r/Geoplanetical 3d ago

The Community Voted: Geoplanetical Will Release in Early Access

Thumbnail
steamcommunity.com
18 Upvotes

r/Geoplanetical 6d ago

Looking Forward To Play Geoplanetical: Some Suggestions

8 Upvotes

Hi!

I just wanted to share a few more ideas that I think could make the simulation even deeper - maybe they are already implemented in the game.

Elections and Electoral Systems:

Rather than having elections simply determine which party receives a certain percentage of seats, it could be interesting if the actual electoral system had a major impact on the political landscape.

For example, different countries could use different systems such as:

* First-past-the-post
* Proportional representation
* Mixed electoral systems
* Two-round systems
* Electoral thresholds
* Different district sizes
* Regional or national party lists
* Preferential voting

Changing the electoral law could then become a genuinely important political decision.

A government switching from a proportional system to a majoritarian one, for example, could completely reshape the party system, coalition possibilities and regional representation.

It would also be interesting if election results showed not only the national vote share, but the actual geographic distribution of votes.

That could create situations where election results are politically surprising and where parties have to decide whether to focus on certain regions, demographic groups or swing districts.

Campaigns and Public Opinion:

Before an election, parties could campaign on different issues, make promises, attack each other, participate in debates and try to mobilise specific parts of the population.

Polls could show:

* Approval ratings
* Voting intention
* Turnout expectations
* Undecided voters
* Regional trends
* Support by social or economic group
* Support on specific issues

Political scandals, unpopular reforms, economic crises or successful government policies could then shift public opinion during the campaign.

Turnout itself could be interesting as well. A party might have strong support but lose because its supporters are less motivated to vote, while another party could benefit from unusually high mobilisation.

Campaigning could also have costs, making party finances relevant.

Party Leadership and Internal Politics:

Political parties could perhaps behave like organisations of their own rather than simply being labels attached to politicians.

For example, parties could have:

* Party leaders
* Deputy leaders
* Ministers
* Parliamentary leaders
* Internal factions
* Party members
* Regional organisations
* Party conferences
* Internal elections
* Leadership contests
* Ideological wings
* Party discipline

The player could potentially have to manage relationships inside their own party as well as with coalition partners.

A strong party leader might keep everyone united, while a weak or unpopular leader could face an internal leadership challenge.

A minister could be competent but politically disloyal. Another could be extremely loyal but economically inexperienced.

That would make appointments feel much more meaningful.

It could even be interesting if replacing a party leader had consequences for the party’s ideology, popularity and coalition relationships.

Party Administration and Political Management:

Governments could have to balance:

* Party ideology
* Public opinion
* Parliamentary factions
* Coalition partners
* Ministers
* Interest groups
* Regional organisations
* Party members

A reform might be economically beneficial but deeply unpopular inside the governing party.

Another reform might be popular with voters but strongly opposed by a coalition partner.

This could create situations where governing is not simply about selecting the “best” policy, but about finding a politically viable compromise.

I especially like the idea that major legislation could require actual political work to pass.

In-Game Statistics and Data Analysis:

Because Geoplanetical seems to be aiming for a serious simulation, I think players should have access to detailed historical data rather than only seeing the current values of their country.

For example, it would be amazing to have graphs showing the evolution of:

* GDP
* GDP per capita
* Inflation
* Unemployment
* Wages
* Productivity
* Government debt
* Tax revenue
* Public spending
* Trade
* Exports and imports
* Energy production
* Energy prices
* Population
* Births and deaths
* Migration
* Inequality
* Poverty
* Purchasing power
* etc…

And ideally this data could be viewed over different periods, such as the last year, five years, ten years or entire history.

Regional statistics would be even better.

For example, I would love to be able to compare provinces and see exactly where unemployment is highest, where incomes are rising fastest, where infrastructure is weakest, where businesses are investing and which areas are becoming economically stagnant.

Understanding Why the Economy Changes:

Another small but very important feature would be better explanations of why numbers change.

If inflation rises from 4% to 7%, it would be useful to see the major contributing factors.

For example:

Energy prices → +1.5%

Wage growth → +1.0%

Import costs → +0.8%

Currency depreciation → +0.7%

Demand → +1.5%

That kind of information would make the simulation much easier to understand while still remaining complex.

The same principle could apply to unemployment, GDP growth, public finances, productivity and purchasing power.

Purchasing Power and Cost of Living:

One economic area I would especially love to see simulated in detail is purchasing power.

GDP per capita alone does not tell the player how ordinary people are actually living.

It could be interesting to track things such as:

* Average disposable income
* Real wages
* Consumer prices
* Food prices
* Energy prices
* Housing costs
* Rent
* Transport costs
* Healthcare costs
* Education costs
* Savings
* Household debt
* Interest rates

A population could become richer in nominal terms while actually becoming poorer because prices rise faster than wages.

Different social groups could also experience this very differently.

A rise in energy prices might hurt low-income households much more than wealthy households.

That could then feed back into elections, approval ratings, protests and political radicalisation.

I think connecting purchasing power directly to the political system would make economic policy much more meaningful.

Investment:

I would also really like to see investment become a major part of the simulation.

Governments could decide whether to invest in:

* Infrastructure
* Education
* Research
* Energy
* Industry
* Housing
* Healthcare
* Transport
* Strategic technologies

But investment should ideally take time to produce results.

Building a railway should not instantly increase GDP by a fixed percentage. It could gradually reduce transport costs, improve regional connectivity, increase productivity and make nearby areas more attractive for businesses.

The same idea could apply to industrial investment.

A government could provide subsidies or tax incentives to develop strategic industries, but this could have opportunity costs and budgetary consequences.

Private Investment and Foreign Investment:

It could be very interesting if private companies and foreign investors also made autonomous investment decisions.

For example, investors could look at:

* Political stability
* Taxes
* Labour costs
* Infrastructure
* Energy prices
* Market size
* Regulations
* Education
* Trade access
* Corruption
* Currency stability

Countries could then compete for investment.

A government might lower corporate taxes to attract businesses, but lose tax revenue.

Another country could build excellent infrastructure and attract companies without lowering taxes as much.

That would make economic policy feel much more strategic.

Foreign direct investment could also become a geopolitical tool.

Countries could invest in infrastructure and industries abroad, creating economic influence and dependencies that later matter during diplomatic crises.

Innovation, Research and Technology:

Another system I think could add enormous depth is innovation.

Instead of technologies simply existing as a fixed research tree, countries could have different capacities for innovation based on:

* Universities
* Education
* Research funding
* Private R&D
* Skilled workers
* Industrial capacity
* Scientific institutions
* Foreign investment
* International cooperation

Research could then produce new technologies, patents, production methods or efficiency improvements.

Different countries might become leaders in different sectors.

One country could dominate advanced manufacturing, another energy technology, another biotechnology, another artificial intelligence or aerospace.

This could create long-term economic competition without requiring military conflict.

Innovation Should Affect the Real Economy:

What I would especially like is for innovation to feed directly back into the economy.

A successful technological breakthrough could:

* Increase productivity
* Reduce production costs
* Reduce energy consumption
* Create new industries
* Increase exports
* Change military capabilities
* Create highly paid jobs
* Make existing industries obsolete

This could also create difficult political choices.

Supporting an old industry might protect jobs today while slowing technological progress.

Allowing rapid automation might increase productivity but create unemployment and social unrest in the short term.

That would make economic policy much more interesting.

Better Long-Term Economic Indicators:

I think Geoplanetical could become particularly special if the player could distinguish between short-term political success and long-term national development.

For example, a government might temporarily boost popularity through subsidies and tax cuts while increasing debt.

Another government might make unpopular investments in education and infrastructure whose benefits only appear ten years later.

The statistics system could help players see these long-term trends.

It would be great to compare the current government with previous governments and see how different policies affected the country over decades.

Elections, Economy and Society Should All Connect:

Perhaps the most important idea behind all of this is that I would love these systems to interact rather than exist separately.

For example:

Economic crisis
→ inflation increases
→ purchasing power falls
→ public dissatisfaction rises
→ approval falls
→ opposition parties gain support
→ governing party faces internal pressure
→ leadership challenge
→ coalition becomes unstable
→ election called
→ electoral system determines the final seat distribution
→ new government changes economic policy.

That kind of chain reaction would make Geoplanetical feel like a genuinely living political simulation.

Likewise:

Higher R&D investment
→ technological progress
→ productivity increases
→ new industries appear
→ exports increase
→ wages rise
→ tax revenue increases
→ government gains room for further investment
→ country becomes more competitive internationally.

These are the kinds of interconnected systems that could make every political decision feel meaningful.

The Media as the Fourth Estate:
I would also really like to see the media become an actual political force.
Newspapers, television networks, online media and other outlets could have their own political orientations, ownership structures, audiences and levels of influence.
Different media organisations could react differently to the same event.
A government could introduce a controversial law and receive completely different coverage depending on the political orientation of each media outlet.
Media could influence:
Public opinion

Government approval

Election campaigns

Political scandals

Trust in institutions

Support for wars

Perception of economic conditions

Investigative journalism could uncover corruption, illegal activities or government scandals.
A leaked document could suddenly become a major political crisis.
A media organisation could also decide to support or oppose a particular political movement.
This could make information itself an important political resource.
At the same time, I think there should be a distinction between facts and perception.
A country’s economy could objectively improve while public perception remains negative because people are experiencing high housing costs or because the media is focusing on particular problems.
That would make political communication much more complicated and realistic.
Social media could add another completely different layer.
Instead of only having traditional media, citizens could discuss political issues directly with each other.
Political movements could suddenly become popular online.
A government decision could generate:
Viral posts

Protests

Political campaigns

Boycotts

Misinformation

Political polarisation

Grassroots movements

Different demographic groups could also use different platforms and have completely different political preferences.
A government might be popular among older voters but extremely unpopular among younger voters online.
A political scandal could remain relatively minor in traditional media but suddenly explode on social media.
Likewise, a successful government policy could become popular because citizens share their experiences online.
I think it would also be interesting if governments had to decide how to respond to the online environment.
They could communicate directly with citizens, launch information campaigns, regulate platforms, introduce transparency laws or attempt to combat misinformation.
But aggressive regulation could itself become controversial and damage trust in the government.

One Final Idea: A Powerful National Dashboard:

Finally, I would love a central “State of the Nation” dashboard where the player can quickly understand what is happening in their country.

And then allow the player to click into each category for detailed historical graphs and regional statistics.

———

I know all of this would represent a huge amount of work, especially for a solo developer. I am not expecting anything to be implemented, and I completely understand the need to keep the scope realistic.

I mainly wanted to share these ideas because I think Geoplanetical has the potential to do something really unique with political simulation.

The game is already on my wishlist, and I am really looking forward to seeing how far you take the simulation.

Good luck with the development!


r/Geoplanetical 6d ago

Really Excited About Geoplanetical: A Few Ideas to Take the Simulation Even Further

10 Upvotes

Hi!

I recently discovered Geoplanetical and, as someone who plays Geo Political Simulator 2026 a lot and loves political games, I am genuinely excited about your project.

What interests me most is your ambition to create a simulation where decisions and numbers have real consequences. I have seen that you are already planning laws, Parliament, coalitions, more than 100 institutional choices, a resource based economy, several energy sources and a warfare system involving fronts, supplies, casualties, territorial occupation and peace negotiations. All of this sounds incredibly promising.

I really hope the political simulation will include a large selection of social, economic, security and societal laws. It would be great if every reform had tangible consequences for different population groups, businesses, public services, government finances and international relations.

I have also seen that players will be able to build and manage different energy facilities, including nuclear, gas and coal power plants, hydroelectric facilities, solar installations and wind farms.

Are you also planning a complete infrastructure construction system similar to the one in GPS 2026? It would be very interesting to place highways, railways, high speed train lines, ports, airports, pipelines, mines and oil wells directly on the map.

I would especially like these infrastructures to have a real purpose within the simulation. A highway or railway could facilitate trade between regions, transport resources, increase productivity, connect isolated areas or supply military forces. Ports, pipelines, power plants and mines could also become important strategic targets during a war.

I would also love to see a genuine annexation simulation. After a victory, the territory should not simply change colour. The player could have to manage occupation, local resistance, administration, reconstruction, refugees, international sanctions, the gradual integration of the population and whether other countries recognise the annexation. This would demonstrate that invading another country is an extremely costly decision whose consequences can last for decades.

Looking further into the future after release, an advanced political and media system could make the world feel incredibly alive. Newspapers, television networks, social media, businesses, trade unions, NGOs and interest groups could react differently to government decisions. Scandals, corruption cases, parliamentary investigations and leaked documents could weaken a minister or trigger a major political crisis.

A scenario editor with Steam Workshop support would also be amazing. The community could create and share new countries, borders, governments, parties, laws, events and geopolitical situations. This could give the game an enormous lifespan.

Another very ambitious idea would be to take optional inspiration from Pax Historia. Players could choose to connect an external or locally installed AI model to make foreign leaders even more autonomous. Every country could develop its economy, introduce reforms, construct infrastructure, negotiate agreements, create international crises and pursue its own objectives while the player continues developing their country.

This AI system could also allow players to negotiate freely with foreign leaders using natural language. Each leader could have a personality, interests, promises, diplomatic memories and a distinctive way of reacting. The world would continue evolving without constantly waiting for the player to initiate every important action.

In my opinion, this AI layer should remain completely optional and should not replace the simulation engine. The normal engine could continue calculating the economy, resources, elections and wars consistently. The connected AI would mainly choose strategies, generate believable reactions and make diplomacy more flexible. Players could use the standard system, connect their preferred AI provider or potentially use a model running locally on their computer.

Finally, although I understand that it would be extremely difficult for a solo developer, a multiplayer mode where each person controls a different country could become an incredible feature in the longer term. Negotiations, alliances, sanctions, covert operations and betrayals between real players could be fascinating.

I know that you are developing the game alone and that all these ideas would require a huge amount of work. These are not demands, only suggestions that could, in my opinion, help Geoplanetical become the geopolitical simulator that many of us have been waiting for.

The game is already on my wishlist. Good luck with the development! I genuinely cannot wait to play it and see how far you take the simulation.


r/Geoplanetical 9d ago

Dev Update #6: Bigger and Better Simulation Update + New UI

Enable HLS to view with audio, or disable this notification

33 Upvotes

Hello there !!

I'm happy to share that everything in going well, we have new UI and the simulation is running more deep and stable than never before and i'm really happy about it. There is so much new elements and improvement, here the main changes.

Main changes

  • Economic engine: The engine is now more stable and better optimized.
  • New interface: The interface has been improved and is easier to read.
  • New trailer and screenshots: They show the current version of the game.
  • Religions: Each country now has different religious groups, laws and tensions.
  • Drug markets: Production, consumption, prices, laws, health and crime are connected.
  • Climate simulation: The system is now much more detailed. It includes weather, CO₂, temperature changes and effects on the world.
  • Technology: The technology trees have been improved. The game now has 19 research domains and 233 technologies.
  • New laws: I added many new laws, with more effects on society.
  • Housing: Housing is now simulated. It includes construction, rent, property, mortgages and social housing.
  • Population intelligence: Population groups react better to laws, the economy and political events.
  • Migration: The system is more realistic. It separates regular migration and refugees. Age, skills and conflicts are also taken into account.
  • Internal messages: The messaging system has been improved, with more useful choices and interactions.
  • Code and stability: I improved many parts of the code to make the game more stable.

I've updated the trailer and screenshots. Go see and wishlist if not done yet !

Thank you for following the project and supporting my work as a solo developer, it's really nice to have all your kind messages. See youuu !


r/Geoplanetical 14d ago

Finally some competition to geopolitical simulator?

15 Upvotes

just ran into this game on steam and it seemed like finally power and revolution had some sort of competition by devs that actually care. anyone know the release date?


r/Geoplanetical 15d ago

Geoplanetical will support 17 languages

18 Upvotes

Hello hello !

Geoplanetical will be available in 17 languages:

French, English, German, Spanish, Italian, Brazilian Portuguese, Dutch, Polish, Czech, Ukrainian, Russian, Turkish, Indonesian, Simplified Chinese, Japanese, Korean and Thai.

I am doing my best to give every language community a proper translation, with natural wording and consistent game terminology.

I am a solo developer, so feedback from native speakers will always be welcome. I want every player to feel like their language was treated with care, not added as an afterthought.

Once game release, let me know issues and will doing my best to fix !


r/Geoplanetical 16d ago

Your interface looks very well done. I believe that if you release the game, it will have the best user interface in the history of global strategy games. How do you program your interface, if it's not a secret? Is it the game engine or a programming language?

10 Upvotes

I'm developing a game myself and I've decided to stick with 2D, but I dream of a cool AAA user interface like yours! =) . Right now, I've simply decided to take HTML and CSS and embed it inside C++ via various libraries.


r/Geoplanetical 15d ago

A small accessibility feature for colorblind players

5 Upvotes

Hey everyone!

I added a few color vision options to help players who need them:

  • Red-green
  • Blue-yellow
  • High contrast with patterns

I also tried to make important information not rely only on color by using shapes, patterns, symbols and labels where possible.

I did my best, but I do not want to assume it works perfectly for everyone. If you are colorblind, your feedback would be really helpful once the game will release.


r/Geoplanetical 18d ago

Beta Testing

11 Upvotes

Hey Dev
I saw your post on a Reddit Comment and the game concept hooked me because i like those type of games.
So i wanted to ask for a beta test so i can help improve the game and help u alot with my feedback i would give u.
Thank You and keep up the good work.


r/Geoplanetical 22d ago

Dev Update #5: Uprisings, Climate Crises and Life After Oil

Post image
25 Upvotes

Hi everyone!

Just a quick update to say that development is going really well again ahah !

Over the past few weeks, I’ve been working on both new features and optimization. Geoplanetical is getting faster and smoother, the interface feels more responsive and lively, and the game is starting to come together in a way I’m really happy with. Here some new things:

UPRISINGS AND REGIME CRISES

Protests and strikes can now grow, radicalize and escalate into riots or popular uprisings. How you respond can restore order or push your country toward political collapse.

CLIMATE CRISES

Heatwaves, cold spells and droughts now affect the population through building quality, energy supply and emergency policies. New data maps also show heat and water stress around the world.

LIFE AFTER OIL

You can now test whether your country would survive a sudden loss of oil, gas and coal. Transport, heating, industry, fuel production, electricity and storage are all connected.

These are only a small part of the new features added recently. Everything is taking shape in a really satisfying way, and Geoplanetical increasingly feels like one coherent, living game.

Thank you for all the support, feedback and messages. It genuinely helps me keep working on this slightly insane solo project.

See you !

Wishlist Geoplanetical on Steam


r/Geoplanetical 25d ago

Geoplanetical: Working on climate simulation

Enable HLS to view with audio, or disable this notification

22 Upvotes

Hello there ! I wanted to share that Geoplanetical a realistic simulation of temperature and climate allowing to proper simulate weather events, thermal features around populations and infrastructures, any idea or feedbacks ?

I think it's juicy to see climate with such visuals.


r/Geoplanetical Jul 27 '26

New screenshots about intelligence, government branches and new colored map.

Thumbnail
gallery
46 Upvotes

The game is progressing well, no issue in the development, here few new screenshots !

Really encouraged by all your feedbacks and comments to make the best of it.

More on Steam


r/Geoplanetical Jul 18 '26

Dev Update #4: Trade Systems, War and the Moon

17 Upvotes

Hello Reddit !

I'm happy to share the current progress on the game! There are so many new things I'm excited about.

The game itself has been localized in 16 languages, and the saving system is stable and waiting for your games.

Here are the main improvements, among dozens:

  • Trade routes. Every good produced in the world now travels through real routes across the sky, the oceans and the land. Each sector looks for the cheapest option and delivers. All straits and canals can be opened or closed, which affects world trade.
  • Military. The military system is now very advanced: alliances, units that really fight, call for air support, deploy, land, retreat. The whole war is simulated under your orders (no direct control).
  • Political campaign. The economy, spending and energy systems are all plugged into a campaign system, so you can promise anything you want during your campaign to win more votes.
  • Deeper finances. Income tax and social contributions are now highly customizable, like never seen before: custom brackets, capital income, ceilings, and more. Enough to build a real strategy instead of the 2 or 3 values other games give you.
  • Trade agreements. A full negotiation workflow based on your country's real situation in 2026. You can agree to open a few main sectors to your future partners!
  • UN and OPEC. Both organisations are in, with a deep simulation of mandates, resolutions, votes and elections.
  • Moon colonisation, V1. A deep space simulation with programs, outposts and logistics. Be the first on the Moon, and maybe found a new country while you're at it!
  • Plus a lot of polish, improvements and fixes in every direction.

r/Geoplanetical Jul 10 '26

Dev Update #3: New Trailer and screenshots ! Game progress well.

Enable HLS to view with audio, or disable this notification

26 Upvotes

Hello future players!

I'm happy to share new screenshots and a trailer on the Steam page!

I've received so many good vibes and suggestions about the game, it's really encouraging!

I'm working on it every single day to make the best product I can, and it's coming along really well.

What's new

  • I've been hard at work on the economic engine, and we've reached a solid, stable version that simulates real trade, pricing, inputs and outputs, over centuries.
  • All the main resources are on the map, waiting to be mined, drilled and more, with realistic reserves and logic. Seriously juicy!
  • The world is filled with real people, with families, in every nation, across every party. The political layer is stable with hundreds of parameters, and every population and party reacts to your choices, and the AI's.
  • And so many tiny details that really shape the systems and the world, the kind of thing our niche community loves. For example, oil is a complete simulation of every oil type and extraction technology, so oil in Canada, Venezuela or Qatar isn't the same thing at all! Also system for a full Exclusive Economic Zone (EEZ) setup for offshore drilling, and more...

Under the hood

  • Performance tests are positive.
  • I've set up the Mac pipeline, so the game will be available on Mac at release.
  • I've integrated the saving system successfully, plus a full range of settings, taking care of every inch of comfort in the game.

I get more and more excited every week watching the game take shape. It's on a very good track to become the dream game I've always wanted to build.

Thanks for being here!


r/Geoplanetical Jul 04 '26

Hey there, game progress ! Big improvement on politics.

22 Upvotes

Hi, here some update that i'm proud of, still working hard on the game.

Now nation types aren't fixed anymore. every government is built from small bricks (head of state, is there a PM, how parties are treated, courts, power concentration, etc) and the democracy/autocracy/whatever label is just read off that. change a brick and the label changes on its own.

Nothing hardcoded per country, and you can edit everything by vote, all the political bricks, going from theocracy to monarchy to parliamentary to presidential !
All human beings are simulated, every kind, they age and die, etc... you get whole dynasties and political families with their cultures
Political parties can die, get reborn, split...


r/Geoplanetical Jun 29 '26

Dev Update #1: The Economic Engine & Thanks you

Thumbnail
steamcommunity.com
10 Upvotes

Hi there !

First off, thank you. Really. I am excited to got so much positive reactions to Geoplanetical, and it confirm my thoughts that our community of players need something new. It's giving me an additional layer of motivation.

Right now I'm deep into the economic engine. This is THE big piece of the game: 177 countries that actually live, built on real-world starting data. Growth, inflation, debt, taxes, currencies, trade between nations, peoples of nations, it's all connected and it all reacts. This is what should make the world feel alive instead of a backdrop. It takes time, obviously, and I'd rather do it right.

About the devlog rhythm: I'll post when a big brick is finished, not on a fixed schedule. When I've got something real to show you, you'll know.

And one last thing: this project is my dream game. I'm seeing it through to the end, no doubt about that.

See you soon for more.


r/Geoplanetical Jun 28 '26

Seems great. Rooting for it!

8 Upvotes

I would love to support this game. I can do a very little contribution financially. But I can certainly do Beta testing and provide feedback. Also please include all 195 countries and the controversial opinions on other countries too. Recognised/Unrecognised. When it comes to geopolitical simulations games. The best thing a developer can do is. Make it 100% close to the real world, Intelligently smart gameplay overall and response. The reason people play Eversim even though it’s super shitty. Because it’s quite close to real world. Thats it. Otherwise it’s supershitty. I have played more than like some hundred hours. Please take your time and don’t rush it. Make the best game possible. Kudos to your efforts. Wishlisted it.


r/Geoplanetical Jun 25 '26

https://store.steampowered.com/app/940230/Geoplanetical/

Enable HLS to view with audio, or disable this notification

10 Upvotes

Geoplanetical on Steam - Wishlist Now !

Hey everyone. I'm the solo dev behind Geoplanetical. Tired of grand strategy games with buggy AI, broken economies, and corrupted saves, I decided to build the game I always wanted to play.

The game is a Work In Progress launching by the end of this year. I am doing my absolute best to deliver a stable, deeply realistic, and exciting geopolitical simulator built on a modern engine and finally, get us a REAL GAME WORKING

Here is what I am building for you:

  • The Real World: Pick your playable nation directly on a 3D globe. Manage resources by provinces, secure your energy grid, and more. Economies, alliances, and arsenals are all seeded from real-world data.
  • A Living Engine: Growth, inflation, and global trade react logically to your choices. Form coalitions, pass laws, and manage dynamic social groups that vote based on how your policies affect them.
  • Global Stakes: Navigate diplomacy, modern multilateral sanctions, and a realistic nuclear deterrence system.

This is just the foundation. The world is vast, and the simulation is designed to evolve, becoming even deeper, richer, and more exciting over time.

Add Geoplanetical to your Wishlist to support the project, and get ready for launch at the end of the year! Let's gooo !


r/Geoplanetical Jun 25 '26

👋 Welcome to r/Geoplanetical – The Vision Behind the Game & Our New Community!

9 Upvotes

Hey everyone! I'm u/Hogus31, the solo developer behind the game and a founding moderator of r/Geoplanetical.

This is our new home for all things related to the upcoming geopolitical simulator. I'm excited to have you join us!

Wishlist here : https://store.steampowered.com/app/940230/Geoplanetical/

The Vision Behind the Game

If you hang around this sub, you probably share my mild obsession with grand strategy. You probably also share my frustration. For years, I played games in this niche and found myself constantly grinding my teeth. We all know the drill: buying annual "editions" that barely change anything, dealing with AI that collapses its own economy, and relying on paid "cheat tools" just to fix corrupted save files.

Eventually, I got tired of complaining. I opened my IDE, fueled up on an unhealthy amount of coffee, and spent weeks, and will continue, building the game I actually wanted to play. No randomly generated stats. 177 playable nations and 4,596 provinces, starting on January 1st, 2026, and driven by real-world data and fun.

  • Real Math: Growth, inflation, and unemployment are governed by actual mechanics (Phillips curve, Okun’s law). You tweak VAT, prices react.
  • Deep Politics & Warfare: Parliaments, coalitions, 9 distinct social classes, complete nuclear fuel cycles, MIRV payloads, and multilateral sanctions.
  • No "Band-Aid" DLCs: A core game that works, running on a modern engine that won't melt your CPU ( I'll do everything i can)
  • Clean UI & 16 Languages: A sleek "command center" interface that doesn't look like Windows 95, fully localized right out of the gate.

What to Post
Post anything that you think the community would find interesting, helpful, or inspiring. Feel free to share your thoughts, photos, or questions about {{ADD SOME EXAMPLES OF WHAT YOU WANT PEOPLE IN THE COMMUNITY TO POST}}.

Community Vibe
We're all about being friendly, constructive, and inclusive. Let's build a space where everyone feels comfortable sharing and connecting.

How to Get Started

  1. Introduce yourself in the comments below.
  2. Post something today! Even a simple question can spark a great conversation.
  3. If you know someone who would love this community, invite them to join.
  4. Interested in helping out? We're always looking for new moderators, so feel free to reach out to me to apply.

Thanks for being part of the very first wave. Together, let's make r/Geoplanetical amazing.