TFC2: The Fertile Crescent 2 - Collapse of The Bronze Age

Started by Asid, August 19, 2026, 05:54:16 PM

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Asid



Lead your small caravan on a great journey across the ancient world, in a story-driven RTS where protecting your family and friends matters more than conquest.


Steam


Single-player, Online PvP, Online Co-op, Cross-Platform Multiplayer


Early Access Launch Trailer



About

Survive the Collapse of Civilization
The Bronze Age is ending. Kingdoms fall, trade routes vanish, and the world you knew is breaking apart.

Lead a small group of survivors across a collapsing world where every decision matters, and survival is never guaranteed.




A Story-Driven RTS Journey
Follow a narrative campaign centered on a cast of evolving characters, shaped by the collapse unfolding around them.

Bear witness as you guide your people through an epic journey defined by hardship, sacrifice, and resilience.


Survival Over Expansion
This is not a game about building the biggest empire.

Resources have to be managed, stability is fragile, and growth comes with risk. Every expansion, every battle, and every decision must be weighed against survival.

Food is Power
Food is the foundation of your civilization.

It sustains your population, fuels your armies, and drives your progress. Mismanage it, and everything else will fall apart.


A World in Decline
The mysterious sea people are bringing destruction and chaos. Drought, famine, and failing trade routes are putting pressure on the great empires. People are starting to revolt against their leaders. The world is being reshaped, and as order breaks down, safety fades and once-powerful civilizations struggle to hold together.

Tactical RTS Combat
Command historically inspired factions with over a millennium of rich history, including Assyrians, Egyptians, Babylonians, and Hittites.

Each brings unique units, strengths, and playstyles to economic domination and warfare.

KEY FEATURES
  • Narrative-driven RTS campaign set during the Late Bronze Age Collapse
  • Survival-focused gameplay with base-building and resource management
  • Food is a central system impacting population, armies, and progression
  • Playable factions: Assyrians, Egyptians, Babylonians, and Hittites
  • Tactical real-time combat with asymmetric units and strategies
  • Scenario-based missions and skirmish mode
  • Multiplayer on dedicated servers with AI opponents

I stand against Racism, Bigotry and Bullying

Asid


I stand against Racism, Bigotry and Bullying

Asid


I stand against Racism, Bigotry and Bullying

Asid

Update v.0475
Sun, September 6, 2026



Balance changes and minor bug fixes

Balance
  • Sapper has 7 move speed (from 6)
Dev notes: this makes them reach walls and towers slightly faster with fewer shots taken.
  • Sapper costs 25 food and 25 wood (from 25 food and 35 wood) Dev notes: we are making the sapper slightly cheaper to train because the wood cost felt high, and the cheaper price reflects the specialized role. With this change, sapper has meaningfully more hitpoints for its cost compared to Heavy Axeman and Line Crusher, who deal the most siege damage out of any non-siege units in the game.
  • Hittite Heavy Axeman has 170 health (from 190)
  • Dev notes: these were too strong compared to the cost of Babylonian Linecrusher, and the Body Armour upgrade makes them a late-game power house, so we're adjusting hit points to balance it out. It also further differentiates it from Hittite Swordsman as a damage dealer rather than a tank.
  • Babylonian Line Crusher deals 5 siege damage (from 6)
Dev notes: this puts it in line with the Hittite Heavy Axeman.

Bugs
  • Light Axeman is included in description of which units Bronze Shield applies to
  • Equipment produced notification plays sound
  • Removed attack impact effect at bottom of unit attacking that was playing by fault


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Asid

1.0 Release Date Announcement and Updated Art Style
Thu, October 22, 2026



Collapse of the Bronze Age comes out of Early Access November 6, 2026

1.0 Release Date: November 6, 2026
We are excited to announce that TFC2: Collapse of the Bronze Age will soon hit 1.0, which will conclude the Campaign Mode with Story Act 4 and include the Map Editor!

Watch the announcement trailer:



New Art Style Out Now!
We've changed the art style to improve readability. What does this mean?

The Previous Art Style
With the old art style (below), it's not as easy to distinguish units from the environment. Especially when a villager stands above brown ground like here, the unit's pixels and the ground's pixels meshes into each other. The case is also the same for buildings and units, as well as buildings and the ground, even though the problem is more prevalent with units because of their lower pixel count.



We've also received feedback from time to time saying that units are hard to distinguish from each other.

Thinking hard about this, we discovered the problem was a lack of tonal hierarchy. Imagine a platform game with no differences between the foreground and background. How do you know where you can move and jump to? Although we don't have that issue in an RTS, we still have the issue of lots of things happening at once, and we should make it as easy as possible to process the whole picture.

The Update Art Style
So we changed it to this:


Ahhh.. much easier to spot the units and see what they're up to... notice how the brain has to work less doing this?

The outlines solves this issue for us, by framing in the units, so that pixels don't blend into each other like before. Buildings and resources also get an outline, but more subtly. By having a stronger outline for units, the hierarchy is improved from no hierarchy whatsoever to: units > buildings and other map objects > ground and other assets you can't really interact with.


We look forward to see what you think about it in-game!

Don't like the new aesthetics? Don't worry, you can toggle off outlines in settings. That way you revert to the old style.

The new art updates are available to play now!

Change Log v0.532

New

  •     Updated art style
  •     Outlines can be toggled off in settings if you prefer the old art style


General

  •     When selecting building or resource the outline gets colored green (which replaces the selection rectangles)
  •     Improved rendering of health bars and unit indicators so they overlap and render on top of each other correctly
  •     Updated sfx for trade resource buttons
  •     Will only change mursor cursor grabbing food crate if one or more villagers are currently selected
  •     Improved effect of picking up food crate
  •     Influence range and tower range tiles render above farms and road tiles
  •     Smooth fade out from main menu to cut scene when starting new campaign
  •     Updated game logo in main menu


Missions

  •     Oglum no longer stands on top of a royal guard in meeting the king scene in mission 4
  •     Replaced stone fence with walls for village in mission 7
  •     Updated mission objective in mission 10 to make it more clear what the objective is
  •     Changed wording of secondary objective in mission 11


Balance

  •     Skirmish AI orders slightly less villers to defend (due to slight increase in perceived power score for villager)

Localization

  •     Added localization strings to market send resources panel
  •     Added localization strings to market button tooltips
  •     Added missing localization for secondary objective in mission 11
  •     Added missing localization for Nusku


Bugs

  •     Fixed a problem with pathfinding that caused a group of units moving to a position to keep playing their walk animation if not able to find a path through other units
  •     Fixed problems with Skirmish AI scout behavior (could prevent AI from finding enemies thus never attacking anyone)
  •     Waypoint flag follows target unit
  •     Fixed stray pixels, rendering order issues, and more, for certain sprites, like the food crate
  •     Fixed selected controller portrait box being transparent
  •     Fixed crash when opening hotkeys for spectator panel
  •     Loading snapshot of improved watchtower will show top part
  •     When farms change player ownership the minimap is updated
  •     Health bars update color when changing player to follow in spectator mode

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