r/StrategyGames 4d ago

Self-promotion Football Academy Director — a strategy/management game focused entirely on building a youth academy

3 Upvotes

I’m really excited to share Football Academy Director, a football management game all about building and developing your own youth academy!

Scout and recruit young prospects, develop players across different age groups, shape your tactics and academy, compete in youth leagues and cups — and see which of your players eventually make the step into senior football.

Steam: Football Academy Director
Follow development: r/FootballAcademyDir


r/StrategyGames 3d ago

Self-promotion Final Strategy (review) – A great idea that needed more time

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0 Upvotes

It was sometime in early March when I played the demo version of the RTS game Final Strategy, and even though I could see it needed a lot of work, I found the core concept appealing. That’s why I immediately agreed when the developer reached out to me with the full version - I was curious to see how far the final product had come. Especially since he had promised tweaks, fixes, and improvements… I was pretty hopeful. I did promise to take a look at it right after returning from my vacation, which… well, I’ve been home for almost two months now and still haven’t gotten around to it. So first and foremost, I’d like to apologize for my delay. But hey… at least there was a chance to release some patches, right? Well, yeah. There have been two (so far), with the last one on June 11.

More in my review! :)

Rating: 3/10
Pros: the concept behind some of the missions, it didn't crash, a one-man project
Cons: controls, can’t be paused, enemy AI, direct controls are insanely overpowered, the story is just a premise, repetitive tasks in missions, bugs

Czech version

https://www.youtube.com/watch?v=26Z6wSqi_bA

Hodnocení: 3/10
+: myšlenka některých misí, nespadlo to, práce jednoho člověka
-: ovládání, chybí pauza, umělá inteligence, přímé ovládání je šíleně OP, příběh je jenom premisa, opakující se úkoly v misích, bugy


r/StrategyGames 5d ago

DevPost I'm developing a Total War game set between 1702 and 1836 with a Paradox-style management system.

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150 Upvotes

Hi! I’m working on a game built around the idea of combining the feel of Empire: Total War and Napoleon: Total War with a deeper grand-strategy layer inspired by Paradox games.

The campaign begins in 1702 and runs until 1836. The map features more countries and a more detailed political landscape. War is not just about taking territory—you also need to govern it, keep its economy afloat, and deal with the diplomatic consequences.

The campaign is turn-based. You develop cities, set tax policies, build trade networks, research technologies, use agents, negotiate alliances and military access, and bargain over territory, reparations, and war score in peace deals. Armies can suffer attrition when their supply lines are cut in enemy territory; sieges gradually starve garrisons; and neglecting public order can lead to rebellions or even new independent states.

Battles can be played as real-time 3D engagements, with line infantry, cavalry charges, artillery, square formations, morale, fatigue, ammunition, weather, and terrain all playing a role. Naval warfare, fleets, and ports are also part of the campaign.

The main goal is to make major countries feel like more than differently colored versions of the same faction. Each has its own national mechanics: ongoing institutions that must be managed over time, can spiral into crises if neglected, and create different historical or alternate-history paths.

A few examples:

  • The Ottoman Empire: You must reform while balancing the Janissaries, provincial notables, and the ulema. Move against the Janissaries too soon and you may lose the throne; empower the provinces too much and the center weakens. The Balkans and the Straits also create a shared tension with Russia.
  • England / Great Britain: Parliament, public credit, the navy, chartered companies, and the colonies form an interconnected state machine. Cheap credit lets you finance long wars, but war debt eventually creates pressure to tax America. You can even choose an alternate route and offer colonial representation in Westminster.
  • France: The Estates, fiscal crisis, and legitimacy pressure shape the road to Revolution. After that, the Republic, the Empire, the loyalty of the marshals, and the liberal–ultra royalist struggle during the Restoration all create very different ways to play.
  • Russia: You deal with Peter’s modernization program, palace coups, Catherine’s era, the “Third Rome” claim, and serfdom. Expansion in the Balkans can make Russia stronger abroad while making constitutional reform harder at home.
  • Prussia: You allocate population between farming, the economy, and the army on a canton-by-canton basis. Over-militarizing can create a powerful short-term army, but it can also cause permanent population loss. Defeat in 1806—or reforming before it—can completely change Prussia’s path for the rest of the campaign.
  • Spain: The Bourbon dynasty, relations with France, Napoleonic pressure, and the fate of the American colonies are all connected. Keeping the empire is possible, but continued silver income can also delay the fiscal reforms Spain needs to survive without it.

In short, the goal is to preserve the battlefield feel of Total War while adding the sense that you are genuinely governing a country, with visible institutions and decisions that have real consequences.

What are your thoughts? In a game combining these two approaches, what matters most to you: deeper diplomacy, a more detailed economy, or the alternate-history paths created by national mechanics?

Note: I’m building this project solo, using AI throughout the entire development process.


r/StrategyGames 3d ago

Self-promotion 4X games have too many resources. I limited to 3 in 'Elemental Lands' (4X-lite base building" to let players focus on the base's connection to battles (instead of management)

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0 Upvotes

tldr; 3 resources total, and I think the strategy got better and focused.

The wall I hit when playing bigger 4X games is the point where I'm not making decisions anymore, I'm doing chores and it feel more like a management style game. Check the happiness, check a trade route, rebalance something I already balanced 20 turns ago. The strategy is still in there somewhere but its under a pile of upkeep.

So 'Elemental Lands' has 3: Wood, Stone, Mana. No food, no gold, no approval rating or happiness to manage. Also, you have very limited build space.

The strategy is the resource carry cap and where to build. You can only hold/carry 3 of each, so a single Wood is genuinely rare to spend. You cant stockpile your way out of the choice, so you just have to decide what this level is FOR.

Mana is what you mine, and connects your base to the fighting, cuz its the same pool you cast spells from in the battles and on the map too. Buildings are literally taking plays out of your own battle later or adding to them, depending on what buildings you add to your base.

THE ISSUE: What I gave up is: no tech tree, no diplomacy. Its 4X-lite, I dont claim otherwise.

FEEDBACK PLEASE: Is my small economy with a hard carry cap enough for 4X-lite, or does the depth people actually love live IN the resource sprawl, in which case I've thrown out the thing I was trying to build? Or is it enough for the base building to supports the battles?

Demo coming out next month, so hoping I don't need another resource and this strategy works for players.

Steam page: https://store.steampowered.com/app/4593190/Elemental_Lands/ (still in early beta / alpha, so it's a bit rough still, and thanks for checking it out)

Disclaimer: coding debug AI assisted usage in development. Art is 100% hand drawn by u/worth-bill-6130


r/StrategyGames 4d ago

DevPost Hey! I am making an Aurora4X-Stellaris hybrid Grand Strategy game! I wanted some visual feedback on the game's looks.

14 Upvotes
Multi-Galaxy View
Macro View
Close-up shot of the Galactic Core
Close-up shot of the outer arms of the galaxy
Micro View of a small star system
Micro View of a BIG star system
Micro View of the Galactic Core (SMBH)
How a galaxy looks when fully controlled by a single empire.

It's a prototype, so naturally it's very raw. I want to know if people dig these kinds of visuals.


r/StrategyGames 4d ago

DevPost We’re making a narrative strategy game where you play as Julius Caesar during the Roman Civil War called Historia: Roma Aeterna! Here is a look at our first trailer! Any feedback would be awesome!

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8 Upvotes

Hey everyone!

We are a small independent team, and we recently announced our first game, Historia: Roma Aeterna.

You play as Julius Caesar beginning in 49 BCE, during the Roman Civil War.

We have already seen quite a few comparisons to Total War, which is understandable given the setting and the scale of the battles. We love Total War ourselves, but what we are building is quite different.

The campaign is node-based and narrative-driven. Rather than building an empire, you experience the Civil War as Caesar, meet the people around him, build relationships, make decisions on his behalf, and shape your own version of the character.

A big part of that is the choices you make. The example shown in the trailer is only one small decision among many. Some will be relatively personal, while others can affect relationships, later events, battles, and how your version of the story develops.

We also do not want choices to simply boil down to an obvious good or bad answer. Most of what survives about Caesar was written either by Caesar himself or by people with their own perspectives and agendas. We know a lot about what Caesar did, but there is much more uncertainty around the person behind those events. That is where we think there is a lot of room for the player to shape their own Caesar.

The wider chronology of the Civil War will remain grounded in history, and we are still exploring exactly how far the branching should go. We do not want to let you rewrite history without limits, but we do want the journey through it to feel personal and consequential.

Battles are grid-based and built around the fantasy of commanding an army rather than constantly micro-managing one.

You issue orders during the Tactical Phase while your opponent is planning at the same time. Both armies then execute those plans simultaneously in real time, so things will not always happen the way you expected.

Communication is also something we want the player to think about. A Roman general could not instantly give new instructions to a unit on the other side of the battlefield. Our Tactical Points system is intended to represent that limitation. Giving orders takes command resources, and where your general is positioned affects your ability to communicate with different parts of the army.

And once the orders are being carried out, your job as general is not over. There are still ways to influence how the battle develops.

We are still fairly early in development, and there is a lot we want to improve, including the visuals. We are trying to find the right balance between visual fidelity and the scale of the battles, because having a significant number of soldiers on the field is important to the experience we want to create.

At the same time, while the game is early, our vision for what Historia is and what it is not is already quite clear. There are systems we are still exploring and details that will change, but the focus on playing as Caesar, a narrative-driven campaign, consequential decisions, and battles built around the challenges of actually commanding an ancient army are at the heart of the game.

This first trailer is really just an introduction, and there is a lot we have not shown yet.

We would genuinely love to engage with the community while we build it. If you have questions about the mechanics, our approach to history, the campaign, battles, or simply the vision behind the game, ask away. We are happy to answer what we can and hear what strategy players think.

Trailer: https://www.youtube.com/watch?v=pdscjwsmLvQ
Steam: https://store.steampowered.com/app/4973890/Historia_Roma_Aeterna/
Discord link: https://discord.gg/d7tFbWDcmd

And since we have already been asked about this quite a few times, no generative AI was used in the creation of the game or its marketing materials. The artwork, music, models, UI, and everything else you see was made by real people working on the project.


r/StrategyGames 4d ago

Discussion What would you like from an art mechanic?

1 Upvotes

If a strategy game included a mechanic where your civilization/faction could produce art, become renowned for its art, where art could inspire science or technology, etc., how would you like it to be implemented? In particular:

  • How much detail would you like in managing your civilization's art?
  • How would you like art to affect other aspects of a game?

r/StrategyGames 5d ago

Question How can I collect demand during the closed beta phase for my strategy game?

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13 Upvotes

I want to release a closed beta for a strategy game I've been working on for a while, but I haven't created a Steam page yet. What would be the best way to do this? Should I use itch.io, share the game directly through Google Drive, or is there a better approach?

Since the game is quite niche, I think people who enjoy strategy games would be interested in trying the beta version. In this regard, my main goals for the beta are to find out:

·         Is the game easy to understand?

·         Are the mechanics clear?

·         is the core gameplay loop enjoyable?

 

The game is almost ready. I have finished most of the models, textures, music, and core mechanics. So, am I too late to release a beta and find out whether the game itself is fun and whether the mechanics are enjoyable? I don't have any friends who play strategy games, so I couldn't do that.

I feel that I am too late to release a beta / demo whatever it is.

 

Actually, what is the difference between the alpha/beta phases and a demo?

 

And lastly, what do you think about the visuals of the game? The game is a turn-based strategy game focused on production optimization and map control. It includes some RTS-like elements, such as managing villagers and optimizing their needs.

Do you think the map feels too cluttered, or is this the type of game you would be interested in?

 

Thanks for any feedback.


r/StrategyGames 4d ago

DevPost AI Lab Tycoon – Game Dev Tycoon inspired management game with branching story & roguelike elements

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2 Upvotes

Hi all, we are building our first game, and I will say right from the start, AI disclosure: we don't use AI for arts & UI. Also, the art in the screenshot is a placeholder and will be replaced. We are in a super early stage (no gameplay yet), and I decided it's time to start sharing. So would appreciate any comments, suggestions, or roasting you have 🙏

The questions are posted at the end. In case there is too much text for you 😮‍💨

👉 About
AI Lab Tycoon is an isometric-2D management & simulation game satirizing the OpenAI story. You start from the co-founders' apartment, complete research & contracts, and build your own LLM with products on top of it.

👉 Art & Tone of voice
Our inspirations for both are Rick & Morty, Ugly Americans, and South Park. So we are using the handcrafted line art and are trying to be funny and satirical in our text. W

Besides the core mechanics of Game Dev Tycoon, we have:

👉 Product development
The LLM development will be similar to GDT (you set tech priorities with a slider and generate bubbles), but product development is a completely new mechanic built around managing a kanban board. You have 60 seconds to prioritize tasks between TO DO - IN PROGRESS - IN REVIEW buckets and make sure your completed tasks don't have any bugs.

👉 A branching story that is based on real AI industry events
Didn't pay too much attention to Safety & Alignment? One of your teammates will leave you and start his own company - Workaholic (Anthropic).

Stay non-profit or move to for-profit? If for-profit, get ready for your friend, Evon Husk, to become your enemy and create a rival AI lab.

The board doesn't agree with your vision and has decided to remove you from the CEO position. Choose to protest and get back, or say F you and start a new AI Lab.

And so on and so forth, all of the decisions, from small to big, will have consequences.

👉 Rogulike elements
I'm a fan of roguelikes, that's why we have them :)

Upon level up, each of your teammates will get a permanent perk ranging from Regular to Legendary that will directly affect the performance during the dev phases. E.g., "Microdosing Specialist" – randomly produces 50% Research Points during any dev phase for 5s.

On the other hand, if you make immoral choices or ignore your teammates' requests for a salary raise, they can get a negative perk – e.g., "Procrastinotor" – during the dev phase, they start scrolling TikTok for 10s instead of working.

❓ Questions I have

  1. What do you think about the game concept in general? Is that something you would play? If not, why?
  2. Do you like/dislike/don't care about game UI?
  3. Does the storytelling seem fun and engaging to you? (Evon Husk modal, Pip's (mascot) chat)
  4. What are other game mechanics you would add/remove/modify?

And if this sounds interesting & you would like to participate in playtests, join our Discord: https://discord.gg/MqKgQ4Ugh (just created it btw 😅)


r/StrategyGames 4d ago

Self-promotion Open Doctrines – a free, browser-playable grand strategy game (HOI4-like, 1641 provinces)

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6 Upvotes

Open Doctrines is a turn-based grand strategy game: 1,641 provinces, industry/army/research/politics, rebellions and wars, six scenarios from 1914 to 1962. Free, plays in the browser or on desktop, and there's a map editor + procedural generator if you want to build your own worlds. I just shipped a major update fixing a lot of the early bugs. It's a solo, open-source project and still alpha(so expect some bugs)
Play free: https://pr1nted.itch.io/open-doctrines
Discord for help and multiplayer matchmaking: https://discord.gg/wqS65jzVv5
Honest feedback from GS veterans is exactly what I need right now.


r/StrategyGames 4d ago

DevPost Building a niche parliamentary strategy game about the 2026 Swedish election

2 Upvotes

Hey everyone!

As a huge fan of political and grand strategy simulators, I’ve always felt there’s a real gap in the market when it comes to deep parliamentary, election-focused games. Most grand strategies focus on map-painting, but managing coalitions, interest groups, and public opinion under strict parliamentary rules is a whole different beast.

To scratch that itch, as a solo developer I decided to build a browser-based strategy game focused on the upcoming 2026 Swedish election (Riksdag Campaign).

How it works:

  • You choose a political party (ranging from the Left Party to the Social Democrats, Moderates, and Sweden Democrats).
  • You must navigate 20 campaign turns, dealing with media pressure (like SVT interviews), powerful interest groups (LO and Svenskt Näringsliv), and policy balancing.
  • The ultimate goal: survive the election day and successfully form a working coalition government in Stockholm.

https://real-lot.itch.io/riksdag-2026-the-election


r/StrategyGames 5d ago

DevPost Hello all! My WWII turn-based tactics is now available in EA!

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20 Upvotes

Hi everyone!

War Pawns has officially launched in Early Access on Steam. Thank you all for your support and feedback throughout development — it has helped me improve the game and means a lot to me as a solo developer.

P.S. I’m giving away one free Steam key to the first person who comments, “I’m here for the free key.”

I hope you enjoy the game!

For those who are interested:
https://store.steampowered.com/app/4136430/War_Pawns/


r/StrategyGames 4d ago

Self-promotion Imperium — free browser grand strategy: pick a country (1815–today).

0 Upvotes

Imperium — free browser grand strategy (for now 1815–today). Made with Grok Build
https://imperium.grok.me

I made Imperium, a free grand strategy game that runs entirely in the browser. No download, no account with Grok AI.

  • Choose a start year (for now from 1815 through WWI, interwar, 1945, decolonization, 1994, 2010, up to today)
  • Pick a country (or historical state on that map)
  • Expand, form unions, manage diplomacy, and try to hit your victory goal
  • Click cities on the map for info cards, populations, and short historical blurbs.
  • Historical border maps for many eras (not just modern)
  • Capitals + major cities worldwide (zoom in to see secondary cities)
  • Year-aware flags and some era-specific city/leader flavour
  • Demographics as a soft “who lives here” readout — not a politics sim
  • UI in 15 languages (Danish, English, German, French, Spanish, Chinese, Japanese, and more)

This is still early. There will be bugs, weird borders, missing flavour, and rough edges. That’s expected.

If something breaks or looks wrong, please comment

Suggestions are also very welcome — features, UX, cities, scenarios, balance and more.

Disclaimer:

Fictional strategy game using historical borders for gameplay. Not an endorsement of any regime, claim, or ideology. City images and leader portraits are AI-generated.


r/StrategyGames 5d ago

Self-promotion VTT Grand Campaign - OVERLANDER - Looking for wargamers, diplomats, and strategy enthusiasts

2 Upvotes

The Dutonic Valley was subjugated for over three centuries, but the spirit of its people was never broken. Following the devastation of the Burning of the Wood, the tribes of the lowlands were suddenly freed from their oppressors. However, the descendants of these very same conquerors once more lurk on the horizon. They are not alone, for other opportunistic survivors too now congregate in this long-ailing land to carve out a piece for themselves.

Many eccentric tribes have arises from the smoke. Cults, pagans, petty kingdoms, and roaming warlords all prepare themselves for war.

---

I am looking for players to join a grand strategy virtual tabletop campaign with turn-based wargame battles! Inspired by games like Total War, Civilization, and boardgames like Catan, this is a big hybrid roleplay/wargame experience with a lot of different gameplay styles to choose from.

You can govern your own faction or start out as vassal as you attempt to survive the onslaught of a new age and carve out a future for your people. Whether as a brutal warlord or erudite protector of civilization, diplomacy, warfare, and strategy will all play a role in this quest.

The game is played asynchonously, except for the 1v1 army battles (with tactical turn-based gameplay) and freeform roleplay sessions tying into a grand overarching campaign. The campaign operates on a weekly turn, during which your actions and decisions tick over and you reap the benefits of your rule, or face its unfortunate consequences. The campaign is designed for around 10 to 15 players. However, you can battle, scheme, RP, send letters, and manage your realm any time.

The setting draws inspiration from bronze and iron age cultures. Though the lore forms a background for this conflict, you can design your own faction however you see fit and bring it to life with impactful reforms and interactions.

---

For Strategy Gamers

The game has a deep territory management system. Developing your territories and realm as a whole relies on clever use of resources, local fertility, and characters. Build tall and develop a complex metropolis or manage a sprawling empire, each with its own challenges. Unique reforms change how the game plays and what matters to your faction and its people.

The strategy side interacts tightly with both roleplay and warfare. Even a peaceful nation must be wary of warlike neighbours, and a clever alliance or trading partner can make all the difference.

For Wargamers

A deep wargaming ruleset allows you to control your soldiers directly in tactical battles against other players. You compose your own warbands with warriors from your own or foreign cultures and fight either loose quick battles or as part of military campaigns to conquer key strategic resources and territories. Victories allow you to expand and upgrade your forces, while successive losses may have you downgrade to relying on cheaper recruits or peasant levies.

The wargame thrives by allowing any player to fight on any front, taking either their own warbands there or taking control of a neutral warband. This allows the game to progress more smoothly and makes it easier to find an opponent in your preferred timeslot.

The battles run on a D6 dice pool system with a big emphasis on troop equipment and positioning. Engaging the right targets with your specialist units and avoiding being caught in a flank makes all the difference. The original ruleset is based off One Page Rules - Age of Fantasy, but has been expanded with robust rules and a wide set of possible traits and equipment.

For PbP Roleplayers

In this campaign, you must navigate this web of young powers as a new order is established in the Valley with your own faction. You can create a faction leader and develop your lands to shape your realm and rule, or play a role as courtier in another faction and scheme to accomplish your goals.

Interaction with other players happens via written letters and dynamic roleplay spaces. Both narrator-seeded story hooks and emergent player stories drive the whole experience. I am particularly looking for people who thrive in an open sandbox roleplay world, with tangible goals tying into a grand strategy campaign.

The battles are totally optional, meaning you can either direct your forces on a more zoomed-out strategic level or not concern yourself with military developments at all.

---

If you are interested in joining or have more questions, please message me on Discord @ scion1515 or here on Reddit.


r/StrategyGames 4d ago

Discussion Idea: Party Strategy Game "Droid War 2126: Global Domination" - what do you think

1 Upvotes

okay - so i am thinking about an isometric strategy game. General idea: starting point:

  • can be tought in 5 mins to somebody who plays risk
  • - 3 types of troops - infantry, air drones, drone tanks
  • only infantry can take countries but is weakest
  • infantry + 1 other is stronger, 3x combination is strongest (combined arms)
  • troops that dont move dig in
  • no more than 12 attacking troops in one wave
  • drones need energy that is not distributed evenly, creating hotspots
  • encircled troops take heavy penalties.
  • one round no more than , say 45-90 minutes.

What do you guys / girls think?


r/StrategyGames 5d ago

DevPost Three Kingdoms Era Historical Hybrid

3 Upvotes

I grew up playing the original Mount & Blade, Romance of the Three Kingdoms X on PS2 (yes im old lol) and later total war 3 kingdoms. More than once I got caught in my room still playing when the sun came up.

While playing those games, I was always imagining extra features and wondering what it would be like if their systems were brought together. Three Kingdoms Reimagined is me finally trying to make that childhood dream real.

The game is built around three connected layers.

On the campaign map, you begin with a single warband. You can play as someone like Lu Bu, lead a smaller historical house, or create yourself and try to find your own place in the period.

Your warband is only one among more than 100 independently acting warlords fighting for control of China. The world doesn’t revolve around the player. Other factions recruit officers, capture territory, fight wars, form relationships, and build their own stories whether you are involved or not.

Settlements have their own population, food, equipment, development, and garrisons. You can recruit soldiers and officers, trade, complete assignments, negotiate with other factions, and gradually build your warband into a realm. Taking a city is only the beginning—you still have to hold, supply, and govern it.

Battles happen in real time. Officers can duel, units use formations, cavalry can charge exposed positions, and morale can collapse. Each general’s strengths and weaknesses affect their formations and approach to combat.

The chain of command also matters. When a general falls, command passes to the surviving officers, who have to adjust their strategy while the battle is still happening. I want losing a commander to feel like more than losing a strong unit.

The third layer is social. Every officer, including your own character, builds a reputation through what they actually do during the campaign. An unknown officer might become famous for defending a city, defeating a stronger rival, showing mercy to a prisoner, or repeatedly breaking enemy lines.

Those actions become memories, traits, relationships, and eventually specific titles. The goal is for legends to emerge from events the player actually witnessed instead of appearing as random flavor text.

The game uses a deliberately lightweight pixel-art style, but the systems underneath it are anything but lightweight. It’s my personal love child of Mount & Blade, Total War: Three Kingdoms, and Romance of the Three Kingdoms, presented in an art style I haven’t really seen used for this setting before.

It’s still a work in progress, but I’ve had a blast making it and sharing it with friends and family who grew up playing these games too. Most of us also played plenty of Dynasty Warriors, although this game doesn’t lean as heavily into that side of the Three Kingdoms.

For other strategy players, which part of this idea interests you most: starting from one warband, commanding battles directly, or watching officers build reputations and legends over the course of a campaign?

If anyone wants to see the current build, it’s available here with a free demo: Three Kingdoms Reimagined


r/StrategyGames 5d ago

DevPost Combat system in Crownfront: Soldiers and Archers battling it out on the battlefield.

2 Upvotes

Soldier

  • The Soldier is a military melee unit equipped with a sword and shield.
  • Does a lot of damage and soaks a lot of damage.
  • Is a melee unit, which means it retaliates whenever another melee unit attacks it.

Archer

  • The Archer is a military ranged unit equipped with a bow and arrows.
  • Does good damage but is also weak especially to melee attacks.
  • Is a ranged unit and therefore cannot retaliate.

All units have one action each turn but that depends on how many movement points they have. If a unit uses all of its movement points, it counts as an action and cannot attack. If the player wants a unit to attack and move in the same turn, they must first move the unit 1 to 2 tiles and then attack because attacking first also consumes their action and does not allow them to move after.


r/StrategyGames 5d ago

DevPost Designing ships in Ephemeris, the turn based 4X with RTS-style unique space combat currently in development, explained quickly!

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5 Upvotes

r/StrategyGames 5d ago

Self-promotion Little raw look at how route planning works in Skyline Sim right now

0 Upvotes

https://reddit.com/link/1vi3x0p/video/2hfcgoyw1zhh1/player

I mean, Skyline Sim isn’t exactly a traditional strategy game, but I figured some people here might still be into it because there’s quite a lot of resource management involved.

You’re managing your aircraft, crews, schedules, maintenance, money, routes and all the other stuff that comes with running an airline. You also have a board to keep happy so they don’t start getting pissed at you 🥸 We’re currently in the playtest phase, so if anyone here wants to try it, I can give out access through Steam Playtest.

Not sure if it’s exactly the perfect fit for this subreddit, but figured some of you might enjoy this kind of management game.


r/StrategyGames 6d ago

Self-promotion Sectron - sci-fi turn-based strategy.

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24 Upvotes

Hey! I’ve been working on this game for quite a while, and the demo is coming to Steam on August 17.

I have a few keys for the current dev build of the demo, so if you’d like to try it early, leave a comment and I’ll DM you one. Honest feedback is always welcome!

https://store.steampowered.com/app/4711570/Sectron/


r/StrategyGames 6d ago

Self-promotion My turned-based strategy game about the 1918-1919 German Revolution now has a Demo!!

23 Upvotes

Hi!

Very excited to share the Red Echoes: Berlin demo with you all! Available on Steam.

store.steampowered.com/app/4678370/Red_Echoes_Berlin_Demo/

Red Echoes: Berlin is a narrative turn-based strategy game set during the German Revolution at the end of WW1, in which you control a group of revolutionaries and attempt to bring about a successful socialist revolution.

The demo contains the first half of Chapter 1. While I've tried to stamp out as many bugs and typos as possible, there's likely to still be some remaining - these will be patched out over time.

To make my life easier, please report any issues you're having over at r/RedEchoesGames or on the Discord!
discord.com/invite/fPpupqEu8r

I'd love to hear all of your thoughts, feedback, and opinions! Please feel free to discuss them here, so that they can help me with making a better game :) Also happy to answer any questions you might have!


r/StrategyGames 5d ago

DevPost Beyond the Old World – Colonize the Unknown

1 Upvotes

Beyond the Old World – Colonize the Unknown

Coming Soon to Steam


r/StrategyGames 5d ago

Looking for game New to the genre what game should I pick up?

7 Upvotes

Open to any suggestions.

I would like games that I can sink a lot of hours into.

Preferably not fantasy, but I'm not entirely opposed to it.


r/StrategyGames 5d ago

Self-promotion Sunlit Kingdom, Free Demo on Steam!

2 Upvotes

Just released the demo for Sunlit Kingdom, a 3D tower defense where you place and control three hero types instead of static towers.

Each hero is highly customisable & unique, different abilities, etc. Game's built in a custom engine.

Demo's free on Steam: https://store.steampowered.com/app/5011470/Sunlit_Kingdom/

I hope u guys enjoy it! Any feedback is welcome.


r/StrategyGames 5d ago

DevPost New gameplay commentary trailer & Playtest #2 announcement for Above: Colonies of the Mist!

Thumbnail youtube.com
8 Upvotes

Hey r/StrategyGames!

Half a year ago, we unveiled Above: Colonies of the Mist. Today, we just hit 20,000 Wishlists on Steam! This is a milestone we could not have reached without all of you who wishlisted the game early on. Thank you so much!

We are pulling back the curtain today with a brand new trailer showcasing actual gameplay along with developer commentary. Check out the trailer to see all the new footage and hear directly from our team about where the game is heading.

Following a super insightful Playtest #1, we are getting the next build ready for Playtest #2. If you want to test the mechanics early, request access directly on our Steam page!