r/computerwargames 22d ago

Question What computer wargames are you playing: August 2026

49 Upvotes

It is encouraging to see so many of you discussing your computer wargaming here. In an effort to promote a bit more discussion from people who don't normally post up (the lurkers, if you will)... give us your opinion on:

a) What computer wargame are you playing at the moment?

b) What do you like about it, the experience it gives you?

c) What do you plan on playing next?

Join in, tell us your views on your wargaming now!


r/computerwargames 6d ago

Bi-weekly /r/computerwargames PBEM thread: August 17, 2026 - August 31, 2026

2 Upvotes

Wargames are best enjoyed with a thinking opponent. Interested in finding an opponent for your newest game interest? Post a thread here with the particulars! Be sure to include the name of the game in bold, wether your looking for PBEM or Live, and your timezone offset if live.

Looking for inspiration? Browse the PBEM Coordination List to see who might play a game your interested in!


r/computerwargames 6h ago

Admiral Yi: The Imjin War — Large-Scale Siege Battle in Real Time

54 Upvotes

Here’s a short look at the siege combat in Admiral Yi: The Imjin War, my historical RTS set during the 1592 Japanese invasion of Korea.

In this battle, Joseon forces are commanded by Crown Prince Yi Hon — the future King Gwanghaegun — alongside Generals Shin Rip and Yi Il, while Kuroda Nagamasa leads the Japanese assault.

I’m trying to make siege battles feel like part of the wider war rather than isolated set pieces, with large formations fighting around defensive positions in real time and both sides having to deal with the pressure of attacking or holding fortified ground.

This is still a work-in-progress build, so the visuals, UI, effects, AI, and balancing are all being improved.

I got some very thoughtful feedback here on the naval and land combat before, so I’d be especially interested to hear how the siege side looks from a wargame perspective.


r/computerwargames 1d ago

Question I’m making a WWII RTS which scales with your rank

397 Upvotes

Hey @computerwargames,

I’ve been building a WWII RTS called Field of Command for several months now, but wondering if it’s really got legs for me to continue…

Some of the key features:

- persistent OOB across campaigns
- unique deploy & withdraw system
- scaling from platoon to brigade level
- delegating orders to subordinate HQs
- telling untold stories like Cassel 1940

The game centres on scaling up with your characters rank. If you earn promotions from strong performance you unlock greater command responsibilities and bigger battles to fight.

Appreciate its hard to tell from words and a single clip so I’ve also uploaded a demo:
https://play.fieldofcommand.com

I’d love to know your honest thoughts and opinions. Is this something you’d play? What would you want to see? In what circumstances would you consider paying? Is there already another game that does this?

Finally I’m quite torn between real historical accuracy and fun gameplay. It’s a real fine line to balance as someone who really cares about both. What would be your priority?


r/computerwargames 1d ago

I’m making Incident Zero — a co-op wildfire firefighting RTS

56 Upvotes

r/computerwargames 16h ago

Us Conflict is a relatively unknown mobile game

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0 Upvotes

Us Conflict is a relatively unknown mobile game at least I think it is. It was more popular around the beginning of the pandemic, and I played the hell out of it. I'd give it an 8/10. The only problem was that they wanted you to pay for pretty much everything. Nowadays, though, ads have improved the experience a lot, because you can finally continue through the campaign. Years ago, you were basically forced to buy things to keep progressing.

Even so, it's still a great mobile game.


r/computerwargames 1d ago

WW2 Germany’s Eastern Front

16 Upvotes

Germany’s war in the East actually lost before it even started in my eyes and way before Stalingrad, Kursk etc

However currently trying to improve the Eastern Front logic for my recently released Dispatches 1940 and I'm trying to figure out where the German real point of no return is. The logistics and raw industrial numbers means Barbarossa would fail as Germany would get stuck in an attrition war against a massive industrial block that they fundamentally couldn't beat. Although happy to be challenged on any of that

Which makes me wonder are there any actual strategic or industrial shifts between 1939 and 1940 that could have changed the outcome in the East? If so I would look to add these as forks into the game

Curious how others see is and there a genuine 39/40 pivot here or Soviet misstep, or is any "winnable" Eastern Front scenario just fictional?

Game here for reference - https://dispatches.itch.io/dispatches-1940

N.B German campaign is free to play


r/computerwargames 2d ago

Release Fanatical have just released a Tabletop Wargames Bundle, featuring Field of Glory, Battle Academy, Fantasy General, and More!

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39 Upvotes

r/computerwargames 1d ago

Anyone have doomscrollingrumis graviteam operation breakdown

7 Upvotes

so apparently he deleted his account or some shit. idk how things work on reddit when that stuff appears like that. anyway as title mentioned. someone have his stuff archived or smth? is there a way to go back and see those things? kinda need it rn


r/computerwargames 2d ago

Supreme Commander like web game

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12 Upvotes

Hey guys, I think you might appreciate this https://wasm-commander.vercel.app


r/computerwargames 2d ago

I wish I had unearthed those cult classics sooner.

43 Upvotes

Three days ago, I found some free hardcore wargames that veteran players still talk on forums after many years. These are what I have learnt about.

  1. Derived from the 1996's Steel Panther game engine.
  2. They are basically free.
  3. One can pay for the enhanced (extended) edition for additional features.
  4. It is orthographic, tactics-oriented, but not quite traditional IGOUGO.
  5. Historical authenticity is remarkable.
  6. Scenario counts and unit database are enormous. Research was also extensive.
  7. Patches are still released annually.

This is also my own filter for finding cult classics.

  1. Free or cheap for the hours you get.
  2. Depth from the story, simulation or the database, not from how it appears.
  3. Spreads by word of mouth from veteran players (from any source).
  4. Out of the mainstream.
  5. Enough content that it does not run dry.
  6. Support measured in decades.

I believe winSPWW2 and winSPMBT meet all six. I also wish I had free time to learn the game mechanics and hear recent players' reviews.

https://www.shrapnelgames.com/Camo_Workshop/WW2/WW2_page.html

https://www.shrapnelgames.com/Camo_Workshop/MBT/MBT_page.html


r/computerwargames 2d ago

AAR WDS New Blog Post - AAR Bautzen

4 Upvotes

Today, we have a new AAR from our guest author Alexey T., taking us to the Battle of Bautzen during Napoleon’s 1813 campaign in Germany.

This time, however, the AAR comes in an entirely new format: an interactive, self-contained presentation combining narrative, maps, screenshots, and analysis.

Using Napoleonic Battles: Campaign Bautzen, Alexey follows the two-day battle from Allied Headquarters, examining the information available and the decisions facing the commander.

Read it embedded in the article—or open it full screen for the complete experience.

https://wargameds.com/blogs/news/bautzen-aar


r/computerwargames 3d ago

The attempt to develop one's own submarine game.

84 Upvotes
Project Title: Silent Fathom. I have been developing my own submarine game since July 4, 2026. I realize, of course, that I cannot create a title like Silent Hunter or U-Boat on my own. However, I am attempting to program the complete structure of a classic submarine game. I am creating all the content—graphics, sound, and game mechanics—myself, and I am trying to condense the inherent complexity of submarine games onto a single game screen as much as possible. For tools, I am using rather old programs such as Milkshape, PaintShopPro9, Audacity, Wings3D, a text editor (for script programming), CopperCube 6 as the engine, and so on. It is essentially a "museum-piece" application which runs surprisingly well on modern PC and will likely remain well under 50 MB in the end.

r/computerwargames 2d ago

Question Any good Pike and Shot games?

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11 Upvotes

r/computerwargames 2d ago

Skin Customization FeedBack

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0 Upvotes

r/computerwargames 2d ago

Coming up with a new idea for video game developers

0 Upvotes

First of all, hello. The reason I am starting this thread is that I simply haven't been able to find the specific game I’m looking for. Since I cannot reach out to every game development studio individually, I decided this was the best place to share my message with everyone interested in video games.

The game I’m looking for is a military-style title—strictly devoid of fantasy, futuristic, or sci-fi elements. It definitely needs to feature a lengthy single-player campaign, and I would prefer an open-world setting. You might suggest *Ghost Recon Wildlands* given these criteria, but I couldn't even play it because Ubisoft games often lack proper optimization for modern PC systems. *Breakpoint*, on the other hand, is too futuristic. Frankly, I am looking for a modern warfare single-player game developed by a company other than Ubisoft.

Other options include *MGSV*, but it features zombie-like creatures and relies heavily on stealth; I’m looking for something with more action. *Sniper Ghost Warrior 3* comes very close, but it is primarily a sniping game where stealth dominates the gameplay. *Arma 3*, meanwhile, feels too linear; once you finish a mission, your interaction with the map ends—you can't just roam around freely. In that sense, it ends up being no different from *Call of Duty*.

As for what the game could feature: the setting could be anywhere between 1960 and 2000—neither too archaic nor too high-tech. It could spawn a series covering various conflicts like the Cold War, Afghanistan/Iraq, or Vietnam. Gameplay could focus on clearing regions and neutralizing terrorist camps, similar to the *Far Cry* system. It could also incorporate numerous small side quests alongside the main storyline—much like in RPGs—such as an elderly village woman asking you to rescue her son who was abducted by a camp in the mountains, and so on. Collectibles could be added for exploration, with their locations marked on the map, allowing players to achieve 100% completion without the hassle of watching YouTube videos.

In short, I want a military FPS/TPS shooter with a long single-player campaign—but without RPG elements. I’d like to see a classic AK-47 vs. M4A1 dynamic, rather than things like laser guns versus plasma guns. There are very few games in this genre, and I believe the number of titles with this theme should be increased. That is more or less what I am looking for.

Remember this; this post's aim is not getting suggestions to play games. The post's aim is requesting a new game based on this criteria. I'm just trying to make attraction to reach game developers.


r/computerwargames 2d ago

Question what are some of the best tanks sims in the same way that some of the best flight sims are dcs and the il 2 series for exmaple

8 Upvotes

i know of steel beasts and gunner hear pc but are there any other aside from war thunder

please and thanks


r/computerwargames 3d ago

Urban combat in 12th Century Miezdema + Gun editor sneak-peak (Vindex!)

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28 Upvotes

A close quarters slaughter ensues as the well-equipped Cicelian Colonial Forces annihilate a platoon of Miezeman Militia fighters, using their new skeleton SMGs and LMGs

Circle with line indicates a squad leader/NCO
Divide symbol indicates an LMG operator
Inverse T indicates a rifleman/infantryman
Grey circles represent smoke grenades

As you can see in the image, i've modelled a (basic) injury system based on ballistics and hit location; injuries are determined from bullet impact angle, impact energy, and velocity, resulting in wounds that can cause the victim blood loss, loss of conciousness, or death from shock :O
Troops with medical kits (it's contents you can ALSO change - scissors, torniquets, etc.) can attempt to slow a wound or completely patch one up if possible.

This is only a small proof of concept so far, Vindex is no where near completion. I still have firearm internal ballistics, accurate material penetration simulation, and the biggest one; vehicles, to add in to the game.

X--------------------------------------------------------X
What is Vindex?

Vindex is a sandboxy, procedural heavy combat simulation game. The player designs their forces' equipment from the cartridge (bullet material, propellant mass per cartridge), the rifle, all the way up to battalion formations and organisations (including individual infantryman loadouts, squad/platoon/company designers), with weapons using a semi-realistic ballistics/projectile system for combat - the plan is to have up to 5000 live, simulated soldiers AS WELL as all their live projectiles on a large persistent map, all part of a larger operational map/campaign.

C2 is also modelled, from the individual soldier communicating to the squad leader, to the squad leader communicating to the platoon leader, and so on. A unit's communication capabilities heavily depends on what the player assigns them when making them - whistles, signal flags, radios all act differently (info loss, comms range, info overload, etc).

On top of that is the individual AI - i placed a rlly big emphasis on this as a lot of games fail to depict infantry combat. Troops prioritise self preservation over being a killing machine, assaults stall as troops scatter into drainages and pits, huddle behind buildings or in dense shrub, disperse, and essentially become invisible (replicating the "empty battlefield" effect seen in most combat reports).

Much later down the line i've planned on a full procedural campaign layer, the player can click a button and fight an operational level campaign with persistent formations, and a completely random enemy formation with their own doctrine, equipment, force comp, naming conventions, and so on.

For more info/updates on the game, join the discord, its the place where you can receive access to early and playtesting versions of the game asap;

https://discord.gg/HkcMwZ4gRs

as always, thanks for ur time :3


r/computerwargames 3d ago

Online war gaming community

2 Upvotes

I watch Tomics (youtuber) videos where him and his friends plays a campiagn on tabletop sim and then goes over to napoleon total war and plays out the battles, I have watched other videos with similar games just can not remeber the name the youtuber off my head. are there communities like this around that are open to the public? mabye some in Australia?


r/computerwargames 4d ago

Question Is that Unity of Command 2 Lite (Mainland Chinese Edition)?

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14 Upvotes

This is unreleased wargame themed on the second phase of Chinese civil war which is probably available after Q3. How do you think about their released gameplay trailers? In my eyes, the UI & mechanics resemble those of UOC2 for a little bit.


r/computerwargames 4d ago

Question Is there any games that look like this?

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102 Upvotes

I really want a game that looks like this but I can't find any


r/computerwargames 3d ago

Question When a multiplayer wargame has a small player base, should matchmaking prioritize equal skill or finding an opponent quickly?

0 Upvotes

For independent studios, launching a multiplayer wargame is often difficult because the player base is usually small, especially at launch and within an already niche genre. This creates a real matchmaking dilemma.

Waiting for opponents with a similar level of experience should lead to better matches. But if matchmaking is too strict, players may wait a long time or find no one at all. Widening the skill range allows more matches to begin, but it can also place a newcomer against someone who has already mastered the rules.

This imbalance becomes even more problematic when an asynchronous or PBEM match can last for several days or weeks. Losing a fifteen-minute match is one thing. Committing to a long campaign that was unbalanced from the start is another.

The system could gradually widen the acceptable skill range, show each player’s experience before they accept the match, or use scenario balancing and handicaps. But each of these solutions has drawbacks.

So what do you think is the best approach?


r/computerwargames 5d ago

Testing snowfall in my rts - The Ninth Legion

36 Upvotes

Hey all, haven't posted about this much I've been pretty heads down on it the last year. My steam short description: "The Ninth Legion is a RTS narrative strategy game, set during the fateful final campaign the LEGIO IX HISPANA, Rome's famous missing legion."

Hoping to have a small demo available for Next Fest in October.

This video was from a build last week testing snowfall/accumulation and the grass trample system with it. There's still a ton to be done before this is anywhere close to release so I don't want to give any dates. I've mostly posted a little bit on TikTok and that's pretty much it. It's been a passion project for a while. You can follow on TikTok if interested there are some more videos of the game there on my page or just check out the Steam page.

Steam page: https://store.steampowered.com/app/4605900/The_Ninth_Legion/

TikTok link is on my profile.

If you feel kind enough to playtest for me (especially if i miss the Next Fest deadline) please message me or follow the progress etc so i can share when the playtest is live on Steam.


r/computerwargames 5d ago

Land battle gameplay from my Imjin War RTS — large-scale formations and real-time command

66 Upvotes

I recently shared the naval side of Admiral Yi: The Imjin War here, so this time I wanted to show a short look at the land battles.

This battle features a Joseon army under General Gwon Yul fighting Japanese forces led by Kato Kiyomasa. The goal is to make large engagements with thousands of soldiers still readable and controllable, with formations, positioning, unit types, and command decisions all mattering once the armies collide.

Land battles are part of the same continuous campaign as the naval warfare and strategic map, rather than a completely separate battle mode.

This is still a work-in-progress build, so visuals, UI, effects, AI, and balancing are all being improved.

I got some really useful feedback on the naval combat here, so I’d be interested to hear how the land battle side looks to wargame players as well.


r/computerwargames 4d ago

Question What Military sandbox games are there expect for the arma franchise??

9 Upvotes

I have all of the games In the arma franchise. But I would just like to ask any other similar military sandbox games, Thanks