72 SECONDS

GAME_OVERVIEW // GENRE: ROGUELIKE_RTS // STATUS: IN_DEVELOPMENT // BUILD: v0.1

72 Seconds Cover
VISUAL_STREAM_01 // PLANET: 6EQUJ5 // ENVIRONMENT: ALIEN_MINING_SECTOR

In the dark silence of the outer sectors, the signal wasn't a call for help, it was an invitation to slaughter. 72 Seconds forces you into a brutal, high attrition struggle for survival where every decision is final and every casualty is permanent. Forget grand, safe strategies, this is about rapid response command, territorial desperation, and the cold reality of life on the front lines.

[The Mission: Extraction]

In 72 Seconds, you lead a corporate expedition sent to the edge of the sector. For years, we scoured the dark, dead stars, excavating the dust of ancient civilizations that have long since turned to stone. We found empty relics, broken cities, and silent machines, but never life.

The only lead we had left was the "Wow! Signal", the 72 seconds long transmission intercepted in 1977. We traced it here. This planet was supposed to be our last, best hope for an answer.

What we actually found shocked us. The surface wasn't just a graveyard of ancient signals, it was a goldmine of critical, untapped resources.

The discovery changed everything. Our new orders came down swift, simple, and clear: strip it down, take it home, and secure the assets by any means necessary. We aren't here for answers anymore. The company only cares about the bottom line: Profit comes first. You've been deployed to harvest this world, regardless of who, or what, stands in your way.

You’ll battle alien forces defending their outpost, and fight off rival human "colonizers" who followed the signal just to stake their own claims. Your orders are simple: purge the competition, secure the resources, and extract.

[SYSTEM_STATUS: Finalizing Pre-Demo Polish]

BUILD_VERSION: v0.1.0-demo

TARGET_RELEASE: EARLY_JUNE_2026

DISTRIBUTION_PROTOCOL: Digital only. Pay once, own it forever. Full offline play. No microtransactions, no pay-to-win, no black-box DRM, no corporate surprises.

We are currently finalizing the pipeline for our first public release. Track the remaining development cycles via our development roadmap.

[DEVELOPMENT_NOTICE]

We are still early in the development. Features, balance, and systems will shift, and you will definitely run into some bugs or crashes during this phase. We appreciate the patience while we tune the engine for maximum efficiency.

If you encounter any bugs, please report them via our contact page.

[CAMPAIGN_DYNAMICS]

We are engineering a new sub-genre: a persistent, roguelike RTS. You still manage a base and build armies, but there are no match resets, if you lose your squads units here, they are dead for good.

  • Persistent Growth: Your units level up with combat experience. A veteran squad is your most valuable asset.
  • High Stakes Extraction: Successfully extract to save your unit's progress. Leave them behind, and they are lost forever.
  • Adapt or Die: Enemies grow stronger with every level you climb. Customize your squad and tech carefully to survive the theater of war.

[DEVELOPMENT_LOG]

Development on 72 Seconds began in complete secrecy in August 2025. For 10 months, we focused entirely on building the low level architecture, establishing our custom rendering pipeline, optimizing cache usage, and tuning memory management.

The core engine is now rock solid, and we are ready to open the bunker doors. We aren't building this title in isolation. We want to work directly with our players to balance systems, stress test the simulation, and refine the mechanics.

Download the latest build, push our systems to their limits, and build the ultimate real time strategy experience side by side with us.

[GAME_MODE: SKIRMISH]

While the core architecture drives our main roguelike campaign dynamics, we know what makes the genre timeless. 72 Seconds features a dedicated, fully independent Skirmish Mode built for the purists.

This is traditional, classic real time strategy gameplay at its absolute rawest, a deliberate tribute to the golden era of RTS, engineered from the ground up for maximum replayability and execution mastery.

[ENGINEERING_THE_EXPERIENCE]

We don't use off-the-shelf engines. 72 Seconds is powered by a custom C++ engine built specifically for the needs of this game.

We are pouring our blood, sweat, heart, and soul into this game. We aren't building a fleeting release, we are creating a unique, deep experience that players will return to for decades because there is simply nothing else like it.

[THE_AESTHETICS]

Our visual language is defined by grit and tactile weight. We reject the sterile, plastic look of modern procedural art, instead we hand sculpt every asset in Blender to ensure a world that feels dangerous, worn, and physically grounded.

We believe game art should carry the density of the environment it inhabits. Every environment tile, structure, and character model is built to look like it belongs to a world that has been lived in, fought over, and left to decay.

[SCREENSHOTS]

Human base
Human base
Vohmathal base
Vohmathal base
The squad grew in size
The squad grew in size

[VIDEOS]

Units and combat preview
Complete slaughter: After intensive fighting, the aliens have been defeated