Engagement at a glance
- Task: Design and build a large-scale historical RTS
- Historical project budget: $169,230
- Delivery timeline: 12 months
PC strategy case study
A PC strategy case focused on large-scale RTS battles, economy, multiplayer infrastructure, rating systems and Steam-oriented production planning.
The production clips demonstrate animated units, environment motion and feedback for large-scale RTS battles.
Case evidence
CrocoApps worked on RTS game design, economy, multiplayer battles, a rating system, UI, 3D assets, QA and optimization for a PC/Steam production.
The 12-month engagement covered interconnected RTS systems, content production, testing and performance work.
| Project | Cossacks 4: The Battle |
|---|---|
| Platform | PC / Steam |
| Engine / stack | Not specified in the approved project materials |
| CrocoApps scope | RTS game design, economy, multiplayer battles, rating system, UI, 3D assets, QA and optimization |
| Timeline | 12 months |
| Historical project budget | $169,230 |
| Audience | 14+ |
Source: CrocoApps public project archive and approved production materials.
RTS systems
Economy, unit control, multiplayer, rating, observers, maps, buildings, resources and performance were designed as connected systems.
The production materials show battle screens, mechanics, units, resources, buildings and weather systems.
Large-scale RTS production depends on systems design, performance, multiplayer stability and readable control over many units.
Players create a base, gather resources and hire troops, making economy and pacing central production risks.
The multiplayer design covered battles for 2-8 players, observer slots and high unit-count goals.
The project included a modern ELO-style rating system for opponent matching and progression motivation.
The working process included gameplay documentation, system requirements and attack mechanics.
The team coordinated systems design, multiplayer, art, UI, QA and optimization across a 12-month PC production.
Document gameplay essence, screen composition, attack logic and system requirements.
Support large battles, observers and competitive matching.
Create UI, 3D assets, economy systems and game logic.
Plan performance around large battle scale and desktop configurations.
Share the target scale, multiplayer requirements, economy model and Steam release plan.