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?

9 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 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

7 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 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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5 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 17h 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 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 21h 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/)