r/StrategyGames • u/Rasie1 • 13h ago
r/StrategyGames • u/Meznijobs • 3h ago
Self-promotion Doctrine Strike - our first USA mission, Operation Chokepoint in the strait of hormuz. what do u think?
this is the opening mission when u play as USA, a standoff with iran in the strait of hormuz that turns into a fight for the gulf. its a modern base building rts inspired by c&c generals, all in game footage, pre alpha
we dont want good guys and bad guys in the story, every side acts from fear and thinks its protecting its people. curious what u think about the mission intro, the pace, and if u want more story like this or straight to the battle
if u like it, wishlisting is free and steam tells u the second its out
store.steampowered.com/app/5145960/Doctrine_Strike/
Web: doctrinestrike.com
Discord: discord.gg/WeBjq5vcqx
YouTube: youtube.com/@DoctrineStrike
Bluesky: bsky.app/profile/doctrinestrike.com
Reddit: reddit.com/r/DoctrineStrike
trailer: youtube.com/watch?v=kP3JGbnxE5k
r/StrategyGames • u/thecrownforge • 11h ago
Discussion What made you quit an alliance strategy game you otherwise liked?
I mean the Kingshot / Whiteout / Rise of Kingdoms family, and also older browser ones like Travian or Tribal Wars.
Full disclosure: I work on a game in this genre, so I'm biased and I'm collecting opinions. No link and no game name here, this is only about the genre.
Things I keep hearing from friends who left:
- waking up to a burned city after one bad night
- events that are only "spend X to win"
- alliance duties that feel like a second job
- a server that's decided by week two
What was it for you? And the opposite question: what kept you in a game longer than you planned? Specific moments help most, like "the day my alliance held a pass with 12 people online".
r/StrategyGames • u/S7MOV7R • 14h ago
Self-promotion Imperionis: lead a Roman centuria through the Gallic War in turn-based hex battles
The strategy layer is about scarcity. Each day you get a few actions: drill the men, forage, treat the wounded, upgrade the camp (armory, infirmary, granary, drill ground) or march to the next stop on the road to Alesia. Rations run down, fatigue builds up, and story events test your stats.
Battles are fought on a hex grid with real objectives. Rivers slow mounted units, forests cut missile range, and at Alesia the defenders gain +1 defense. Before each fight a d20 Roll of Fate can shift the odds, and if the enemy breaks through to your line commander, you get a duel.
Long-term progress comes from a doctrine tree (formation, engineering, supply, cavalry, artillery) and per-troop veterancy.
Steam: https://store.steampowered.com/app/4993610/Imperionis/
r/StrategyGames • u/ShooBox07 • 7h ago
Self-promotion Armored Train Strategy Game
This is a little snippet of the game I'm making: Exo-Rail
The premise of my game is you build up your armored train, and you conduct it to defend mining outposts against swarms of aliens. If this interests you at all, I have a steam page up. Any wishlists would help tremendously!
r/StrategyGames • u/Ninety-One-RTS • 10h ago
DevPost Ninety-One - 1991. The Cold War turns hot. (Pre-release alpha gameplay)
Game Title: Ninety-One
Playable Link: https://play-ninety-one.com/
Preview Video: https://youtu.be/fwYruFyhai8
Platform: PC
Description: What if the Cold War hadn’t ended quietly?
Ninety-One is a real-time strategy game I’ve been building on my own, set in an alternate 1991 where NATO and the Warsaw Pact finally go at it. Think classic base-building RTS in the spirit of the old C&C games, but with real hardware from the era: Challenger 2s, Abrams and Leopards against T-72s, T-80s and T-90s, with Apaches, Hinds, A-10s and Tornados overhead.
This footage is from Travemünde on the Baltic coast, right on the old inner-German border. The map is built from real elevation data and OpenStreetMap, so the river, bridges, fields and town are where they actually are.
What’s in so far:
- Two factions, the Atlantic Compact and the Red Directorate
- Tanks, IFVs, artillery, infantry, helicopters, jets and boats
- Base building, supply economy, towns you can capture
- Maps made from real places
- Skirmish against AI, plus LAN and online multiplayer
- My own engine, written from scratch in C++
It’s an early alpha, so expect rough edges. Unit voices are placeholders, and balance is very much a work in progress. I’d really love feedback, good or bad. What works, what doesn’t, and what you’d want from a Cold War RTS.
Free to Play Status:
- [ x ] Free to play during alpha
Involvement: Solo Project
r/StrategyGames • u/CrashDumpSW • 10h ago
DevPost Desert Struggle: Request for feedback on experimental RTS
For a few years, I have been working on an experimental RTS which should focus more on strategic decisions than APM. The core concepts of the game are:
Defenders Adavantage
Every RTS needs some form of defenders advantage. This opens the possiblity for strategic decisions: Expanding, teching-up and rushing shoud be equally strong to allow a viarity of strategies. The most common mechanics for defenders advantage are: static defense structures, repair, travel time, long ranged units.
I opted against most of these (only travel distance plays a role). Instead I achieve defenders advantage by unit behavior: Units cannot be controlled by the player but act autonomously. They follow a simple mechanic: Attach the nearest target until it is destroyed. In the offense this eventually leads to units attacking buildings. As building hitpoints are cheaper that unit hitpoints this leads to enough defenders advantage to stabilize the game. The attacker will loose more units that the defender but the damage dealt on buildings is permanent. I hope this leads to some interesting strategic decisions.
Strategic Decisions
The strategy in RTS comes typically from build orders(rush, tech, expand) and unit movement. In my game the build order choices are similar, but as units cannot be controlled and therefore you cannot have a “standing army” the “unit movement” part is replaced by “unit production timing” and "production capacities".
State of Development
The game runs stable, I have one faction completed, there are 40 single player challenges, 1v1 and 2v2 multiplayer.
Feedback
It would be great if someone could give me some feedback. These are my main questions:
Is single player fun?
Do you see potential in single player?
Is multiplayer varied? Or is it to chaotic? Or is it to predetermined?
Does the slower pace compared to other RTS work for you?
Link to Steam demo (single player only): https://store.steampowered.com/app/5380120/Desert_Struggle_Demo
Link to Steam playtest (same as demo + online multiplayer): https://store.steampowered.com/app/4614990/Desert_Struggle/
It would be absolutely fantastic if you could give me some feedback! Everything is welcome!
r/StrategyGames • u/PiastGame • 10h ago
DevPost Adding medieval settlement management and resource chains to my PIAST RTS - UE5 strategy game. What do you think?
Hey everyone! I'm solo-developing Piast, a medieval RTS/settlement builder in UE5. I just released a playable demo on Steam, would love to hear your feedback! Link: https://store.steampowered.com/app/4830280/Piast/
r/StrategyGames • u/General_Studios • 10h ago
DevPost [GridEnergy] I've spent the last weeks reworking the early-game, adding R&D investments, deposits and animations. Here is a 40s look at v0.9 Update!
I’ve been listening to player feedback and just rolled out the v0.9 Update :
Complete Early-Game Revamp : Start manually with a Study Desk and Manual Crank before building automated coal, wind, and solar grids.
Financial System : Trade shares across 6 volatile companies, sign fixed-term investment deposits, and launch 19 R&D tech permits.
Visual Analysis Center : Modernized with laser disintegration chambers and recycling mechanics.
Endgame Dyson Swarm : Modification over the system of solar sails.
Steam Achievements : Deleting redondant achievement and adding new ones relate to the news features.
Steam page : https://store.steampowered.com/app/5040690/GridEnergy/
I'd love to hear your feedback and suggestions!
Thank you so much for your support!
r/StrategyGames • u/ChroniclesGameDev • 10h ago
DevPost Chronicles of fantasy heroes:I brought you a combat playtest for the game!
Here is a gameplay video I recorded.
The game is an isekai fantasy RPG developed with Unreal Engine and the combat is inspired by Baldur's Gate.
You can currently request access to the playtest on Steam.
If you get a chance to play it, please share your feedback. Thanks for your help!
https://store.steampowered.com/app/3516870/
Available in English, Japanese, Korean, Russian, and Brazilian Portuguese.
r/StrategyGames • u/Lentilko • 8h ago
DevPost I made a push-your-luck card game alone in my evenings, and the demo is in Next Fest
I've been building Magic Portals alone for the past few months, mostly in the evenings and on weekends, and the demo is finally out for Next Fest.
It's a card game where you choose between portals you can finish easily and stronger ones you have to gamble on.
The demo is free and you play against the AI. The full game has a lot more effects, plus multiplayer, which is where it really gets interesting.
What I'd most like to know: do the rules click in the first few minutes, or did you get lost somewhere?
If it looks like your kind of game, a wishlist helps a lot: https://store.steampowered.com/app/4539850/Magic_Portals/
Card art and trailer music is AI-generated, everything else I made myself. 😇
r/StrategyGames • u/zer0_state • 10h ago
DevPost Dev post: HexWire, a hex-grid tactics game where your strongest move also raises the heat (iPhone)
I'm one of the developers on HexWire, which came out on iPhone this week. I'm posting as a DevPost because the part I want strategy players to poke at is a design question, not a feature list.
The setup: you lead a four-person crew through corporate towers on a hex grid (Seattle, 2087). Cover, overwatch, destructible scenery, dice-based hit chances. The game has a built-in Codex that shows the actual dice math behind every shot, so a failed roll is a risk you chose, not a surprise.
The mechanic I built the game around is the Trace. Strong, loud actions raise it, and as it climbs the mission pushes back. So the best move on the board is rarely free, and every turn asks whether you stay quiet or run hot.
The design question I'm least sure about: a single global pressure meter is easy to read on a phone screen, but does it make the tension feel fair or just punishing? Does it need more telegraphing of what the next threshold does? Blunt answers welcome.
Scope: four-fight prologue (one per runner), six story missions, side contracts, an arena, and an Endless Gauntlet. Offline, no ads, no accounts. $3.99 one-time.
AI disclosure: AI tools were used. The code was written with AI coding assistance, and some of the art is AI-assisted under human direction. The game design, rules, story, music and sound effects are human-made.
App Store: https://apps.apple.com/us/app/hexwire/id6800604898 Short gameplay clip: https://youtu.be/HRWrVVLa-Qo
r/StrategyGames • u/Neat_Jackfruit_2200 • 3h ago
DevPost Myth & State - New God, Strategy, Economy and Political Simulator
Hi everyone! I'm a university student developing Myth & State, an indie historical society sandbox inspired by Age of Conflict, Victoria, and Europa Universalis, with assistance from Claude AI. It combines world-building and nation management with an emphasis on economics, social classes, cultures, religions, and political systems. It's still in development, with military systems and national AI among the features being worked on. I'm mostly baseing it on stuff I have been studying in life and classes, like Marx, Bourdieu and Levi-Strauss!!
🎬 Gameplay Trailer: https://youtu.be/2QYp7qs8KR0
📺 YouTube Channel: https://www.youtube.com/@MythAndState
💬 Discord Community: https://discord.gg/KMuDXdY2U
I'm developing the game with limited resources, so feedback, help, and community support are greatly appreciated :) Also first time on reddit!
r/StrategyGames • u/AC-Daniel • 7h ago
DevPost The battle starts before the first skeleton swings.
youtu.beHey guys, I am creating a little niche indie game. It is such a weird mix that it feels hard to find an audience. It combines Heroes of Might and Magic Battle Brothers Map Exploration, army building with deep progression with autobattle and roguelite mechanics. All embedded into a dark fantasy necromancy setting. You kind of play against the time - each 15-20 minutes, depending how much attention you generate an inquisition will try to hunt you down. Everytime you beat an inquisition the world gets a lot more hostile. If you die you ressurrect on another (procedurally generated) continent, loose your army and ressources but keep your exp and aquired spells. Would love to find players who enjoy this niche. Still in development, so testers of the demo are more than welcome. (even though the demo should already run quite smoothly)
Wishlist on Steam:
https://store.steampowered.com/app/5282860?utm_source=reddit
r/StrategyGames • u/xela_nut • 11h ago
Self-promotion Conquering the World With Old People
youtube.comWelcome to my video on COE5, where I play as the Senator! Using the power of old people (the Triarii), we take on Elysium in hopes of claiming it and turning our Senator into a God Emperor!
And opposing us are a group of factions based on the greatest threats the Roman Empire ever faced: The 4th Crusade, Germans, Carthaginians, Celts, Ottoman Empire, Venitians, and, worst of all, Other Romans.
Will we succeed, or will our senator get brutally stabbed to death? Find out here!
r/StrategyGames • u/Groowl • 16h ago
DevPost HELP: my game looks like a button-masher, but it's secretly a build-crafting puzzle for nerds
Everyone who watches my game over my shoulder says "so you just press the button?". Yes. One button.
But the actual game is the draft: between rooms you pick one of three upgrades, you can hold 5 at most, some exclude each other (one trail, one special blade), and some only work with others. Picking fire means you'll never see frost this run. The question is never "can I aim", it's "which 5 pieces make this run work".
So, strategy players: is that strategy, or am I kidding myself?
r/StrategyGames • u/DamagedCod4 • 9h ago
Self-promotion We made a free browser conquest game with two modes: classic dice battles, or no dice with hidden enemy units – Iron General: Online
galleryHi r/StrategyGames!
Iron General: Online is a free, turn-based map conquest game you can play right in your browser. No download, no account needed.
You start in a corner of a tile-based map of Europe and expand tile by tile, building your army and pushing your rivals back until one general controls the field.
Two modes, two very different games:
• Classic: Risk-style dice battles. Fast and easy to pick up, works great on mobile.
• Modern: no dice, no luck. You can’t see your enemy’s units, battles are points-based, and every attack is a bet on what you think they’re hiding. Much more about planning and bluffing.
Details:
• 1v1 or 4-player free-for-all
• Play with friends in a private room, or against bots
• Optional free accounts (nickname + password, no e-mail) for the global leaderboard
Short gameplay clip: https://x.com/IronGeneralx/status/2113271893788852555
We’d love your thoughts:
• Does hidden information in Modern mode make it more interesting, or just more confusing?
• Does anything feel unbalanced?
• Any suggestions? Features, new maps, mechanics you’d love to see in a game like this?
👉 Play: https://irongeneral.online
Also on itch.io: https://damagedcod4.itch.io/irongeneral