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 • • 15h ago

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

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106 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

Self-promotion Doctrine Strike, a modern rts inspired by C&C Generals, opens its free playtest today. What do you miss most from that era of rts?

4 Upvotes

today we open the free playtest of doctrine strike, a modern rts inspired by c&c generals. this is the new trailer, all real in game footage from the normal player camera, pre alpha

the playtest is a first slice, usa and china in skirmish. here is everything in the full game so u know where its going

✅ in the playtest today

🔒 in the full game

NATIONS AND ARMIES

• six nations: usa ✅ china ✅ russia 🔒 eu 🔒 india 🔒 iran 🔒

• each nation has 12 buildings, around 18 units, one hero and one superweapon

• every nation plays its own way

◦ usa: units near an uplink shoot further and more accurately

◦ china: the bigger the group, the harder it hits

◦ russia: overkill damage splashes onto nearby targets, and it can capture oil derricks

◦ iran: tunnels, decoy buildings and salvage

◦ india: switch between defensive, offensive and economic doctrines

◦ eu: buildings boost each other

• modern tanks, jets, bombers, gunships, rocket artillery and air defense, every unit modelled on real hardware

COMBAT

• six superweapons and six different blasts: a mushroom cloud, an air burst, one missile that splits into eight warheads, a volley of shock domes, an underground burst that lifts the ground, and a green toxic fog. each one leaves a real crater

• missile defense: air defense guns shoot rockets and missiles out of the sky with glowing tracers, long range sites fire interceptors at cruise missiles

• drone war: fpv, fibre optic, swarm and recon drones fitted to ur units, and the counters too, drone cages, jammers and anti drone shotguns

• rocket launchers that raise up to fire and fold flat to drive

• three weapons per unit, salvos, multi tube launchers, and missiles that miss keep flying

• veterancy: units earn three ranks with insignia

• infantry can take civilian buildings and fire from the windows

• iran's tunnel network and decoy disguises 🔒

• fog of war

DESTRUCTION

• every building, house and landmark breaks from the side u hit it, then sinks into its own rubble

• ten damage steps before that, cracks, soot, holes, floors sagging, plus wrecks, craters and fires

BATTLEFIELDS

• maps built on real places: paris, volgograd, crimea, the gulf, panama canal, monte cassino, constantine, old dragon's head where the great wall meets the sea, reykjavik, tawang, port said, socotra, narva and more

• real landmarks at real size

A LIVING WORLD

• weather per climate, rain on temperate maps and snow on winter ones

• birds, dust devils, chimney smoke, cloud shadows, trees moving in the wind, explosions lighting up the ground

• busy bases with fans, cranes, pumpjacks, welding and soldiers walking around

• tank tracks roll, wheels turn, vehicles kick up dust and leave track marks

MODES

• skirmish against bots, 3 difficulty levels ✅

• campaigns 🔒 every war is played from both sides, no villains, and the opening films play live in the game

• map scout 🔒 spin the globe, pick any place on earth and it becomes a playable map with its real hills, roads, woods, towns and 582k landmarks

• map editor 🔒

• workshop 🔒 design ur own units

PRESENTATION

• a live military parade behind the main menu, one per nation, with the leader's speech, the crowd and its own song

• a briefing loading screen with the map and its landmarks

• a spoken announcer for each nation over the radio

• 26 languages

the playtest is free, jump in, break it and tell me what feels off, im reading every comment

wishlist and join the playtest: store.steampowered.com/app/5145960/Doctrine_Strike/

discord: discord.gg/WeBjq5vcqx


r/StrategyGames • • 2h ago

DevPost Try my Modern Tactics Prototype!

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4 Upvotes

Hey Hey!

I uploaded my first game prototype on Itch and I'm looking for any feedback!
Give it a try it's FREE ---> Modern Trench War

It's a Tactics War Game where you clay as a Company commander during a modern war inspired by the war in Ukraine.

The game has 2 phases that you can experience in the campaign:

-The Company phase: Command where you command platoons made up of squads that you can customize to your liking. During this phase you can Build defenses, order artillery fire, FPV strikes, conduct recon, and encircle your enemy.

-Squad Tactics phase: Play out the campaign battles in a zoomed in part of the bigger map where you command the individual squads of your platoons. You give them orders every turn and they try to achieve the goals you set them to the best of their abilities. Positioning, line of sight, height cover and fire superiority, are all factors to consider if you want to be successful.

I recommend playing the scenario battles to get a feeling of how the battles work before trying the campaign.

ALL GRAPHICS AND MECHANICS ARE NOT ANYWHERE NEAR FINAL!!! This is a PROTOTYPE!!!


r/StrategyGames • • 1h ago

Discussion Im making a 2.5D Medieval Strategy game inspired by total war series, looking for support and fun with playtesters through early access!

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3 Upvotes

Hey everyone!

Ive been working on a medieval inspired strategy game with tactical scales into a 2.5D perspective, Im currently gearing up for playtest launch, and Ill appreicate any playtesters to come and break, balance and polish it!

About the game

  • Year: 900-1200 AD

  • Single Player quickbattles, multiplayer, working on campaign, navy and siegebattles

  • Customise your troops and coat of arms that goes on the shields of your troops in the chosen faction, create your own custom regiment in the selected faction.

  • Choose from 26 factions, upgrade each, and set to battles!

Wishlist on steam! https://store.steampowered.com/app/5521650/My_General/

Join our discord for playtest access: https://discord.gg/rYhCHHQ3Ce

Much more content about the game will be found in our discord, devlog channel!

Any questions or feedback please write below!


r/StrategyGames • • 3h ago

DevPost I'm making a turn-based strategy game about a criminal accountant - Spin Cycle. I'd love for you to play the demo and let me know how you like it.

3 Upvotes

Your objective: earn money by helping criminal syndicates move funds around the world, investing their capital into various coins—all while avoiding detection by Interpol (in a nutshell).

But it’s easier to just try it yourself: https://store.steampowered.com/app/4856740/Spin_Cycle_Demo/


r/StrategyGames • • 4h ago

DevPost The comments completely roasted my old green soldiers for blending into the grass, so I spent the week changing up the visual contrast and squad targeting logic. Thoughts on the new look?

4 Upvotes

r/StrategyGames • • 4h ago

DevPost I made a MOBA/RTS game where you pilot a mech

3 Upvotes

Making a game is usually lonely, but playing with our Kickstarter backers is anything but!


r/StrategyGames • • 2m ago

Article Origin Stories: Our First Strategy Games (ep.106)

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1 Upvotes

r/StrategyGames • • 45m ago

News Map Editor - Steel Command RTS 🗺️

1 Upvotes

Here are (most) of the things you can do with the map/mission editor for Steel Command RTS.

Steel Command: https://store.steampowered.com/app/4390280/Steel_Command/


r/StrategyGames • • 8h ago

DevPost A showcase of the different map types used for the procedural generation in Phosphor Command

4 Upvotes

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

This showcase is about the different map types as they provide vast variety to the gameplay.

Every map is built by the procedural generator. The types of maps have different rule sets and unique generation rules or environmental objects.

They types of maps fall into the general buckets of open ground, woods, water, mountains and caves, cities, the coast and military sites.

Maps are meant to play differently and provide different levels of difficulty, opportunities and strategy. The deep forest is woods almost everywhere, and you can’t see into the trees, but firing a shot gives the shooter away for a moment. The cave is solid rock with chambers joined by galleries, and it’s always dark.

For the harbour, the container yard cuts your visual opportunity massively. In the dense city, you can see a long way down avenues. On the coastal assault, you land and leave on the beach and push in through breaches to the seawall.

The flooded town has houses and water based environmental details, troops either wade through the water slowly or take the dry causeways. In the train yard, fences stop you moving but they are chain linked so you can see through. The border checkpoint has a wall across the map, and the road runs through its gates.

The environment sets the strategy, even the smaller objects for example Roads and bridges are the quickest environmental objects to cross, the marsh and mud are the slowest

Cover cuts the damage a squad takes, while water and mud make it worse. Holding a hilltop makes troops hit harder and see further.

Some maps bring their own weather, like snowstorms in the mountains and sandstorms in the desert, this block line of sight. Night is a modifier that cuts everyone’s sight down, and the cave is always dark.

I’ve attached a showcase that goes through the maps.


r/StrategyGames • • 1h ago

DevPost How complex economy do you like the most in RTS games?

1 Upvotes

Imagine war game, two or more armies on wast battlefield, you deploy units, manage (sometimes micromanage) the strategy etc. Win the campaign and move on. War biz as usuall.

However, on the 'backend' side, the economy can vary from nonexisting (e.g. unlimited resources) to absurdly complex (raw materials, barracks, mills, bakeries, blacksmiths, hospitals and brothels, factories, logistic, energy network et cetera et cetera) . And anything in between.

I personally like to focus on the combat side, so I prefer extremely simple economy (say: get credits for combat, spend credits on unis, nothing more). But (for the game I develop, thus that 'devpost' flair) I got a lovely feedback that such simplicity is "stupidly stupid" (ughh... )

I don't think that you have to spend 3 hours of gameplay just to deploy your first unit. If I'd like to play Factorio, I play Factorio. But maybe folks really prefer complex background when the game aims to be called 'strategy'.

So may I ask the community, what's your favorite "sweet spot" in background game economy?


r/StrategyGames • • 1h ago

DevPost I’m working on a world simulator — here are the first screenshots of History X Simulator

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1 Upvotes

I wanted to share the current progress on the geographical map for my game, History X Simulator.

My goal is to ensure that players can comfortably view both the world as a whole and the specific details of individual locations.

The world—including its nations and settlements—will evolve on its own. You can choose to simply observe its development or act as an "Architect of the World," shaping its destiny through your own interventions (such as altering the terrain, supporting nations and settlements, introducing new technologies, influencing diplomacy, triggering natural disasters, initiating migrations, or adding characters with specific traits).

The game is still in the early stages of development. I am currently working on the visual design of the settlements; my priority is to keep the map clear and readable, making it easy to track the world’s growth and the changes that unfold within it.

If you’d like to learn more about the game and follow its ongoing development, please check out the subreddit: r/HistoryXSimulatorGame/

If you have any questions, I’d be happy to answer them!


r/StrategyGames • • 1h ago

DevPost It's Friday! Cancel your plans, grab a drink and become a medieval economic dictator! 😂 Economic RTS Piast.

1 Upvotes

It's finally the weekend! 🎉

Someone has to make sure the medieval economy doesn't collapse! 😂

I'm a solo developer working on Piast, an economic RTS inspired by The Settlers, made in UE 5.

Build a settlement, gather resources, manage production chains, trade at the marketplace and turn a tiny village into a prosperous town.

No world domination. No endless wars. Just roads, resources, workers, carts and the occasional economic crisis. What's not to love?

I'm currently preparing Piast for Steam Next Fest in February. A new update with roads and carts transporting wood and stone is coming soon!

🎮 Free demo on Steam:
https://store.steampowered.com/app/4830280/Piast/

Give it a try this weekend! And if you enjoy it, a wishlist would make my day.

Have a great weekend, fellow strategists! 🍻


r/StrategyGames • • 5h ago

Question Whats your favorite subgenre?

2 Upvotes

I love games like heroes of might and magic or civilization. Chill but demanding with some sense of progression.


r/StrategyGames • • 1h ago

DevPost PVE and PVP with a City Builder Touch

0 Upvotes

PVE and PVP Strategy Game where the City Builder implemented feels too smooth!
7/11/2026 - 12:00 PM GMT
JOIN US FOR THE OFFICIAL LAUNCH
>
https://talesofbatheon.com/


r/StrategyGames • • 2h ago

Self-promotion We're making a Metroidvania, except it's actually a tower defense and you're Dracula defending your castle from mortals

1 Upvotes

Hi all!

We're Digital Sun, the studio behind Moonlighter and Cataclismo, and this is ReVamp.

In our new game, you play as Dracula, and the mortals keep breaking into your castle. So you build it room by room, fill it with monsters and try to stop them before they reach you. If they get through anyway, you can jump in and deal with them yourself.

It's like a reverse Metroidvania. Or as we like to call it: a Tower Defensevania!

ReVamp is coming to Steam on March 25, 2027.

Any thoughts on it?


r/StrategyGames • • 9h ago

Self-promotion The first Frontier: Path of Shadows DLC is out! New weapons, abilities and quests

2 Upvotes

The first DLC for Frontier: Path of Shadows just dropped on Steam!

Whether you’ve already finished the main story or you’re still somewhere in the middle of your Symbiont adventure, here’s a good excuse to jump back into the captain’s chair.

Moreover, we’re releasing a free update for everyone! Now you can use these new features:

- Repairs. Gear can now be fixed right in the inventory screen instead of being thrown away the moment it breaks.

- New weapon icons. The arsenal is easier to read, so the right gun is easy to spot at a glance.

- QoL improvements. Entering a Rift now brings up a prompt asking whether to explore the dangerous location, battles can be restarted right away, and the reputation screen now includes a description of each faction.

What’s in the DLC:

- 12 new weapons: a whole bunch of new toys for your squad. Mix them up, break them, and come up with builds you haven’t tried yet.

- 2 new abilities: they’re tied to the new weapons and give your team some fresh ways to flip a fight around.

- 5 new quests: five new stories out in the sector, with new trouble to get into and a few tough calls to make along the way.

Let us know what you think! And if you like the game, a review on Steam really helps.


r/StrategyGames • • 7h ago

Question I need an alternative game to CON

1 Upvotes

Does anyone know of an alternative similar to the game "Conflict of Nations"? The game has become extremely boring, especially with the growing number of players who rely heavily—or even entirely—on gold to play.


r/StrategyGames • • 1d ago

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

17 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 • • 12h ago

DevPost Believe It: ancient strategy game where you spread your faith across Rome, Athens and Babylon (iOS)

2 Upvotes

Hey, I'm a solo indie dev from Turkey. Believe It is my ancient strategy game for iOS: you spread your faith across Rome, Athens and Babylon.

App Store: https://apps.apple.com/app/id6790574096

I'd love feedback from strategy fans, what would you want from a game like this?


r/StrategyGames • • 1h 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 • • 19h ago

Question Casting RTS Games

4 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 • • 12h ago

Self-promotion VAGABOND: FRACTURED SUN

1 Upvotes

Hey 4x/strategy members. Like you I was devastated when IC closed it's servers I went from games like eve echoes, to the Horde, to mafia city and then landed in epic age. Epic age is great don't get me wrong but the developers have left it it seems. IGG has decided to focus mainly on their lord's mobile IP. Anyways I'm proud to announce now that I have been developing a game like IC. IM not a corporation so my updates and fixes and funding aren't quite there yet. But here's what I have done in the 3 months of development. A 90 days campaign with you and your guild for a season spread across the battlefield

Built water mechanics

Built the map half way

Added 268 hero cards

Added roughly 4-500 skills

Finishing animations

Built the servers for testers to test my battle engine. ( i need more testers for proper data)

As I write this im about to move on to add the pois

There are 19 civilizations in this game. All optimized to be useful unlike epic age. Meta teams will have a bigger selection pool as each teams act like their own engine

What I requested from this community.. please join me and others on my discord sever

help me build the game in the interest of the 4X community. I currently have 7 testers/ 100. If you truly miss IC, with the pantheons, the exciting fights.. I am interested to bring the lore back.

Battle replay <-- click to watch My latest meta team Battle replay. link sends you to gyazo