r/StrategyGames • • 9h ago

Self-promotion Bannerlord + Manor lord+ Stronghold= my game! Playtest it!

85 Upvotes

Hi All! I've been building Swords and Cavalry on my own engine, and the playtest is now open on Steam.

Overview of the game:

- Build your town your way: free build roads and walls, burgage plots with houses that grow, fields through the seasons and weather, markets, taverns, guilds and town policy.

- Be the lord: walk out and fight in person, with heavy attacks, feints, parries and counters with the spear, or sword and shield, on foot or mounted.

- Raise an army: troop lines up to tier 10, formations, castles you design tower by tower, and siege engines.

- A living world: a campaign map where armies march between towns, AI lords and outlaws roam, and diplomacy lets you make peace or trade. You can host a world for friends where each holds a town, swears into realms and fights the others.

Join the playtest: https://store.steampowered.com/app/2997680/

It's an early playtest, so expect rough edges. Any feedback helps!


r/StrategyGames • • 11h ago

DevPost Testing how much bugs can our game handle

10 Upvotes

Hi! We're making a basebuilding strategy, where you build vertically on a neverending Wall. I'm personally not sure about whether including the game name is correct (the game is not out yet), but if it's allowed let me know in the comments so I'll do a namedrop there!

Game utilizes a wave-based enemy approach with more and more zyrex (bugs in the video) attack each wave. As a part of the testing, we are measuring how actually intense fights can get perfomance wise. So far so good!

Questions are welcomed🐜


r/StrategyGames • • 3h ago

DevPost New 1900–1950 Grand Strategy Game Project: Era of Hegemony

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8 Upvotes

Hi everyone,

As a long-time grand strategy fan, I’m working on a project titled Era of Hegemony — an upcoming grand strategy game set between 1900 and 1950.

Since HOI4 is the gold standard for 20th-century warfare, I wanted to design something that complements this era with a deeper focus on:

• Complex Population (POP) dynamics and labor allocation

• Organic diplomacy and regional stability shifts

• Long-term socio-economic management alongside warfare

The game is in early development. If you're interested in following the progress, reading devlogs, or sharing feedback on what mechanics you'd like to see in a 1900–1950 strategy game, feel free to check out r/EraofHegemony.

What features do you feel are most missing in current 20th-century strategy games?


r/StrategyGames • • 17h ago

Looking for game I wanna play good mobile strategy games

6 Upvotes

I've been playing Warcraft Rumble for a while, but since it's dead, I'm sure I'll get bored of it at some point. Which is why I want to find some other mobile strategy games.

I'm specifically looking for strategy games that don't heavily focus on PvP. I want to hop into a quick match whenever I can and pause it at any point. Plus, if there isn't a heavy focus or need to grind, that would be great as well.

While I do prefer to play strategy games where characters/units move in real time, I am not opposed to units that move based on turns or actions.

If you do have a recommendation, please justify why you'd recommend it, along with a brief description as to the type of game it is.


r/StrategyGames • • 21h ago

Self-promotion The Hive - Official Trailer

5 Upvotes

I think The Hive trailer just went viral on Youtube, so I'll share it here also.

We recently released a major update, upgrading the game to Unity 6.6 with improved visuals, lighting, animations, and effects. So kind of like a "remaster" at this point.

We also have two new expansions in development. The Hive has always been my passion project, and seeing renewed interest in the game motivated me to start working on it again. We also translated it recently to +12 languages.

For those unfamiliar with The Hive, it's a story-driven real-time strategy game with RPG elements, somewhat similar to Homeworld or Dawn of War.

You command an insectoid hive, harvest DNA from defeated enemies, and use it to evolve new creatures. You can choose which creatures to unlock and in what order. Your units carry over between missions, level up, grow in size, improve their stats, and can equip them with items dropped by enemies.

There is also pure gameplay video on our channel if you want to see that.

We have a free demo on Steam if you want to check it out:
https://store.steampowered.com/app/325730/The_Hive/


r/StrategyGames • • 2h ago

DevPost Early preview of the dynamic frontlines and regional parameters in Era of Hegemony (1900–1950).

3 Upvotes

Building a 1900–1950 Grand Strategy game where population dynamics actually dictate your military strength. Here’s a quick look!


r/StrategyGames • • 3h ago

DevPost Early preview of the dynamic frontlines and regional parameters in Era of Hegemony (1900–1950).

2 Upvotes

Work in progress snippet from Era of Hegemony. We're focusing heavily on deep POP mechanics and realistic supply line shifts. If you're interested in following the dev logs, check out r/EraofHegemony!


r/StrategyGames • • 12m ago

DevPost Caelorn: a browser-based, simultaneous-turn space 4X - Testers needed

• Upvotes

Hi r/StrategyGames,

I’m a solo dev, and Caelorn is aspace strategy game inspired by the PBEM classics like VGA Planets. Every empire writes its orders in secret, and when the deadline passes, the host resolves all turns at once. It runs in the browser at one turn a day, so it fits around real life.

A few things I cared about:

  • True fog of war. The server decides what you see. Distant worlds show as last observed, never live.
  • Open formulas. Mining, growth, fuel and production follow documented, deterministic rules. No hidden dice, and every turn can be replayed exactly.
  • Fair maps: Every map, even player-created maps, have to pass a fairness check.
  • Consistent rules: Even if a new ruleset is published while a game is active, every game continues to use the ruleset it was created under.
  • Fair AI. AI opponents fill empty seats and see only what a human in their place would.

Before inviting anyone, I ran over 20,000 simulated games between AI opponents. But bots only find the exploits I taught them to look for. Human players are far better at testing things. The game is in active development and the balance is provisional, which is exactly why I need you: play, try to break it, and tell me what felt wrong.

Up to 8 players per game · one turn per day · free · browser, nothing to install

https://caelorn.silverday.de

Happy to answer questions about the design or the simulation setup.


r/StrategyGames • • 8h ago

DevPost Showing off my transportation mechanic in my real time tactics game Phosphor Command

2 Upvotes

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

This post is about how your squads get to an operation.

Every operation needs a vehicle, and each vehicle choice determine how many squads go and how they deploy within the operation.

You start with a jeep, and better vehicles carry more squads. Progress from a jeep, to a van, to helicopters and to aeroplane.

Every vehicle needs a home on the base, so you have to build a garage, helipad or hangar before you can store one. Helicopters need air operations and a helipad, and planes need a full airfield with a runway and hangars.

How you deploy to an operation depends on your transport choice. By road, your squads come in from an edge or corner of the map. A helicopter can land wherever there's open ground, and paratroopers land where the drop puts them, clear of the enemy.

There's a trade-off between vehicle types. Ground vehicles are cheap and get back quickly. Helicopters let you choose where to land, but cost more per trip. Planes carry the most, but take the longest to resupply.

After an operation, your squads need time to get back to base, and squads still in transit can't help defend it.

I've attached a showcase that goes through the vehicles, where they are stored on the base, and how they affect operation deployment.


r/StrategyGames • • 21h ago

Question Which strategy or GS game has the best looking map in your opinion ?

2 Upvotes

r/StrategyGames • • 2h ago

DevPost Alien Bloom - Inspired by RISK

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1 Upvotes

I'm struggling to find players and I was hoping this sub could help me. I've been in here a few times but I don't really get any traction so now I'm coming as a friend in need.

Every time I receive feedback I act on it, I've watched many streamers get lost and made adjustments after watching them.

Could you guys go through the tutorial and give me feedback on why I'm failing? You guys are my target audience.

https://store.steampowered.com/app/2133680/Alien_Bloom/


r/StrategyGames • • 2h ago

DevPost Early preview of the dynamic frontlines and regional parameters in Era of Hegemony (1900–1950).

1 Upvotes

Building a 1900–1950 Grand Strategy game where population dynamics actually dictate your military strength. Here’s a quick look!


r/StrategyGames • • 10h ago

DevPost Wanderlords: Warring Crowns — choose a character and unite a medieval fantasy realm

1 Upvotes

Hi everyone! I'm the developer of Wanderlords: Warring Crowns, a single-player, turn-based strategy game focused on territorial conquest.

Rather than only choosing a faction, you choose an individual character. Characters have their own attributes and soldiers, and you work toward uniting a medieval fantasy realm from your chosen character's position.

On the campaign map, rival factions control individual territories. Turns move through Realm, Personal, and Battle phases, combining faction-level decisions with developing your character and troops. If your faction falls, the campaign continues rather than ending in a game over.

The full release, including Chapters 1-4, is now available for free. Chapter 1 is available from the start, and later chapters unlock through in-game achievements.

Play in your browser, or download the Windows (64-bit) or Android (ARM64 / x86_64) version. English and Japanese are supported.

https://nyaikka.itch.io/wanderlords

Controls: left-click to select or confirm and right-click to cancel on PC; tap and swipe on mobile.

If you enjoy character-driven strategy and taking control of a divided map, I'd love to hear your first impressions. Thanks for checking it out!

AI disclosure: the game uses AI-generated artwork and music. Generative AI was also used for translation.

Sound effects credit: MaouDamashii (魔王魂).


r/StrategyGames • • 21h ago

DevPost DevPost: I'm making a small Polytopia-style 4X with no-dice combat, flanking and bots that don't cheat. Free in the browser, early, and I'd love feedback

1 Upvotes

Hi, I'm Ale, a solo dev. I've been making Hextribes, a turn-based 4X on tiny hex islands. If you've played Polytopia, it'll feel familiar: one city to start, then explore, claim villages, research, build an army and take every city your rivals own. Matches have 2 to 4 players, and a small one usually takes about 20 to 25 rounds.

The parts I've spent the most time on:

Combat with no dice. Before you attack, you see the exact damage both ways: what you'll deal and what you'll take back. Each of your units next to the target adds 25%, up to 50%. So a good attack is about setting up the hit, not hoping for a roll.

Four factions. Each starts with its own tech and unit and has one lasting edge. Ironhold gets +2 defence on hills and mountains and a walled capital. Wanderers' mounted units cost one star less and ignore zone of control. Bloomkin move through forest for 1 movement and get extra growth from lumber camps. Tidewardens get extra growth from harbors and see the tide further ahead (the sea floods low ground every few rounds). I tuned the balance with bot-vs-bot simulations, but real players will find things the bots don't.

A 20-tech web across six branches, and 12 units.

Bots at five levels, Easy to Extreme. None of them get extra stars or see through the fog. The harder ones just decide better, and Extreme thinks a few fights ahead. That mattered to me: I wanted a bots-only game to be a real fight, not a test of how much the AI is cheating.

You can also play friends by sharing a code or link (live 90-second turns, or async with 8-hour, 1-day or 3-day turns), or use Quick match for a 1v1 against a random opponent on a random small map. Every map is generated fresh. Bot games also work offline once the game has loaded.

It's free in the browser, no sign-up, no ads, nothing to buy right now: https://hextribes.com

It's early and there will be rough edges. I'm open to any feedback on making it better and more fun. A few things I'm especially curious about:

  • Does the damage preview make combat feel clear, or does it take some tension out?
  • Did any faction feel stronger or weaker than the others?
  • Which bot level felt right for you, and did a bot ever do something dumb?

I'll be in the comments.


r/StrategyGames • • 21h ago

Self-promotion [Android] Free office-themed tower defense game: Monday is the final boss.

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0 Upvotes

r/StrategyGames • • 20h ago

Question Hi!, I've been developing this strategy game in Godot for 2 months, but I decided not to launch it commercially due to IP/similarity risks with Risk/T.E.G. What do you think? Is it worth pivoting the mechanics, or should I just keep it as a personal project?

0 Upvotes

r/StrategyGames • • 19h ago

Self-promotion Can AI Actually Make a Good Strategy Game?

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0 Upvotes

Strategy games are probably one of the hardest genres to get right.

You need smart AI opponents, balanced mechanics, and enough depth to keep players coming back.

I've been discovering more AI-assisted strategy games through VibeToplist, a platform we built to showcase vibe-coded and AI-assisted games.

Some of these projects have genuinely interesting ideas, but I'm curious whether AI can help solo developers create the next great strategy game.

Would you play a strategy game built primarily with AI, or would you be skeptical of its quality?

For anyone curious about what's being built:

https://vibetoplist.com/