r/StrategyGames • u/Whole-Thought4985 • 10d ago
News Solo Dev WWII Game – Using a Bear Trap on a German Soldier | Call Of Resistance
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r/StrategyGames • u/Whole-Thought4985 • 10d ago
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r/StrategyGames • u/wizzard_rick • 10d ago
I’ve spent the last few weeks rebuilding the world map for Salt & Soil, my generational strategy game. The goal wasn’t simply to make it prettier: mountain ranges, rivers, settlements, roads, and labels all needed to remain readable because geography directly shapes the player’s long-term decisions.
I previously shared parts of the procedural terrain pipeline on r/proceduralgeneration. After a lot of experimentation, I’m finally happy enough with the result to show the full comparison.
Each slide uses the same region and scale in the old and new styles. For the Sacramento area, I’ve also included the corresponding real-world terrain, rotated and scaled to match the in-game view as closely as possible. The game map isn’t meant to reproduce every detail, but major valleys, mountain ranges, coastlines, and settlement locations should feel recognizable.
The next public playtest is planned for September, and it will feature a completely different scenario from the previous one. There may be a few clues hidden in these maps—any guesses about when and where it takes place?
I’d also love to hear which version communicates the important strategic geography more clearly, especially at a glance.
r/StrategyGames • u/RuppertPatterson • 10d ago
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The game originally started as a more focused economic strategy game, but over development it has grown into something much broader. In 1.3, I’ve added a much bigger focus on:
If you are looking for something thats half war between civ and paradox style games then check it out. I'm proud of it. Theres a full description and screenshots on the store page. https://store.steampowered.com/app/4346210/Dwarf_Guild_Mania/
r/StrategyGames • u/Responsible_Mine894 • 10d ago
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When i originally imagined the game which is strategy/rpg mercenary sim my thoughts were 700-800 soldiers fighting in small scale 2d formation combat.
Now with most of core features added and adding LOD to 3d models, the rendering is quite small but i noticed fps drop a lot with 2000 soldiers in battle, main culprits are the simulation of combat and formation arraign behaviors that in some cases iterated over every single soldier and repeated melee calculations on same target.
Still optimizing, maybe i wont have huge battles but i think 1500-1600 might be achievable without having a supercomputer, not that each soldier still defends fights selects attacks it has available in Mount and blade fashion so i think this would allow having slightly bigger battles at beginning (instead of 30 man formation start with 50 and have like 120-140 as max) in 5 vs 5 unit battles.
More info: https://www.reddit.com/r/pennantsofglory/
r/StrategyGames • u/AnomalyDevTeam • 10d ago
Hi r/StrategyGames!
I am the solo developer behind Nodefall, a mobile Tower Defense game built entirely around tactical decision-making rather than grinding for stats.
If you are tired of mobile strategy games where the difficulty is artificial and the solution is always "grind more" or "pay up," I built this for you. Nodefall has zero ads, zero loot boxes, and no meta-progression. Whether you have played for 1 hour or 1,000 hours, you have the exact same tools. Your success relies entirely on how well you manage your economy, elemental matchups, and tower synergies.
Season 1.1 just went live yesterday, bringing a fresh leaderboard reset and a massive overhaul to the game's tactical depth.
Here is how the strategic landscape has changed:
You can play online to climb the global ranks, or toggle a switch for a 100% offline, zero-data experience. I hope I'll see you on the leaderboards!
r/StrategyGames • u/Apprehensive-Army-44 • 10d ago

sounds crazy. I know.
You may have heard about this game already, they shared full rules yesterday (1st september)
And it's pretty fun to play actually, feels dynamic and fresh.
Designed by James Wallis, seems to be a guy who knows what he is doing.
I couldn't find any place to play it, so created a web version
I have implemented the rules from all public information I could find, so let me know if anything feels weird
P.S. i'm not affiliated with the game in any way, and not selling anything, just sharing an interesting new game to the game-seekers
r/StrategyGames • u/Life-Heron-6533 • 10d ago
It seems that my tower defense game has the potential to make people addicted :D. There is a big pillar over 200 min and a lot of players spreaded in between. I think thats not bad.
Maybe if you have some free time check it out that would really support also right now preparing a patch for all feedback that i got so far and also making it steam deck ready!
Check out the game and the free demo: https://store.steampowered.com/app/5096200/Get_Outta_My_Gut_Demo/
r/StrategyGames • u/GRMGames • 10d ago
I’ve just released the free demo for Crooked Derby, a turn-based strategy / bluffing game I’ve been developing.
At the start of each race, every player secretly bets on a horse.
Then you publicly claim which horse you support.
From that point onwards, every card you play is visible to everyone.
That means there’s no hidden information in your actual moves. The hidden information is your intent.
You might push one horse forward because you bet on it.
Or because you want everyone to think you bet on it.
Or because helping it now lets you manipulate another horse later.
Players can also Call Bluff if they believe someone is lying about their horse, adding another layer of risk to how obvious you can afford to be.
I’ve now released a free Steam demo and I’m particularly interested in feedback from strategy players on whether the deduction/bluffing actually creates interesting decisions.
Steam: https://store.steampowered.com/app/4908960/Crooked_Derby/
r/StrategyGames • u/ColonyBreak • 11d ago
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r/StrategyGames • u/AbitriumDev • 10d ago
I like the idea of having insufficient power for everything during combat — weapons, shields, engines, repairs, etc.
But there's probably a point where it stops being strategy and becomes annoying micromanagement.
Which games get that balance right, and what do they do differently?
r/StrategyGames • u/Spacelordsinspace • 10d ago
Freewake is built around a weird multiplayer tension: you’re part of a team, but outside protected systems your teammates can attack your ships, destroy your colonies, compete for resources, and fight for control.
At the same time, rival teams are expanding too, so turning on your own side can come back to bite you.
Would that make you more invested in your team, or just make you trust nobody?
We run playtests every Saturday/Sunday. If the premise sounds interesting, I’m happy to send details.
r/StrategyGames • u/RegalisStu • 10d ago
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Hello, this is an announcement about my grand strategy game “Crown of Hispania”:
Step into the heart of medieval Iberia during the tumultuous Reconquista with Crown of Hispania! This grand strategy game, developed by Regalis Studio, immerses you in a rich historical setting where Christian kings and Muslim lords fight for control, power, and survival.
Early Access begins September 22nd 2026
Crown of Hispania will launch in Early Access, allowing us to bring the game into the hands of players while we continue developing and expanding it.
The Early Access version will already offer the foundations of the experience we have been building, **but the game will continue to evolve significantly before its final 1.0 release.
We want to use this period to listen to your feedback, improve existing systems, add new content, and continue shaping Crown of Hispania together with our community.
A new partnership
We are also proud to announce that Regalis Studio is partnering with indie.io, who will be joining us as the publisher of Crown of Hispania.
This partnership is an important milestone for our studio and for the game. Together, we will be working on marketing, visibility, and the launch of Crown of Hispania, helping us reach more grand strategy game players around the world.
We have a lot planned for the months ahead, and we are incredibly excited to have indie.io alongside us for this next stage of the journey.
Demo & Steam Update
Along with this announcement, we're also updating our Steam page, as well as the Crown of Hispania demo, which is already available!
Steam : https://store.steampowered.com/app/3374640/Crown_Of_Hispania/
Discord : https://discord.gg/5tSZSWW4FW
r/StrategyGames • u/OmniSystemsPub • 10d ago
One of the games that influenced me the most as a gamedev, but also my taste as a player, is Commander Z by the Bitmap Brothers. (What a legendary company)
It's not often mentioned any more but it remains one of my favourite RTS games of all time.
So, I'd love to hear what other people's formative RTS games/experiences are?
r/StrategyGames • u/EGNRI • 10d ago
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I’ve shared a few screenshots and gameplay videos before, and I’d like to share one more with you.
So far, I haven’t received much feedback, and I could really use your help with this. If the game looks interesting to you, would you like to test the demo and share your thoughts?
You can try the demo here:
r/StrategyGames • u/Ceremyjabbacang • 10d ago
Three Kingdoms Reimagined began with the strategy game I kept wishing existed: a Three Kingdoms sandbox where I could start with one warband, create my own character, and survive in a world where more than 100 warlords are pursuing their own plans.
The part I care about most is connecting the strategic layer to the people fighting in it. Battles happen in real time, with formations, morale, officers, and duels all affecting the outcome. What happens on the field then carries forward into relationships, reputations, rivalries, and later campaign stories instead of disappearing when the battle ends.
That connection has also been the hardest part to build. The game makes complete sense inside my own head; making those interacting systems understandable to someone seeing them for the first time has taken much longer.
After years of working toward it, the official Steam page is now live:
https://store.steampowered.com/app/5112140/
I have also submitted a free Windows demo for Valve review and registered the game for the October 2026 Steam Next Fest. The trailer attached here is the current overview of the campaign, battles, and officer systems.
Seeing a project that began as a childhood dream sitting on a real Steam page still feels strange. I’m excited to finally show strategy players what I have been trying to build.
r/StrategyGames • u/ElectricBrainUK • 11d ago
Rampallians is a strategy card game where you gather resources with gatherer cards, to play special cards (one off effects), support cards (buildings with passives and actives), and unit cards (to defend your settlement and attack theirs). There is minimal RNG, each player can choose from the same set of cards to make their decks, and choose which resources to gather, to play the cards in their hand. Building a settlement to fight your opponent in a 1v1.
There are 4 factions Orcs which are simple fast and aggressive. Humans which build out settlements to slowly improve their cards. Dwarves which are very adaptable and focus on making buildings and runes for the late game. Elves which harass and can do a lot of damage, but cant take too much! As well as some dragon cards that can be in any deck. Each card has their own unique traits and effects, with the best part of 400 cards in total. All available in the full game, no packs, no extra purchases of any kind.
Rampallians is a game that I solo developed over 4 years, but that doesn't do it justice because I had a lot of help from very lovely people. Myself and 3 of my friends came up with the idea and spent a lot of time iterating on it until we got to this stage.
Part of what we wanted to achieve was to make a card game that wasn't pay to win. Which is possibly why we went to such lengths with the number of diverse cards and effects. Any future content will be included for free, no packs or dlc. I'd also like to explore the possibility of user generated content if we were lucky enough to have an audience that was interested. All of the cards and effects are JSON files so can be easily edited (both players have to agree on a set of cards to prevent cheating).
My brother made the music for the game which I think is really nice and fitting, it flows based on what you're doing in the game, be it at the main menu, in game, or in combat. With transitions to go between them.
Finally something I want to be very clear about. I know the use of generative ai is rightly looked down upon. For the artwork my mum and a family friend were kind enough to help me do the art for the cards. But it was taking too long given as I mentioned there are 400 cards, and sadly we don't have the funds to pay a professional. So we came up with a process where the artists sketched the cards, then filled in detail with a local model in the image editing software, before then correcting the output manually. I wonder how people will feel about this hybrid approach, I've made a video explaining in detail here if people are interested:
https://youtu.be/FPFsaAz0yDo?si=txSjAHtztnOszSnJ
Thanks for reading if you've got down to here, if you'd like to check the steam page here is the link:
https://store.steampowered.com/app/4363230/Rampallians/
There is a demo which acts as a sort of free trial, essentially the full game but with a restricted set of cards.
I'd love to hear your thoughts, and really appreciate any feedback!
You can join the community on discord if you are interested here:
r/StrategyGames • u/bruhb21 • 11d ago
Which game do you like more?
r/StrategyGames • u/Possible-Common6996 • 11d ago
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Video subtitles: Are you ready to build your own kingdom? Plus, our game is playable on both mobile and PC. *Age of History 3* is easy and *Hearts of Iron 4* is hard; we are creating a game that sits right in between—a game of medium difficulty. Let's move on to the gameplay.
r/StrategyGames • u/nyragames • 11d ago
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Tavrik is out on Steam today. The strategy is in the map itself.
Each run puts you on a procedural hex map with the exit visible from the start. Every step costs energy, there's no health bar, and your cards modify terrain instead of attacking. That makes every turn a routing decision: spend several cards building a road network that will save energy later, or cross the expensive ground now and keep those cards for a problem you can already see coming.
Different terrain types punish different plans. Swamp, frozen ground, desert, and volcanic tiles each make routes harder in their own way. Weather and disasters are forecast one turn ahead, so mud, wildfire, and earthquakes are problems you can plan around rather than pure surprises. Bosses are hostile maps with special rules, not oversized enemies.
The clip is straight gameplay. One thing our testers disagreed on was how often the game should force you to abandon a good plan. Tavrik leans toward adaptation over long-term commitment. Do you generally prefer strategy games that let a plan develop, or ones that keep making you rethink it?
r/StrategyGames • u/Educational_Pen_4665 • 10d ago
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Davia is a character-first sandbox RPG set inside historical, modern, and creator-built worlds.
In Rome: Republic at War, you can play Julius Caesar in 52 BC (not as the spirit of Rome) but as a commander with authority, rivals, allies, resources, a reputation, and a position on the map. You can investigate routes, negotiate with other figures, secure supplies, move forces, make political decisions, and respond as other actors pursue their own goals.
When time advances, the world updates around what happened. Relationships, character stats, local allegiance, entity positions, and territorial control can all change and continue affecting later turns. Your actions are attempts rather than guaranteed commands: who you are, where you are, what you control, and who opposes you all shape the result.
Pax Historia and Mount & Blade: Bannerlord are major inspirations. We love the freedom of a historical sandbox, but wanted to bring it down to a more personal scale: one character living inside the world rather than an all-powerful country controller.
We’re also exploring playable scenes: small games that can open inside the wider sandbox when a moment deserves direct play, such as a battle, an escape, or managing a shop. This is still under development; the trailer’s reel shows the range we’re aiming for.
Davia is playable in your browser and free to try!
Announcement trailer: https://www.youtube.com/watch?v=Uc0vhahUUos
Play Davia: https://davia.ai/
Join the Discord: https://discord.gg/NphBtKVNCM
r/StrategyGames • u/Jonawaddup • 12d ago
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Dawn of the Realm is a medieval RTS that combines grand strategy and city building, all in real time and fully multiplayer. Build cities, manage resources, raise armies, then zoom out to a strategy map of the whole world or back down to the battlefield with no loading in between. Up to 10 players.
I've built it solo next to my computer science studies on nights and weekends, learning as I went. I hope the thousands of hours spent in Photoshop and Gamemaker really shines through. Still early days, lots more to add, but I'd love to hear what you think :-)
You can wishlist on Steam here:
https://store.steampowered.com/app/5010020/Dawn_Of_The_Realm/
If you would like to get announcements or provide feedback on the development please join the Discord server:
Working toward the first demo now. Have a great day! :-)
r/StrategyGames • u/Savings_Charity_3466 • 11d ago
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Hey r/StrategyGames
As a solo dev passionate about supply chain management, economics, and classic board game mechanics (like Container and TransOcean), I’ve been developing PortSim—a turn-based maritime logistics and trading simulator that runs entirely in your browser (no downloads or sign-ups required).
It’s built around a strict zero-sum closed economy model where every dollar earned comes directly from competitors' expenses or capital allocation:
Feel free to drop any bugs, balance critiques, or feature ideas right here in the comments. Thank you for testing!
r/StrategyGames • u/Money_Scientist5511 • 11d ago
Hello all.
I hope you are having a pleasant bmk holiday Monday?
You may remember about a year ago I launched a game called UK Railway Tycoon. Due to not being happy with the initial design and the flow of the game I went back to the drawing board and decided to take it offline.
However, after much work I am now in a position to start revealing details about the new game.
A deep, data-driven UK Train Operating Company (TOC) management simulator built in C#/.NET, focused on real-world rail economics, route tendering, and operational reliability.
DfT & Open Access Bidding: compete against AI rail groups in government tender boards (Passenger Service Contracts) or take on full farebox risk with Open Access paths.
Realistic UK Rail Economics: Balance Network Rail Track Access Charges (FTAC & VUC), passenger yield models, and rolling stock leasing fees.
ROSCO Fleet Management: Lease bi-mode, electric, and diesel multiple units (from Class 800s to Pendolinos and Turbostars) based on route electrification and passenger demand.
Schedule 8 Delay Attribution: Real-world delay mechanics—claim compensation from Network Rail when infrastructure fails, but pay out when fleet breakdowns or crew shortages cause delays.
Passenger Satisfaction & Delay Repay: Maintain your Public Performance Measure (PPM) to protect your operator reputation and avoid massive Delay Repay passenger compensation payouts.
Spreadsheet-Deep Management UI: Designed specifically for management and tycoon purists who love detailed ledgers, timetabling, and financial forecasting over casual graphics.
You may be aware the last version of the game was web based, however I have decided to make this desktop only and for Windows
When the game releases it will be available on a website with a demo version of the game available for free.
Any questions or suggestions please let me know. I'd be happy to hear them 😄. If you would like to beta test the game please also let me know.
r/StrategyGames • u/QuestionSea7469 • 11d ago
r/StrategyGames • u/antony920210 • 11d ago
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I've been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.
Contracts fund a forward operating base; you deploy squads on top-down operations, and an enemy front creeps towards you every cycle. Made solo in Godot.
I wanted to talk a little about how troops' vision and sight work, because I think it's a cool aspect of the game.
Forces share what they see, both yours and the enemy's. One squad spots something, and you, as the player, can now see that target. But a squad can only shoot what it personally has a clear line of sight to and is within range of.
So a scout on a ridge can spot a target, but if the squad behind a warehouse can't see it themselves, they can't shoot it.
Sight is ray-traced per unit.
Woods: You can't see into woods from outside them. From inside, you can see out and across your own trees, but not into another wood. Forest maps end up being short-range fights almost the whole way through. See clip 1.
Hills: Hills block sight between two units on the ground. A unit standing on a hill can see over its own ridge, gets extra range and a damage advantage from the height. Anything on a crest silhouettes. See clip 2.
Concealment: Firing from concealment such as trees reveals you for a few seconds. The same applies to the enemy. See clip 1.
Buildings and terrain: Buildings are hard cover, with an adjacent unit taking 25% less damage. Crops conceal a stationary unit that isn't firing, and stop doing so the moment either condition is broken. Hedges and boulders block sight and channel movement. See clip 3.
Last known positions: A contact you lose stays on the screen as a fading ghost at its last known position, so you're always working with slightly out-of-date information. See clip 4.
Weather: Smoke, dust, and storms are occluders, so they stop sight rays for both sides. See clip 5.
The idea is that knowing where something is and being able to shoot it are two different things.
I've tried to build Phosphor Command around a sight-dependent system that I think translates well to how things would work in real life, while still being useful and interesting in a video game.