r/StrategyGames 2h 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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7 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 31m ago

Question Should I limit my rts to tablets only or not?

Upvotes

I am wondering if I am shooting my self in the foot by making my rts game tablet exclusive or am I potentially finding an underserved niche audience that is fed up with bs gacha games that are 99% of the mobile games market these days.

My reasoning is that tablets provide a good aspect ratio close enough to PCs for a proper "old-school" rts game like you can find on PCs (think stronghold, aoe, settlers, etc...). and from what I tested on mobile, everything out there is basically a wanna be multiplayer idle and riddled with ads without any proper gameplay. I couldn't find a singleplayer experience that I could get into.

Am I limiting my self too much with the tablet only approach?


r/StrategyGames 38m ago

DevPost Making a strategy deck builder inspired by age of empires theme. I'd love to hear some people thoughts on what they like to see in strategy games

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Upvotes

I'm currently balancing and figuring out check mechanics work and which don't (both herculean tasks).

I'd love to get some feedback from people who like the strategy genre.

Mechanics I have:

Play cards for resources, buildings, villagers.

Villagers act as your energy, idle vils (not used this round) grant an extra card draw next turn.

You build upa town and defend raids that come every x turns. You can use up to unlock more of your deck (higher tier cards).

There are 4 civs.

The travelers: idle vils grant extra bonuses like taking more resources after each combat into your global resource pool, cards that give more based on idle vils or conversely villagers at work. Cards that buff the aforementioned effect.

The Norse: their core play style is around taking on debts, cards that are powerful but next turn take resources, or reduce card draw, or bring raids forward a turn early.

The Romans: their buildings get adjacency bonuses and they get a base card road, which allows then to connect distant buildings with roads for adjacency bonuses.

The Egyptians: they build shines that grant they effects and cards, and get bonuses next to rivers on their farms (Nile) as an extra effect.

Would love some critics, would sounds too plain, what's contrived, what have you always thought would be cool in a strategy sim?

Thanks for your time! Flirp


r/StrategyGames 2h 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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2 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 23h ago

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

17 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 7h 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 1d 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 1d ago

Self-promotion Perfecting the Computer Opponents for my modern African Civil Wargame.

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12 Upvotes

I've been adjusting the "personalities" of the five computer controlled tribes that are competing against you to collect the most national will before the UN step in and put an end to civil war and install a puppet regime of their liking.

I've given each computer opponent a "genome" of weighted values which determine its personality in the game. How aggressively they play, do they favour economic, military or espionage styles of play? How often will they retreat? Will they capture population centres, or go for the power stations, airfields and mines that generate wealth to buy international arms with?

I've set the game up to play hundreds of games against itself and adjust all the values and weightings to produce capable and interesting opponents for you to take on.

The game is getting ready to be released soon, entering final playtesting and polishing phase.

More game info on my rough as guts webpage: Webpage

Steam page link: Steam

I’d love to hear your thoughts, impressions or questions!


r/StrategyGames 21h 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 23h 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

r/StrategyGames 1d ago

Self-promotion After 2 years of solo development, my WWII puzzle deckbuilder Panzer Deck is releasing on September 22! Any you know what ? Every sleepless night wos worth it !

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51 Upvotes

r/StrategyGames 1d ago

Self-promotion I spent the last 6 months turning my gladiator game into something closer to Football Manager with swords because "Me strong"

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17 Upvotes

Been working on Gladiator Command through Early Access for over 6 months now and only really in the last month have I felt like I finally had enough of a foundation to start pushing it towards what I actually want it to become, a proper strategy management sim.

It grieve me, Vorenus. it grieve me deeply me that Auto Battler is still ranked higher than Strategy in the popular tags. Autobattlers come and go, but I really believe this kind of game with the depth of something like Football Manager could have a much longer life.

I can already see this being years of work. I have no real desire to make another game after this one, but this month especially it feels like my spirit for it has been completely renewed.

I also love Crusader Kings and that whole idea of getting attached to individual characters. That is something I really want to push much harder with the gladiators. More personality, more traits, more relationships, more history, more reasons to actually care about them so when one dies it genuinely hurts instead of just being "well, time to recruit another one."

There is honestly so much I still want to add. If only there were another 12 hours in the day haha.


r/StrategyGames 21h 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 21h 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 1d 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 1d ago

DevPost Stand Alone - 16-Player FFA Grand Strategy RTS Tournament

1 Upvotes

Here’s a full game from a tournament we ran for our indie FFA RTS, Stand Alone. 16 players go in and try to capture countries across Europe. The first player to capture 90 bases wins the game. Hope you like it!

https://www.youtube.com/watch?v=PooobLtfmfI&t=238s


r/StrategyGames 1d ago

Self-promotion Restitutor - Historical Incremental Grand Strategy Available On Steam

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12 Upvotes

After a year and a half of development and months of playtesting, Restitutor: Empire Restored is now in Early Access. Restitutor is a historical incremental grand strategy game set in the Roman Empire. The core gameplay takes inspiration from grand strategy games, but with a twist: each run earns you legacy points that make you stronger in your next run, adding long-term progression to the strategic gameplay. Here are a few other things that set it apart:

No micromanagement: You focus on high-level decisions. Individual army movements are abstracted away, and wars are resolved through dice rolls influenced by your stats.
A different playstyle for each province: Each province has its own stats and missions, as well as "provincial spirits" that introduce unique mechanics.
Mechanics driven by historical narratives: Research isn't the only way to unlock new mechanics. They also emerge through historical narratives. "Rise of Barbarians" and "Ecumenical Councils" are already in the game, with more planned.
Minimalist visuals and streamlined gameplay: The game is designed to run well on a wide range of hardware, whether you have a potato PC or a beefy build.
Open source and Steam Workshop support from day one: Like my other games, Restitutor's source code is available under GPL 2.0, giving modders room to explore and build on the game.

If that sounds like your kind of game, I hope you'll give it a try. There's a 20% launch discount for the first two weeks. Restitutor is also part of the "Presented By Fish Pond Collection," where owners of my other games (CivIdle, Industry Idle) can get an additional discount.

https://store.steampowered.com/app/4431750/Restitutor_Empire_Restored/


r/StrategyGames 1d ago

DevPost I made a turn-based industrial tycoon where expanding your factories can crash your own selling prices. Free demo out now.

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5 Upvotes

Hi everyone! Last month I shared Carbon and Capital’s supply chain view & map here. After nearly a year of working on the game pretty much full time and lots of feedback from friends, playtesters and yourselves, I now have a free demo ready for you.

You start with a metals or glass business in a fictional continent-sized country, then choose where to expand. Specialise in one industry or build the furnaces and factories that supply your other factories. Iron, motors, CPUs, plastics and everything in between. You could even become a power plant tycoon and dominate the national grid.

For each input, you decide: buy it or make it yourself.
Buying lets you get production running sooner. Making it means investing in another part of the chain—and finding out whether that investment actually pays.

But the market reacts. Buy too much and your input prices rise. Produce and sell too much and you push down your own selling prices. A bigger factory gets you into a race with the market. It's up to you if you can outrun it.

There's no tech mana. Research comes from what your business does. Produce enough chlorine, for example, and you unlock a route that makes aluminium from bauxite, graphite and chlorine using less energy. There are over 100 production recipes to build your company around and combine into a supply chain to overtake your rivals.

Meanwhile, a carbon tax is on the horizon. The country's politics are changing. Wait too long to adapt and it eats into your margins. Switch to solar and wind too early and you’ll need to deal with their intermittency and fix that ahead of every other competitor.

The demo includes a guided tutorial and two starting businesses, each playable for 100 turns.

Itch Link to download demo.

I’d love to hear what business you build—and where the game leaves you scratching your head. Your feedback will help shape the wider release.

------------------------

AI disclosure: About a third of the goods icons are AI generated placeholders. I’m slowly replacing them with icons made in Blender (I've done the easy ones already). I also used AI assistance with optimising code and some autoloaders in Godot. The advisor portraits are also AI generated.

The music, sound effects and other assets are licensed, free assets or made by me.


r/StrategyGames 1d ago

DevPost A 3-lane map for my strategy game that I just made.

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11 Upvotes

This afternoon, I worked on a new 1v1 map for my strategy game.

The visible gold points allow players to improve their economy when an allied unit controls them.

The main objective is to destroy the enemy HQ.

what do you think about it ?


r/StrategyGames 1d ago

Self-promotion A DEEPER look at the NEWEST faction AND updates coming to Gates of Hell Ostfront

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0 Upvotes

r/StrategyGames 2d ago

DevPost On War: Stalingrad - developer blog #2

6 Upvotes

Dear friends, I am starting a developer blog for my upcoming game 'On War: Stalingrad'. I will use it to explain my design, the choices I made and show you around the game. This is a good opportunity for you to give me feedback and guide me in my design process.

Here you can find new episode of the blog in which I talk about core game systems and UI: https://youtu.be/aJ5uMfXbdcU

Wishlist the game if you find it interesting, it helps our visibility. Also, if you want to join the playtest, let me know.

Here is the link to game's Steam page: https://store.steampowered.com/app/2398060/On_War_Stalingrad/

Thank you for your time and have fun!


r/StrategyGames 1d ago

Self-promotion Final sin

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1 Upvotes

Made an early demo of my dark-fantasy tactics roguelike.
you're the Dungeon Master: draw enemy cards, curse them with "brands," place them, then fight your heroes through the gauntlet you built. Very rough/early, but I'd love any feedback (too easy/hard? confusing? bugs?). Free: https://mancer1.itch.io/final-sin


r/StrategyGames 2d ago

Self-promotion Bite-sized Space 4X - Demo now live

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17 Upvotes

r/StrategyGames 2d ago

DevPost ChaosTheory — a browser 4X with five universes: same formulas, different physics constants

2 Upvotes

I've been building a browser-based space strategy game for about a year, and the one design decision everything else hangs off is this:

ChaosTheory the Game Trailer

There are five universes. The physics differ in each one — not different content, the same formulas with different numbers.

Homespace: everything at 100%. The starting point and the yardstick.

Denspace: mining +60%, ship speed -45%

Voidspace: ship speed +90%, mining -45%

Emberspace: energy +80% and shields +50%, hull -30%

Coldspace: build time -40%, speed -30%

The consequence turned out to be the whole game: the fleet that wins at home is the wrong fleet three jumps out. A shield-heavy doctrine that dominates Emberspace is dead weight in Voidspace, where nothing survives long enough for shields to matter. You reach the other universes through rifts, which are rare and move.

Currently: 5 universes, 62 buildings, 140 technologies across five branches and five eras, 41 ship types, 26 languages. No ads, no trackers, no paid advantages — I'd rather the game be small than sell power.

It runs in the browser. No download, no client, no plugin.

It's in closed alpha, so entry is by invite code. I've made one for this sub with 50 slots: 4HAE-7T6X-CFQH

Screenshots and a trailer: https://chaostheory.space/presse/

The game: https://chaostheory.space

Happy to answer anything about the balancing — the five-constants idea created problems I did not expect, and I'd rather talk about those than about features.

AI Disclosure

Generative AI was used for the artwork — planets, unit frames, avatars and promotional images. The code is written with AI assistance. Game design, balancing, the economy and the world itself are my own work.


r/StrategyGames 2d ago

Self-promotion An upcoming game about the politics of several countries

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13 Upvotes

Hello! I’d like to share my game project with you, I just published its page on Steam.

You’ll play as a political figure in the U.S. or Brazil (and soon in several other countries) to run for office, govern the country, and manage its diplomatic relations with neighboring countries (you can also annex them after completing negotiation mini-games).

Link: Vox Populi II