Tempest Rising channels classic Command & Conquer energy with modern production values, asymmetric factions, and a chunky two-campaign package. Our full PC review and verdict.

Tempest Rising feels like the game many real-time strategy fans quietly hoped someone would make once Command & Conquer went dormant. Slipgate Ironworks and 3D Realms have built a deliberately old-school base-builder for PC, set in an alternate 1997 where the Cuban Missile Crisis tipped into a third world war and a strange Tempest vine rewrote the map. The result is a confident, well-made RTS that channels Westwood's golden era through Unreal Engine 5 visuals.
This is not a reinvention of the genre so much as a carefully tuned celebration of it. You unpack an MCV, string power lines, harvest glowing Tempest vines, and trade artillery barrages over key choke points. Every system here has been done before, but the package fits together with rare polish.
| Developer | Slipgate Ironworks, 2B Games |
| Publisher | 3D Realms, Knights Peak |
| Release Date | 17 April 2025 (PC) |
| Platforms | PC (Windows, Steam) |
| Price | Around £35 / $45 at launch, often discounted on PC storefronts |
| Rating | PEGI 12 |
| Genre | Real-time strategy (classic base-building RTS) |
| Length | 10 to 15 hours (both campaigns on standard difficulty); 15 to 20 hours with side content and higher difficulties |
| Install Size | Approximately 45 GB on PC |
Set in an alternate 1997 where the Cuban Missile Crisis escalated into a nuclear third world war, Tempest Rising's fiction leans into cold-war pulp: irradiated landscapes, mysterious Tempest vines, and rival factions racing to harness the substance for power. Unreal Engine 5 visuals prioritise explosive action over cutting-edge fidelity. Dust trails from rumbling tanks, fiery detonations, and chunky unit silhouettes deliver readable spectacle.
The isometric presentation is unapologetically retro. Bases are crisp and readable, with clear silhouettes and exaggerated faction identity: GDF's clean high-tech architecture against the Dynasty's brutalist machine-temples. The camera supports fluid zooming and panning, with a minimap that highlights key objectives. UI elements are crisp and intuitive: TAB cycles unit abilities in clusters, ALT+click equalises movement, and structures snap to a rotatable build grid.
Story sequences are rendered in-engine as briefing rooms and tactical maps rather than FMV, and character models are detailed enough to sell the fiction even if you occasionally miss the hammy acting of the genre's heyday.

At its core, Tempest Rising is classic base-building RTS. You unpack an MCV, lay out power and production buildings on a grid, and then race to secure Tempest fields that fuel your economy. Each structure slots into a faction-specific tech tree with meaningful choices: defensive emplacements versus mobile counters, fast economic ramp versus aggressive early pressure.
The two playable factions, Global Defence Force and Tempest Dynasty, play differently enough to matter. GDF leans into mobility and combined-arms synergy, with flexible armour and powerful support powers like invisible snipers calling airstrikes. Tempest Dynasty trades flexibility for sheer brute force: heavier units, stronger fortifications, and machinists who can reveal stealth foes. Sub-outposts via beacons or vans enable map control, turning matches into territorial puzzles rather than pure base-rush contests.
Mission design across the two 11-mission campaigns provides welcome variety: tight defensive stands, infiltration ops with limited forces, and sprawling base-trading slugfests. Difficulty ramps up sharply on harder settings, demanding genuine macro and micro coordination rather than just bigger blobs.
Multiplayer is the genuine surprise. Standard skirmish supports up to 500 units with adjustable population caps. Ranked play uses Glicko-2 matchmaking across 1v1, 2v2, and now 3v3 queues following the Rally & Recon update. Post-launch patches have added new maps, a spectator mode, active pause, and adjustable difficulty sliders, signalling sustained live-service commitment.

Tempest Rising's story is more than dressing but less than the star of the show. The broad strokes are appropriately pulpy: the GDF, a NATO-style coalition, and the Tempest Dynasty, a bloc of states shaped by post-war collapse, fight over Tempest fields that promise both salvation and ruin. A third faction, the alien Veti, drives campaign events but is not yet playable in skirmish or multiplayer.
Briefings advance via voiced holograms, blending exposition with personality. GDF officers like Colonel Fisher pursue peacekeeping rhetoric; Dynasty leaders match it with fervent ideological certainty. There are no major-name voice actors, but delivery fits the pulpy tone, and the writing avoids the worst clichés of military strategy fiction.
The wider lore, tying into the Bombshell and Ion Fury universe, is a bonus for existing fans rather than essential reading. For most players, the story succeeds by giving just enough context to justify the missions and faction identities without overstaying its welcome.

Between two 11-mission campaigns, skirmish, and a fleshed-out multiplayer suite, Tempest Rising offers a robust amount of content. Expect roughly 10 to 15 hours to see both campaigns on standard difficulty, extending to 15 to 20 hours if you replay missions on harder settings or chase optional objectives.
Beyond that, the game's lifespan depends on how invested you are in comp-stomp and ranked ladders. The Rally & Recon update added the 3v3 ranked queue, new maps, spectator mode, active pause, and adjustable difficulty options. Steam user reception has settled at Very Positive across thousands of reviews, and the Slipgate team has signalled continued support.
At around mid-tier pricing and with frequent discounts on PC, it compares very favourably to many shorter, less feature-rich strategy titles.

Tempest Rising is a rare modern RTS that feels genuinely well-optimised on PC. Running in DX12 mode eliminates shader compilation stutter after the first pass, and load times drop to around two seconds on NVMe SSDs. High-end systems can lock 4K at 120fps, mid-range cards comfortably exceed 60fps at 1440p with upscaling, and a GTX 1060 or RX 580 hits 60fps at 1080p medium.
Visual concessions, such as skipping Nanite and Lumen and using more traditional lighting and LOD systems, clearly serve performance. Ultra-wide support is strong, though HDR is currently buggy and can produce raised black levels.
On Steam Deck and similar handhelds, the game is resource-hungry but workable with reduced settings and upscaling, if you accept 40 to 60fps targets and smaller UI elements. A minority of older CPUs may struggle in huge late-game battles. Accessibility options include fully remappable controls and comprehensive difficulty sliders available from day one. As a PC-exclusive title there are no haptic features, and a dedicated photo mode is absent.
Tempest Rising is not trying to reinvent real-time strategy. Instead, it asks a simpler question: what if someone built a modern Command & Conquer-style RTS with today's tools and a genuine respect for the old formula? The answer is a game that feels both immediately familiar and surprisingly fresh, with two satisfying campaigns, asymmetric factions worth mastering, and a multiplayer suite that has grown substantially since launch.
If you demand radical innovation or deeply character-driven storytelling, you will find its traditionalism limiting. For everyone else, especially lapsed RTS fans, Tempest Rising is one of the most assured strategy releases of 2025.
Yes. Tempest Rising is structured very much like a classic C&C, but its tutorials, difficulty curve, and modern UI make it approachable if you are new to base-building RTS games. The campaigns start with low-stakes skirmishes and gradually introduce new units, abilities, and tactical pressures. By the time the bigger maps arrive, you have the muscle memory to handle them.
Finishing both campaigns will take around 10 to 15 hours on normal difficulty, extending to 15 to 20 hours if you replay missions, chase optional objectives, or tackle higher settings. After that, skirmish, ranked 1v1, 2v2, and 3v3, and an active community of custom games provide essentially unlimited replay.
On desktop PC, Tempest Rising runs very well: high-end GPUs can lock 4K at 120fps, and mid-range cards comfortably exceed 60fps at 1440p with upscaling. A GTX 1060 or RX 580 hits 60fps at 1080p medium. On Steam Deck, expect 40 to 60fps with reduced settings and upscaling; older CPUs may struggle in late-game battles.
Multiplayer supports 1v1, 2v2, and 3v3 competitive modes, plus unranked custom games where you can team up against AI. Population caps are configurable up to 500 units per side, ranked play uses Glicko-2 matchmaking, and recent patches have added more maps, active pause, and a spectator mode.
In the campaign, the alien Veti faction plays a key narrative role but is not yet usable in skirmish or multiplayer. The developers have repeatedly hinted that the third faction will arrive in a future content update, though no timeline has been confirmed.
Tempest Rising is a rare thing in 2025: a new, fully-fledged classic RTS that knows exactly what it wants to be. By fusing old-school base-building, asymmetric factions, and a meaty two-campaign structure with a steadily expanding multiplayer suite, it delivers the kind of strategy package that lapsed Command & Conquer fans have spent years asking for. It is not innovative and it is not narratively ambitious, but it is precise, polished, and built with obvious affection for the genre. For anyone who grew up unpacking MCVs and harvesting Tiberium, this is one of the easiest strategy recommendations of the year.