It's been quite a long while, well done getting on Steam!
I've been working on this project for about a year now, It's the 4th time I've started making a game based on Allegiance...

Allegiance Forms is a 2D Tactical RTS written in C#.
My goals were to:
Implement most of the Allegiance mechanics (scan range, signature, eject pods, research, construction)Experiment with AI commanders, random factions and maps.Command by myself without pressure or toxicity.Enjoy our great nostalgic sound effects!Automate testing as much as possible.
The AI cheats by various amounts based on difficulty (extra credits, vision and pilots).
It needs to because it makes poor decisions, but it can be challenging & fun to play against.
The game has many similarities to Allegiance:
Gar/Exp/Sup/Tac/SY tech, limited pilots with eject pods, miners, constructors, towers, minefields and alliances.
But is also quite different:
Outposts and Starbases add more "Pilots" to your team (5 & 10).Factions all share the same tech path and only differ by a set of variables.Weapons are either beams that always hit or missiles.Units are dumb and need to be micro managed, but do what you tell them!

I feel it is more focused than Allegiance, with smaller sectors and faster ships.
It is challenging and chaotic, and hard to prevent the enemy expanding.
If you let the game drag on, the enemy may overwhelm you with all the tech and crazy pilot numbers.

I want to add multiplayer, and finish the Campaign mode.
It still needs a story element, support for unlocking tech, and a win-condition.
I'm excited by the thought of something like this that real players can drop in/out of in the real game with 3d combat.
Or, maybe having a Human team vs an AI team in the real game...
*See you around!*

Gameplay Video:
YouTube
Source (C#):
https://github.com/aarmo/AllegianceForms
Download (Win64 .NET 4.5.2):
https://github.com/aarmo/AllegianceForm ... -Win64.zip