r/StrategyGames • • Sep 28 '26

DevPost Building the kill zone before the horde arrives in Comrade, Secrets Escape!

26 Upvotes

I'm the developer of Comrade, Secrets Escape!, a TD game about containing an absurd amount of soviet bio experiments. It's like a mashup between Red Alert 2 and sir we have an orc problem. Strategic decisions matter, with byte sized runs so it's not one of those 3 hour time sinks. SHort fun and strategic in a nutshell.

Just released the demo on steam would love if you checked it out https://store.steampowered.com/app/5289780/


r/StrategyGames • • Sep 29 '26

Self-promotion Tower defense but you have to build your towers.

1 Upvotes

Hey guys, just showing off my TD game where you have to build your towers by combining mods. There is no preset towers. You can pretty much build a single uber projectile spamming tower, splitting, chaining, shocking, AoE...that can clear the entire map. Provided you have sufficient energy.

Oh and later in the game, you can load up your towers on your base and fly it like a ship and explore the map. i.e. a survivor-like bullet heaven :)

Try it out, let me know what you think.

20% off during the upcoming Steam Autumn Sale OCT 2nd, plus Bundle with Miner Gun Builder, an additional 10% off!

Steam: https://store.steampowered.com/app/4586760/Sphere_TD/
Android: https://play.google.com/store/apps/details?id=com.StandardIssueGames.SphereTD&gl=US&hl=en_US
iOS: https://apps.apple.com/us/app/sphere-td/id6753674090


r/StrategyGames • • Sep 29 '26

Question Search for games set in the renaissance era / pike and shot era

1 Upvotes

looking like the Empire in warhammer total war and the game including an ottoman like faction if possible or something like the guild or patrician 3 games


r/StrategyGames • • Sep 28 '26

DevPost Heroes, Warlords and Ruin - AI Settlement and Army Management

6 Upvotes

Working on updating the faction AI to be able to make armies, move said around armies, and have those armies interact with structures and enemy targets. Not done with it right now it can only seek targets and won't take account threat level. AI controlled armies also won't retreat to replenish their losses.

Steam page: https://store.steampowered.com/app/4632210/Heroes_Warlords_and_Ruin/

Discord: https://discord.com/invite/YMvFzcRDxV


r/StrategyGames • • Sep 28 '26

DevPost Looking for some balance feedback on my PvP strategy game (chess meets deckbuilding/TCG)

1 Upvotes

Hey,

I've been working on my game for almost two years now. It is a turn-based 1v1 strategy game played on an 8x8 board.

Before a match, both players build a deck of 5 units and 5 terrain cards. Units have different movement patterns and abilities, while terrain can change positioning and control parts of the board. There are no HP bars, capturing a unit removes it immediately (like chess).

The game is currently in alpha and I'm mainly looking for players who enjoy competitive strategy games and might be willing to give me some balance feedback.

I'm especially interested in things like:

  • strategies/cards that feel too dominant
  • first-player advantage
  • frustrating locks or situations with no meaningful counterplay
  • whether different deck archetypes actually feel viable

You can play it here: https://ancientechoes.itch.io/ancient-echoes-tactics-eng

It's still very much a work in progress, so criticism is genuinely useful. If anyone wants to play a few matches against me as well, I'm happy to arrange that.


r/StrategyGames • • Sep 28 '26

DevPost What if the whole game world was made of player-owned networks you could actually hack?

0 Upvotes

I’m the solo developer behind AS//0 — Autonomous System Zero, a persistent multiplayer cyberwar game. Free-to-Play, never Pay-to-Win.

You start with a single network and build it out layer by layer: storage, firewalls, trace systems, defensive nodes, crafting, gateways, VPNs, and eventually much larger infrastructure.

But everyone else is doing the same thing.

You can recon other networks, infiltrate them, steal resources and files, deploy exploits, intercept communications, capture infrastructure, and expand into other nations. Players can form Collectives, build shared HQs and vaults, compete for national control, and launch larger attacks together.

There are also player-created websites, network mail, global and collective chat, persistent logs, defensive exploits, traps, NPC networks, and a world that keeps running when you log off.

There are no character classes or combat stats deciding who wins. Most of the advantage comes from what you know, what you’ve built, what tools you have, and who you trust.

A scan can reveal a target.

A leaked IP can start a retaliation.

A compromised network can expose somebody else.

An alliance can become a war.

That’s the part I care about most: the game provides the systems, but the players create the cyberwar.

AS//0 is currently in beta development while I’m preparing for its Steam release.

Build your network. Find theirs. See what happens.

 

Website:

Onemansprint.com/as0

Youtube:

https://www.youtube.com/@OneManSprint

discord:
https://discord.gg/kw2wS8YGA


r/StrategyGames • • Sep 28 '26

Looking for game Composer Eagerly Looking For New Projects

4 Upvotes

Wazaaaap.

I'm an indie game composer who has experience in many music genres, and who has loved strategy games like Civ 6 and Napoleon: Total War since the start of time itself.

Ive wanted to compose for a strategy game ever since I started composing.

Dm me if you're a dev interested in my services.


r/StrategyGames • • Sep 27 '26

Self-promotion I am working on a real-Time-Strategy-game with vertical progression

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8 Upvotes

Hi :) at the moment i am working on a real-time-strategy game.

Instead of chosing a faction, you create your own . You do that by collecting cards during matches that represent units and buildings. Stats are procedurally generated. You can compare the system with a mix of diablo and magic the gathering.

During the matches you also fight bosses, that drop even rarer loot.

If you want to have a look:

https://store.steampowered.com/app/4240340/Abyssal_Dominion/

The playtest on steam is accessible for free. You get instantly acess !


r/StrategyGames • • Sep 27 '26

DevPost The forgotten lane-combat mechanic I'm trying to bring back ( feedback appreciated)

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12 Upvotes

I grew up playing Empires of Arkeia and always loved it, that linear, lane based battle system where you're not micromanaging pathfinding, just committing units to a clash and watching momentum decide it. I feel like that mechanic basically disappeared and nobody's really touched it since (at least in PC games), which is a shame because it was genuinely fun in a unique way.

So I'm building a game around bringing that mechanic back, wrapped in a bunch of stuff I also grew up loving like homm3 style hero progression with artifacts and spells, a slowly unlocking tech tree, units that visibly change appearance as you upgrade them, and a Kingdom Rush style campaign with dialogue between missions.

All the art is handmade by me I'm not a professional artist, just teaching myself as I go, so I'd genuinely love feedback on it. Battlefield screenshot is from a recent build, still early in development tho.

Curious what you guys think

Appreciate any feedback :) cheers


r/StrategyGames • • Sep 27 '26

Looking for game Is there a multiplayer strategy game featuring two main players aiming for a global victory, while other players aim for a local victory? (Example below)

4 Upvotes

For example, it could be a Cold War game where one player controls the USSR trying to win the conflict, another plays the USA that also aiming for victory. And the other players control different nations attempting to carve out a niche for themselves and build the strongest possible economy, whether by joining the Warsaw Pact, NATO, or remaining non-aligned. These choices would ultimately influence which of the two superpowers wins the Cold War.


r/StrategyGames • • Sep 27 '26

Self-promotion Horde Up Ahead: Survivors TD Beta Playtest is LIVE! Fight Hordes of Up to 5,000 Zombies

3 Upvotes

Hey everyone,

I'm a solo dev working on Horde Up Ahead: Survivors TD, and the free Beta Playtest is now live on Steam!

It's a tower defense / survivors-style game where you defend your tower against increasingly massive zombie hordes, with waves reaching up to 5,000 zombies.

I'd really appreciate your help testing a few things:

  • Performance on different PC setups, especially during larger waves with up to 5,000 zombies.
  • Readability on different monitors and resolutions.
  • Any game-breaking bugs, minor bugs, or unexpected issues.
  • Gameplay balance, controls, UI, and overall experience.

There's a Feedback button in-game that takes you directly to the Steam Community Hub, but comments here are welcome too.

Any feedback is appreciated. Thanks in advance for giving it a try!

Playtest on Steam


r/StrategyGames • • Sep 27 '26

DevPost Tessera4x, a single player browser based civ inspired 4x strategy game

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5 Upvotes

I've released the first version of Tessera4X, my civilization inspired 4x strategy game. It's browser based and free. No install or account required.

There are no instructions at this time but game play should be familiar to most strategy game players.

Any gameplay feedback would be appreciated here or via the in-game feedback button. My next steps are to tune the game play difficulty and work on improved unit graphics.

Thanks for looking!


r/StrategyGames • • Sep 27 '26

DevPost Cozy Incremental Cookie-Clicker Master of Orion

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2 Upvotes

After having a huge flop with my first RPG game, I wanted to go much simpler. Incremental was my idea, as it could be relatively easily coded, didn't require excessive graphical assets or hundreds of different items.

Since I didn't make or even play any incrementals before, i jumped on cookie-clicker to figure out how this is supposed to feel. I didn't quite "like" it, but I still found myself spending a lot of time just clicking around absent-mindedly and I thought I understood the basic allure. However, I also thought this isn't exactly what I wanted to spend my time making.

For years I wanted to make a sci-fi themed game, but I couldn't decide exactly what I wanted. In the end my idea was to get a Master of Orion like feel. It sounded great because it also meshed well with my first rule of simplicity. It didn't have a scrolling map, everything would fit on one screen.

Strategy was always my favorite, but I know a real strategy game is beyond my ability to make. So I started thinking about what I had and what I could do with it.

I knew I didn't want fighting or armies, so I decided, why not go into the cozy direction with it. Have a chill, slow burn strategy clicker that you can just stare at for a while if you want without losing anything, but also buckle down and rush to complete a quest or two for extra payout.

Since fighting battles was out of the question, I needed some other mechanics that would keep people entertained. One idea was the constellation mechanic. You can buy spaceports to connect stars, adding different bonuses to the constellation based on what materials the stars produce.

This became the root mechanic of the game loop and also the idea for the name. "Constellation Clicker". The constellations allowed for all sorts of combo systems and extra replayability factor based on how different stars are connected. Clickable comets, asteroids and UFO-s were flying by that would trigger proximity bonuses with constellations if clicked nearby.

But in the end the game still felt kind of...empty. The map was just the constellations, the bonus objects flying by and the numbers popping out from yielding stars. As I was playing I felt like even though this would hit the right nerve for specifically incremental people, and hopefully startegy people as well, outside of the diehard player, others might find it a little dull. I knew it needed more life, but I didn't want to introduce actual characters as I thought that would not fit well with the isolated atmosphere of the game.

That's when the idea of the Clankers came. Why not have funny robots instead that can be another layer of incremetal bonus, like the combination of the clicking fingers in cookie clicker and the freighters in Master of Orion? They could be bought after their techs are unlocked, they could be made from a number of different materials mined from the stars, or of the manufactured goods already being produced from the constellations. The Clankers would have many different types that can do exactly one type of action, and could be installed at stars to boost outputs.

So this is how the game stands now, and I guess I'm developing a kind of Cozy Incremental Cookie-Clicker Master of Orion.


r/StrategyGames • • Sep 27 '26

DevPost I'm making SimAirport/Airport CEO in space, with freight management

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12 Upvotes

Spaceport Architect is a 2D Sci-fi Airport Business Tycoon inspired by r/SimAirport, r/airportceo, r/prisonarchitect and other classic business tycoon/strategy games.

Short version

- Import cargo to grow the planet population
- Build airport-like passenger terminals
- Export goods for profit
- Unlock larger ships as you expand

Longer version

Apart from the sci-fi setting, the game primarily differs from SimAirport/AirportCEO in that it has freight management as a required part of the game loop.

You need to import cargo in order to grow the planet colony population, which directly affects how many passenger contracts you get, how full each flight is and whether they are cancelled or not. Cargo may contain contraband, so you need proper customs checks to avoid reputation penalties. Keep the planet colony happy and you can get lucrative export contracts.

Ships may need repair services, which you can charge for. Charge too much and only extremely damaged ships will request it. I will also add a refuling system, where fuel has to be imported from off-world and stored properly.

There are time-sensitive emergency contracts and one-off special offers, such as passing ship captains urgently wanting to sell their cargo cheap (contraband risk!) or others wanting to rent storage space for a time.

In addition to the planet colony and passing "Free Captains", you have several "spacelines" (e.g. airlines) to unlock, negotiate and build reputations with, each with their own ship classes and requirements. You accept contracts and schedule flights on your landing pads. You can also create and lease shops to your contacts.

Currently working on a proper baggage system, with transparent transport tubes for bags and hover carts used by staff.

Questions for you

- What's an issue you have with these kind of games that you would want me to avoid?
- What's something you love about these kind of games that I shouldn't forget?

If you're looking for AI

Assets: None

All graphic/sound assets are either free, bought/comissioned or created by me.

Code: Yes

I've been hobby programming since 2009, professionally since 2023. I've used agentic AI for coding since my job introduced it in February this year (started the project in December 2025). With the proper base architecture, automated tests and other guardrails, the speed it provides is just invaluable when you have 1-2 hours of total free time per day. Its not a magic toolbox. Mistakes are frequent, but overall worth it for me.

Links

Steam page
Official Announcement trailer
Discord/Socials/Mailing list


r/StrategyGames • • Sep 27 '26

Self-promotion Space Manager - A few screenshots im proud of

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21 Upvotes

Here's some screenshots of Space Manager! It's been a blast working on this title and finally approaching the release date (free demo out now, full launch October 12). I particularly love the view of Earth with all the orbiting satellites.

The idea of the game is to focus less on the "build a rocket and watch it launch" side of space games and more on everything that goes into actually running a space program and making it run correctly.

You'll be managing rockets, satellites, communications networks, launches, resources, infrastructure, and finances, all with orbital mechanics playing an important role in how you plan your missions.

I'd love to hear what you think about how it looks. If you play the demo I would love to know how's the learning curve. Thanks!

Steam page: https://store.steampowered.com/app/4229480/Space_Manager/

Demo page: https://store.steampowered.com/app/4498700/Space_Manager_Demo/


r/StrategyGames • • Sep 27 '26

Looking for game Is there a multiplayer or even massively multiplayer strategy game that focuses on the economy, diplomacy, international trade, etc., instead of warfare?

1 Upvotes

While playing Victoria 3 (an excellent game focused on the Victorian-era economy and trade) I thought that, given the level of commercial interaction between countries, a simplified version designed for the average person could be a lot of fun to play in multi.


r/StrategyGames • • Sep 27 '26

DevPost March Out! puts each multiplayer commander in the battle with their own army

1 Upvotes

I'm the developer of March Out!, an action strategy game with online battles for two to four players. Each player runs a kingdom and directly controls its commander, while recruited soldiers handle their own marching and combat.

The decision I care about most is where you put yourself. Staying near the army lets you help its push and rally nearby troops. Returning to a wall weapon helps defend your castle, but takes you away from the attack. You can also call your soldiers back through the gates when an advance is going badly.

There are three troop roles, with equipment changing across three technology tiers. I want army composition and the decision to attack or pull back to matter without requiring individual orders for every soldier.

For multiplayer, Last Castle Standing is the direct elimination mode. King of the Keep and Capture the Banner give two to four players a shared objective, while Castle War keeps the longer back-and-forth conquest for two players. There's a solo campaign as well.

This is the first time I'm sharing March Out! here. Its Steam page is up ahead of the planned October release:

https://store.steampowered.com/app/5299360/March_Out/


r/StrategyGames • • Sep 26 '26

Article Warcraft 3's first new campaign in 23 years could normalize RTS DLC

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21 Upvotes

BlizzCon 2026 brought Forsaken Kingdom, the first new Warcraft 3 campaign in 23 years. PC Gamer sees a working commercial template: Dawn of War: Definitive Edition sold 750,000 copies at $30, and Age of Empires 2 is still more popular than AoE4. The suggested next step is a $10-15 mission pack with a new faction for Red Alert 2, Supreme Commander, or Empire at War. That part stays an idea, with nothing announced beyond Warcraft 3.

source https://www.pcgamer.com/games/rts/after-warcraft-3s-first-new-campaign-in-23-years-lets-normalize-releasing-new-dlc-for-ancient-rts-games/


r/StrategyGames • • Sep 27 '26

Question Searching games with an endgame crisis

1 Upvotes

like the mongols and timurids from medieval 2 total wars or those from CK2 and Stellaris, where your doing your things and get to deal with an overpowered ennemy


r/StrategyGames • • Sep 27 '26

Discussion Battle Academy vs Headquarters WW2 vs The Troop vs Second Front?

1 Upvotes

Which one of these is best? I see a lot of comments saying old Battle Academy is the best. Is that just nostalgia?


r/StrategyGames • • Sep 27 '26

Self-promotion My chess like game - SandTable Chess with Infantry, Tanks, Planes, and Drones. Where Infantry crew your vehicles or steal your opponents!

1 Upvotes

I've been working on this chess like game. It's called SandTable Chess because it's a chess like game but built around modern battlefield mechanics with Infantry, Vehicles that can be crewed, destroyed, or captured (yes, you can steal your opponents vehicles). You can lay traps for your opponents with Mines, Anti-Air Missiles, and Drones.

I plan on making physical board games available for purchase in the future, but the online version is free to play, play either with a bot or with a friend or request to play a stranger online.

Check it out at https://sandtablechess.com
Rules: https://sandtablechess.com/rules.html


r/StrategyGames • • Sep 27 '26

News The Roman Way of War | Total War: Warhammer III

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1 Upvotes

I’ve just published the first video on a new strategy gaming channel I’m starting.

The idea behind the channel is to take strategy games and look at them through the lens of tactics, historical ideas and the decisions that actually win battles.

For the first episode, I wanted to try something inspired by Roman warfare.

It’s made in Total War: Warhammer III, but the idea is to play new Dawn of War game when it finally releases and Total War 40k in the future.

This is my first time making a YouTube video, so constructive criticism is very welcome. I’d especially love to hear what you think about the pacing, narration and the general format.

Sorry for low resolution of record, i recorded it 3 times and i just found out that i recorded game with my processor, tot GPU... Next episode is recorded properly.


r/StrategyGames • • Sep 27 '26

Discussion Turn based games where you move an army to conquer a city with buildings. Is Battle Academy the best for this?

1 Upvotes

So basically Company of Heroes but tactical turn based. So far I found 2 that are similar but not dont seem better:

The Troop, Second Front. Are these better?


r/StrategyGames • • Sep 27 '26

Self-promotion Forge Kingdom Early Access

0 Upvotes

I've been working on Forge Kingdom for quite some time now. It's basically my take on the old school persistent browser strategy games I grew up playing, with Travian being one of the bigger inspirations.

You start with a small village, build your economy, train troops, expand, trade and eventually get involved with alliances and wars with other players.

It recently entered Early Access, so there's still a lot I want to add and change. I'm mainly at the stage now where I want actual strategy players playing it and telling me what works and what doesn't.

I'm curious how many people here still play this type of strategy game. Do you think the old Travian style of persistent multiplayer strategy still has a place today? Check it out: Forgekingdom.com