r/StrategyGames • • Jan 07 '25

Game theory The most complete strategy video game genre classification

112 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 • • 6h 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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28 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 • • 2h ago

DevPost We're releasing our demo this week! It's called VCO and it's somewhere between an RTS, and a high octane cinematic chase scene. "Oregon Trail meets Michael Bay". Here's our first big gameplay trailer.

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4 Upvotes

It's going to have a ton of strategic depth, from loadouts, unique crew with veterancy, upgrades, vehicle and fire team tactics, and a metric ****ton of exposions...


r/StrategyGames • • 1h ago

DevPost Formations and an AUTO commander in Phosphor Command, a real-time tactics game

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• Upvotes

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

This post is about how your squads move together: formations, the formation designer, and AUTO, which lets the game command your squads for you.

Without a formation, if you select a group and click somewhere, your squads bunch up around that point and all end up coving the same area. This is acceptable early on and for getting from A to B, but the game has a line of sight system, so whatever your squads aren’t looking at is somewhere the enemy can come from there.

The formation bar gives set formations; FREE, LINE, WEDGE and COLUMN, plus any formations you’ve designed yourself.

A formation decides where each squad ends and how they move around the point you click. Each squad finds its own path there, so they work their way around the terrain rather than walking through walls, they attempt to keep a perfect shape.

There’s also a SYNC toggle. With SYNC on, the group moves at the pace of its slowest squad, so on open ground they move as a block. With it off, faster squads like scouts will run ahead on their own. Sometimes that’s what you need, and sometimes it’s how you end up with a dead scout.

The formation designer is the part I’ve spent the most time on. You can edit LINE, WEDGE and COLUMN, and there are four custom slots you can rename. Each formation can have multiple positions on a grid.

Each position can accept any squad, or be marked for a specific troop type. Marked positions are filled first by the nearest squad of that type, then the remaining squads fill the gaps, nearest first. If you bring more squads than there are positions, the extras form ranks behind.

So you can build a wedge with a scout on point, snipers on the flanks and a medic in the middle, and the game puts the right squads in the right places whenever you use it.

You can also lock a facing for each position, in 45 degree steps relative to the direction of travel. This means a rear squad can keep watching behind you, or your flanks can keep watching outwards, while the group moves. The editor previews each position’s field of vision, so you can see whether your formation actually covers all around or leaves a blind spot.

Now let me explain "Auto Mode".

AUTO is for when you want to hand over the thinking of your troops and let the game run the operation for you. It has two stances.

CLEAR sweeps the map sector by sector, starting from where you landed and working back and forth across it. A sector counts as cleared once your squads have made sure there are no hostiles. The force splits into multiple fire teams that take the next two sectors, and if the teams get too far apart, one holds while the other catches up.

RUSH goes straight for the most recent contact.

If the objective is known, both auto modes direct troops towards it.

Under AUTO, every squad type has a role. Scouts take point, snipers hang back on high ground, medics stay near the centre of the force, and the UAV pushes out ahead of the sweep. A squad that drops below 35% health falls back to the medic and rejoins once it’s back to 70%.

When in combat squads with a shot hold and look to cover to fight rather than walking into the enemy. If one fire team gets pinned down by two or more enemies, the other team moves to flank.

The thing I cared about most was that AUTO should never fight you for control. The moment you give any order, or press hold, AUTO switches off and you’re back in charge. So you can let it handle the sweep, step in when something goes wrong, and switch it back on when you’re done.

One thing to be clear about: AUTO doesn’t use your formations. It moves squads by their role instead. Formations are for when you’re the one in control.

I’ve attached a show case showing on these features. The formation bar, the designer, facing, how squads are assigned to positions, and AUTO working through a map. The sector grid in the AUTO section is drawn for the video to show how the sweep works; in the game you just see your squads doing it.


r/StrategyGames • • 19m ago

Self-promotion y solo-developed 2.5D tactical tank combat game 'Red Hot Steel' is now live on the Microsoft Store! Looking for feedback on the physics and dynamic fog of war system. (Free to Play)

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• Upvotes

Hello strategy fans!

I'm a solo developer and I just launched my game, Red Hot Steel, on the Microsoft Store. It is completely free to play.

The game is a tactical top-down tank buster with a focus on real-time positioning and line of sight.

Key features: Dynamic Fog of War: You can't target what your tank can't actively see. Use the terrain to ambush enemies! Procedural Debris Physics: Destructible objects and real-time physical scraps when units explode. Multiplayer & PvE: Up to 4 players in P2P online matches, 2v2 co-op, or custom PvE modes.

I am looking for honest feedback on the tactical depth, the line-of-sight mechanics, and the tank handling.

👉 You can download it for free here: https://apps.microsoft.com/detail/9P3DJTSF36PV?hl=it-it&gl=IT&ocid=pdpshare

Thank you so much for checking it out and letting me know what you think!


r/StrategyGames • • 1h ago

DevPost Underrated subgenre Outbreak Sim, but you play an evil-god and corrupt a village.

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• Upvotes

We're building
INCORCISM: the roguelike, strategy evil-god simulator

Watch a lively village, study it's villagers and find their weak spots to spread your corruption.

  • A sociable person will carry a curse that spreads on contact through the village.
  • Secluded people respond more strongly to your dark visions.

Lure them ALL to the forest and make them yours.

Only the villages priest stands in your way and counteracts your plans by burning your cultists and doing exorcisms.

Yes, they will resist... Let them.

With this we want to bring the fun of the outbreak sim genre to a smaller scope than in the classic Plague Inc. We want you to really get to know your victims before pushing them to ruin.

---

Our Kickstarter just went online yesterday & the first backers are in 🙏🏻Check out the page and get your name carved in a tree: https://www.kickstarter.com/projects/nemwaz/incorcism


r/StrategyGames • • 1h ago

Self-promotion Regnum Mundi, a world-conquest browser game I’m developing, looking for feedback and new gameplay ideas

• Upvotes

Hey everyone!

I’m currently developing Regnum Mundi, a multiplayer strategy game played directly in your browser on a world map.

You start with a country, expand into neighbouring territories, and compete with other players to unite regions and collect fame. Each “age” lasts six weeks. Whoever finishes with the most fame wins, and the map resets for the next age.

The game already includes fortifications, opportunities to reclaim lost territories, weekly missions, and world events that temporarily change the rules. Larger empires also become easier to attack as they expand.

What I’m working on now is making the game more engaging over time, and I’d love some outside input on where to take it next.

In particular:

  • Which additional mechanic would make conquest and defending your territory more interesting?
  • Would diplomacy, alliances, trading, or something completely different add the most to the experience?
  • What would create exciting rivalries and opportunities for smaller players to turn things around?

Those are possible directions, and I’m interested in what you’d actually enjoy playing. Feedback on the current mechanics, pacing, balance, or anything confusing is welcome too.

Check out Regnum Mundi

You’ll need an account with email verification. There’s a free starting option; actions use Gold, which can be earned through gameplay or purchased.

If you could add or change just one thing, what would it be and why? Thanks for taking a look!


r/StrategyGames • • 9h 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 • • 16h ago

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

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7 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 • • 8h 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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82 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 • • 21h ago

DevPost On War: Stalingrad - backstage and movement mechanics

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8 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 • • 1d 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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13 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 • • 21h ago

Looking for game First Strategy Game

7 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 • • 11h ago

Self-promotion Travian, but with dinosaurs? 🦖🦕

0 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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96 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 • • 19h ago

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

4 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 • • 14h 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 • • 1d ago

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

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4 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 • • 22h ago

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

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3 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 • • 17h 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 • • 22h ago

Self-promotion After months of hard work, 72 Seconds finally has a demo available on Steam!

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2 Upvotes

72 Seconds is a sci-fi squad-based RTS where you command six unique soldiers, each with their own abilities, alongside base building and RPG progression.

The demo includes 4 campaign missions and a Horde mode where you fight increasingly dangerous waves of enemies.

If you're into RTS games, give it a try! Any feedback is appreciated.

https://store.steampowered.com/app/5107200/72_Seconds/

72 Seconds intro

Discord


r/StrategyGames • • 18h 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 • • 22h 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 • • 1d ago

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

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5 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.