Project Arrival

Project: Arrival is the codename for a alternate history Action RTS made by Forerunner Game Company. It is a full developed version of The Arrival mod made by members of Forerunner GC.
The game is set in an alternate Cold War era. The game lets you change an event in history to determine the resources and setting in the match.
==Premise==
At the end of World War II, Nazi scientists managed to create a prototype timetraveling machine, but they never were able to finish the device. After that war, American and Soviet troops captured German scientists to help them with developing new machinery. Some of these scientists had worked on the timetraveling project and both America and the Soviet-Union continued the project, resulting in both sides acquiring a time machine.
At the height of the Cold War, both sides try to influence the events in history to their advantage. Special trained agents are send in time to perform the assigned task and after completing it, they return to the present. The "Arrival" of them isn't exactly welcoming, as the changes of the history made the war between the USA and the USSR erupt in all-out war.
==Gameplay==
The game plays as an action Real-Time Strategy game. Players will be able to command their forces from the perspective of an overlord or that of multiple commanders on the battlefield. Players will engage in matches of 1 versus 1, 2 versus 2 or 4 versus 4. The goal of a match is to destroy the other players' base, which takes them out of the game when playing 2v2 or 4v4. 
As said before, there are 2 perspectives. The classic overview as the Overlord grands the best possible way of managing soldiers, resources and buildings. The other overview is a third-person perspective, which can be accessed with special units known as Commanders, elite and expensive units. This allows players to help their forces directly in combat. You can still order troops to move, but the Field of View is limited.
Another major element of the game is based off Card Games. Each has a standard deck of 52 cards, resembling the regular cards. You can play these cards before beginning an assault. Each cards gives a modifier per default and then another modifier once the card's play has succeeded or not. The card's play is a task that needs to be completed during the assault, like destroying a building, assassinating a commander or wiping out a unit with minimal losses.
Each icon has a different theme: Hearts are offensive methods, when you're confident enough to attack and defeat the main battle, Diamonds are bloodthirsty methods, when you're confident that you can do major damage to the enemies' resources, Spades are for defensive methods, when you want minimal losses when your army is weaker, and Clubs are for base upgrades, when you want minimal losses and instead focus on upgrading.