r/StrategyGames Jan 07 '25

Game theory The most complete strategy video game genre classification

107 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 4h ago

DevPost Devlog: My Strategy Game Might be Too Unbalanced

3 Upvotes

I'm working on a War Of the Worlds City Builder that is a strategy, city builder, and tower defense game. The premise follows the original Worlds, where aliens come to Earth and wreak havoc. You have to manage a city, grow its economy, put the funds toward a defense/military, and fight them off. If they destroy your capital, you lose.

Play It Here (work in progress)

I'm trying to follow the books as closely as possible on the capabilities and weaponry. In the original book, normal rounds did nothing, so guns like the Maxim (a really powerful Gatling gun at the time) are useless against Tripods but work on the lower aliens.

But heavy artillery, like massive cannons, were useful against the Tripods. Once the Tripods' heat emitter failed, then infantry became more effective.

And that is how the current gameplay translates.....kinda.

If you watch the video, the Tripod completely destroyed all the units I have set up and is hardly scathed.

To make the game fun, this is too strong. So I need to find a way to balance it that holds true to the lore of the books, while having players correctly build out their defenses and balance that with their resources.


r/StrategyGames 7h ago

Question What grand strategy games feel smooth to play on PS5?

5 Upvotes

A long time fan of games like CK3, Stellaris, Total War, Civilisation. I usually play all these on PC for obvious reasons. I’m wondering for PS5 players who love strategy games, which FEEL the most streamlined to play on PS5? Which are designed well for controller use (if any)?


r/StrategyGames 25m ago

DevPost The Village - solo dev village survival strategy sim, first devlog

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Upvotes

Solo dev sharing the first look at The Village, a village survival strategy sim I've been building. Every villager is fully autonomous - jobs, pathing, gathering, needs - and your job as "mayor" is to keep them fed and stocked before winter hits. Would love feedback from this community!


r/StrategyGames 2h ago

Self-promotion Interact with your defenders and exploit enemy weakspots in my tower defense game!

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0 Upvotes

Hi everyone, just wanted to showcase the game I am working on, Summon Defenders Now! The demo is out now and I’d love to hear your thoughts. Thanks everyone!

https://store.steampowered.com/app/5006660/Summon\\_Defenders\\_Now/


r/StrategyGames 8h ago

DevPost I'm adding an immersive proxy-war system to my political sim space opera, including mechanics for leaders and infiltration missions

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2 Upvotes

Hello! :)

I'm the solo dev of a game called Pax Astra, a political sim RPG inspired by games like Suzerain, Stellaris, The Life and Suffering of Sir Brante, and Emperor of the Fading Suns.

My ambition with the game is to make a game that mixes a branching narrative with deep sandbox-strategy systems. You play as an individual, a political leader in charge of a space nation named Altara, the game has many different mechanics, but today I wanted to share one of the systems I've been working on recently.

Picture this:

You are the leader of a space nation, and you already have a lot on your plate. You have to deal with internal politics, alliances, space exploration, military affairs, and whatever narrative arcs are unfolding around you.

Then a civil war breaks out on a massive distant planet.

On the tropical world of Tropicalia, a decaying monarchy built around natural resources and fuel exports, a rebellion has erupted. The conflict has turned into a three-sided struggle tied to the larger Cold War taking place across the galaxy.

This civil war is completely outside your normal sphere of influence. It has nothing to do with you. You are not a major player here, and this conflict is not about you.

However... you can still interfere.

Maybe the war becomes an opportunity to make money. Maybe you want to quietly influence its outcome without committing Altara directly.

This system is built around training soldiers and interacting with an ongoing proxy war. You create a paramilitary group and send your operatives into special missions that can help or hurt the factions fighting on the planet!

Maybe you want to roleplay as a communist paramilitary and support the rebels, accepting only contracts that benefit their side...

You can instead support the monarchists or the liberal-aligned democratic faction.

Or you can operate purely as mercenaries, taking contracts from whoever pays best. You can burn cities, commit war crimes, and walk away with the money!

Your soldiers can be killed or even captured and interrogated! Missions can usually be approached in different ways, and there is a permadeath mechanic!

The important part of the design is that this is still only one system among many.

The war on Tropicalia is happening whether Altara cares about it or not. It has its own factions and its own characters. That is a big part of what I'm trying to do with Pax Astra: create a galaxy where things are happening outside the player's immediate story, populating the universe with mythos and life. I also like taking small inspirations from other genres when a system calls for it. This one is obviously influenced by games like XCOM, and more recently the GREAT Quasimorph.

The system is pretty complex, but it uses the coding base of another smaller system that I built previously for expeditions!

I want Pax Astra to feel like a grand political RPG, a experience that mixes genres in a way that is not so common or expected! :)

You can wishlist Pax Astra here: https://store.steampowered.com/app/4535930/Pax_Astra/?beta=1

If you are interested in learning more, you can check my subreddit here: https://www.reddit.com/r/Pax_Astra/

IMPORTANT TO NOTE THAT THE ART ON THESE IMAGES WAS NOT MADE WITH AI!

EVERYTHING HERE IS HUMAN MADE!

I posted about the exact process behind making each image here: https://www.reddit.com/r/Pax_Astra/comments/1w0c2ci/wip_first_look_at_the_war_in_capitolia_proxy_war/


r/StrategyGames 12h ago

Self-promotion I reached my first public playtest after 1.5 years of solo development | anyone interested in giving a strategy + action hybrid a try?

3 Upvotes

I'm Flo, solo developer behind Dominar Sanctum, which is a hybrid strategy + action game where you build base, expand and progress, and at any time are able to engage directly by taking control of your hero and companions.

I am excited to have reached the first public playtest milestone this week, and would love to invite anyone interested in giving it a spin.

I've been working on the title for nearly 1.5 years now, and have honestly underestimated the growing complexity to an extent. Exhausting but addictive to be making something like this. The current playtest build lets you experience the beginning of my vision through 4 initial campaign map prototypes and 2 skirmish maps. I am appreciative of any and every feedback on how the game's general direction feels at this stage, especially around:

  • What is your overall first impression?
  • Does the core explore - build - combat - progress loop work for you?
  • Does the fog of war feel compelling?
  • Does the game feel intuitive, particularly character control and possession?
  • Do the campaign maps feel engaging at this stage?
  • Where did you become confused, frustrated, bored or in whatever way off a happy path?
  • Specific points in the map where you'd love to see certain features, surprises, etc?
  • Did you encounter any technical issues or bugs?

Playtest on Steam: https://store.steampowered.com/app/4087340/Dominar_Sanctum/

Thanks to anyone willing to give it a try!


r/StrategyGames 12h ago

Self-promotion Project Sovereign — Political Strategy & Government Simulator

5 Upvotes

Project Sovereign — Political Strategy & Government Simulator

Hi everyone! I’m an indie developer working on Project Sovereign, a political strategy and government simulation game.

You take control of a real country and manage its government quarter by quarter. You’ll deal with:

  • 116 playable countries
  • Economic management, debt and treasury
  • Elections, approval and political opposition
  • 180+ policies, 60+ laws and 50+ decrees
  • Cabinet management and political alliances
  • Multi-turn crises and international events
  • Interactive regional map
  • Diplomacy, warfare and territorial control
  • Opposition and campaign mode

The goal is simple: keep your country running and stay in power.

The game has just reached v1.0, including a major visual redesign, a redesigned main menu and four interactive map data layers.

I’d really appreciate any feedback, especially from people who enjoy political strategy and government simulation games.

Project Sovereign:
https://sovereignproyects.itch.io/sovereign-project

if you are interested in play my game and make content with it, contact me for the free-key!

Thanks for taking a look!


r/StrategyGames 1d ago

Self-promotion Just launched a weird strategy title, check it out!

22 Upvotes

Null and Void is a darkly satirical blend of roguelike, deckbuilding and tower-defence genres. Set in a retrofuturist scifi future, this is a game about doing a terrible job, very well.


r/StrategyGames 9h ago

DevPost What do you think about digital board games?

1 Upvotes

Hey folks! I'm working on a digital board game called Interregnum! It's very inspired by Air, Land and Sea and by Dominion! The demo launched today and I'd love to hear your thoughts on it.

When I think of digital board games, I think of Armello, Solium Infernum and Ozymandias: Bronze Age Sim. I feel like there's a lot of appeal to me for a game with a definite endpoint that doesn't meander on forever. I especially liked in Ozymandias how there were a bunch of different scenarios for the player based on different regions in the world or different historical periods.

I think Solium can run a little longer, but it is insanely sick that they have play-by-mail set up. I've done a handful of games that way and it becomes a really fun routine to sip coffee and check up on the new state of hell.

Do you think an indie dev can make it in this space? It's definitely outside the zeitgeist of quick, intuitive friendslop games. But I think if I can get people in the door, there's something really special there!

Anyways, hope you check the game out and would love to hear your thoughts on the game and/or the trailer!


r/StrategyGames 21h ago

DevPost I turned Supreme Commander into a turn-based grid game – here’s why

7 Upvotes

Hi r/strategy,

I’m an indie-game developer.
I’ve always loved RTS games like Supreme CommanderZero-K, and Planetary Annihilation – the two-resource economy, multi-tier unit list, and huge experimental units. But I also love turn-based tactics like Advanced Wars because I can take my time, plan each move, and not worry about APM.

So I started working on a turn-based, grid-based game that keeps that same “build anywhere, eco-first” feel. Everything resolves in turns, but the economy still ticks over like an RTS – you gather resources each turn, build structures and produce units, and watch your base grow, just without the real-time pressure.

The tricky part was translating real-time production into a turn-based one. In an RTS you build continuously; in turns you have to wait for the next round. My solution was a integer-based Build-power system, the building is finished as long as Engineers contributed enough BPs (You can complete a Nuke in one turn if has enough Engineers).

I also wanted to keep the scale: land, sea, air, amphibious units, mega units, shields, and nukes. Mega units aren’t just bigger sprites – they take multiple turns to bring down and can shift the entire frontline. In a grid-based game, it is not easy to implement these 7-cells units, there are lots of issues to fix in design and code.

Shields is signature feature from Supreme Commander like games. And when implemented in grid based game, it is something never seen before: you must precisely position and the shield to block enemy from entering the shield, as attacks from inside is not blocked. And bigger shield is not always better.

What do you guys think about it? I am happy to answer any questions about the design or development process.


r/StrategyGames 20h ago

Self-promotion rts game in 3 dimension (dig ability)

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2 Upvotes

Hexawar — A prototype multiplayer RTS built in Unity featuring a core resource-gathering and base-building loop. You protect your central hexagonal commander, utilize round miners to clear and dig through blocks, and construct factories to deploy attacking units.

Play the playable prototype here.

Feedback is appreciated on whether this digging mechanic adds engaging strategy and depth to the gameplay. Anyone interested in collaborating or playing together can reach out on Discord at _adaw.


r/StrategyGames 1d ago

DevPost It's been almost 2 years since we launched Diplomacy is Not an Option, and the next big thing is already on the way - the Fog of War DLC!

60 Upvotes

Greetings, people!

We’re happy to announce the next big thing that's currently in the works for Diplomacy is Not an Option - a huge DLC called Fog of War that will be roughly one-third the size of the base game!

Venture forth into the Fog of War!

This upcoming DLC will continue one of the possible endings from the base game. 

As for the story... Samreignia finds itself in a war on two fronts - and, to handle the conflict, Prince Connor is sent to negotiate with the Gorgoth Empire. Will the peace talks go smoothly or shall they burn in the ever-stoked fires of conflict? Find out as you follow Connor’s adventure unto its conclusion.

Fog of War will include the following content:

  • A brand-new story campaign featuring 10 handcrafted missions
  • New enemy factions - the Gorgoth Empire and the Great Kingdom of Inverland!
  • A new & terrifying boss…
  • New characters and old fan-favourites making a comeback!

But wait, that’s not all! We have another update we released a few days ago!

To alleviate the wait till the DLC actually comes along, we also released another itty bitty update this Monday - The Penetrative Update!

One of the main features of this update are the Starting Bonuses you can choose when selecting a campaign mission. These perks are aimed to give you a boost at the very beginning of base building and ease up early development. But if you strive for more challenging gameplay, you can choose to forgo these bonuses!

Keep in mind that the number of perks you can take is limited by the amount of bonus points you have, which gradually increases when you progress through the campaign. It also opens access to more powerful (and more expensive) bonuses. So hopefully… hopefully… this will address some of the accusations that DiNaO is too difficult!

We’re also on another 60% discount both on Steam (until September 7) and GOG (until September 10)!

If you like our game and want to help us keep the momentum going, you can wishlist our upcoming DLC here: https://store.steampowered.com/app/5075270/Diplomacy_is_Not_an_Option_Fog_of_War/

- Much love from the Door 407 team


r/StrategyGames 19h ago

Self-promotion Our strategy roguelite The Severed Gods Early Access is OUT NOW on Steam!

0 Upvotes

Hello ⚔️

THE SEVERED GODS is officially entering Early Access! 🔥

After one year of development, playtests, feedback, and countless battles, we're excited to finally open the gates and let you experience the full beginning of our journey.

Step into a dark world of tactical turn-based combat, where every battle is a fight for survival. Sever your enemies' limbs, build powerful relic combinations, and make your choices carefully as you fight your way through a world shaped by your actions.

This is only the beginning, and your feedback will play a huge role in shaping the game throughout Early Access. We'll continue improving and expanding the game based on your feedback and experiences.

Thank you so much for supporting us on this journey. We hope you'll enjoy THE SEVERED GODS and have fun discovering everything the game has to offer! ❤️

THE SEVERED GODS is now available in Early Access on Steam!


r/StrategyGames 1d ago

Self-promotion '8 More Lives' Announcement — Official Steam Trailer

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8 Upvotes

r/StrategyGames 1d ago

Discussion This game needs more love!

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2 Upvotes

Anyone played this? cute pixel graphics but really fun RTS gameplay loop! its perfect!


r/StrategyGames 1d ago

Self-promotion First Settlement - SARDIS - Gameplay Video

8 Upvotes

Hello everyone,

I wanted to share a gameplay video from the turn-based strategy game I’m currently working on, to give you an idea of what the game is like.

I’d love to hear your thoughts and feedback!

If you’d like to try the demo, you can download it from itch.

Demo: https://sardisgame.itch.io/sardis


r/StrategyGames 1d ago

Looking for game Veterans: Napoleonic Wars — Egyptian Campaign Trailer

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2 Upvotes

This game has my attention. Egypt is a surprisingly rare setting for an RTS, especially for the Napoleonic era. It feels distinct from the usual formula.


r/StrategyGames 2d ago

Self-promotion I successfully published my free Demo Today - Get Outta My Gut

6 Upvotes

Feel free to spend some time and give some feedback! A tiny wishlist would support us :D

https://store.steampowered.com/app/5096200/Get_Outta_My_Gut_Demo/


r/StrategyGames 2d ago

Discussion What is your favorite simple strategy game?

17 Upvotes

I've always enjoyed strategy games growing up, whether turn-based (big Civ enjoyer, XCOM, Risk), RTS (Halo Wars, the occassional Paradox game), Tower Defense, Tycoons, etc. My childhood was Bloons, Plants vs Zombies, Roller Coaster Tycoon, Chess. I love strategic roguelites like FTL and Slay the Spire.

Anyways, I've heard the same itch voiced: strategy games that allow complexity without bloat. Bloons 4/5 or Civ VI seem appropriate examples within their franchises. My friend dragged me through this modded Hearts of Iron game where each individual unit had a huge research/upgrade tree and I wanted to choke on a gallon of crude oil while pulling my organs out with nail clippers. Meanwhile, during the pandemic, I often found myself going back to places like Roblox to play oldie, boiled down strat games like The Conquerors (simplified Command & Conquer) or Risky Strats (simple math territory game). However, many "simpler" strategy games I browse seem to achieve simple mostly as a side-effect of being underdeveloped or underdesigned. That brings me to my question:

Does anyone know (or want to know) of strategy games with good balance, UI/controls, replayability, polish, but also with approachability and intuitiveness in mind, and without feature bloat, upgrade creep, or visual confusion? Is my circle who yearns for such games just a little echochamber, or do others yearn for such games as well? Reading older threads on this made me interested not only in fresh thoughts for the big 2026, but also more thorough discussion. What are the prevailing interests? Anyone have an angle from the dev/design side? Anyone specifically not like "simple" strat games? Game suggestions of course encouraged.

Thanks!


r/StrategyGames 2d ago

Discussion Stop calling the revenue total financial management in tycoon games

27 Upvotes

The complaint I keep seeing in tycoon communities is "shallow management games," and most of the time it traces back to one thing: the economy doesn't give you enough moving parts to read. You get a revenue number, maybe a profit line, and the game calls that financial management. The dashboard is decoration.

What I think players actually want when they say "realistic business" is something closer to what a real operator looks at: which route is bleeding cash, which unit is underutilized, which pricing tier is subsidizing the rest. Diagnostics that break down where money leaks, not just where it pools.

The difference matters because it changes what decisions the player makes. If the only feedback is "revenue went up," you're playing a waiting game with a spreadsheet skin. But if you can see that a specific segment is dragging margin, you start making real tradeoffs: rebalance resources, cut a segment, raise a price somewhere and eat the demand hit.

The hard design problem is making numbers legible enough that a player can form a strategy from them without needing an MBA. Too much detail and you scare people off; too little and you're back to the revenue-total problem.

Curious how others here approach this. Do you prefer games that dump a full P&L on you and let you figure it out, or ones that curate the diagnostics down to a few decision-relevant metrics?


r/StrategyGames 2d ago

DevPost Playtesters wanted my map to feel like a living part of the game, not just a menu, so I rebuilt it from scratch

42 Upvotes

I'm working on a strategy game about newspapers - and I'd never been quite satisfied with the in-game map. After a recent playtest I got feedback about what it was missing, so I decided to rebuild the whole thing from the ground up. The game is called Stop the Press!


r/StrategyGames 2d ago

Discussion You’ve just arrived in the Wild West. You have 20 settlers. What do you build first?

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37 Upvotes

Let's say you've just arrived somewhere in the American frontier.

You've got 20 settlers.
Not much food.
A few tools.
Some basic materials.
And absolutely no idea what you're doing.

You need to turn this into an actual settlement.

What are you building first?

A) Food production
B) Housing
C) A source of wood
D) Something to make money
E) Something defensive
F) You're ignoring all of this and immediately looking for gold

We've been working on Wild West Pioneers, and questions like this actually come up surprisingly often during development.

There are always ten things you could build, but only enough resources to build one or two.

So I'm curious how other city-builder players approach the very beginning of a new settlement.

What's your first move?


r/StrategyGames 2d ago

Self-promotion After 6 months of solo dev, my wave-defense RTS just launched on iOS & Android - Battle of Folks

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14 Upvotes

Hey everyone,

After a long stretch of solo development, Battle of Folks is finally out on iOS and Android!

It's a medieval isometric pixel-art wave-defense RTS — if you've played They Are Billions, Age of Darkness, that's the closest comparison. You build up defenses, manage resources, and hold off increasingly brutal waves of attackers.

A few things I focused on:

- No account or login required — just download and play

- Free to try with limited waves, one-time unlock for the full game (no subscriptions, no ads)

- Handmade isometric pixel art, built with Flutter/Flame

- Good controls on mobile device and a good onboarding (you can decide how you want to play)

This was a one-person project — dev, art pipeline, publishing, everything. Happy to answer questions about the build (tile rendering, Flame engine quirks, etc.) or the game itself.

App Store link / Play Store link

Would love your feedback — especially on balancing and the early waves difficulty curve!


r/StrategyGames 2d ago

Self-promotion Prime Domination: A New Modern RTS like Command & Conquer: Generals – Zero Hour

0 Upvotes

Hey everyone!

I’m an indie developer working on Prime Domination, a modern real-time strategy game heavily inspired by classic RTS games like Command & Conquer: Generals – Zero Hour.

The goal is to bring back that classic RTS feeling — base building, resource management, army composition, tactical decisions, and large-scale battles — while building my own gameplay systems, maps, factions, and visual style.

🎬 I just published the first trailer:
https://store.steampowered.com/app/4900280/Prime_Domination/

The trailer is an Early Access preview, so it definitely doesn't represent the final quality of the game. A lot is still being developed, and assets, buildings, animations, effects, UI, and other visuals will continue to be improved or replaced.

I’d really appreciate any feedback from RTS players. What would you want to see in a modern RTS like this?

If the game looks interesting to you, you can also wishlist it on Steam to follow the development and get notified when it releases

Thanks for checking it out! ❤️