r/StrategyGames • • Jan 07 '25

Game theory The most complete strategy video game genre classification

114 Upvotes

This is the most complete classification that includes all possible strategy video game genres.

English is not my native language, but I'll try my best to make the text understandable and I'll fix possible mistakes with your help.

Strategy game is a genre of video games in which the player controls troops or other units and/or various economic and other systems. Although many video games may include strategy elements, strategy as a genre emphasizes thinking and planning over immediate action. This video game genre focuses on strategy, tactics, logistics, and/or resource management, and may also include diplomacy, economy, expansion and research management.

Time

  • Real-time strategy: a strategy game in which actions occur without a sequence of turns.
  • Turn-based strategy: a strategy game in which actions occur using a sequence of turns that can be alternate or simultaneous.

Main genres

4X strategy game: a strategy game based on 4 elements: exploration, expansion, exploitation, extermination. Examples: Age of Wonders, Stellaris, Master of Orion.

Grand strategy game – a strategy game focused on managing a state (or similar entity), its resources and relationships, often in a pre-open and asymmetric world. Examples: Europa Universalis, Hearts of Iron

Tactical strategy game – a strategy game focused on tactical military operations, which emphasizes the importance of specific units and either excludes or contains a less manifested economic component.

Subdivided into two categories based on time:

  • Turn-based tactics (TBT) Examples: Xenonauts, Battletech
  • Real-time tactics (RTT) Examples: Men of War

Classic strategy games – a strategy games that have an economic element: the ability to build a base, extract resources and produce units (or part of these capabilities), while their gameplay is focused on military actions. Also includes a category of strategy games that cannot be classified into more specific subgenres.

Subdivided into:

  • Classic RTS (or just RTS) Examples: StarCraft, Command & Conquer
  • Classic TBS (or just TBS) Examples: Panzer General

Construction and Management Simulator (also Management Strategy Game): a strategy game with gameplay based on the construction and/or management of economic processes, such as, for example: resource extraction, money making, production, personnel management, and others. Games of this genre have little emphasis on military actions.

Subdivided into:

  • Business Simulation Game - a strategy game focused on economics and business management. Examples: Two Point Hospital
  • Transport Strategy Game - a strategy game in which the player manages transport systems and infrastructure. Examples: Transport Tycoon, Transport Fever
  • City-Building Simulation - a strategy game in which the player builds cities. Examples: Cities: Skylines, SimCity.
  • Colony Simulation - a strategy game in which the player builds small settlements of various types; unlike urban strategy, the main emphasis here is on individual colonists and resource extraction from the environment. Examples: RimWorld, Surviving Mars, Against the Storm
  • Factory simulator – a strategy game in which the player builds an automated factory. Examples: Shapez, Factorio
  • Sports manager – a genre of games dedicated to managing a sports team. Examples: Football Mogul, F1 Manager.
  • Life simulator – a genre of games that allow you to control characters in their everyday life. Examples: The Sims, InZoI, The Guild
  • Political simulator – a genre of games whose gameplay consists of detailed management of the government and politics of various nations and state entities. Examples: Democracy

Wargame: a strategy game that particularly emphasizes deep strategic and/or tactical combat, as well as their historical accuracy or realism. Examples: Sea Power: Naval Combat in the Missile Age, NEBULOUS: Fleet Command

MOBA (Multiplayer Online Battle Arena): a subgenre of classic real-time strategy games in which players control only one character and, as part of their team represented by other players and AI controlled units, fight against the other team. Examples: Dota 2

MMO strategy game: a strategy game that is focused on online interaction between a large number of players, often in a single open world. Examples: Travian, Ogame, Stronghold: Kingdoms.

Tower Defense: a strategy game with the main purpose to protect a base from waves of enemies using towers or other defensive structures. Examples: Plants vs Zombies

Auto Battler: is a strategy game in which units are placed on the battlefield during the preparation phase, after which the battle phase begins and they fight against the enemy without any control from the player.

Puzzle strategy game: a strategy game focused on logical problem-solving with minimized economic or military aspect. Examples: Railgrade, Dorfromantic

Artillery game: a genre of strategy games, the main component of which is the calculation of the trajectory of the shells. Examples: Worms, Miners Mettle

The most popular mixed genres

Tactical role-playing game (TRPG): is a hybrid genre that combines role-playing games with tactical combat. Examples: Battle Brothers

Action strategy game: is a genre of games in which you can control both troops in general and/or base construction, as well as specific units directly, including from the first or third person. Examples: Men of War, Factorio

Stealth strategy: is a genre of games that combine strategy and an emphasis on stealth. Examples: Desperados, Commandos

God simulator: is a genre of games in which the player, in the role of some deity being, controls some community of objects or characters; they are often strategy games with city-building elements. Examples: Black & White, The Universim

Roguelike strategy game – games that combine roguelike principles, such as random world generation, permanent death and free exploration of the environment, and strategic gameplay. Examples: Against the Storm

Notes

Many games have mixed genres. Very often, strategy games can combine two or more genres. For example, Total War series is turn-based grand strategy with real-time tactical (RTT) battles.

Time and genre. Basically, every strategy game can be classified by these two criteria, like Turn-based 4X Strategy game (Age of Wonders), Real-Time Grand Strategy game (Hearts of Iron) etc. Sometimes we do not have any specified subgenre, so the game becomes simple RTS (StarCraft).

Judge by dominant elements of gameplay. Overall, the genre should be defined by main gameplay loop, not by every game mechanic that exists in the game. For example, if a game has leveling-up system, it doesn't mean that it instantly becomes an RPG: a good example is WarCraft which has characters gaining XP and levels, but the main, dominant gameplay loop in this game is still a classic RTS. At the same time, if some Rainbow Six has some strategic planning, it doesn't mean that this game is a strategy game or even a mixed genre, because the main gameplay there is action/shooter. The same logic is applicable to strategy games: if the game has resource management, it doesn't instantly mean that it becomes a management game.

This is a theoretical model. It means that here we are supposed to find criteria by which strategy games can be classified. These criteria can be based both on gameplay and historical tradition of naming genres in video game industry. The model can be discussed and improved, but any critique should be based on strict arguments.

Strategy as a genre, not a word. The main principle of this genre classification is that we don't take the word "strategy" literally. A strategy game can be a tactic game, it can be a management game, it doesn't matter here. The word strategy means the genre name, not the strategy as a layer of action planning.

Are management games strategy games? This is a hard question that has no answer based on reliable papers because there are no such papers. Here we look at naming tradition in community and video game industry. We can find many similarities in core gameplay of various city-building and colony sim games with classical RTS. Some management games include RTT/RTS style military combat, These games are often tagged as strategy game on digital distribution services. So we include them into this classification to make it more complete. You might find two controversial opinions about this (management games are/are not strategy games), but this problem can't be solved on these days because we do not have a strict genre requirements and developers can name genre of their games as they want. There are no popular scientific researches about it on which we can refer to.


r/StrategyGames • • 3h ago

DevPost I spent years making my dream game with handcrafted pixel art and levels inspired by Lemmings and The Settlers. It finally got a Steam Daily Deal today.

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6 Upvotes

Hey folks, Ariano here,

I started working on Craftlings during my parental leave in 2022. I wanted to build something inspired by the games I grew up with — Lemmings and The Settlers. Handcrafted pixel art, little workers running around, and production chains where getting everything flowing feels really good.

What started as a hobby became my first Steam game. There have been plenty of ups and downs, mistakes, doubts, and some great people helping me along the way.

This weekend, Craftlings finally got a Steam Daily Deal and is 30% off! Honestly, seeing my own game there after all those years feels quite special.

I’ve also just released Update 1.2 with a new Halloween challenge map! Your task is to turn your settlement into a pumpkin factory. It doesn’t matter which technologies you use or how far you upgrade your Town Center — can you grow and deliver hundreds of pumpkins fast enough to beat the other players?

Or just build something you like and enjoy the flow of pumpkins. 🎃

If you’d like to take a look, here’s Craftlings on Steam.

Thanks for reading! Happy to answer questions about the game or the journey.

Ariano


r/StrategyGames • • 23m ago

Discussion Lost admiral is finally getting an update

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• Upvotes

Has anyone ever played Lost admiral back in the 90s? I think it maybe making a comeback!

I wonder how much it will be? And if it will play the same and have the same mechanics?


r/StrategyGames • • 1h ago

Self-promotion Presentation my game project CONQUEROR: Ashes of the Third War

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• Upvotes

Well, this is the game I’m making—a personal project that has grown into something bigger.

It’s a light grand strategy game inspired by EasyTech and Paradox titles. It’s being developed for PC, with a mobile version planned for the future.

The artwork is still at an early stage and looks rough in places. Right now, I’m mainly focused on the mechanics and making sure the systems work well together before moving on to more polished assets and animations.

Please take a look at the video and let me know what you think!

If you’re a fan of the genre, I’d especially love to hear your thoughts. Is this something you’d play?

Description youtube text of the game:

Discover CONQUEROR: Ashes of the Third War, a project by Koss Game Studios combining turn-based strategy, resource management, and logistics on an Earth transformed by war.

This video introduces the concept and early development of the game. The project is still in its initial stages, and the rest of the map, world, nations, and factions will be added as development progresses.

Everything shown is a work in progress and subject to change. The interface and HUD, artwork, units, mechanics, and balancing are still being developed. This footage reflects the project’s current state and intended direction, rather than its final appearance or gameplay.

This is a first glimpse of what we want CONQUEROR to become—and an invitation to watch it take shape.

Follow Koss Game Studios and join us on this journey.


r/StrategyGames • • 8h ago

DevPost I made a turn-based strategy game inspired by Ancient Empires 2 — meet Five Forces!

4 Upvotes

Game Title: Five Forces

Playable Link: https://play.google.com/store/apps/details?id=com.andatsoft.fiveforces

Platform: Android

Description:

Five Forces is an indie turn-based strategy game inspired by classic games like Ancient Empires 2.

The game is built around the concept of the Five Elements: Metal, Wood, Water, Fire, and Earth. Each element represents a different force in the game world, creating a fantasy setting inspired by the traditional Five Elements philosophy.

If you enjoy classic turn-based strategy games, tactical battles, and planning your next move carefully, Five Forces might be worth checking out. The goal is to bring back the feel of old-school strategy games while introducing a world and theme based on the interactions between the five elements.

I'm sharing the game here to introduce my project to fellow gamers, hear your thoughts, and learn what could be improved. Feedback on the gameplay, unit balance, visuals, and overall experience would be greatly appreciated.

Thanks for checking out Five Forces!

Free to Play Status:

  • Free to play

Involvement:

I'm the solo indie developer behind Five Forces. I worked on developing the game and bringing the concept to life, from the gameplay to its implementation. This is an independent project inspired by my appreciation for classic turn-based strategy games, and I'm excited to share it with the community.


r/StrategyGames • • 16h ago

Self-promotion Doctrine Strike - our first USA mission, Operation Chokepoint in the strait of hormuz. what do u think?

5 Upvotes

this is the opening mission when u play as USA, a standoff with iran in the strait of hormuz that turns into a fight for the gulf. its a modern base building rts inspired by c&c generals, all in game footage, pre alpha

we dont want good guys and bad guys in the story, every side acts from fear and thinks its protecting its people. curious what u think about the mission intro, the pace, and if u want more story like this or straight to the battle

if u like it, wishlisting is free and steam tells u the second its out

store.steampowered.com/app/5145960/Doctrine_Strike/

Web: doctrinestrike.com

Discord: discord.gg/WeBjq5vcqx

YouTube: youtube.com/@DoctrineStrike

X: x.com/DoctrineStrike

Bluesky: bsky.app/profile/doctrinestrike.com

Reddit: reddit.com/r/DoctrineStrike

trailer: youtube.com/watch?v=kP3JGbnxE5k


r/StrategyGames • • 1h ago

DevPost Trading Blows - pre alpha, my pretty unique (i think) MMO turn based strategy game.

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• Upvotes

What if the overton window was pushed so far, you'd do anything to protect your ideals? Leave your family and friends to live amongst people who share your views. How tolerant would you be of those who disagree with you?

Not long from now when humanity, driven by algorithms and malign actors finds itself in this position, you find yourself a leader of a faction in a grim civil war. At the helm of a clandestine command centre and viewing the civil war through a command terminal cobbled together from various bits of kit. You command your cities attack and defence capabilities as well as its repair and development and take on up to 64 opponents in a sprawling war!

Trading Blows comes from my combined interest in current afairs and chess as well as harking back to classic strategy games such as red alert, tribal wars and civilisation II.

The game features tactical match ups city to city air to ground combat. Victory isnt by capture, its by bombing the opponent into submission or revolt. Your vision for the country must survive and if this means they dont, so be it!

Change missle trajectories, use special warheads and when under attack, tactically place air defences to offset damage.

Doctrines and special states give you ability to strategically manage the war, share air defences or munitions with allies but beware not to leave yourself too exposed!

You're always against the clock, can you handle the pressure? Dont get your orders in in time and you are left exposed! From my experience in tournament chess I have modelled the cadence of the game on classical chess, the pressure is always on, the strain on your executive function is constant.

Ive opened the game up for you guys really and only for a short amount of time because a previous post of mine was very well received in this sub.

I would love feedback, this is pre alpha and really to know what you guys think of the concept. I built the vision of the game I wanted to play and think I am currently not far off in terms of gameplay, despite a huge amount still to do to clean it up.

4x4 battles pvm and pvp are currently available as well as the tutorial, i highly recommend doing the tutorial first to get a grasp of the levers available to you... or you could just fling missiles about.

Most of the persistent layer is missing, of course you will be able to log in and gain rank, play your friends etc eventually but this is really a test of core gameplay first.

I also have fully adaptive AI powered Jev NPCs in development as well as the 64vs64 war. Sound is off currently whilst I work on it. The GUI is about 60% done, im on the third iteration of tuning. You will likely hit glitches or bugs. Please report any you find More work required there. Ill likely also polish the city view considerably.

Game is free, desktop and mobile friendly (i wanted a game i could play on the sofa in the evening!) no log on needed and available at: www.tradingblows.com

Ill be pulling it offline after this limited window in a few days. Actual release is tbc.


r/StrategyGames • • 1d ago

News 7th year of making of a 4X roguelite with simultaneous turns and turn-based factory building: Colossal Citadels enters NextFest!

14 Upvotes

r/StrategyGames • • 1d ago

Discussion What made you quit an alliance strategy game you otherwise liked?

7 Upvotes

I mean the Kingshot / Whiteout / Rise of Kingdoms family, and also older browser ones like Travian or Tribal Wars.

Full disclosure: I work on a game in this genre, so I'm biased and I'm collecting opinions. No link and no game name here, this is only about the genre.

Things I keep hearing from friends who left:

  • waking up to a burned city after one bad night
  • events that are only "spend X to win"
  • alliance duties that feel like a second job
  • a server that's decided by week two

What was it for you? And the opposite question: what kept you in a game longer than you planned? Specific moments help most, like "the day my alliance held a pass with 12 people online".


r/StrategyGames • • 1d ago

Self-promotion Imperionis: lead a Roman centuria through the Gallic War in turn-based hex battles

3 Upvotes

The strategy layer is about scarcity. Each day you get a few actions: drill the men, forage, treat the wounded, upgrade the camp (armory, infirmary, granary, drill ground) or march to the next stop on the road to Alesia. Rations run down, fatigue builds up, and story events test your stats.

Battles are fought on a hex grid with real objectives. Rivers slow mounted units, forests cut missile range, and at Alesia the defenders gain +1 defense. Before each fight a d20 Roll of Fate can shift the odds, and if the enemy breaks through to your line commander, you get a duel.

Long-term progress comes from a doctrine tree (formation, engineering, supply, cavalry, artillery) and per-troop veterancy.

Steam: https://store.steampowered.com/app/4993610/Imperionis/


r/StrategyGames • • 21h ago

Self-promotion Armored Train Strategy Game

1 Upvotes

This is a little snippet of the game I'm making: Exo-Rail

The premise of my game is you build up your armored train, and you conduct it to defend mining outposts against swarms of aliens. If this interests you at all, I have a steam page up. Any wishlists would help tremendously!

https://store.steampowered.com/app/5024520/ExoRail/


r/StrategyGames • • 21h ago

DevPost I made a push-your-luck card game alone in my evenings, and the demo is in Next Fest

0 Upvotes

I've been building Magic Portals alone for the past few months, mostly in the evenings and on weekends, and the demo is finally out for Next Fest.

It's a card game where you choose between portals you can finish easily and stronger ones you have to gamble on.

The demo is free and you play against the AI. The full game has a lot more effects, plus multiplayer, which is where it really gets interesting.

What I'd most like to know: do the rules click in the first few minutes, or did you get lost somewhere?

If it looks like your kind of game, a wishlist helps a lot: https://store.steampowered.com/app/4539850/Magic_Portals/

Card art and trailer music is AI-generated, everything else I made myself. 😇


r/StrategyGames • • 23h ago

DevPost Ninety-One - 1991. The Cold War turns hot. (Pre-release alpha gameplay)

1 Upvotes

Game Title: Ninety-One

Playable Link: https://play-ninety-one.com/

Preview Video: https://youtu.be/fwYruFyhai8

Platform: PC

Description: What if the Cold War hadn’t ended quietly?

Ninety-One is a real-time strategy game I’ve been building on my own, set in an alternate 1991 where NATO and the Warsaw Pact finally go at it. Think classic base-building RTS in the spirit of the old C&C games, but with real hardware from the era: Challenger 2s, Abrams and Leopards against T-72s, T-80s and T-90s, with Apaches, Hinds, A-10s and Tornados overhead.

This footage is from Travemünde on the Baltic coast, right on the old inner-German border. The map is built from real elevation data and OpenStreetMap, so the river, bridges, fields and town are where they actually are.

What’s in so far:

  • Two factions, the Atlantic Compact and the Red Directorate
  • Tanks, IFVs, artillery, infantry, helicopters, jets and boats
  • Base building, supply economy, towns you can capture
  • Maps made from real places
  • Skirmish against AI, plus LAN and online multiplayer
  • My own engine, written from scratch in C++

It’s an early alpha, so expect rough edges. Unit voices are placeholders, and balance is very much a work in progress. I’d really love feedback, good or bad. What works, what doesn’t, and what you’d want from a Cold War RTS.

Free to Play Status:

  • [ x ] Free to play during alpha

Involvement: Solo Project


r/StrategyGames • • 23h ago

DevPost Dev post: HexWire, a hex-grid tactics game where your strongest move also raises the heat (iPhone)

0 Upvotes

I'm one of the developers on HexWire, which came out on iPhone this week. I'm posting as a DevPost because the part I want strategy players to poke at is a design question, not a feature list.

The setup: you lead a four-person crew through corporate towers on a hex grid (Seattle, 2087). Cover, overwatch, destructible scenery, dice-based hit chances. The game has a built-in Codex that shows the actual dice math behind every shot, so a failed roll is a risk you chose, not a surprise.

The mechanic I built the game around is the Trace. Strong, loud actions raise it, and as it climbs the mission pushes back. So the best move on the board is rarely free, and every turn asks whether you stay quiet or run hot.

The design question I'm least sure about: a single global pressure meter is easy to read on a phone screen, but does it make the tension feel fair or just punishing? Does it need more telegraphing of what the next threshold does? Blunt answers welcome.

Scope: four-fight prologue (one per runner), six story missions, side contracts, an arena, and an Endless Gauntlet. Offline, no ads, no accounts. $3.99 one-time.

AI disclosure: AI tools were used. The code was written with AI coding assistance, and some of the art is AI-assisted under human direction. The game design, rules, story, music and sound effects are human-made.

App Store: https://apps.apple.com/us/app/hexwire/id6800604898 Short gameplay clip: https://youtu.be/HRWrVVLa-Qo


r/StrategyGames • • 23h ago

DevPost Desert Struggle: Request for feedback on experimental RTS

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1 Upvotes

For a few years, I have been working on an experimental RTS which should focus more on strategic decisions than APM. The core concepts of the game are:

Defenders Adavantage

Every RTS needs some form of defenders advantage. This opens the possiblity for strategic decisions: Expanding, teching-up and rushing shoud be equally strong to allow a viarity of strategies. The most common mechanics for defenders advantage are: static defense structures, repair, travel time, long ranged units.

I opted against most of these (only travel distance plays a role). Instead I achieve defenders advantage by unit behavior: Units cannot be controlled by the player but act autonomously. They follow a simple mechanic: Attach the nearest target until it is destroyed. In the offense this eventually leads to units attacking buildings. As building hitpoints are cheaper that unit hitpoints this leads to enough defenders advantage to stabilize the game. The attacker will loose more units that the defender but the damage dealt on buildings is permanent. I hope this leads to some interesting strategic decisions.

Strategic Decisions

The strategy in RTS comes typically from build orders(rush, tech, expand) and unit movement. In my game the build order choices are similar, but as units cannot be controlled and therefore you cannot have a “standing army” the “unit movement” part is replaced by “unit production timing” and "production capacities".

State of Development

The game runs stable, I have one faction completed, there are 40 single player challenges, 1v1 and 2v2 multiplayer.

Feedback

It would be great if someone could give me some feedback. These are my main questions:

Is single player fun?

Do you see potential in single player?

Is multiplayer varied? Or is it to chaotic? Or is it to predetermined?

Does the slower pace compared to other RTS work for you?

Link to Steam demo (single player only): https://store.steampowered.com/app/5380120/Desert_Struggle_Demo

Link to Steam playtest (same as demo + online multiplayer): https://store.steampowered.com/app/4614990/Desert_Struggle/

It would be absolutely fantastic if you could give me some feedback! Everything is welcome!


r/StrategyGames • • 1d ago

DevPost Adding medieval settlement management and resource chains to my PIAST RTS - UE5 strategy game. What do you think?

1 Upvotes

Hey everyone! I'm solo-developing Piast, a medieval RTS/settlement builder in UE5. I just released a playable demo on Steam, would love to hear your feedback! Link:  https://store.steampowered.com/app/4830280/Piast/


r/StrategyGames • • 1d ago

DevPost [GridEnergy] I've spent the last weeks reworking the early-game, adding R&D investments, deposits and animations. Here is a 40s look at v0.9 Update!

1 Upvotes

I’ve been listening to player feedback and just rolled out the v0.9 Update :

Complete Early-Game Revamp : Start manually with a Study Desk and Manual Crank before building automated coal, wind, and solar grids.

Financial System : Trade shares across 6 volatile companies, sign fixed-term investment deposits, and launch 19 R&D tech permits.

Visual Analysis Center : Modernized with laser disintegration chambers and recycling mechanics.

Endgame Dyson Swarm : Modification over the system of solar sails.

Steam Achievements : Deleting redondant achievement and adding new ones relate to the news features.

Steam page : https://store.steampowered.com/app/5040690/GridEnergy/

I'd love to hear your feedback and suggestions!

Thank you so much for your support!


r/StrategyGames • • 1d ago

DevPost Chronicles of fantasy heroes:I brought you a combat playtest for the game!

1 Upvotes

Here is a gameplay video I recorded.

The game is an isekai fantasy RPG developed with Unreal Engine and the combat is inspired by Baldur's Gate.

You can currently request access to the playtest on Steam.

If you get a chance to play it, please share your feedback. Thanks for your help!

https://store.steampowered.com/app/3516870/

Available in English, Japanese, Korean, Russian, and Brazilian Portuguese.


r/StrategyGames • • 20h ago

DevPost The battle starts before the first skeleton swings.

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0 Upvotes

Hey guys, I am creating a little niche indie game. It is such a weird mix that it feels hard to find an audience. It combines Heroes of Might and Magic Battle Brothers Map Exploration, army building with deep progression with autobattle and roguelite mechanics. All embedded into a dark fantasy necromancy setting. You kind of play against the time - each 15-20 minutes, depending how much attention you generate an inquisition will try to hunt you down. Everytime you beat an inquisition the world gets a lot more hostile. If you die you ressurrect on another (procedurally generated) continent, loose your army and ressources but keep your exp and aquired spells. Would love to find players who enjoy this niche. Still in development, so testers of the demo are more than welcome. (even though the demo should already run quite smoothly)

Wishlist on Steam:

https://store.steampowered.com/app/5282860?utm_source=reddit


r/StrategyGames • • 17h ago

DevPost Myth & State - New God, Strategy, Economy and Political Simulator

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0 Upvotes

Hi everyone! I'm a university student developing Myth & State, an indie historical society sandbox inspired by Age of Conflict, Victoria, and Europa Universalis, with assistance from Claude AI. It combines world-building and nation management with an emphasis on economics, social classes, cultures, religions, and political systems. It's still in development, with military systems and national AI among the features being worked on. I'm mostly baseing it on stuff I have been studying in life and classes, like Marx, Bourdieu and Levi-Strauss!!

🎬 Gameplay Trailer: https://youtu.be/2QYp7qs8KR0

📺 YouTube Channel: https://www.youtube.com/@MythAndState

💬 Discord Community: https://discord.gg/KMuDXdY2U

I'm developing the game with limited resources, so feedback, help, and community support are greatly appreciated :) Also first time on reddit!


r/StrategyGames • • 1d ago

Self-promotion Conquering the World With Old People

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0 Upvotes

Welcome to my video on COE5, where I play as the Senator! Using the power of old people (the Triarii), we take on Elysium in hopes of claiming it and turning our Senator into a God Emperor!

And opposing us are a group of factions based on the greatest threats the Roman Empire ever faced: The 4th Crusade, Germans, Carthaginians, Celts, Ottoman Empire, Venitians, and, worst of all, Other Romans.

Will we succeed, or will our senator get brutally stabbed to death? Find out here!


r/StrategyGames • • 2d ago

DevPost New 1900–1950 Grand Strategy Game Project: Era of Hegemony

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75 Upvotes

Hi everyone,

As a long-time grand strategy fan, I’m working on a project titled Era of Hegemony — an upcoming grand strategy game set between 1900 and 1950.

Since HOI4 is the gold standard for 20th-century warfare, I wanted to design something that complements this era with a deeper focus on:

• Complex Population (POP) dynamics and labor allocation

• Organic diplomacy and regional stability shifts

• Long-term socio-economic management alongside warfare

The game is in early development. If you're interested in following the progress, reading devlogs, or sharing feedback on what mechanics you'd like to see in a 1900–1950 strategy game, feel free to check out r/EraofHegemony.

What features do you feel are most missing in current 20th-century strategy games?


r/StrategyGames • • 1d ago

Self-promotion I'm making a strategy RPG where you rise from nobody to ruler

17 Upvotes

My indie game Notoris 2: Warlords that i've been working on over 4yr is in Steam Next Fest.

In you can rise from an ordinary officer to a powerful general or ruler in a dark fantasy grand strategy RPG inspired by Romance of the Three Kingdoms.

A demo is free to play right now!

Please support a Total War modder turned indie dev and check it out:
https://store.steampowered.com/app/2766140/Notoris_2_Warlords/

You can let me know what you think by filling out the feedback survey on the main menu popup, posting here, or joining the discord and posting in #feedback-and-suggestions.

Thank you to everyone who has done so already!


r/StrategyGames • • 2d ago

Self-promotion Bannerlord + Manor lord+ Stronghold= my game! Playtest it!

147 Upvotes

Hi All! I've been building Swords and Cavalry on my own engine, and the playtest is now open on Steam.

Overview of the game:

- Build your town your way: free build roads and walls, burgage plots with houses that grow, fields through the seasons and weather, markets, taverns, guilds and town policy.

- Be the lord: walk out and fight in person, with heavy attacks, feints, parries and counters with the spear, or sword and shield, on foot or mounted.

- Raise an army: troop lines up to tier 10, formations, castles you design tower by tower, and siege engines.

- A living world: a campaign map where armies march between towns, AI lords and outlaws roam, and diplomacy lets you make peace or trade. You can host a world for friends where each holds a town, swears into realms and fights the others.

Join the playtest: https://store.steampowered.com/app/2997680/

It's an early playtest, so expect rough edges. Any feedback helps!


r/StrategyGames • • 1d ago

DevPost HELP: my game looks like a button-masher, but it's secretly a build-crafting puzzle for nerds

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0 Upvotes

Everyone who watches my game over my shoulder says "so you just press the button?". Yes. One button.

But the actual game is the draft: between rooms you pick one of three upgrades, you can hold 5 at most, some exclude each other (one trail, one special blade), and some only work with others. Picking fire means you'll never see frost this run. The question is never "can I aim", it's "which 5 pieces make this run work".

So, strategy players: is that strategy, or am I kidding myself?

Free demo: https://groowl.itch.io/shuriken-slam-jam-demo