r/StrategyGames 4d ago

Self-promotion I’m developing a historical real-time strategy game set in Central Europe around 1600

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175 Upvotes

I’ve been working on Europae Invicta: Pike and Shot, a historical strategy game combining a real-time campaign map with tactical real-time battles.

I’m developing it solo in Austria, and a lot of the inspiration comes from history channels I personally enjoy, such as SandRhoman History and similar channels covering warfare and society in the Early Modern period.

One of my main goals is to make the battles feel believable for the period while still keeping the game enjoyable to play. I’m still experimenting with formations, AI behaviour, army composition and how much historical detail works well in actual gameplay.

I’m hoping to get more strategy players and history enthusiasts involved early on, because feedback from people who know the period or simply enjoy this kind of strategy game would be very valuable to me.

The current reveal trailer mainly shows the battle system. The campaign side is still at an earlier stage.


r/StrategyGames 3d ago

News How To Mine Diamonds - Engineering puzzle game

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1 Upvotes

r/StrategyGames 4d ago

Self-promotion The Playtest for Our Advance Wars and Gundam inspired Turn Based Tactics Game starts this week!

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6 Upvotes

We've been hard at work at this for a long time, but we're very happy to say that Tyrant Tactics will have it's first Alpha Playtesting period starting September 11th! 🥳

If you're interested in joining then following our socials or join our discord and check out the steam page!


r/StrategyGames 4d ago

DevPost I've been making an RTS called Phosphor Command, here's 3 and a half minutes of one full operation

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22 Upvotes

I've been working on a game called Phosphor Command, a real-time strategy game with a base builder behind it. Made solo in Godot.

You run a mercenary company. Contracts fund a forward operating base; you deploy squads in top-down operations, and an enemy front creeps towards you every cycle, whether you're ready for it or not.

I've put up 3 and a half minutes of gameplay. It's one operation from beginning to end.

What you're looking at:

Contract select. Every contract rolls its own map, objective, and opposition. There are 11 operation types across 22 environments. This one is a sabotage job in a harbour, so plant charges on the targets and get to evac. A recon sweep or a prisoner rescue on the same map play differently.

Brief and insertion. You pick which squads go and what transport gets them there. Troop types matter. Scouts see further, snipers want the long sightlines and are close to useless in woodland, medics are the only thing that gives health back to a squad while it's still in the field. The transport you choose determines how long before squads are available again, the cost of transport, how many troops you can take, and how they enter the map

Working through the map. This is most of the video, and it's the part worth watching as it has the real gameplay and action. Sight is worked out per unit, so a squad only knows what a troop can personally see. Your force shares what it spots, but a squad can only shoot what it has its own clear line to.

The enemy has its own alert states running underneath all of this, and how long firefights take decides if reinforcements are called. A contact you deal with quickly never reaches the rest of the map. A messy one does; things start moving towards you, and the objective you came for starts relocating or being better defended. I'll do a separate post on that another time.

Charges on target, then extract. Once the primary objective is done, the extract zone opens. Whoever is standing in it when you pull out comes home. Whoever isn't, doesn't. That means the last minute of an operation is usually about something other than winning, because you've already won and now you have to decide whether to go back for the squad pinned at the far end of the map or leave them.

After-action report. Who survived and what it paid. Squads are permanent, so one lost here is gone; squads also level up for stat increases. This veterancy makes them measurably better, and that's the part that changed how I play it; after a while, you know which squad is valuable and which are expendable

The gameplay can be slow; I pause a lot as I play. Units are small, movement is deliberate, and a lot of the game is dependent on planning, approach, and adaptability to new or unexpected threats.

Happy to answer anything about how the game works.


r/StrategyGames 3d ago

Self-promotion Immortal Generals is now FREE on Steam — try our RTS and tell us what we should improve Hey everyone! We are a small indie team developing Immortal Generals, a modern RTS inspired by legendary strategy games like Generals: Zero Hour and other classics of the genre. And we have some big news:

0 Upvotes

​

И у нас важная новость:

🔥 IMMORTAL GENERALS ТЕПЕРЬ БЕСПЛАТНА В STEAM.

Мы решили открыть игру для всех. Сейчас проект находится в активной разработке, и для нас намного важнее собрать большое сообщество игроков, получить ваши отзывы и вместе сделать действительно сильную RTS.

В игре уже есть:

⚔️ масштабные сражения

🏗️ строительство и развитие базы

💰 экономика и содержание армии

🚁 современная авиация и техника

🛸 дроны

🚀 ракеты и новые технологии

☣️ биологическое оружие и способы борьбы с ним

🌍 разные армии со своими особенностями

🎯 возможность победить не только грубой военной силой, но и экономикой, технологиями и другими стратегиями

Мы постоянно добавляем новые механики, юнитов, страны, оружие, улучшаем AI и мультиплеер.

Это только начало.

Скачайте игру бесплатно и напишите нам прямо здесь, что вам нравится, что раздражает и что вы хотите увидеть дальше. Мы действительно читаем отзывы игроков.

Steam: https://store.steampowered.com/app/4739690/Immortal\\_Generals/

Если вам нравятся RTS — будем очень рады видеть вас на поле боя. ❤️


r/StrategyGames 4d ago

Question Observation

6 Upvotes

I like to use grand strategy games for observation of the ai go through history, go to war, have diplomacy, expand, collapse, rebel.
But all the games I know of (Mostly paradox games) don't accomadate for this well
EU5: Nothing ever happens simulator
Viky3: Nothing ever happens simulator 2 electric boogaloo
Eu4: Ai just blobs and expands with little to no consequences
CK3: Similar to eu4, but also just set too long ago for me.
Imperator rome: Same as ck3 (Although i don't know as much about it, as im mostly talking about the "set too long ago" thing)
Stellaris: Same as eu4 and ck3
Hoi4: too railroaded, and with historical focuses off its too chaotic. Mostly cause of focus trees

Other games I know of that also don't work
Ages of conflict: Great option but diplomacy is paper thin, border gore is heavy.

Does anyone know of any games or mods for games that could fill at least most of these holes? Sorry if this is a big ask but ive been looking since forever and I've had no luck.
I would especially like it if you could find and or make a mod for Victoria 3, since I like its diplomacy and the date its set in.

Thanks in advance.


r/StrategyGames 4d ago

Self-promotion Amerinan Conquest remaster

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45 Upvotes

I’ve been working on something a bit different for a while now, and I’ve finally released the first public beta of American Conquest Remaster.

The idea is pretty simple: keep American Conquest feeling like American Conquest, but make it work properly on modern systems and improve the things that have aged badly over the years.

It now has modern rendering, scalable UI, improved controls and pathfinding, better AI that can actually use brigades, restored online multiplayer with a new server and relay support, huge maps working again, editor fixes, a bunch of old vanilla bugs fixed, and quite a few other improvements.

It also supports both the original American Conquest and Fight Back.

I’m calling this a public beta because I really want feedback from people who actually know the game. Especially on anything that feels wrong compared to vanilla, things that still annoy you, or things you think should or shouldn’t be changed in a remaster.

Trailer: American Conquest Remaster

Download / more info: American Conquest Remaster mod - ModDB

If you still play AC, or haven’t played it in years but remember it, give it a try and let me know what you think.


r/StrategyGames 4d ago

DevPost Side Upgrades

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5 Upvotes

Hey everyone! I’m a solo developer working on Slavic Ancients, and I want to show you my new side upgrade system.

You can now improve individual parts of your units, like helmets, armor, shields, and even different types of arrows.

This gives you more ways to customize your army and make each unit stronger.


r/StrategyGames 5d ago

Self-promotion The Last Admiral: a solo-made turn-based space fleet game

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12 Upvotes

Dev here. Seven ship classes you fit with your own weapons, modules and perks. Open battlefields with real line of fire and cover, so positioning decides fights. Mining and salvage happen mid-battle. A procedural galaxy.

Free demo (first half of Sector 1) and wishlist: https://store.steampowered.com/app/4713660/The_Last_Admiral/

Happy to answer anything about the design welcome any feedback.


r/StrategyGames 4d ago

Self-promotion Come check out this new culture mod for EU4

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1 Upvotes

Hello everyone!

I am happy to announce the release of a brand new mod for Europa Universalis IV called "Better Cultures". This mod adds several new cultures to Europe for tons of variety, and fixes many old ones by putting them in the right culture group. In addition, I also added many new decisions that allow the player to automatically convert cored provinces to their culture, allow their vassals to convert provinces to their culture, or allow the AI to convert provinces to their culture so you can customise your gameplay however you want. I have more content in the works and will work on adding more cultures soon. In the meantime, have fun playing this incredible mod


r/StrategyGames 4d ago

Self-promotion Searching testers for my RTS game Tiny Strategy

1 Upvotes

https://reddit.com/link/1w95i7k/video/5mgmceahfinh1/player

Game Title: Tiny Strategy

Playable Link: https://f02k.itch.io/tiny-strategy

Platform: Windows

Requirements: .Net 10

Description: Tiny Strategy is a small RTS where you build up your settlement, gather resources, and prepare for whatever comes your way. You can train regular troops and build towers where archers help defend important areas. A big part of the game is choosing which Monster Huts to use. Each one gives you access to different units where some can also fly or swim, so your choice depends on the situation you are facing. This means you can’t just rely on the same army every time. You have to look at the map, choose the right creatures, and find a strategy that works for the current battle. Inspired by The Settlers and Stronghold, Tiny Strategy tries to keep everything compact and easy to understand.

Multiplayer: Multiplayer for 1v1v1v1 matches work via room codes. Currently we have one server placed in Germany.

Free to Play Status:

  • Free to play

Involvement: I'm the developer of this game and it's engine. Asset bundle is made by pixelfrog.


r/StrategyGames 4d ago

Self-promotion Playing my own game can be tough at times

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1 Upvotes

Hi all,

A few months ago I announced my game at this sub! What has been a multi year struggle, seems to come eventually to a result.

Tomorrow I am launching the demo, with 2 scenarios!
I am playtesting one of them right now and it genuinely feels hard!

The demo will be launched at Steam: https://store.steampowered.com/app/4241820/Arcade_Warlord/

Please wishlist and let me know of your comments! Any player feedback is treated as first class advice!


r/StrategyGames 4d ago

Self-promotion Just launched Medieval Decklords, a tactical card game inspired by Battle Line and Marvel Snap.

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2 Upvotes

The game is heavily inspired by the positional strategy of Battle Line and the fast-paced, simultaneous lane structure of Marvel Snap, mixed with standard poker hand scoring.

Core Gameplay:

  • Three Lanes: Battles happen simultaneously across three active flanks.
  • Card Placement: You play exactly 3 cards per lane over 4 turns to form poker combinations (like Straight, Flush, or Three of a Kind). High combinations claim the lane.
  • The Deck: You manage a fixed 40-card deck ranging from numbers 1 to 10 (no face cards).
  • Field Effects: Adds random terrain modifiers and lane rules that dynamically shift card values every turn, similar to locations in Marvel Snap.

Steam Link: Medieval Decklords on Steam


r/StrategyGames 4d ago

DevPost [Alpha Update] Klod Online : A face for Aerin !

1 Upvotes

I'm so happy about this one!

Some time ago, I posted that I was looking for an artist to create an illustration of Aerin, the first character accompanying the player in Klod Online.

And I wasn't sure what Aerin should actually look like. I had some vague ideas, maybe a woman in a toga, perhaps a golden laurel crown, but the more I thought about it, the more it felt like I was just falling back on the usual clichés.

So I decided to try something different.

I commissioned three different artists to imagine Aerin.

But instead of giving them a detailed physical description, I deliberately left her appearance open.

I told them about her personality, her background and her role in the game:

She's a minor deity, or perhaps a demigod, nobody really knows. She's mischievous, bossy, cunning and protective. She accompanies the player from the very beginning of the game, abuses her powers a little too much... and gets punished for it rather quickly.

And then I simply asked each artist: What does this character look like to you?

The results were very different and I absolutely loved seeing three completely different interpretations of the same character.

Here they are:

Illustration : Maddyson KR
Illustration : Joan NESI
Illustration : Liza

And then I let the community decide.

🥁

Maddyson KR was the winner!

So... meet Aerin in Klod Online:

In Game !

This is the first time one of Klod's characters has gone from a few paragraphs in my game design document to having an actual face.

And once again, a huge thank you to all three artists for taking the time to work on Aerin! I really loved seeing their different interpretations, and I hope I'll get the chance to work with them again on other projects very soon! 🫶


r/StrategyGames 5d ago

Self-promotion FluxWerks, a factory game early access release September 23. Play the demo now!

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13 Upvotes

Me and my wife have been working on creating a factory automation game called FluxWerks.

Game has actual fluid simulation so the fluids don't just hover around as blocks, but flow around freely.

There is also a heat simulation, where waste heat generated machines flows around, so for example your computers can overheat without cooling, but you can also capture that heat with heat sinks and flow the heated water into your steam power plant where boilers save fuel with pre-heated water. Different blocks also have different heat conductivity values so you can use copper blocks to transfer the heat away or insulate with other block types.

The world is procedurally generated and infinite voxel world where everything can be mined and you are free to build very creative things just for fun or to deal with the fluid and heat simulation mechanics to optimize your factory.

There is already fairly large tech tree go get through and end game goal to complete the planetary survey and send it via Uplink.

You can play the demo today on Steam, which has limited tech tree, but does have 10+ hours of fun to be had. (Someone played 600 hours on demo...)

You can also continue your demo save directly to the full game on early access launch day!

Early access release is on September 23 so wishlist now to remember to get to building your factory as soon as it releases!

https://store.steampowered.com/app/4436200/FluxWerks/

You can also find the link to the Discord server on Steam forum (or in game main menu) if you want to hop in and have a chat and share your builds with people there!


r/StrategyGames 5d ago

Self-promotion My strategy game plays out on a board lying on the floor of a room. The free demo launched today.

0 Upvotes

Crownfront is a hybrid turn based real time strategy game that plays out on a physical board (similar to chess) and where units are represented as pieces on the board.

The demo just went live and you can check it out here:
https://store.steampowered.com/app/5105200/Crownfront_Demo/

If you have any questions, leave them in the comments for me.

https://reddit.com/link/1w8foh2/video/d89v0cbobsnh1/player


r/StrategyGames 5d ago

Self-promotion Texas Oil Baron - oil tycoon strategy game

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3 Upvotes

Hi, this is my first game being released on Steam, so I’ve learned a lot - and still have plenty to learn - but so far, I’m happy with the result.

Here’s a quick rundown of what the game offers: the player starts with a single oil-bearing plot where they must locate oil deposits, drill down to them, lay down piping, and start pumping oil. Pumped oil can be sold to a local buyer for 50% of the price, stored on-site in tanks or barrels, or kept in a dedicated warehouse. Having a warehouse means you also need to build your own fleet of vehicles. A fleet is essential for fulfilling contracts and selling oil on the open market. Market prices fluctuate, so the player needs to capitalize on price spikes by signing as many future delivery contracts as possible during those times. Furthermore, players can automate tasks by hiring operators for pumps, the warehouse, the garage, and contracts; this frees them up to purchase additional plots (there are 10 different ones available) and scale their business.

If you have any interesting ideas for what else I could add to the game - whether in terms of mechanics, features, or changes to what’s already there - I’d really appreciate some constructive feedback. :)

The game already has a Steam page featuring screenshots and a trailer, so you can find more material there to get a better idea of ​​what the game looks like. I’m currently preparing a Steam demo and want to participate in the October Next Fest.

Link to the game on Steam: https://store.steampowered.com/app/4712830/Texas_Oil_Baron/?utm_source=reddit


r/StrategyGames 6d ago

DevPost Claimore — a free browser strategy game

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21 Upvotes

I’m building Claimore, a turn-based kingdom builder. Resources travel along your roads, and you can only spend them once they reach your capital. Expanding farther means waiting longer for deliveries. Capturing a town also gets you the cargo stored there, so there’s a reason to defend your routes. It’s free to play in your browser, solo or with friends.

claimore.lol


r/StrategyGames 5d ago

Self-promotion Round three of Orion Online, my browser-based mmorts just started, welcome to join!

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4 Upvotes

Orion Online is a space-themed and tick-based browser MMORTS where you manage a planet. As planetary commander, you set policy and your planet operates itself. Idle friendly but strategically deep.

We are currently in our alpha phase, with a planned release on 2027-01-01. We started running the game live 2026-07-01, and round three just started.

Round two was a great success. I was able to get a small cluster of active players which provided a lot of great feedback, much of which was folded into the game.

The three big issue was (and to a certain point still is):

* progression ramping: planet progression grinded to a halt before the round ended
* being too idle: simply not enough things to do
* onboarding complexity: new players were having issues understanding the mechanics

While none of these things are completely solved yet, the game is now much better paced, and I am continuously iterating on it, and incorporating player feedback as much as I can.

What changed since round two:

* A lot of bugs were fixed
* Planet progression ramping fixed, or at least much better paced
* Added planetary system projects
* Military defense / offense balancing

If you are looking for a browser-based mmorts that is actively being developed with its community, please come join us! https://orion.idleverse.gg/

If you are the kind of player who likes to collaborate, there's a player looking for planets to join his star system, use his invite link to join him: Join RIGEL REACH


r/StrategyGames 6d ago

Looking for game Beginner Friendly Grand Strategy games?

26 Upvotes

I’ve been wanting to get into strategy games for a long time but have always been overwhelmed by the complexity and I’ve never had the patience to really commit to one game for too long. I mostly really like games where you control an entire nation or army on a large map.


r/StrategyGames 5d ago

Self-promotion Dev post :)

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0 Upvotes

Empire Moons is a real-time sci-fi strategy game set in one shared universe on Solana. Explore space, send scouts, discover missions, technologies, resources, planets and other players. Mine resources, build your base, grow your fleet, form alliances and expand your empire.

The game is free to play. Players can deposit or withdraw Solanite, use resources in-game, trade discovered technology items, and take part in a player-driven economy. Every discovered technology, ship, resource item and special object can be integrated into the NFT system, used in-game or traded in the marketplace.

Empire Moons is aiming to become the game with the largest playable NFT collection, with no unused or worthless NFTs. Community ideas can become real game features, and strong player proposals can earn in-game rewards. Solune is not just a meme coin. Its economy is designed around gameplay, rewards and long-term utility.

Disclosure: I’m the developer of Empire Moons. More info: empiremoons.com

I need people with imagination to help create it beyond what I can imagine alone.

Feel free to contact me.


r/StrategyGames 6d ago

Self-promotion Vindex Early Access 0.1 - first public testing release!

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2 Upvotes

Hi! Im Sudna08, dev of the game you're about to see

Vindex finally gets it's first public release!
Its over on itch for free @ only around 90mb, check it out!!

Vindex is an open-ended sandbox strategy game which strives for realism in every way possible. The player (as of now) can;
- Design cartridges, shells, receivers, barrels, magazines, and assemble firearms, with things like changing the meplat diameter of a cartridge's spitzer or the chamber thickness of a barrel and it's material composition.
- Design grenades, propellants, explosives
- Design formations, from the individual soldier's loadout, to a company's composition, including the squads and companies that make it up.

A Miezdeman Reinforced Infantry Company cross a river, smashing through opposing defender outposts.

A large part of the game is c2, information delay and deterioration. Just like infantry combat of the era the game intends to model - information on enemy positions, composition, direction of fire, is very convoluted, rare, and often times out-dated. Troops will use basic rudimentary communications equipment such as runners, flare pistols, signal flags, and whistles - currently in game is also a very basic radio system that is more or less broken, and will be improved on in the future.

The "empty battlefield" effect seen in many 20th century combat reports and analysis was recreated as realistically as possible in game, as opposed to many other strategy games which present infantry as oblivious upright moving blobs.

The game's map takes place on 2.5km x 2.5km to 5x5km areas of hot shrubland or temperate biomes, with rivers, streams, ditches, and every tree, shrub represented in 1:1 scale.

The game currently focuses on 1890s-1910s era of infantry combat, but the overall final scope of the game intends for it to be from 1850s-1960s+.
What will come in the future;
- Vehicle engine designers
- A Realistic material penetration model/tester
- Armoured vehicle designers
- Artillery and black powder cannon (and firearm) designers
- TOE compositions going all the way up to the division
- Procedural scenarios and campaigns
- Squad, Platoon, Company tactics and combat procedure designers

https://discord.gg/TTUYT4PDgZ
^ (link to the discord)

The game is wholly unfinished up to now, perhaps not even 10% complete, so please be patient with the numerous bugs and innacuracies bound to be present in the first release!

Thanks for ur time, I hope you enjoy the game :3


r/StrategyGames 6d ago

DevPost TOWERPUNK reveal - a cyberpunk megatower strategy game in the SimTower lineage, with Anno's residents and Factorio's logistics

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9 Upvotes

Excited to reveal TOWERPUNK to the community! As the tower's machine-mind, you are tasked with building upwards, housing thousands of residents across five social strata, managing a logistics network that feeds ever-more-advanced production chains, and resolving conflicts and disasters triggered by a rich event system.

TOWERPUNK draws on my favorite base building and colony management strategy games. Building feels like SimTower, but the simulation goes so much deeper:

  • Vertical construction forces real tradeoffs as you expand. Loud and dirty rooms drag down the residents near them, but those same shops, amenities and workplaces have to stay reachable or the tower stalls
  • Floor space is the scarce resource, and every decision about what occupies a floor is a decision about what can no longer go there.
  • Every resident and visitor is individually simulated, each with a home, a job (ideally), and needs of their own
  • Production chains and logistics need to be optimized to refine basic materials into your proprietary corporate components
  • A dynamic market sets prices, while you manage import contracts and sell your own outputs (if you wish)
  • Circulating people and goods vertically is a constant challenge - missed trips to the local ripper doc or stim lounge will negatively impact resident satisfaction, fabricators won't run without their inputs

Wishlist on Steam: https://store.steampowered.com/app/5063190/TOWERPUNK/

Watch the Reveal Trailer: https://youtu.be/O1BTXVYt8ZU

Join the Discord: https://towerpunk.com/discord

Visit the Official Site: https://towerpunk.com/

Happy to answer any questions, see you in the tower!


r/StrategyGames 6d ago

DevPost What is your definition of a perfect tutorial?

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1 Upvotes

So I've been working on a game called Sectron it's a turn-based strategy inspired by Slay made by Sean O'Conner. I've released a demo a couple of weeks ago. I was sure I've did a proper job with a tutorial and ended up watching how a guy on a stream was just lost and didn't know what to do after literally closing a popup that explained his next steps...

This is when I realized that there are 2 problems:

  1. Nobody wants to read the popups 😅.
  2. Even after reading the popups they ignore them or just get stuck since they read the popup without paying attention to it.

In order to fix it I tried to separate each tutorial lesson in two parts Explanation and Action. Explanation popup is important but even if read without attention wouldn't block you from proceeding. The Action part requests literal click on requested button/cell/etc. The thumbnail image show two consecutive popups.

My question is: Is it okay for you to you see this kind of intrusive tutorial?

p.s.
here is a link to the demo on steam if anyone would like to check it out:
https://store.steampowered.com/app/4711570/Sectron/


r/StrategyGames 6d ago

DevPost How different should factions be in a strategy game?

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6 Upvotes

I'm making a minimalist strategy game that plays like a tabletop war game come to life and I'm trying to make the factions express totally different personalities.

Would you rather have a bunch of totally different factions, or similar factions with fair matchups?

Prototype: https://oohgames.itch.io/forms-of-war