William Lemons

Senior Game Designer with 15 years of industry experience

Fleetbreakers

Lead Designer, Last Keep 2025

Fleetbreakers is a single-player RTS with a rogue-like campaign structure. The game was optimized for controller and incorporates classic RTS elements, like squad management and resource collection, with action game skillshot attacks and support powers.

During my time on the project, we created and released a playable demo for Steam. The plan was to release the game for early access soon after. I helped plan a content rollout schedule for our early access release.

MY Role

As the lead designer on this project, I worked with the creative director to design features and plan content for the game. I designed combat systems, unit design, and upgrade & tech features. I also managed the economy and combat balance.

On the content side, I created an outline for the overall game story, designed characters, wrote dialog and helped create mission content and other non-combat encounters for the campaign.

I also worked with production to plan the content for our demo release and early access rollout. I also helped prioritize features and content to work on to complete milestone goals.

Action RTS Gameplay

From its inception, Fleetbreakers was intended to be optimized for play on controller, with fast-paced arcade style action. This is a bit of a departure from typical RTS games which are generally played with mouse and keyboard. We made a number of features and design choices to meet that goal:

  • Skill-Shot Powers – Every unit has a special attack with a specific targeting type and area of effect. Players must use timing and targeting to hit the maximum number of targets and deal the most damage.
  • Squadron Controls – Individual unit controls are replaced with predefined squadrons, a nod to control groups of typical RTS games. This allows players to quickly select and command large numbers of units quickly and easily on a controller.
  • Mothership Abilities – The build commands and “god powers” of RTS gameplay are all accessed through the player’s Mothership – their primary ship required for all missions. While this decision means that the player is limited to only 4 construction and power options (one for each face button). It makes it much easier to construct stations to build up defenses and gather resources. There is also the added benefit that the game offers new and different powers over the course of a campaign run to support the roguelike advancement.
Taunt Effect

A unique gameplay feature we added to our game is the Taunt Radius – an aura surrounding specific units. This aura “taunts” all enemy units, forcing those enemies to target the taunter. Any ally ships within the aura are effectively protected from direct enemy attacks.

On the surface this feels like a minor feature, but in missions where the taunt effect comes into play, it can have a massive impact on how players position their units and how they approach enemies during combat.