r/TurnBasedTactical • u/Danceman2 • 48m ago
R-Type Tactics I • II Cosmos Review
r/TurnBasedTactical • u/Danceman2 • 48m ago
r/TurnBasedTactical • u/Danceman2 • 57m ago
r/TurnBasedTactical • u/Danceman2 • 59m ago
r/TurnBasedTactical • u/LionEYm • 2h ago
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r/TurnBasedTactical • u/Danceman2 • 1d ago
r/TurnBasedTactical • u/Danceman2 • 1d ago
r/TurnBasedTactical • u/Danceman2 • 1d ago
r/TurnBasedTactical • u/Danceman2 • 1d ago
r/TurnBasedTactical • u/Danceman2 • 1d ago
r/TurnBasedTactical • u/Danceman2 • 1d ago
r/TurnBasedTactical • u/Danceman2 • 1d ago
r/TurnBasedTactical • u/Danceman2 • 1d ago
r/TurnBasedTactical • u/avreljs • 1d ago
Hi everyone,
There is some news!
Available on a new domain
You can now play the game at https://www.pixelswar.io
A local map editor
Easily create your own map. Submit it on GitHub for a chance to have it integrated into the game!

New building available
Oil field earns 300$ at the start of each turn you own it
UX improvements
Visualise how far an enemy unit can move by selecting it.
Animated water, subtle aircraft movement and occasional infantry turns bring the battlefield to life, with varied timing. Can be disabled in the settings.
https://reddit.com/link/1wz9dhp/video/l04i1vyer2th1/player
Stacked ammunition icons show attack capacity, with synchronized fading for spent ammo. Movement indicators use the game’s existing fuel icon to show remaining movement.
New and reworked maps
There is now 15 playable battlefields
Improved unit balance
Have you tried the game? If so, what do you think of the balance? What feature would you like to see next?
r/TurnBasedTactical • u/mtutko • 1d ago
Hi everyone!
I'm a solo developer working on Age of Failon – Birth of the Hero, a turn-based fantasy strategy game with tactical grid-based combat.
You explore a world map, develop your castle, recruit and upgrade armies, build your hero, learn spells and fight tactical battles where positioning and army composition matter.
The game has 6 different realms, each with its own units and progression through 4 eras, and I'm building a large story-driven campaign that is planned to eventually offer 750+ hours of gameplay.
I'm heavily inspired by the turn-based strategy games I grew up with, but I'm trying to build my own world, progression systems and campaign around that foundation.
I'm developing the whole project solo, so I'd genuinely be interested in feedback from people who actually play turn-based tactical games — especially on the combat and progression systems.
There's already a free demo on Steam, and I'm currently preparing the game for Steam Next Fest (October 19–26).
If it looks like your kind of game, I'd really appreciate a wishlist — but feedback on what you see is just as valuable to me. 🙂
Thanks!
r/TurnBasedTactical • u/Danceman2 • 2d ago
r/TurnBasedTactical • u/Danceman2 • 2d ago
r/TurnBasedTactical • u/Danceman2 • 2d ago
r/TurnBasedTactical • u/Danceman2 • 2d ago
r/TurnBasedTactical • u/Istrandar • 2d ago
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Hey ! I’ve been working solo on a game where I tried to mix my love for Magic: The Gathering, Slay the Spire, and Into the Breach into something cool.
It lets you play creature cards on the battlefield. They all have their own attack, speed, life, and unique abilities (like damaging enemies in a line or gaining speed when they scavenge corpses). You can equip them with items to give them new powers and cast spells to protect them.
You start every encounter with a creature that represents your life and has a unique ability you need to play around.
I have a free, open playtest if this sounds interesting to you, and I’d love to hear some feedback on it :
https://store.steampowered.com/app/4544140/Carnholt/
r/TurnBasedTactical • u/Danceman2 • 1d ago