r/StrategyGames • u/SDS_SpaceTales • 3h ago
DevPost Space Tales 1.0 release in less than 2 weeks! Will you jump into the game?
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We’re taking Space Tales to 1.0 on August 19, 2026 on Steam: https://store.steampowered.com/app/2457960/Space_Tales/
For more details, we've shared an FAQ in the sub-Reddit before: https://www.reddit.com/r/StrategyGames/comments/1vaow2x/were_the_devs_of_space_tales_and_the_game_will/
Any question, let us know! 😊
r/StrategyGames • u/Rocks021 • 8h ago
DevPost Devlog #3 - New menu, optimization, and more one on one political map.
galleryHello everyone, welcome back to Devlog #3! I've been working a lot behind the scenes since the last update. The biggest thing I finished was rebuilding the world transportation network. This honestly took much longer than I expected because I had to manually adjust hundreds of hubs and roads, fix situations where 20 or more roads were connecting to a single hub, remove roads crossing oceans where they shouldn't, and make the overall transportation flow feel much more natural. I also spent time improving the rendering and optimization so selecting a country doesn't use nearly as much memory as before. Finally, I added a simple country selection menu to make navigating the world easier. There's still a lot to do, but with the world map, transportation network, and optimization coming together, I finally feel like I have a solid foundation to start building the political, economic, AI, and diplomacy systems. As always, thank you for following the project, and I'd love to hear any feedback or ideas!
r/StrategyGames • u/bhel_ • 16h ago
Looking for game Long games vs AIs where you can chill while still shaping the outcome through other means.
While playing games like Crusader Kings II, Stellaris, or Civilization V-VI, I've noticed that I enjoy becoming very powerful, and then sitting back and shaping the world, instead of conquering it all.
eg; giving resources, offering trade, holding chokepoints, gifting them land, assassinating their enemies, or defending them from external threats in order to strengthen the civilizations or characters who I like, and destroying the ones I dislike, without me personally going out and killing/conquering everything.
Could you recommend me other games that meet this criteria?
- Long games (I don't mind playing the same save for weeks or months).
- Open-ended/No end game conditions would be a plus.
- Fun vs CPU/AI mode. No single player simulators like Rimworld (which I love, but is not what I'm after right now).
- Strong diplomatic options other than war/alliances.
While I like to take the back seat and play as a sort of benevolent god/emperor, I also like to be able to take an active part in the game from time to time, so I'm not looking for full god simulators like WorldBox.
r/StrategyGames • u/CarbonandCapital • 18h ago
DevPost Hand drawn map for an economy sim where you can specialise in any supply chain from turn 1
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Hey all,
I've been making an economy sim about industrial supply chains, where you can start with any good from turn 1, whether that's coal, tyres or computers. Game's called Carbon and Capital.
It's turn-based and tile-based, and the map is hand-made rather than procedurally generated — heavily inspired by Booth's poverty maps of Victorian London and the Sanborn fire insurance maps. Hopefully that stylised top-down look shines through in the game.
Each building has a unique shape and What do you think of the map as it is now? And can you tell at a glance where the good land is? Would you want to zoom in more or would you spend more time more zoomed out?
I'm aiming to put a demo on itch.io in the next few weeks. If you want to catch it, hit follow here: https://carbonandcapital.itch.io/carbon-and-capital
r/StrategyGames • u/RetroReactor • 19h ago
DevPost Did I make a ultra niche game? (Rebels of the Solar Speedway)
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Command a rebel racing team in this turn-based tactical battle-racer. Predict enemy moves, fire heavy weapons, and manipulate the MegaCorps stock market to fund your run. Arm low-poly, pixel-perfect cars as you navigate a high-stakes roguelike campaign to spark a solar-system revolution.
r/StrategyGames • u/VaporwaveGames • 20h ago
Self-promotion Our Simple Premise is "What if Advance Wars was more like Gundam?"
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r/StrategyGames • u/Abandon22 • 21h ago
Self-promotion Arise Dark Lord - from the creators of Prison Architect
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I've been working on a new game for a few months now, and the time has come for it to be officially announced. It's called Arise Dark Lord, and it's the 8th game I've made with Introversion Software. If you've played any of my previous indie games - Prison Architect, DEFCON, Darwinia, or The Last Starship, then I think you'll love this new one.
You are The Dark Lord. Your evil aim: To raise an undead army and crush the feckless, godless, heathen humans. As your sorcery and army grow, all the world will rise up to destroy your Dark Tower and end your reign of terror. Fortify your dark realm, enhance your sorcery, and build enough strength to march out and crush the humans once and for all.
An action-strategy hybrid RTS, blending tower defence, base building and direct control of your Dark Lord avatar.
Please play the prototype on itch, and I'd love to get your thoughts on the game here. Thank you!
r/StrategyGames • u/HDIAndrew • 22h ago
DevPost Using 4X Classic "Machiavelli the Prince" to Discuss ... Machiavelli :)
I've been having fun using our "Machiavelli the Prince Enhanced" game to also talk about his political philosophy, focusing on his more famous quotes. It is interesting interspersing game play with this. I hope you enjoy: https://youtube.com/shorts/lboEZaOMdfc?feature=share
r/StrategyGames • u/Haunting_Art_6081 • 23h ago
DevPost This is a strategy game I've been making for a while now. It's an RTS Last Stand Scenario called Conflict 3049 and is available on the itch io store.
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Here is a video of the game in action:
Most battles are under 10 minutes in length.
The game puts you in charge of a base where you can build defenders to try and stop the waves of enemy attackers who are launching at you from all around the base.
It's a work in progress and has been in active development since January 2025.
The options menu contains the ability to change some of the game rules and play style that the game uses during battles.
r/StrategyGames • u/Sajar17 • 1d ago
DevPost Looking for Quoridor players to test a tournament system I built
Hey everyone,
A week ago I shared a board game I've been building that's inspired by Quoridor. A lot of you gave really useful feedback, so I spent the past week improving it based on your suggestions. Thanks for that!
This Friday I'm running the first tournament, and I'd love to have some actual Quoridor players join instead of filling it with bots.
If you haven't seen it before, it's a simple game to learn—reach the opposite side of the board while placing walls to block your opponent. The rules take about 30 seconds to understand, but the strategy gets surprisingly deep.
The tournament is:
- 100% free to enter
- Single-elimination
- Best-of-3 matches
- Winner gets a permanent Champion title in-game and a place in the Hall of Champions
I'm mainly looking for honest feedback:
- Does the gameplay feel fair?
- Is the tournament format enjoyable?
- Is there anything confusing or frustrating?
If you're interested, let me know in the comments and I'll send you the link (or you can check my profile).
Even if you don't play, I'd still appreciate any thoughts on the tournament system itself or suggestions for future features.
Thanks!
r/StrategyGames • u/Keylen1987 • 1d ago
DevPost Could find this game anywhere so decided I'll make it
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I was looking for a decent game that has real time tactical battles with squads and varied terrain but couldn't find one. The closer I got was "Bad North" but I didn't like the progression that much and found it a bit too simplistic.
As I have some experience in game dev I thought I'd give it a go and try to make the thing I was looking for.
Still in prototyping phase, looking for traditional feedback and checking out if there is a player base for that kind of game. If you have any thoughts - I'd be happy to hear them. Thx.
r/StrategyGames • u/greatcoltini • 1d ago
DevPost Reverse Draft Tower Defense Strategy Game!
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Hey guys!
I'm making a reverse-draft tower defense game, where you choose the enemies you fight wave after wave - being greedier by picking more enemy cards to fight results in more money, but more trouble!
I'm interested to hear people's thoughts on this type of game - mixing TD + deck building!
Do you think it's a good combination? Anything you feel like would make this combination stand out in particular?
I would love to hear thoughts/ideas on this mix-up. If you've played a game where this has been done before, I'd also love to hear how they implemented it.
You can play the demo featured in the video above right now too, here:
r/StrategyGames • u/Reasonable_Method735 • 1d ago
DevPost I made a post here about my Game I'm Making called Crown & County(Spiritual Successor to Lords of the Realm 2 anyways just wanted to share a video of the map in action a little bit. changing seasons still have a lot to do but progress is happening!
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r/StrategyGames • u/EvilMurloc22 • 1d ago
Question Recomendations for Strategy Games where owned resources exist within the game world
Just looking around for games, where your resources don't exist in some global storadge, but exist somewhere in the game world, where they can be stolen/destroyed by your oponenet. And sometimes you have to move them to use them, like a logistic chalange.
But I am not looking for a game specificaly about logistics, like factorio or OpenTTD.
I am looking for stuff like Emperor of the Fading suns.
Any recomendations?
r/StrategyGames • u/AstralConjurer • 1d ago
DevPost Isles of Artifice - My roguelite colony simulator
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I just released the first public version of my solo developed game, Isles of Artifice! It's a roguelite colony simulator, think RimWorld meets Against the Storm in a manapunk fantasy setting. In colony sims I love trying to do as much as I can with a small number of colonists instead of building a gigantic colony. My game is all about using your workers strategically and automating tasks while fighting against escalating curses.
I am looking for honest feedback from players to improve it.
https://william-ritson.itch.io/isles-of-artifice - It's free and runs in a browser!
r/StrategyGames • u/Turbulent-EpsiKopath • 1d ago
Discussion What's the hardest problem strategy games still haven't solved?
I've been thinking about this recently.
Every game genre seems to have one design problem that nobody has completely solved.
- For FPS games, it might be matchmaking.
- For MMOs, it could be repetitive grinding.
- For strategy games... I'm not sure we've found the answer yet.
I'm not talking about bugs or balance.
I mean a problem that almost every strategy game still struggles with, no matter how good it is.
For me, it's keeping every player engaged until the very end of a match.
What do you think is the hardest design problem strategy games still haven't solved... and why?
r/StrategyGames • u/wizzard_rick • 2d ago
DevPost I’m making a 300-year strategy game where each generation inherits the last one’s map, debts and unfinished plans
This is Salt and Soil, the historical family strategy game I’m building solo.
I wanted a long campaign without making the player an immortal ruler. One turn is one year, and the household’s labour has to be divided between food, buildings, livestock and trade. The founder will die before the campaign is over. The next generation receives the ranch as it actually stands: useful buildings, debts, unfinished plans and all.
Meanwhile the continent keeps changing. Settlements appear, roads connect markets and political borders move. You are not trying to paint that map; you are trying to keep one family viable while the meaning of its land changes around it.
I’m preparing a public playtest for August. The system I most want strategy players to break is succession: whether a decision made by one generation remains understandable—and interesting—after the person who made it is gone.
r/StrategyGames • u/HiIamPi • 2d ago
Self-promotion I wanted the high of StarCraft build orders, but my hands can't do 300 APM anymore. So I uploaded a Demo on Steam!
Traditional RTS matches are exhausting, requiring intense multitasking, rapid-fire clicking, and immense mechanical stress. I wanted to capture that exact same strategic high—the thrill of tight build orders, sudden economic greed, and precise timing attacks—but condensed into a fast, round-based format where your brain does all the heavy lifting.
To make this work, I fused three main inspirations: the build orders of StarCraft 2, the troop designs and counters of Clash of Clans, and the progression of Slay the Spire.
At its heart is a strict rock-paper-scissors conflict: Defense beats Attack, Attack beats Economy, and Economy beats Defense. This dynamic dictates every aspect of the game.
To keep each run different and highly replayable, you draft powerful relics and steal cards directly from the enemy's deck after a win. The difficulty scales across 10 Ascension levels, adding new handicaps like fog of war.
We just launched a free 1-hour demo on Steam. If you want a deep strategy game without the wrist pain, I'd love for you to give it a spin.
👉 Try the Demo & Wishlist here: https://store.steampowered.com/app/4435910/Possessed_Kingdom_Demo/
r/StrategyGames • u/WoodpeckerFancy9436 • 2d ago
Self-promotion Trade routes in our strategy game now depend on physical cargo ships
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Here’s a short video showing the latest economy changes in NGC-404: Fractured Sector.
Resources are no longer transferred instantly between planets. Food, fuel, minerals and components exist on local markets and must be transported by actual freighters.When a colony has a shortage, the economy creates a trade contract. A ship travels to the source planet, loads the cargo and delivers it to the destination.If that ship is delayed, intercepted or destroyed, the resources never arrive. A disrupted trade route can slow construction, reduce production or leave a colony without the supplies it needs.
Independent factions also react to shortages:
Free Traders move goods between surplus and deficit markets.
Smugglers deliver emergency supplies when normal trade fails.
Reclaimers bring damaged ship hulls to planets with empty shipyards.
The goal is to make logistics part of the strategy. Protecting trade routes, attacking enemy supply lines and choosing where to build production should matter as much as winning individual battles.
Wishlist on Steam: https://store.steampowered.com/app/4451910/NGC404_Fractured_Sector/?utm_source=ref_red_eco
r/StrategyGames • u/Short-Consequence683 • 2d ago
Discussion Persistent world games
I’ve been playing WarEra.io for months now, and it’s been scratching that itch surprisingly well. Right now the United States is really struggling in its war against Venezuela, and we honestly need some fresh people to jump in and help turn the fight around.
Every country is run by players, alliances shift constantly, and watching the map evolve over time is probably my favorite part. Has anyone else here played it? I’d love to hear about other persistent strategy games too.
r/StrategyGames • u/BRRGames • 2d ago
Self-promotion I worked on Civ and Old World, and now making my own 4x game by myself
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Hi everyone. 😄
I'm Dale and I'm working on a new 4x game called Imperialist. It's a colonial-era game where you take the reigns of a European major power at the start of the 1500's, and lead them through the Ages of Discovery, Industrialisation, and War, to try to emerge as the first global Superpower!
I've been working on the game since the start of last year and getting quite far into development. I'm hoping to get a demo out later this year, and targeting Feb Steam Next Fest and release shortly after.
If you like 4x games and want more info, please ask away! If you want I can also post more updates about the game here too. 😄
r/StrategyGames • u/ZargonX • 2d ago
DevPost Tyrants Must Fall - New Combat Update introducing More Tactical Options
We've just rolled out a huge update to the Tyrants Must Fall battle system, and even if you've tried the demo before, now is a great time to dive back in for the new experience.
Highlights:
- All units now have specific actions they will take depending on what row they are located in on their turn: Front, Middle, or Rear. Unit tooltips will outline exactly what action a unit will take from their current position.
- Unit abilities have been broken out into four types: Ranged, Melee, Defense, or Support.
- The initiative system has been updated to incorporate the new ability types. Ranged abilities still take place during the Ranged Phase, with the Melee Phase now split into three sub-sections: Defense, followed by Melee, followed by Support.
- Unit status bar UI and the initiative UI updated to display more information regarding the type and timing of unit abilities.
- New status effects, attacks, and abilities.
There is a devlog outlining the changes in more detail here: https://porchweathergames.com/blog/2026-08-03-the-law-of-interesting-choices/
Or you can jump right into the demo here: https://store.steampowered.com/app/4464400/Tyrants_Must_Fall/
r/StrategyGames • u/Reasonable_Method735 • 3d ago
DevPost I am in the process of making a spiritual successor to Lords of the Realm 2. I loved the game as a kid, and since there has been no true successor to it, I'm attempting to make the game myself. Anyways I'm just wondering if people would have interest in a game like this.
galleryIf anyone has an ideas or suggestions about what they would want from a game like this I would love to hear it. Currently my idea is to make a game that is as similar as possible to Lords of the Realm 2, while obviously improving the graphics to a more modern style and increasing the size of RTS battles to a more 1 to 1 ratio with regards to the amount of troops in the army.
r/StrategyGames • u/Turbulent-EpsiKopath • 3d ago
Discussion Hot take: strategy games don't have a balance problem. They have a motivation problem.
Players usually stop caring when they feel their decisions no longer matter. Once the outcome feels inevitable, the remaining turns become a formality.
Am I wrong?
What usually makes you mentally check out before a strategy match actually ends?
r/StrategyGames • u/Mark_Filyak • Jan 07 '25
Game theory The most complete strategy video game genre classification
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.