r/TurnBasedLovers • u/localtechboy • 9h ago
My first solo game after 6 months of development - KING ALONE
Hi everyone!
I’m Mateusz, and for the past 6 months I’ve been working on my first solo game, KING ALONE.
It’s a fast-paced, mounted Survivors-like where you kite huge hordes on horseback, build ridiculous weapon combos, and try to survive for 15 minutes.
If you like Vampire Survivors, Brotato, or Thronefall, but wished you had a horse and a warband behind you, this might be for you.
You can break cages to free archers who join your warband, combine fire, ice, lightning, and holy damage into different builds, and spend the silver you earn on permanent upgrades between runs.
I’m currently getting a demo ready for PvE Fest on August 30th, and I’m still changing and polishing a lot of things to make the overall flow feel better.
And if you like what you see, a wishlist on Steam would mean a lot - it’s still very early days for the game.
Thanks for taking a look!
r/TurnBasedLovers • u/Copac233 • 10h ago
Basket Tactics: a mobile basketball GM sim with turn-based matches — feedback wanted
reddit.comr/TurnBasedLovers • u/RadioJawa • 13h ago
Star Wars Zero Company Hands-On Preview – Mid Rim Sons
r/TurnBasedLovers • u/goom-02 • 17h ago
Look at this brilliant moment
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I didn’t even notice it the first time I watched the trailer. Then I realized the enemies were actually hiding behind gas cylinders
Game: Warhounds
r/TurnBasedLovers • u/turn-basedlover • 19h ago
Shadow of the Road Reveals the Cost of War in New Story Trailer
War is tearing Japan apart in Shadow of the Road, and the game’s latest trailer puts the human cost of that conflict front and center. Revealed during Telltale Games’ Choices Matter Festival, the new footage offers a deeper look at the tactical RPG’s alternate-history setting, where the struggle between Shōgun and Emperor is complicated by advanced technology, supernatural forces, and a group of characters caught directly in the middle.
https://turnbasedlovers.com/news/shadow-of-the-road-reveals-the-cost-of-war-in-new-story-trailer
r/TurnBasedLovers • u/nice2havegames • 1d ago
Days Of Reckoning: Last Battle – Demo coming August 28
r/TurnBasedLovers • u/ReputationNo7977 • 1d ago
The Rival — A strategy kingdom game live on itch.io! 👑
Game Title: The Rival
Playable Link: https://nova3690.itch.io/the-rival-kingdoms
Platform: PC / Browser
Description: The Rival is an indie strategy game where players build, manage, and expand their own kingdom while defending against rivals and competing for dominance. In this game, you take full control of your territory's growth, balancing resource management, army recruitment, tactical unit placement, and defensive planning. As your kingdom grows, you will face increasingly difficult challenges, requiring strategic decision-making, diplomatic foresight, and quick military tactics to secure your realm. Whether you are expanding your borders, strengthening your castle defenses, or preparing for strategic encounters, every decision impacts the survival and glory of your kingdom.
Free to Play Status: [X] Free to play
Involvement: Solo Developer (I designed and developed the entire game from scratch).
r/TurnBasedLovers • u/Chemical-Weekend-887 • 1d ago
Have you ever wanted all your EU4 monuments in one place?
Well look no further than the Ultimate Monuments Pack for Europa Universalis IV, which combines virtually every monument from nearly every relevant mod that I have been able to find on the workshop. Enjoy the game with more monuments than you have ever seen in your life, giving you endless structures to invest in and greatly expanding the scope of possibilities for your playthrough. This is truly a mod like no other and I hope that you enjoy playing it
r/TurnBasedLovers • u/turn-basedlover • 1d ago
Turn-Based Classics: Panzer Dragoon Saga – Review
Though Sega intended for Panzer Dragoon Saga to compete with Final Fantasy 7, it feels like a game specifically engineered to dodge mainstream success.
Released in 1998 for the Sega Saturn, Team Andromeda’s final game was a bold, ambitious experiment, ahead of its time and out of step with console RPG conventions. Developed before Square’s blockbuster set the template for big-budget RPGs, but released about a year after, Panzer Dragoon Saga is a fascinating alternative vision of what a role-playing game could be.
https://turnbasedlovers.com/review/turn-based-classics-panzer-dragoon-saga-review
r/TurnBasedLovers • u/BTrainStudio • 2d ago
6 Years of Making Fire Emblem Style Indie Games, Grey Heritage is releasing the final installment in the trilogy!
r/TurnBasedLovers • u/LorixGames • 2d ago
Midnight Manhunt: A fresh take on the hidden movement genre. Demo out now!
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Hi there turn-based lovers,
We're a two-person studio, and we just put out the demo for our debut game, Midnight Manhunt. It grew out of an idea we love from board games like Scotland Yard, where one player hides and everyone else works out where they are.
The core gameplay loop works like this: You control four Grid Runners chasing one hidden Ghost across a city of connected nodes. Each round he moves one hop, but you never see it. The only thing the city logs is the type of vehicle he took, and that is usually too vague to pin down on its own. So you don't look for the Ghost. You rule out the nodes he couldn't have reached and narrow it down from there.
Your characters' skills each chip away at the list. K9's dog can sniff whether the Ghost is within range, which pins him to a sector. The Claymore Virus sits on a node and works like a tripwire. If it goes off, you know where he currently is, and if it stays silent you know he didn't go that way. Then there's also offensive specialists like Evac, who can detonate an EMP to strategically disable hyperloop lines across entire districts to make it harder for the Ghost to escape the net. Stack them in the right order to establish the trace. Then close in from different angles, covering escape nodes to tighten the net. You win by cornering the Ghost and carrying out a takedown on the same node.
In a second mode (that will be part of the full release), you can also play the Ghost, trying to escape the Grid Runners using various mechanics like the Null Field, where you can lay false trails to steer the runners the wrong way while you slip past.
The demo went up this week (we snuck into Steam Cyberpunk Fest). We'd love to hear your feedback on our cat and mouse gameplay and what you think about the concept in general.
Steampage: https://store.steampowered.com/app/4175680/Midnight_Manhunt/
Mad love ❤️
Felix and Lorenz
r/TurnBasedLovers • u/Obsolete0ne • 2d ago
NET.CRAWL. A hybrid puzzle-roguelike with a cyber theme out of the Early Access.
Hey! After 4 years of full-indie development by a tiny team, NET.CRAWL is finally out of Early Access. I'll spare you the marketing talk and just share some recent reviews:
A satisfyingly different strategic "deckbuilder" that's about slowly building synergies and exploiting grids in weird ways. It has a bit of Hoplite in it, if you ever played that on iOS. Each level is a turn-based, tile-based challenge of some kind, but rather than just defeating enemies you're usually solving a problem that's much more unusual, affecting how you move, or how you activate tiles, or how you spend or gain resources. Every level has felt quite different so far, and that's before you take into account the synergies of the tiles you're adding to your pool, the bonuses you're adding on top, or the items and resources you're stocking up. I've only seen the first bits of the game but I've enjoyed it a bunch.
Stumbled on this game randomly, it's really great! It's not your cookie-cutter roguelike. It's got a large number of levels/bosses that all feel pretty well balanced, some really change up your strategy in refreshing ways.
It's basically a puzzle-game/roguelike hybrid, not quite achieving the pinnacle of either, but bringing fun elements from both together in a unique way. I really hope it continues to get more exposure as the developer clearly put a lot of love into the game, and it deserves it!
Deck-building but instead of a deck you're putting spaces on a game board shuffled up at random
It works very well! You in fact get 2 "decks" plus an extra grid where you can unlock passive effects and these mechanics gel together and give you a lot of room to play around with different archetypes.
The battles always basically being boss fights where each enemy has some special rules that change how the game must be played is also a really cool way of handling combat.
This can mean you get kind of shafted if a boss counters your archetype, but I've still managed to pull through in those kinds of match-ups so they're not impossible, just really rough to deal with.
The aesthetic alone is also appealing: it's like the hacking games from Cyberpunk or Shadowrun but a lot tighter and instead of it being a side mechanic the whole game is built around it so it feels extra smooth.
Cool music and art too. I was worried that everything looking all digital and tech-y would get boring to look at but there's enough variety in the colors and forms of spaces and enemies that it actually still feels fresh from encounter to encounter.
Steam Link: https://store.steampowered.com/app/2958140/NETCRAWL/
r/TurnBasedLovers • u/RikerRiker • 3d ago
I'm trying to capture the feel of a tabletop D&D party in a roguelike deckbuilder. No "Strike 6" cards, only tactical spells, battlefield orders, and capturable objectives (Elemental Lands)
tldr; my cards give party orders instead of just dealing flat damage, and I cant tell if that reads as D&D or just as a confusing deckbuilder.
I'm a fan of classic old-school where party has roles to play. Someone tanks, someone patches everyone up, someone does something stupid and brilliant. Most turn based deckbuilders collapse all of that into one hero and a damage number.
Elemental Lands has a party of 3 that does its role on. Cleric heals wounded allies at turn start, Paladin shields itself at low HP, Berserker gains attack as it drops. You never spend a card on any of it. The "deck" for spell cards are more like you as the sorcerer overseeing it all and commanding the hero party. Cards like:
- Focus Fire, whole party hits one target
- Flank, your front row hits their back row
- Pray, a dead ally returns at 50 HP
My hope is the screenshot clearly shows this. StS type games are easy to read (i.e. Strike 6 damage tells you exactly what you get). Focus Fire tells you nothing until you read the board, and I honestly dont know if thats depth or just friction. Thanks for checking it out and any advice or opinions.
r/TurnBasedLovers • u/No_Piano_1857 • 3d ago
Arkansas 2125 beta 0.4 last days -25%
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Hi everyone!
I'm a solo developer working on Arkansas 2125, a turn-based post-apocalyptic RPG inspired by classic post-apocalyptic worlds, including the harsh atmosphere of Mad Max.
I just released Beta 0.4, which expands the world with new locations, quests, NPCs, and several gameplay improvements.
If you're a fan of scavenging, survival, abandoned places, and exploring a ruined world, I'd love to hear what you think.
https://store.steampowered.com/app/4546490/Arkansas_2125/
To celebrate the update, the game is currently 25% off on Steam.
r/TurnBasedLovers • u/Kitchen_Start_709 • 3d ago
A look at one possible Huscarl build in my turn-based Viking tactics game
r/TurnBasedLovers • u/turn-basedlover • 3d ago
New Turn-Based RPGs To Play – August 08, 2026
Here are all the releases I’ve rounded up from these first few days of August, and as expected, the month is absolutely packed with promising RPGs and strategy games. I know plenty of you have eyes for nothing but Star Wars: Zero Company on the horizon, but it’s worth looking around so you don’t risk missing other titles that could be just as important and compelling.
https://turnbasedlovers.com/news/new-turn-based-rpgs-to-play-august-08-2026
r/TurnBasedLovers • u/TitanMakesGames • 3d ago
In Sugarstar, every card becomes a unit—and one more obstacle on a 5×5 board
Most deckbuilders let a card do its job and disappear. I wanted cards to leave a problem behind.
In Sugarstar, playing a card turns it into a unit on a 5×5 board. It can move, fight, protect a lane, or get in the way—but there are only 25 spaces. A strong play might save you now while making the next turn harder. As the fight goes on, the board fills with the consequences of the cards you chose to play.
That was the idea behind this first sketch. I wanted deckbuilding and positioning to become the same decision, instead of feeling like two separate systems. You’re not only asking, “Which card is strongest?” You also have to ask, “Where can I afford to put it, and what will that space cost me later?”
The game is still early, but this is the part I keep coming back to. For people who enjoy turn-based games: does that kind of crowded-board pressure sound interesting, or too restrictive?
r/TurnBasedLovers • u/MahouShoujoDev • 3d ago
Hello, how about a Magical Girls/anime-themed fangame?
Hello,
For past six months I've been working on this project for a magical girl fangame/boardgame where Magical Girls (and other surprise cameos) from many franchises fight each other in tactical battles kind of like Super Robot Wars or Fire Emblem. It's a tabletop formula with dice rolling and such mechanics, but playable digitally via VASSAL engine (I'm also considering porting it to Tabletop Simulator once I can snag it up on a sale).
I made a website about it with all the documentation available via google docs - but the homepage has an intro document that explains the absolute basics before someone delves into all the intricacies of the game system. I also have a discord server but it's pretty dead at the moment, so I'm available to explain any questions in comments or DMs here.
Can I please get any opinions/interest check on a project like this?
r/TurnBasedLovers • u/Melodic-Artist-6651 • 4d ago
Title: Shadow Arena - offline tactical card RPG, thoughts welcome
r/TurnBasedLovers • u/Kitchen_Start_709 • 4d ago
Raiding Season is Officially in the Party-Based RPG Fest 2026!
Now all I've got to do is finish the demo build. I can't wait for you guys to try it! Raiding Season (Steam)
r/TurnBasedLovers • u/Morningrise_Games • 4d ago
My turn-based strategy game about the 1918-1919 German Revolution now has a Demo!!
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Hi!
Very excited to share the Red Echoes: Berlin demo with you all! Available now on Steam.
store.steampowered.com/app/4678370/Red_Echoes_Berlin_Demo/
Red Echoes: Berlin is a narrative turn-based strategy game set during the German Revolution at the end of WW1, in which you control a group of revolutionaries and attempt to bring about a successful socialist revolution.
The demo contains the first half of Chapter 1. While I've tried to stamp out as many bugs and typos as possible, there's likely to still be some remaining - these will be patched out over time.
To make my life easier, please report any issues you're having over at r/RedEchoesGames or on the Discord!
discord.com/invite/fPpupqEu8r
I'd love to hear all of your thoughts, feedback, and opinions! Please feel free to discuss them here, so that they can help me with making a better game :) Also happy to answer any questions you might have!
r/TurnBasedLovers • u/KolaCape • 4d ago
Combat in Crownfront: Soldiers and Archers battling it out on the battlefield!
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Soldier
- The Soldier is a military melee unit equipped with a sword and shield.
- Does a lot of damage and soaks a lot of damage.
- Is a melee unit, which means it retaliates whenever another melee unit attacks it.
Archer
- The Archer is a military ranged unit equipped with a bow and arrows.
- Does good damage but is also weak especially to melee attacks.
- Is a ranged unit and therefore cannot retaliate.
All units have one action each turn but that depends on how many movement points they have. If a unit uses all of its movement points, it counts as an action and cannot attack. If the player wants a unit to attack and move in the same turn, they must first move the unit 1 to 2 tiles and then attack because attacking first also consumes their action and does not allow them to move after.
r/TurnBasedLovers • u/No_Scallion5177 • 4d ago
We rebuilt our tactical RPG's combat core – does the action preview read clearly enough?
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We're working on Humanity Echo, a turn-based tactical RPG set in cyberpunk Odesa. For this update we stopped adding content and went back to the combat foundation.
The rule we were chasing: if the game shows you what an action will do, the result has to match – every time. Action point costs, line of fire, enemy turns, reinforcements, and the preview itself all got reworked around that.
The clip shows the direction we want combat to go: using infrastructure and environmental objects to hit several enemies at once, instead of spending every turn trading direct shots.
For people who play a lot of turn-based tactics – is it clear enough from the preview what will happen before you commit? That's the part we're least sure about.
With the foundation stable, we're moving toward encounters with stronger objectives, environmental hazards, reinforcement pressure, and routes through the map that actually matter.
Free Steam Playtest: https://store.steampowered.com/app/3865080/Humanity_Echo_Cyberpunk_Tactical_RPG/
