The Maestros is an online multiplayer RTS (real-time strategy) game set in a humorous fantasy world where you control a commander and his squadron of wildy cuddly and mildly vicious minions. You can play as either the dieselpunk Knights of Teutonia with their clunky, transforming robots or as the futuristic Alchemists of Regalis with their adorable, mutating monsters.
You amass minions by killing monster NPCs around the map.
Unique Commanders to Fit Any Playstyle
Each commander has special abilities that will help you fight alongside your minions.
Click one to learn more!
Amass Your Army...
Kill monster NPCs to add to your army of minions
Bigger monsters give you more minions
Monsters spawn continuously
Direct your minions to transform pads scattered across the map to power them up. Each minion can turn into a variety of forms!
Crush Your Enemies
When you’re all ready to fight, go in there and take out the enemy’s commander!
What is this madness?
Basically, The Maestros is what happens when an FPS momma adopts a weeee little RTS baby and raises it as if it were its own child. You are absolutely controlling a fast-paced, top-down strategy game à la Starcraft, but sometimes you end up with "BOOM HEADSHOT" moments.
So... when is this actually going to be released?
Soon… I hope. But maybe not that soon. Given the scope of this game and the limited amount of time we have to commit to it, it’s tough to say. We are definitely approaching some kind of “milestone,” and I feel confident in saying you’ll get to flirt with, fondle, and otherwise become intimately familiar with some iteration of The Maestros before the year is out. So there!
Can I play on my 12 year old Idaho Potato Computer?
Short answer - probably not. Optimization is usually the last thing that happens in game development. We made some performance improvements though, and you just might be able to squeeze some games out of a pineapple using our “low” graphics settings. We recommend a 1 mbps internet connection, and a modern (<5 year old) nVidia or AMD graphics card.
What comes after the Public Alpha?
During the Public Alpha we’ll be running various events with our friends in the gaming community. Expect things like guest-star streams, play sessions with the devs, and maybe some in-game competitions ;) If you’re interested in partnering up with us for events like that (e.g. you’re a hardcore RTS gamer & streamer; you write game reviews; etc.) please shoot us a line directly: [email protected]
Why limited time?
A valid question for sure. We’d love for you to play from now until launch, but it turns out that running a live service actually takes some work. On the tech side, servers are among the most haunted technology in the modern age, requiring 24/7 anti-poltergeist patrols. From a game design perspective, we find that at this stage, our feedback around a given version of the game quickly starts to look similar, and with only a few developers, we’d rather spend time addressing your feedback before we give you a released product than chasing down misconfigured servers.
Why only three commanders? Isn't there another race?
You may have seen our second playable faction in images or videos floating around the web. Ultimately, we decided to keep those guys in the workshop this time as they’re undergoing some serious work to maximize awesome. We’ve learned when we put things out that are *too* far from completion, we get an overwhelming amount of feedback on things we know are broken, and it masks the really insightful feedback on ideas we’ve realized a bit more fully.
It looks like a lot of time has gone into The Maestros. What’s the story here?
Oh, why thank you for noticing, *bats eyelashes* But in all seriousness, this game has been an enormous labor of love for myself and several others for a while now. Ideas for a zero ramp-up, hyper-mobile RTS had been bumping around in my head for years as a core RTS gamer, but The Maestros began life as a student project at the University of Southern California. It was majorly inspired by Warcraft 3, and elements of MOBAs as well. From about Sept. 2013 to May 2014, the core of what you see here was built by a team of students and hobbyists all pitching in what we could and building a fun “first alpha” that we eventually put in front of people. At the conclusion of the class, most of our core team graduated from their various schools and/or went on to get jobs. We had such a blast making it though, that a handful of us kept plugging away after work every week, hoping some day we could get a finalized version of the game in front of people’s faces with all the awesome stuff we had envisioned. After about a year of that, we think we’re honing in on the next iteration that we can show off so we’ve started lifting the covers off of our development and the game itself.
How do I keep up with the game's progress?
We intend to keep our DevLog up to date so you’ll be hearing from various members of the team on here. In addition, you can watch our weekly playtests on our twitch channel on Monday nights ~8:30pm PST.