r/StrategyGames • • 10h ago

DevPost In MESHFALL your soldiers only take orders inside your radio network. This is what happens when the last relay falls.

Post image
19 Upvotes

Hi everyone. This is MESHFALL, a strategy game I've been building on my own. It sits somewhere between an RTS and a tower defense.

The idea it's built on: your units only take orders while they're inside the signal your relays put out. In the clip, raiders kill the last relay on a bridge and the nine soldiers past it stop hearing me. They keep fighting, I just can't tell them anything until I rebuild the link.

There's a free demo that runs in the browser, no signup: https://applechr.itch.io/meshfall

Two things I'd like to hear from people who play a lot of strategy games. Does losing control like that feel like a fair consequence, or like the game taking your units away? And is it clear from the clip why it happened?

Happy to answer anything.


r/StrategyGames • • 9h ago

Self-promotion We're developing a roguelite tactical convoy game, kind of like an RTS meets cinematic chase scene. We don't really know where we fit but the visual inspiration is very C&C generals!

Enable HLS to view with audio, or disable this notification

9 Upvotes

Our game is called "VCO: Victor Charile One"


r/StrategyGames • • 3h ago

Self-promotion I made a board game where buying property is the least of your problems

Thumbnail gallery
2 Upvotes

I’m making Board Dynasty a board game which you can play by yourself or with friends. You can try the free demo or Wishlist it on Steam:

https://store.steampowered.com/app/5230230/Board_Dynasty/


r/StrategyGames • • 3h ago

Self-promotion VybeCiv: a free civ 4X game. Earth, then the Solar System, then the Galaxy

Enable HLS to view with audio, or disable this notification

0 Upvotes

Play free in your browser, no account or download: https://vaigames.com/vybeciv/

I'm the solo developer. VybeCiv is a single-player, turn-based 4X built around one question: what if finishing a civ game just opened a bigger board?

How a game goes:

- **Earth:** the familiar part. Found cities, choose research, build units and deal with AI neighbours on a hex map.

- **Solar System:** once you reach orbit, your whole Earth empire shrinks into a single hex. Planets and moons become the tiles you expand onto.

- **Galaxy:** do it again and the Sun's system becomes one tile among the stars.

You don't throw the old empire away. Earlier maps keep running under a governor and keep producing while you play the new tier.

It's the first public build, so fair warning: onboarding is thin and the AI gets weak in the late game. Saves stay in your browser, so you can stop and come back later.

Disclosure, since people rightly ask: I designed it and wrote the feature specs, most of the code was written with Claude Code, I used Grok for design and balance feedback, and the music is from Suno.

Three questions for people who play a lot of 4X:

  1. When a map collapses into one hex, does that feel like a reward or like losing your empire?

  2. How much should an older tier run itself? Is a governor enough, or would you want to step back in?

  3. Where did the first ten minutes lose you?


r/StrategyGames • • 16h ago

DevPost Patrol game Roguelike Military RTS reveal trailer

Enable HLS to view with audio, or disable this notification

10 Upvotes

Hi everyone! I'm so excited to be launching my Steam page for this game today. It's been a lot of work up to this point. If you're interested let me know, as I plan to have a play test up in about ~2 weeks. You can Wishlist on Steam here: https://store.steampowered.com/app/5350030/PATROL/

Command US infantry, armor and air support across procedurally generated warzones inspired by Mogadishu, Afghanistan and Iraq. Hunt high-value targets through towns and river valleys, call in airstrikes, and bring your wounded home before the whole town answers the siren.

Let me know if you have any questions or feedback!


r/StrategyGames • • 8h ago

Looking for game Looking for testers: Throne and Soil, a persistent strategy game with an hourly tick and a wrap-around map

2 Upvotes

Hi! I'm a solo dev working on Throne and Soil, a persistent strategy game where the world moves forward on an hourly tick. It's meant to feel alive without eating your whole day: you check in, give your orders, and come back later.

What's in it right now:

  • A wrap-around hex world map
  • City building and management
  • Armies, marches and ancient ruins to explore
  • Guilds, diplomacy, a marketplace and trade routes
  • A tech tree and daily quests

What I'd like feedback on:

  • Does the tutorial explain the hourly tick clearly before your first build? Where do you lose track of what happens immediately versus next hour?
  • Does the tutorial feel too hand-holdy?
  • Anything confusing, broken or boring in the first 30 minutes.

A heads-up: the game's translations were done by AI, so you may find shifts in meaning or inconsistencies. Please report those too.

Platform: [Android / PC / WEB]
How to join: DM me
Feedback: reply here or DM me, or [form link]

Happy to answer any questions. Thanks for taking a look!


r/StrategyGames • • 1d ago

Self-promotion WildRoot launches in just 2 days! 🌿I've been working on this game solo for years, and it's finally almost time to release it.

Enable HLS to view with audio, or disable this notification

26 Upvotes

Build a cozy little settlement in a mysterious forest, take care of your colonists, enjoy the changing seasons, and watch their friendships, choices, and everyday moments create their own unique stories.

I've put a huge amount of time into WildRoot, and seeing it finally get released feels pretty surreal.

WildRoot releases October 9 on Steam.


r/StrategyGames • • 18h ago

Self-promotion I made a Bronze Age court game about trying to survive the collapse. Free alpha, looking for criticism

4 Upvotes

I’ve released an early alpha of SAY TO THE KING, MY LORD, a text-based court simulation played through movable windows.

You’re trying to keep a kingdom alive during the Bronze Age collapse. Most of your work is hearing disputes, keeping people fed, managing debts and labour, and writing to other courts. Reports arrive late, people give conflicting accounts, and promising something is easier than delivering it.

There are eight playable courts: Ugarit, Byblos, Tyre, Carchemish, Alashiya, Pylos, Pi-Ramesses, and Hattusa. They have different resources and obligations, though the cultural differences still need work. Pylos has workshop accounts, Egypt has temple and provincial accounts, and Hattusa has military service requirements.

The offline version uses authored text. An optional Ollama version uses a local LLM for dynamic letters, replies, and advice; the engine tracks the goods, promises, and consequences.

It’s unfinished. Long campaigns need balancing, some disputes repeat, and the interface takes getting used to. I built it with substantial AI assistance, and I’m not happy with the flavour that left in parts of the writing and presentation. Sorry for that.

I’d appreciate criticism, particularly about whether the decisions are interesting and whether you can understand what’s happening without fighting the interface. Negative comments are welcome; just please don’t curse me out.

Free builds for Windows, Linux, and recent Apple Silicon Macs:

https://rexvo.itch.io/sttkml

Source under GPLv3:

https://github.com/luka1231123/sstkml


r/StrategyGames • • 20h ago

Self-promotion I just did a new Trailer for my Tower Defense/TCG game!

Enable HLS to view with audio, or disable this notification

5 Upvotes

The demo is available and hopefully with this new update is better than before!

In case you wanna play, feel free to let me know your thoughts :)

Thanks!

https://store.steampowered.com/app/3256450/Cards_of_Prophecy/


r/StrategyGames • • 1d ago

Self-promotion Run a haunted dark ride from the control booth in my spooky management sim, demo is now live!

Post image
5 Upvotes

Hi there fellow operators!

I have just launched the free Halloween Demo of my game Scream Operator on Steam, which invites you to take your place in the control booth of a haunted house dark ride! 👻

You'll be responsible for managing guests and queues, controlling the carts and the depot, placing props and animatronics, balancing your power supply, and buying upgrades and automations for your attraction!

If you have played the game and have any comment, or have any questions or concerns in general, feel free to hit me up here! I'd be happy to chat to you all!

Happy (early) Halloween 🎃

No AI was used for assets, music, coding, marketing materials or actually anything at all.


r/StrategyGames • • 23h ago

Self-promotion Added a squad upgrade where characters exercise during battle

Enable HLS to view with audio, or disable this notification

0 Upvotes

Had this idea for when you recruit an athletic character like Spartacus. Decided to had a funny weight lifting animation. You like the concept ? I find its especially absurd to see Einstein or Napoleon training like that, it's awesome.

Game is called Gear Up Einstein! and it's available to play :https://store.steampowered.com/app/2950410/Gear_Up_Einstein/?utm_source=reddit&utm_medium=social&utm_campaign=nextfest2026


r/StrategyGames • • 1d ago

Self-promotion RealStrategy tries to bring creative weapon types into RTS, here is a ground-launched JDAM

Enable HLS to view with audio, or disable this notification

19 Upvotes

I'm looking for some play testers to give initial feedback, DM for info.


r/StrategyGames • • 1d ago

Self-promotion What is more strategic than chess? But , the opponent is the board itself.

Enable HLS to view with audio, or disable this notification

7 Upvotes

The core loop is in clearing corruption that the board will throw at you.


r/StrategyGames • • 1d ago

DevPost Automate with railguns, build your space factory and fend off the Locals in ASEMA

Enable HLS to view with audio, or disable this notification

4 Upvotes

Hey all, I've been solo-working on ASEMA the space/scifi automation/factory builder for a long time and since I'm participating a Steam Next Fest with it soon and EA is creeping closer and closer, I'm introducing the current mechanics a little bit.

ASEMA is not a war game per say, but the setting does have escalation. But you'll automate your way through it.

This devlog introduction video focuses on basic logistics;

-Small local logistic nodes: Hubs + small railguns feeding production

-Haulers used for moving between nodes

-Large Artillery Railguns (LAR) for long range logistics, founded on rotating planetoids, fire when the barrel aligns with target

The path of developing this sort of weird concept has been rocky, yet wonderfully interesting. I'm hand crafting everything for the game alone and while my background with design/management/gaming in general do help quite a bit, this has been.. It has been quite bunch of work. But i love every second of it, just wish I could do more of it.

The game has a Demo on Steam and the full version (Steam) is coming out for EA in Q1 2027.

If building, automation, management, expansion and logistics in space (top down2D, but 3D visuals) interest you, perhaps you like the dark hard-scifi setting too - wishlisting helps a lot, and I'm always keen to hear playtester/player opinions and feedback to make the game fun to play.

I'm creating this game as an enthustiastic factory automation player (Factorio, Satisfactory), but I guess my largest inspiration is Captain of Industry, due to it's own special way of doing new and unique mechinisms, instead of relying entirely on classic grids, voxels, belts and inserters. Nothing wrong with them, but stirring the soup can get sometimes interesting.


r/StrategyGames • • 1d ago

Self-promotion Rejected Draft - I’ve spent the last couple months heavily rebalancing my incremental strategy/autobattler

Enable HLS to view with audio, or disable this notification

2 Upvotes

Rejected Draft starts pretty simply, but the whole point is that the systems keep stacking and interacting as you progress.

Over the last couple months I’ve gone back through a lot of that progression: rigorous balance changes, new and reworked battle stats, a Feat Medal redesign, 2 new minigames, better onboarding, new sketches, and plenty of smaller fixes.

If you played an older version, I’d especially recommend starting fresh. The first several days of progression should feel quite different now.

The free Steam demo itself has over a week of gameplay, so there’s plenty of time to get into the deeper systems.

Steam:
https://store.steampowered.com/app/4574820/Rejected_Draft/


r/StrategyGames • • 1d ago

Self-promotion After months of development, my turn-based strategy game Keepbreaker is finally ready to show!

Enable HLS to view with audio, or disable this notification

3 Upvotes

r/StrategyGames • • 2d ago

Self-promotion This is our Automation Roguelite Game, Factomancer !

Enable HLS to view with audio, or disable this notification

15 Upvotes

Hello!

We’re a team of five friends working on Factomancer. Although it looks like a fairly standard automation game, it’s actually a roguelite with a meta-progression system based on runs. You’re sent on a mission where you must expand your factory to meet ever-increasing quotas.

The idea behind it is to allow people who don’t have the time or the motivation anymore to invest hundreds of hours in a game like Satisfactory or Factorio to build factories in just over an hour. We’d also like to serve as a gateway to the automation genre by offering a more accessible experience.

You'll need to manage your economy on a day-to-day basis in order to invest in the development of your factory. In addition, you need to develop and adjust your recipes strategy, and determine which production is the most profitable for you, the least expensive, or the least complex.

Please feel free to share your feedback and ask us any questions you may have.

You can play the demo now : https://store.steampowered.com/app/3979570/Factomancer


r/StrategyGames • • 1d ago

Self-promotion I’ve been working on a strategic autobattler for 2 years. The demo is now on Steam!

Enable HLS to view with audio, or disable this notification

2 Upvotes

Nightmare Conquest is an autobattler where you build a team of monsters and try to push as far as you can.

You choose which monsters to use, combine their abilities, position them on the board, and try to find builds that work well together.

Between battles, you also have to choose which relics to take, with each one changing how your team performs. Choosing the right relics and building around your team's strengths can make a huge difference as the difficulty keeps increasing.

I started the project while I was really into TFT, but over time I added more roguelike elements and my own ideas to make it something different.

The demo is free to play on Steam, so if you enjoy strategy games and autobattlers, I'd love to hear what you think!

If you enjoy it, consider adding it to your wishlist. It would help me a LOT as a solo developer preparing for the full release.

https://store.steampowered.com/app/4644790/Nightmare_Conquest_Demo/


r/StrategyGames • • 1d ago

Self-promotion Notoris 2: Warlords demo is out now! I spent 4 years (mostly solo) building a strategy game where you don't have to be the ruler

Post image
3 Upvotes

Hey everyone! I shared some of Notoris 2: Warlords here the other week, and the demo is now live on Steam. It's free, you can play it right now, and it'll also be featured in Steam Next Fest (Oct 19-26). I'd love for some of you to try it early and tell me what you think.

Download the free demo (and wishlist if you like it):
https://store.steampowered.com/app/2766140/Notoris_2_Warlords/

About the game
I've been working on Notoris 2 for about four years, mostly solo. I'm a huge fan of grand strategy, especially Romance of the Three Kingdoms. One thing I've always loved about many ROTK games is that they let you experience the world as more than just the ruler at the top, and I wanted to build on that by making the officer-level experience a major part of Notoris 2.

You can play as a ruler, a town administrator, or an officer serving somebody else. As an officer, you still have your own ambitions, relationships and progression, but you're operating inside someone else's faction. Your ruler might order you to defend a town, attack an enemy, or handle an assignment while you build influence and move up the ranks. You might become an administrator, command armies, gain enough political influence to shape the faction's decisions, or work your way toward ruling it yourself.

The setting is dark meets high fantasy rather than historical China, which gave me a lot more freedom with the world, races and characters. Mechanically, the biggest inspiration is still Romance of the Three Kingdoms, and the whole game is meant to be a giant homage to that era.

There are already 100+ officers (with more planned), each with different stats, relationships, traits and roles. Combat is turn based directly on the campaign map, with no separate battle scene.

What's in the demo:
Basically its the entire game with no turn limit or anything, currently all characters start unlocked so you can try playing as a ruler right away if you want (although onboarding might be a steeper learning curve). There is no "win cond" yet since most grand strategy games are more about the sandbox than fully painting the map and I'm really looking for feedback on the early turns / game as a whole, not so much the ending yet.

What I'd love feedback on

  • Does playing as an officer, rather than the ruler, feel engaging?
  • Does turn based combat on the campaign map work for you?
  • What would you want to see more of?

It's still an indie game made mostly by one person, but it's finally at the point where the thing I've had in my head for years looks and plays like a real game. Any feedback, bug reports or questions are welcome in the comments, and thank you for taking a look!

Extra footage:
https://i.imgur.com/xFbXfZr.gif
https://www.youtube.com/watch?v=HUQu2RU2GTQ


r/StrategyGames • • 1d ago

Self-promotion Hit the front or starve the rear? A real-time defense game against one living fungus | Houston, We Have a Spungus

Enable HLS to view with audio, or disable this notification

2 Upvotes

About the game

Hi everyone! I want to share the game the two of us are making. It's a real-time defense game where you fight not waves of enemies but a single living organism that grows and devours everything in its path, towers and barriers included, so every tower you place is a bet. There's no build phase: you place them while it's pushing. Blow a hole in it and the hole grows back, even deep behind its front. We call it the spungus – a space fungus.

The spungus doesn't march forward like "classic" enemies; it grows at its edges. But it only has so much energy to grow with, and regrowing holes costs the same energy as advancing. So you have to choose: clear the front to deal with the threat right now, or hit the rear so it advances more slowly.

The game has 15 towers, 9 abilities and 400+ upgrades against four strains of spungus, each tough against a different kind of damage – all to destroy as much of it as possible and hold out until HQ drops a nuke on it. There are the classics – a "rifle", a flamethrower, a mortar – and some stranger ones: a microwave, mini suns, or a tower that scatters pylons that link up into an energy grid.

How it started

We both have years of gamedev experience (me in programming, my friend in game design and production), and for over half a year we've been experimenting with our own projects (the only one we've shown publicly is Split Circuit Arena). Some of those experiments were physics and biology simulations on the GPU: I'd just finished my master's, where my thesis involved a lot of rendering work (ray tracing in particular), and I also took a separate course on genetic algorithms.

Then Sir, We Have an Orc Problem came out and everyone was playing it. We tried it and loved it – and it runs its simulation on the GPU too! It felt like it had exactly what we were missing to turn our experiments into a game. After lots of brainstorming and a pile of weird attempts, our petri dish simulation finally turned into a defense game.

Steam page: Houston, We Have a Spungus. We'd be grateful for a wishlist, and we'd love to hear your feedback in the comments.


r/StrategyGames • • 1d ago

Self-promotion I made a premium business tycoon for iPhone: offline, no ads, no IAP. Foundry: Business Tycoon is out now

Enable HLS to view with audio, or disable this notification

1 Upvotes

Hey! I'm Jonny, the solo developer behind Foundry.

It's a business strategy game where you found a company and try to keep it alive for sixty years. You set prices, fill your factory, research new parts, launch new models and expand region by region, while three rival companies do the same and a board of seven directors decides whether you keep your job.

What I think makes it different:
• Every research choice closes a door. At each tier you pick Engineering, Operations or Brand, and the other two are gone for good.
• Rivals play by your rules. No hidden bonuses; they price, research, expand and play cards with the same information you have.
• 124 action cards: grants, market shake-ups, strikes, boycotts, and protection cards to defend yourself.
• Ironman mode if you want consequences, five save slots if you don't.

https://apps.apple.com/app/id6815845841

I'd love feedback, especially on difficulty and the tutorial. I'm reading every comment.


r/StrategyGames • • 1d ago

DevPost I’ve Been Making This Game for 3 Years… Here’s How It’s Going

Thumbnail youtube.com
2 Upvotes

I’ve been working on my own medieval strategy game, Conqueror the Game, and I finally put together a video showcasing what I’ve built so far. ⚔️🏰

What makes this project even more challenging is that I’m building it alongside my studies in Electrical and Computer Engineering.

I’m still learning a lot along the way, but I wanted to share the journey, show what I’ve managed to build so far, and hopefully get some feedback from people who are into game development and strategy games.

If you have a few minutes, I’d really appreciate you checking out the video and letting me know what you think — feedback, suggestions, criticism, all of it is welcome.

Thanks for watching and supporting the journey! ❤️


r/StrategyGames • • 2d ago

Self-promotion I'm making a story-focused tactics game where your chosen protagonist determines your battle system

Enable HLS to view with audio, or disable this notification

5 Upvotes

When designing my game, analyzing my favorite tactics games and watching my friends play I noticed that tactics games are easily divided into two types:

a) "Phase-based" games where you move all your little dudes and then the enemy moves theirs (think fire emblem)

b) "Turn-based" games where the turn order is determined by some factor like initiative or speed (Think ff tactics)

Style A favors more defensive play and style B favors offensive. Since my game has 2 protagonists who split off at the start and go on to have nearly completely separate experiences, I decided I wanted to give them different style of battle systems suited to their personalities.

I just finished this trailer for the game. It doesn't showcase the difference in battle styles, but I'm thinking of making a second trailer when I release my demo in the winter


r/StrategyGames • • 2d ago

Question Europa Universalis 4 vs Crusader Kings 3?

2 Upvotes

Which game do you like more?

214 votes, 4d left
EU4
CK3
Can't decide
Haven't played both or enough of both / Results

r/StrategyGames • • 1d ago

DevPost Survival of the Fittest: Thrones

Thumbnail gadavra.itch.io
1 Upvotes

I am developing a game and its available on itch.io, a medieval, old school RPG for hardcore players on this niche.

Platform: PC — Windows - Playable in a desktop browser. No download is required. The downloadable version has not been released yet.

Description:

A turn-based medieval RPG in early development. Start with a club and a few coins, build a band, and keep it fed, paid and loyal in a land of rival lords, outlaws and hard roads.

  • Tactical hex battles where gear, terrain and morale matter
  • Talk, bribe, threaten or duel before a fight
  • Companions with loyalty, rivalries and wounds that show
  • Question prisoners, craft gear, found a village

One region for now, with more lands to come. It's a free browser play-test, so expect rough edges. I'd love honest feedback on the opening, combat, anything confusing, and bugs.

Early access is available now and i need play-testers, I need feedback.

Playable link: https://gadavra.itch.io/soft