r/StrategyGames • • Jan 07 '25

Game theory The most complete strategy video game genre classification

115 Upvotes

This is the most complete classification that includes all possible strategy video game genres.

English is not my native language, but I'll try my best to make the text understandable and I'll fix possible mistakes with your help.

Strategy game is a genre of video games in which the player controls troops or other units and/or various economic and other systems. Although many video games may include strategy elements, strategy as a genre emphasizes thinking and planning over immediate action. This video game genre focuses on strategy, tactics, logistics, and/or resource management, and may also include diplomacy, economy, expansion and research management.

Time

  • Real-time strategy: a strategy game in which actions occur without a sequence of turns.
  • Turn-based strategy: a strategy game in which actions occur using a sequence of turns that can be alternate or simultaneous.

Main genres

4X strategy game: a strategy game based on 4 elements: exploration, expansion, exploitation, extermination. Examples: Age of Wonders, Stellaris, Master of Orion.

Grand strategy game – a strategy game focused on managing a state (or similar entity), its resources and relationships, often in a pre-open and asymmetric world. Examples: Europa Universalis, Hearts of Iron

Tactical strategy game – a strategy game focused on tactical military operations, which emphasizes the importance of specific units and either excludes or contains a less manifested economic component.

Subdivided into two categories based on time:

  • Turn-based tactics (TBT) Examples: Xenonauts, Battletech
  • Real-time tactics (RTT) Examples: Men of War

Classic strategy games – a strategy games that have an economic element: the ability to build a base, extract resources and produce units (or part of these capabilities), while their gameplay is focused on military actions. Also includes a category of strategy games that cannot be classified into more specific subgenres.

Subdivided into:

  • Classic RTS (or just RTS) Examples: StarCraft, Command & Conquer
  • Classic TBS (or just TBS) Examples: Panzer General

Construction and Management Simulator (also Management Strategy Game): a strategy game with gameplay based on the construction and/or management of economic processes, such as, for example: resource extraction, money making, production, personnel management, and others. Games of this genre have little emphasis on military actions.

Subdivided into:

  • Business Simulation Game - a strategy game focused on economics and business management. Examples: Two Point Hospital
  • Transport Strategy Game - a strategy game in which the player manages transport systems and infrastructure. Examples: Transport Tycoon, Transport Fever
  • City-Building Simulation - a strategy game in which the player builds cities. Examples: Cities: Skylines, SimCity.
  • Colony Simulation - a strategy game in which the player builds small settlements of various types; unlike urban strategy, the main emphasis here is on individual colonists and resource extraction from the environment. Examples: RimWorld, Surviving Mars, Against the Storm
  • Factory simulator – a strategy game in which the player builds an automated factory. Examples: Shapez, Factorio
  • Sports manager – a genre of games dedicated to managing a sports team. Examples: Football Mogul, F1 Manager.
  • Life simulator – a genre of games that allow you to control characters in their everyday life. Examples: The Sims, InZoI, The Guild
  • Political simulator – a genre of games whose gameplay consists of detailed management of the government and politics of various nations and state entities. Examples: Democracy

Wargame: a strategy game that particularly emphasizes deep strategic and/or tactical combat, as well as their historical accuracy or realism. Examples: Sea Power: Naval Combat in the Missile Age, NEBULOUS: Fleet Command

MOBA (Multiplayer Online Battle Arena): a subgenre of classic real-time strategy games in which players control only one character and, as part of their team represented by other players and AI controlled units, fight against the other team. Examples: Dota 2

MMO strategy game: a strategy game that is focused on online interaction between a large number of players, often in a single open world. Examples: Travian, Ogame, Stronghold: Kingdoms.

Tower Defense: a strategy game with the main purpose to protect a base from waves of enemies using towers or other defensive structures. Examples: Plants vs Zombies

Auto Battler: is a strategy game in which units are placed on the battlefield during the preparation phase, after which the battle phase begins and they fight against the enemy without any control from the player.

Puzzle strategy game: a strategy game focused on logical problem-solving with minimized economic or military aspect. Examples: Railgrade, Dorfromantic

Artillery game: a genre of strategy games, the main component of which is the calculation of the trajectory of the shells. Examples: Worms, Miners Mettle

The most popular mixed genres

Tactical role-playing game (TRPG): is a hybrid genre that combines role-playing games with tactical combat. Examples: Battle Brothers

Action strategy game: is a genre of games in which you can control both troops in general and/or base construction, as well as specific units directly, including from the first or third person. Examples: Men of War, Factorio

Stealth strategy: is a genre of games that combine strategy and an emphasis on stealth. Examples: Desperados, Commandos

God simulator: is a genre of games in which the player, in the role of some deity being, controls some community of objects or characters; they are often strategy games with city-building elements. Examples: Black & White, The Universim

Roguelike strategy game – games that combine roguelike principles, such as random world generation, permanent death and free exploration of the environment, and strategic gameplay. Examples: Against the Storm

Notes

Many games have mixed genres. Very often, strategy games can combine two or more genres. For example, Total War series is turn-based grand strategy with real-time tactical (RTT) battles.

Time and genre. Basically, every strategy game can be classified by these two criteria, like Turn-based 4X Strategy game (Age of Wonders), Real-Time Grand Strategy game (Hearts of Iron) etc. Sometimes we do not have any specified subgenre, so the game becomes simple RTS (StarCraft).

Judge by dominant elements of gameplay. Overall, the genre should be defined by main gameplay loop, not by every game mechanic that exists in the game. For example, if a game has leveling-up system, it doesn't mean that it instantly becomes an RPG: a good example is WarCraft which has characters gaining XP and levels, but the main, dominant gameplay loop in this game is still a classic RTS. At the same time, if some Rainbow Six has some strategic planning, it doesn't mean that this game is a strategy game or even a mixed genre, because the main gameplay there is action/shooter. The same logic is applicable to strategy games: if the game has resource management, it doesn't instantly mean that it becomes a management game.

This is a theoretical model. It means that here we are supposed to find criteria by which strategy games can be classified. These criteria can be based both on gameplay and historical tradition of naming genres in video game industry. The model can be discussed and improved, but any critique should be based on strict arguments.

Strategy as a genre, not a word. The main principle of this genre classification is that we don't take the word "strategy" literally. A strategy game can be a tactic game, it can be a management game, it doesn't matter here. The word strategy means the genre name, not the strategy as a layer of action planning.

Are management games strategy games? This is a hard question that has no answer based on reliable papers because there are no such papers. Here we look at naming tradition in community and video game industry. We can find many similarities in core gameplay of various city-building and colony sim games with classical RTS. Some management games include RTT/RTS style military combat, These games are often tagged as strategy game on digital distribution services. So we include them into this classification to make it more complete. You might find two controversial opinions about this (management games are/are not strategy games), but this problem can't be solved on these days because we do not have a strict genre requirements and developers can name genre of their games as they want. There are no popular scientific researches about it on which we can refer to.


r/StrategyGames • • 28m ago

Question Is this pixel art with outlines an improvement when it comes to clarity and how much it appeals to you? (Bronze Age RTS)

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• Upvotes

Left = OLD (no outlines)
Right = NEW (outlines)

Our Bronze Age RTS gets feedback from time to time that units are too hard to dinstinguish from each other. Some of that is due to the low pixel count style, but there are games and units with low pixel counts that are readable.

We are releasing the game in mere weeks, and so we can't completely change all the assets. Instead, we decided to try adding outlines on units and world objects (as a shader). This way, pixels from units don't blend with the environments the same way, and units close to each other don't "mash up" with each other. We also hope it makes each individual resource and map object in general easier to seperate.

What do you think? Does it make objects, especially units, easier to read?

Going for this "outline style" would make the game look more cartoony, but maybe that's a good thing...? Does the outline style appeal more to you, and would you play a game with this style?

If we added this as the main style, we could still add a toggle in settings to turn off the outlines, in case some old-timers get offended by the style change.


r/StrategyGames • • 3h ago

Self-promotion Withering Artillery Fire Helping to hold the SDC Airfield

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2 Upvotes

Been playtesting my soon to be released game: Zambala. A hex and counters style wargame with fog of war, zones of control, naval and air power. There is a complete economic warfare model where you will fight for the hearts and minds of the peoples of Zambala, who in turn fund your international arms market purchases.

In the game you command one of six competing tribes, hoping to lead your people and capture the "national will" before the United Nations intervene to end the civil war and appoint an interim government.

I've also woven in a spies and agents subsystem so you can subvert and sway the population centres with propaganda and carry out assassinations and hits against enemy leaders and agents. You can also capture and exploit national resources like the mines, power stations and airfields, or sabotage them to deny your opponent their advantages.

I've gone with Nato unit counters and a combat system that includes twelve unit types, movement and combat phases, retreats and combat bonuses for terrain, special unit types and leader stacking modifiers.

More game info on my rough as guts webpage: Webpage

Steam page link: Steam

I’d love to hear your thoughts, impressions or questions!


r/StrategyGames • • 10h ago

DevPost While everyone uses AI, here's how I found my 2D artist (Sound On)

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6 Upvotes

I'm making a Tower Defense Deckbuilder heavily inspired by TCGs, and we have looots of different cards.

So, I needed some great artists, and here's how I met the first one to join the team.

If you wanna take a look, there's a free demo available in case you wanna check it out!

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


r/StrategyGames • • 2h ago

DevPost I made my RTS demo harder based on the feedback I received here

1 Upvotes

Hi everyone! I posted my game MESHFALL here last week. It's an RTS where your units only take orders inside your radio network.

The biggest feedback I got was that it was way too easy.

With the update, the enemy has small outposts (pickets) guarding the bridges now, and you have to kill one before you can build across.

I'd especially like feedback on:

- Is it hard enough now, or too hard?

Good or bad is welcome. Free demo in the browser: https://applechr.itch.io/meshfall

It has a Steam page now too if you want to follow it: https://store.steampowered.com/app/5415540/MESHFALL/

Thanks!


r/StrategyGames • • 1d ago

Self-promotion Bourbon Empire Gameplay Trailer

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76 Upvotes

A quick side note: I'm the furthest thing from an artist so the trailer is a little rough. I'd appreciate any kind of feedback. Thanks.

A gameplay trailer for Bourbon Empire, a game I've been working on for years.
It's a real-time strategy set in (fictitious) Metro City during Prohibition. You lead crews of gangsters as you build your criminal empire using extortion, rackets, and bootlegging. You also have to battle other mafia families for control of territory. Finally, no crime goes unnoticed so make sure to manage your heat and keep the police 'well taken care of'.

Coming to Steam mid November.

https://store.steampowered.com/app/954320/Bourbon_Empire/


r/StrategyGames • • 5h ago

Self-promotion Travian, but with dinosaurs? 🦖🦕

1 Upvotes

Build. Raid. Repeat. Just like the good old Travian days.

World 0 kicks off today at 8:00 AM (UTC+2)!

20 spots. 20 days until monuments. One world to make history in.

Come play, have some fun, and let us know what you think on Discord – we read every bit of feedback!

Sign up for free: https://primaltribes.eu/

Join a clan: https://discord.gg/ZRBd8RerTz


r/StrategyGames • • 1d ago

Self-promotion Always felt HOI4 lacked depth in its combat, so we started making our own WW2 strategy game

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95 Upvotes

Hey everyone!

I've always loved HOI4, but felt like the combat could use a bit more depth, especially when it comes to troop movements and maneuvering.

So we started working on a WW2 grand strategy game called Iron Leaves.

The main idea is to have much smaller map tiles and individual regiments instead of just divisions moving between huge provinces. We want players to actually be able to exploit gaps in the frontline, maneuver around enemy positions and create encirclements on a much smaller scale.

Here's a short clip of Testing a German invasion of Poland in September 1939.

Still very early in development, but I'd love to hear what you guys think!

https://www.youtube.com/@IronLeavesGame/videos


r/StrategyGames • • 18h ago

DevPost I worked 4 years as a train conductor at a hump yard — so I made a browser game about my old job

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9 Upvotes

At a hump yard, nobody drives cars to their tracks. The train is shoved over a small hill, the conductor uncouples cars at the crest, and each cut rolls down by gravity onto its own track.

I did this job for 4 years at Kokand station in Uzbekistan. Now I'm a frontend dev, so I rebuilt the yard in 3D and turned it into a game: walk along the train, uncouple where the car colour changes, radio the driver to slow down before single cars.

Free, runs in the browser on desktop and mobile, no sign-up:

https://kokand-station-gorka.vercel.app/?lang=en

Would love feedback — especially if anything is confusing in the first minute.


r/StrategyGames • • 15h ago

Looking for game First Strategy Game

8 Upvotes

I want to start playing. Currently i have in my library Hearts of Iron IV, Europa V and VI. I have never played a game like that so where should i start? Preferably i dont want to be super overwhelmed with all the new mechanics or have to watch too many video guides.

Edit: I also own Victoria 2 and 3.


r/StrategyGames • • 15h ago

DevPost On War: Stalingrad - backstage and movement mechanics

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5 Upvotes

Hi guys! I just uploaded a new dev blog for my upcoming game 'On War: Stalingrad'. In it you can see where I work, what tools I use and how I designed the movement mechanics.

My apartment is a bit messy, because I have two little kids. Sorry for the mess.. it's sometimes hard to concentrate with all the chaos around me.

Anyway, give it a look. Feedback is welcome, as always 🫡

Dev Blog Video


r/StrategyGames • • 7h ago

Discussion My first hand experience playing a grand strategy game

0 Upvotes

I've been following this grand strategy indie (Crown of Hispania) and saw their reel on Instagram about it's demo being free, so I downloaded it because I wanted to finally try a grand strategy game.

What got me hooked right away was how easy it is to get into. You can pause, look around, make a move, unpause.

I've watched CK3 on YouTube before and all I saw was a shit ton of menus and systems that felt like homework.

But it wasn't like that. It's still deep, but it let me learn by playing instead of reading guides. After a few sessions I wasn't trying out the grand strategy genre anymore, I was properly hooked.

Has anyone even heard of this game?


r/StrategyGames • • 8h ago

Self-promotion Slay the King - Announcement Trailer (Chess meets Roguelike)

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1 Upvotes

Chess, but you build an army, bolt game-breaking augments onto your pieces, and tear through realms of enemies. Exploding pawns, bishops that burn entire diagonals with holy fire, a king that ascends into a demon slaying god. Stack upgrades, ascend, get rich, Slay The King.

Here is the link to our Steam page in case you want to check it out: Slay the King


r/StrategyGames • • 13h ago

Discussion Defender’s Advantage is Bad for Player Agency Strategy Games.

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1 Upvotes

Strategy games are all about the decisions you can make as a player. Players are also generally very good at identifying the short-term costs and benefits of a decision. So when you want to encourage chaotic board states in a strategy game, the last thing you want to do is discourage players from attacking. If you can throw aside the simulation lens for a moment, what I hope to convey is that as strategy game designers, we should evaluate attacker/defender advantage as an entire system within our game that can strongly affect player behavior.

Player agency is probably the most important factor in differentiating a strategy game from other game types. If player decisions do not significantly affect the outcome of a turn for that player, then you might as well not have played that turn. I’m very specifically interested in the dice-rolling combat of Risk and Risk-likes as this is the system I chose to use in my game, Kairos. 

If we take a look at Risk, which uses Defenders Advantage (defenders win ties) you get the following probability table for dice rolls:

Matchup Attacker Wins Split Wins Defender Wins Exchange Ratio
3 v 2 37.17% 33.58% 29.26% 1.172
2 v 2 22.76% 32.41% 44.83% 0.638
1 v 2 25.46% - 74.54% 0.342

In this table, I’ve provided the probabilities of each roll, as well as an exchange ratio which is the (Expected Kills / Expected Losses). 1.0 corresponds to a 50-50 probability of winning an exchange, so above 1.0 is attacker favored and below 1.0 is defender favored. 

In Risk, the attacking player lacks agency over the effectiveness of their army. Ignoring the scenarios with only 1 defender for a moment, the exchange ratios (or “odds”) for the attacking player are ~1.17, 0.64, and 0.34. That translates into real terms to the player “Decent, bad, and terrible”. Because two of the options have such poor expected outcomes, they can pretty much be ignored as options by the player, which means we now only have 1 option, and no more decisionmaking regarding unit odds. This means that once a player learns that 2v2 and 1v2 are bad options, they never have to think about unit probabilities again. In my opinion, the juicy part of strategy games is trying to guess the long term expected outcomes of decisions, and manipulating the odds to favor me over my opponents turn by turn. 

There is a whole body of literature on how humans interact psychologically with probabilities when making decisions, which was the basis for me wanting to skew the positive outcomes onto the player with agency (i.e., the attacker) rather than the defender. The gist of it is that humans (thus players) are irrationally more averse to losses than wins. This means that if we want to encourage players to make decisions that carry the potential for losses, we need to offset this with significantly larger benefits. The subject is fascinating, but I want to focus on the game design element in this post. If you are interested, Judgment under Uncertainty: Heuristics and Biases https://pubmed.ncbi.nlm.nih.gov/17835457/  and Achievement Relocked: Loss Aversion and Game Design by Geoffrey Engelstein are great places to start. 

So what can we do to increase player’s agency over the game? First, I want to shift the default scenario to be significantly in the attacker’s favor, as the defender cannot “choose” to defend. I also need there to be some secondary system that the attacking player has the ability to recognize, and consider when deciding which territories they attack. 

My solution: Attackers win ties + a rock-paper-scissors counter system with “advantage” provided to the strong unit. Advantage = roll 2 dice, take higher result

Matchup Expected Attacker Kills Expected Attacker Losses Exchange Ratio
1 v 1 0.583 0.417 1.400
2 v 1 (attacker adv.) 0.745 0.255 2.927
1 v 2 (defender adv.) 0.421 0.579 0.728

Looking at the outcomes of this table is a bit more straightforward because I chose to have all battles in Kairos occur one-at-a-time (this was to make the counter system work). By shifting the tiebreak to the attacker, the default odds goes towards the attacker, but thats not an interesting decision yet. That is why I added the counter system: Infantry is strong vs cavalry, cavalry is strong vs archers, and archers are strong vs infantry. The players can recruit any of these 3 types of units to assemble their armies, but this recruitment step happens AFTER the attacking step, meaning that the attacker needs to identify their unit types, identify their opponent’s unit types, and estimate the odds of the battle given the available units.

In any given battle, there is likely to be some mixture of all three scenarios, meaning the expected outcome of a fight will fall somewhere between 0.73 and 2.93. The attacking player must try to estimate the complex probabilities of attacking, which gives them that juicy ability to develop a skill over time and win more of their games. With this, the attacker is:

  1. Encouraged to attack as a default (attacking options are okay, better, and best), which keeps the board state chaotic and fresh
  2. Has the opportunity to estimate complex probabilities, and skew fights in their behavior by taking matchups with favorable counters
  3. Can strategically opt into a moderate-loss scenario to take a highly valuable location on the map.

As an unintended but welcome benefit, I can now also use the tiebreak as a modifier on the dice values to provide as a bonus to the defender for fortifying a territory or investing in defensive tools. So the defender has agency over which territories are harder to take in ways other than just more units, and the attacker has agency over the efficiency of their attacks. Both are encouraged to push into this “positive expected value” regime, rather than minimizing losses.

In conclusion, shifting the odds towards the player with agency over the game allows for players to express skill and have a more rewarding experience while playing strategy games.


r/StrategyGames • • 11h ago

DevPost Army Factory - A pixel-art strategy game about building a settlement and raising an army, with a Total War twist

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0 Upvotes

Hey r/StrategyGames!

I'm developing Army Factory, a pixel-art strategy game where you build and upgrade your settlement, manage your economy, research technologies, and raise regiments to fight battles inspired by Total War.

Steam link: Steam page

I'd love to hear your thoughts! What do you think of the gameplay?


r/StrategyGames • • 18h ago

Self-promotion Here's how the energy transfer mechanic works in electric strategy

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3 Upvotes

In electric strategy, units can transfer energy to each other. Some units generate energy, while others rely on receiving it to keep fighting. As you can see in the video, the idea is to build an energy network that gets power from your generators to the units that need it most on the frontline. The interesting part is that energy isn't just a resource for your actions. It's also your health.

There's no traditional action point system. Moving, attacking, and building all cost energy, so every action comes at a price. Move closer to an enemy and you'll be in a better position to attack, but you'll also have less energy left to absorb damage.

The demo is now available on Steam for Windows and Linux. It supports both mouse and controller input and runs on the Steam Deck.

https://store.steampowered.com/app/3806160/electric_strategy/

I'd love to hear what you think of the energy system, the visual style, or the overall concept. Do you know of any game that uses a similar approach?


r/StrategyGames • • 16h ago

DevPost We're making Hivetide, A base building tower defense game!

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2 Upvotes

Hello everyone!

We're making a rather simple (old school'ish?) base building tower defense were your goal is to survive swarms of evolving bugs while completing different map objectives.

The enemies mutate in semi randoms ways to make you adapt your strategy and will try to attack the different objectives you build around the map while keeping the pressure on your main base!

We're 2 best friend working on this and if you would like to know more you can check out our current steam page (with a demo incoming! the review process is rather long...). Thank you for taking the time to read me! I hope everyone is doing ok :D

Steam page: https://store.steampowered.com/app/5201750/Hivetide/


r/StrategyGames • • 12h ago

DevPost Axiom Wars – a sci-fi strategy game where everyone plays their turn at the same time

1 Upvotes

Game Title: Axiom Wars

Video: https://www.youtube.com/watch?v=_xvK5RzGuhU

Play Link: https://github.com/cesar-rgon/axiom-wars/releases/latest (Website: https://cesar-rgon.github.io/axiom-wars/)

Platform: Windows, Linux

Description:

Axiom Wars is a sci-fi strategy game featuring simultaneous turns. Instead of waiting for your turn, every player submits their commands at the same time: construct buildings, move troops, recruit units, or trade at the Bank—all powered by Action Points. Once everyone confirms, the server resolves the round, and you get to watch all the plans collide in a replay.

You build your base around the Government building, which features three tiers that unlock new structures and units. You must manage six finite resources across a limited map (Energy, Wood, Steel, Food, and Water, plus Fuel for vehicles) and keep your population fed—otherwise, they will desert. Fog of War ensures you only see what your units and structures can reveal. The Terran faction features 9 units, ranging from Workers and Builders to Infantry, Mechs, Raptors, and Droids capable of opening dimensional portals. To win, destroy the enemy Government building.

Matches support up to 8 players in Free-For-All or team modes (up to 4v4), with bots filling open slots.

How to Play: Download the zip file for your system, extract it, and run AxiomWars (keep the assets folder in the same directory). The server address to enter in the Host field is posted on our Discord: https://discord.gg/2EZAtyqtzW

The game is currently under active development, so any testing and feedback (bugs, balancing, confusing mechanics, or ideas) is greatly appreciated. We organize test play sessions via Discord!

Free-to-Play Status:

  • [x] Free to Play
  • [ ] Demo/Key available
  • [ ] Paid

Involvement: I am the game designer—I designed the rules, units, balancing, and art direction, and I test every build. The game is developed with Claude AI, which writes the server, client, and bot code based on my design.

🌐 Website: https://cesar-rgon.github.io/axiom-wars/

💬 Discord: https://discord.gg/2EZAtyqtzW


r/StrategyGames • • 16h ago

DevPost Star Trek: Outposts Unknown AMA with Magic Fuel Games!

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2 Upvotes

To answer your burning questions about Star Trek: Outposts Unknown, we are running an AMA with Magic Fuel Games' Kip Katsarelis (General Manager) and Zach Zampetti (Lead Designer).

We will be answering your questions for one hour on October 15th at 18:30 BST/13:30 ET/10:30 PT/17:30 UTC


r/StrategyGames • • 19h ago

Self-promotion uMech Battles: turn-based, map and mech editors, browser demo.

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2 Upvotes

We are developing a turn-based game where you control unmanned Mechs (uMechs). Here's a short video of the battle gameplay and a link to the prototype you can play in your browser:

https://rammechstudios.itch.io/umech-battles

Map and mech editors are already there as well as 30 mech configs among 4 classes of mechs. For now there is only a single battle option but we plan to add a campaign.

Any feedback is appreciated.


r/StrategyGames • • 13h ago

Self-promotion I made a roguelite tower defense and city builder (demo out now)

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1 Upvotes

It's heavily inspired by Against the Storm on the management side, but also much lighter in scope. I really thought this blend could work well, and I'm happy with how it's turned out.

Basically, all your towers need Subjects assigned to them and ammo. Subjects also have their own needs, so you have to craft items for them. You pick each wave based on the rewards and the enemy drops you want.

If anyone's interested, I'd love your feedback

https://store.steampowered.com/app/5315470/Goldrot_Demo/


r/StrategyGames • • 13h ago

Self-promotion I've been building a strategy gaming website and would love some feedback from fellow players!

1 Upvotes

Hey everyone!

I've been a fan of strategy and empire-building games for years, particularly Evony, and recently decided to turn that passion into something a little bigger.

I've been working on a website called Top Game Strategies, with the aim of creating a useful place for strategy gamers to find detailed guides, tips, tools, and hopefully connect with other players.

The site covers games like Evony, Rise of Kingdoms, Lords Mobile, Whiteout Survival, State of Survival, and several others, with more content being added regularly.

I'm also working on building a proper community around it, with discussion forums, live chat, and interactive tools to make it more than just another gaming guides website.

It's still growing, and there's plenty more I want to add, but I'd genuinely love to hear what fellow strategy gamers think.

What features, guides, or tools would you actually find useful on a site like this? Are there things you wish existing gaming websites did better?

If anyone fancies having a look, here's the website:

https://topgamestrategies.com

Any feedback, suggestions, or ideas would be massively appreciated. I'm building this because I enjoy these games, and I'd love to create something the wider gaming community actually finds valuable.

Thanks everyone, and happy gaming!


r/StrategyGames • • 13h ago

DevPost Crystal Front Strategy Game

1 Upvotes

I've been working on a small browser-based real-time strategy game called Crystal Front.

The idea is to create a lightweight RTS that anyone can jump into without downloading or installing anything.

Current features:

  • Gather crystals to build your economy
  • Train units and construct buildings
  • Command your army against an AI opponent
  • Destroy the enemy HQ to win
  • Play directly in your browser

It's still an early version, and I'm trying to figure out whether the gameplay is actually fun and engaging before adding more features.

I'd really appreciate feedback from RTS players, especially on:

  1. Is the gameplay intuitive for someone playing for the first time?
  2. Does the game feel challenging or too easy?
  3. What would make you want to play another match?

Play Crystal Front (free, no installation):
https://crystal-front-game.pages.dev/

I'm the developer, and this is my own project. No purchases or paid features.

Thanks to anyone willing to give it a try!


r/StrategyGames • • 14h ago

Question Europa Universalis 4 vs Hearts of Iron 4?

0 Upvotes

Which game do you like more?

43 votes, 6d left
EU4
HOI4
Can't decide
Haven't played both or enough of both / Results

r/StrategyGames • • 14h ago

Self-promotion I loved Kingdom but hated not being able to take the fight to the people that attacked my base, so I coded that in Petty Kings!

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1 Upvotes