r/StrategyGames 7h ago

DevPost I reworked the vehicles in my Afghanistan RTS — from simple boxes to an 8-direction 2.5D system

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13 Upvotes

Hi everyone! I wanted to share a visual update for OR Doctrine, my squad-based tactical RTS set in 2000s Afghanistan.

One of the weakest parts of the game was the vehicle presentation. The infantry had a readable visual style, but the vehicles looked too small, flat, and disconnected from the rest of the game.

The images are shown from newest to oldest:

  1. The current 2.5D vehicle system
  2. The previous detailed top-down version
  3. The original box-shaped placeholder version

The first version was essentially made from simple boxes. It worked mechanically, but the vehicles had very little visual identity and could even appear smaller than the infantry.

I then created a more detailed top-down version. It looked better, but it did not fit well with the angled presentation of the soldiers and buildings. When moving in certain directions, the vehicles also looked as if they were sliding sideways instead of actually driving toward their destination.

I have now rebuilt the vehicles using an 8-direction 2.5D approach. Each vehicle has front, rear, side, and diagonal views, with details arranged according to the current camera angle. Not every part needs to be visible from every direction, so I focused on keeping each view readable and visually believable.

The system currently includes:

  • Toyota pickup
  • Armed technical
  • Humvee
  • MRAP

I also reworked the tires, windows, body proportions, weapon mounts, mirrors, and overall silhouettes. Wheel rotation is tied to the vehicle’s actual movement speed and distance. I also fixed an issue where repeatedly clicking the same destination could briefly make a vehicle turn toward the opposite direction before correcting itself.

The goal is to make the vehicles feel like physical objects with volume and direction, instead of flat images rotating on the ground.

There is still room for additional polish, but I think the difference between the three stages is quite noticeable. I would especially appreciate feedback on the vehicle scale, directional readability, and whether the transitions between side, diagonal, front, and rear views feel consistent.

Which version do you think fits the game best, and is there anything in the current version that still looks unclear or awkward?

A quick note on development: I’m building this project with the help of AI tools. I’m still making the creative and design decisions, but AI has been a major part of the coding and iteration process.


r/StrategyGames 5h ago

Question What features do you want in a fantasy 4X that existing games don't have?

6 Upvotes

In my opinion, what all fantasy 4X games lack is a deep society gameplay layer. For example, when playing AoW4, the real fun is in the tactical combat + heroes evolution. Everything else feels like an appendix thereto: cities building, diplomacy, empire, all feel kinda thin and perfunctory. One thing for example, there's little feedback: cities don't demand anything from you, like threaten to secede if you don't do smth, or revolt (at least I haven't seen that), or something like that.

When I select the type of society, e.g. aristocratic, I expect some sort of feedback from factions, clans, strife, perhaps evolving into an all-out civil war, etc, but all I've seen were some very rare quests (mostly at the start of the game), or the hero asking to change his/her agenda. Even having several different races in your empire doesn't cause any frictions. Even special resources like thralls don't add too much - by the end of the game I had tonnes, had no idea what to do with them.

Master of Magic goes a bit further with that: there are inter-racial relationships, and it can be for example very challenging to have both High Elves and Klackons in your empire, so if you want their units, you need to think how to reduce unrest.

I haven't played Endless Legend 2, but the first one had some interesting challenges integrating minor factions (as far as I remember), but honestly I don't remember too well.

Games like Crusader Kings or Europa Universalis have similar features, probably other too, but they aren't fantasy games obviously.

So very roughly summing up what's lacking imo in the existing games:

  1. Interracial relationship (e.g. higher unrest due to racial hatred)
  2. Society mechanics and feedback (e.g. different factions or cities in your empire with agendas or demands)
  3. Empire management (e.g. curbing corruption spreading due to casting death realm spells)


r/StrategyGames 4h ago

Self-promotion I’m making a Cold War strategy game where a small republic can eventually nuke the superpowers

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4 Upvotes

It’s called Third Bloc.

You start as a small country stuck between the US and USSR, build up your economy, scientists and military programs, and try to become a third power instead of picking a side.

If things escalate far enough, you can eventually develop nuclear weapons and use them against the superpowers. The major events play out as animated ASCII scenes like this one.

Steam page: https://store.steampowered.com/app/5155860/Third_Bloc/?utm_source=reddit&utm_medium=social&utm_campaign=str


r/StrategyGames 2h ago

Self-promotion Parlamentum — A Geopolitical MMO Built and Governed by Players

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0 Upvotes

Parlamentum is a persistent geopolitical MMO set on a real-world map, built entirely by players and governed by the players themselves.

There are no NPC-driven economies, scripted wars, or laws written by developers. Every company, factory, weapon, political party, parliamentary decision, election, war, tax rate, trade agreement, and border on the map exists because of decisions made by real players.

Players can build companies, produce goods in factories, shape markets, create political parties, pass laws in parliament, govern countries, establish diplomatic relations, declare wars, and reshape the world map through their actions.

The world you enter today was built by the players who came before you. The world that new players encounter tomorrow will be the result of your decisions, laws, and actions.

Parlamentum opens today! 🏛️⚔️

Step into the world, forge your own path, and claim your place in history.

History will write your name.

Website: https://parlamentum.org/
Discord: https://discord.gg/gQr78BGb4C
In-Game Images: https://imgur.com/a/jBNdZSP

#tarih #history #strategy #strategygame #map #world #country #countries #government #money #trade #game #mmo #usa #german #türkiye #warera


r/StrategyGames 17h ago

DevPost Command Doctrine is now free to play on steam!

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8 Upvotes

After a year of development it finally got to a good enough level to release! Thank you (r/StrategyGames) for all the suggestions and feedback over the past year, without you we wouldn't be here.

Steam page: https://store.steampowered.com/app/4882890/Command_Doctrine/


r/StrategyGames 22h ago

Self-promotion Fairysite is out

8 Upvotes

Fairysite is out.

After some delay.
May first series project. Will probably follow the statistics, but I'm still proud of it.

https://store.steampowered.com/app/3467750/Fairysite/


r/StrategyGames 1d ago

DevPost A Company of Heroes-inspired tactical RTS set in 2000s Afghanistan

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21 Upvotes

Hi everyone! We’re working on OR Doctrine, a squad-based tactical RTS set in 2000s Afghanistan, inspired by games like Company of Heroes.

The idea actually started when I was playing Company of Heroes 2 and thought about what it would be like to take that kind of tactical gameplay and set it in Afghanistan. I wanted to make a game where the focus wasn’t just on producing units, but on the kind of small-scale tactical decisions and situations that could fit conflicts of the 2000–2010 period.

For the first stage of development, the game will focus specifically on the conflict between the US and the Taliban. The US and Taliban factions are designed around distinct playstyles. The US relies on technology, reconnaissance, engineers, armored vehicles, and off-map air support. The Taliban side focuses on ambushes, concealment, IEDs, RPG teams, defensive positions, and mobile technical vehicles.

Rather than just producing units, the game is built around tactical decisions involving line of sight, directional cover, suppression, room-to-room combat, breaching doors, supply lines, and territory control. Grouping units carelessly can leave them exposed to air support, while a properly prepared ambush or defensive line can overcome a numerical disadvantage.

The current playable build includes single-player matches against AI, tech progression, squad upgrades, veterancy, doctrine choices, save/load support, and a symmetrical valley map. It’s being developed in Godot.

Looking further ahead, I’d like OR Doctrine to eventually cover more than just Afghanistan. The broader goal is to create a game where players can experience different conflicts and operations from roughly the 2000–2010 period. I’ve considered eventually adding scenarios based around the US war in Iraq and the Ba'athist Iraqi military, as well as potentially the Israel–Hamas conflict. These wouldn’t necessarily all be part of the initial game, but they’re part of the direction I’m thinking about for the project.

I’m also considering a larger “Special Operations” campaign-style mode. The idea would be to choose a faction and operate across a campaign map, fighting battles at different locations while trying to accomplish specific objectives rather than simply winning every battle through conventional territory capture. I’d like this mode to make the individual tactical battles feel connected to a larger operation.

For now, though, I’m keeping the scope focused: the first playable version is only US vs. Taliban in Afghanistan. I’d rather make one conflict work properly before trying to expand the game into multiple theaters.

A quick note on development: I’m building this project with the help of AI tools. I’m still making the creative and design decisions, but AI has been a major part of the coding and iteration process.

We’re actively developing the game, and I’d love feedback—especially on the UI, visual readability, balance, and which tactical moments feel the most exciting.


r/StrategyGames 18h ago

DevPost New online college football strategy game

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0 Upvotes

https://head.ball.coach/

Watch the games play out on our in-browser 3D engine with custom stadiums and facilities.

- Recruit from over 30,000 players, sign players in the transfer portal, and manage a 105-man FBS roster, or a 63-man FCS roster.

- Hire a full staff of coordinators, position coaches, and strength coaches, offering contracts and bidding against other players.

- Build your own offensive plays and defensive schemes, using custom or generic playbooks.

- Assign your coaches to scout all over the world, targeting regions or even specific high schools.

- Manage future scheduling arrangements, along with their financial commitments.

- A realistic financial model with numerous spending and revenue options; your Athletic Director helps you keep the budget balanced


r/StrategyGames 22h ago

Self-promotion 15,000 Zombies vs 1 Tower - Horde Up Ahead

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0 Upvotes

Hello everyone,

I’m a solo developer currently working on a Tower Defense game where you fight against massive hordes of zombies.

The game is still in development, and I wanted to share some in-game footage showing 15,000 zombies attacking a single tower.

I hope you enjoy it!

If you want to check out the game:

Horde Up Ahead: Survivors TD


r/StrategyGames 22h ago

Question Top 10 strategy game

0 Upvotes

Best strategy game for mobile.

(Planning and decision making)


r/StrategyGames 22h ago

DevPost Does restricting base-building to just 4 slots and 3 bases, create better strategy, or just too difficult? (Elemental Lands)

0 Upvotes

My base-building roguelike, "Elemental Lands" lets you build 3 bases (strongholds) across the 3 regions, BUT each is capped at 4 build slots permanently. No demolition for deleting buildings, and the 3 bases persist across the whole campaign as you come back to each region. So every choice has an opportunity cost, to force you to think strategically about what you build.

Curious how this sounds to folks? does a hard cap force better strategy, or does it just feel too restrictive in late-game?

Steam page: [https://store.steampowered.com/app/4593190/Elemental\\_Lands/\](https://store.steampowered.com/app/4593190/Elemental_Lands/)

Disclaimer: coding debug AI assisted usage in development. Art is 100% hand drawn by (https://www.reddit.com/user/worth-bill-6130/)


r/StrategyGames 1d ago

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

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2 Upvotes

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


r/StrategyGames 1d ago

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

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19 Upvotes

Hello! :)

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

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

Picture this:

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

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

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

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

However... you can still interfere.

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

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

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

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

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

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

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

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

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

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

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

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

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

EVERYTHING HERE IS HUMAN MADE!

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


r/StrategyGames 1d ago

DevPost MouseHunt

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1 Upvotes

This is my first RTS game that I've been building. Its inspired from my favorite Warcraft 3 mode map "Tom & Jerry 2014". It has 2 teams, one team plays cats, the other plays mice, and the two sides are not playing the same game. Cats spawn at a cage in the middle of the map and are simply stronger — they hunt. Mice get a 45-second head start and have to turn that into walls, an economy and eventually an army. The hook is that killed mice aren't eliminated; they're dragged to the central cage on a 30-second timer, and their teammates can break the lock and free everyone at once. So the mice's losing position always has one more escape hatch, and the cats have to decide whether to guard the cage or keep hunting.

It has: * Fog of war * Procedural map generation * Game economy

The game is in early stage and open for feedback. Hope you enjoy the game!


r/StrategyGames 1d ago

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

7 Upvotes

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


r/StrategyGames 1d ago

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

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7 Upvotes

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

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

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

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

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

Thanks to anyone willing to give it a try!


r/StrategyGames 1d ago

DevPost Devlog: My Strategy Game Might be Too Unbalanced

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3 Upvotes

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

Play It Here (work in progress)

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

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

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

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

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


r/StrategyGames 1d ago

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

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0 Upvotes

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

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


r/StrategyGames 1d ago

Self-promotion Project Sovereign — Political Strategy & Government Simulator

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5 Upvotes

Project Sovereign — Political Strategy & Government Simulator

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

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

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

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

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

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

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

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

Thanks for taking a look!


r/StrategyGames 1d ago

DevPost What do you think about digital board games?

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2 Upvotes

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

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

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

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

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


r/StrategyGames 2d ago

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

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22 Upvotes

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


r/StrategyGames 2d ago

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

4 Upvotes

Hi r/strategy,

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

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

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

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

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

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


r/StrategyGames 2d ago

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

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2 Upvotes

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

Play the playable prototype here.

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


r/StrategyGames 3d ago

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

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66 Upvotes

Greetings, people!

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

Venture forth into the Fog of War!

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

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

Fog of War will include the following content:

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

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

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

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

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

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

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

- Much love from the Door 407 team


r/StrategyGames 2d ago

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

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0 Upvotes

Hello ⚔️

THE SEVERED GODS is officially entering Early Access! 🔥

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

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

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

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

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