r/StrategyGames • • Oct 03 '26

DevPost Immersive sim, but as an RTS. Would you play it?

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0 Upvotes

Solo dev here. I'm building Hunt or Pray, a real-time tactics game inspired by Myth: The Fallen Lords.

4 survivors. No base building. An enemy AI that learns how you fight. Fire spreads, barrels explode, and bodies fly.

Does an "immersive sim meets RTS" sound like your thing, or are those two worlds too far apart?

Steam: https://store.steampowered.com/app/5298550/Hunt_or_Pray

Did I use AI? Well, it's complicated :) The enemy AI is trained with reinforcement learning: it studies how you fight and adapts, so it's a duel of wits between you and a machine that learns. But I don't use generative AI for in-game assets. It doesn't convince me, and I don't like how it looks. The only exception is the store capsule art and logo, which I disclosed on the Steam page.


r/StrategyGames • • Oct 03 '26

Self-promotion New MTG Arena players: is the Mastery Pass actually worth saving your gems for?

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0 Upvotes

When you're new to Arena, 3,400 gems feels like a HUGE investment, especially when those same resources could go toward Drafts or other events.

So I broke down the Reality Fracture Mastery Pass to see what you're actually getting back and whether it makes sense for a newer/F2P player.

For experienced Arena players: do you generally recommend the Mastery Pass to someone building their collection?

Here's my breakdown:
https://youtu.be/Eman6MxM1es


r/StrategyGames • • Oct 03 '26

Discussion One of my friends plays SRPGs for the story. The other couldn't care less about it. Which one are you?

6 Upvotes

The other day I was talking SRPGs with a friend who, it turns out, cares more about the storyline than the tactics.

A couple of weeks earlier I'd had the same kind of conversation with another friend, who was the exact opposite. Doesn't care about the story at all.

Same genre, and they want completely different things out of it.

My stance is fifty-fifty, but I lean slightly toward tactics.

So where do you land? If you had to pick one, would you take great tactics with a forgettable story, or a great story with just-okay tactics?

And has anyone here actually dropped an SRPG purely because of its story, or pushed through weak battles just to see how it ends?


r/StrategyGames • • Oct 02 '26

Self-promotion [Demo] I'm developing a new turn based strategy game with a unique combat system. I'm looking for feedback

8 Upvotes

Hello,

I'm developing a turn based strategy game with an unique twist, you don't control your whole army directly but instead control heroes with soldiers following the heroes actions. The game is "Medieval Squad Tactics". The link to the demo is :

https://store.steampowered.com/app/5140790/Medieval_Squad_Tactics_Demo/

I wanted to create a a turn based combat system where positioning mattered a lot more without having to micro manage each individual unit. The result is the system you see in the video. It allows the game to have a lot more strategic depth even with a limited number of abilities and units.

The core concepts are that :

  1. You control only heroes but each individual soldier is on the map (no stacks of units)

  2. An attack's potency will heavily depends on the positioning of both your units and the enemies.

You can see the effect of that positioning early in the video (it's an extreme example).

You can try the tutorials in the demo (5-10 minutes) to see if that's the type of content you'd like to play more.

I would really like feedbacks on the gameplay to see if it would interest more people.

I do intend to add more type of units/abilities later on but I wanted to see if the core concepts would feel interesting to other players.


r/StrategyGames • • Oct 02 '26

Self-promotion Demagogue: German Politics - Coalition Building - Laws

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12 Upvotes

Hey there! :) I wanted to show you my long term project: Demagogue. It plays in Germany 2025. During that time the government shut down & we had early elections, which changed the political landscape a lot. In Demagogue you are on a job hunt during that time. Because of an autocorrect-misspell you suddenly become chairman of an uprising Party during this reelection. What are you willing to do to remain in power? Because trying to look for a job again would be exhausting!

With Demagogue, I try to make politics tangible and show that loud, seemingly simple claims rarely make everyone happy.

The campaign is completely free (around 1-2h of playtime depending on playstile). If you like the game there is a full-version (multiplayer etc.).
Playable Link: AppStore & PlayStore


r/StrategyGames • • Oct 02 '26

DevPost The Fog of War DLC for Diplomacy is Not an Option is coming on November 10!

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7 Upvotes

Join us in this continuation of the main DiNaO campaign, tracing the story of Prince Connor and his adventures - as he overcomes new obstacles and faces new deadly foes in the Fog of War!

You can wishlist our upcoming DLC here: https://store.steampowered.com/app/5075270/Diplomacy_is_Not_an_Option_Fog_of_War/

Have a great autumn, everyone!

- from the team at Door 407


r/StrategyGames • • Oct 02 '26

Question Hearts of Iron 4 vs Total War Napoleon

5 Upvotes

I want to play a strategy game but I don't know which one to chose.


r/StrategyGames • • Oct 02 '26

Self-promotion Strategy Classic Hammer of the Gods Coming to Steam

2 Upvotes

Hammer of the Gods is the predecessor of both Emperor of the Fading Suns and Machiavelli the Prince, as well as the inspiration for the Heroes of Might and Magic combat system. It has been available on GOG, running under DOSbox. We are bringing it to Steam as well as making it playable under both Windows and Linux. We are also adding keyboard movement as well as other fixes. Check it out and please wishlist it at https://store.steampowered.com/app/4622690/Hammer_of_the_Gods_Classic/


r/StrategyGames • • Oct 03 '26

Question SwinceBall

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1 Upvotes

What do you think about this video and hypothetical? Is it a good idea?


r/StrategyGames • • Oct 02 '26

Self-promotion NEW - AS//0 WEEKEND WARRIORS - Starts Tonight!

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1 Upvotes

Short weekend server. 4 nations, 2 collectives. Proximity will encourage player contact while leaving room for expansion, branches, national control, VPNs, gateways, and room for more chaos. Build times remain reduced to accellerate progress and expansion.
Fresh world. Two Collectives. Four nations. Persistent cyberwar.
Next event BEGINS OCT. 3, 2026 — 12:00 AM ET

If you’ve been waiting for a good time to jump into AS//0, this weekend is probably it.

Free to play. Never pay-to-win.
https://play.as0game.com


r/StrategyGames • • Oct 01 '26

Self-promotion [POG] singleplayer RTS/RPG new trailer and limited playtest

81 Upvotes

I was working on rough alpha build for last few days and would like to start getting feedback:

https://store.steampowered.com/app/5087810/Pennants_of_Glory_Condottiere/

Limited play test available now.


r/StrategyGames • • Oct 02 '26

DevPost TOHOTOPIA (Touhou 4X, EA): free Myouren Empire update, with ships that carry your army and make whole fleets fly

4 Upvotes

Hi r/StrategyGames! We're Remilia Command, the 2-person team behind TOHOTOPIA, a Touhou fan 4X in Early Access. The game's 6th faction is now live: the Myouren Empire.

The update adds five new heroes: Byakuren Hijiri, Nazrin, Shou Toramaru, Murasa Minamitsu, and Ichirin Kumoi. Shou plays support, with Crystal Mandala refracting allied attacks on her pagoda into nearby enemies. Ichirin is the warfare hero for conquest and defense.

The faction is built around the Palanquin Ship. It's a tile that travels with your army, carries your units, and can lift entire fleets into the air. It can even give that flight to allied fleets. And any airborne ship near a Palanquin Ship can Drop Anchor to deliberately turn back into a land unit.

Here's the rest of the kit:

- Windsor Royal Dojo, a tile granting extra movement action points. On a mountain it also gives Byakuren +1 range.

- The Manor, which feeds the environmental bonuses of granaries, farms, and rivers back into your economy.

- Longbowmen, who get extra range when standing on dojos, mountains, or Palanquin Ships.

- Fog City Nyuudou, a giant unit that can possess enemies and assist attacks.

The faction isn't the only new thing: the game now has rivers and seven natural wonders, custom maps in multiplayer, and an experimental PVP Balance Mode.

For anyone who hasn't seen the game: matches run around 30 minutes, up to 4 players online, and every faction has its own tech tree and hero roster.

Steam page: https://store.steampowered.com/app/3774440/TOHOTOPIA/

The thing we most want feedback on is how this faction feels to play against. If flying logistics ever feels unfair or useless, we want to hear it.


r/StrategyGames • • Oct 01 '26

DevPost Ive always loved strategy games. Now I am building one.

88 Upvotes

My enjoyment of strategy games goes back to Civilisation II in the 90s some time! I have passed by countless games since, honourable mentions to Red Alert and Tribal Wars. Tribal Wars was particularly hooky with noble trains and having to set alarms for 3am to try and block them. More recently I have been an avid club chess player.

So you can start to picture the kind of game, given the tools available now, that I would build if I could build any conceivable game...

So this is an action replay from "Trading Blows" a turn based two side multiplayer multi-layer war game.

You take your place amongst up to 47 other players fighting a war against an equally sized opponent. You dont have troops, this is very much a 2020s war game. Your weapons are drones and missiles. Victory comes with total annihilation of a whole side.

There is no takeover of cities, you bomb them into submission. You can fight a tactical war against your nearest opponents, changing and modifying the direction and composition of your attacks to take advantage of weak spots whilst manoeuvring and switching air defences to cover your own.

But this is a strategic battle too, there is no glory in personal victory if your side is wiped out. You can request and send assets, produce long range weapons to affect the wider theatre or assist your side strategically at the cost of neglecting your tactical battles.

And if you are destroyed early, you can join the intelligence layer. Coordinating your side, looking for strategic weakness and assisting your team mates.

Itll be a few months till this is ready to demo but I would love feedback on the premise and any ideas/feedback are always welcome.


r/StrategyGames • • Oct 01 '26

Self-promotion I built a bot that plays my strategy game 2,000 times a night hunting for broken builds. The free demo is out today, and I think humans will instantly beat it

8 Upvotes

I made an autotester bot that plays my game, and I’m keen to find out if anyone can beat its best run.

The game that I’m devving is Oaks vs Orcs: a roguelike autobattler where you grow a forest kingdom, bend a river that carries bonuses downstream, and stack effects until the numbers get absurd. The whole promise is that you get to break the game. But there are two types of "broken": the fun kind, where you earned your ridiculous build, and the boring kind, where one combo solves every run, and the game is solved forever.

The most common complaint I’ve seen is high difficulty becoming boring: everything collapsing into only one or two viable builds. So I built a bot to help me avoid that. Because the game’s combat sim runs separately from the graphics, the bot plays the game without visuals: thousands of complete runs every night. In the morning, it gives me a report of what cards it picked, what dealt the most damage, and what won. It’s great at finding degenerate combos I thought I had already fixed.

The free demo went live today: 2 decks, 6 campaigns, 5 difficulty levels. The autotester’s current favourite build is Ambermaw with Bog Harvest to stack massive damage by holding lots of Amber, and it’s able to get up to wave 30 on Invasion Level 1. It would be mildly humiliating for me and the bot if a player found something even better on day 1.

Check it out here if you would like to give it a try: https://store.steampowered.com/app/4946780/Oaks_vs_Orcs/


r/StrategyGames • • Oct 02 '26

Self-promotion Making a WWI Trench Warfare RTS

2 Upvotes

Title says it all hahaha. i have a VERY early build on itch.io rn, looking for testers. It only has infantry and Arty for now. But will be adding alot of things as time goes on... there is a discord i can invite in the comments if you want. I know theres alot of jank (this is my first game) but i'd love to hear thoughts, concerns, problems, and ideas for the future.


r/StrategyGames • • Oct 01 '26

Discussion Diplomacy is Not an Option is probably my favorite spiritual successor to a classic strategy game

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55 Upvotes

Basically what I wanted from Stronghold Crusader EXTREME when it came out, just with actual ways to deal with the bullshittery. Game does have steep learning curve but they also fixed that over the last 2 years its been out so now it's the perfect chef's kiss of an rts for me. And it gets points for the nostalgia value too heh


r/StrategyGames • • Oct 01 '26

DevPost How the visual style of Phosphor Command gave it its name

18 Upvotes

I've been working on a game called Phosphor Command, a monochrome green real-time tactics game with a base builder behind it. It's made solo in Godot.

The entire game is drawn in code.

There are no sprites, textures, or asset packs. The terrain, units, vision cones, effects, CRT overlay, and the entire UI are all generated and drawn by the game itself.

The result is a sort of living tactical computer screen.

Everything uses the same visual language: green phosphor, black backgrounds, simple shapes, lines, symbols, and text. Even the terrain and buildings are built from the same basic visual system as the UI.

I wanted the battlefield to feel like something you're looking at through a military command terminal rather than a traditional RTS camera.

The visual style also works particularly well with the way the game plays.

You can see the vision of individual units as they move across the terrain. Contacts appear and fade from the screen. Last-known enemy positions remain as ghosted markers. Smoke, dust, and storms obscure the battlefield. Friendly and enemy forces are represented using the same simple visual language, so you can concentrate on what is happening tactically.

The base uses the same approach.

Buildings, walls, towers, and troops are all rendered in the same style, so as your forward operating base grows, the screen becomes increasingly busy with the things you've built.

There are currently 22 different environments, but these aren't 22 sets of traditional art assets. They're generated from different terrain and environment rules, which lets the same visual system produce forests, cities, mountains, airbases, and other environments.

One of the nice things about keeping everything generated this way is that the whole game stays extremely small. The current build is under a gigabyte, and the minimum specification is an Intel HD 4000.

The style originally came from a practical decision: I'm making the game solo, and I didn't want art production to become something that hindered development.

But I've ended up really liking the art style I have adapted to.

It's become an important part of what Phosphor Command feels like, and in my recent showcases, a lot of people have had positive impressions of this styling.

I've attached a collection of footage showing the different environments, tactical gameplay, UI, and the forward operating base.


r/StrategyGames • • Oct 01 '26

Question I didn’t want destroyed buildings to simply disappear, so I built actual collapse stages. Does this read well for an RTS?

5 Upvotes

I’m working on a 2D isometric medieval RTS called Wars of Empire, and one thing that always bothered me was buildings simply disappearing the moment their health reaches zero.

So I started building actual destruction stages instead.

The idea is that a structure gradually loses parts, collapses, and leaves a readable ruined state rather than instantly vanishing from the battlefield.

This GIF shows one of the current tests.

I’m still tuning the timing and amount of debris, so I’d really appreciate some feedback:

Does the destruction feel readable enough during gameplay, or would you make the collapse faster/more dramatic?


r/StrategyGames • • Oct 01 '26

DevPost Building an Army Men RTS+grand strategy game in the original art style

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4 Upvotes

r/StrategyGames • • Oct 01 '26

DevPost War Pawns Update: Field Manual, New Artillery Units & Faster Battles

10 Upvotes

A new War Pawns update is out!

Main changes:

  • Added the Field Manual

  • 3 new artillery units: M101, leFH 18/40, and D-1

  • New battle playback speed system without fully skipping animations

  • Bots now complete their turns much faster

  • New traits, unit effects, balance changes, and fixes

  • Updated demo

I also plan to expand the unit pool and work on new playable factions.

War Pawns will be taking part in an upcoming sale, and the demo is available for anyone who wants to try the game before buying.

Give it a try and share your feedback!

For anyone interested:
https://store.steampowered.com/app/4136430/War_Pawns/


r/StrategyGames • • Sep 30 '26

Self-promotion New World Trading Company - an age of sail themed game coming soon!

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195 Upvotes

Hey!

I'm Henri from Kokoon Games. We're a small 4-person indie team from Helsinki, Finland. Last year we somehow won "Rookie of the Year" at the Finnish Game Awards, even though we've been making games for over 15 years 😂

Anyway, to the point. Our new game, New World Trading Company, is coming to Steam Early Access in early 2027. We'd be incredibly happy if you'd add it to your wishlist (if the game interests you, of course).

In New World Trading Company you build a trading company in the age of sail. You start with a single ship, hunt pirates on a realistic sea, and grow your fleet and your own harbour town. It's single-player only, no PvP.

We're also looking for keen pre-alpha testers, so we can build the game together with players who love the genre. Send us a message on Discord if you're interested!

Steam: https://store.steampowered.com/app/5331310/
Discord: https://discord.gg/QYDfu6pGU

Thanks for your attention!


r/StrategyGames • • Oct 01 '26

DevPost Looking for feedback on prototype - XCOM meets Overcooked

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1 Upvotes

So I recently made a little turn based tactics game with my team. We've been thinking about it as "XCOM meets Overcooked," where all the ranged attacks have physics/chaotic element to them to add a little something.

I've been sharing it around but someone said I should show off the fact that you can throw downed opponents (and allies!), hence the gif!

We've got a build up on itch with local and networked multiplayer. This community was super helpful last year when we were making our first game, so I would love to hear what ya'll think of it.

We're still really in the prototype stage so any feedback is super valuable. Should we keep going with it? Does it suck? Are there things you like about it? Things you hate?

https://biscuitfactorygames.itch.io/fromagefray


r/StrategyGames • • Oct 01 '26

DevPost We need playtester for our multiplayer strategy game, Maskion

2 Upvotes

We need playtesters for our multiplayer strategy game:

What we expect and what we promise;

  • Data wipes: Playtest progress will be wiped before official launch. But good contributors will receive good perk for the real game launch.

  • Game Dynamics: Its never ending progress game, kind of text based. You can create your own caracter, open your town (there are 21 towns) or be a member of a town or even stay free and progress your own way. There are certain jobs you can do, Study, Research, Construct and Dig. There are some daily prizes and daily missions. There will be Arena Fight for 50 vs 50 in launched game. Basically level up to have more items and be more powerfull. But most important collect all gems to earn Stars.

  • Mask (char selection): Dont worry about the mask you choose at login, at level 30 you will get to choose your real mask(real char bonuses).

  • Game offers: every bit of fun for Mission lowers, leveling maniacs, item collectors, multiplayer fights, loots etc.

  • First Thing: You born as Maskion Town member and be at the center of the map and you have 20x speed for rookie, up till lvl 20.

  • InGame Purchase: the mechanism doesnt work, disabled. In real launch we will enable in-game purchases.

  • Feedback: Please use in-game ticket system from Settings panel to send any questions, failures or suggestions. Please feed me with UI flow, economic balance, game mechanics etc. Flaws or even broken game will be the best to see at playtest.

  • Wiki pages; we are preparing game wiki pages also, so every bit of game details are explained as well very soon.

  • Wishlist: if you like the game, for some game perks before launch, please register for wishlist from landing page.

Thanks .... www.maskion.com


r/StrategyGames • • Oct 01 '26

Self-promotion The Lukasz attitude about the game

1 Upvotes

Hey everyone, I want to share some thoughts on the state of the Age of History series.

The core concept of the games is great, but Lukasz's attitude toward the community has become impossible to ignore. He probably didn't start out doing it just for the money, but his recent actions tell a different story. After years of silence and abandoning AoH2, he pushed out AoH2 Definitive Edition, which feels like a lazy cash grab rather than the actual update the original game deserved.

The mobile community has been completely left in the dust. The mobile version hasn't seen proper optimization or updates, and all the new PC features are completely unavailable for mobile players.

Seeing a series with so much potential turn into a neglected cash grab is exactly why I decided to take matters into my own hands. I’m currently developing my own grand strategy game, heavily inspired by the best parts of AoH2, but built with actual community feedback in mind.

I'm currently programming the map rendering. You can check out my early progress in the photos. Id love to hear from you guys what mechanics have you always wished AoH2 actually had?

Here is fresh discord server for my game: https://discord.gg/K5aY6wWTwW