foreshock
IndexGamingNo. 24 rising

Real-time strategy game

Strategy video game sub-genre

16×
vs its own baseline
17×
year on year
+5.2%
per month, last 90 days
81
confidence / 100
18 364 709 1,055 where it used to sit Sep 24 Feb 25 Jun 25 Nov 25 Apr 26 Sep 26
Attention share · views per billion sitewide, weekly 104 weeks to 2 Sep 2026 Normalised, deseasonalised — sitewide swings removed

Why we think this is real

Six tests · all shown, pass or fail

The floor moved, not just the peak

Its quietest recent week still sits 865% above the old baseline. A news spike leaves the floor where it was.

9.65×

Not one event

Share of the last four months of extra attention that landed in its busiest seven days. High means a single story, not a trend.

21%

Not the calendar

How much of this topic's shape repeats every year. The annual cycle is estimated per topic and divided out before anything is measured.

33%

Human traffic

Bot and scraper traffic is flat across the week. Anything with implausibly low day-to-day variation, or with no weekday/weekend pattern at all, is dropped before it reaches this page.

0.95× weekend

Enough history to judge

Long enough to separate this year's move from last year's level.

2059 days

Confirmed somewhere else

No second source yet. Common for consumer and culture topics, which do not show up in developer data.

0 of 4 sources

What it is

Wikipedia

A real-time strategy (RTS) game is a subgenre of strategy video games where players manage resources and command units to achieve objectives continuously in real time, rather than taking turns. By contrast, in turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market Dune II in the early…

Excerpt from Real-time strategy game on Wikipedia, by its contributors, licensed CC BY-SA 4.0. Trimmed for length.

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