r/StrategyGames • • 5h ago

Self-promotion I’m looking for players to try out my Suikoden-inspired tactical RPG

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3 Upvotes

Hi everyone!

After months of hard work, we are excited to announce that the first closed Playtest for our game, The Last Imperial Guard, is now live on Steam!

About the Game:

The Last Imperial Guard is a 2.5D turn-based tactical RPG (SRPG) adapted from the classic Chinese literature Water Margin. It follows the tragic epic of Lin Chong, the chief instructor of the 800,000 Imperial Guards. If you enjoy story-driven tactical RPGs or classic Asian fantasy, we’d love for you to check it out.

Playtest Details:

Content: Includes the tutorial and the first 2 story levels.

Playtime: Approximately 40 minutes.

Who can join: Anyone! We welcome feedback from players with all levels of gaming experience.

How to Join:

Since this is a small-scale closed playtest, the public signup on our Steam store page isn't open yet. If you’d like to test the game, just leave a comment below or drop me a Direct Message, and I’ll send you a Steam Key as soon as possible!

How to Give Feedback:

You can easily share your thoughts via our Discord server or the Google Form linked directly inside the game menu.

Thank you so much for reading! If the game catches your eye, feel free to request a key and add us to your Steam Wishlist. Any feedback or thoughts are deeply appreciated!


r/StrategyGames • • 6h ago

Self-promotion [Pax Historia] Created a custom playable 3-way survival preset: Aliens & Zombies vs Humanity (2026)

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0 Upvotes

Hey everyone!
I built a custom playable scenario/preset for
the strategy sandbox game Pax Historia, set in early 2026.
The Premise:
Humanity is hit by a dual extinction event at the same time: a massive biological Zombie outbreak in major urban centers, and an interstellar Alien invasion fleet taking over strategic resource points. You get to play as either the human resistance coalition, the alien empire, or manage the expanding zombie horde.
How to play the preset:
You can launch and play it directly in your
browser here:
https://www.paxhistoria.co/presets/
....
qhKK7xUafxcymJ8r76ku?version|D=1
Let me know what you think or if you have
any balance suggestions!


r/StrategyGames • • 6h ago

Discussion Gameplay from Ukraine in a somewhat unknown game (Tuman: Command). What could I have done better?

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0 Upvotes

The game only has this map and you can only play as Ukraine and Russia so far, plus it starts on February 24, 2022 at 4 AM, and you can't invade Belarus from Ukraine either :<

The game is really cool, I recommend it.

I'm not a developer of this game or anything, just letting you know.


r/StrategyGames • • 7h ago

Discussion Hello everyone! I am creating a business simulator in which you transform a small company into a global corporation.

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20 Upvotes

You start with a single store, build supply chains (farms → factories → stores) across eight industries, expand into international markets, compete against AI-managed chains, take your company public, and trade stocks.

I’d be interested to hear your thoughts: what would you expect from a game like this?


r/StrategyGames • • 10h ago

DevPost City Assault in Maximilian Spee — WWI Grand Strategy Game

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4 Upvotes

I'm developing Maximilian Spee, a grand strategy game set during World War I. Here's a gameplay clip showing a city assault in the game.

The battle system focuses on capturing individual regions, with artillery and fortifications playing a role in the fighting.

I'd be interested to hear what you think of the battle mechanics and how the assault looks.


r/StrategyGames • • 12h ago

Question Complex tech trees vs simpler ones with meaningful choices?

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0 Upvotes

I am playing around with an RTS idea I've been musing about, curious how other RTS players feel about tech tree design.

Do you prefer massive, interconnected tech trees with lots of prerequisites, or something that's easy to understand at a glance but still offers plenty of strategic depth? Due to lack of knowledge (being honest) leaning towards the later.

The game has three unique factions, each with their own tech trees, strengths, weaknesses, and gameplay mechanics. While they share some core systems, each faction approaches combat, expansion, and resource management differently.

Our current approach:

  • Simple progression: Buildings unlock through a relatively easy-to-follow tech tree.
  • Tier 3 specializations: Each building type eventually branches into distinct specializations that change how it functions. Choosing one locks that specialization across all buildings of that type.
  • Global research: Your Command Core handles permanent upgrades like resource capacity, armour, weapons, and infrastructure.
  • Meaningful trade-offs: For example, at T3 an airfield can specialize in area bombing runs or precision strikes, but not both.

The goal is to keep the tech trees approachable while ensuring each faction has plenty of strategic depth, meaningful decisions, and replayability.

What is the sweet spot is between accessibility and complexity?

I've attached a sample of our current Freehold (human faction) tech tree for reference. It's still a work in progress, and I'd love to hear what experienced RTS players think!


r/StrategyGames • • 13h ago

Question A call to discuss and memorize How nostalagic and perfect Star Control was for you?

0 Upvotes

Hello, everyone. I am a college student. There is a presentation assignment I am in charge of. I have to investigate and find out why Star Control II has been significant, as I am curious about it. So I was considering asking you the question above. How nostalgic and perfect was Star Control for you?

I need some human touch, the first-hand experience. Regarding your feedback, I will add some beautiful things.


r/StrategyGames • • 14h ago

News Sega and Creative Assembly to Remove Total War: Shogun 2 Complete Edition From Sale Following Overwhelmingly Negative Response

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182 Upvotes

r/StrategyGames • • 14h ago

DevPost I have been making a Tabletop Miniature Wargame on PC in my spare time.

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1 Upvotes

As you can read it in the title i have been making this game while working on other games in my spare time. Its my passion project you could say im not trying to convince people to wishlist my game since i literally dont even have a steam page its in early development.

So the game will have individual miniatures you build paint and then fight with them. Like in Warhammer only on PC against other players.

Whats unique and in my opinion the best part is that each model has stats how much they killed how many wins they have and they can get awards for doing outstanding deeds. They can be promoted into a Veteran and later on a Character and it can lead Squads too and so on. I think its a really fun idea.

Mostly i was just trying to show my game to others who have the same interests as me. Since i love Warhammer i have multiple armies assembled and painted but i travel a lot so i dont have much time to play it, but like this people can enjoy it whenever they feel like it to their hearts content! Thats what i am aiming for with this game.


r/StrategyGames • • 15h ago

DevPost Rome Invictus - Demo Feedback

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0 Upvotes

Hi gang,

The demo for my game Rome Invictus is up and I would love to garner some feedback. Much like Total War, Rome Invictus switches between managing a campaign map and massive real time battles. But it seeks areas to improve on total war games:

Features: Rock, paper, scissors type balance. Unit advancement. Drop formation and pursue. Choose your family and customize your leader. Strategem, and Diplomacy: Put rivals into debt, sow discord, proxy wars and influence the world around you.

In development not yet in demo: Manage your family, vie for control of the senate, capture enemies and negotiate their release or make a spectacle of their execution. Every action and choice influences rival families' opinion of you and your standing in the senate.

Steam: https://store.steampowered.com/app/5103930/Rome_Invictus/
Tiktok: https://www.tiktok.com/@romeinvictus


r/StrategyGames • • 15h ago

Discussion How does this community feel about the balance between discussion and self-promotion?

8 Upvotes

I’ll admit upfront: I found this subreddit because I’m building a strategy game and was looking for somewhere to share it.

But scrolling through the recent posts gave me pause. So much of what I saw was developers promoting their own games, and comparatively little was players discussing strategy games. I came here intending to contribute to exactly that imbalance.

I understand the struggle to find an audience. Still, if we’re mostly developers showing our work to other developers who are also trying to get noticed, who are we actually reaching?

For those who spend time here: is that impression fair, or have I caught an unrepresentative stretch? What kinds of posts would you like to see more of?


r/StrategyGames • • 16h ago

Self-promotion One More Siege - Incremental Strategy game inspired by WC3 custom map Castle Fight

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3 Upvotes

Hello everyone!
I'm working on a new game called One More Siege, its' an Incremental Strategy game with massive auto-battling armies. Plan your building placement to counter the enemy, break their ranks and destroy their castle. Every battle earns you Honor, which you can spend to upgrade your army.

The game is inspired by one of my favorite Warcraft 3 custom maps - Castle Fight.

You can play the demo version on itch via browser: https://yaxworks.itch.io/one-more-siege
And if you like what you see, you can wishlist the game on Steam (thanks!): https://store.steampowered.com/app/5421800/One_More_Siege/


r/StrategyGames • • 16h ago

Self-promotion Many choices to make in my turn-based bowling roguelite about Bowling in HELL!

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2 Upvotes

Game name: The Final Lane

Wishlist on steam:

https://store.steampowered.com/app/4506540/The_Final_Lane/


r/StrategyGames • • 17h ago

DevPost I'm a solo dev building a RTS/Economy sim where roads, carts, and logistics actually matter. Just launched the first playable demo on Steam – I am interested in your opinion regarding development of the game. What should I add?

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2 Upvotes

Good afternoon! I've been working solo on Piast, a grounded medieval RTS focused on visible resource supply chains, worker logistics, and road infrastructure.

The first demo is live on Steam! I’d love to get feedback from strategy game fans.


r/StrategyGames • • 17h ago

Self-promotion RTS: Order & Consequences (in dev)

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9 Upvotes

Hi. We are working on a RTS we are calling Orders & Consequences

A Cold War RTS game, developing in Godot 4.

Consept: You can micromanage every unit, but the fun is giving orders to your companies by voice or text-input. You also need to evaluate the units request for support, artillery, napalm or medevac during battle.

Another great challenge is to handle your superior firepower with care, without breaking the rules of engagement (ROE)

Please share your thoughts , ideas and feedback pls


r/StrategyGames • • 17h ago

DevPost I added a new swarm enemy to my fantasy survival RTS. Here's how the defenses handles them

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6 Upvotes

I'm working on The Citadel Must Hold, a pausable fantasy base-building RTS where you build an economy, fortify your city, and defend it against escalating Monster Tides. Think They Are Billions meets Warcraft, with hero-led exploration inspired by HoMM.

I just released 0.4.0, and the biggest change is the new Imp. They're individually weak, but arrive in much larger numbers, with tougher monsters mixed into the swarm. You'll also find them guarding Places of Power out in the world.

This clip shows them attacking a fortified chokepoint, along with the improved defense towers and combat effects. I've also been updating building models and making the city's visual style more consistent.

The update adds more beyond what's shown here, including new monster abilities, a Farm rework, and uncleared Places of Power sending reinforcements into future Tides.

The playtest is open on Steam. I'd love to hear how the larger swarms feel, and whether you can follow what's happening once all the towers start firing!

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


r/StrategyGames • • 18h ago

Discussion I Spent 300+ Hours Learning Sketching and Sculpting for my Medieval Strategy Game

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6 Upvotes

TL;DR I went to the Met in NYC, took my own reference photos, spent a month studying sketching, spent a month learning blender, just to get the miniatures for my medieval strategy wargame. Was it worth it? I think so.

I am an engineer who loves strategy games. Board game, video game, any other kind of game - if there is strategy I'm all in. I also have a very common yet sort of ridiculous obsession with the medieval period. So naturally, when I decided to make a strategy wargame, I set it in roughly the 1000-1350ad period.

Unfortunately, nearly all of the miniatures available either A) misrepresent the historical arms and armor of the period, or B) use "Heroic" scaling. I was not happy with this, so like any other novice indie dev I decided to do it myself. There was just one problem... I had never done a lick of art in my life.

I was trapped in NYC for work for the summer of 2025, which just happens to have one of the best Arms and Armor Museums in the world. Lucky break for me. So I went, geeked out over all the arms and armor, eventually remembered to get some reference photos, and went back home. But now I had ~100 photos of period-correct references, and zero ability to do anything with them.

Thus began my studies in sketching. I followed tutorials on lines, perspective, anatomy. I spent a couple hours each day drawing perspective box after perspective box. I still have an incredibly embarrassing document which is my sad attempt to study anatomy. After a month, I still drew like a toddler hamfisting some poor pencil. But I was a proud toddler.

At this point, I had enough to begin sculpting from in Blender. 3D was always more comfortable, as I had previously learned Fusion 360 in school. Sculpting was tediously slow, but I got it done - at least on the surface. If you looked at my rigging or my edge loops you might consider taking me out back and asking me about the rabbits.

Honestly, I'm really happy with the results. I got the exact models I wanted, down to the details of the rivets on the gauntlets. I also learned so much in the process about lines, composition, sculpting and rigging and 14th century history.

Would I do it again? Probably not. All in between the learning and then making the 3 unit models in the game, I spent ~300 hours. 300 hours would have been much better spent on actually developing Kairos, and hiring somebody to make these models instead probably would have been "cheaper" in the long run. But I am very glad that I did it.


r/StrategyGames • • 18h ago

Self-promotion Game Dev Dynasty (demo live!), a new tycoon where you can design games and compete in a deeply simulated market

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0 Upvotes

I've published the Steam Demo for Game Dev Dynasty, a game development tycoon inspired by Game Dev Tycoon and Paradox games simulations. Some of the distinctive features are:

  • When developing a game, there's no hidden recipe. Instead, quality and market success are independent. So you can make a niche indie 10 that doesn't sell much, or a blockbuster best-selling multiplayer FPS that gets a 6 in reviews.
  • The market simulation is very deep and dynamic. Each platform has a share of the market, there are 3 different audiences with different tastes and behaviors (Casual, Mainstream and Hardcore), there are 4 world regions, and up to 100 concurrent competitors that all make games and compete with each other.
  • You can design your own game covers, by selecting the base art, the title style and the position and size.
  • You can make franchises, sequels, ports, spin-offs, remasters and remakes. Each one has its own particularities.
  • License a game engine or invest in a custom engine by researching a tech tree.
  • The goal of the game is to become the most prestigious studio in the world. Prestige is a score you can earn or lose depending on how you do.
  • There are many CK3-like events, with skill challenges. Characters have good and bad traits.
  • You can upgrade your PC hardware: motherboard, RAM, CPU and disk.

Let me know what you would like to see in a new game dev simulator!


r/StrategyGames • • 20h ago

DevPost I'm a solo dev building a RTS/Economy sim where roads, carts, and logistics actually matter. Just launched the first playable demo on Steam – what do you think?

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11 Upvotes

Hey everyone! I've been working solo on Piast, a grounded medieval RTS focused on visible resource supply chains, worker logistics, and road infrastructure.

The first demo is live on Steam! I’d love to get feedback from fellow devs and RTS fans on the core gameplay loop and flow.


r/StrategyGames • • 20h ago

DevPost Cool idea or too much?

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30 Upvotes

Instead of a static main menu, we decided to go with a live parade: every unit type of a nation marches past, 40 of each, with its own song.

This is the USA, and every one of the six nations has its own.

Two honest questions:

  1. A parade as the main menu: cool, or would you want an option to switch it off?

  2. This one plays a phonk version of the US song. Does phonk fit a parade, or should it be a classic military march?

Free to play, pre-alpha. If you're curious:

🎮 Steam: store.steampowered.com/app/5145960/Doctrine_Strike/

💬 Discord: discord.gg/WeBjq5vcqx


r/StrategyGames • • 21h ago

Self-promotion Our free browser strategy game passed 1,000 players in less than a week

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29 Upvotes

Hey everyone,

Banners & Thrones, a medieval strategy game you play in your browser. World 1 opened on October 9, and less than a week later more than 1,000 players have created a village there.

We planned for maybe a hundred but this is crazy. We know not everyone sticks around, plenty of people just take a quick look, and that's fine. But the game keeps growing every day, mostly through word of mouth and old mates bringing each other along.

We're still in early access and update the game almost daily based on feedback from our Discord.

There's still a lot to do, like a better phone layout and more languages, but we're having a blast building it with the community.

If you used to play games like this and miss them, World 1 is still open:

https://bannersandthrones.com/

Discord: https://discord.gg/9mJ4XA6YrB

Thanks to everyone who's playing ❤️


r/StrategyGames • • 21h ago

Self-promotion I made a political city-management game where you choose to be the Mayor—or the opposition

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2 Upvotes

Hi everyone! I’m the developer of Mayor’s Burden, a political strategy game I’ve been working on, and I’d love to hear what you think.

You can govern as Mayor or challenge the administration as the Opposition. As Mayor, you manage taxes, budgets, housing and public services while dealing with protests, media pressure and lobbyists. As the Opposition, you investigate wrongdoing, gather evidence and build your campaign for the next election.

I wanted the city to feel like more than a set of budget sliders. A metro breakdown, a procurement scandal or an ignored neighborhood can become tomorrow’s newspaper headline—and a political problem you can’t simply wish away.

The first term and first election are free to play. After seeing the result, you can restart for free or buy an optional one-time unlock to continue. There are no ads or subscriptions.

It’s available on Google Play as Mayor’s Burden. I’ve included a short gameplay video here.

I’m especially interested in feedback from people who enjoy political sims and management games: what would make you want to play another term?

Android: [https://play.google.com/store/apps/details?id=com.mayorsburden.app]


r/StrategyGames • • 21h ago

Self-promotion A few months ago I showed you a WWII prototype. It’s now Field Orders: Eastern Front

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53 Upvotes

Hello Generals!

A few months ago, I showed you a bare prototype of a WWII game where you command a Group Army on the Eastern Front. Your support is the reason it didn’t stay a pet project. Thank you!

The game is now called Field Orders: Eastern Front, and it has a Steam page.

Join our Discord. We’re recruiting alpha testers there to play early builds and help shape the game. It’s also a place for anyone who’s into the Eastern Front: history buffs, wargamers, or people who just want to follow development and share ideas.

A wishlist on Steam helps a lot too. See you on the front!


r/StrategyGames • • 22h ago

DevPost Designing a lane strategy game where you never micro units: does that still feel like strategy to you?

1 Upvotes

I'm a solo dev working on Stick Wars: The Laneborn, a three lane strategy game. I made one big design choice: you never control units directly. Minions and towers push on their own, and your only decisions are economic and positional. You choose where the gold goes (tower upgrades, base upgrades, which troops to deploy in which lane, when to repair camps) and how to use champions that level up during the match.

I just added 1v1 multiplayer, and watching people play it raised a question for me. Without micro, does the skill come from reading the opponent and timing your spending, or does it start to feel too passive?

For those who play RTS and lane games, what makes a no-micro strategy game feel deep instead of automatic? Are there games that do this well that I should study?


r/StrategyGames • • 23h ago

DevPost I wanted the base in Phosphor Command to feel like a place you actually built, not just an upgrade screen

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3 Upvotes

I've been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

One of the things I wanted to get right was the forward operating base.

I didn't really want the base to just be a screen where you buy upgrades and watch numbers go up. I wanted you to actually see your company of troops and base growing around you.

You start with a pretty bare compound and a few squads.

As you make money from contracts, you can start expanding it. You build barracks to house more troops, facilities to support your operations, research buildings to unlock new technology, transportation infrastructure to move your squads around, and eventually much more.

The important part is that these aren't just icons on a management screen.

You actually build them into the base, and then see and walk around them. As your company grows, so does the number of troops walking around the base.

The layout of the base changes as you develop it, and you can walk around with your troops and see what you've built.

I'm trying to make the base useful, but also make it feel like somewhat of a home rather than something cold and static.

Your upgrades affect what your company is capable of, while the money you spend developing the base is money you can't spend elsewhere.

Upgrades also take time to build. Some require preliminary research, while others have prerequisites that need to be met first.

And in Phosphor Command, there is a threat that will eventually come to your base. I will make a separate post about this mechanic another time.

When it reaches your position, you don't get a separate abstract "base defence" screen. You defend the actual base you've spent the campaign building.

The fortifications you've invested in, the positions you've prepared, the troops you've kept available, and the decisions you've made several cycles earlier all become relevant.

That's one of the things I like most about the base system: it's both where you prepare for your own operations and something you eventually have to defend.

I've attached a showcase showing the base developing from an early compound into a much larger installation. You can also see a snippet of the defence mechanic, the research tree, and some of the different upgrades you can build.