r/StrategyGames • • 4h ago

DevPost We now have a demo/preview for Hivetide!

4 Upvotes

Yellow!

We have launched a small demo/preview of the tower defence game we are working on :D

It only have 3 (hand crafted) maps so far but hopefully it will be enough to give you and idea of how the game is played and what it is about!

We're constantly looking for feedback (especially from tower defence and strategy fans) so if you have any hindsight or thought we'll be glad to read them.

I hope this is authorized here, so I'm going to leave the steam link to the demo below (please mods, if its not allowed, let me know!) but just in case, the game is named "Hivetide".

Steam Demo: https://store.steampowered.com/app/5201750/Hivetide/

Thank you very much for taking the time to read me!


r/StrategyGames • • 19h ago

Self-promotion I'm making Crownage, a medieval browser strategy game.

35 Upvotes

Hi! I'm the creator of Crownage, a multiplayer medieval strategy game where you expand your kingdom, watch settlements grow and send troops across land and sea to fight for territory.

I'm still getting the public server ready, but I wanted to share some gameplay and start meeting people who might enjoy playing it.

I've set up a Discord where I'll share updates and organise multiplayer sessions once testing starts. I'd love to have people there to play together, give honest feedback and talk about what they'd like to see in the game as it grows. You're also welcome to just hang out and follow the progress.

If this looks like your kind of game, come join us: https://discord.gg/mnxvVyhrXs

Happy to answer questions here too!


r/StrategyGames • • 4h ago

DevPost Drift Dynasty: Team Manager v0.3.1

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1 Upvotes

r/StrategyGames • • 9h ago

Self-promotion Mongol 13th Century RTS - 2D cartoon game

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2 Upvotes

been making this 2D style game inspired by Bannerlord and old school Flash games for us Millennials, where you can recruit units and upgrade them. The weapons can break and there are backup weapons for all troops. Cavalry momentum and charge is designed to be realistic and morale in this game actually make loosing troops retreat overtime particularly for militia.

Early Gunpowder units add variety and are not particularly lethal in the 13th century.

Factions:

Mongol, Jin, Song, Tangut, Tibet, Japan (Shimazu), Korea, Vietnam, Dali Kingdom.

5 Campaign stories based on history, work in progress. The Japanese Hakata Bay defence is mostly done.

Theres a Survival Defence mode similar to games like Mud and Blood 2 or tower defence games as a minigame mode.

Naval exploration is another minigame, work in progress.

Work in progress, looking for feedback

Yes AI was used in the development of this Game. I am one person making a hobby project and it is free. I work 3 jobs in real life and too busy to not use AI.

(16th century breech loading cannons and matchlocks are in custom battles inside custom faction)


r/StrategyGames • • 14h ago

Discussion Need help making my medieval game a better strategy game

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5 Upvotes

I need a couple of experienced people from this subreddit to help me polish out this incremental strategy game i made on roblox. Right now i have like a season based system where the largest clan territory owner of each map moves on to a higher tier. its sort of a pyramid system where the higher tier you go the less maps there are since maps are only made when the most recent one has max amount of clans. So the highest tier zones have the fewest amount of clans present. But I havent been able to test it out too much since I am solo and not many people have been on since its release today.
https://www.roblox.com/games/119028084254813/Idle-Kingdom


r/StrategyGames • • 15h ago

DevPost All the strategy happens before the fight: building a party around one shared spell chain

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4 Upvotes

Hey r/StrategyGames!

This is the shop in Chaincast, the PvP roguelike auto battler we're working on.
The fights play out automatically, so the real decisions happen here. You recruit heroes, gear them up and place all their spells into one shared chain, the row of linked icons below the hero panels. Runes power up the spells next to them, even across different heroes. That makes positioning the main puzzle: the same pieces in a different order can lead to a completely different party, and you're building against squads from other players.

For you as strategy players: does planning everything up front and then watching it play out scratch that strategy itch for you?
Or do you need direct control during the fight to feel like your decisions matter?
We're genuinely curious, we still iterate alot on the game right now, and having peoples first impressions and input can make the difference of creating a good or a GREAT game!

You can find Chaincast on Steam


r/StrategyGames • • 20h ago

DevPost We just announced the release date for our cozy strategy game "Green Again".

8 Upvotes

Hey r/StrategyGames

We just announced the release date for our game Green Again.

In Green Again you help a nation of little plant people reclaim their planet taken over by defective robots, as you build, decorate, and defend your settlement. Grow crops for your citizens, explore the unknown, and protect the new natural order!

The game has been in development for a while and was made over evenings and weekends over the last few years. It's a real passion project away from the day job.


r/StrategyGames • • 1d ago

DevPost Out of Pixkrieg: an extraction RTS where your loot can be another soldier. First browser playtest this weekend.

15 Upvotes

I've been working on Out of Pixkrieg, a multiplayer extraction RTS that runs in the browser. The idea is fairly simple: take your people into a raid, find something worth bringing home, and get out with them alive.

You command the units directly, fight bandit camps or other players, collect equipment and resources, and rescue captives. A rescued unit joins your group straight away, but you only keep them if you manage to extract together.

That's the part of the concept I like most. Finding someone useful changes what you have to lose. You might have enough strength for another camp, but now you also have a new recruit you want to get home.

Your units have their own generated appearance, names and equipment, and survivors gain experience. Between raids they can produce resources at your camp, so taking them out means risking people who are useful at home too. Downed units can be revived, but permanent deaths mean losing them.

This is the first testable prototype. I had the procedural generators as a foundation, and the game around them came together over the last weeks.

It's still rough. I think it has reached the point where letting people play it is more useful than waiting until I've polished everything, though. I'd like to find out whether that mix of commanding a group and worrying about bringing them back actually works for other people.

Play Out of Pixkrieg in your browser

The playtest is free and runs this weekend, October 16–18, until Sunday at 12:00 CEST / 10:00 UTC.

If you give it a try, I'd love to hear what made you decide to leave a raid, or what made you want to stay. Feedback here is welcome, and feel free to join my Discord to compare runs and discuss what should change.

Trailer: Watch on YouTube.

What are your thoughts regarding the game concept?


r/StrategyGames • • 19h ago

DevPost I'm trying to make casual game that will feel like 4X

4 Upvotes

I’m trying to boil it down to its core and leave only this cool feeling of expansion. And I decided to take the Stellaris concept as my guinea pig.
So you basically have only one resource that you spend on upgrades. And population that you don't use directly, but it allows you to colonize more worlds. Balancing comes from stacking economy modifiers that change how some part of the economy works
For example, one of them, HomoSilica, will give you a huge efficiency boost. But all your people are robots now, and you need to allocate part of your resources to increase your population. Is this interesting? What should I add?
Steam page is up; every wishlist helps
https://store.steampowered.com/app/5397130/Next_Million_Worlds


r/StrategyGames • • 22h ago

DevPost Heroes, Warlords and Ruin - Diplomacy Menu

8 Upvotes

The last update for my turn-based stragety game added the ability to engage in diplomacy with AI controlled factions.This system revolves around the resource relations which is spent to make treaties with other factions. AI factions to a limited degree will also make or break treaties with other factions along with declare wars. There's only two factions you are able to interact with in the current public build so its use is currently limited. I will make the trade option functional in a future update.

Steam page: https://store.steampowered.com/app/4632210/Heroes_Warlords_and_Ruin/

Discord: https://discord.com/invite/YMvFzcRDxV


r/StrategyGames • • 1d ago

News Sega and Creative Assembly to Remove Total War: Shogun 2 Complete Edition From Sale Following Overwhelmingly Negative Response

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301 Upvotes

r/StrategyGames • • 1d ago

Discussion Hello everyone! I am creating a business simulator in which you transform a small company into a global corporation.

42 Upvotes

You start with a single store, build supply chains (farms → factories → stores) across eight industries, expand into international markets, compete against AI-managed chains, take your company public, and trade stocks.

I’d be interested to hear your thoughts: what would you expect from a game like this?


r/StrategyGames • • 1d ago

Self-promotion Revolt Of The Commons - testers needed

7 Upvotes

Hi, I'm looking for strategy and tactics players for a closed PC playtest of the puzzle towns of Revolt Of The Commons - the first build of the core part of the game loop.

The build will not be published. We’ll send access individually to interested testers who are willing to give us honest feedback.

DM us or email [games@open-lab.com](mailto:games@open-lab.com) with REVOLT PLAYTEST. THANK YOU!!!


r/StrategyGames • • 23h ago

DevPost If you like building defensive walls and towers, I am looking for gamers to playtest my TBS game on Steam

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2 Upvotes

Hi, I am the developer of "Virtualord, The Virtual Conqueror" an isometric Turn Based Strategy game with a strong attention to base/defense building and strategy.

In this playtest you will be playing a preview version of the upcoming demo, which basically it's the full thing, minus a few minor features and some stability fixes.

If you are willing to help testing at least the first mission (5-10 minutes) and submitting some feedback (Discord or online form) you can sign up on this Steam page.

If you prefer a more polished and stable experience you can wait until the 6th of November, when I will (hopefully) release the full demo.


r/StrategyGames • • 20h ago

Self-promotion WW2 Browser strategy game

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1 Upvotes

Hello there,

We've been working for almost 3 years on a browser game with WW2 thematic, and similar to tribalwars, travian, ogame etc....

We finally reached a stable and balanced version (or at least so at seems) and we are excited for players to try it.

For EN version: https://deadlybattalions.net/

For RO version: https://batalioane.ro/

We also have guides, which I encourage you to read to learn about all the mechanics of the game:

EN: https://deadlybattalions.net/guide

RO: https://batalioane.ro/guide

If you like these type of games, please try it and and feel free to offer any feedback about possible improvements or report any bugs.

Thank you : D


r/StrategyGames • • 1d ago

Self-promotion I’m looking for players to try out my Suikoden-inspired tactical RPG

10 Upvotes

Hi everyone!

After months of hard work, we are excited to announce that the first closed Playtest for our game, The Last Imperial Guard, is now live on Steam!

About the Game:

The Last Imperial Guard is a 2.5D turn-based tactical RPG (SRPG) adapted from the classic Chinese literature Water Margin. It follows the tragic epic of Lin Chong, the chief instructor of the 800,000 Imperial Guards. If you enjoy story-driven tactical RPGs or classic Asian fantasy, we’d love for you to check it out.

Playtest Details:

Content: Includes the tutorial and the first 2 story levels.

Playtime: Approximately 40 minutes.

Who can join: Anyone! We welcome feedback from players with all levels of gaming experience.

How to Join:

Since this is a small-scale closed playtest, the public signup on our Steam store page isn't open yet. If you’d like to test the game, just leave a comment below or drop me a Direct Message, and I’ll send you a Steam Key as soon as possible!

How to Give Feedback:

You can easily share your thoughts via our Discord server or the Google Form linked directly inside the game menu.

Thank you so much for reading! If the game catches your eye, feel free to request a key and add us to your Steam Wishlist. Any feedback or thoughts are deeply appreciated!


r/StrategyGames • • 1d ago

DevPost Every building on the base in my tactics game has its own spot, visuals, and upgrades

1 Upvotes

I’ve been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

My last post was about how the base grows over a campaign. This one takes a closer look at the buildings themselves and what each of them does.

Every building has its own spot on the base, and they’re grouped by what they do. The Command center sits in the middle, with signals, housing, research, logistics, industry, training and the air wing around it. Once you know the base, you know where to go for what.

You can walk up to a building and press E, and each one opens its own screen. The ops centre opens the operations console, where you pick your next contract. The HQ is where you buy upgrades, the research lab opens the research tree, and the barracks and motor pool have their own menus for your squads and vehicles.

For example the ops center is a good early game build and upgrade. Each level unlocks new operation types and gives you an extra contract to choose from, plus an extra re-roll, this can help you kickstart a good economy.

The barracks decides how big your company can be. You start with room for four squads, and each barracks wing adds three more. When you unlock a new troop type, its building goes up too, so a firing range appears when you unlock snipers and a hospital when you unlock medics.

Most of your money comes from contracts, but the base helps. The power grid and contract office add income every cycle, and the factories add income and make your troops hit harder.

Every vehicle needs a slot of its own: garages for ground vehicles, helipads for helicopters and hangars for planes. The options of transport comes down to what you’ve built for it.

You can also upgrade base defence: The perimeter wall in three tiers, each guard tower has mutiple levels.

I also wanted the base to feel alive. Radar dishes sweep, the jamming tower pulses, helipad beacons blink, factory chimneys smoke, and your squads walk around the base between operations.

I’ve attached a video that goes through some of the intresting buildings and upgrade.


r/StrategyGames • • 1d ago

News The impressive sci-fi squad tactics game 'Archrebel Tactics' gets a fresh demo

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1 Upvotes

r/StrategyGames • • 19h ago

Self-promotion I Just created a game, and I have no one to play it with.

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0 Upvotes

Thanks to AI I can develop games I always wanted to play. It's a simple text turn-based startegy that allows players to develop their tech, manage economics and conquer oponent's land. It's not a final product I just want to know if this idea can be interesting.

Please feel free to DM me, or just leave a comment if you would like to test the game with me. Thanks.


r/StrategyGames • • 1d ago

Discussion I made a community usage based meta shifting mechanic for my competitive PC Building game.

2 Upvotes

Hello everyone, I’ve been building PC Versus for almost 2 years now. It’s an upcoming free to play live service game and the first ever competitive PC building game. Two players get the same task and the same budget, build a PC with components from their decks, and our simulation decides who built it better.

One of the biggest issues with live service games, and specially one like this, is that the meta gets solved within weeks. The “best build” for each budget, the “best components”, etc. Once that happens replayability kinda breaks. To fix this I implemented a mechanic that Im calling "Market Shift" and I wanted to share it and get your opinions on it.

Before I explain it, I think you need to know a bit about how PC Versus works.

You build a deck from the components you own, and your era is set by the newest component in your deck. So if everything you own is from 2015 but you put in just 1 component from 2016, you’re now playing in the 2016 era and get matched with other 2016 players. Components also get cheaper the further you move from their release year, so a 2014 GPU is significantly cheaper in the 2018 era than it was in 2014.

Match price is what a component costs inside a match. To own a component you spend bits/frags (the game currencies that you have to earn), but to use it in a match you pay its match price, which is similar to the real world pricing (this you just have to stay under the budget). Every match has a budget and tasks, and you build the PC under that budget. Since a component has a different match price in every era, each era works like its own separate market.

Now, Market Shift works like this. Every match, the game tracks which components the players used, which era they were playing in, and how many builds that era has seen in X amount of time (planned to be weekly for now). When the time is up, a script runs, goes through every component that was used and builds a pick rate for it inside each era separately. Pick rate is measured against the total number of builds in that era, so a busy era and a quiet era are judged fairly.

The higher the pick rate in an era, the bigger the match price hike in that era. So if a GPU is used a lot in 2015, its price in 2015 goes up, for example from $100 to $130 the next week. But if that same GPU barely gets picked in 2016, its price in 2016 goes down, say from $90 to $80. Every era has its own prices based on how the community uses that component in THAT era.

Since every match has a budget and results has a dedicated category that depend on price to performance, a price hike can make a meta component unviable in the budget range it was dominating, and an underused one suddenly becomes a real option. This way every era’s market constantly shifts and the game theoretically stays fresh every week. Since PC Versus hasn't released yet so the mechanic itself is not tested and all this is designed with a decent enough player base in mind. So if PC Versus doesn't get enough players, market shift won't work as intended.. But from the description, what do you guys think? What weaknesses does it have and what would you have done differently?

Link to PC Versus if you're curious: https://store.steampowered.com/app/3815360/PC_Versus/


r/StrategyGames • • 1d ago

Self-promotion A 2-player co-op RTS where mushroom people defend their home against an army of ants

0 Upvotes

I'm currently working on my first game, a small co-op RTS where you play as mushroom people trying to survive an ant invasion.

The ants attack in waves that get bigger and harder over time, until eventually the ant queen shows up with her entire army for one final attack.

The twist is that both players have separate roles.

One player is the Builder, who plays the game like a classic RTS, gathering resources, building up the base and setting up defenses.

The other player is the Fighter, who runs around with a sword and has to fight off the ants himself. There are no other soldiers or units to command, so he's basically a one-man army.

The idea is that both players really depend on each other. The Builder needs the Fighter to keep the ants away, while the Fighter relies on the Builder to create defenses and keep the base alive.

Would love to hear feedback


r/StrategyGames • • 22h ago

News We wanted a historical strategy game on iOS, so we built our own.

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0 Upvotes

We built our own historical strategy game since we felt the App Store lacked one with the amount of depth we wanted, especially in regards to culture and faith. Its coming to the App Store in the next week or two, but you can play it for free at our website. If you're interested, check it out and leave us any feedback! We're hoping to create something the community can enjoy and play on the go.

The game can be played in so many ways, and the results are endless! You can spread your faith, establish a trading empire, build up your army, merge and diverge cultures, or colonize far off lands. Our start dates go from 476 to the 1700s with 35 different starts.

https://atlasofcrowns.com/play


r/StrategyGames • • 2d ago

Self-promotion A few months ago I showed you a WWII prototype. It’s now Field Orders: Eastern Front

61 Upvotes

Hello Generals!

A few months ago, I showed you a bare prototype of a WWII game where you command a Group Army on the Eastern Front. Your support is the reason it didn’t stay a pet project. Thank you!

The game is now called Field Orders: Eastern Front, and it has a Steam page.

Join our Discord. We’re recruiting alpha testers there to play early builds and help shape the game. It’s also a place for anyone who’s into the Eastern Front: history buffs, wargamers, or people who just want to follow development and share ideas.

A wishlist on Steam helps a lot too. See you on the front!


r/StrategyGames • • 2d ago

DevPost Cool idea or too much?

35 Upvotes

Instead of a static main menu, we decided to go with a live parade: every unit type of a nation marches past, 40 of each, with its own song.

This is the USA, and every one of the six nations has its own.

Two honest questions:

  1. A parade as the main menu: cool, or would you want an option to switch it off?

  2. This one plays a phonk version of the US song. Does phonk fit a parade, or should it be a classic military march?

Free to play, pre-alpha. If you're curious:

🎮 Steam: store.steampowered.com/app/5145960/Doctrine_Strike/

💬 Discord: discord.gg/WeBjq5vcqx


r/StrategyGames • • 23h ago

DevPost I made Hearthsea, a free Catan-style strategy board game you play in the browser (made with AI): bots that trade, fog to explore, 57 islands

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0 Upvotes

Hearthsea is a hex-island trading game in the Catan family, played in the browser on a 3D island. You settle, trade and build toward a target score, and most of the strategy lives in where you settle first and who you trade with.

What makes the decisions interesting:

- Bots at four levels. The Settler is gentle, the Merchant haggles over your offers, the Veteran plans its openings, and the Admiral weighs each move against the futures it could lead to and only trades when the trade helps it win. They play with the same information you have.

- Seafarers hides islands in fog. You choose between building at home and spending on ships to scout, and gold fields pay whatever resource you pick.

- Highlands puts cliffs in the middle of the board. You climb them by building a mountain pass, copper mines pay any resource, and the first settlement on each stretch of high ground scores 2 points.

- Cities & Knights adds knights, city walls, three improvement tracks and a barbarian ship that punishes anyone who didn’t defend.

- A weekly tournament on one sealed volcano island: everyone gets the same board and the same dice, three tries, and the fewest rounds to win takes it.

There are 57 islands in all, 11 of them made for two players, plus two campaigns, Squall (20-second turns, first to 6) and 2v2 with a bot partner. Friends can join a table online with a four-letter code.

It’s free at https://hearthsea.com, on a phone, tablet or laptop. I’m the solo developer, and I’d really like to hear from strategy players: which bot level feels fair, and where does the Admiral feel beatable?

(Independent game, not affiliated with CATAN GmbH.