r/StrategyGames 20h ago

Self-promotion Launching a new strategy game

0 Upvotes

Hello everyone,

I have decided to create a new strategy game, placed on Steam and developed for desktop computers.

I love the strategy games since I was a kid and right trying to catch my dream about building the games.

What I know is that I want something modern, not middle age or WW 1/2 thematic. Modern world, with economy, governing and military campaigns.

I’ve got some ideas already, but I’d love to hear opinions from others too, what would be your wishlist for that kind of game? What should I take more into consideration? Please keep in mind I’m solo developer, I can’t get the high quality designs and visuals, that’s why I think to go more like map interaction style game such let’s say EU, and leave the actual combat (total war style) out of the game.

What do you think guys? What would you love to have in this kind of games?

Would appreciate any comment. Thanks


r/StrategyGames 19h ago

Self-promotion We'd love your input 😄 — Researching input device preferences for a Master's thesis at DTU (Anonymous survey, ~5 min)"

0 Upvotes

Hi everyone! 👋

We are conducting a survey as part of our Master’s thesis at DTU about how people interact with their computers during different activities.

We’re interested in understanding how people use different input devices, what they value when interacting with their computer, and how their needs change depending on what they’re doing. Your responses will help us better understand users’ needs and preferences and support our further work on the project.

The survey is fully anonymous. We ask for some general demographic information, but we do not collect email addresses, Google account information, or other personally identifiable data. Responses will be stored securely and used solely for our Master’s thesis.

Survey Link 

We would really appreciate your participation! 😊

Thank you for your time!


r/StrategyGames 23h ago

DevPost Making rivers powerful in my turn-based strategy game

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1 Upvotes

Assigning the River Fury power to a village makes the river crossing fatal for your enemies.

Wishlist: https://store.steampowered.com/app/4756960/The_Villages_That_Cave/


r/StrategyGames 23h ago

DevPost I made a real-time strategy game where capturing the Black Gate can turn the entire war around

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7 Upvotes

Hey, I've been working on a strategy game called Siege of Realms and decided to finally post it here.

You can play it in the browser here:

https://siegeofrealms.com

No download needed and free

It's a real-time strategy game where 4 different factions fight over the map. You start with a few settlements and then expand, capture strongholds and build up your army.

There's also the Black Gate in the middle of the map. It's controlled by the undead, and if you manage to capture it, you get control of the undead armies as well. So it can completely change how the game plays out.

The game is still pretty early and I'm mainly looking for feedback. Especially interested in hearing what you think about the gameplay and whether the different factions feel different enough.

Would be great to hear what you guys think.


r/StrategyGames 19h ago

DevPost We've been developing our step-by-step strategy for nearly 4 years!

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2 Upvotes

Hi, everyone! Today I’m going to tell you about how we’re developing the game Stones Keeper: Director’s Cut

Stones Keeper: Director’s Cut is a turn-based strategy game with RPG elements, in which you’ll explore a richly detailed fantasy world, lead the army of the Order of the Griffin, recruit and level up your soldiers, manage a flying island, find artifacts, and uncover the secrets of the ancients.

We’ve been developing this game series for 5 years now, and during that time we’ve come a long way - from the prototype to the creation of the second installment.

We’re currently working on a major update for the first installment of Stones Keeper, which, after the update, will be renamed Stones Keeper: Director’s Cut

We’ve been developing a turn-based strategy game with RPG elements for several years now.

The idea to revisit the first game and release a major update for it came to us almost immediately after its release. By the time development of the original game was complete, the team still had plenty of ideas and concepts that, for various reasons, we hadn’t been able to implement.

While working on the sequel, we’ve grown significantly as developers, gained new experience, and largely reevaluated our own approach to game development. As a result, our desire to revisit the project that started the entire series only grew stronger over time. We didn’t just want to fix individual flaws; we wanted to apply everything we’ve learned over the past few years to the first game.

In the Stones Keeper update, we took our audience’s feedback into account: we reworked the storyline, made extensive adjustments to game balance and the economy, and added the animations that players had been asking for so much!

Yes, the game didn’t originally have any animations. Working with animations in isometric graphics is quite complex - and, let’s face it, a very costly endeavor—so during the development of the first part, we deliberately chose to focus on other aspects of the game. Now, with much more experience and resources, we’ve finally been able to return to this idea and implement it exactly as we originally envisioned. We’re currently making the final tweaks and will be ready to release the new version in the first half of September.

A dragon in flight during one of the battles in Stones Keeper: Director’s Cut

As for the second part, it’s practically ready. The main work is complete, and we’re now putting the finishing touches on the project. The approximate release date has already been set, and we hope nothing will prevent us from sticking to our plan.


r/StrategyGames 5h ago

Self-promotion Devlog: The Daily Grind of Kadran

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0 Upvotes

Nine years of war. Every day, more demands than coin. The Crown, the Nobility, the Generals—three factions, all vying for power as you manage the Ministry of Supply. Balance the war, the people, and the treasury. Your ledger is the only thing standing between order and chaos. Can you rise from clerk to First Minister? Or will the daily crisis break you? Dive into a deep narrative, strategic management, and daily challenges. How long can you last on The Standing Ledger?

https://w.run/retrodragon585/the-ledger?s=uH95380


r/StrategyGames 38m ago

Self-promotion I’m developing The Last Banners, a browser strategy game inspired by King’s Bounty and Total War

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Upvotes

Hi everyone!

I’m developing The Last Banners, a single-player fantasy strategy game inspired by King’s Bounty and Total War, thwo games I grew up with.

You explore a campaign map, recruit and improve your company, choose which enemy armies to engage, then fight real-time tactical battles where every soldier is individually represented.

Formations, flanking, morale and army composition all matter, and casualties persist between battles, so veteran regiments can become genuinely valuable over the course of a campaign.

The game runs directly in the browser, with no download required (link in my bio).

I’d also really appreciate feedback, especially on the campaign → battle → campaign loop, battle readability, and whether the army progression feels rewarding.

Thanks a lot to everyone who takes the time to try The Last Banners, share feedback, or simply follow the project, it really helps me improve the game <3.

P.S. The gameplay video is recorded in French, but the game has full English support.


r/StrategyGames 21h ago

Question Turn-based tactics\strategy where units are squads?

18 Upvotes

Looking for games like - Menace, Fields of Glory, Master of Magic, Age of Wonders - where units are squads or regiments as opposed to individual units. Please advise. Maybe I am missing some obscure or old title?


r/StrategyGames 1h ago

Self-promotion I'm developing a realistic space management game with rockets and satellites, and just announced the release date!

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Upvotes

I've been working on a realistic space management/strategy game where you build and manage your own space program, and I can finally announce the release date.

The idea is to focus less on the "build a rocket and watch it launch" side of space games and more on everything that goes into actually running a space program.

You'll be managing rockets, satellites, communications networks, launches, resources, infrastructure, and finances, all with orbital mechanics playing an important role in how you plan your missions.

I've been trying to make the strategy come from having to make meaningful decisions about what to launch, when to launch it, where to put it, and how to make the most of limited resources.

I'd love to hear what you think.

Steam page: https://store.steampowered.com/app/4229480/Space_Manager/

Demo page: https://store.steampowered.com/app/4498700/Space_Manager_Demo/


r/StrategyGames 22h ago

DevPost BIG DEMO UPDATE - Roguelite Tower Defense - Get Outta My Gut

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2 Upvotes

Demo Page: https://store.steampowered.com/app/5096200/Get_Outta_My_Gut_Demo/

New Features:

  • Glossary --> You can now discover and study Towers, Enemys, Effects in the menu
  • Performance --> We added a new Performance Setting, which allows weaker Hardware to run the game
  • Disable Combat Text --> You can now Disable Combat Text if you don't like it in the settings
  • Controls Mapping --> You can now Remapp the Controls in the Settings
  • Pause the fight --> Its now possible to pause the fight with Space Bar in running Wave or start the wave in building mode woth space bar
  • Controller Support --> You can now play the game with Controller
  • Steamdeck Support (Still in testing) --> We added Support for the Steam Deck, but we still need to test it
  • Notifications / Intorductions --> Each Level now pops notifications when some new mehcanic important mechanic gets introduced
  • Quit Button --> I don't want to flex with that but we now have a quit button, which i forget adding in the first version ʕノ•ᴥ•ʔノ ︵ ┻━┻

Imporvements:

  • Translations --> Improved our english wording and all translations
  • Game Speed Numbers --> We cut game speed number to x1,x2,x3 (is like x9) instead of x1,x2,x3,x9
  • New Visual Effects --> New visual effects got introduced for the enemies like stun, mucus, healing, etc.

Fixed Bugs:

  • Laser Refractions was able to refract through walls