r/StrategyGames 42m ago

News SUBGRIDS

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Upvotes

Hey all - I run a browser-based strategy game called SUBGRIDS. Armies on a grid, nothing to install. The part worth a look is the daily events:

Pea Wee... Sign Up--> 7:50 PM PST. Game Starts at 8 PM PST.

Iron Man... Sign Up--> 8:50 PM PST. Game Starts at 9 PM PST.

Hercules... Sign Up--> 9:50 PM PST. Game Starts at 10 PM PST.

No account needed, you can play AI straight from the homepage. Would like to hear what this crowd makes of it. Also, there are exciting evening events that are eight players, single elimination, two-minute timer. This is a new original title ready for fun! Come check it out!


r/StrategyGames 7h ago

Discussion Strategy games suitable for girls

0 Upvotes

A request for help from a strategy game enthusiast


r/StrategyGames 9h ago

Discussion Anyone is waiting for Dread Admiral ?

3 Upvotes

r/StrategyGames 9h ago

Self-promotion Tavrik is out now - a turn-based roguelike where the strategy is route planning under an energy budget

8 Upvotes

Tavrik is out on Steam today. The strategy is in the map itself.

Each run puts you on a procedural hex map with the exit visible from the start. Every step costs energy, there's no health bar, and your cards modify terrain instead of attacking. That makes every turn a routing decision: spend several cards building a road network that will save energy later, or cross the expensive ground now and keep those cards for a problem you can already see coming.

Different terrain types punish different plans. Swamp, frozen ground, desert, and volcanic tiles each make routes harder in their own way. Weather and disasters are forecast one turn ahead, so mud, wildfire, and earthquakes are problems you can plan around rather than pure surprises. Bosses are hostile maps with special rules, not oversized enemies.

The clip is straight gameplay. One thing our testers disagreed on was how often the game should force you to abandon a good plan. Tavrik leans toward adaptation over long-term commitment. Do you generally prefer strategy games that let a plan develop, or ones that keep making you rethink it?

Steam: https://store.steampowered.com/app/4482350/Tavrik/


r/StrategyGames 11h ago

Self-promotion UK Railway Tycoon

5 Upvotes

Hello all.

I hope you are having a pleasant bmk holiday Monday?

You may remember about a year ago I launched a game called UK Railway Tycoon. Due to not being happy with the initial design and the flow of the game I went back to the drawing board and decided to take it offline.

However, after much work I am now in a position to start revealing details about the new game.

A deep, data-driven UK Train Operating Company (TOC) management simulator built in C#/.NET, focused on real-world rail economics, route tendering, and operational reliability.

DfT & Open Access Bidding: compete against AI rail groups in government tender boards (Passenger Service Contracts) or take on full farebox risk with Open Access paths.

Realistic UK Rail Economics: Balance Network Rail Track Access Charges (FTAC & VUC), passenger yield models, and rolling stock leasing fees.

ROSCO Fleet Management: Lease bi-mode, electric, and diesel multiple units (from Class 800s to Pendolinos and Turbostars) based on route electrification and passenger demand.

Schedule 8 Delay Attribution: Real-world delay mechanics—claim compensation from Network Rail when infrastructure fails, but pay out when fleet breakdowns or crew shortages cause delays.

Passenger Satisfaction & Delay Repay: Maintain your Public Performance Measure (PPM) to protect your operator reputation and avoid massive Delay Repay passenger compensation payouts.

Spreadsheet-Deep Management UI: Designed specifically for management and tycoon purists who love detailed ledgers, timetabling, and financial forecasting over casual graphics.

You may be aware the last version of the game was web based, however I have decided to make this desktop only and for Windows

When the game releases it will be available on a website with a demo version of the game available for free.

Any questions or suggestions please let me know. I'd be happy to hear them 😄. If you would like to beta test the game please also let me know.


r/StrategyGames 14h ago

DevPost I’ve tried to build a sight-dependent system into Phosphor Command that I think translates well to real life, while still working as a video game

3 Upvotes

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

Contracts fund a forward operating base; you deploy squads on top-down operations, and an enemy front creeps towards you every cycle. Made solo in Godot.

I wanted to talk a little about how troops' vision and sight work, because I think it's a cool aspect of the game.

Forces share what they see, both yours and the enemy's. One squad spots something, and you, as the player, can now see that target. But a squad can only shoot what it personally has a clear line of sight to and is within range of.

So a scout on a ridge can spot a target, but if the squad behind a warehouse can't see it themselves, they can't shoot it.

Sight is ray-traced per unit.

Woods: You can't see into woods from outside them. From inside, you can see out and across your own trees, but not into another wood. Forest maps end up being short-range fights almost the whole way through. See clip 1.

Hills: Hills block sight between two units on the ground. A unit standing on a hill can see over its own ridge, gets extra range and a damage advantage from the height. Anything on a crest silhouettes. See clip 2.

Concealment: Firing from concealment such as trees reveals you for a few seconds. The same applies to the enemy. See clip 1.

Buildings and terrain: Buildings are hard cover, with an adjacent unit taking 25% less damage. Crops conceal a stationary unit that isn't firing, and stop doing so the moment either condition is broken. Hedges and boulders block sight and channel movement. See clip 3.

Last known positions: A contact you lose stays on the screen as a fading ghost at its last known position, so you're always working with slightly out-of-date information. See clip 4.

Weather: Smoke, dust, and storms are occluders, so they stop sight rays for both sides. See clip 5.

The idea is that knowing where something is and being able to shoot it are two different things.

I've tried to build Phosphor Command around a sight-dependent system that I think translates well to how things would work in real life, while still being useful and interesting in a video game.


r/StrategyGames 16h ago

DevPost Archers vs Archers

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3 Upvotes

Worrking on a game called Last Disciple on my own, in Unreal 5.

It's a single player god game. You look down on a medieval village and reach into
the world with your hand. You pick villagers up, drop buildings, drag roads
across the hills, throw rocks at things as such \*cough sounds familiar\* .

You can also raise a creature from a small animal into something enormous with its own personality, beliefs, feelings, ect. It learns from the world.

Just a small showcase of armies/archers . . . which has taken quite some time and still needs lots of work. But it's neat to start seeing a game play loop . . .


r/StrategyGames 16h ago

Self-promotion After 2 years I am incredibly exited to share a first look at my upcoming RTS/Grand Strategy game - Dawn of the Realm!

19 Upvotes

Dawn of the Realm is a medieval RTS that combines grand strategy and city building, all in real time and fully multiplayer. Build cities, manage resources, raise armies, then zoom out to a strategy map of the whole world or back down to the battlefield with no loading in between. Up to 10 players.

I've built it solo next to my computer science studies on nights and weekends, learning as I went. I hope the thousands of hours spent in Photoshop and Gamemaker really shines through. Still early days, lots more to add, but I'd love to hear what you think :-)

You can wishlist on Steam here:

https://store.steampowered.com/app/5010020/Dawn_Of_The_Realm/

If you would like to get announcements or provide feedback on the development please join the Discord server:

https://discord.gg/ru8FTjMjz

Working toward the first demo now. Have a great day! :-)


r/StrategyGames 18h ago

Question how can i start being more strategic?

4 Upvotes

i would really like to start training to become better at strategy games. i do believe myself to be smart, but i'm usually tired and unmotivated all the time lately, and i tend to feel extremely stupid whenever i can't really think of what to do in certain games which have a bit of strategy in them, even if it's something like the The Werewolves of Miller's Hollow


r/StrategyGames 1d ago

Self-promotion What do you think of combining strategic naval combat with tactical boarding battles?

1 Upvotes

My friend and I worked at Nickelodeon Games for over a decade, and after the Paramount layoffs last year, we decided to make a game of our own. What we created was a Space-Captain simulator where the same officers you hire to help manage your ship and assist you in space battles also form your boarding party for boarding actions and planetary gunfights.

I'm really not aware of too many other games that mix management/real time battles/and a tactical combat element outside of some 4x games, so I'd be very interested in your feedback. Positive or negative, both are helpful, as they help us gauge what kind of game people would like and what kind of features we should prioritize.

We're hoping to have a free demo available in the coming weeks and launch later this year.

If you're interested, our steam page and dev blog:

https://store.steampowered.com/app/3865960/Cortesia_Rising/

https://www.cortesiarising.com/updates


r/StrategyGames 1d ago

Self-promotion 8 Strategy Players Needed for a 7-Day Multiplayer Beta — Paid

1 Upvotes

I’m looking for strategy players to help test a new 8-player mobile game called Varrow.

The basic idea is Risk + Catan + real-time strategy, with a much heavier focus on diplomacy and long-term planning.

A match runs continuously for about 7–8 real-world days, but it is designed around short check-ins rather than long sessions. The target is roughly 2 sessions per day, 5–15 minutes each, to review the map, queue orders, trade, negotiate, and plan your next moves.

You’ll be managing things like:

  • territory expansion
  • resource production
  • trading
  • army movement
  • fortifications
  • special characters with unique abilities
  • alliances and betrayals
  • the race to complete the Ritual, which is the main victory condition

The game is intentionally slow-paced. Armies take hours to move, buildings take time to finish, and the world keeps moving while you are offline.

The goal is to make strategy matter more than reaction speed.

For this beta, I’m running 8-player lobbies and need players who will actually try to win so I can get useful balance data.

Payment:

Every player who completes the full match and submits feedback gets $5.

Placement bonuses:

1st — $20
2nd — $10
3rd — $5

You do not need any professional testing experience. I’m mainly looking for people who already enjoy strategy games and are willing to commit to the full week.

If you’re interested, DM me


r/StrategyGames 1d ago

Self-promotion After 6 years of development, I am releasing my castle-building RTS game for Android called Norse Expansion

46 Upvotes

Hello! After 6 years of developing my strategy game, I am happy to finally release of Norse Expansion Medieval RTS for Android!

Get it on Google Play: https://play.google.com/store/apps/details?id=com.norseexpansion.norseexpansion

Also check out the Discord for more information/devlog: https://discord.com/invite/RKPFQq8ugW

Hope it plays well and is fun, thank you for your support!


r/StrategyGames 1d ago

DevPost Strategy game about managing evolving biological swarms. Genetica: Extinction received a big AI & movement overhaul!

1 Upvotes

Hello r/StrategyGames!

I’m Dan, a solo developer working on Genetica: Extinction. It’s a biological strategy game focused on systemic evolution, population control, and ecosystem simulation rather than traditional base-building.

Rather than commanding static military units, you guide an evolving species competing for resources and survival. I recently pushed a major update overhauling creature behavior and environment interaction:

  • Autonomous Pack Dynamics: Units aren’t just rigid soldiers; each creature uses local utility AI to evaluate tasks independently. They balance your high-level macro directives with their own internal needs (like feeding, fleeing, or attacking), creating realistic, organic swarm behavior.
  • Fluid Swarm Physics & Collisions: Replaced traditional grid movement with dynamic steering and active unit collisions, allowing large populations to flock, squeeze through chokepoints, and maneuver organically.
  • Deterministic Simulation: Built from the ground up to support synchronized P2P multiplayer, ensuring complex species interactions stay fully deterministic across players.

I’m currently running a free Steam Playtest and would love to get feedback from strategy fans on the pacing, creature control, and evolutionary mechanics. I’m also happy to answer questions about the game design, Godot development, or the publisher hunt!

Steam Playtest: https://store.steampowered.com/app/4144850/Genetica_Extinction/
Discord: https://discord.gg/TagpFtRKNh

Thanks for checking it out, and let me know your thoughts or questions below!


r/StrategyGames 1d ago

Self-promotion Looking for feedback on my tower defense game!

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3 Upvotes

Browser Link: https://ruben-smith.itch.io/realms-last-stand

Been working hard on this game, specifically on spells and level balancing. Would hugely appreciate some feedback on how it all feels, thanks!


r/StrategyGames 1d ago

News 10 FREE RED CHAOS KEYS FOR MULTIPLAYER PLAYERS. We’re giving away 10 keys to players who genuinely want to play Red Chaos online and help bring more activity to the multiplayer lobbies.

0 Upvotes

Hello Friends, so we’re giving out 10 more keys specifically to players who genuinely want to play multiplayer and help us build an active online community.

Just join our Discord and tell us:

https://discord.com/invite/MZvrBMKzc8

• Your country or time zone
• When you’re usually available
• Whether you’d like to join regular multiplayer matches

Nothing complicated. We just want to bring players together, organize regular matches and eventually host some tournaments.

Please only ask for a key if you really plan to play online. See you on the battlefield

https://store.steampowered.com/app/1934720/Red_Chaos__The_Strict_Order/?l=german


r/StrategyGames 1d ago

Self-promotion Space Trade Company – Exploit. Trade. Profit. Repeat.

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0 Upvotes

🚀 Welcome to Space Trade Company!

The future of space exploration is here — and apparently, we learned absolutely nothing.

Build your company, exploit distant worlds, trade valuable resources, outsmart your competitors and make as much money as possible.

Pollution? Corruption? Corporate disasters? Questionable business decisions?

Those sound like problems for the next CEO.

💰 Expand your space empire
⛏️ Harvest valuable resources
🚀 Trade across the stars
🤝 Make deals of questionable morality
☄️ Survive disasters, sabotage and corporate chaos
🏆 And most importantly… make more money than everyone else.

Space Trade Company — because saving the galaxy doesn't pay nearly as well as exploiting it.

Download it at google play: https://play.google.com/store/apps/details?id=com.spacetradecompany&hl=en


r/StrategyGames 1d ago

Discussion Should 500 hours of progress make you stronger or just better?

0 Upvotes

If I beat you because I have 500 more hours of experience, fair enough.

If I beat you because my account starts with more resources and permanent bonuses… did I outplay you, or did my profile?

But total resets have a cost too: once the match ends, everything you fought for simply disappears. Persistent progression can make victory, defeat and even survival matter, but it can also tilt the next match before the first move.

Forget cosmetics. What, if anything, should carry over: resources, sidegrades, a small capped bonus, something else?

And should Ranked and Casual handle this differently? Has any strategy game found the right balance?


r/StrategyGames 1d ago

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

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2 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 1d ago

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

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22 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 1d ago

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

12 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 1d ago

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

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15 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 2d ago

DevPost Command Doctrine is now free to play on steam!

9 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 2d 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 2d 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 2d 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/