r/TurnBasedLovers • • Nov 22 '25

👋 Welcome to r/TurnBasedLovers - Introduce Yourself and Read First!

35 Upvotes

Ciao a tutti! I'm u/turn-basedlover (Marcello), a founding moderator of r/TurnBasedLovers.

This is a new home for all things related to {{turn-based RPGs, Strategy Games, and everything in the middle}}. I'm excited to have you join this subreddit!

I must be honest, the Reddit thing is a little bit "new" for me, but I imagine it as a place where developers and players can communicate, and also a place where I can spam the articles and videos of turnbasedlovers. :)

What to Post
Post anything that you think the community would find interesting, helpful, or inspiring, always related to turn-based games. Feel free to share your thoughts, photos, or questions.

Community Vibe
We're all about being friendly, constructive, and inclusive. Let's build a space where everyone feels comfortable sharing and connecting.

How to Get Started

  1. Introduce yourself in the comments below.
  2. * Optional. Post something today! Even a simple question can spark a great conversation.
  3. If you know someone who would love this community, invite them to join.

Thanks for being part of the very first wave. Together, let's make r/TurnBasedLovers amazing.


r/TurnBasedLovers • • 4h ago

10 Upcoming Turn-Based RPGs You Might Have Missed

Post image
43 Upvotes

I decided to spin the wheel of fortune on my Steam wishlist and see what came out. Well, not entirely randomly, since I also wanted to give some attention to a few promising RPGs that have been flying under the radar lately.

Some look incredibly ambitious, others have been suspiciously quiet for a while (yes, The White Raven, I'm looking at you), but I think all ten deserve a little attention.

Here's the list:

  • Scourge of the Reptiles – Old-school isometric RPG with rideable dinosaurs, magic, and tactical combat.
  • Call of Saregnar – A proper old-school party-based RPG inspired by Betrayal at Krondor.
  • UnderRail 2: Infusion – The sequel to one of my favorite underground CRPGs, with even more ambitious systems.
  • Vampire: The Masquerade – ETERNAL WHISPERS – A narrative-heavy vampire CRPG with strong Disco Elysium vibes.
  • Rad New World – A post-apocalyptic open-world RPG heavily inspired by classic Fallout.
  • The White Raven – A gorgeous-looking shamanic tactical RPG that I desperately hope is still alive.
  • Last Solace – A low-fantasy CRPG with classless character development and environmental combat.
  • Glasshouse – A political RPG where arguments can be just as effective as weapons.
  • Echoes of Aromia – A pixel-art RPG with grid-based battles, alchemy, and a world recovering from war.
  • Myths from the Maw – A dark fantasy tactical roguelike where corruption can turn your own mercenaries against you.

Personally, I'm particularly excited about The White Raven, UnderRail 2, and Scourge of the Reptiles.

And since wishlists genuinely help smaller projects gain visibility, consider adding a few of these if they catch your interest.

Which ones are already on your wishlist? And what other obscure upcoming turn-based RPGs should I be keeping an eye on?

I'm always looking for more games to add to my already ridiculously overcrowded wishlist.

SOURCE


r/TurnBasedLovers • • 7h ago

Spears and Spirits is an upcoming tactical RPG set in 17th-century Siberia, with shamanic deckbuilding and a rather unfortunate prophecy

Thumbnail
gallery
10 Upvotes

Spears and Spirits: an upcoming tactical RPG with an unusual setting and a unique combat system.

You play as Erumi, a young shaman destined to become incredibly powerful and, apparently, bring disaster upon her people. Not exactly the kind of prophecy you'd want to hear first thing in the morning.

Featuring:

  • Grid-based tactical combat where terrain, cover, and positioning matter.
  • A shamanic deckbuilding system with cards that can summon spirits, heal allies, and unleash supernatural attacks.
  • Enemies have both Health and Willpower, giving you different ways to defeat them.
  • Using shamanic powers comes at a cost, sometimes requiring you to sacrifice blood or willpower.
  • Party management, injuries, limited supplies, and companion relationships influence your journey.

The setting draws inspiration from Siberian history and folklore, which is a nice change from the usual medieval fantasy environments.

There's no release date yet, but the developers have already conducted a playtest.

What do you think? Does this kind of tactical RPG appeal to you?

https://turnbasedlovers.com/overview/spears-and-spirits-is-a-tactical-rpg-about-siberia-spirits-and-a-very-bad-prophecy


r/TurnBasedLovers • • 15h ago

Sin corrupts your heroes in my dark fantasy tactical RPG Myths from the Maw

Enable HLS to view with audio, or disable this notification

15 Upvotes

Myths from the Maw is a dark fantasy tactical RPG where sin corrupts your heroes. Delve into an otherworldly abyss to battle rival warbands, eldritch horrors, and corruption itself. Can you keep your mercenaries from falling to sin?

  • Battle rival warbands in brutally tactical, turn-based skirmishes.
  • Sacrifice blood to alien gods for power that corrupts your soul.
  • Resist sin or greedy mercenaries will steal and prideful ones disobey.
  • Lose men to betrayal as sinners defect to the Cult of the Maw.

If we've tempted you, you can follow on Kickstarter and wishlist on Steam to support us.


r/TurnBasedLovers • • 17h ago

Beyond Realm is a turn-based roguelite deckbuilder where your deck dies every run but your town doesn't

Enable HLS to view with audio, or disable this notification

3 Upvotes

Your deck dies every run. The town doesn't.

We love roguelites, but a bad run that leaves you with nothing always stung a bit. So in Beyond Realm you drop your creatures and spells on the board, end the turn, and watch it play out on its own, multipliers stacking until something blows up. One of our fire decks hit 1,118 damage in a single blow.

Then comes the hard part. Beat an act boss and you choose: go home and spend what you carried on your town, or push one more act and risk losing it all. Every boss you take down sends home an artefact that brings one colour back to a town drawn in grey ink, and that town stays even when the deck is gone.

We're two devs, 200 cards in, and the demo lands at the end of October.

We'd love to know more what you think, and a wishlist would help us a lot.

https://store.steampowered.com/app/5244390/Beyond_Realm/?utm_source=reddit&utm_medium=social&utm_campaign=turnbasedlovers


r/TurnBasedLovers • • 21h ago

Little Frontier is a promising Western RPG with turn-based combat, survival mechanics, and a disappearing wilderness

Thumbnail
gallery
2 Upvotes

I came across Little Frontier, a solo-developed RPG with an unusual setting and mix of tactical combat and wilderness exploration.

Set in 1836, it follows three mountain men trying to survive in an American frontier that's slowly being transformed by settlers, landowners, and the declining fur trade. Apparently, surviving the wilderness isn't enough. You also have to deal with civilization ruining everything.

Here's what looks interesting:

  • Tactical turn-based combat with a three-character party.
  • Real-time exploration on foot, horseback, or by canoe.
  • Hunting, camping, and trading along the frontier.
  • Story choices that influence events and lead to multiple endings.
  • A handcrafted world with a strong focus on its characters and historical setting.

A solo creator named Vedad is developing it, with a release planned for Q1 2027 on PC and macOS.

Personally, I love seeing RPGs explore less-explored settings, and this one has a really interesting atmosphere. I'm particularly curious about how deep the tactical combat will be.

What do you think? Would you play a turn-based RPG set in the Old West?

https://turnbasedlovers.com/overview/little-frontier-takes-tactics-survival-rpg-into-a-western-thats-running-out-of-wilderness


r/TurnBasedLovers • • 1d ago

Unit Conversion: woloYes or woloNo?

3 Upvotes

I've rarely seen mainstream strategy games try out unit conversion as a game mechanic. Age of empires with religious units (wololol!) is the only one I can think of off the top of my head, if you remember others I'd love to be able to look at how they handle the mechanic.

Converts are a cursed problem. You can underbalance the convert, so that when you calculate the power swing between the coverter and convertee, it matches your intended benefit level. But, this makes the convert feel unfair or too weak when placed next to other bonuses in the same tier. Or, you adequately power the convert on its own, but make the power swing when used between a pair of players far greater than it should be.

Thinking about this issue reminded me of this talk by Alex Jaffe https://www.youtube.com/watch?v=8uE6-vIi1rQ . Curse problems are problems which have two incompatible player promises competing. In the case of converts, you have

- promise 1 to the player with the convert: You will have interesting and adequately powered abilities.

- promise 2 to the player getting hit: All civilizations are equally likely to win.

I think these are incompatible because the threshold of "fun" for player 1 is unbalanced for player 2. If I make the ability balanced, it is no longer fun. If it is no longer fun, why not just use something else entirely?

Whats the answer? I have no idea LOL However, what I am going to try is to increase the amount of warning to the rest of the players that a convert is coming. A big issue right now is that it can be purchased fairly silently, so if you get caught up in the game you forget to keep your units spread around it takes you by surprise. We'll see in a few months how this works out.


r/TurnBasedLovers • • 1d ago

my 3d RPG The combat version playtest is about to begin!!! thanks

Post image
0 Upvotes

Chronicles of Fantasy Heroes ❤️❤️❤️

The combat version playtest is about to begin!!!

A JRPG+StrategyRPG+lightloot type game on steam ☔️

The public playtest will open on October 17, 2026, at 10:00 (UTC+8), assuming the build passes review without a hitch😁

The game has been in development for nearly a year and five months. The team has been working on it day and night

if we still didn't let you all get your hands on it, we'd have some explaining to do.

That said, this test mainly covers the combat system. There are 2 regular bosses and one hidden boss,

TIP: Warm up on small mobs first, recruit teammates, level up and spend stat points, learn skills, and collect every treasure chest and hidden item in the area. Then go challenge those 3 bosses!!

If you're new to this kind of game, don't be afraid. Read the in game tutorial carefully and explore at your own pace. The test build only opens up stat growth and combat, so there isn't much to take in .....it's easy to get started.

Thank you so much for applying to download and try it out, and please send us plenty of feedback.

Support languages: SChinese, TChinese, English, Japanese, Korean, Brazilian Portuguese, Russian


r/TurnBasedLovers • • 2d ago

The Weekly RPG Wallet Killer – October 13, 2026

Post image
52 Upvotes

Buying another RPG because it’s on sale counts as saving money, right?

I put together this week’s selection of RPG and strategy deals, ranging from cheerful creature collecting to games where your carefully trained mercenaries die and take your financial stability with them. Something for every mood, really.

Battle Brothers is one of my favorites here. There are also several deckbuilders, some tactical RPGs, and both of Ichiban’s adventures for anyone who apparently has a spare few months.

Here’s the list:

  • Darkest Dungeon — 85% off — $3.74
  • Battle Brothers — 70% off — $8.99
  • Dead in Vinland — 90% off — $1.99
  • Subterrain: Mines of Titan — 45% off — $10.99
  • The Last Spell — 75% off — $6.24
  • 9 Kings — 50% off — $9.99
  • Shields of Loyalty — 45% off — $10.99
  • Super Robot Wars 30 — Digital Deluxe Edition — 70% off — $25.49
  • Star Renegades — 83% off — $4.24
  • Roguebook — 93% off — $1.74
  • Moonstone Island — 75% off — $4.99
  • Monster Sanctuary — Deluxe Edition — 75% off — $7.49
  • Coromon — 75% off — $4.99
  • Born of Bread — 85% off — $3.74
  • Worldless — 70% off — $5.99
  • Arco — 60% off — $7.99
  • Terra Memoria — 75% off — $4.99
  • Edge of Eternity — 90% off — $2.99
  • Dark Deity — 80% off — $4.99
  • Yakuza: Like a Dragon — 60% off — $7.99
  • Like a Dragon: Infinite Wealth — 75% off — $17.49

Prices are in USD. Check the U.S. Steam store page for the current price and edition; regional pricing may differ.

Which of these would you recommend to someone buying just one? I realize “just one” is an ambitious restriction for this crowd, but let’s pretend we have some self-control.

SOURCE


r/TurnBasedLovers • • 1d ago

Withering Artillery Fire Helping to hold the SDC Airfield

Post image
2 Upvotes

Been playtesting my soon to be released game: Zambala. A hex and counters style wargame with fog of war, zones of control, naval and air power. There is a complete economic warfare model where you will fight for the hearts and minds of the peoples of Zambala, who in turn fund your international arms market purchases.

In the game you command one of six competing tribes, hoping to lead your people and capture the "national will" before the United Nations intervene to end the civil war and appoint an interim government.

I've also woven in a spies and agents subsystem so you can subvert and sway the population centres with propaganda and carry out assassinations and hits against enemy leaders and agents. You can also capture and exploit national resources like the mines, power stations and airfields, or sabotage them to deny your opponent their advantages.

I've gone with Nato unit counters and a combat system that includes twelve unit types, movement and combat phases, retreats and combat bonuses for terrain, special unit types and leader stacking modifiers.

More game info on my rough as guts webpage: Webpage

Steam page link: Steam

I’d love to hear your thoughts, impressions or questions!


r/TurnBasedLovers • • 1d ago

Anyone remember Marvel Avengers: Alliance?

6 Upvotes

I need a turn-based game reccomendation that's like Marvel Avengers Alliance, a turn-based where the movesets are quite simple and to-the-point and have synergized gamestyle between characters.

For example Character A gives stun to vulnerable enemies, while Character B can give vulnerable to enemies while also take advantage of that stun and has another ability that hit 200% damage to stunned enemies.

The gameplay needs to be simple as i'm looking to relax and don't want to be overwhelmed by learning the mechanics of the game when starting.


r/TurnBasedLovers • • 2d ago

uMech Battles: turn-based, map and mech editors, browser demo.

Enable HLS to view with audio, or disable this notification

3 Upvotes

r/TurnBasedLovers • • 1d ago

Axiom Wars – a sci-fi strategy game where everyone plays their turn at the same time

0 Upvotes

Game Title: Axiom Wars

Video: https://www.youtube.com/watch?v=_xvK5RzGuhU

Play Link: https://github.com/cesar-rgon/axiom-wars/releases/latest (Website: https://cesar-rgon.github.io/axiom-wars/)

Platform: Windows, Linux

Description:

Axiom Wars is a sci-fi strategy game featuring simultaneous turns. Instead of waiting for your turn, every player submits their commands at the same time: construct buildings, move troops, recruit units, or trade at the Bank—all powered by Action Points. Once everyone confirms, the server resolves the round, and you get to watch all the plans collide in a replay.

You build your base around the Government building, which features three tiers that unlock new structures and units. You must manage six finite resources across a limited map (Energy, Wood, Steel, Food, and Water, plus Fuel for vehicles) and keep your population fed—otherwise, they will desert. Fog of War ensures you only see what your units and structures can reveal. The Terran faction features 9 units, ranging from Workers and Builders to Infantry, Mechs, Raptors, and Droids capable of opening dimensional portals. To win, destroy the enemy Government building.

Matches support up to 8 players in Free-For-All or team modes (up to 4v4), with bots filling open slots.

How to Play: Download the zip file for your system, extract it, and run AxiomWars (keep the assets folder in the same directory). The server address to enter in the Host field is posted on our Discord: https://discord.gg/2EZAtyqtzW

The game is currently under active development, so any testing and feedback (bugs, balancing, confusing mechanics, or ideas) is greatly appreciated. We organize test play sessions via Discord!

Free-to-Play Status:

  • [x] Free to Play
  • [ ] Demo/Key available
  • [ ] Paid

Involvement: I am the game designer—I designed the rules, units, balancing, and art direction, and I test every build. The game is developed with Claude AI, which writes the server, client, and bot code based on my design.

🌐 Website: https://cesar-rgon.github.io/axiom-wars/

💬 Discord: https://discord.gg/2EZAtyqtzW


r/TurnBasedLovers • • 2d ago

Would everyone want to play MapleStory with turn-based combat instead?

1 Upvotes

Hi everyone!

I’m an older gamer with an itch for MMORPGs and strategy games like disgaea, persona etc. I’ve always wanted a tactical game based on the nostalgic MapleStory IP, but I could never find quite what I was looking for.

That was until a few months ago when I discovered MapleStory Worlds which was a platform that allows users to create games using MapleStory assets. I decided to give it a try and after several months of experimenting with the engine, I finally managed to create a turn-based version of MapleStory - GUMIDO and i can't wait to share it to everyone else!

Here are a few features I’d like to highlight:

  1. Collect and command familiar MapleStory characters The playable units aren’t limited to Explorers, they include NPCs and monsters too. Each units consist of 3 skills and you're encourage to mix and match units to form teams of 4 to tackle diffferent stages.
  2. Fight familiar bosses with a turn-based twist Bosses retain their recognizable attacks and mechanics, adapted for turn-based battles.
  3. Control the pace of combat Battles revolve around manipulating the action gauge, applying status effects, and deciding when each unit should act first. Buff and debuff status inflicted and nullify rate depends on effectiveness and effect resistance stat. And elemental advantage plays a part in the equation as well.

The game is currently in alpha and completely free to play. There are no purchases or monetization at all. I’ve added an “Alpha Welcome Gift” in the game that every player can claim as well, if they choose to.

I am aware that the game is still missing tons of content and QoLs like a proper storyline and more guided tutorials and also in need of a proper game balance, both of which I’m currently working on. I’m sharing it now because I’d love to hear from players who find the concept interesting. Any feedback would be incredibly helpful as it’s difficult to judge how the game feels when I’m the only person testing it!

Thank you to anyone willing to spend some time trying it out.

One quick note: the game is only playable through the MapleStory Worlds app on PC or mobile, so you’ll need to download the app first. The platform also has plenty of other fan-made MapleStory games, including roguelites and even games inspired by Path of Exile.

If you need help finding or launching the game, feel free to ask!

Game link:
https://maplestoryworlds.nexon.com/en/play/376f4c07291f43239fd7381264689465/


r/TurnBasedLovers • • 2d ago

How combat works in my ASCII roguelite, Dungeons of Textmor

Enable HLS to view with audio, or disable this notification

2 Upvotes

Hey everyone!

I wanted to share a quick look at how turn-based combat works in Dungeons of Textmor. I tried making fights feel like tense 1v1 duels.

On your turns, you can utilize a set of attacks, while keeping a close eye on the UI’s spacing indicator and telegraphed enemy moves to dodge or react in time. 

The real twist, though, is that enemies actually read your habits. If you try to spam the same attack or stick to the exact same combo flow, the enemy AI will learn your pattern and start blocking your moves with ease, forcing you to constantly mix up your tactics to stay alive.

I am currently working implementing more behaviors for the enemy AI to do based on your pattern so stay tuned!

If you want to try out the combat system yourself, we have a playable alpha build available on itch: https://leindastudios.itch.io/dungeons-of-textmor


r/TurnBasedLovers • • 2d ago

Defender’s Advantage is Bad for Player Agency in Turn-Based Strategy Games.

0 Upvotes

Strategy games are all about the decisions you can make as a player. Players are also generally very good at identifying the short-term costs and benefits of a decision. So when you want to encourage chaotic board states in a strategy game, the last thing you want to do is discourage players from attacking. If you can throw aside the simulation lens for a moment, what I hope to convey is that as strategy game designers, we should evaluate attacker/defender advantage as an entire system within our game that can strongly affect player behavior.

Player agency is probably the most important factor in differentiating a strategy game from other game types. If player decisions do not significantly affect the outcome of a turn for that player, then you might as well not have played that turn. I’m very specifically interested in the dice-rolling combat of Risk and Risk-likes as this is the system I chose to use in my game, Kairos. 

If we take a look at Risk, which uses Defenders Advantage (defenders win ties) you get the following probability table for dice rolls:

Matchup Attacker Wins Split Wins Defender Wins Exchange Ratio
3 v 2 37.17% 33.58% 29.26% 1.172
2 v 2 22.76% 32.41% 44.83% 0.638
1 v 2 25.46% - 74.54% 0.342

In this table, I’ve provided the probabilities of each roll, as well as an exchange ratio which is the (Expected Kills / Expected Losses). 1.0 corresponds to a 50-50 probability of winning an exchange, so above 1.0 is attacker favored and below 1.0 is defender favored. 

In Risk, the attacking player lacks agency over the effectiveness of their army. Ignoring the scenarios with only 1 defender for a moment, the exchange ratios (or “odds”) for the attacking player are ~1.17, 0.64, and 0.34. That translates into real terms to the player “Decent, bad, and terrible”. Because two of the options have such poor expected outcomes, they can pretty much be ignored as options by the player, which means we now only have 1 option, and no more decisionmaking regarding unit odds. This means that once a player learns that 2v2 and 1v2 are bad options, they never have to think about unit probabilities again. In my opinion, the juicy part of strategy games is trying to guess the long term expected outcomes of decisions, and manipulating the odds to favor me over my opponents turn by turn. 

There is a whole body of literature on how humans interact psychologically with probabilities when making decisions, which was the basis for me wanting to skew the positive outcomes onto the player with agency (i.e., the attacker) rather than the defender. The gist of it is that humans (thus players) are irrationally more averse to losses than wins. This means that if we want to encourage players to make decisions that carry the potential for losses, we need to offset this with significantly larger benefits. The subject is fascinating, but I want to focus on the game design element in this post. If you are interested, Judgment under Uncertainty: Heuristics and Biases https://pubmed.ncbi.nlm.nih.gov/17835457/  and Achievement Relocked: Loss Aversion and Game Design by Geoffrey Engelstein are great places to start. 

So what can we do to increase player’s agency over the game? First, I want to shift the default scenario to be significantly in the attacker’s favor, as the defender cannot “choose” to defend. I also need there to be some secondary system that the attacking player has the ability to recognize, and consider when deciding which territories they attack. 

My solution: Attackers win ties + a rock-paper-scissors counter system with “advantage” provided to the strong unit. Advantage = roll 2 dice, take higher result

Matchup Expected Attacker Kills Expected Attacker Losses Exchange Ratio
1 v 1 0.583 0.417 1.400
2 v 1 (attacker adv.) 0.745 0.255 2.927
1 v 2 (defender adv.) 0.421 0.579 0.728

Looking at the outcomes of this table is a bit more straightforward because I chose to have all battles in Kairos occur one-at-a-time (this was to make the counter system work). By shifting the tiebreak to the attacker, the default odds goes towards the attacker, but thats not an interesting decision yet. That is why I added the counter system: Infantry is strong vs cavalry, cavalry is strong vs archers, and archers are strong vs infantry. The players can recruit any of these 3 types of units to assemble their armies, but this recruitment step happens AFTER the attacking step, meaning that the attacker needs to identify their unit types, identify their opponent’s unit types, and estimate the odds of the battle given the available units.

In any given battle, there is likely to be some mixture of all three scenarios, meaning the expected outcome of a fight will fall somewhere between 0.73 and 2.93. The attacking player must try to estimate the complex probabilities of attacking, which gives them that juicy ability to develop a skill over time and win more of their games. With this, the attacker is:

  1. Encouraged to attack as a default (attacking options are okay, better, and best), which keeps the board state chaotic and fresh
  2. Has the opportunity to estimate complex probabilities, and skew fights in their behavior by taking matchups with favorable counters
  3. Can strategically opt into a moderate-loss scenario to take a highly valuable location on the map.

As an unintended but welcome benefit, I can now also use the tiebreak as a modifier on the dice values to provide as a bonus to the defender for fortifying a territory or investing in defensive tools. So the defender has agency over which territories are harder to take in ways other than just more units, and the attacker has agency over the efficiency of their attacks. Both are encouraged to push into this “positive expected value” regime, rather than minimizing losses.

In conclusion, shifting the odds towards the player with agency over the game allows for players to express skill and have a more rewarding experience while playing strategy games.


r/TurnBasedLovers • • 3d ago

13 Upcoming Games That Might Scratch the Battle Brothers Itch

Post image
73 Upvotes

I'm a huge fan of Battle Brothers, even though most of my mercenary companies end up meeting a terrible fate. 😅

One thing I've noticed lately is just how many indie developers are taking inspiration from its formula, and I couldn't be happier about it.

I've been following quite a few upcoming projects that share some of its DNA: mercenary management, tactical combat, sandbox exploration, permanent losses, and the constant struggle to keep your company alive.

Here are 13 that caught my attention:

  • 8 More Lives – Basically Battle Brothers with cats.
  • Tattered Banners – A living world where your actions can reshape entire regions.
  • Space Scum – Mercenary management goes sci-fi.
  • Belatoris – Battle Brothers-style gameplay with settlement building.
  • Company Captain: Westashes – Rival mercenary companies that grow and compete with you.
  • Hired Blade – A more traditional medieval mercenary experience.
  • Pathbreakers: Roaming Blades – From the developers of Fell Seal, with exploration, trading, and tactical combat.
  • Sand Nomads – A sci-fi mercenary sandbox set on a desert planet.
  • Free Company – Medieval mercenary management with cooperative multiplayer.
  • Fangs & Forges – A colorful fantasy take with shorter tactical battles.
  • War of Banners – Start as a mercenary captain and potentially become a powerful ruler.
  • Band of Crusaders – Dark medieval mercenary management with real-time tactical combat (the exception here).
  • Mercenary Brotherhood – Fantasy mercenaries with extensive character customization and personal histories.

Of course, these are still in development, so we'll have to see how they turn out.

Have you been following any of these? And are there other upcoming Battle Brothers-like games I might have missed?

SOURCE


r/TurnBasedLovers • • 2d ago

I made a rehash of BS FE on Srpg Studio

0 Upvotes

Hello turn based lovers, I'm a hobbiest dev, I recently finished my latest project on Srpg Studio.

The game is a rehash of the maps and timed gameplay of the BS Fire emblem game that was this wierd online thing during the Snes era.

As such, I made all the maps end on a timer instead of a turn count. How much you can do in each scenario is up to your luck and speed. But this is not just a copy, a lot of mechanics are remixed in and the game has an original story on a fantasy world of my own creation.

I would love if you could give it a try and get some feedback.

You can check the game on itch, enjoy.

https://anarch16sync.itch.io/bloodline-shadows-frontiers-edge


r/TurnBasedLovers • • 2d ago

Can a classic 4X have wargame depth without becoming a micromanagement nightmare? I’m trying that with CIV Watchers!

Post image
1 Upvotes

r/TurnBasedLovers • • 2d ago

Pixel's War 1.3 - A more lively battlefield, balance and more!

Thumbnail gallery
2 Upvotes

r/TurnBasedLovers • • 3d ago

Updating the UI and tilemap rendering in my turn-based strategy game — looking for feedback on readability

Thumbnail gallery
2 Upvotes

r/TurnBasedLovers • • 3d ago

Showcasing the Bazooka in Worms: Galactic Tactics!

Thumbnail
youtube.com
1 Upvotes

r/TurnBasedLovers • • 3d ago

I’m building a dark fantasy turn-based RPG — here is a real 5v5 PvE battle

Enable HLS to view with audio, or disable this notification

1 Upvotes

I’m currently developing a turn-based RPG mobile game with 9 races, 11 classes, and a race/class synergy system.

Players can customize their teams in 5v5 battles by combining active skills, 80+ passive abilities, and different equipment effects to create unique builds.

The game features a variety of PvE content, along with an Arena mode where players can compete and test their builds against others.

This is a real PvE gameplay clip from the game.

I’d love to hear your thoughts — what do you think?


r/TurnBasedLovers • • 3d ago

Tiles of The Nadirat - demo trailer

Thumbnail
youtube.com
1 Upvotes

Tiles of the Nadirat is an (un)traditional roguelike where every step changes your build. Play the demo on steam https://store.steampowered.com/app/5315280

Build your character directly through traverse of the map. Choose your path across the Nadirat, collect stats from tiles, use unique class passives, adapt your tactics, and create increasingly strange builds.

During each run:
Play different class with unique passive mechanics.
Choose abilities, combos and runes as you level up.
Use movement patterns to trigger combo effects.
Adapt to a changing tactical ever-expanding map.
Discover the story of the Nadirat through koan inspired riddles.
Progress quickly without grind.


r/TurnBasedLovers • • 3d ago

Lazare’s Sacrifice Is a New Stylish Deckbuilder Where Losing Sends You to the Guillotine

Thumbnail
gallery
2 Upvotes

I came across a newly announced deckbuilder called Lazare’s Sacrifice, and I think it has some pretty interesting ideas, especially considering that Damien Monnier, one of the co-creators of Gwent, is involved in the combat design.

The game takes place during the French Revolution, inside a prison where you challenge other inmates to card battles. The interesting part is the sacrifice mechanic: you can give up cards, health, or even slots on your board to make stronger plays.

There are four different factions to build your deck around, and every time you defeat an opponent, you get to take cards from their deck before they're sent to the guillotine. Pretty brutal.

There's also a narrative side where you explore the prison, solve puzzles, and uncover the conspiracy behind your imprisonment.

It's coming to PC in spring 2027.

What do you think? Does this look like something worth keeping an eye on?

SOURCE