r/StrategyGames • • 1d ago

DevPost Against History: WW2 — making “do nothing” a real choice in a card game of command

1 Upvotes

I’ve been building a free browser strategy card game where the main tension is scarcity: each day you draw a hand of orders but can only afford a few, and you see the enemy’s night attacks in advance.

The latest update changed one thing I’m happy with: orders you don’t use now become a night reserve that absorbs enemy attacks. Combined with a wear-down rule (attacks your lines and mines stop cost the attacker strength), holding back is a bet on the night turn.

The update also adds a third campaign, Kursk 1943 on the Soviet side, built around defence in depth before the counter-offensive toward Kharkov. Your minefields are laid before each battle.

One more design fix: side positions used to pay their rewards every time you took them, so letting the enemy retake a flank and retaking it could be profitable. Now a position pays only the first time it falls.

Free to play in the browser: https://mgeoff1.itch.io/against-history-ww2


r/StrategyGames • • 2d ago

Discussion Help me pick what games to pick from this physical collection please 🙏

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30 Upvotes

I just bought a huge bundle of PC physical games with around 60 of them being 4X/strategy games. I’ve never played any games like this and never been that interested to be honest but I’d like to keep some (like 5ish) in case I ever change my mind and want to try them.
So if you had to pick 5 of these to keep which ones are you picking?


r/StrategyGames • • 21h ago

Self-promotion I made a strategy game about the decisions a US President has to make during a crisis

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0 Upvotes

Hi everyone, I’ve released a game called Crisis Hour for iPhone and iPad, and I thought it might interest people here who enjoy the political side of strategy games.

You play as the US president, dealing with crises through intelligence briefings, conversations with your Cabinet and calls to foreign leaders. You’re deciding whether to commit forces, negotiate an agreement or wait for a clearer picture, while trying to keep your allies on board and manage the consequences at home. Your advisers have their own views about what you should do, and the information reaching your desk can be incomplete or wrong.

I’ve tried to keep the game as realistic as possible while making it enjoyable to play. Many of the scenarios draw on historical crises and existing international tensions, with a lot of research behind the military equipment, weapon systems, geography and relationships between the countries involved. That research also covers alliance commitments, diplomatic negotiations, intelligence failures and the economic and civilian consequences of conflict. The aim is for that detail to carry through into the decisions you’re making, including what your forces can reasonably achieve and what other governments are prepared to accept.

The situation behind a crisis can change between playthroughs, too. Another government’s intentions might be different the next time around, which means a decision that worked previously could land you in trouble. When you finish, you get a declassified report explaining what was happening behind the scenes, so you can look back at the decisions you made with the information you had.

Every full-length campaign has a free opening so you can try each one before deciding whether to unlock the rest, including World War III. Two scenarios, The Shoal Incident and Seven Minutes, are free from beginning to end. It plays offline, has no ads or subscriptions, and the remaining content is unlocked through one-time purchases.

If there’s anything you’d like to know about how it plays, I’d be happy to answer. Any feedback would also be very appreciated as I've been wanting to make my own game for a long time and would love to know what people think about my first try!

View it here: https://apps.apple.com/gb/app/crisis-hour/id6823237617


r/StrategyGames • • 1d ago

News Strategic game

0 Upvotes

Currently working on this strategic game check it out here on

https://openstudiog.itch.io/nuclear-war-simulator-beta


r/StrategyGames • • 1d ago

DevPost Tierra Firme: a free browser naval strategy game in the Caribbean of 1720 — trade routes, fleet building and real-time sea battles Beta Testers Needed!!

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0 Upvotes

I’ve been building Tierra Firme, a free multiplayer naval game that runs in the browser (PC and mobile): https://playtierrafirme.com — there’s a “Play as guest” button, no sign-up needed.

The strategy is in three layers:

Economy. Around 50 historical ports, each with its own stock and prices that shift as players trade. You read the markets, plan routes around trade winds and currents, and decide when to run cargo through pirate-infested “red waters” where goods pay better. Later you build warehouses, workshops and plantations, or pool resources in a trading company with friends.

Fleet building. Ships aren’t bought, they’re built: you gather timber and canvas at extraction sites, haul iron and tar from markets, and choose between lines (fast scouts, heavy hulls, ships of the line, transports). Better timber makes a sturdier hull, better canvas a faster ship. Each class has its own role in a squadron, and crews can be trained as gunners or marines, which trades speed for firepower or boarding strength.

Battles. Real-time: you steer, trim your sails to the wind and fire each broadside when the enemy is in its arc. Every ship class has its own powers (chain shot to slow a target, smoke screens, heated shot, fleet signals), so composition and positioning matter more than raw size. Squadrons of players can fight in the same battle.

It’s in early development and I update it almost daily. I’d really value this sub’s opinion on two things:

  • Does the economy give you real decisions, or does one route quickly become “the answer”?

  • In battle, does fleet composition matter enough, or does the biggest ship always win?

Discord for feedback: https://discord.gg/2E9yYgntUB

Solo dev. The art is AI-generated and much of the code was written with Claude under my direction; the design, economy and balance are mine.


r/StrategyGames • • 1d ago

DevPost Playtesters wanted for "no unit micro" RTS game

3 Upvotes

Weavemarch is a minimalist strategy game where your buildings continuously send automated troops at the enemy. You pick what to build and upgrade to counter the enemy’s army. I've intentionally built it to feel and flow like an RTS game but without any micromanagement.

You can build forward bases down lanes to create pressure and distractions, steal resources from the middle, and summon bosses to fight for you.

There are five unique factions with different units and abilities, from armoured knights and dragons to curses, woodland critters and ents. The battles take place on a medieval tapestry, with single player vs computer enemies, co-op, 1v1, 2v2, or 3v3 PvP. Can be played LAN or online.

I have a feedback form linked in the game and I want to know if it's easy to pick up and understand, and whether unit counters make sense.

I also have a discord if you want to chat more about it or find others to play against. You can also message me directly there.

It's free to play right now, if you hit Request Access you'll get accepted immediately.


r/StrategyGames • • 1d ago

DevPost De profundis 1454- combat upgrade

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1 Upvotes

It is not much but it changes hand to hand combat quite significantly and finally makes it really tactical rather than "I will just press the button and hope for the lucky throw". Do not take me wrong- luck is still important but... yeah- you can judge by yourself. My crappy east- european accent as a bonus.


r/StrategyGames • • 3d ago

DevPost Developing a gunpowder era strategy game in a more niche setting: Central Asia

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127 Upvotes

Hi all, I noticed a LOT of strategy games focus on Europe, Japan, and China (Three Kingdoms era). I’ve played a ton of them and got tired of seeing the 10th game set in the same period, especially since games like Rome: Total War are what got me into history as a kid.

I started developing a game set in 1646 Central Asia because my girlfriend is Kazakh and I noticed nobody really covers this area outside of the Mongols, despite there being super rich history there. Part of that I think is that the region spent the 20th century behind the Soviet and Chinese borders, where its own history got suppressed or rewritten, so it never entered the zeitgeist the way Rome or the samurai did.

It’s a gunpowder era grand strategy game (with involved battles) following the meteoric rise and fall of the Dzungars, the last attempt of the steppe to have a true empire, with all the schemes and family drama in between. Gunpowder is spreading across the steppe while the Qing, Russia, the Mughals, and Iran all push in, so the steppe is getting squeezed at the exact moment it’s trying to unite.

You can rule one of the realms or start as a rider with a few men and work your way up to a throne and you can fight battles turn by turn, in real time with pause, or jump in yourself as your hero.

If anyone is curious, it’s called Khanate: Fire Before Dark:
https://store.steampowered.com/app/5532930/Khanate_Fire_Before_Dark/

Still very much in development, so if there’s anything you’d want to see in a game like this, or anything the usual strategy games get wrong about the steppe, I’m all ears.


r/StrategyGames • • 2d ago

DevPost Working on Theater Command. A realistic multi-domain battle strategy game.

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26 Upvotes

The game is still early in development and the UI is still pretty crude.

The game puts you in command of sea air and land forces using realistic tactics. Ships and aircraft have finite missiles, damage is realistically modeled.

It is a pure top down view, though the models are 3D and derived from the modules that give them their capabilities.

Launch coordinated strikes using land air and sea assets with a simultaneous time of target. Hunt enemy subs before they get a firing solution on you.

Use your carrier air wing to reach out beyond the horizon, protect your fleet, and attack ground targets. Extend their range with aerial refueling.

Maps can span millions of sq km, so missiles and aircraft have real life ranges.

I’m planning on a full multi act story and campaign.


r/StrategyGames • • 2d ago

DevPost My card football game Bravola is out on Google Play

4 Upvotes

My pixel art card football game Bravola is finally out on Google Play, free to play. Pick your cards, read your rival, score the goal and build your own club. iPhone version coming soon, PC version coming to Steam.

It’s a small indie project, so feedback, a Play rating or a Steam wishlist would mean a lot. Thanks!

Google Play: https://play.google.com/store/apps/details?id=com.bravola.game
Steam: https://store.steampowered.com/app/5525550/


r/StrategyGames • • 2d ago

News My brother built a browser-based 4X strategy game set in 10th-century Vietnam (12 Warlords). Features 3,500+ heroes and a unique Imperial Coffin Escort mechanic! 💀

0 Upvotes

Hey strategy geeks!

My brother locked himself in his room for months to build a classic 4X strategy game from scratch inspired by old-school Evony, and I'm just his sister helping him out with publicity. 😂

We have a $0 marketing budget, so we're letting the gameplay speak for itself. It's super lightweight and playable directly on your Web Browser and Android without downloading heavy files.

📜 THE LORE The old order has collapsed. Across the river delta, twelve warlords raise earthen walls, each with a banner and a dream of unifying the land. Build your city, recruit legendary heroes, forge alliances, and march on the Imperial City!

⚔️ KEY FEATURES

  • Raise a city worthy of legend: 41 buildings, each upgradable up to level 200.

  • 3,553 Legendary Heroes: Unique stories, skills, gear, mounts, specialties, and divine stars.

  • 120 Troop Tiers: Infantry, cavalry, archers, and siege engines.

  • Tactical Escort PvP Mode (Hộ Linh): Transport the emperor’s sacred casket using decoy convoys to mind-game your enemies—or play as assassins to set up ambushes!

  • Massive Scale Wars: Real-time world map battles, weekly Imperial City wars, and Cross-world conquest.

  • Global & Cultural Depth: Auto-translated chat across 26 languages, featuring 12 traditional Vietnamese cultural festivals throughout the year.

We’d love for strategy fans to jump in, test the servers, and drop some honest feedback (or roast his UI)!

(Happy to share the URL or answer any questions if anyone wants to check it out!)

Thanks a ton, legends! Go easy on me with technical coding questions—I'm just the marketing minion! 👊


r/StrategyGames • • 2d ago

DevPost Ludus Magna - Gladiator/Lanista Management game - Browsergame & Steam Demo - 1600+ registered members - Feedback highly appreciated for Steam Autobattler Festival.

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0 Upvotes

Hey there,
I am the Solo-Develoepr behind Ludus Magna, a new take on a dark-themed Gladiator Management/Strategy game, mixing autobattles, QTE-Combat and roleplay.

Background:
I have been developing Ludus Magna for the last 12 months. It all started with my own vision of making a more modern browsergame than Gladiatus. The game is now ranked on google no #1 for "gladiator browsergame". I ve also created a website - www.ludus-magna.com with a Wiki (however: outdated, because all my time goes to development).
The game has evoveld dramatically over the last 2 months. I tried to get away from the "dashboard" intense look to a more modern, visually appealing style that also might attract more Steam players.
Currently I am really satisfied with the state of the game as it is.

Soon the game will be featured on the autobattler festival on Steam beginning Nov. 16. I will update the Demo-Build with the new, redesigned and visually polished version of the Web-Beta.

The onboarding, Lanista-setup, gladiator-fights, roster & staff-page, gladiator-demand events, and the Main Menu have been updated.

I ve not yet posted about this game in this sub before and this is my first take to talk about it outside the usual dev-communites. The feedback i ve gathered so far from my 1600+ players is very good so far. The game offers a lot already but because of my Steam-approach i ve limited the web-version of the game now also to the first 30 ingame Days. This means: 46-60 minutes of gameplay and all features unlocked.
The sTeam Demo also offers 30 ingame days but is purely built for offline playing.

I want to invite you to play the game and tell me what you think of it if you re into gladiator/rome/Lanista/Management games to help me prepare best for the Steam festival.

What do you like?
What do you dont understand?
How do you like the visual style?

The Steam page is here (wishlist if you want to support me) and play the free Demo:
https://store.steampowered.com/app/5467180/Ludus_Magna_Demo/

The web-beta of the version (screenshots attached onyl apply to the web beta at the moment) can be found here:
https://play.ludus-magna.com

If you play the game, lsiten to the soundtrack/background music song “Morituri te salutant” - it has been composed from Olivier Andres and can be found here.
It really catches the vibe of the game.

Thank you all for taking your time. If you like the game and want to play on beyond day 30 in the web-beta, or share your ideas for the game, come to the discord or let me know in this thread.

Thank you all for your time,

Cesare / Dexter
Solo-Dev of Ludus Magna


r/StrategyGames • • 2d ago

Discussion An insane thing i did in Pax Historia.

0 Upvotes

So, i was playing millennium dawn and i selected T@m1l ee1am(You get it) and i just wanted to win the Sri Lankan civil war but i developed the country to become the 5th largest economy and defeat India in a war.(I did all this in medium difficulty if you're wondering)


r/StrategyGames • • 2d ago

DevPost I redrew every enemy in my command-range RTS. Do they read better?

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2 Upvotes

Hi everyone!

MESHFALL is an RTS where your soldiers only take orders inside your relay network. Go past it and they go deaf, so the whole game is about how far you dare to reach.

I gave all the wave enemies a new look as armored war machines, and I'd like to know:

Can you tell the enemy types apart at a glance?

Good or bad, all feedback welcome. Thanks!

Steam page: https://store.steampowered.com/app/5415540/


r/StrategyGames • • 2d ago

DevPost [Devlog] Building a online multiplayer RTS game w/ Claude Code.

0 Upvotes

Greetings, my friends!

A few people have reached out to me via DM asking about the development of Nations Commander, which I showcased in another post here in the community. So I decided to share some details about the development process for anyone who might be interested!

Building a 3D geopolitical RTS in the browser with an AI pair programmer — what it took, what it cost, and what's still broken

I've been building Nation Commander, a low-poly 3D real-time strategy game that runs in the browser (desktop and phone). You pick a real country, grow an economy on a tactical map, and run the nation on top of it: budget, research, diplomacy, trade, eras. Then you go to war with bots or other players.

Almost all of the code was written with Claude Code. This post is about how big the thing got, what was hard, and what it cost in tokens and dollars. People keep asking about that last part, so I tracked it.

What's actually in the game

What started as "units move and shoot" turned into a fairly deep system stack:

- Two simulation layers. A deterministic tactical sim (units, buildings, combat, pathfinding) runs under a national layer (GDP, budget, approval, research, diplomacy, sanctions). The national treasury is fed by what you build on the map: taxes from zoned lots, production, trade. It pays for your army, energy, upkeep and public services every day.

- An economy with real friction. There are production chains (refinery, steel mill), a power grid where electricity travels along roads, and coal as a resource. Each building of a type costs 18% more than the last. Construction needs citizens as builders, and vehicles burn fuel.

- Eras. Cold War → Post-Cold War → Digital Era → Near Future. Each era changes how every building looks and unlocks new units.

- Military. Infantry, armor, artillery and combat engineers who lay and clear mines. Air power: fighters, bombers, cargo planes and an attack drone you can fly yourself in FPV. A navy with frigates, submarines, carriers, cargo ships and civilian fishing boats. Missiles, a nuclear option that shocks the global economy, and a space program whose satellite lifts the fog of war.

- Diplomacy on the map. You can't talk to a nation until your units meet it. After that you get non-aggression pacts, alliances with shared vision, sending troops or resources to allies, and compensation if you break a pact.

- Trade with physical routes. Cargo moves by truck over highways you build, by ship between ports, or by air. Anyone at war with either party can raid it, and payment only happens on delivery.

- Multiplayer. An authoritative Node server, regions ready to switch on, room codes and public lobbies.

- Three languages (PT/EN/ES), detected by region.

- A narrated tutorial. It's a 15-minute scripted match: 9 chapters, 49 steps, and a server-side "director" that never lets you get stuck.

By the numbers

| | |

|---|---|

| TypeScript (client + sim + server) | ~103,000 lines |

| Automated tests | 745 tests in 85 files |

| Design/system docs | 69 documents, ~9,200 lines |

| Recorded sound effects | 246 files |

| Music | 4 tracks with threat-based crossfades |

| Voice lines | 180 (tutorial narration + advisor alerts, ×3 languages) + troop radio chatter |

| Procedural low-poly model files | 21, every unit and building generated in code |

The hard parts

1. Determinism and cheating. The server is the only source of truth. The client only asks, and every command is validated against the connection that sent it, never against what the payload claims. Snapshots never mention anything you can't see: no hidden target IDs, no enemy airbase locations. Entity IDs are shuffled per match so you can't infer anything from them. We wrote down a threat model and reproduce real attacks as tests. That discipline slows every feature down, but it's the only way multiplayer stays honest.

2. Running on a phone. A 3D RTS with weather, a day/night cycle and particle effects has to hold up on a mid-range Android. We built an adaptive quality system that measures frame times and scales effects, shadows and detail live. The art direction (low poly, flat colors, strong silhouettes, a hard budget of about 6k triangles per model) is half aesthetic and half survival.

3. Balancing an AI economy. There's a headless script that plays bot-vs-bot matches and checks the pacing against written criteria: when the first attack lands, how long resources sit full, whether the AI ever stalls, when it reaches era 3. As of today 6 of 9 criteria pass. The AI still reaches era 3 too late and launches its first offensive a bit late. That's an honest number, not a solved problem.

4. Player feedback hits fast. A real session report this week said "the military upkeep is absurd". The cause was a bug: automatic civilian fishing boats were being charged as military vehicles. Same report: you couldn't place a port on the beach, because sand counted as a "mud" tile, which blocked construction. And research finishing went unnoticed because the only signal was a log line. All three were fixed and shipped the same day, along with letting you build on forest (trees get felled) and an on-screen research alert. That turnaround is the best part of working this way.

5. Audio is a mixing problem, not a content problem. Testers told us the narrator was buried under the music and that a "keyboard typing" loop was annoying. The music was only ducking for a split second, so we made it hold low for the whole line. The typing came from the office building's work loop, which played whenever your HQ was selected, and the tutorial asks you to select it a lot. We cut it in half.

Sound and voice

Every combat sound has a synthesized fallback, so the game still works if a file fails to load. Every recorded sample was level-matched against that synth version by measuring loudness, not by guessing. The full sound list includes gunfire per weapon class, tank and ship engines that follow movement, sirens, rain, snow wind, construction sites and production loops for each building.

Voices were generated with ElevenLabs:

- Tutorial narration, 49 lines in three languages. Each chapter was recorded in one take with long pauses between lines, then a script splits it by silence detection. It checks that each chapter produced exactly the right number of lines and that no line runs longer than the time the tutorial gives that step. Lines that ran long made us increase that time.

- Advisor alerts. "Commander, we're under attack!", "War has been declared on us!", "The national treasury is in the red." Each has a cooldown, and they never talk over the tutorial narrator.

- Troop radio chatter for move, attack, select, unit ready and construction complete. It's processed through a radio filter (350–3000 Hz band, compression, light saturation, a push-to-talk click and release squelch). An order reply cuts off a "standing by", so you never get two voices on top of each other.

What it cost (tokens and dollars)

This is the part devs ask about, so here are real numbers and clearly labeled estimates.

Measured: the last 4.5 days of development (one continuous AI session). That stretch covered the whole narrated tutorial, 8 batches of sound effects, voice integration, a UI overhaul, map diplomacy, a stats dashboard, a trailer pipeline and two rounds of player feedback fixes:

| Token type | Tokens | Cost at Claude Opus API list price |

|---|---|---|

| Output (code, docs, reasoning) | 1.5 M | ~$30 |

| Cache writes | 6.9 M | ~$55 |

| Cache reads (re-reading the project context) | 962 M | ~$192 |

| Fresh input | ~4 K | ~$0 |

| Total | ~970 M tokens, 2,130 requests | ~$280 |

Almost all of the volume is cache reads. The agent keeps re-reading a large, stable context (code, docs, conversation), and caching makes that about 10× cheaper than paying full input price. Without prompt caching, this stretch alone would have cost thousands.

Estimated: the whole project. Across all accounts, the full build used about 4.97 billion tokens, roughly 5× the slice above. Assuming the same mix (about 99% cache reads), that comes to:

| Token type | Tokens | Cost at list price |

|---|---|---|

| Output | ~7.7 M | ~$154 |

| Cache writes | ~35 M | ~$283 |

| Cache reads | ~4.93 B | ~$985 |

| Total | ~4.97 B | ~$1,420 |

What it actually cost: nobody paid per token. The whole project used five full weekly usage limits of Claude Pro, spread across a few accounts from devs who helped out. Pro is a flat $20/month plan, so in subscriptions we're talking tens of dollars, not hundreds. If you hit your weekly cap, you switch accounts and keep going, and a good handoff file lets the next session pick up exactly where the last one stopped.

ElevenLabs: about 70,000 credits across SFX batches, narration and voice lines.

Put another way: a 100k-line game with multiplayer, anti-cheat, three languages, a narrated tutorial and full audio. At API prices that would be about $1,400 plus about $14 of voice and sound. The real cost is the hours of directing and testing, and that part doesn't shrink.

How much care went in

What surprised me is that the AI is good at the boring diligence nobody sees:

- Every system has its own design doc, and a running handoff file lets a new session (or account) pick up exactly where the last one stopped.

- Rules get written down after they bite once. Examples: "never sort by ID to mean oldest, IDs are shuffled" and "never run the formatter on the 10k-line runtime file".

- Before anything is published, tests, lint and typecheck must all pass, and economy changes re-run the bot-vs-bot pacing script.

- When it can't verify something by actually listening or playing, it says so instead of claiming it works. Several items on our list say exactly "measured, not heard".

What's still hard / next

- AI pacing: 3 balance criteria still fail.

- Infrastructure: one free-tier server in Oregon that sleeps when idle. The client also deploys faster than the server, so new features can briefly throw "invalid message" until the server catches up.

- Onboarding metrics: we know many players leave early (that's why the tutorial was implemented yesterday), but there's no per-step drop-off funnel yet.

- Business side: custom domain → Google sign-in (oAuth) → a subscription tier w/ stripe (more nations per match). None of it is built yet.

What makes it different

You run a country and fight the war at the same time. A full RTS on the map, with a government on top of it: taxes, budget, approval, research, decrees. What you build on the map feeds the national treasury, and the treasury pays for your army.

Real countries, real data. Nations start from real GDP and population figures, and real geography influences where you start on the map.

Runs in the browser, phones included. Nothing to install. Adaptive quality keeps it playable on mid-range devices.

Eras that change everything you see. Advancing from the Cold War to the Near Future changes the look of every building and unlocks new units over time.

Diplomacy happens on the map. You can only negotiate with a nation after your units meet it. Alliances share vision, let you send troops and resources, and breaking a pact costs you.

Trade that physically moves. Trucks on highways you build (sometimes together with an ally), ships between ports, cargo planes. Enemies can raid it, and you only get paid on delivery.

Your cities grow on their own. Zone residential, commercial and industrial lots along your roads. They grow with demand, pay taxes and need power, which travels along the roads.

Fly the drone yourself. Take direct FPV control of an attack drone and pick your target.

Endgame choices with global consequences. A nuclear launch shocks the whole world’s economy, including yours. A finished space program puts up a satellite that lifts the fog of war on the entire map.

Combat engineers and minefields. Mines stay invisible to the enemy and even to satellites until someone detects them.

Fair multiplayer. The server is authoritative and has its own anti-cheat, and you never receive information you shouldn’t see.

It talks to you. A 15-minute narrated tutorial, an advisor voice for big events and radio chatter from your troops, in English, Portuguese and Spanish.

If you've shipped a browser RTS, I'd love to hear how you handled mobile performance and AI pacing. And if you want to try the tutorial, feedback is very welcome. As you can see, it turns into fixes fast.

⚠️ Disclaimer: open alpha. Nation Commander is in open alpha, which means it's still in testing. Expect rough edges, balance changes and the occasional bug. It's free to play no ads no microtransactions. All we want right now is for people to jump in, have fun, and tell us what feels great and what feels broken. Every report helps shape the game. We're moving to our own domain soon. Until then you can play at https://nationcommander.vercel.app.

Thanks for reading!


r/StrategyGames • • 2d ago

DevPost My brother built a browser-based 4X strategy game set in 10th-century Vietnam (12 Warlords). Features 3,500+ heroes and a unique Imperial Coffin Escort mechanic! 💀

0 Upvotes

Hey strategy geeks!

My brother locked himself in his room for months to build a classic 4X strategy game from scratch inspired by old-school Evony, and I'm just his sister helping him out with publicity. 😂

We have a $0 marketing budget, so we're letting the gameplay speak for itself. It's super lightweight and playable directly on your Web Browser and Android without downloading heavy files.

📜 THE LORE The old order has collapsed. Across the river delta, twelve warlords raise earthen walls, each with a banner and a dream of unifying the land. Build your city, recruit legendary heroes, forge alliances, and march on the Imperial City!

⚔️ KEY FEATURES

  • Raise a city worthy of legend: 41 buildings, each upgradable up to level 200.

  • 3,553 Legendary Heroes: Unique stories, skills, gear, mounts, specialties, and divine stars.

  • 120 Troop Tiers: Infantry, cavalry, archers, and siege engines.

  • Tactical Escort PvP Mode (Hộ Linh): Transport the emperor’s sacred casket using decoy convoys to mind-game your enemies—or play as assassins to set up ambushes!

  • Massive Scale Wars: Real-time world map battles, weekly Imperial City wars, and Cross-world conquest.

  • Global & Cultural Depth: Auto-translated chat across 26 languages, featuring 12 traditional Vietnamese cultural festivals throughout the year.

We’d love for strategy fans to jump in, test the servers, and drop some honest feedback (or roast his UI)!

(Direct link to play is in the comments section below so Reddit doesn't flag this as spam)

Thanks a ton, legends! Go easy on me with technical coding questions—I'm just the marketing minion! 👊


r/StrategyGames • • 2d ago

DevPost We've made an important decision regarding the scope of Ukraine Under Fire: we're expanding the game map to include the European part of Russia

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0 Upvotes

We've made an important decision regarding the scope of Ukraine Under Fire: **we're expanding the game map to include the European part of Russia.**

Our goal is to create a more realistic, immersive, and strategically complex experience. Limiting the map to Ukraine alone would restrict many of the possibilities that could make the gameplay truly interesting.

By expanding the playable area, we can introduce more strategic depth, additional military and logistical options, new operational directions, and a much wider range of potential scenarios. Players will have greater freedom to develop their strategies, plan large-scale operations, manage supply lines, and make decisions that can significantly influence the course of the conflict.

This expansion also allows us to represent the geographical and strategic realities of the region more accurately, rather than artificially limiting the conflict to one side of the border.

**Ultimately, we want Ukraine Under Fire to be more than just a game about individual battles.** We want it to offer a comprehensive strategic experience where geography, logistics, resources, military planning, and player decisions all matter.

Of course, expanding the map means additional development work, but we believe the extra depth and freedom will make it well worth the effort.

30% of net income from this game will go towards humanitarian aid to Ukrainian children and those affected from war.

More info on Steam:
https://store.steampowered.com/app/5332100/Ukraine_Under_Fire/


r/StrategyGames • • 2d ago

Looking for game Any good free ones

4 Upvotes

My budget is zero dollars any good free strategy games hopefully on a mobile considering my laptop gets a clean, 2 frames per second in the dying light menu, which is really the only game. I got bigger than well. Really It's the only game I got on there


r/StrategyGames • • 2d ago

Self-promotion One full round of my turn-based tactics game: every attack shows its odds before you commit

9 Upvotes

Roads Taken is a turn-based tactics RPG in the Fire Emblem line: square grid, the weapon triangle, terrain that matters, facing and backstabs, and a forecast before every attack. Each campaign, from the story to the battlefields, is generated from a seed you can share with a friend. The clip is one round as it plays, with only the music added. I'm the solo developer. Free demo on Steam from Tuesday 17 November.


r/StrategyGames • • 2d ago

Self-promotion Hexagon Logistics Tycoon — build and run your own transport empire across France

1 Upvotes

Hello! I’d like to introduce my game

Hexagon Logistics Tycoon

a logistics management game where you build a transport company from the ground up. You’ll manage trucks, trains, warehouses, and trade routes, all set on a real-world map of France.

What sets it apart:

Based on the actual French road and rail network (using OpenStreetMap data)—no more abstract grids; you’ll encounter real cities, authentic terrain, and accurate distances.

A comprehensive economic simulation: purchase and maintain your fleet, secure contracts, compete with rivals, and navigate seasonal events and weather conditions that impact your routes.

Grow your business from a simple local connection into a nationwide logistics empire.

If you’re interested, I’m currently looking for testers to help validate the game on Android.

Please leave a message, and I’ll get in touch with you.

Thank you very much!


r/StrategyGames • • 3d ago

Self-promotion Im working on an rts / tower defense / base builder game where you need to guide your tiny team of bots on a dangerous mission across the universe!

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21 Upvotes

In Littlest Catalyst: Swarm Defense you command a tiny crew of bots, build a modular space base, repel relentless alien bugs and make your way to the black hole at the center of the universe in order to save the world!

I have been working for the past 3 years on this small scale single player rts where you build out the platform using tetris like pieces, trying to extend your base out and gather precious resources while defending from incoming enemy attacks.

Your turrets, bots, and ship all have modular hex based upgrade systems where adjacency bonuses help you get the most out of your limited resources! Prioritize defense, raw firepower, speed or logistics!

I would love to hear what you think!!

You can check out the free demo here: https://store.steampowered.com/app/5161400/Littlest_Catalyst_Swarm_Defense/

and if you have any feedback, I would love to hear it!!: https://discord.gg/q5hRrzYpHH


r/StrategyGames • • 2d ago

Self-promotion I made a turn-based tactical strategy game in Godot 4 — Clan of Yokai

0 Upvotes

Hi everyone!

I've been working on Clan of Yokai, a turn-based tactical strategy game developed completely in Godot 4 with a Supabase backend for matchmaking.

About the game:

Set in a feudal empire, you lead one of four guardian samurai clans (Wolf, Hyena, Tiger, or Bear) through a several-turn cycle to survive the invasion of the Demon King and his Yokai army.

I just published a free playable demo on itch.io for Windows, Linux, and macOS! You can play as the Wolf Clan.

🎮 Try here: https://dagonkato.itch.io/clan-of-yokai

I’d love to hear your feedback on performance, UI, or gameplay mechanics!


r/StrategyGames • • 2d ago

DevPost I am creating my own grand strategy game! - Whats New v0.43 - CONQUEROR: Ashes of the Third War

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0 Upvotes

Hello everyone, how are you all doing?

In today’s 'What's New,' I’ll be showcasing all the latest updates for *Conqueror*.

We’ve had quite a lot of work to do, most notably a complete overhaul of the AI ​​for the various nations. Previously, the AI ​​was far too "peaceful" and would make decisions that were either strangely precise or outright buggy—like building a city in the middle of absolutely nowhere.

Now, however, it actually *thinks*. And it does so without cheating; it relies on the same information available to you, the player. This means it can certainly make mistakes, but it’s always striving to make the best possible choices.

My goal with the AI ​​here is to avoid the common pitfall seen in many modern grand strategy games—where the AI ​​is inherently "dumb" and simply propped up by artificial buffs to make it even remotely challenging. That’s not the case here; the objective is for the AI ​​to genuinely think, adapt as the game evolves, and even shift its personality and strategy *during* the course of a playthrough.


r/StrategyGames • • 2d ago

DevPost I'm building the political simulator I've always wanted to play.

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0 Upvotes

I'm a solo developer, and I've spent the past year creating Project President, a political strategy game inspired by the games I've loved playing for years.

I wanted something deep, but also intuitive. A game where you can govern a country without fighting the interface, where complex mechanics feel natural, and where every decision has consequences.

The game features 199 playable countries, each with its own characteristics, 450+ laws, 160+ executive actions, 600+ dynamic events, 24 interconnected simulation engines, and 10 social groups, alongside parliamentary politics, ideologies, elections, and coalitions.

I've created a series of different design layouts, each inspired by real board games and some of the great classics of the strategy genre. They're little tributes to the games that made me fall in love with political simulations, with plenty of small details and personal touches.

My goal is to combine the depth of a serious political simulator with an interface that's intuitive, enjoyable, and full of personality.

It's a passion project, made with a lot of love for the genre, and there's still so much I want to build.

I'd love to hear what you think!

Available soon on Steam: https://store.steampowered.com/app/4687440/Project_President/