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The Omins: A fantasy settlement game

In The Omins, you lead a community of small folks in real time: you build a settlement, explore beyond the fog of war, and survive the pressures of a hostile land and rival factions.

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The game combines RTS-style controls and colony-sim mechanics:

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  • You issue direct orders to your Omins like in a classic RTS: combat, gathering, construction, priorities, and tactical responses. But the game avoids the typical RTS pressure of constant escalation, focusing instead on exploration and uncovering the world’s mysteries.

  • Like in colony-sim games, Omins are not disposable units: They react to danger, flee when overwhelmed, help fallen companions, and take care of their own needs, from food to rest. Losses matter, but the community can recover and grow again over time.

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Finding a home

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The Omins have discovered mysterious portals leading to distant, unknown lands.

Each new land offers space to settle, resources to gather, and dangers waiting beyond the fog.

An unknown threat drives them onward, forcing them to move from portal to portal in search of a place they can finally call home.

 

The game unfolds through structured scenarios, each with clear objectives and defined challenges. As you progress, new clues emerge about the nature of the Omins and the forces they must confront.

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FEATURES

RTS and colony, together

The Omins combines real-time control with a living settlement. You command units directly in combat, expansion, and construction, while your community manages needs, recovery, and daily life. 

More world, Less interfaces

Interaction with the Omins and their world stays at the center, reducing micromanagement and limiting time spent in menus and interfaces.

Scenario-driven

Each land presents clear objectives and defined win or loss conditions. Instead of endless sandbox play, strategy unfolds through structured scenarios. As you progress, new clues emerge about the nature of the Omins and the threats they must confront.

Era-Based Advancement

Progress unfolds through structured eras rather than an overwhelming tech tree. Each era unlocks new buildings, tools, and strategic options as your community advances.

Exploration

Unexplored territories contain resources, opportunities, and threats. The fog of war reveals land as it is explored and conceals it again over time if left unattended.

A Living World

The Omins eat, rest, heal, and reproduce within a wider ecosystem. Flora and fauna regenerate, creatures inhabit the land, and your actions gradually shape the territory you control. The world evolves alongside your settlement rather than remaining a static backdrop.

FAQ

What is The Omins?

The Omins is a real-time settlement strategy game that blends RTS-style direct control, colony-style autonomy and exploration. It is not a competitive APM-driven RTS and not a heavy simulation colony-sim. Systems are intentionally lean to reduce micromanagement while preserving meaningful strategic decisions. The focus is building, growing and defending a living community across multiple lands through structured objectives and survival-driven progression.

 

Why fantasy?

Fantasy is part of the game’s structure, not just its aesthetics. Magical portals, mythical creatures and hostile factions shape progression and threats, while ancient forces drive the Omins forward across distant lands.

 

What modes will it include?

The core experience is a story-driven campaign composed of structured scenarios with clear objectives and win/lose conditions. Skirmish modes with customizable parameters are planned, and additional variations may be introduced if they reinforce the core design.

 

When and where will it be released?

The current focus is expanding the demo, growing the community and preparing crowdfunding. Early Access timing will be announced after crowdfunding once scope and resources are defined. The initial release is planned for PC via Steam on Windows and Linux.

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Multiplayer and languages?

The initial release is planned as single-player only. Future multiplayer depends on community growth and resources. At launch the game supports English, Italian, Spanish and French, with additional languages potentially added later.

 

Why crowdfunding?

The Omins is independently developed by a solo developer. Crowdfunding helps validate the project, expand the community, secure development time and maintain creative independence. Development is already well underway; crowdfunding accelerates and stabilizes it.

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What is the long-term vision?

The Omins is designed as a growing project, with campaign expansion, new lands and biomes, refined era progression, additional mechanics and potential DLC or content updates. The goal is to build an evolving world rather than release and abandon it.

About

My name is Natale Guzzo and I am the solo developer behind The Omins. I started this project in 2020 with three ambitions in mind:

 

Less simulation, more immersion: In recent years, colony-sims have reached extraordinary levels of simulation: deep production chains, complex logistics and increasingly layered interfaces. While impressive, this evolution often shifts the focus from the world and its inhabitants to administrative management and constant optimization. With The Omins, I want to bring the focus back to what I find most compelling about building a colony: a direct connection with its people, where the world is understood through what happens on the map rather than through panels and spreadsheets.

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Not tools. Not automatons: In classic RTS games, units are efficient and replaceable tools. In many colony-sims, inhabitants are simulated agents driven by exposed parameters and systemic routines. Both approaches work, but both create distance. With The Omins, I aim to explore a balance inspired in part by classic god games like Dungeon Keeper, where control coexisted with autonomy. Omins can be guided, but they also react, hesitate and preserve themselves. The interaction between the player and the Omins should be based more on relationship than on pure control or optimization.

 

Strategy with a memorable story: Strategy games are my favorite genre, yet none are among my favorite games of all time. Over time, I realized that what I often missed was a story that truly stayed with me. With The Omins, my ambition is to create a strategy game with clear direction and emotional weight: a search for a home, movement across unknown lands, and progression that supports a larger narrative. If successful, The Omins will not aim to be the most simulation-heavy or the most competitive strategy game, but one where guiding a community becomes something memorable, not merely efficient.

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