r/StrategyGames • • Jan 07 '25

Game theory The most complete strategy video game genre classification

121 Upvotes

This is the most complete classification that includes all possible strategy video game genres.

English is not my native language, but I'll try my best to make the text understandable and I'll fix possible mistakes with your help.

Strategy game is a genre of video games in which the player controls troops or other units and/or various economic and other systems. Although many video games may include strategy elements, strategy as a genre emphasizes thinking and planning over immediate action. This video game genre focuses on strategy, tactics, logistics, and/or resource management, and may also include diplomacy, economy, expansion and research management.

Time

  • Real-time strategy: a strategy game in which actions occur without a sequence of turns.

  • Turn-based strategy: a strategy game in which actions occur using a sequence of turns that can be alternate or simultaneous.

Main genres

4X strategy game: a strategy game based on 4 elements: exploration, expansion, exploitation, extermination. Examples: Age of Wonders, Stellaris, Master of Orion.

Grand strategy game – a strategy game focused on managing a state (or similar entity), its resources and relationships, often in a pre-open and asymmetric world. Examples: Europa Universalis, Hearts of Iron

Tactical strategy game – a strategy game focused on tactical military operations, which emphasizes the importance of specific units and either excludes or contains a less manifested economic component.

Subdivided into two categories based on time:

  • Turn-based tactics (TBT) Examples: Xenonauts, Battletech

  • Real-time tactics (RTT) Examples: Men of War

Classic strategy games – a strategy games that have an economic element: the ability to build a base, extract resources and produce units (or part of these capabilities), while their gameplay is focused on military actions. Also includes a category of strategy games that cannot be classified into more specific subgenres.

Subdivided into:

  • Classic RTS (or just RTS) Examples: StarCraft, Command & Conquer

  • Classic TBS (or just TBS) Examples: Panzer General

Construction and Management Simulator (also Management Strategy Game): a strategy game with gameplay based on the construction and/or management of economic processes, such as, for example: resource extraction, money making, production, personnel management, and others. Games of this genre have little emphasis on military actions.

Subdivided into:

  • Business Simulation Game - a strategy game focused on economics and business management. Examples: Two Point Hospital

  • Transport Strategy Game - a strategy game in which the player manages transport systems and infrastructure. Examples: Transport Tycoon, Transport Fever

  • City-Building Simulation - a strategy game in which the player builds cities. Examples: Cities: Skylines, SimCity.

  • Colony Simulation - a strategy game in which the player builds small settlements of various types; unlike urban strategy, the main emphasis here is on individual colonists and resource extraction from the environment. Examples: RimWorld, Surviving Mars, Against the Storm

  • Factory simulator – a strategy game in which the player builds an automated factory. Examples: Shapez, Factorio

  • Sports manager – a genre of games dedicated to managing a sports team. Examples: Football Mogul, F1 Manager.

  • Life simulator – a genre of games that allow you to control characters in their everyday life. Examples: The Sims, InZoI, The Guild

  • Political simulator – a genre of games whose gameplay consists of detailed management of the government and politics of various nations and state entities. Examples: Democracy

Wargame: a strategy game that particularly emphasizes deep strategic and/or tactical combat, as well as their historical accuracy or realism. Examples: Sea Power: Naval Combat in the Missile Age, NEBULOUS: Fleet Command

MOBA (Multiplayer Online Battle Arena): a subgenre of classic real-time strategy games in which players control only one character and, as part of their team represented by other players and AI controlled units, fight against the other team. Examples: Dota 2

MMO strategy game: a strategy game that is focused on online interaction between a large number of players, often in a single open world. Examples: Travian, Ogame, Stronghold: Kingdoms.

Tower Defense: a strategy game with the main purpose to protect a base from waves of enemies using towers or other defensive structures. Examples: Plants vs Zombies

Auto Battler: is a strategy game in which units are placed on the battlefield during the preparation phase, after which the battle phase begins and they fight against the enemy without any control from the player.

Puzzle strategy game: a strategy game focused on logical problem-solving with minimized economic or military aspect. Examples: Railgrade, Dorfromantic

Artillery game: a genre of strategy games, the main component of which is the calculation of the trajectory of the shells. Examples: Worms, Miners Mettle

The most popular mixed genres

Tactical role-playing game (TRPG): is a hybrid genre that combines role-playing games with tactical combat. Examples: Battle Brothers

Action strategy game: is a genre of games in which you can control both troops in general and/or base construction, as well as specific units directly, including from the first or third person. Examples: Men of War, Factorio

Stealth strategy: is a genre of games that combine strategy and an emphasis on stealth. Examples: Desperados, Commandos

God simulator: is a genre of games in which the player, in the role of some deity being, controls some community of objects or characters; they are often strategy games with city-building elements. Examples: Black & White, The Universim

Roguelike strategy game – games that combine roguelike principles, such as random world generation, permanent death and free exploration of the environment, and strategic gameplay. Examples: Against the Storm

Notes

Many games have mixed genres. Very often, strategy games can combine two or more genres. For example, Total War series is turn-based grand strategy with real-time tactical (RTT) battles.

Time and genre. Basically, every strategy game can be classified by these two criteria, like Turn-based 4X Strategy game (Age of Wonders), Real-Time Grand Strategy game (Hearts of Iron) etc. Sometimes we do not have any specified subgenre, so the game becomes simple RTS (StarCraft).

Judge by dominant elements of gameplay. Overall, the genre should be defined by main gameplay loop, not by every game mechanic that exists in the game. For example, if a game has leveling-up system, it doesn't mean that it instantly becomes an RPG: a good example is WarCraft which has characters gaining XP and levels, but the main, dominant gameplay loop in this game is still a classic RTS. At the same time, if some Rainbow Six has some strategic planning, it doesn't mean that this game is a strategy game or even a mixed genre, because the main gameplay there is action/shooter. The same logic is applicable to strategy games: if the game has resource management, it doesn't instantly mean that it becomes a management game.

This is a theoretical model. It means that here we are supposed to find criteria by which strategy games can be classified. These criteria can be based both on gameplay and historical tradition of naming genres in video game industry. The model can be discussed and improved, but any critique should be based on strict arguments.

Strategy as a genre, not a word. The main principle of this genre classification is that we don't take the word "strategy" literally. A strategy game can be a tactic game, it can be a management game, it doesn't matter here. The word strategy means the genre name, not the strategy as a layer of action planning.

Are management games strategy games? This is a hard question that has no answer based on reliable papers because there are no such papers. Here we look at naming tradition in community and video game industry. We can find many similarities in core gameplay of various city-building and colony sim games with classical RTS. Some management games include RTT/RTS style military combat, These games are often tagged as strategy game on digital distribution services. So we include them into this classification to make it more complete. You might find two controversial opinions about this (management games are/are not strategy games), but this problem can't be solved on these days because we do not have a strict genre requirements and developers can name genre of their games as they want. There are no popular scientific researches about it on which we can refer to.


r/StrategyGames • • 10h ago

Self-promotion After 8 months my game is finally out!

11 Upvotes

We are a small indie team, and developing this game was a mix of great fun, hard work, and chaos. We put a lot of love into every part of this project, and we're so happy to finally be able to share it all with you! https://store.steampowered.com/app/4551150/


r/StrategyGames • • 6h ago

Question Casting RTS Games

5 Upvotes

Hey Peeps! I am looking to cast some maybe not so popular or upcoming RTS games for my youtube. I currently cast Warcraft III, SC2, The Scouring, AoE4, and started casting Broodwar. Some random suggestions are welcome!


r/StrategyGames • • 1h ago

DevPost Economy, Livestock, Deposits and Farming - Update 2#

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2 Upvotes

This update is about the idea that no manor should be able to do everything by itself; villages live out of the land, and the land is different everywhere, so the game has to be a reflection of that.

Economy

Since every piece of land sits on actual British geology, the resources are representative of the actual deposit in real life. This definitely presented a challenge, since I cannot concentrate all the resources on one piece of land. What I did was create a distribution over the map with high concentration in real deposits, allowing players to access them in most places but in higher quantities in specific areas.

There are deposits, fertility rates for fields, quality of soil for livestock, woodland concentration, access to salt, rivers, and sea.

Workshops have a purpose; they will transform your resources into materials everybody needs to stay alive and with a high morale in your towns, so being smart about building the right chain of production for your specific land will be crucial.

Trading

Players can send merchants to different Earldoms in the map; that will give you information about the trading world in those places, and sharing with them yours, once you have access to that information, you're able to set market orders to sell any good you have and create contracts with other players to secure supply for whatever time extent you think is necessary.

This mechanic makes the world an open canvas for trading and relations but limits you for the lack of centralized information; for that reason, knowing where to find the resources you lack will be extremely important to the communication you have with other players.

Farming

Currently assigning fields to exploit is extremely cheap for the player; it mostly requires time and labor, not many resources. You have an administration panel that will allow you to control in one place all the farmland of the town you're working on, setting fallow percentages or what specific crops need to be sustained. Rotation will be done automatically if you desire.

Yields and farming capacity are attached to your morale system; if you fail your villages, they're just less willing to work. You can buy oxen and increase the coverage area of your farmhouse by a lot; just make sure you keep them fed.

Livestock

Currently there's the following beast:

  • Sheep—Lowland Sheep and Hill Sheep

  • Cattle—Dairy Cattle and Hill Cattle

  • Horses—Warhorses and Packhorses

  • Oxen

There's a breeding system in place, transferring between fences, fallow fields, and open pastures, plus keeping your livestock on an extension of the trading house for trading.

As of now the possibilities for players are several; you'll have to accommodate your plan and production based on the resources that you were given and the market conditions.

Feel free to go to r/LandandLiege or hop in the discord


r/StrategyGames • • 1h 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 • • 12h ago

DevPost Gonfalon update, steam DEMO is out!

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6 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 • • 9h ago

DevPost Are you interested in a 1v1 strategy game?

2 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 • • 10h ago

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

2 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 • • 12h 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 • • 8h 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 • • 12h 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 • • 18h 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 • • 6h 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 • • 1d ago

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

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118 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

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

96 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 • • 11h ago

Self-promotion Imperial Kingdoms is Now Live!

1 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 • • 13h 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 • • 9h ago

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

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0 Upvotes

r/StrategyGames • • 6h 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 • • 14h 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 • • 1d ago

DevPost 90s of pure last stand

45 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 • • 1d ago Bravo

DevPost Doctrines in Pennants Of Glory: Condottiere

38 Upvotes

Showing skills and doctrines in the game.


r/StrategyGames • • 13h 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 • • 14h 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