FerroFrame
शैलियाँ
सुविधाएँ
Coming Soon — add FerroFrame to your wishlist
FerroFrame is a sci-fi RTS in active development, built in Unreal Engine 5 by a solo developer. Wishlist it to be notified the moment it launches, and follow progress on the studio devlog at studios.rahatol.com.यह एक जल्दी पहुँच गेम है
अर्ली ऐक्सेस गेम्स अभी भी डेवलप हो रहे हैं और समय के साथ उनमें काफी बदलाव हो सकता है। परिणामस्वरूप, इस गेम को खेलते समय आपको अप्रत्याशित समस्याओं या पूरी तरह से नए गेमप्ले तत्वों का अनुभव हो सकता है।आप गेम के निर्माण के दौरान इसका अनुभव लेने के लिए अभी खेल सकते हैं या तब तक इंतजार कर सकते हैं जब तक यह अधिक संपूर्ण अनुभव प्रदान न कर दे।FerroFrame is a real-time strategy ecology simulator — dig, dam, redirect and blast industry into high gear, then survive !
Harvest everything. Build your way off the planet — or build something worth staying for.
FerroFrame is a real-time strategy game on procedurally generated worlds, where the terrain and the fluids are both resources — and both are working against you.
EVERYTHING IS HARVESTABLE
Iron, copper and titanium are only the beginning. Strip the terrain itself. Drain a sea and mine the seabed it was hiding. Boil a lake down to what it leaves behind. Cut the power to a sky island and harvest the wreck where it lands.
Every world is a long run of decisions about how far you are willing to go:
• Where do you expand? Resources are finite. Push too far and you are exposed.
• What do you build? Tanks are fast and cheap. Frames are slow and devastating.
• How much do you take? The more you harvest, the harder the world pushes back.
TERRAIN AND FLUID ARE RESOURCES — AND HAZARDS
The planet is not a backdrop. It is a supply line and an opponent at the same time.
• Terrain Deformation: Explosions and industry carve real craters. Dig deep enough and you break into magma.
• Fluid Simulation: Water, lava and molten metal flow, pool, freeze and evaporate. Dam a valley. Flood a rival. Boil a sea dry to reach what is under it.
• Rising and Falling Seas: The waterline moves. A coastal base becomes an island. A seabed becomes the richest ground on the map.
• Tectonic Activity: Plates grind, mountains rise, and the map you planned around stops being the map you are fighting on.
• Weather and Climate: Rain, hail and storms roll across the world on their own schedule — and you can learn to summon them.
THE GOAL: GET OFF THE PLANET
Everything you build points at one thing — a starbase big enough to lift you out of the constellation you started in. Reaching it takes hours, not minutes, and there are two ways to get there.
• Exploit. Take everything. Boil the seas, open the crust, run the world down to bedrock and leave the husk behind you. Fast — and you never have to live with what you did to get out.
• Sustain. Repair as you go. Keep the biome viable, hold ground that keeps producing, and leave behind a world still worth something. Slower — every hour spent healing is an hour not spent building.
Every tonne you pull out damages the biome that was holding it together. Strip a region and it turns on you — dead ground, failing weather, nothing left worth taking. There is no correct answer. There is only how long you can keep getting away with it.
PLAY IT LIKE A SIMULATION
There is no match timer. Load in, build for as long as you like, save and log out. The world keeps its state — the seas you moved, the ground you opened, the damage you did — and it is all still there when you come back.
FRAMES
A Frame is not just a unit. It is a walking industrial disaster:
• Terraform on foot — reshape ground, cut channels, and build where nothing could stand
• Wield vehicles as weapons — grab enemy units and swing them
• Launch with rocket boosters — limited fuel, tactical jumps
• Require pilots — lose power and your pilot ejects; steal enemy pilots with Sentinel robots
• Die spectacularly — full destruction sequences with physics debris
SKY ISLANDS
Floating landmasses held aloft by alien superconductors. Colonize them for the high ground and the ore — or cut their power and drop them on someone, and harvest the crater afterwards.
THREE ENEMY FACTIONS
Face three distinct AI-controlled factions, each with their own units and pressure:
• Bugs — organic swarms. Acid biomass, burrowing ambushes, and a Queen that never stops spawning.
• Rogue AI — cold, efficient machine intelligence. Networked targeting, EMP vulnerabilities, flammable oil, and Sentinels that rip pilots from cockpits.
• Fishpeople — amphibians who thrive in exactly the water you keep moving. Sonic weapons that bypass shields, terraforming of their own, and a Leviathan boss unit.
KEY FEATURES
• Everything is a resource — ore, terrain, fluids, weather, and whatever you knock out of the sky
• Procedurally generated worlds — no two maps, no two coastlines, no two collapses
• Living simulation — seas, tectonics, biomes and climate run whether you are watching or not
• Frames — towering units that terraform, wield vehicles, and launch on boosters
• Deformable terrain — craters, channels, dams and open pits that persist
• Three factions — Bugs, Rogue AI and Fishpeople, each with their own mechanics
• Factory automation — produce units, manage supply lines, optimize a war economy
• Pilot system — pilots gain experience, specialize, and can be stolen
BUILT IN UNREAL ENGINE 5
• Real-time terrain deformation with multi-layer geology
• Coupled fluid, thermal and tectonic simulation
• Physics-driven destruction and debris
• Stylized visuals with an industrial metallic aesthetic and glowing energy accents
WITH THANKS TO THE OBSERVATORIES
The sky behind our art is not invented. It is the real one, photographed by people who spent decades building the instruments to see it — and then gave the pictures away.
• Tarantula Nebula (NIRCam Image) — NASA, ESA, CSA, and STScI
• Solar System Scope Textures by INOVE — the planet and star maps in FerroFrame's solar system
These images have been cropped, colour-graded and composited for use here. They are used under the Creative Commons Attribution 4.0 International licence.
RahatOl Studios is not affiliated with, and this game is not endorsed by, NASA, ESA, CSA, STScI or INOVE.
FerroFrame सिस्टम आवश्यकताएँ
न्यूनतम
अनुशंसित
OS version
Windows 10 64-bit
OS version
Windows 11 64-bit
CPU
Intel Core i5-8400 / AMD Ryzen 5 2600
CPU
Intel Core i7-12700 / AMD Ryzen 7 5800X
Memory
16 GB RAM
Memory
32 GB RAM
GPU
NVIDIA GeForce RTX 2070 / AMD Radeon RX 6600 XT (8 GB VRAM)
GPU
NVIDIA GeForce RTX 4070 / AMD Radeon RX 7800 XT (12 GB VRAM)
DirectX
DirectX 12
DirectX
DirectX 12
Storage
20 GB
Storage
20 GB (SSD)
SoundCard
DirectX compatible
SoundCard
DirectX compatible
Additional Notes
DirectX 12 with Shader Model 6 required. Hardware ray tracing used where available. SSD recommended.
सपोर्टेड भाषाएँ
ऑडियो: English
पाठ: English
© 2026 RahatOl Studios LLC. All rights reserved. FerroFrame™ is a trademark of RahatOl Studios LLC. FerroFrame uses Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal® Engine, Copyright 1998 – 2026, Epic Games, Inc. All rights reserved. Store artwork includes the Tarantula Nebula (NIRCam Image), credit NASA, ESA, CSA, and STScI, licensed under CC BY 4.0 (creativecommons.org/licenses/by/4.0/). The image has been cropped, dimmed and composited. Includes "Solar System Scope Textures" by INOVE (solarsystemscope.com/textures), licensed under CC BY 4.0. Images have been cropped, colour-graded and composited. RahatOl Studios is not affiliated with, and this game is not endorsed by, NASA, ESA, CSA, STScI or INOVE.
प्राइवेसी पॉलिसी (नए टैब में खुलता है)