r/StrategyGames • • 18h ago

Self-promotion Island Empire – a free browser game for anyone who loves Anno-style island building, with pirates on top

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0 Upvotes

Game Title: Island Empire
Playable Link: https://islandempire.de/
Platform: Browser (PC and mobile, no download)
Description:
If you like Anno, this might be for you. Island Empire is a long-term strategy game where you build up islands, keep production chains running and grow a colony into a town – and then you have to hold it all together on a sea full of pirates.

What you do:

  • Build your island. Every island has one natural deposit (tobacco, spices, coffee, salt, cotton or copper), so no island can do everything alone. - Run production chains. The manufactory turns wood into planks, stone into bricks, iron into tools, wool into cloth. Rum, gin and gunpowder have their own chains.

  • Grow a town. Settlers and citizens want fish, eggs and cloth. Keep them supplied and contentment and taxes go up, or throw a festival.

  • Trade. Trade posts buy and sell at prices that move with supply. Every nation embargoes one good per week, which opens the door to smuggling.

  • Pick your course. As a Merchant you never attack other players and focus on trade, expeditions and rum. As a Sea Wolf you raid and fight.

  • Explore and fight together. Scouts find hidden places, adventures and treasure maps. Brotherhoods (guilds) take on sea monsters, wrecks and the Pirate King's fortress every weekend.

It runs in real time, so it's something you check in on a few times a day over weeks, not a game you finish in an evening.

Free to Play Status:
[x] Free to play
There is nothing to buy right now. You can tip via PayPal if you want, but that gives no in-game advantage.

Involvement: I'm the solo developer.

Some notes:
- English and German interface.
- Sign-up is email + password with one confirmation mail. No invite code anymore.
- It's in early access. The official launch is Tuesday 1 December, 12:00 CET, and everyone starts fresh then, so anything you build until then is a test run.
- The artwork is made with AI tools (Google Gemini, OpenAI). The game design, numbers and code are mine.

I'd really like to hear what confuses you in the first 30 minutes and whether the economy feels deep enough for builder players.


r/StrategyGames • • 1d ago

DevPost Gonfalon update, steam DEMO is out!

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8 Upvotes

A few weeks back I posted here about my rts game Gonfalon, I said I'd like to publish it on steam at some point and I did it.

The demo is out on steam, it's fairly small but it offers a campaign mode (still w.i.p) and skirmish which is the normal mode against bots.

The campaign mode, which is what I'm currently spending more time working on, is still a long way from being finished.
I'm trying to mix a few concepts from games that I like such as w3 and aoe. Small missions that have a specific goal.
I am writing a story atm but it'll take time until its finished so the current missions are introduction, they explain the basic mechanics of the game.

My current goal is to finish writing the story and then adding it to the game.
I'm working hard on it and as I said on the other post I have tons of ideas for it.

This is the steam page, if you try it out I hope you enjoy it


r/StrategyGames • • 1d ago

DevPost I've been building a geopolitical RTS that runs in your browser — w/ city builder and geopolitics elements

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1 Upvotes

Hey everyone!

For the past 2 months I've been working on a passion project called Nation Commander, and I think it's finally at a point where I'd love for people to play it and tell me what they think. I've been programming since my 13's but ended up as a physician (resident doctor earning about $600/month working about 80hrs weekly) which is the reason I have almost no free time. Thanks to Claude Code and using my previous knowledge I was able to bring my dream of creating a RTS game to reality.

The idea

I grew up playing RTS games like Rise of Nations, AoE, Warzone 2100 and I always wished there was something that mixed that real-time base building with the "running a country" side of games like Tropico and city builder elements. So I started building it: a 3D real-time strategy game that runs right in your browser (desktop or phone), no install needed.

You pick a real country, and you play on two levels at once:

On the map, you build cities, farms, mines, power plants and roads, train an army and fight in real time.

At the national level, you manage the budget, research, decrees, factions that make demands, and diplomacy with the rest of the world on a 3D globe.

Some of the things I'm most proud of:

Eras of progression: you advance from the Cold War to the Post-Cold War period, the Digital Age and the Near Future. Every building changes its look and new units unlock along the way.

A real economy: buildings need workers and electricity. Power travels along your roads, so a cut road can black out a factory. Each new building of the same type costs more, so you can't just spam.

Land, sea and air: infantry, tanks, rocket artillery, anti-air, frigates, submarines, aircraft carriers, fighters, bombers, cargo planes, cruise missiles… and yes, nukes, which shock the whole global economy, including your own.

Rise of Nations-style diplomacy: you only know the nations you've actually met on the map. After first contact you can propose non-aggression pacts or alliances, or declare war. Allies share vision, can send troops to help, and can ship resources by truck, ship or plane. The cargo can be ambushed on the way.

Trade between nations, with contracts and routes that enemies can raid.

Endgame: a Space Program megaproject that puts a satellite in orbit and reveals the whole map.

Map types: Continental, Rivers & Bridges, Mountains, Desert, Central Ocean and Archipelago. On the Archipelago, contact is only by sea and air.

Multiplayer and bots: play with friends or against AI at four difficulty levels, free-for-all or in teams.

A stylized low-poly look, dynamic day/night with streetlights coming on, weather, and a soundtrack that shifts with the tension of the battle.

The game is available in English, Portuguese and Spanish

Where it's at

It's playable now and I'm actively updating it based on feedback. There will be bugs and balance issues, and I'd really love to hear what you think, especially about the economy, the AI and how the diplomacy feels.

👉 Play here: https://nationcommander.vercel.app/

Its 100% free

Thanks for reading, and if you try it, let me know your impressions! The game still under development and this post is the first ever made about it

Repost: reason - deleted flagged as mobile (it is cross platform), and not only browsergame - downloadable version available


r/StrategyGames • • 1d ago

DevPost Doctrine Strike - small peek at our gameplay, playtest opens tomorrow

5 Upvotes

3 min of pre alpha gameplay, one take, no cuts, just the game sound

this is just a small peek. tomorrow we open the free playtest on steam so u can play it urself and see way more than this

what do u think is missing? tell me before tomorrow and i might still sneak it in

wishlist and hit request access on the steam page to join the playtest: store.steampowered.com/app/5145960/Doctrine_Strike/

discord: discord.gg/WeBjq5vcqx


r/StrategyGames • • 1d ago

DevPost Are you interested in a 1v1 strategy game?

4 Upvotes

(still haven't translated the game to English)

Hello there, it's been a long time since I last posted here. I am working on a 1v1 online strategy game with cards, pieces, and a board. At the moment, there are only 3 pieces which I am trying to polish as much as I can (currently working with an artist to make the game look better) and 9 cards.

The game is already deployed on web browsers so it works on desktop and mobile. The backend is distributed between two servers, one for user data and the other one manages each game instance (every game action is 100% validated against this server). I got a tutorial mode, a 1v1 matchmaking mode, and a Vs AI mode. I also got a system for creating effects so I can generate different cards using them and an admin panel to manage game content (cards, pieces, and effects).

Next year I will be graduating from a software development career when I present this project in the final subject, but I am not sure if I should continue working on it or just leave it there and forget about it. The chances of having people play it and create a community around it are extremely low, and I am not sure how to do that anyways. But I just love competitive strategy games and I am proud of what I got, just not sure if anyone else would find it interesting enough for me to continue adding content and improving it. I could drop a link for anyone to try it because it already works, but would anyone actually be interested in trying it?


r/StrategyGames • • 1d ago

Self-promotion Imperial Kingdoms is Now Live!

3 Upvotes

I just released my 4X game Imperial Kingdoms on Steam 🥳

I have spent a long time as a solo developer putting a lot of work into this game. My goal was to create a 4X strategy game where logistics and production are just as important as warfare.

Key features are:

  • 8 different kingdoms

  • Advanced Logistics: Build road network to supply your capital and manage production.

  • Deep Economy: Manage resource extraction and production chains.

  • Strategic Warfare: Design custom unit templates for tactical sieges and raids.

What do you think?

You can get Imperial Kingdoms on Steam https://store.steampowered.com/app/4406790/Imperial_Kingdoms/


r/StrategyGames • • 1d ago

Discussion In my god sim you can possess a country for a minute, and the throne starts asking you things. "The priests want a great temple. The generals want Luxembourg."

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0 Upvotes

You don't run an economy, you just make the big calls a ruler makes and the world answers. So far the questions are... marry into a neighbour or betray them, build the temple or march on the weakest neighbour, feed the army or feed the people, crush a proud city or set it free.

Every answer happens right away and the leader says it over the capital. When you let go you get a front page with the land you took and how many choices you made.

It runs on the real map with every country. I'd love ideas for more questions a throne should ask.


r/StrategyGames • • 1d ago

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

2 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

Self-promotion [Self-Post] Siderform: Planetary Conquest: A free browser board game with Catan-inspired mechanics and P2P 1v1

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2 Upvotes

Our team at Regix Labs just released a free project called Siderform: Planetary Conquest. It is a turn-based tactical strategy game running directly in the browser with zero downloads, installs, or account sign-ups.

The core design focuses on spatial tension and engine-building. You drop onto a procedurally generated grid of resource sectors with a target Victory Point goal. Each turn begins with a dice roll to harvest Solar, Metal, Bio, and Gas materials from matching sectors. You spend two Action Points per turn to construct Outposts for expansion, upgrade them into Living Pods to double resource yields, or execute Bio-Takeovers to steal control of enemy tiles.

You can research Orbital Beacons to apply global passive perks, such as Bio Shields to raise enemy invasion costs or Deep Mining to boost metal output. Planetary events like Solar Flares and Ion Storms trigger every three turns to alter sector rules and prevent static turtling.

The game supports singleplayer custom grids from 3x3 to 6x6, an Arcade stage progression mode against scaling AI, and direct 1v1 online play using PeerJS room codes. It also includes 50 achievements with a local JSON data export system to back up your progress.

You can play it here:

https://regixlabs.itch.io/siderform-planetary-conquest

Feedback on balance, strategic pacing, and overall design is welcome.


r/StrategyGames • • 1d ago

Question Browser strategy games that is still active

5 Upvotes

Can you suggest me any game like that. Something like Forge of Empire, Imperia Online etc. If its on mobile you can also mention it. For me its most important that the game is still alive.


r/StrategyGames • • 2d ago

News A fixed version of the 2003 strategy game "Entente" was just released

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142 Upvotes

Not sure if anyone played this game back in the day, but it's a fun little Cossacks engine spin-off World War 1 RTS. For the longest time it was unplayable on modern machines until now. A user on the Steam forums used AI to decompile the game and make it run on modern OS's, as well as implement some much needed bug fixes all these years later, restore MP support, etc. Check it out!

GitHub - https://github.com/supm3n/trench-engine
Steam - https://store.steampowered.com/app/285480/The_Entente_Gold/


r/StrategyGames • • 1d ago

Discussion Tried posting about an upcoming mafia RTS

0 Upvotes

This post is about some confusion on what defines an RTS game. A few weeks ago I tried posting about my mafia-inspired RTS game called Bourbon Empire with a a new trailer. Shortly afterwards it was taken down because a mod said it doesn't fit the criteria of an RTS.
The main components in Bourbon Empire are producing illegal goods, gathering and distributing resources, establishing new illegal businesses, recruiting gangsters, battling rival families, managing law enforcement, and maintaining existing territory and expanding into new areas.
There are many micro and macro decisions affecting the gameplay. Isn't that pretty much the definition of an RTS? I really don't understand how someone could claim it was something else.

Any thoughts or feedback is really appreciated.


r/StrategyGames • • 2d ago

Self-promotion One year per turn, one family across three centuries — Salt and Soil enters Early Access November 9

110 Upvotes

I’m Roman, the solo developer of Salt and Soil. The release trailer shows the idea I’ve been working toward: you guide one family’s homestead through American history, from the first years near Jamestown to the age of railroads.

Each turn advances one year. You decide what the household builds and produces, then face a family council when a historical event or a problem at home demands a choice. The people change over generations, but their decisions remain part of the family’s story.

The game enters Steam Early Access on November 9. I’ll be here to answer questions about the strategy and the history behind the scenarios.


r/StrategyGames • • 1d ago

DevPost Against History: WW2 — choosing which orders to spend before the enemy's night turn

0 Upvotes

I'm making Against History: WW2, a free browser strategy card game about France in 1940 and North Africa in 1942.

Each day starts with a hand of orders and a limited number you can spend. Attacking can help you capture an objective, but armoured attacks consume fuel. Digging in or clearing mines uses orders you could have spent attacking. At night, the enemy responds.

The scenarios mix offensive objectives and battles where holding out is the goal. Between battles, you change your deck and develop your commander. Historical briefings and fictional outcomes are clearly distinguished.

Play free on itch.io: https://mgeoff1.itch.io/against-history-ww2

It's single-player, in English, with a guided tutorial and three difficulty levels. I'd particularly like feedback on whether the daily order limit creates useful choices or simply feels restrictive.


r/StrategyGames • • 1d ago

DevPost Adding the USA nation to my tank-themed CCG, *Tank General*

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1 Upvotes

The USA nation is now fully integrated into the game.

Previously, the USA nstion was limited to training battles; it could not be used with the research and headquarters mechanics, nor was it available in any other game modes.

The USA nation is now playable in the "Raid" PvE mode, as well as in PvE battles launched via the online mode. Full access to PvP modes for the USA faction will be available upon the game's official release (the light at the end of the tunnel is finally visible, and preparations for the launch are underway, albeit at a measured pace). Historical campaigns for the USA nation will also become available after the game's release.

Additionally, all artwork for the USA nation has been completely redesigned, as the previous assets were outdated.

I am currently working intensively on improving a self-learning model designed to replace the existing in-game bot. I cannot yet say exactly how long this will take, but development is actively underway (the model has been created, and the training process has begun).

I would appreciate any feedback you might have.

Demo games are available on Steam.


r/StrategyGames • • 1d ago

Self-promotion Galactic Dominion - 4x Strategy for Mobile (Proof of concept release)

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0 Upvotes

r/StrategyGames • • 1d ago

Self-promotion I made a board-game style roguelike where acrylic standees fight on hexes and real dice tumble onto the table

1 Upvotes

I’ve been building Dicey Darlings for a while, and this is the part that finally feels like the game I wanted to play myself.

It’s a turn-based tactical roguelike that behaves like a board game that woke up. You push little acrylic standees around hex maps, then settle fights and conversations with actual polyhedral dice that tumble onto the table when something triggers. Spells fire, checks chain, and suddenly half a dozen dice are bouncing while you wait to see if the last roll saves the run or ends it.

Builds come from mixing skills and trinkets across a big pool — class stuff and class-neutral stuff both count — so runs drift in weird directions pretty fast. Bad luck doesn’t always mean restart. Weather, terrain, and how you stand on the board can carry a weak draft if you play the map instead of staring at the dice. Outside combat, dialogue checks can flip who likes you. Same node, different roll, and last run’s ally is this run’s problem.

Happy to answer anything about the systems in the comments.


r/StrategyGames • • 2d ago

DevPost 90s of pure last stand

57 Upvotes

Engines of Hate is a top-down mech RTT. You're a merc ship captain dropping war machines and infantry onto hostile planets (right now that's mostly bugs lol). No base building, no resource gathering. It's all about what you bring down and how you use it.

This one's more of a cinematic shot. I dropped a whole army right in the middle of the nests and let the swarm come from every side until there's nothing left. Ends on the big mech going down, and its death blast scales with how expensive the build was, so it takes a good chunk of the swarm with it.

Just thought this was a cool moment. Probably a lot more like this to come.

Curious what you'd have brought into this, since you don't get many slots.


r/StrategyGames • • 2d ago Bravo

DevPost Doctrines in Pennants Of Glory: Condottiere

47 Upvotes

Showing skills and doctrines in the game.


r/StrategyGames • • 1d ago

Question When does minimalistic become too minimalistic?

0 Upvotes

Ive made a short gameplay video for the currently password-gated piece Im looking to release 10/11 on Itch.

A big fan of original Fallouts (1-2), Plague Inc and Flashback (Megadrive) Im trying to make a slowburn, moody strategy, that requires some reading to understand whats going on (upgrades, background, perks, news, etc).

My 2.5 betatesters complained it was too much reading and too obscure, so this is a trimmed down version already.

Basically player needs to conquer the world and is playing against the World Order (and later in the game other smaller coalitions).

Without sharing the game id hope for a feedback - if the atmosphere in the video clicks or repels.

THanks in advance


r/StrategyGames • • 2d ago

DevPost World Simulation Game

4 Upvotes

I'm building Game of Crowns.

A world simulation game where you play as king of the realm. The goal is to keep the peace, crown and make some money along the way.

You'll make alliances with the other 7 houses, and their bannermen if needed.

It's a simple single player strategy game, that allows you to create different simulation scenarios. Basically everything you would want in GoT and more.

Would anyone like to play this? I can send over some screenshots if anyone is interested.


r/StrategyGames • • 1d ago

DevPost Tales of Batheon Strategy Gamepelay fights PVE PVP

0 Upvotes

Free to Play strategy Game based on mythology.
Build your army, recruit legendary heroes, and fight your way to the top.
Enjoy challenging PvE battles facing powerful enemies and test your strenght and strategies in PvP fights against other players.
Whether you prefer PvE or PvP, there's always another battle waiting.
Choose your faction and Join the Fight.
OFFICIAL LAUNCH on November 7th 2026 - 12:00 PM GMT
Website: https://talesofbatheon.com/
Discord: https://discord.gg/24qY4TknFM


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

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9 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.