
Build bases, manage resources, scout, strategize, tech-up, produce and control hordes of arena-bots. Neon, Marble, and Rust are the 3 factions, each has a unique economy and roster. Play online or choose from a variety of single-player modes. Classic-style RTS before a stadium crowd.
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About
Work of solo-developer Harry T, Neon Marble Rust is a Classic-style RTS that leans into the challenging aspects of beloved strategy games from the 90s. Build bases, manage resources, scout, strategize, tech-up, produce and control hordes of arena-bots. Play online or play a variety of single-player modes.
Neon Marble Rust is free-to-play, with practice modes and online play available in the base game. Newly released 'Super Ace' is a campaign-like game mode available as DLC.
What started as friendly competitions between engineers eventually grew into a massive spectator sport. Originally, it was just duels, one custom-built robot fighting against another one. The spectacle grew as teams of arena-bots were pitted against each other, and it grew further when the robots became able to replicate. Custom-designed robots were replaced with strict paradigms, and by the turn of the 22nd century society was controlled by 3 cultish Houses: Neon, Marble, and Rust.

Emerged from the underground and established the first House. They were nearly ripped apart by a long-standing internal rivalry.

Modern designs & ancient inspirations. To achieve success their commanders must be proactive and dynamic.

Old machines from the forgotten age of consciousness. Their resourcefulness makes up for their inefficiencies.
Base Building: Your bases will need resource drop-offs, army production, and static defense. Construct and defend additional expansions. Each faction has a different technology-tree and a fully unique roster.
Manage Resources: Just mining resources isn't enough, you'll need specialized buildings to make advanced resources. Each faction has additional exotic resources, which define their technology-tree.
Scout & Strategize: NMR is a Classic-RTS, which means your build-order is a big part of your strategy. Monitor your opponent so you can know when to expand, defend, or attack.
Control hordes of Arena-Bots: Units are produced in batches, typically of size 3 to 5, so you can make big armies. Some Arena-Bots can teleport, some fire skill-shots, others can install computer-viruses on enemy Arena-Bots.
These arena-bots don't battle to conquer territory, they're here to win in the arena. Matches are 20 minutes long, and are decided by a Score. Each player's central buildings are their Cores, these are where players make their worker units. Destroy an enemy Core to earn 1 point.
Online Multiplayer: Play Quick-Match or make a Custom Room and invite your friends. Matches are all 1v1, but you can watch as an observer.
Skirmish/Sandbox: Play a match against the AI, can enable cheats.
Practice: 6 different modes, each simplifies the game dramatically. Completing the challenges earns stars and unlocks other units.
Replays: You can save replays of your matches in the basic game modes (online, sandbox, skirmish)
Custom Maps: NYI
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
My gambling addict friend said if I post a review on Neon Marble Rust and it gets 350 likes and 150 Awards that he will buy me a case of beer and some vodka . So I'm just gonna leave this here.
This game paints itself as a "Classic RTS", but don't be fooled. The "Singleplayer"-tag is misleading, currently the entire game is exclusively geared towards players who focus on PvP and wacky micromanagement. That tag may as well be only there for marketing reasons, at least for now. No matter what you do, matches are forcefully ended after a few minutes, the winner is declared based on "score". All current maps are your standard fare symmetrical PvP arenas. Resource patches last around five minutes I think. You're supposed to end the match within minutes by overwhelming your opponent before the game ends in a stalemate. If you like modern arena PvP RTS like "Tooth and Tail" with average match lengths around ten minutes, this game may be for you. But if you're looking for an actual classic RTS, look elsewhere. Neon Marble Rust is something completely different.
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Hours played at review time, across 20 reviews with recorded playtime.
Cool RTS game with a lot of potential. The mechanics are complicated and difficult to get used to but satisfying to learn and smooth once you get the hang of it. It needs a lot of work still but I will come back and check up on it when it is further along in development.
perfect 66
Very interesting take on RTS. would recommend only if you're already somewhat experienced at RTS
SaiyanSC sent me! I enjoyed the game, I played long enough to get through two macro building challenges. Both of which were fairly tight! Worker micromanagement early is extremely important and manual building yields faster exponential growth. I liked that. The build tree is easy enough to understand, but there are a LOT of resources. Seriously, 7 I think. Some of the tutorials were definitely challenging which is awesome and I'm sure PvP is difficult as well. Overall I liked it and I think it has potential but some of the win conditions and macro mechanics are not super well explained. For example on the "Harvest" mission losing any cores means you auto-lose. There were a few hiccups like that. I would also suggest allowing drag select even when starting on mineral patches. That's pretty annoying. Cntrl-click select also seemed pretty wonky and I think cores/resource structures should allow a rally to mining. Since you're already incentivized to manually build, having to direct them to mine is a bit much. Overall this looks like a very high skill cap game with interesting mechanics. I enjoyed it and would recommend for RTS/Starcraft fans.
The game in general doesn't look bad although the visual aspect seems too generic to me, so to speak. I like RTS but this one would have to improve a lot to get people's attention. By the way, I don't know why the graphics temperature was set to 70 degrees, which makes me think that it is poorly optimized. I have played much more graphically powerful games and it doesn't reach those temperatures.
This game has great potential and is mechanically awesome. It reinvents many conventional aspects of "modern" RTS while feeling like an homage to conventional RTS. Pay close attention to how the race economics work. There is a tutorial and several "Practice" missions mean't to teach you aspects of the game. This culminates in an extremely fun and difficult survival mission reminiscent of "Vampire Survivors," which may give you hours of playtime in itself. You can ofc skip this and get right into PvP. Currently PvP is restricted to mirror match-ups (Neon vs Neon, etc), so I have a feeling the cross race match-ups are not refined yet, but the ground work is there for a truly great competitive RTS.
The core gameplay of the game is well done. The developer obviously has put a lot of work into the game, and has a lot of features RTS games need such as online play, replay system, and even a sandbox mode and other game modes. Gameplay was fun I liked the automation system the game has that allows you to auto produce resources and units. These are all great things that really make the game stand out. Some issues the game has is that the UI design is really really rough and still looks to be a WIP. I was finding it difficult to actually navigate around the menus. There is way too much UI, everything needs to be organized, streamlined, and have a more cohesive styling. This would do wonders for the game. There were still some default unity sliders I noticed that had no updated styling. The game graphics could also use some work, the terrain felt very much like a WIP to me, and could use an overhaul similar to the UI. Maybe the largest issue I had with the gameplay was nothing was straightforward. There are WAY too many resources to manage. And some resources are supposed to be converted into other resources, and it's not very clear how to do that. The game is overly complex, and is pulling in too many different directions. The game would be so much better imo if there was just 2 or 3 resources. The fact that there are 5 resources, and each race has their own 2 resources is way too much. This game would be unusable to an average person that is just trying out the game. I want to see this game succeed, and for that to happen I think it needs cleaner UI, cleaner and improved graphics, and to simplify the resources. I want to see way less buildings whos purpose is to convert x resource to y resource, and more tech for units, upgrades, or something else. The actual gameplay way very smooth. Selecting units, moving them, attack-moving, etc. all worked as expected (although I noticed sometimes units would start to move away from a battle if they couldn't reach a target, similar to SC:BW dragoons). Overall this is a very well done project, and the fact that it is made by a single person is actually amazing. Great job!
This game is fun, 9/10. It could improve a lot. The UI needs a bit more work, but overall it's alright. Players could get confused with the way of building things. I actually had a bit of confusion trying to find the buildings. Gameplay-wise, it's really fun. I enjoyed the game, especially the mode "Survivors." Keep it up, devs! Good work!
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