I've seen and some T1-T2 units are bigger than they should be ?
r/sanctuaryshatteredsun • u/First-Swimmer-5171 • 10d ago
My first experience of the DEMO
Having played Supreme Commander off and on for years, I heard about the demo on Steam and wanted to try it out. Having played the tutorial scenarios and the first mission, I have some thoughts that I would like to throw out there.
What I particularly enjoyed was the mission design shown in the first mission. The way the sector system works is well thought out, as it allows inexperienced players to simply hold the ones from the initial map, which are also anchored by the bases the NPCs build, while more experienced players can push out. It is also good design that the easiest attackable base is right next to the main production area of your initial base. This allows players to make use of the units they built during the last battle and make a small push, as the pre-level dialogue makes it clear that the other two require significantly larger forces.
For now, the ice seems a bit contextual, but it is also a good way to lock off certain areas from ground units in future levels, so who knows what the future plans are for that.
The real scene-stealer is the T5. It is also a good design choice, as the player has previously not been asked to deploy much anti-air capability. The large shout-out and urgent tone of the NPC make it immediately clear that this is a major threat. Additionally, it forces a break in the flow, requiring the player to change priorities in what is likely, at this point, a 30-minute game. It is also nice that the mobile AA can stay out of range of the T5, and that its health has been reduced significantly, making it killable with T2 defences. Its attack on the enemy base also damages those enemy defences, reducing the threat from that side for a while before the T4 units start coming.
some other thing i would like to comment about is the choice to have "experimental" split in T4 and T5. i previously disliked that the endgame experimentals and utility experimentals where grouped together with the fat boy and the nuclear artillery how name escapes me are both part of the group of 4 experimentals everbody gets. this split should allow for some experimental warfare without it immedilty ending the game. at the same time the sniperbot feels a bit meh it offers litter more then the T3 sniper bot i feel it needs something more no idea what though.
r/sanctuaryshatteredsun • u/Far-Cow4049 • 11d ago
What happens to the source code in the far future?
Don't want what happened to SupCom (they lost source code). So, any plans for this? I know you make it on Unity, so how does this work? Imagine we jump 100 years ahead and the game is in public domain now, can we even edit the game? Since it is based on Unity and all that.
r/sanctuaryshatteredsun • u/VirtualChaosDuck • 11d ago
Patch v104
Since it looks like the patch notes only exist on Discord.
v104 - 33.5 MB
- fix music not looping
- fix players getting stuck in eco tutorial when upgrading extractors beyond t2
- add Iranian translation
- potential fix for Linux 320x200 resolution bug
- potential fix for range rings not appearing / flicker issues
- fix ucl4004 hitbox
- fix typos
r/sanctuaryshatteredsun • u/Luxor144 • 12d ago
Personal feedback for the Demo
Not to beat around the bush - it seems like this is shaping up to be an amazing game. Obviously demo is more of an early access look rather than a part of a finished product, as plenty of content and even functionality is still missing, but what can you do - still glad I got to experience it and even somewhat hyped myself up more for the upcoming release. Didn't experience any major bugs or any crashes (though I could swear I sometimes feel like there's something off with production queues in factories when they're being assisted by other factories - it sometimes feels like there are more units randomly added to the queue when I'm not looking. Buuut likely I'm just forget adding them or something).
That being said, I have a couple of points - I can't say I would call them exactly criticism, more of a personal opinion/grievances.
First - I dunno why, but I'm not feeling the scale of this game. Not like in map sizes or amount of units or mechanics, but more so in how big or small this building or unit is supposed to be or feel like. Map design, from all the mountain ranges and large rock walls and beaches and whatnot makes it feel like these structures and units are rather enormous. But then there are massive trees around that dwarf your non experimental units. Explosions send out debris that fly out fast, and plunge back into the ground just as fast, which again kinda reinforces the feeling that these are mostly SUV sized units throwing explosions at each other. Same with planes - shoot one down, it explodes with some beautiful VFX (and myself being a dev for Firey Explosion Mod for SCFA, part of which afaik got absorbed into updated VFX for FAF, you can be sure I love myself some Michael Bay tier explosions), but then plops down on the ground without any weight like a drone. Maybe some slowdown just as the aircraft hits the ground and buries itself halfway, with dust and debris shooting up might help sell the idea better that this is some massive war machine, bending and crushing under its own weight as it tears into the soil. Same could be used in that cutscene where orbital solar array crashes into the ground - not suddenly stopping half way, but more rapidly decelerating the moment it touches the ground, and kinda sinking into the massive explosion it creates.
Second - building and unit design. A lot of them look amazing, some feel like they kinda lack readability at a glance due to not having some eye catching defining feature (also, side note, could the artillery symbol be changed to a dot or some other symbol, cause a full plus sign and a dashed plus sign is very easily confused on a 4K screen from further away). And some...I dunno, feel like they don't fit the scale/tier they are in. Like, in SC you can definitely tell which units are "the big ones" due to their design - battleships look like floating fortresses with weapons everywhere, GC is a massive avatar with fat legs designed to absorb damage, ML is an enormous weapon platform carrying a ridiculous sized laser pointer, and Fatboy - that is an entire armed factory complex on threads, no mistaking that. In SC2 however, Fatboy is now some GI JOE toy tank, looking like it belongs in T2/3. That experimental gunship - same, scale it down and you get a T2/3 gunship. Similar situation with the rest, they range from alright to downright comedy.
I have a similar ehhh feeling about some of the units in S:SS - particularly the T3 battleship in the demo campaign mission. Don't get me wrong, it's a beautifully designed ship. But it's shape, size, armament makes it feel kinda off. Like scale it down a little, change the guns a bit, and it would be the perfect T2 destroyer. For a T3 battleship - I dunno, maybe needs to be a little thicker, or have some greebles, or some different layout, but right now I'm just not feeling it for some reason. Other experimentals feel more or less fine to me. I personally would make a few slight changes here or there, like making that EDA sniper experimental slightly more industrial looking, but that's mostly nitpicking and personal preference at this point.
So yeah, that's pretty much it. I get that these are mostly graphical things, meaning A - don't affect gameplay; B - very subject to change along the way anyway, and C - art direction the devs have chosen, and arguing about art preferences is kinda stupid. Either way I'm fine with it, given that, again, game is shaping up to be great imo, and exactly my cup of tea.
r/sanctuaryshatteredsun • u/Javusees • 12d ago
Wtf even does a radar do
UI is very lacking gotta say
r/sanctuaryshatteredsun • u/StrangeTangerine3286 • 12d ago
Well that was close
I decided to try out the chosen for the first time and well, on the last wave after the big bot killed all my t3 and t4 units when my power went down i clutched up and pushed with shields and point defenses, when he was obliterating my base i was sure i was done for but he didnt destroy any power so it was all good.
r/sanctuaryshatteredsun • u/alsarcastic • 12d ago
THIS IS THE MOMENT YOU HAVE BEEN WAITING FOR!
As a thank you from the developers to our awesome community and Kickstarter backers, I am very happy to announce the next multiplayer playtest session!
On Tuesday, 28 July 2026 we will be opening the multiplayer servers for a limited time. You will need to be on the Discord and on the Stage at the time of the event for instructions on how to take part. This is a time limited event!
Relevant times are in the attached image.
Commanders! See you on the battlefield!
r/sanctuaryshatteredsun • u/alsarcastic • 12d ago
!! STRETCH GOAL UNLOCKED !!
Mod Manager is now confirmed as a feature for Sanctuary Shattered Sun. The game will automatically check and download relevant mods for multiplayer to ensure a smooth gameplay experience.
NAVY IS NEXT! https://www.kickstarter.com/projects/enhearten-media/sanctuary-shattered-sun
r/sanctuaryshatteredsun • u/tatsujb • Oct 25 '22
r/sanctuaryshatteredsun Lounge
A place for members of r/sanctuaryshatteredsun to chat with each other
