Ever since gamers began to recognize the iPhone as an innovative handheld gaming device, there has been talk about how suited the real-time strategy (RTS) genre was for the platform. While the few attempts made so far have come up short, Javier Davalos’ Quantum Collapse seems to have potential from what we have seen in our early build.

The vast majority of RTS games have you building and controlling an army and economy in real time while fighting against the opposing side. You usually have multiple things going on at once and must focus attention on several ongoing tasks. As many experienced players know, it can get hectic at times.
Battles can be won or lost in a split second over slightest details, so controls and responsiveness are key. Quantum Collapse is doing a great job so far. The game is fully controlled by touch, and everything feels natural, from the two-finger scrolling and zooming.
Tapping a fighting unit will select all units of the same type that are close by, allowing easy movement of troops. Double tapping a unit allows the player to single it out from the pack. These simple controls should be easy for beginners to learn and will give experts the freedom needed to quickly yet precisely plan their moves.
In the build we have been playing, there are only a handful of units and buildings to utilize, but Davalos said the final build will have more. Buildings are quite straightforward and what one would expect from an RTS game--a base station, a place to generate units, power plants, research facilities to discover new units, etc. Gatherers mine xeron nodes for currency.
There are two general types of units that we have seen so far--ground and air. Our build only gave us a brief glimpse of the latter, but it seems like every type of unit in the game will play differently with unique abilities. For example, tanks have shields and infantry can sprint around the map.

One type of ability that we did not get the chance to mess around with, but did witness during one of the battles, is spells. According to Davalos, these will be taught at research centers and will play a huge part in the strategy of the game. Allowed once per round, spells will affect both friends and foe, which was done with multiplayer in mind, Davalos said.
He gave us a few examples, though. Aggressive players may choose an area-of-effect fire spell that burns units to death while more defensive strategies could call for "Singularity," which creates a black hole that swallows missiles. For a look at what these spells will look like, check out this video provided by Davalos.







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I also wanted to note that the developer told me that bluetooth and online multiplayer will be implemented after 3.0 is released. Additionally, the final build will have plenty more units and sound (this was in our build but not in the video). I am not sure if this is final, but I believe I was told the final game would sport around 14 levels, which is not bad at all. The storyline will also get a makeover, so I don't have any clue what it will be like!
He is hoping to submit the game soon (end of this week?) and is looking at a $3-$4 price point.
Anyway, the game is looking really cool and it will definitely be one to check out!
- Tim
I almost forgot... wanted to hit upon one of the really cool missions included in my build. Basically, you use a super unit with a wide range of abilities and must accompany a weak engineer through a winding map filled with traps and enemies. Strategy was the key to survival, and it really gave a tough yet fair challenge.
Just got an email from the developer stating an error about spells in the hands-on:
"One thing though, it's not that you can use spells just once per game, it's just that you can only have one type of spell available to use on a game session.
Spells have different cooldowns, on regular matches the cooldown is of around 2 minutes, but on some of the newer 'Hero' missions there's some spells that you can use every 5 or 15 seconds."
How far can you zoom into the game? The video seems to indicate not too close and hence you dont see much detail of the units. To me this is a major point of a good rts - being able to watch the action up close and in all its glory.
You can actually zoom in extremely close in the build I received, so I wouldn't worry too much about that. =]
thats good to hear. Do you get to see more detail of the units up close? Are they animated?
My build was actually a much earlier one, so many things have changed... I guess we will have to see when it hits the App Store! All I can say is that this is the best RTS I have played on the device yet.
looking forward to it!
STP_Tim you should have recieve the new version. Trust me it's freaking amazing!!!
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