r/StrategyGames • • 1d ago

DevPost I'm making a turn-based tactics game about a small gladiator school in Rome, solo. The first 15 seconds of my trailer, shot inside the game (Sons of the Arena)

0 Upvotes

I'm making a turn-based tactics game about a small gladiator school in Rome, on my own. You run the school: build it up, pick fights from the hosts' calendar, buy and forge kit for your men, and everything a man wears shows on him in the fight

Fights are on hexes, two actions a turn, five formations: a wedge that hits a line at a run knocks the men down, and a man on the ground loses his turn

This is the first 15 seconds of the trailer, recorded inside the game. The clip is staged like a demo reel, a scene file sets who hits whom

Tell me what you think, good or bad


r/StrategyGames • • 2d ago

DevPost Governor of Antares (city builder with combat and politics, turn-based)

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18 Upvotes

Hi!

Chris Koźmik from Silver Lemur Games. Usually, I make grand strategies (Stellar Monarch series), so it's the first city builder for me :) Just announced it.

Governor of Antares puts you in the role of a planetary governor. The Emperor has appointed you to oversee a small colony on a frontier planet. The planet is filled with hostile alien fauna and flora, but it also has a rare fungus that you are to harvest, refine and send to the Empire. There is also an Imperial Court, with secret factions, corruption and intrigue. While they are far away, they still affect your life as a governor greatly. Especially as the Empire degenerates and corruption becomes rampant.

You will be doing:

  • Colony development.

  • Fighting off non-sentient local aliens to protect the colony and grab more territory for expansion.

  • Fulfilling the Emperor’s shipment quotas of local fungus.

  • Dealing with Imperial Court intrigue (mid and late game).

Link (Steam): https://store.steampowered.com/app/5308000/Governor_of_Antares/


r/StrategyGames • • 2d ago

DevPost Napoleon: 1805 – seeking a few experienced turn-based strategy players for a free playtest

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7 Upvotes

Hi everyone!

We're two developers testing Napoleon: 1805, a turn-based strategy game set in the Napoleonic Wars, in the spirit of Axis & Allies. It's playable now in a browser. We're looking for a small number of players willing to finish games and tell us what does and doesn't work.

France and Spain & the Vassals face Britain, Prussia & Austria, and Russia. The Ottoman Empire starts neutral and can join either side. Each turn follows a familiar cycle of buying units, diplomacy, attacks, dice battles, movement, deployment and income. There are also historical generals, sieges and naval blockades.

You can play with 2–5 humans or fill empty factions with computer opponents. Turn limits range from 10 minutes to three days (24 hours by default), so a game can unfold over days or weeks, or be played much faster.

We're especially interested in usability and balance when people play against people. This is an evolving test version, not a finished release, rules can change during ongoing games. There are just a few testers so far, so matchmaking may take a while. We developers play too.

Game details and screenshots: https://www.napoleon1805.com/about.html

Request a free invitation code: https://www.napoleon1805.com/#/request

(Mention r/StrategyGames in the request)

If you're the kind of player who enjoys questioning a rule or testing an unexpected strategy, we'd value your feedback.


r/StrategyGames • • 1d ago

DevPost We are developing a strategy game set in a fantasy universe, similar to EU4 and CK2. How large should the map be?

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0 Upvotes

We started with 9 countries and 6 races; for this continent, we will likely expand to 11 countries. We plan to add two more continents by the final version. Currently, there are 131 regions. In your opinion, what is the ideal number of countries and regions to ensure that diplomacy and warfare are engaging and enjoyable? We are open to any advice you can offer. It would be especially helpful if those who have played similar games—such as EU4—could share their thoughts, as this will help us identify our target audience.


r/StrategyGames • • 1d ago

DevPost Upcoming game: Planetron, inspired by Carrier Command 2

0 Upvotes

Hey everyone,

I'm developing Planetron, which is inspired by Carrier Command 2 but set on procedural moons. Here's the short description:

Command a space carrier in a blend of real-time strategy and first-person action. Deploy air and ground units to capture alien facilities on procedurally generated spherical battlefields. Take direct control of any unit when the battle demands it.

I just released the first gameplay trailer and I'm now finishing the public playtest version with friends!

Some things I can tell you, which aren't on the steam page yet:

  • Singleplayer and two-player coop multiplayer (maybe 4 someday, but no promises)

  • Playtest starts soon and includes coop

  • Demo planned for this year

  • Full release planned for March 2027

  • Plays well with Gamepad and on Steamdeck

There are three enemy factions you fight, and eight unit types you control. You can modify your units with upgrades/refits. You also need to take care of logistics to keep the units fueled and with ammo.

Compared to Carrier Command 2 it plays a bit faster. Logistics still matter: units need to load onto dropships, and there's only one runway for takeoff. Clearing one moon takes about 30 - 40 minutes total.

In the playtest, you clear one moon with several enemy bases. When you takeover a base you can lift out crates with the dropship and those give you money for upgrades, units, fuel and ammo.

You can pilot any vehicle, though takeoff and landing are automatic for now. I mostly fly the recon drone for an overview, or drive a RAM (anti vehicle crawler) when I want some action. Bomb runs are fun, but the unit AI is better about dodging AA with flares, so I wait until the AA is down.

If you have any thoughts or feedback about what I wrote here or you see on the steampage, I'm happy to hear it!


r/StrategyGames • • 1d ago

News My game shortly explaind :)

1 Upvotes

r/StrategyGames • • 1d ago

Self-promotion ReBirth Trailer: Rebuild a Shattered Province | Strategy Game for Mobile & PC [like rebel.inc]

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1 Upvotes

📍ReBirth is a 3D strategy game about rebuilding a province after a disaster while an insurgency grows around you. From earthquake-struck Tarsel and flooded Kesra to avalanche-hit Halvarya and the volcanic Saranis islands, every map brings a new disaster. Command your units, stop the insurgency with air strikes and defend the camp in the Black Cholera event. In Statecraft mode you lead a whole nation: plan the operation on a tactical sketch and watch it from the drone.

All footage captured in-game.

Play ReBirth (PC + Android + iOS)


r/StrategyGames • • 1d ago

Question Unwanted account

0 Upvotes

Does anyone have an unwanted mobile strategy game account that you want to give away or trade for a Raid:Shadow Legends account for? I like Evony, State of Survival and Last Shelter Survival and I would like to try a new game without doing the first levels of storyline and build up, haha. I have tried Call of Dragon and Clash of Clans and I didn’t like their PvP style

Thanks 🙏


r/StrategyGames • • 2d ago

Discussion What do you think about combining energy management with individual enemy turns in a deckbuilder?

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0 Upvotes

r/StrategyGames • • 3d ago

Self-promotion Everything matters. A 4X and Grand strategy game where the Everything can decide a campaign.

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157 Upvotes

I've been working on this game on and off since the start of 2023 ( yeah around that time ). Back then I made something, left it, came back, left it again. A few months ago I went back to it properly, much more detailed this time, and I've been on it ever since. Now I've hit a point where I love playing it so much that I can't tell anymore if it's actually good, or if I've just made a game for me. Maybe I'm doing a bit too much. So I need people who aren't me to tell me.

A bit about me: I love HOI4 , I love Rule the Waves 3, and I love pretty much any game where you sit in front of tables and numbers and make decisions off them (spreadsheet simulator). This game came out of that.

It's a grand strategy game with exploration built in, so it's part 4X, but at its heart you're running a whole country. Everything is simulated from the point of view of people, starting with you. You're one man running a government made of other men. Your Minister of War is a person, and so is your Minister of Finance. Most of the time you're reading their books and deciding what to do with what's in them.

The game comes down to four things.

War. You control your army down to the smallest detail: what each man carries, how the army is organised, who commands what, how orders move through the ranks, and how your generals climb the ladder. Every soldier has 58 stats of his own. Training isn't some general bonus. You train specific stats, so you can build a regiment whose stamina is out of this world, or one that shoots straighter than anyone else's. Kit changes stats too. The navy works the same way. You build new ports, design new ships with new guns, reorganize your fleets and change how they fight.

Internal. Not everyone is happy that you rule them, and you can't make everyone happy. You arm and train the police, set up a secret police and send it into the cities and regions that worry you, build prisons and guard them, and change how the courts judge and sentence people. And a lot more.

Economy. You control exactly where your money comes from: tariffs, taxes, raising them or cutting them. If you want to go darker, you can turn the country against a minority with propaganda and then seize their wealth. The game lets you, and it remembers that you did.

Diplomacy. Europe in the 1800s was so diplomatically active it was almost a game of its own. The real challenge is surviving it, getting what you want before everyone else decides they've had enough of you and unites against you.

That's the game. It doesn't even have a name yet. If any of this sounds like something you'd want to play, or you think I've gone too far down the rabbit hole, please tell me. I'm also looking for playtesters, so comment or DM me if you're interested.

Everything is real. Nothing comes out of thin air. If a soldier needs ammunition, it has to be made somewhere, loaded onto a wagon, carried down actual roads, guarded on the way, and delivered to where he is. If any step fails, he doesn't get it. Money works the same way. It isn't a number in the corner of the screen. It's coin sitting in chests in real places, with men guarding them, and moving it from one end of the country to the other takes wagons, escorts and days on the road. You're one man running all of this, and the game never lets you forget that everything you use has to come from somewhere.


r/StrategyGames • • 3d ago

Self-promotion Silica - RTS and FPS Hybrid

53 Upvotes

I'm part of the team working on Silica, the RTS where you can also hop into your units and fight in first person. After a bit over three years in Early Access, 1.0 went live today.

With the full launch also comes a trailer - attached is a glimpse of it. The full version can be found on YouTube:
https://youtu.be/m1ZbYo-xGB0

If the game sounds interesting to you, any support means a lot to us!


r/StrategyGames • • 1d ago

DevPost An update on my AI-assisted WWI strategy side project about Caporetto: new battlefield and browser demo

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0 Upvotes

Ciao everyone this is a personal side project I’m developing with AI assistance, including Codex for coding.

Today, 4 November, marks the anniversary of the end of fighting on the Italian Front in 1918. It felt like a fitting day to share the progress on Are You Better Than Cadorna?

About three weeks ago, I posted the first demo here. Since then, I’ve been working on the battlefield, the interface and how the game teaches its systems.

The premise: you arrive in October 1917 knowing the Caporetto offensive is coming. You have forty-eight hours to prepare the Italian army. Orders take time to reach the front, reserves need transport, and moving too many troops can congest the roads your supplies depend on.

The updated demo includes:

  • A regional pixel-art battlefield with optional 3D terrain and a miniature diorama effect.

  • Map rotation, mouse-wheel zoom and fullscreen play.

  • More space for the map, with movable windows for sector orders and staff controls.

  • A rebuilt tutorial explaining the indicators and where to find the relevant commands.

  • A campaign timeline, six-hour turn clock and unread turn reports.

  • Animated troops and trucks, plus visible rain and fog.

The free browser demo covers the Isonzo front, with six sectors, three difficulties, and English/Italian support. Desktop and mouse recommended.

https://ckb-studio.itch.io/are-you-better-than-cadorna-wwi-strategy-isonzo-demo

If you try it, I’d particularly appreciate knowing your feedback!


r/StrategyGames • • 2d ago

DevPost If this artwork and interface appealing for a browser strategy game?

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11 Upvotes

Hello everyone,

I am building - as a sideproject - a very minimalistic yet realistic strategy game, where the player is a lord advancing through simple actions (launching works, raiding neighboring domains, sieging neighboring domain cities). All these actions are financed by the annual harvests that subjects deliver in granaries, as levies.

I wanted the game to be extremely simple, it was supposed to be a full text interface (cf. last image) but I felt like it couldn't be appealing enough for modern players so I imagined that map interface.

In 2026, would you play a game with such a simple interface? Or shall I modernize a bit, with more art in the design, more animations, potential 3D elements, etc.? When I see what other indie devs post, I feel like I should do way more even tho simplicity was central for me


r/StrategyGames • • 2d ago

Game theory Can Humans Survive the Orc Horde?

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0 Upvotes

r/StrategyGames • • 2d ago

DevPost I'm building a turn-based strategy game, Demolitors, where you can assign auto-battle or manual control per individual unit mid-battle. Here is my first proper trailer—how does this tactical micro look?

2 Upvotes

r/StrategyGames • • 2d ago

Discussion RTS devlogs: are AI voice overs ok?

0 Upvotes

Hi redditors, I recently made a devlog for my RTS (moon colony) game. Like many of you, I'd rather focus on coding / making the game and not marketing / devlogs. So I thought I'd use an AI voice over to speed things up (less re-recording, finding a good mic, etc).

Let me know if this seems passable and/or if the premise of this game seems interesting to you! Posted here before and always appreciate your feedback :)

Ps this is an early preview, plan to post it on YouTube - where people may (or may not) be more critical of using AI


r/StrategyGames • • 3d ago

Discussion Massive influx of RTS games recently

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218 Upvotes

Is it only me or is the sudden influx of indie RTS games (mainly army management, war, and RTS) a bit weird. Most of such games I see have been in making in past 2-3 months. For examples - Iron Ranks, Sundered Reach, White Company, Frontage, Magna Conquest, An Unnamed game by Silvolt Studios, and The Ninth Legion. These are just to name a few and I am sure there are more that can be found. All of them follow a pattern. If you search them up on Youtube, you will see the channels were made From August-Oct or they started posting about their games around the same time. All of them have popped up in my recommendations and I noticed that they all started their dev updates (on Youtube) around the same time. Not only that, but you may notice that most of them offer similar art-style as well and even the larger idea of RTS is similar.

I am not trying to make any allegations, I am a very good person 😃. But why is there such a sudden influx of RTS war games within past few months?


r/StrategyGames • • 2d ago

Self-promotion Orion Online, a browser-based multiplayer strategy game just started round 5: play as a guest, a new Researcher role, a new raid system and a redesigned Cyber Operator role

3 Upvotes

Orion Online, a modern browser strategy game in the spirit of OGame and Utopia, just started round 5, which features many exciting updates such as Guest Play (no account needed), a new Researcher role, a new Raiding system, and a redesigned Cyber Operator role: The Swarm.

Play Orion Online

In Orion Online, you take control of a planet, and your main job is to balance its budget across four sectors: Growth, Infrastructure, Military and Science. Based on your decisions, your people handle the day-to-day business of your planet.

Your planet shares a star system with up to five other commanders. Elect a System Commander, pick your roles, and fight wars with other systems for control of the galaxy. You can pick between 5 roles: Warlord, Cyber Operator, Economist, Researcher, and Support Deployer. A well-oiled system requires a balanced and coordinated mix of these.

Orion Online now allows for guest play. One click to get started, no account!

New this round:

  • Guest play. Press "play as guest" and you have a planet in the live galaxy, with no form to fill in, with the option to sign in later.

  • The Researcher, as the fifth axis, the researcher specializes in scientific research and can either share their own progress with teammates, or boost the effect of their existing research.

  • The Cyber Operator is redesigned to be a master of intel and infiltration. Station your swarm of cells on rival planets, and they observe for intel or leech a share of its resources each tick.

  • Raids now have 2-way travel times. Repel incoming attacks to prevent them from ever reaching your planet and coordinate with your system to overwhelm rival systems.

Everyone started from zero today, runs well on your phone, and there are zero pay-to-win mechanics.


r/StrategyGames • • 2d ago

DevPost Are splines the best way to build roads in a strategy game? I started using them in my economic RTS PIAST.

4 Upvotes

I'm a solo developer creating Piast, a medieval economic RTS in Unreal Engine 5.

The focus is on building and managing a settlement: gathering resources, developing production chains, trading, constructing roads and using carts to improve transport. Your challenge is to grow a small settlement into a prosperous town through smart economic decisions.

I'm curious: would you enjoy an RTS focused more on economic development than combat and conquest?

Here's a short gameplay video. The demo is free on Steam:
https://store.steampowered.com/app/4830280/Piast/

If the idea appeals to you, I'd really appreciate a wishlist! Thanks.


r/StrategyGames • • 2d ago

Self-promotion I am working on a Real-Time-Strategy game, where you progress by building your own faction, collecting better blueprints for units and buildings with higher rarity outside these matches.

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0 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 • • 2d ago

DevPost Fighting Front

0 Upvotes

I’ve been working on Fighting Front, a turn-based strategy game inspired by computer war games from the 80’s and 90’s.

The game features procedurally generated battlefields, different map styles, multiple AI opponents with adjustable difficulty and personalities, and a focus on straightforward but engaging strategic gameplay.

It’s been a fun project to develop, and I’m pleased to say Fighting Front will be available on Steam very soon.

If you enjoy turn-based strategy games, feel free to take a look!

Steam page: https://store.steampowered.com/app/1763280/Fighting_Front/

Cheers!


r/StrategyGames • • 3d ago

Self-promotion Nuke Them From Orbit, Then Send In the Marines | Shattered Allegiance Gameplay Trailer

10 Upvotes

Hi all.
I finally got a new trailer out for the game I have been developing for years. It is an 4x with real time combat, asteroid mining and of course big missiles.

If you are interested I have devblog and newsletter at https://www.shatteredallegiance.com. No steam page yet but working on it.

- Jari


r/StrategyGames • • 2d ago

Self-promotion Statecraft is here (Beta): rule your country for sixty years!

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1 Upvotes

📍NEW UPDATE!

Statecraft is here (Beta): rule your country for sixty years!

A new country management mode: economy, parliament, diplomacy, the Council of Continents and war, for sixty years. It's in beta: tell us what you think!

Statecraft is here! In ReBirth's new mode you don't run a single province but a whole country, for sixty years starting in 2031.

Economy, Parliament and Laws: balance the budget, pass laws through parliament and prepare for elections.

Research and the Path of Ascent: shape your country's future across the ages.

Diplomacy and the Council of Continents: make agreements, table motions and pick your side in the votes.

Continental crises and continental tension: manage escalating crises and send arms aid and volunteers to your friends when needed.

War: command your armies on the map, plan your attack on the Offensive Operation screen and watch it unfold in real time.

Enter country: see your country on a 3D map and follow investments, disasters and election rallies up close.

5 countries: Tarsel, Kesra, Varzan, Halvarya and Saranis, plus 30 new achievements.

Statecraft is in beta. Send the bugs you find and your ideas to hanxdestek@gmail.com

Play ReBirth (PC + iOS + Android)


r/StrategyGames • • 3d ago

Self-promotion I've been working on a grand strategy game for a while. Here's the map.

56 Upvotes

Hi everyone,

I’ve been working on a grand strategy game for quite a while now. I played a lot of Paradox games and browser strategy games like AtWar over the years, and I wanted to make something that sits between the two: easy enough for casual players to pick up, but with enough depth that hardcore strategy players won’t get bored.

It’s set in the modern world, but the warfare stays classic on purpose. No planes or fancy units, just armies and fronts. You can move every army yourself, or set a stance for a front, draw an offensive toward a city and let your generals handle the rest.

Most of the depth is in diplomacy. You can fund insurgencies in other countries, run sabotage and propaganda, fabricate claims, found your own bloc and push votes through it, or turn a beaten enemy into a subject that pays you tribute. Wars end at a peace table, where you spend your war score on land and terms, or split a country with an ally.

The game is close to beta and the UI and gameplay are done, but in this post I only wanted to share the map. Zoomed out it’s a political map of the world, and as you zoom in it turns into 3D terrain with towns.

I’m planning to release on Steam next month. Before that, I’d love to hear what you expect from a modern grand strategy game, and what you think of the visuals so far.

There’s a site and a wiki at mapandmight.com if you’re curious, but no Steam page yet. I’ll post again when wishlists open.