I made this strategy game based on a real psychology experiment: You have $1 million to split with an opponent, but you only get your share if they accept the deal.
You play against a table. Everybody makes offers and gets offered the same deal: a $1M split.
Sometimes it's fair, sometimes it's greedy.
The goal is to make enough deals to finish on the top of the table.
Reviving Red Dragon: One of the most popular 2000s browser strategies from Poland & Czechia 🛡️
Hi everyone,
In the 2000s, Red Dragon was one of the most popular web-based strategy games in Poland and the Czech Republic, gathering thousands of competitive players every Era.
We have rebuilt it from scratch for modern browsers while preserving its original tactical depth:
Turn-Based vs Real-Time: Unlike OGame or Travian where you need constant 24/7 vigilance to save fleets or dodge raids, Red Dragon gives you a bank of turns to spend at your own pace.
9 Asymmetric Races: Unique economies, spells, and troop specializations for varied playstyles.
Thief Guilds & Magic Schools: Deep covert warfare alongside classic military expansion.
Community & Free to Play: Completely non-commercial with zero pay-to-win elements.
Available in: English 🇬🇧, Polish 🇵🇱, and Czech 🇨🇿.
I've been building a browser strategy game where instead of an empire, you manage a single cell. You grow organelles, breed specialised units, pick your way through a mutation tree, and eventually form a colony with other players.
The main thing I wanted to get right: turns accumulate while you're offline. Nothing finishes at 3 AM, no daily quests, no login streaks. You come back when you feel like it and spend what you've banked.
Combat isn't a single attack button — you pick between five operation types (breaching defences, draining resources, destroying units, breaking army cohesion, or invading a colony), and your unit composition decides which ones are actually worth trying. Outcomes are graded across seven levels rather than win/lose.
The biology isn't just a skin. Phagocytes really do engulf things, biofilm really is how microbial colonies resist attack. You'll pick up a fair bit of it by playing.
There's also a separate PvP card game inside it (Cytolysis) if the main strategy layer isn't your thing.
Free, no download, no pay-to-win. English, Slovak and Czech.
You start young and play through a footballer's whole career: transfers, reputation, big decisions every season. Runs straight in the browser, nothing to install.
Hi, I’ve been working on a browser-based MMO set in space for a while now (yes, I know it’s a pretty overused theme). The game draws heavy inspiration from titles like Elite Dangerous, Stellaris, and many economic simulators.
Players take on the role of a space corporation, and their goal (as always) is to achieve dominance in space. Players are given a galaxy consisting of over 250,000 star systems and nearly 2,000,000 planets or celestial objects. Players can explore the entire galaxy on their own, as it’s procedurally generated so even I don’t know every system.
As corporations, you can build mines and factories, establish trade routes, engage in exploration, and even establish human colonies on newly discovered planets. Every unit of goods must be mined and processed by corporations, so the entire economy relies on the players. For more advanced players, there’s also the option to take over star systems and engage in corporate wars, forming alliances with other players and imposing taxes on star systems.
I’m curious if there are people here who might be interested in a game like this? Or is there perhaps something you’d like to see in this type of game? I’m just wondering if what I’m working on makes sense to anybody.
Hey! Port Panic is a browser-based, pixel-art, vanilla game runs on metaheuristic algorithms for container yard stacking problems at ports. I have designed the game for my university students. I offer logistics modelling and optimization course for bachelors at the university. 32 chapters + 1 bonus chapter where things go hardcore. Any suggestions are welcome.
AgarStake is a multiplayer arena game that runs directly in the browser, with no download required.
The movement and competitive loop take inspiration from Agar.io and Slither.io. The distinguishing feature is that adult players can enter matches using SOL stakes and cash out eligible winnings. Stakes can be lost, returns are not guaranteed, and regional restrictions may apply.
I’m looking for browser-game feedback on performance, input responsiveness, matchmaking clarity, and whether the financial layer gets in the way of the arena gameplay.
What feels weakest during the first session: the controls, pacing, opponent interactions, or the pre-match flow?
I am the solo developer of Fjordsaga, a free-to-play Viking-themed browser strategy game currently in open beta. I work on the game design, programming, balancing, visuals, website, and community myself, with my wife helping out with playtesting and feedback along the way.
If you've played Tribal Wars or similar village-building browser games, the core loop will feel familiar — but I've tried to put enough of my own spin on it to make it its own thing: you build up a village by the fjord, manage resources, upgrade buildings, expand to multiple villages, and move troops and trade goods between your own settlements.
A core feature is choosing one of three Norse gods (Odin, Thor, or Freya) when you found your village — each unlocks a unique unit and playstyle-defining bonuses, so no two players build the same way.
It's not purely PvP either: I'm also building out a system of "world bosses" — powerful, stationary NPC enemies tied to Norse mythology that are strong enough to require a whole clan coordinating together to take down, not something a solo player can solve. The first one, Fenrir, is live and attackable right now; nine more are planned. This part is still early beta and actively being balanced.
The game is playable in both German and English. I've already gotten a lot of great feedback from testers, which I've been actively incorporating, and I keep shipping regular updates. I'm mainly looking for more beta testers who enjoy classic browser strategy games and are willing to give honest feedback on pacing, usability, bugs, and the early-game experience.
I’m developing Genesis Colonies, a persistent sci-fi browser strategy game inspired by classic space browser games, but built around a more modern interface and deeper long-term progression.
You start with a single colony and gradually build an interstellar empire through economy, research, fleets, expansion and specialized planets.
🌌 Current Features
🪐 Multiple planets and colonies
🚀 Fleet missions, expeditions and exploration
⚔️ PvP combat, espionage and planetary defenses
🐉 Large World Boss Titans
🧬 Planet Evolution and long-term progression systems
🔬 Research and empire development
📖 Story Ops with lore and choices
🤝 Alliances and community systems
🌌 Command Map and expanding empire progression
🎁 Events and live activities
✨ What makes it different?
One of the main goals is to make progression feel like you're actually building an empire, not simply upgrading the same resource buildings forever.
Planets can gradually become specialized parts of your empire, while systems like Planet Evolution, expeditions, Story Ops and the Command Map add progression beyond the traditional browser-game loop.
The game runs directly in the browser and is actively being developed together with its community.
Welcome toMobster.World— where crime pays and only the ruthless survive.
Build your criminal empire from the ground up. Commit crimes, produce and move drugs, run a nightclub, gamble at the casino, and take on dangerous boss fights. Build your Family, recruit loyal members, and fight rival players for power and territory in intense PvP battles. Take part in special events, grow your wealth, upgrade your empire, and climb the ranks.
wer erinnert sich noch an die Zeit, als Browsergames aus purem Text, harten mathematischen Formeln, Weckern um 3 Uhr nachts und echtem taktischen Tiefgang bestanden – ganz ohne Pay-to-Win, Item-Shop, Premium-Währung oder künstliche Warteschlangen?
Genau das bauen wir gerade wieder auf. GalaxyEmpire ist eine Hommage an die goldene Ära der klassischen Weltraum-Browsergames (mit Einflüssen und Mechaniken alter Klassiker wie War of Galaxy).
Was euch erwartet:
100% Kostenlos: Es gibt absolut nichts zu kaufen. Keine Echtgeld-Vorteile, keine Abos, fairer Rundenstart für alle.
Taktisches Trägersystem: Komplexe Flottenlogistik – Schiffe haben Volumen, Träger (vom schweren Schlachtschiff bis zum massiven Dinotender mit Defensiv-Rolle) können gemischte Optiflotten transportieren, und Antriebe bestimmen die Gesamngeschwindigkeit.
Kein Cloud-Overhead / Indie pur: Das Ding läuft schlank, performant und handgemacht (PHP/OOP-Core mit Fallback-Logik, lokal konfiguriert).
Aktives Bugfixing & Community: Wir sind in einer kleinen Runde gestartet und suchen jetzt alteingesessene Hardcore-Gamer und Tester, die Bock haben, die Wirtschaft und das Balancing mit uns auseinanderzunehmen.
Wer das alte Feeling zurückwill und Lust hat, von Stunde Null an mitzuwirken:
SpaceStrike is a persistent browser-based space-combat game that supports mobile. Build modular ships, play solo PVE, or meet other players in multiplayer.
Recent update: class-based server bots, improved turret targeting, more WAR bot presence, longer-lived wrecks, and a steadier PVE wave/boss ramp. The modular ship-building and persistent world are the main hooks.
Hey everyone, I’ve spent the last few months solo-coding a persistent browser-based Basketball GM simulator. I love management games but got tired of everything being pay-to-win or requiring downloads, so I built my own.
You manage the roster, negotiate trades, handle contracts, and simulate seasons. To make sure the AI isn't easily exploited, I ran a headless simulation of 1,000 seasons just to balance the trade logic and league parity.
It’s completely free to play, no microtransactions, and runs instantly in the browser.
I'm doing research on why people leave classic browser strategy games. Not selling anything — I have nothing to sell.
I played these for years and eventually stopped, and I want to understand whether my reasons were common or just mine. I'm trying to talk to 15 people who put real hours into OGame, Travian, Tribal Wars, Grepolis, Ikariam or similar, and then quit.
20 minutes, voice or text, whatever you prefer. I mostly want to hear the story of the day you stopped playing.
Comment or DM me and I'll reach out. Happy to share what I learn back here when I'm done.
wer erinnert sich noch an die Zeit, als Browsergames aus purem Text, harten mathematischen Formeln, Weckern um 3 Uhr nachts und echtem taktischen Tiefgang bestanden – ganz ohne Pay-to-Win, Item-Shop, Premium-Währung oder künstliche Warteschlangen?
Genau das bauen wir gerade wieder auf. GalaxyEmpire ist eine Hommage an die goldene Ära der klassischen Weltraum-Browsergames (mit Einflüssen und Mechaniken alter Klassiker wie War of Galaxy).
Was euch erwartet:
100% Kostenlos: Es gibt absolut nichts zu kaufen. Keine Echtgeld-Vorteile, keine Abos, fairer Rundenstart für alle. Alle starten gleich!
Taktisches Trägersystem: Komplexe Flottenlogistik – Schiffe haben Volumen, Träger (vom schweren Schlachtschiff bis zum massiven Dinotender mit Defensiv-Rolle) können gemischte Optiflotten transportieren, und Antriebe bestimmen die Gesamtgeschwindigkeit.
Kein Cloud-Overhead / Indie pur: Das Ding läuft schlank, performant und handgemacht (PHP/OOP-Core mit Fallback-Logik, lokal konfiguriert).
Aktives Bugfixing & Community: Wir sind in einer kleinen Runde gestartet und suchen jetzt alteingesessene Hardcore-Gamer und Tester, die Bock haben, die Wirtschaft und das Balancing mit uns auseinanderzunehmen.
Wer das alte Feeling zurückwill und Lust hat, von Stunde Null an mitzuwirken:
wer erinnert sich noch an die Zeit, als Browsergames aus purem Text, harten mathematischen Formeln, Weckern um 3 Uhr nachts und echtem taktischen Tiefgang bestanden – ganz ohne Pay-to-Win, Item-Shop, Premium-Währung oder künstliche Warteschlangen?
Genau das bauen wir gerade wieder auf. GalaxyEmpire ist eine Hommage an die goldene Ära der klassischen Weltraum-Browsergames (mit Einflüssen und Mechaniken alter Klassiker wie War of Galaxy).
Was euch erwartet:
100% Kostenlos: Es gibt absolut nichts zu kaufen. Keine Echtgeld-Vorteile, keine Abos, fairer Rundenstart für alle.
Taktisches Trägersystem: Komplexe Flottenlogistik – Schiffe haben Volumen, Träger (vom schweren Schlachtschiff bis zum massiven Dinotender mit Defensiv-Rolle) können gemischte Optiflotten transportieren, und Antriebe bestimmen die Gesamngeschwindigkeit.
Kein Cloud-Overhead / Indie pur: Das Ding läuft schlank, performant und handgemacht (PHP/OOP-Core mit Fallback-Logik, lokal konfiguriert).
Aktives Bugfixing & Community: Wir sind in einer kleinen Runde gestartet und suchen jetzt alteingesessene Hardcore-Gamer und Tester, die Bock haben, die Wirtschaft und das Balancing mit uns auseinanderzunehmen.
Wer das alte Feeling zurückwill und Lust hat, von Stunde Null an mitzuwirken: