First-person RTS written using the Matella Engine.
For networking, it uses lockstep, meaning, there is no server (although I use one instead of NAT traversal for stability and replay recording). All clients run the entire simulation and just exchange inputs, which get executed delayed to allow for packets to travel via the network.
Kirella has a lobby system that allows the creation of lobbies and automatically launches game servers for players to be used when needed. It additionally handles patching of the game.