In Episode 40 of Critical Moves, Al and Tim interview indie developer Matt about Fungal Front, his sci-fi RTS set in 2062 where humanity chases superbug cures on the fungal planet Mycopia. The conversation exposes the realities of small-team RTS development, from engine rebuilds and asymmetric factions to the commercial pressure of single-player campaigns. Matt explains how scientific grounding, moral choice design, and accessibility philosophy shape a project that aims to compete in an RTS market dominated by nostalgia and high expectations.
Superbugs and Scientific Grounding
Matt roots Fungal Front in antibiotic resistance, drawing on personal experience in South Africa where over-prescription was common. This isn’t window dressing – it informs both the game’s premise and mechanics. Humanity heads off-world looking for fungal cures, raising questions about resource exploitation and short-sighted optimism.
The factions reflect real biology. The Shroomies’ hive-mind coordination is based on mycorrhizal networks, while human construction drones get justification through extrapolated optical tweezing tech. These decisions make the setting feel logical instead of arbitrary, even when the mechanics follow familiar RTS conventions.
Small Team, Large Scope
Matt admits the project’s four-year timeline ballooned when he rebuilt the engine for multiplayer stability. It’s a familiar indie trap: perfectionism that buys quality but burns time. He relies on volunteer artists and his wife’s creative direction, which allows broader scope than a solo effort but demands tight coordination to keep the art style coherent.
Visuals have been a sticking point. Early builds looked dated, and Tim calls it out directly. Matt owns the criticism, pointing to HDRP upgrades and improved assets in progress. The broader reality remains: indie RTS developers must compete against AAA visual standards even when their budgets say otherwise.
Asymmetric Faction Design
Matt rejects hard counters in favour of soft advantages. It’s a deliberate attempt to prevent new players from losing entire armies to single counter units, while still rewarding skill. He also lets multiple production buildings run independently, lowering the mechanical barrier without gutting resource management strategy.
The factions differ in ways that feel thematically tied. Shroomies rely on suicide units and psychedelic area effects; humans lean on conventional military structure. It’s asymmetry that reinforces narrative rather than existing for balance alone.
Narrative and Moral Complexity
Most RTS campaigns don’t bother with moral choice. Matt does. Players will switch perspectives mid-story, fighting against their own former bases. It’s a rare attempt to create emotional weight in a genre built on abstraction.
The parallels to Avatar are obvious and intentional. Colonizers versus indigenous defenders isn’t subtle, but Matt leans into it. By framing resource gathering as exploitation, the game risks making players uncomfortable – which is the point.
Single-Player Dominance
Matt cites industry data showing roughly three-quarters of RTS players stick to single-player. He originally aimed at multiplayer but pivoted once it became clear campaigns are what sells. The recent failure of polished but multiplayer-only titles backs him up. Without campaigns, most players don’t care.
He also points to structural multiplayer problems like smurfing and griefing in free RTS titles. Paid models and better matchmaking are part of the fix, but the bigger lesson is that single-player content protects new players from toxic early experiences.
Technical and Design Philosophy
Rebuilding the engine wasn’t just vanity. Deterministic architecture is mandatory for RTS multiplayer, and fixing it late cost time but avoided bigger problems down the line. It’s a reminder of how unforgiving RTS engineering can be compared to other genres.
Matt’s design mantra is simple: easy to play, difficult to master. That shows up in worker automation, simplified counters, and production improvements. He strips out chores without flattening strategy, lowering the skill floor without touching the ceiling.
Visual Identity
The fungal lighting effects and alien landscapes give Fungal Front a chance to stand apart visually, even if asset quality still trails AAA titles. The collaborative art direction with his wife and volunteers gives the game personality rooted in shared vision rather than polish alone.
The HDRP upgrade is a significant technical step, but public perception will take time to catch up. Early gameplay footage lingers on YouTube, and many will judge the project on outdated builds before they see improvements.
Development and Release Strategy
Matt plans a demo release in October, followed by Steam NextFest. Full early access is unlikely before late 2025. It’s a slow burn, but realistic for the scale of the project. He’s opted against Kickstarter, recognising the time drain and delivery risk. Wishlist-building and algorithm timing take priority over chasing funding hype.
Final Thoughts
This interview makes clear how thin the margins are for indie RTS development. Matt is trying to combine scientific grounding, asymmetric factions, and moral choice into a package accessible enough for new players but deep enough for veterans. The scale of ambition is high, but the philosophy is coherent.
The broader RTS trend is also clear: single-player campaigns remain the commercial anchor, multiplayer needs better onboarding, and even indies are judged against AAA visuals. Fungal Front might not solve these problems, but it’s shaped by them in ways worth watching.
Listen on Spotify, Apple Podcasts, Amazon Music, or search your alternative preferred podcast provider.
Ahh, we're on YouTube too!

Matt roots Fungal Front in antibiotic resistance, drawing on personal experience in South Africa where over-prescription was common. This isn’t window dressing – it informs both the game’s premise and mechanics. Humanity heads off-world looking for fungal cures, raising questions about resource exploitation and short-sighted optimism.
The factions reflect real biology. The Shroomies’ hive-mind coordination is based on mycorrhizal networks, while human construction drones get justification through extrapolated optical tweezing tech. These decisions make the setting feel logical instead of arbitrary, even when the mechanics follow familiar RTS conventions.

Matt admits the project’s four-year timeline ballooned when he rebuilt the engine for multiplayer stability. It’s a familiar indie trap: perfectionism that buys quality but burns time. He relies on volunteer artists and his wife’s creative direction, which allows broader scope than a solo effort but demands tight coordination to keep the art style coherent.
Visuals have been a sticking point. Early builds looked dated, and Tim calls it out directly. Matt owns the criticism, pointing to HDRP upgrades and improved assets in progress. The broader reality remains: indie RTS developers must compete against AAA visual standards even when their budgets say otherwise.

Matt rejects hard counters in favour of soft advantages. It’s a deliberate attempt to prevent new players from losing entire armies to single counter units, while still rewarding skill. He also lets multiple production buildings run independently, lowering the mechanical barrier without gutting resource management strategy.
The factions differ in ways that feel thematically tied. Shroomies rely on suicide units and psychedelic area effects; humans lean on conventional military structure. It’s asymmetry that reinforces narrative rather than existing for balance alone.

Most RTS campaigns don’t bother with moral choice. Matt does. Players will switch perspectives mid-story, fighting against their own former bases. It’s a rare attempt to create emotional weight in a genre built on abstraction.
The parallels to Avatar are obvious and intentional. Colonizers versus indigenous defenders isn’t subtle, but Matt leans into it. By framing resource gathering as exploitation, the game risks making players uncomfortable – which is the point.

Matt cites industry data showing roughly three-quarters of RTS players stick to single-player. He originally aimed at multiplayer but pivoted once it became clear campaigns are what sells. The recent failure of polished but multiplayer-only titles backs him up. Without campaigns, most players don’t care.
He also points to structural multiplayer problems like smurfing and griefing in free RTS titles. Paid models and better matchmaking are part of the fix, but the bigger lesson is that single-player content protects new players from toxic early experiences.

Rebuilding the engine wasn’t just vanity. Deterministic architecture is mandatory for RTS multiplayer, and fixing it late cost time but avoided bigger problems down the line. It’s a reminder of how unforgiving RTS engineering can be compared to other genres.
Matt’s design mantra is simple: easy to play, difficult to master. That shows up in worker automation, simplified counters, and production improvements. He strips out chores without flattening strategy, lowering the skill floor without touching the ceiling.

The fungal lighting effects and alien landscapes give Fungal Front a chance to stand apart visually, even if asset quality still trails AAA titles. The collaborative art direction with his wife and volunteers gives the game personality rooted in shared vision rather than polish alone.
The HDRP upgrade is a significant technical step, but public perception will take time to catch up. Early gameplay footage lingers on YouTube, and many will judge the project on outdated builds before they see improvements.

Matt plans a demo release in October, followed by Steam NextFest. Full early access is unlikely before late 2025. It’s a slow burn, but realistic for the scale of the project. He’s opted against Kickstarter, recognising the time drain and delivery risk. Wishlist-building and algorithm timing take priority over chasing funding hype.

This interview makes clear how thin the margins are for indie RTS development. Matt is trying to combine scientific grounding, asymmetric factions, and moral choice into a package accessible enough for new players but deep enough for veterans. The scale of ambition is high, but the philosophy is coherent.
The broader RTS trend is also clear: single-player campaigns remain the commercial anchor, multiplayer needs better onboarding, and even indies are judged against AAA visuals. Fungal Front might not solve these problems, but it’s shaped by them in ways worth watching.
Listen on Spotify, Apple Podcasts, Amazon Music, or search your alternative preferred podcast provider.
Ahh, we're on YouTube too!