Beyond All Reason (Free Total Annihilation Inspired RTS)
An open‑source real‑time strategy game, Beyond All Reason, is earning praise for its ambitious, Total Annihilation–style scale, modern graphics, and deep mechanics, while remaining free to play with GPL/MIT-licensed code and mostly Creative Commons assets. Players highlight both the technical challenges behind its deterministic Recoil engine and cross‑platform support, as well as a steep learning curve and often harsh social dynamics in large 8v8 lobbies, contrasted with more relaxed co‑op and vs‑AI modes. A new publishing deal aims to fund development by selling a single‑player campaign on Steam while keeping the current multiplayer experience free, which some see as a pragmatic compromise and others view warily as a commercialization of community-built work.
Platform and engine / technical constraints
- Built on Recoil Engine (a fork of Spring RTS) with deterministic lockstep simulation using native floats; this makes exact cross‑platform parity hard.
- Historically x86‑64 only; experimental Linux arm64 builds now exist. Mac support is still blocked by OpenGL 4.3/Metal issues and float determinism across architectures.
- Some community efforts aim at OpenGL→Metal translation layers and Vulkan/Zink/MoltenVK stacks to make macOS viable, but performance and determinism remain concerns.
Licensing, openness, and monetization
- Code is GPLv2/MIT and other open licenses; many assets are CC‑BY‑SA, but a significant portion is proprietary, so the game is “free as in beer” but not fully libre.
- A publishing deal funds development. Current multiplayer and lots of content remain free; a paid single‑player campaign is planned as the main monetized piece.
- Some commenters see this as a reasonable way to fund focused work; others criticize using open‑source foundations plus community work to later sell a partly closed product, particularly via closed assets.
Gameplay, modes, and comparisons
- Strong praise for scale, UX, performance, and large battles (e.g., 8v8, 40v40). Frequently compared favorably to AAA RTS attempts.
- Viewed as spiritual successor to Total Annihilation and Supreme Commander; some think FAF (Forged Alliance Forever) has deeper mechanics, while BAR offers more modern visuals and QoL.
- Supports scenarios, skirmish vs AI, co‑op PvE modes (including “Raptors”/tower‑defense style), and a growing set of single‑player scenarios; full campaign is in development.
Difficulty, learning curve, and onboarding
- Many report a steep learning curve; even experienced TA/RTS players stall early in the scenario set or in high‑skill 8v8 games.
- Advice: watch replays/streams, practice vs AI, then seek “noob”, “co‑op”, or rotating‑map (“rotato”) lobbies instead of jumping into meta‑heavy main maps.
Community, toxicity, and social infrastructure
- Experiences vary sharply:
- Some call it one of the best, most helpful RTS communities, with teaching, sharing units/economy, and noob‑friendly lobbies.
- Others describe frequent flaming, pressure to surrender early, slot hierarchies that push new players into high‑stress “front” roles, and occasional abusive moderation.
- Project representatives acknowledge issues, encourage reporting, suggest calmer lobbies, and note active moderation and anti‑smurfing.
- Heavy reliance on Discord for coordination; prior Matrix bridging saw low use and spam.
Meta, streaming, and broader RTS culture
- Long sub‑discussion about “meta” optimization, streaming, and esports:
- Some argue ubiquitous meta guides and try‑hard attitudes homogenize strategies and reduce fun.
- Others see optimization as a natural evolution of competitive games and suggest appropriate matchmaking, private groups, or PvE for different play styles.