Classic Sci-Fi and RTS Themes Combine in the Thoroughly Modern Chaotic Era

It’s common for games to invoke the late-20th century history of the medium while building something new, but how often do those efforts result in an unqualified success, something truly brilliant and engaging? It’s often the indie circuit taking the most vibrant swings at that ball, and Chaotic Era is hoping to hit a homerun. I was at a church friend’s birthday party, barely in double digits, the first time I played Dune 2000 and Command & Conquer: Red Alert. I’ve played 4x and grand strategy games since then, your Civs and your Crusader Kings, but that resource-gathering-and-base-building version of real-time strategy is etched into my brain as the basis of what strategy games should be. Chaotic Era works from that template and draws from other 20th century science fiction to depict humanity teetering on the edge of existence, reaching out into the stars seeking hope and finding darkness.
Toronto-based indie studio Bobby Technology, founded by Gabriel O’Flaherty-Chan and Kevin Donnelly, describe Chaotic Era on its website as “an atmospheric real-time strategy game inspired by classic science fiction.” The game came to early access for Mac and PC (available on itch.io) on Jan. 26 and will come to iOS and Android later this year. It’s an RTS for our age, combining simple controls with complex, sometimes obscure systems, drawing on long-developing real-world anxieties and sci-fi solutions for its themes. Chaotic Era counts among its influences Alien, SimCity, Blade Runner, Starcraft, and Civilization. It has a spooky-smokey black-and-white affect that reminds me just a bit of Genesis Noir with its fog-of-war grayscale. The electrical charges of aliens attacking the base, or detonating stored energy to defend against them, adds to the simultaneously brilliant and melancholy vibe. It seems like a rejuvenating entry for the strategy genre, a highly-anticipated indie game that could become a widely-regarded cult classic, and available on cell phones no less. It’s a challenging game, but in a time when Roguelikes and Soulslikes are as popular as frictionless AAA games and Dwarf Fortress’s developers are becoming millionaires after 15 years of freeware, Chaotic Era might be hitting at the right time.
Chaotic Era’s game design philosophy and aesthetic draw from the past to prognosticate the future through a popular theme—the Earth is dead or dying, and even the inner-space colonies are apparently beginning to fail. The game’s setting is in outer space, as the continued extraction of resources throughout the solar system has led humanity to reach further into the unknown. Your mission is to lead expeditions to new worlds fit for human consumption. It’s a conceit we’ve seen in different tones from Obsidian’s Outer Worlds to Avatar: The Way of Water, from Dune to Altered Carbon. There’s quite a bit of semi-hard sci-fi and out-and-out space fantasy that imagines human appetites can’t be sated, our need for resources and love of exploration compelling us onward and outward.
It’s a click-around and find-out game; you hover, you click, you discover. As players encounter challenges, they’ll develop a sense of what needs to happen. You build power stations, supply depots, and defensive turrets with your little builder cars. They collect and deposit resources, and erect and repair buildings. You eventually collect these buildings to power nodes to develop supplies to connect the next buildings. Unfortunately, the workers don’t always seem to triage according to the urgency of the situation, which can be a problem—if I’ve assigned them to develop a turret before I’ve assigned them to pick up materials to convert to energy, why have they just continued picking up materials and not built the turret?
The player glimpses their success and failures through a light electronic HUD, more streamlined than the Westwood Games classics they allude to, like Dune II, Command & Conquer, and Red Alert. As developer Kevin Donnelly told me over a Twitter message, it’s intended to look “like you were literally using a computer from the year 2790.” Chaotic Era’s perspective is therefore more akin to the plans for the first Death Star run than, for instance, the HUD in Cyberpunk 2077.
Rather than a narrative-driven campaign like those games—where you choose between factions and try to fight each other in pitched battle for land and resources on your way to winning an alternate history World War II or a future war for a planet—Chaotic Era is broken down into scenarios with procedurally generated planets where the player oversees attempted development as the leader of an expedition into the dark unknown. Whereas in those games, players harvest spice or minerals to sell and then use the resulting currency and power to develop your buildings and pay for troops, Chaotic Era presents a streamlined experience: what you clear and harvest gets converted to energy.
Each scenario requires different objectives. When the game launched on Jan. 26 as version 0.9, it included a “Planetfall” mission that teaches players how to set up a base and an “Extermination” mission that teaches players how to combat the swarms of aliens—the simple stick-like buzzards that eat up your machinery on the small scale, the ominous floating tadpoles that accompany them, and the giant cyclopic octopus-adjacent “hunters” that completely wreck your trip. I beat Planetfall within three tries, and then failed thrice after my blunders with Extermination, which I haven’t overcome through seven or eight attempts. For whatever it’s worth, the scenes of the snake-like hunters absolutely demolishing my base were captivating to look at.
Donnelly went on to share that “[t]he game will be a collection of scenarios; the way we imagined the game was for each play through to be like the player was guiding a different crew and ship out of the thousands of ships that escaped the solar system. So each scenario is set up as a different type of way landing on a new planet may have played out. With each through being a different attempt at a crew trying to survive those circumstances.”