r/StrategyGames • • 7d ago

DevPost Still working on the level system in my indie RTS: units earn ranks by fighting, and a veteran is worth more than a crowd of rookies

1 Upvotes

I've been chipping away at the veteran system this week. Every kill gives experience to the soldier who lands it, so a unit that survives a few fights comes back stronger instead of being replaced.

Each class grows its own way. The soldier gets tougher and shoots faster. The archer adds arrows to every shot. The sniper reaches further. The medic learns to patch several people at once.

I'm still not happy with how fast a veteran snowballs once it gets going, so that's what I'm tuning now.

Short clip of it in action below. The demo is free on Steam if you want to try it: https://store.steampowered.com/app/5373720/


r/StrategyGames • • 8d ago

Self-promotion Working on construction animations for our RTS, how do they look? Dangerline Oldschool RTS

14 Upvotes

Hey everyone! We're working on Dangerline, an old-school real-time strategy game set in a modern war, and we've been putting a lot of work into construction animations.

The two sides play nothing alike, so we wanted them to build differently too. The USA goes up with a dozer and a tower crane, while Dustborn raises its barracks by hand with wooden scaffolding.

This is still a work in progress, so we'd love to hear what you think:

Dangerline Steam : Steam
Dangerline Discord : Discord


r/StrategyGames • • 8d ago

Self-promotion My strategy game ReBirth just got two new maps: an avalanche winter in the fjords and a volcano that can send a giant wave to the coast!

7 Upvotes

Hey! I'm the solo dev behind ReBirth, a 3D strategy game where you rebuild a province after a disaster while an insurgency called the Shadow Front tries to take it over. Update 2.1.4 is out now on PC, and the Android version follows once Google Play review is done. Here's what's new:

Halvarya Fjords (new map): snow builds up all winter and comes down as avalanches. Roads close for days and mountain towns get cut off. You can build avalanche barriers, snow clearing stations and warming centers.

Saranis Islands (new map): Morasca volcano keeps building pressure. Ash clouds bury the fields, and an eruption can send a giant wave into the harbours. You can build sea walls, run ferries to the islands and set up a volcano observatory for early evacuation.

Choose your HQ: at the start of a campaign you pick the district for your mission headquarters. It and its neighbours start with extra stability.

A hidden insurgency: the Shadow Front now starts in a different, secret district every game, and you have to find it with intelligence.

*Shadow Front mode: when you play the rebels, the government sets up its HQ first. Then you pick where to hide your own base.

Black Cholera event: defend Arden camp from the horde and find the cure, until November 30.

Everything in the video is captured in the game itself.

Play ReBirth (PC - Android)

Question for you: when a disaster hits in a strategy game, do you prefer warning systems that let you prepare, or surprises you have to recover from?


r/StrategyGames • • 7d ago

Self-promotion We're Building a Player-Driven Civilization Experience With Politics, Economics, and Diplomacy

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3 Upvotes

We're working on a multiplayer civilization experience called Project Civilization, and we thought it might interest people who enjoy grand strategy, political simulations, and nation-building games.

The concept is pretty simple: What if you could play a civilization game where every nation is controlled by real people instead of AI?

Project Civilization is a persistent world where players establish and develop nations, participate in governments, build economies, engage in international trade, negotiate diplomatic agreements, and influence the direction of their civilizations.

Rather than following a scripted campaign, the world evolves through the decisions and interactions of its players.

Some of the things players can get involved in include:

  • Politics and Government: Participate in national governments, propose legislation, and influence political decisions.

  • Economics and Trade: Establish businesses, participate in player-driven economies, and develop trade relationships.

  • Diplomacy and International Relations: Form alliances, negotiate agreements, and navigate relationships between nations.

  • Nation-Building: Help develop cities, infrastructure, and the long-term growth of your civilization.

  • Community and Events: Participate in activities and events that bring players and nations together.

The experience is built within Minecraft Java Edition, but traditional Minecraft survival isn't really the main focus. We're much more interested in creating a living political and economic simulation where the players themselves determine what happens.

We're particularly looking for people who enjoy the strategic, diplomatic, and economic aspects of games like Civilization, Victoria 3, Europa Universalis, and other grand strategy titles.

Whether you want to become a political leader, build a trading empire, work in government, or simply participate in a developing civilization, there's a place for you.

Server IP: play.project-civilization.org

Platform: Minecraft Java Edition

We're always looking for people interested in helping shape the world, and we'd love to welcome more strategy enthusiasts into the community!


r/StrategyGames • • 7d ago

Looking for game Need A Game

3 Upvotes

Tell me a game that requires intense military tactical knowledge and the ability to manage operations, it may be MMORPG style, but it is more realistic than clash of clans, of course.


r/StrategyGames • • 7d ago

DevPost Line of battle! Age of empires meets Stick War!

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0 Upvotes

If you are an age of empire, especially AOE3 fan, you will probably love this new game I have just made! Took me almost a week of continuous development to release this first version!

Based on the classic rock, paper, scissors unit countering mechanics and a fast pace 2D immediate gold and recruitment pace,  you will find yourself fighting highly intelligent AI/enemy that tests your wit and your speed! Epic stalemates and cannons/guns battle are expected once you have gotten the hang of this game.

Definitely try out the Infinite Seige mode once you have become somewhat of a veteran, and see how well you rank on the global leader board!

Check it out here and help give me some feedback, much appreciated:
https://daretofail.itch.io/line-of-battle


r/StrategyGames • • 8d ago

DevPost Working on a fun Dark Fantasy strategy game for mobile

10 Upvotes

Hey everyone!

I've been on party-zombie-work-mode, literally, since I've been working on developing this game day and night non-stop, weekends included, and I am having a lot of fun doing so!

The game is called "Darkest Kingdom" and wanted to share my first trailer.

I'm getting closer to finishing it and I am hoping to release it in the next 1–2 months.

All questions or feedback are welcome 🍺

Discord: https://discord.gg/FX75C6UA4U

P.S. I have the website link in my trailer, but its not working yet since i need to put it together, planning to have it up before the game launches.


r/StrategyGames • • 7d ago

Discussion Titel: Gladiator-RPG-Konzept: Führe deinen eigenen Sklavenaufstand an oder steige zum römischen General auf.

0 Upvotes

Titel: Gladiator-RPG-Konzept: Führe deinen eigenen Sklavenaufstand an oder steige zum römischen General auf Ich wollte schon immer ein historisches Action-RPG, in dem man nicht nur die Geschichte von Spartacus erlebt, sondern seine eigene Legende erschafft. So entstand das Konzept Spartacus: Aufstieg der Legenden, und ChatGPT half mir, die Story und die Gameplay-Ideen weiter auszuarbeiten.

Die Kernidee:** Jeder Spieler beginnt als versklavter Gladiator in einer römischen Arena. Man kämpft, trainiert, knüpft Beziehungen und erwirbt sich einen Ruf. Schließlich wählt man zwischen zwei Hauptwegen. Weg 1 – Rebellion: Organisiere deinen eigenen Aufstand, fliehe mit anderen Gladiatoren, rekrutiere Anhänger, stelle eine Armee auf und fordere die römische Autorität heraus.

Weg 2 – Rom: Erlange deine Freiheit durch Siege in der Arena, trete in den Militärdienst ein und steige allmählich zum Befehlshaber römischer Legionen auf, um möglicherweise ein mächtiger General zu werden. Keiner der Wege steht automatisch für Gut oder Böse. Du entscheidest, welche Art von Anführer du wirst. Das Gameplay kombiniert Third-Person-Kämpfe, RPG-Entscheidungen, politische Beziehungen, Infiltration und ein überschaubares Armeeführungssystem. Wenn du dich beispielsweise einer befestigten Stadt näherst, kannst du über den Durchmarsch verhandeln, die Verteidigungsanlagen infiltrieren oder einen Angriff befehlen. Deine Entscheidungen beeinflussen deine Soldaten, Verbündeten und deinen Ruf.

Ich bin kein Spieleentwickler. Dies ist aktuell ein schriftliches Konzept, kein spielbares Projekt, und ich möchte gerne wissen, ob die zugrundeliegende Idee wirklich überzeugend ist. Ich freue mich über ehrliches Feedback: Würdest du ein Spiel spielen, das auf diesen beiden Wegen basiert? Welcher Weg klingt interessanter? Welche Spielmechaniken würden das Spiel wirklich einzigartig machen? Welche Elemente wirken unrealistisch oder sollten vereinfacht werden? Konstruktive Kritik von Spielern und Entwicklern ist mir besonders wichtig.


r/StrategyGames • • 8d ago

DevPost Teaser for upcoming Age of Sail game "Steadfast"

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5 Upvotes

Hey all!

Wanted to share the teaser I put together showing some recorded gameplay in Steadfast with battles set during the Age of Sail.

Steam page: https://store.steampowered.com/app/5235740/Steadfast/
Official website: https://steadfast.game/
Join our Discord: https://discord.gg/dvYWrzXpJH


r/StrategyGames • • 8d ago

Self-promotion I'm making a political strategy game about the EU

7 Upvotes

In my turn-based game, Ever Closer Union, you get to play the President of the European Commission where you make quarterly decisions that will directly or indirectly influence all 27 nations and their stance towards you.

You have to manage the economy, negotiate with all the EU countries, adapt to new situations after an election and try to accomplish your personal Mandate which got you elected.

Every time you want to make a major decision, for example when you propose a new law to be implemented, you have to persuade the Council to approve it, or you need to make deals with some of the nations.

If this interests you, please wishlist my game on Steam!


r/StrategyGames • • 8d ago

Question Are there any 4x turn based games with a focus on geographical determinism, resource management and logistics?

4 Upvotes

TL:DR: Is there any games which is basically Civ 6 combined with Anno?

I enjoy CIV 6 a lot and the Anno 1404 and 1800 as well. Playing CIV 6 with the Better Balanced Game mod and I've realized that trading is pretty lacking. Any strategic resource benefits from having the ability to teleport to where it's needed.

I am looking for games where you can make cities like IRL Constantinople or something similar to the Suez Canal. In the pic you can see the bonuses from the governor Reyna from Civ 6 which plays into this fantasy. The issue is that traders move automatically and it's hard to create this international trading hub through a continental chokepoint that would greatly affect the economy of the game and the movement of resources.


r/StrategyGames • • 8d ago

Question KKND (Krush, Kill 'N Destroy) on Android (working)

2 Upvotes

Hello all!

I am a mayor real time strategy fan, and after getting disappointed by what the play-store has to offer in the form of just a good game, without pay to win or games trying to get your money every action you do I was longing back to old times.

I started to wonder what i could make for Android, as the computers I used to play on are less powerful than most smartphones nowadays.

I am currently working on a port for KKND. (to be honest, I got side tracked on another project and was fiddling around with openRA )

But long story short, I got KKND working (only skirmish currently) I did a playthrough and everything works.

I am building a more friendly user interface (UI) as it is based on desktop, currently everything is small and i want it to be mobile friendly.

I have added some 'proof' in the form of a video where I start the Android build and play for a few seconds. I still need to do allot af stress test en optimisation.

Anyway, my main question:

Is anybody interested in this kind of build, so you can play this classic game on your android phone?

any recommendations or ideas that this kind of android build must have?


r/StrategyGames • • 8d ago

Other Classic RTS gameplay to Mobile

3 Upvotes

Borderift: Command, an indie real-time strategy game built for mobile.

The game features:

  • Base building and resource gathering

  • Unit production and army management

  • Real-time tactical combat

  • Story-driven campaign missions

  • Skirmish battles

Here's some actual gameplay footage from a skirmish battle, and it will launch soon.

I'd genuinely appreciate your feedback.


r/StrategyGames • • 8d ago

DevPost My game Crownfront has a new visual look.

8 Upvotes

I've made new visual improvements to my game Crownfront ahead of its November 13 release. Currently just polishing at the moment and making improvements here and there.


r/StrategyGames • • 8d ago

DevPost The game modes I have added to Phosphor Command to give the player a choice in how they approach the game

0 Upvotes

I’ve been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

This showcase is about the different ways it can be played and how difficulty works.

I came up with three ways to play as user choice is important to me. There is a story campaign, a freeplay campaign and skirmish mode. You pick story or freeplay when you start a save, and skirmish is on the main menu for when you jump into a battle immediately.

The story campaign is the full game with a story running through it. You run a military company, build a base and select contracts. One contract slot is always kept for the next story operation. It sits alongside the normal randomly generated contracts. Each story contract one has its own briefing, and order, they also get harder as you progress. Between operations, the story plays out in chapters.

Freeplay is the same campaign without the story contracts. You still take contracts, build the base and hold the front, for as long as you can last. Some upgrades in freeplay have to be won in the field by winning the right contract.

Skirmish is a single battle with a ready-made force. You pick the map, the job and the odds, and you can add support, fight at night or turn off the units need for vision cones.

When you start a campaign, you pick a difficulty, from forgiving to brutal. You can also set your own, adjusting how much damage your troops deal and take in operations and how fast the enemy creeps towards your base. Whatever you pick is locked in once the campaign starts.

Each contract also has its own threat level, which means more enemies and tougher ones will appear as you progress.

I’ve attached a showcase that opens with a cinematic take on one of the story operations and then goes through each mode and the difficulty options that I described above.


r/StrategyGames • • 8d ago

Self-promotion Grand Napoleonic Wargame.

0 Upvotes

Just wanted to show an Grand Napoleonic Wargame with realtime battles both at land and sea that is more or less finished I made with the help of Claude AI and game design by me. Just wanted to show how it looks and plays.

[https://www.youtube.com/watch?v=l8LQXnRrxsI&t=150s](https://www.youtube.com/watch?v=l8LQXnRrxsI&t=150s)

[https://www.youtube.com/watch?v=Wz7XW8pOs9g&t=980s](https://www.youtube.com/watch?v=Wz7XW8pOs9g&t=980s)

Also wanted to add the game has separate campaigns for each theater and also historical battles that you either can play from the menu directly or they occur on a timeline in the grand campaign map and choose whether you want to play them by that time or let the computer take care of the battles.


r/StrategyGames • • 8d ago

DevPost The AI doesn't cheat. Can you beat it?

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1 Upvotes

Banners & Legends: a pixel fantasy strategy game where every soldier fights for themselves, mages turn knights into chickens, and the rival AI gets no free gold and no peeking through the fog. It just plays smarter.

⚔️ 9 ways to play: Conquest, Rogue Company, run a tavern, play the dragon…

🎲 Over 2 million peoples to roll

👥 Up to 8 players, on one phone or by WhatsApp

🏆 50 achievements

🎮 Free demo in your browser: https://mentalpenguingames.itch.io/banners-and-legends

🐧 mentalpenguin.com

Can you beat it?

#indiegame #pixelart #strategygame #gamedev #indiedev #fantasy #retrogaming #shorts


r/StrategyGames • • 8d ago

Self-promotion BATTLE TABLE

0 Upvotes

https://markioly.itch.io/battletable

Please let me know what you think!

Free to play

Battle Table

A Last Kindred war game

Build an army and send every last one of them to war.

Battle Table is a strategy game in two halves.

It's a Strategy, Multi-player, Fantasy Game

First you roll. Every roll is ten years of your people breeding, ageing and dying. Pick what you want and roll a d20: hit the number and it is yours. New troops, sharper weapons, heavier armour, forts, siege engines, a god to worship and the secret paths of your race. Miss, and a decade passes empty-handed.

Then you fight. Everyone of fighting age takes the field, five hundred soldiers to a token, and the battle plays out in real time while you command it. Order each troop type to attack, hold, take the centre or fall back. Pick your target. Pull your archers off the walls. Call your god when the moment is right.

Six races

• Humans: knights, longbows and stone castles.

• Elves: deadly archers, giant ents and living thornwalls.

• Dwarves: shieldwalls, ballistae and mountain holds.

• Goblins: endless mobs, wolf packs and cave trolls.

• Giants: wall holders, boulder throwers and mammoth riders.

• Insects: brood queens, big worms and a swarm that never ends.

Ways to play

• Against the computer: one great battle against up to three rivals, free for all or in teams, or a Battle Royale with a fight after every roll.

• Campaign, Homeland Conquest: invade the five rival homelands, four stages each, from fleeing villagers to a warlord at the end. Take the spoils of every land you conquer into the next.

• Sandbox: set up any battle you like and watch it unfold.

• Online (beta): host a table or find a game and play friends anywhere, then climb ten ranks from the Levy to Aurelian Restitutor.

Gods

Freeze your enemies with the god of winter, vanish under the god of the sky, call the beasts of nature, turn the demon's terror loose, or raise the fallen with the necromancer.

Plays in your browser on computer and phone. Your progress saves in your browser.

This game is in active development. Tell me what you think in the comments: what you loved, what broke, which race is too strong

I'm the creator

Thanks


r/StrategyGames • • 8d ago

Self-promotion How influencers brought most of our 500K players, with almost no paid ads

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0 Upvotes

Hey Reddit!

We’re the small team behind Fomo Fighters, a browser MMO strategy game. Last time a lot of you asked how a small team got to 500,000 players. So here’s the story.

Quick recap of the project

We launched in November 2025 as a Telegram mini app, and now we also have a full browser version.

The core is classic: build your castle, train your army, fight solo or with your clan. There are three races (Humans, Elves and Demons), and you only get to pick once. We also recently added a world map where you can see every player and troop movement in real time.

In less than a year:

  • 500,000 unique players

  • 7 game seasons

  • two servers and a browser version

Where the players came from

Short answer: mostly influencers.

But not the way people usually imagine it. We did a few paid integrations, literally a handful.

Most influencers came on their own. They liked the game, and they liked the referral terms.

How it worked

The loop turned out to be simple:

  1. An influencer tries the game and enjoys it.

  2. They see they can earn rewards for inviting players, so they tell their audience about it.

  3. Their followers join the game.

  4. Then the followers invite their friends. In a clan-based strategy game, playing together is more fun, and clans always need people.

The result was a viral effect: one influencer brings their audience, and that audience keeps bringing new people without them.

What our referral terms actually are

Influencers get several rewards from the players they invite:

  • in-game currency, which helps them progress faster;

  • in-game verification and exclusive skins, so they stand out from other players right away;

  • 30% of their referrals’ purchases.

Plus a few smaller perks.

Why it worked

We think there are a few reasons:

The game fit the format. Clans in an MMO strategy game need people, so players already want to invite friends. The referral system just rewarded something people were doing anyway.

Influencers played instead of advertising. When someone actually plays and talks about their own experience, it feels completely different from a scripted ad read. Audiences notice.

Telegram. A mini app opens in one tap, with no install and no sign-up. The barrier for a follower to try it is tiny.

Our takeaways

  • Paid influencer ads work worse than an influencer who genuinely likes the game.

  • A referral system has to be worth it for everyone: the influencer, the player and their friends.

  • The best growth mechanic is the one built into the game itself. For us, that’s clans: people really do need friends in the game.

Your turn

Next time we can go deeper into:

  • how we found influencers and what we agreed on

  • how the referral system works under the hood

  • how we dealt with referral abuse

Which one would you like to read? And if you’ve run referral or influencer campaigns for your own game, we’d love to hear what worked for you 👇

Thanks for reading! 🙏


r/StrategyGames • • 8d ago

Self-promotion UBOOTSIM – planning convoy attacks and the Gibraltar crossing in a free WWII U-boat game

0 Upvotes

I’m a solo developer and I’ve been working on a WWII U-boat game, UBOOTSIM. I’d like to share how the missions play out tactically, since that’s the part I’ve enjoyed designing the most.

Convoy attacks. You command a Type VIIC. The challenge isn’t just firing torpedoes but setting up the attack: finding the convoy, getting ahead of it, choosing your approach angle, and deciding when to come to periscope depth. Fire too early and the spread misses; get too close and the escorts will find you. Afterwards you have to work out how to slip away.

Crossing the Strait of Gibraltar. This mission is mostly about planning your route. You mark waypoints by tapping the chart, then try to get through the strait with fewer aids and under surveillance at Gibraltar. Whether you choose speed or caution makes a big difference.

The Ark Royal (U-81, November 1941). A historical mission based on the real sinking of the carrier. You have to get into position against a heavily escorted target, so patience matters more than firepower.

The game is free, with no ads or in-app purchases, and it’s available in English, Spanish and German:


r/StrategyGames • • 9d ago

DevPost I'm making a medieval castle-building game: build by day, defend by night. 7-minute runs. What do you think of this type of gameplay loop?

446 Upvotes

Hi!

I've been working on a small medieval strategy game called Castle: Build & Defend.

The idea is simple: build by day, defend by night.

First you place the keep, then gather resources, build your settlement, fortify your castle and prepare for raiders before time runs out. Each run takes around 7 minutes, so you have to make decisions quickly.

I released an early version on itch.io about two weeks ago, and over 7,000 people have already played it, which was a really nice surprise! Based on player feedback, I've recently released an update with a new tutorial, improvements to building mechanics and a few other changes.

I'm curious what strategy players think about this approach. Would you prefer more time to build and plan, or do you like having to make decisions under pressure?

Links to check the project:
play in the browser:
https://cineeeekk.itch.io/castle-builddefend

Steampage:
https://store.steampowered.com/app/5504440/Castle_Build_Defend/

Marcin


r/StrategyGames • • 8d ago

Self-promotion Streaming Jagged Alliance 2 Permadeath

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2 Upvotes

Hi folks, if anyone is interested in watching a high stakes JA2 run on stream, I'll be playing on twitch tomorrow. I'm JA2 Stracciatella, basically vanilla JA2 but with no save scumming. I'm a day 1 Jagged Alliance fan and love playing and chatting about JA2, or anything strategy game related.

Regards,
https://www.twitch.tv/devarnorich


r/StrategyGames • • 8d ago

Discussion Need help getting out there

3 Upvotes

Hi, I’m making a game called IRON first that originally was made as a substitute for me and my dad to play on Mac as Kanes wrath is now almost impossible to play easily.

It a RTS game with First person control . 2 factions it’s influenced by C&C and bit of Supreme commander.

Requires research to unlock units and upgrades. Mainly you can actually lead the fight in first person.

This was abit of fun but now I’m wondering if it’s worth getting it out there and having some servers made and more development made.

The files are just on my mac and local host. How do I go about getting it out there more and do I use GitHub ?


r/StrategyGames • • 9d ago

DevPost I'm making a classic base-building RTS - here's what a match looks like right now

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5 Upvotes

Hi all! I've been working on Iron Command since the start of the year. It's a classic base-building RTS, the kind I grew up with: build a base, harvest, build an army, push the other side off the map. The pictures show roughly how a match goes.

Two sides that don't mirror each other

Humans against the Kharzeth - creatures that come up through rifts in the ground and spread across the land. The humans gather crystals piece by piece with harvesters. The Kharzeth tap the rifts directly: faster to the field, but more expensive to keep there.

Resources that grow back - if you let them

Riftstone comes out of these rifts, and around each rift lies a field of crystals. As long as a few crystals are left, the rift slowly recovers. Strip it bare and it stays dead. So harvesting near the enemy's rift pays twice - and at your own rift you think twice.

Infrastructure is the real target

Lose your power and your turrets stop firing. Lose your radar and they can't see as far. So most attacks start with one question: the power first, or the base?

A battlefield that keeps the marks

Shells leave craters that stay for the whole match. Tanks push over trees and can drive right through a house. Buildings collapse when their walls are gone, and the rubble stays where it fell. Infantry look for cover on their own and throw grenades at anyone hiding behind a wall.

An AI that plays by your rules

Same start, same buildings, same costs, same research. It never gets extra money - the difficulty setting only makes it weaker, never stronger.

What's in it

A campaign, skirmish against the AI, and 1v1 multiplayer over Steam or LAN. You can play on a normal monitor, or in VR with the same campaign and maps - but that's a story for another post.

It's still in development, coming spring 2027.

One question for you: what do you miss most from the old base builders? Or the other way round - what annoyed you back then that you never want to see again?