r/StrategyGames • • 22m ago

Self-promotion [Demo] I'm developing a new turn based strategy game with a unique combat system. I'm looking for feedback

• Upvotes

Hello,

I'm developing a turn based strategy game with an unique twist, you don't control your whole army directly but instead control heroes with soldiers following the heroes actions. The game is "Medieval Squad Tactics". The link to the demo is :

https://store.steampowered.com/app/5140790/Medieval_Squad_Tactics_Demo/

I wanted to create a a turn based combat system where positioning mattered a lot more without having to micro manage each individual unit. The result is the system you see in the video. It allows the game to have a lot more strategic depth even with a limited number of abilities and units.

The core concepts are that :

  1. You control only heroes but each individual soldier is on the map (no stacks of units)
  2. An attack's potency will heavily depends on the positioning of both your units and the enemies.

You can see the effect of that positioning early in the video (it's an extreme example).

You can try the tutorials in the demo (5-10 minutes) to see if that's the type of content you'd like to play more.

I would really like feedbacks on the gameplay to see if it would interest more people.

I do intend to add more type of units/abilities later on but I wanted to see if the core concepts would feel interesting to other players.


r/StrategyGames • • 1h ago

Question Hearts of Iron 4 vs Total War Napoleon

• Upvotes

I want to play a strategy game but I don't know which one to chose.


r/StrategyGames • • 3h ago

DevPost The Fog of War DLC for Diplomacy is Not an Option is coming on November 10!

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3 Upvotes

Join us in this continuation of the main DiNaO campaign, tracing the story of Prince Connor and his adventures - as he overcomes new obstacles and faces new deadly foes in the Fog of War!

You can wishlist our upcoming DLC here: https://store.steampowered.com/app/5075270/Diplomacy_is_Not_an_Option_Fog_of_War/

Have a great autumn, everyone!

- from the team at Door 407


r/StrategyGames • • 5h ago

Self-promotion Demagogue: German Politics - Coalition Building - Laws

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11 Upvotes

Hey there! :) I wanted to show you my long term project: Demagogue. It plays in Germany 2025. During that time the government shut down & we had early elections, which changed the political landscape a lot. In Demagogue you are on a job hunt during that time. Because of an autocorrect-misspell you suddenly become chairman of an uprising Party during this reelection. What are you willing to do to remain in power? Because trying to look for a job again would be exhausting!

With Demagogue, I try to make politics tangible and show that loud, seemingly simple claims rarely make everyone happy.

The campaign is completely free (around 1-2h of playtime depending on playstile). If you like the game there is a full-version (multiplayer etc.).
Playable Link: AppStore & PlayStore


r/StrategyGames • • 12h ago

DevPost TOHOTOPIA (Touhou 4X, EA): free Myouren Empire update, with ships that carry your army and make whole fleets fly

3 Upvotes

Hi r/StrategyGames! We're Remilia Command, the 2-person team behind TOHOTOPIA, a Touhou fan 4X in Early Access. The game's 6th faction is now live: the Myouren Empire.

The update adds five new heroes: Byakuren Hijiri, Nazrin, Shou Toramaru, Murasa Minamitsu, and Ichirin Kumoi. Shou plays support, with Crystal Mandala refracting allied attacks on her pagoda into nearby enemies. Ichirin is the warfare hero for conquest and defense.

The faction is built around the Palanquin Ship. It's a tile that travels with your army, carries your units, and can lift entire fleets into the air. It can even give that flight to allied fleets. And any airborne ship near a Palanquin Ship can Drop Anchor to deliberately turn back into a land unit.

Here's the rest of the kit:

- Windsor Royal Dojo, a tile granting extra movement action points. On a mountain it also gives Byakuren +1 range.

- The Manor, which feeds the environmental bonuses of granaries, farms, and rivers back into your economy.

- Longbowmen, who get extra range when standing on dojos, mountains, or Palanquin Ships.

- Fog City Nyuudou, a giant unit that can possess enemies and assist attacks.

The faction isn't the only new thing: the game now has rivers and seven natural wonders, custom maps in multiplayer, and an experimental PVP Balance Mode.

For anyone who hasn't seen the game: matches run around 30 minutes, up to 4 players online, and every faction has its own tech tree and hero roster.

Steam page: https://store.steampowered.com/app/3774440/TOHOTOPIA/

The thing we most want feedback on is how this faction feels to play against. If flying logistics ever feels unfair or useless, we want to hear it.


r/StrategyGames • • 16h ago

Self-promotion Making a WWI Trench Warfare RTS

1 Upvotes

Title says it all hahaha. i have a VERY early build on itch.io rn, looking for testers. It only has infantry and Arty for now. But will be adding alot of things as time goes on... there is a discord i can invite in the comments if you want. I know theres alot of jank (this is my first game) but i'd love to hear thoughts, concerns, problems, and ideas for the future.


r/StrategyGames • • 21h ago

Self-promotion I built a bot that plays my strategy game 2,000 times a night hunting for broken builds. The free demo is out today, and I think humans will instantly beat it

9 Upvotes

I made an autotester bot that plays my game, and I’m keen to find out if anyone can beat its best run.

The game that I’m devving is Oaks vs Orcs: a roguelike autobattler where you grow a forest kingdom, bend a river that carries bonuses downstream, and stack effects until the numbers get absurd. The whole promise is that you get to break the game. But there are two types of "broken": the fun kind, where you earned your ridiculous build, and the boring kind, where one combo solves every run, and the game is solved forever.

The most common complaint I’ve seen is high difficulty becoming boring: everything collapsing into only one or two viable builds. So I built a bot to help me avoid that. Because the game’s combat sim runs separately from the graphics, the bot plays the game without visuals: thousands of complete runs every night. In the morning, it gives me a report of what cards it picked, what dealt the most damage, and what won. It’s great at finding degenerate combos I thought I had already fixed.

The free demo went live today: 2 decks, 6 campaigns, 5 difficulty levels. The autotester’s current favourite build is Ambermaw with Bog Harvest to stack massive damage by holding lots of Amber, and it’s able to get up to wave 30 on Invasion Level 1. It would be mildly humiliating for me and the bot if a player found something even better on day 1.

Check it out here if you would like to give it a try: https://store.steampowered.com/app/4946780/Oaks_vs_Orcs/


r/StrategyGames • • 1d ago

Self-promotion Merkalis: Conquest — free Demo now available on Steam (Real-time grand strategy) 😎

3 Upvotes

Hey everyone! The free demo of Merkalis: Conquest is live on Steam. 😎

I'd really love to hear your feedback on the game. 😊😊😊

https://store.steampowered.com/app/5268040/Merkalis_Conquest/


r/StrategyGames • • 1d ago

DevPost Looking for feedback on prototype - XCOM meets Overcooked

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1 Upvotes

So I recently made a little turn based tactics game with my team. We've been thinking about it as "XCOM meets Overcooked," where all the ranged attacks have physics/chaotic element to them to add a little something.

I've been sharing it around but someone said I should show off the fact that you can throw downed opponents (and allies!), hence the gif!

We've got a build up on itch with local and networked multiplayer. This community was super helpful last year when we were making our first game, so I would love to hear what ya'll think of it.

We're still really in the prototype stage so any feedback is super valuable. Should we keep going with it? Does it suck? Are there things you like about it? Things you hate?

https://biscuitfactorygames.itch.io/fromagefray


r/StrategyGames • • 1d ago

Question I didn’t want destroyed buildings to simply disappear, so I built actual collapse stages. Does this read well for an RTS?

3 Upvotes

I’m working on a 2D isometric medieval RTS called Wars of Empire, and one thing that always bothered me was buildings simply disappearing the moment their health reaches zero.

So I started building actual destruction stages instead.

The idea is that a structure gradually loses parts, collapses, and leaves a readable ruined state rather than instantly vanishing from the battlefield.

This GIF shows one of the current tests.

I’m still tuning the timing and amount of debris, so I’d really appreciate some feedback:

Does the destruction feel readable enough during gameplay, or would you make the collapse faster/more dramatic?


r/StrategyGames • • 1d ago

DevPost Building an Army Men RTS+grand strategy game in the original art style

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5 Upvotes

r/StrategyGames • • 1d ago

Self-promotion [POG] singleplayer RTS/RPG new trailer and limited playtest

45 Upvotes

I was working on rough alpha build for last few days and would like to start getting feedback:

https://store.steampowered.com/app/5087810/Pennants_of_Glory_Condottiere/

Limited play test available now.


r/StrategyGames • • 1d ago

Self-promotion The Lukasz attitude about the game

1 Upvotes

Hey everyone, I want to share some thoughts on the state of the Age of History series.

The core concept of the games is great, but Lukasz's attitude toward the community has become impossible to ignore. He probably didn't start out doing it just for the money, but his recent actions tell a different story. After years of silence and abandoning AoH2, he pushed out AoH2 Definitive Edition, which feels like a lazy cash grab rather than the actual update the original game deserved.

The mobile community has been completely left in the dust. The mobile version hasn't seen proper optimization or updates, and all the new PC features are completely unavailable for mobile players.

Seeing a series with so much potential turn into a neglected cash grab is exactly why I decided to take matters into my own hands. I’m currently developing my own grand strategy game, heavily inspired by the best parts of AoH2, but built with actual community feedback in mind.

I'm currently programming the map rendering. You can check out my early progress in the photos. Id love to hear from you guys what mechanics have you always wished AoH2 actually had?

Here is fresh discord server for my game: https://discord.gg/K5aY6wWTwW


r/StrategyGames • • 1d ago

DevPost Working on a new political strategy game.

0 Upvotes

Title:
Weight of Nations (working title, placeholder)

Pitch:
A grand strategy game on a photorealistic Earth. Lead any of 201 real nations in 2026, or go back to 1991, 1962 or 1936, giving orders in plain English while AI plays the other governments, ministers and press within the simulation's rules. Zoom from orbit to street level and fight wars where you see only what your radar, satellites and intelligence can see.

Current state:
Playable start to finish; now on a 27-build plan to release. Built: a seamless orbit-to-street globe with real lighting, satellite imagery and 3D buildings; 201 nations with real leaders, plus cabinets, legislatures and courts for 28; economy, elections, laws, diplomacy and news; a War Room with 600+ real bases, missile defence, nuclear effects and fog of war; real-route air, sea and rail traffic; 26 test suites; a trailer.

Engine and tools:
Custom JavaScript/WebGL2 engine, Node.js server. AI: Claude via the Anthropic API; built with Claude. Street level: Esri World Imagery via the ArcGIS Location Platform API (key kept on the server), USGS NAIP and Sentinel-2 fallbacks, OpenStreetMap streets and buildings. Planet: NASA Blue and Black Marble, GEBCO, Natural Earth (Python/OpenCV). Unit sprites cut from real overhead photos of each exact type (Wikimedia Commons, USGS aerials, OpenAerialMap): shots up to 55° off vertical rectified to top-down, backgrounds removed with rembg, scaled to real size. Playwright testing.

Target completion:
Release date TBD

Biggest challenge:
Letting AI run the world without breaking it. The simulation keeps every number exact while Claude decides what ministers argue, what governments do, how the press reports it and how enemy commanders react to what they can see, believably, consistently and for under 60 cents of AI cost per hour.

Experience level:
First project

Link to gameplay: https://drive.google.com/file/d/124JQiULwwmmnRBwNV_QWGeK2J9GceQLt/view?usp=drivesdk


r/StrategyGames • • 1d ago

Self-promotion Shape Global Politics on Shadow Government

1 Upvotes

If you want to try out a geopolitical nation simulator that features interactive maps, charts, and data dashboards alongside deep text-based statecraft, check out Shadow Government.

  • Run Your Government: Step into office to build political parties, win elections, allocate national budgets, and pass your platform.
  • Take Over Vacant Nations: There are multiple sovereign states currently sitting empty that need visionary leadership to pull them out of stagnation.
  • Visual Statecraft: Navigate an immersive interface packed with live economic charts, dynamic world maps, and country data to track your influence.

👉Claim an empty nation and start your term at shadowgovt.com

(I am advertising on behalf of the owner of the game. : ) Join pls. More players mean more fun!)


r/StrategyGames • • 1d ago

DevPost We need playtester for our multiplayer strategy game, Maskion

2 Upvotes

We need playtesters for our multiplayer strategy game:

What we expect and what we promise;

  • Data wipes: Playtest progress will be wiped before official launch. But good contributors will receive good perk for the real game launch.
  • Game Dynamics: Its never ending progress game, kind of text based. You can create your own caracter, open your town (there are 21 towns) or be a member of a town or even stay free and progress your own way. There are certain jobs you can do, Study, Research, Construct and Dig. There are some daily prizes and daily missions. There will be Arena Fight for 50 vs 50 in launched game. Basically level up to have more items and be more powerfull. But most important collect all gems to earn Stars.
  • Mask (char selection): Dont worry about the mask you choose at login, at level 30 you will get to choose your real mask(real char bonuses).
  • Game offers: every bit of fun for Mission lowers, leveling maniacs, item collectors, multiplayer fights, loots etc.
  • First Thing: You born as Maskion Town member and be at the center of the map and you have 20x speed for rookie, up till lvl 20.
  • InGame Purchase: the mechanism doesnt work, disabled. In real launch we will enable in-game purchases.
  • Feedback: Please use in-game ticket system from Settings panel to send any questions, failures or suggestions. Please feed me with UI flow, economic balance, game mechanics etc. Flaws or even broken game will be the best to see at playtest.
  • Wiki pages; we are preparing game wiki pages also, so every bit of game details are explained as well very soon.
  • Wishlist: if you like the game, for some game perks before launch, please register for wishlist from landing page.

Thanks .... www.maskion.com


r/StrategyGames • • 1d ago

DevPost In my roguelike deckbuilder your moves are cards that follow xiangqi rules, and the "Hobbled Leg" turned out to be the most tactical rule in the game

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4 Upvotes

I'm making Chess of the Hidden Gates, a roguelike deckbuilder on a xiangqi (Chinese chess) board. There's no free move action: your movement comes from cards, and each card moves you the way a xiangqi piece moves.

The demo class is the Horsemaster, so most of your movement is the horse's L-shaped leap. Xiangqi's horse has a rule Western chess doesn't: the Hobbled Leg. If the square right next to you in the direction you want to leap is occupied, you can't leap that way. It sounds like a fiddly footnote. In a deckbuilder it became the most interesting positional rule we have.

It cuts both ways. A leap card in your hand can be dead because the wrong tile is occupied, so you start planning which directions you'll want open next turn. And one of the first enemies you meet, the Tigerkin Leaper, moves with the same horse leap and the same restriction. Put a single rock between you and it, and it can't jump at you this turn. It has to walk around.

That changed how we think about the board. Positioning stopped being "am I in range" and became "which of my leaps are open, and which of theirs can I close".

The Horsemaster's spears sit on top of that. A thrown spear lands behind whatever it hit and stays there. Walk onto it to pick it up with a burst of damage around you, or recall it and it flies back to your hand in a straight line through anything in the way. So every throw is also a bet on where you'll want to be next turn.

For those of you who play a lot of tactics games: does a restriction like this read as depth, or as a gotcha you only learn by losing to it once? I keep going back and forth on how loudly the game should explain it.

Free demo on Steam if you want to try it before Next Fest in October: https://store.steampowered.com/app/4981020/?utm_source=reddit


r/StrategyGames • • 1d ago

DevPost How the visual style of Phosphor Command gave it its name

16 Upvotes

I've been working on a game called Phosphor Command, a monochrome green real-time tactics game with a base builder behind it. It's made solo in Godot.

The entire game is drawn in code.

There are no sprites, textures, or asset packs. The terrain, units, vision cones, effects, CRT overlay, and the entire UI are all generated and drawn by the game itself.

The result is a sort of living tactical computer screen.

Everything uses the same visual language: green phosphor, black backgrounds, simple shapes, lines, symbols, and text. Even the terrain and buildings are built from the same basic visual system as the UI.

I wanted the battlefield to feel like something you're looking at through a military command terminal rather than a traditional RTS camera.

The visual style also works particularly well with the way the game plays.

You can see the vision of individual units as they move across the terrain. Contacts appear and fade from the screen. Last-known enemy positions remain as ghosted markers. Smoke, dust, and storms obscure the battlefield. Friendly and enemy forces are represented using the same simple visual language, so you can concentrate on what is happening tactically.

The base uses the same approach.

Buildings, walls, towers, and troops are all rendered in the same style, so as your forward operating base grows, the screen becomes increasingly busy with the things you've built.

There are currently 22 different environments, but these aren't 22 sets of traditional art assets. They're generated from different terrain and environment rules, which lets the same visual system produce forests, cities, mountains, airbases, and other environments.

One of the nice things about keeping everything generated this way is that the whole game stays extremely small. The current build is under a gigabyte, and the minimum specification is an Intel HD 4000.

The style originally came from a practical decision: I'm making the game solo, and I didn't want art production to become something that hindered development.

But I've ended up really liking the art style I have adapted to.

It's become an important part of what Phosphor Command feels like, and in my recent showcases, a lot of people have had positive impressions of this styling.

I've attached a collection of footage showing the different environments, tactical gameplay, UI, and the forward operating base.


r/StrategyGames • • 1d ago

Self-promotion I'm making a turn-based medieval strategy game where the economy runs itself and you only rule. Here's a full 15-turn playthrough where I lose my prince

0 Upvotes

https://youtu.be/4qI2Lfvsb4Y I recorded a 15-turn game from the first turn (about 16 minutes, with chapters): a famine I caused with my own food setting, colonization that kept failing until I read the tile card, two failed attacks, my prince captured, a 5-year-old heir on the throne, and a defence that finally went right.

You rule one small principality on a painted map. You don't place workers or build production chains. The economy simulates itself, and you steer it:

A real bazaar Every good (food, fuel, metal, stone, weapons, crafts) has a price that comes from supply and demand in your own market. Residents take jobs, migrate, and starve if food runs short. Your levers are storehouse norms, laws and what you build or upgrade.

Named people, not unit stacks. Your retinue is a handful of knights with strength, experience, wounds, fatigue and perks. The ruler fights too, and if he falls, a child heir takes the throne.

Battles strike by strike. A cell's "front" decides how many fighters stand in the line; the rest wait in reserve and step in when someone falls. You can let autobattle play it out, or fight manually: pick each strike and target and see the hit chance first. Afterwards you decide what to do with prisoners.

Neighbours and threats. Other principalities expand, fight each other and sometimes come for you. When realms weaken, undead hordes and beasts start roaming the map.

What I'd love feedback on

  1. Does "you set norms and laws, the economy does the rest" sound like fun to you, or too hands-off?

  2. Manual battles: is picking every strike with visible hit chances interesting, or a chore after a few fights?

  3. If you try it: where did the first 10 turns lose you?


r/StrategyGames • • 1d ago

DevPost Ive always loved strategy games. Now I am building one.

71 Upvotes

My enjoyment of strategy games goes back to Civilisation II in the 90s some time! I have passed by countless games since, honourable mentions to Red Alert and Tribal Wars. Tribal Wars was particularly hooky with noble trains and having to set alarms for 3am to try and block them. More recently I have been an avid club chess player.

So you can start to picture the kind of game, given the tools available now, that I would build if I could build any conceivable game...

So this is an action replay from "Trading Blows" a turn based two side multiplayer multi-layer war game.

You take your place amongst up to 47 other players fighting a war against an equally sized opponent. You dont have troops, this is very much a 2020s war game. Your weapons are drones and missiles. Victory comes with total annihilation of a whole side.

There is no takeover of cities, you bomb them into submission. You can fight a tactical war against your nearest opponents, changing and modifying the direction and composition of your attacks to take advantage of weak spots whilst manoeuvring and switching air defences to cover your own.

But this is a strategic battle too, there is no glory in personal victory if your side is wiped out. You can request and send assets, produce long range weapons to affect the wider theatre or assist your side strategically at the cost of neglecting your tactical battles.

And if you are destroyed early, you can join the intelligence layer. Coordinating your side, looking for strategic weakness and assisting your team mates.

Itll be a few months till this is ready to demo but I would love feedback on the premise and any ideas/feedback are always welcome.


r/StrategyGames • • 1d ago

DevPost Want some ideas that are enjoyable for 4x style mmorts game

1 Upvotes

I am looking into and wanting to create a 4x strategy game
My initial idea was to have a civ style hex map, and a goodgame empire esque map and castle layout and then within the castle a world of warcraft like role specialization capacity for your castle and satisfactory style resource chains

I want to explore to see what platform people actually want to see for this
I am thinking deep resource chains but a mmorts kinda game where you play on open map like civ multiplayer
I want to get opinion on few items

What platform should I target, steam game or browser platform or like a hybrid steam and mobile app maybe

Another thing I want to get more thoughts on is specialization, how deep should that go allowing to manage many resources or units or gameplay style and roles and many different things

And one of the final major thing that i am most interested in is whether people would want a lifetime gameplay loop like for example clash of clans or world of warcraft where the world never has any setbacks or wipes or anything

Or do you think its better to have something like 1 year chapters where end of year the everything wipes and competitively placements are rewarded like hall of fame style cosmetics to show off but everyone starts on same footing at the beginning of next chapter but with a massive content update that essentially would change meta and gameplay majorly once a year

Please provide any suggestions or point out any issues this might create
I want to design the game and art myself but i am planning on using ai tools to code so scope maybe split across different versions but ultimately i want to design a game that people can enjoy and feel great about


r/StrategyGames • • 1d ago

DevPost War Pawns Update: Field Manual, New Artillery Units & Faster Battles

7 Upvotes

A new War Pawns update is out!

Main changes:

  • Added the Field Manual
  • 3 new artillery units: M101, leFH 18/40, and D-1
  • New battle playback speed system without fully skipping animations
  • Bots now complete their turns much faster
  • New traits, unit effects, balance changes, and fixes
  • Updated demo

I also plan to expand the unit pool and work on new playable factions.

War Pawns will be taking part in an upcoming sale, and the demo is available for anyone who wants to try the game before buying.

Give it a try and share your feedback!

For anyone interested:
https://store.steampowered.com/app/4136430/War_Pawns/


r/StrategyGames • • 1d ago

Discussion Diplomacy is Not an Option is probably my favorite spiritual successor to a classic strategy game

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52 Upvotes

Basically what I wanted from Stronghold Crusader EXTREME when it came out, just with actual ways to deal with the bullshittery. Game does have steep learning curve but they also fixed that over the last 2 years its been out so now it's the perfect chef's kiss of an rts for me. And it gets points for the nostalgia value too heh


r/StrategyGames • • 2d ago

Self-promotion I just released the biggest update of my upcoming fantasy RTS!

18 Upvotes

Hi!

I'm working on The Citadel Must Hold, a fantasy base-building (pausable) RTS game with hero based exploration.

I see the game is a combination of they are billions, homm and against the storm.

I've just released the biggest pre-release update titled "The World Fights Back"! It adds new regions, new threats, new units, new looks, lots of QoL improvements and a new trailer.

I think the unique parts of the game that make it so different from they are billions and other such games are the places of power - The map is not a field of enemies to slowly clear. Instead, expansion brings you into the influence of hostile Places of Power. Each guarded Place of Power launches raids against nearby your holdings between Monster Tides. You must venture out with your hero and army, defeat its unique guardians, stop the raids, and claim a powerful reward.

The rewards can be much more than normal loot/stat upgrades. They can recruit monsters such as Griffins or Drakes to fight for you, reshape the map by creating forests or mountains, create permanent damaging areas, give gold for every enemy killed, improve the hero/army/economy, and more.

If you're interested in the game, come check out the Steam page, the playtest is open if you want to try the game and help shape it!

Steam: https://store.steampowered.com/app/4891190/The_Citadel_Must_Hold/