Digital Extinction (de-game.org, Documentation, GitHub, Discord) is a 3D real-time strategy (RTS) game. It is set in the near future when humans and AI fight over their existence.
It is open source & free software. Forever! It runs on Linux, Windows and potentially other platforms.
The game is completely written in Rust with Bevy used as the engine.
The game is still in the early phases of its development. If you are looking for a mature game, come back in a few months.
Feedback, bug reports, and other contributions are welcome.
Game controls & gameplay tutorial is at docs.de-game.org/tutorial/.
Build from main
branch is automatically published every night as a ZIP
archive. The archive contains:
- all necessary game assets,
- main game binary (
de
orde.exe
), - DE Lobby binary (
de-lobby
orde-lobby.exe
), - and DE Connector binary (
de-connector
orde-connector.exe
).
Follow these steps to start the game on your computer:
-
Download nightly ZIP file for your OS and CPU:
-
Extract the ZIP file.
-
Execute binary file called
de
orde.exe
.
What you need:
Clone, build & run recipe (will work in the majority of the cases):
git clone [email protected]:DigitalExtinction/Game.git DigitalExtinction
cd DigitalExtinction
- make sure that Git LFS files in assets/ are pulled
cargo run --release
On top of the standard Cargo build profiles, there is a testing
profile
optimized for manual testing. In this profile, extra checks and debug info are
included in the build. LTO is disabled and the optimization level is fine-tuned
for fast compilation times while keeping performance reasonable.
Profile lto
shares configuration with release
profile but enables LTO.
The following are the Cargo build features supported by the game. These features enable special functionality that can be useful during development, testing, and experimentation.
godmode
makes it possible to control all game entities (i.e. enemy units and
buildings).
- Consult CONTRIBUTING.md or the online documentation at docs.de-game.org.
- Open a question in the Q&A category of this repository's discussions.
- Reach out to the community.
See Contributor Covenant Code of Conduct.
Many of the goals are intentionally vague and aspirational. They serve as a general direction for future development. All changes and decisions shall go hand in hand with the spirit of the following goals.
-
Develop a forever free (as in free speech) and open source RTS game. A game without the restraints of commercial development – no marketing-motivated features, no dopamine traps, no in-game purchases…
-
Design an original game, not yet another clone of an existing (and often a very old) game. The game is a combination of tried and true concepts and mechanics from the RTS genre with new and innovative ideas.
-
Create a true strategy game, where dexterity or APS do not play the primary role.
-
Focus on exponential in-game technological and economical progress. Players who consistently outperform their competitors for extended times prevail. Short-term boosts and performance fluctuations do have a proportionately small impact on the game results.
-
Produce a modern game, unchained from obsoleted constraints and utilizing current technology. Truly utilize the power of modern multi-core CPUs and other capable hardware with the help of advances in software development, like fearless concurrency of Rust programming language, or ECS-based Bevy engine.
Seize this technological opportunity to create an RTS of grand scale, with hundreds of buildings and thousands of fully simulated units on the game map.
-
Develop the game indefinitely and incrementally. To regularly ship a new version (rolling release) and to forever improve the game based on new experiences and new ideas.
-
Show that non-trivial games could be created in Rust and by extension Bevy engine.
See game design documentation.
Contributions to the project in any form are welcomed. Check out our Contributor's Guide.
MSRV: the Minimum Supported Rust Version (MSRV) is “the latest stable release” of Rust.
Bellow is a high-level roadmap. Also, see Issue #246 with a detailed path toward version 1.0.
- Proof of Concept (PoC)
- Prioritize in development cycles, each organized in a GitHub milestone named Run N. For example Run 2.
- Release (first) version 1.0
- Indefinitely improve the game
This is an embarrassingly bare bones game. It is complete in the sense that you can start the game, play against someone and win or loose.
At this stage, the game is too bare bones to be enjoyable. The UI/UX misses some very important features (like seeing what units are selected, ability to see health / energy of units, and so on).
The goal of this milestone is to lay down the foundations, setup basic infrastructure (GitHub Actions, issues labels, …) and achieve an important psychological milestone.
This is the first published version of the game. In theory, this should be the earliest possible version, minimizing development time and effort, which is threshold enjoyable for an actual player.
As opposed to PoC, this version has all the basic UI to make the UX acceptable. The game mechanics are somewhat expanded so it is no longer thoroughly “dummy”.
Digital Extinction is free and open source. All code in this repository is licensed under GNU AGPLv3 (LICENSE or https://www.gnu.org/licenses/agpl-3.0.en.html).
Unless you explicitly state otherwise, any source code contribution intentionally submitted for inclusion in the work by you, shall be licensed as above, without any additional terms or conditions.
All game assets are located in /assets directory of this repository.
Assets placed in a directory with a file named LICENSE
are licensed under the
license stated in the file.
All other artwork in this repository, including 3D models, textures, animations, UI bitmaps, sounds and music are licensed under Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)