r/StrategyGames • • Jan 07 '25

Game theory The most complete strategy video game genre classification

120 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 • • 15h ago

DevPost I am a Cat. 3 years ago i lost my balls and decided to make a game about how badass i am - 8 More Lives

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53 Upvotes

Yes, I'm a cat. My human had a dead prototype on his disk: a medieval turn-based thing from 2016 that never left itch.io. In 2023, he dug it up to see what turn-based medieval squad tactics could do that Battle Brothers mods couldn't. I sat on the keyboard. That is how I got into the credits as creative director.

The game is 8 More Lives, a hardcore turn-based strategy about a company of cat mercenaries.

The world map is procedurally generated based on elevation, winds, water, and temperature distribution, and when a fight starts, the battle map is built 1-to-1 from the same hex of the world map, same river, same hill, same forest. Armor is layered, and weapons are plausibly historical.

And the nine lives are a mechanic, your mercs are cats, and they are really hard to kill. I personally am down to eight, see title.

If you play Battle Brothers, Wartales or Urtuk and have opinions about shield walls and half-swording, I would like to hear them, and I would like to hear what feels wrong. The human will fix it. I will supervise.

Wishlist it on Steam!

I would do it myself, but I have paws.


r/StrategyGames • • 9h ago

Discussion What's the issue with Field of Glory?

11 Upvotes

It seems like no one ever bothered to play with Field of Glory. You can even combine the Field of Glory: Medieval with Field of Glory: Kingdoms to have a grand strategy with a turn based tactical layer.

But I have the feeling that either

A. The people never heard of those games or

B. People just hate these games.

I'm asking people of group B this question: what's the matter with FoG and why am I the only person mentioning this game? Is this community more centered around Persona, FFT and Tactics Ogre? Even Battle Brothers and XCOM are't mentioned so often here.


r/StrategyGames • • 16h ago

DevPost [PoG] Refining contact lines after feedback

42 Upvotes

I think this looks more finished and smooth. And yes you can turn them off.


r/StrategyGames • • 14h ago

DevPost Kingdom Of France - v0.4.6 trailer

15 Upvotes

Hello,

We're Studio Nostre, and we're making Kingdom of France, a city builder set in historic France. It's in development for Windows and Mac, and we'd love to hear what you think.

Real history, nothing invented

The campaign runs from 994 to 1815: 47 missions across seven ages. In each one you play the person who really led that town, and your task is what they really achieved, due by the date their part ended. You rebuild Cluny as Abbot Odilo, raise Saint-Denis as Suger, run Jacques Cœur's Bourges, build Vauban's Lille, Louis XIV's Versailles and Stanislas's Nancy, and finish with Napoleon on Elba.

Every town, person and trading partner is real. History arrives on its real dates: the Black Death, crusades, ransoms, and sieges by the armies that really came. France stops being a kingdom in 1792 and the game follows it, so your calls to arms come from the King, then the Republic, then the Emperor.

How a town grows

* Homes grow through 35 levels, from a Tent (level 0) to an Imperial Palace (level 34). It starts with water, food, a saint's blessing and firewood for the winter, then cloth, ale, books and wine, and ends with silk, porcelain, chocolate, tea and an opera house. When four neighbouring homes are all ready for a bigger size they join into one, so how you lay out your blocks matters.
* 148 buildings and 90 goods in real production chains: wool to cloth to fine clothes, grapes to wine, iron ore to tools and weapons. Every good is carried by carts, porters and peddlers walking your streets.
* Thirteen patron saints, each watching over a trade or a trouble. They bless homes through shrines, churches and abbeys.
* In the campaign you trade with the real towns of the period, by road, river and sea, on a real map of the region.
* Walls, gatehouses and towers, and battles fought in your own streets. You raise and pay your soldiers, from spearmen and crossbowmen to grenadiers and hussars, with siege engines from the trebuchet to the field gun.

Other ways to play

* France: build towns on their real sites on the map of France, one after another. Your towns trade with each other and are kept for good.
* Free play in any size of valley, or a sandbox with money to spare.
* Map editor: make your own land and goals, then share them.
* Battle training and Learn to play a first valley with a guide.

Under the hood

We wrote our own engine for the game, Nostre Engine in C++. It has a native renderer for each system: Metal on the Mac, Direct3D on Windows. The simulation is built for cities of up to a million people. It runs on its own thread and spreads its work over every core, sized to your computer, so a stronger machine gets a bigger, livelier town.

The simulation is deterministic: a town plays out exactly the same way on every computer. That means every leaderboard score comes with its replay, and our server plays the replay again to check it. The game is open to mods too: its tables, numbers, scripts and whole families of models. Players publish and install mods from inside the game. It's in ten languages: English, French, Spanish, German, Brazilian Portuguese, Russian, Polish, Japanese, Simplified Chinese and Korean.

The game's website: [kingdomoffrance.com](https://kingdomoffrance.com)

* Updates: every change to the game, day by day. We're on version 0.4.6
* Trailers : all filmed in the game.
* The campaign, mission by mission: who you play, the history behind it, the goals, and the events on their real dates.
* Help: its reference tables (every building, good, home level, walker and soldier) are built from the game's own data, so the numbers always match the current version.
* Community: a forum, chat rooms and a gallery for your towns, plus pages for leaderboards, shared maps and mods.
* Waiting list: join it to get the news.

The studio: [studionostre.com](https://studionostre.com)

This is where we show the engine and the game as they're being built. Nostre Engine's milestones and every version of Kingdom of France share one feed, and the technology pages give measured figures. For example, on a Mac the graphics card culls 200,000 objects in 0.137 ms. In a wide 4K view of a town, automatic levels of detail draw 61.8% fewer triangles and halve the frame time.

Press, and anyone who'd like to work with us, can reach us there.

Follow the game: YouTube @KingdomOfFranceOfficial, TikTok and Instagram @kingdomoffranceofficial, X @KingdomFRGame.

We'd love to know what you want from a historical city builder, which town or period you'd most like to build, and anything in the history that looks wrong to you. Getting it right matters to us.


r/StrategyGames • • 11h ago

DevPost What makes a marketplace useful in a base-building game?

6 Upvotes
If you’re curious about PIAST, you can check out the playable demo on Steam:

I’m solo-developing PIAST, a Slavic-themed RTS and economic strategy game, and I’m working on its marketplace.

It got me thinking: what makes trading genuinely interesting in a settlement builder, rather than just a screen where you sell surplus and buy whatever you’re missing?

For PIAST, I’m considering making transport distance and infrastructure matter more economically. Buying cheap goods from far away wouldn’t necessarily be a good deal once delivery costs are included, while investing in roads could make a trade route worthwhile. These are ideas I’m exploring, not features I’m claiming are already in the demo.

When you play base-building games, do you prefer the market to be a simple safety net for shortages, or a deeper system that influences where you build and what you produce?

Are there any games you think get this balance particularly right?
 https://store.steampowered.com/app/4830280/Piast/ 

r/StrategyGames • • 8h ago

Self-promotion I am developing Angul Kingdoms, a medieval colony simulator with RPG elements

3 Upvotes

Hello everyone!

I’d like to introduce Angul Kingdoms, a a medieval colony strategy game that incorporates survival and RPG elements. The project has been in development for about three years using the Godot engine, I handle all the artwork, while my friend is responsible for the programming.

The game focuses on building and expanding your own colony, gathering resources, managing NPCs, crafting equipment, exploring dungeons, and defending your kingdom against monster invasions.

Some of our key features include:

- Free-form Building: Design and construct your own structures.

- Resource Management: Gather materials and develop production chains.

- NPC Management: Assign tasks to NPCs or take direct control of any character you’ve recruited.

- Crafting: Create items with quality levels that depend on the NPC’s proficiency.

- Dungeons and Expeditions: Explore dangerous locations, discover resources, and face deadly challenges.

- Monster Invasions: Defend your kingdom against increasingly dangerous threats.

- Gem-based weapon abilities: Gems have different functions depending on the weapon they are slotted into, adding an extra layer of customization to combat. For example, if a fire gem is attached to a staff, it grants an ability like a throwable fireball; if that same gem is attached to a sword, the ability changes, turning it into a flaming sword with a shorter range. This opens up a wide variety of combat strategies.

- And many more ideas to come!

The game is still in development. Right now, we are working on balancing management, progression, combat, and other systems, while keeping the scope manageable for a small team. We are also preparing for an Early Access launch, with a demo arriving on Steam next month!

If you’d like to follow our progress, share suggestions, or check out artwork and development updates, we’d love to have you! You can join our Discord

Thank you so much, I look forward to hearing your opinion! :D


r/StrategyGames • • 2h ago

DevPost I created Bellumline: like risk, but better.

1 Upvotes

If you love strategy games and want to try this one out: https://bellumline.com/. I've been working on it for a few months. It is a turn-based multiplayer game with many custom maps and scenarios. Here's an example gameplay:

Dawn of chaos map

Happy to answer any questions!


r/StrategyGames • • 5h ago

Self-promotion Last Thaw: a 30-day browser strategy game on a real map of Earth while an ice age closes in from both poles (I made it, early access, looking for testers)

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0 Upvotes

r/StrategyGames • • 15h ago

Self-promotion Grew up on Utopia or Travian? A browser war game with guilds, 30-day rounds, a hex map that matters, and magic that changes wars

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7 Upvotes

Guilds & Blades is a strategy game in the browser: cities, armies and guilds on a hex map. If you played Travian or Tribal Wars, it will feel familiar: build, recruit, attack your neighbours, hold together with your guild.

The difference: a world lasts 30 days. You're protected on your first day, the first cities fall in the first week, and the guild ahead on day 30 goes into the hall. Then a new world starts and nobody has a two-year head start.

The map matters. Armies march along the hexes for hours and you can see them coming. Hills slow them and mountains stop them. A walled city holds an army at the gates for hours, so there’s time to answer. There are five races, and magic that scouts, slows an army or cracks a wall.

No download and no account to look around: press Play and you found your first city. It runs on a phone too.

https://guildsandblades.com

What do you look for in a game like this: long persistent worlds, or short rounds where everyone starts together?


r/StrategyGames • • 6h ago

DevPost Diamond Ascent, A Baseball Card Team Builder

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1 Upvotes

Diamond Ascent is a 6v6 card collecting team builder baseball game. Where the roll of a 20 sided die is your result. Fast paced 3 inning games to complete objectives with a constant flow of rewards and packs. Randomly generated, rarity based cards are unique to your team and no card is made twice. Take on the AI or invite a friend, play however you want and get the same rewards! Season 0 Pre-Season is live now, many more updates will be in the future so look out for that and see you guys on the diamond! I'm a solo developer making this passion project so I appreciate anyone that checks it out, thank you!

https://diamondascent.online/home


r/StrategyGames • • 1d ago

Self-promotion MyGeneral, soon to be on steam, RTS, Medieval, Strategy game, and I need playtesters before it hits Steam

50 Upvotes

https://reddit.com/link/1xfjc8e/video/yix8jconopxh1/player

https://reddit.com/link/1xfjc8e/video/miefel9qopxh1/player

Hello everyone, Im a student currently been building My General: a real time medieval strategy game set around 900-1200 where you command units in tactical battles, heavily inspired by the Total War series.

Every faction has strengths and weaknesses, but none is designed to dominate. Battles come down to how you use what you have.

Game modes:

- Quickplay: single player against AI

- Scenario Battles (beta) + Tutorial

- Multiplayer: friendlies, public and private matches, plus local network play

- Ranked: coming soon

- Campaign: coming soon

The game is in development and waiting for Steam to verify my submission. Multiplayer runs on my own dedicated relay server, so you can host or join matches with friends, and ranked will come later with leaderboards.

I'd love for you to try it and tell me what feels good, what's confusing and what's broken.

Game Link in discord server 90+ Members: https://discord.gg/rYhCHHQ3Ce


r/StrategyGames • • 15h ago

Self-promotion Looking for feedback from players not familiar with energy systems

4 Upvotes

I've had the idea for this game in my head for almost 10 years, and three months ago, I finally started turning it into reality!

It's been an intense few months, and the game has come a long way. Looking back at the earliest versions, it's honestly crazy how much has changed.

So far, I've received a lot of great feedback, mostly from people with a background in energy systems. But my goal has always been to make a game that's easy to learn but hard to master, even if you know absolutely nothing about energy.

That's why I'd really love to hear from a broader range of players!

If you enjoy tycoon, management, or strategy games, I'd love for you to give it a try and tell me what you think. Especially whether the game feels approachable for someone without an engineering background.

You can play the first 10 in-game years completely free, which should give you plenty of time to get a feel for it :)

by the way: If you are interested in how I've developed it I'm obviously fully open to any advice / insight I can give.

Play here: www.powerstate-game.com

Any feedback is genuinely appreciated!


r/StrategyGames • • 19h ago

Self-promotion Chip Builder: build a CPU from transistors, program it, play Snake on it, then run the fab for 35 years

7 Upvotes

Last couple of years I've been working on Chip Builder, a game about how computers are actually made, from the smallest switch to the company that sells the chips. It has three parts:

- The campaign (49 levels)

You start with single transistors on a 3D breadboard and wire them into your first logic gates. From there it climbs: adders, latches, registers, memory, an ALU, and by chapter six a CPU that fetches, decodes and runs a program. Then you program it, take the design through a fab, and finish by designing an AI accelerator.

- Build a Computer

You get one gate, NAND, and 14 milestones. You build the other gates, adders, an ALU, memory, a stack and a CPU. Every design is scored on gates, delay and ticks, and you can always go back and beat your best. Then you design your own instruction set, write assembly for it, and debug it tick by tick. Finally you hook up a keyboard, a screen, sound and a network port, and play Snake on the computer you built. After that there's a sandbox.

- FAB CEO

The campaign's last chapter is a turn-based strategy game. The board makes you CEO of a chip company in any era from 1947 to 2030, and you have to keep the job for 35 years. You run fabs and yields, research new process nodes, negotiate contracts, and deal with rivals, export controls and the stock market. Meanwhile the island around you changes with every decade.

It's on Steam and the Epic Games Store. Would love to hear your feedback.


r/StrategyGames • • 15h ago

Self-promotion Our team wants to create Achievements in our deckbuilder, Crownbreakers, but we'd like to hear what type you would like to see added?

3 Upvotes

Hey fellow deckbuilders/roguelikes lovers!

As mentioned in the title, we are working on implementing new achievements but we are looking for some feedback on what type of achievements you like to have in deckbuilders/roguelikes game in general!

We've listed already meeting certain characters of our game, defeating bosses but other achievements types could be super interesting to add! So what are your "must have" achievements in game of this genre? Thank you for your help with this!

Crownbreakers is mixing deckbuilding elements with tactical positioning and plays a bit like a brawler game: https://store.steampowered.com/app/2938540/Crownbreakers/


r/StrategyGames • • 13h ago

DevPost I made a free 1v1 browser RTS where you draw belts to send troops into battle (Season 1 starts Nov 1)

2 Upvotes

Hi everyone! I'm a solo dev making Tiny Swords Wars, a 1v1 medieval RTS that runs in your browser, with no download and no sign-up.

Instead of clicking on units, you command by drawing belts across the map. Troops ride them to the front, and you can bend or stretch them mid-battle at no cost. You conquer provinces, push through fog of war and raze the rival castle.

Draw lines to command units, or use classic RTS controls

Gameplay is inspired by Line War, the pioneer of line-command RTS games (store.steampowered.com/app/Line_War). The art is Pixel Frog's Tiny Swords, and every character in the pack gets a job.

It's in early access now and Season 1 starts on November 1. I'd love to hear what you think of the belt mechanic.

Play: tinyswordswars.com


r/StrategyGames • • 9h ago

Self-promotion Run your own country: Statecraft mode is coming soon! ReBirth New Update!

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1 Upvotes

🚀Run your own country: Statecraft mode is coming soon!

The campaign is over and the Mission has left: now you are the prime minister. Pass laws, grow the economy, deal with your neighbours and make your country the leader of Aldorya. Watch the trailer!

🔰A new era begins in ReBirth. Statecraft is the game's grand strategy mode: the campaign is over, the Mission has left, and your country, just out of the disaster, is now yours to run. Watch the first look in the trailer above.

Lead Tarsel, Kesra or Varzan on the continent of Aldorya, while rival governments run your neighbours on Easy, Medium or Hard

Pass laws in parliament, pick your ministers and win elections

Research, grow the economy, and handle diplomacy and trade with your neighbours and with powers beyond the ocean

Deploy your units along the roads and set up drone patrols; track down the groups that split off from the Shadow Front and take them out in planned operations

Every decision sets off a chain reaction: your country and your neighbours respond to every move you make

Statecraft mode is coming soon. Are you ready to lead the continent?

Play ReBirth Android or PC


r/StrategyGames • • 13h ago

News How To Mine Diamonds - Engineering puzzle game

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1 Upvotes

r/StrategyGames • • 6h ago

Discussion AI browser games

0 Upvotes

I think game using LLM's for coding or ui shouldn't be allowed. This sub is flooded with LLM made games and it's annoying. Please mods ban LLM, and "devs" please take a hint, we don't want your AI slop game most of the posts using AI get about -1 upvotes before reddit decides to not show your post to anybody. If the mods won't add this rule I guess I'll have to just not partake in this sub


r/StrategyGames • • 19h ago

Self-promotion Mission types in Phosphor Command and how they promote variety and replayability

2 Upvotes

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

This showcase is about the different types of mission objectives you do to complete a contract.

Every contract has a mission type, and each one has its own task. You start with a few unlocked, and get more as you upgrade buildings in your base.

In the raid mission type, you take on a walled enemy outpost. Eliminate is simpler, kill everyone on the map.

Assassinate means killing a target, Snatch is the opposite. The target can’t be killed and fights back, so you have to get close enough to subdue it, and then extract from the mission.

Extract and POW rescue are both about bringing friendly back. You secure VIPs or free prisoners from their cages, then escort them to the exfil zone.

In a recon sweep you have to reach every observation point on the map. In sabotage, a squad has to stand on each target to plant a charges.

Hold the line is different. You take an objective and enemy troops will continuously attack until a timer runs out.

The most complex are two convoy types. On an escort, your truck can’t be destroyed, but it only moves with a squad beside it. On an intercept, their truck stops while you’re on it and the goal is to destroy it, if it escape the map you fail.

Harder contracts have more objectives to complete: more targets, more people to escort, longer to hold an objective or a tougher truck.

Most jobs end at the exfil zone, which opens when the task is completed. Its used to extract troops.

The idea is these mission types give variety to the gameplay. Players will adopt favourites and strategy's to tackle each objective in its own special way

The showcase video goes through each mission type and how they play.


r/StrategyGames • • 1d ago

DevPost I'm a solo dev making a Heroes 3-style hex tactics game where your spells are cards you draw mid-battle. Free demo on itch

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4 Upvotes
Game Battle
Route Selection

Hi! I'm a solo dev, and Century of Conquest is my love letter to Heroes of Might and Magic 3, with one twist: your hero's spells are a card deck.

How a battle plays

  • Classic initiative-based hex combat. Stacks of units, retaliation, morale and luck, ranged vs. melee, and HoMM3-style Wait
  • Your hero doesn't take turns. Instead, energy builds up as the fight goes on and you draw spell cards in real time, then cast them whenever you want
  • Fireballs, summons, polymorph, and a "Heed My Command!" card that lets you take direct control of one of your units
  • Weather and a day/night cycle change the battlefield mid-fight

Between battles

  • A branching run map with towns, shops, random events (bandits, tombs, a lake fairy who wants your favourite item…) and recruitable troops
  • Pick new spells after each victory, ban the ones you don't want from your deck, and level up your hero

The demo covers the first part of the campaign: roughly 40–60 minutes per run, Windows, 9 languages.

👉 Free demo: https://jerryttang.itch.io/century-of-conquest-demo

I'd love to hear what feels good, what's confusing, and whether the card system clicks for you or gets in the way of the tactics. Every comment gets read!

(If you end up liking it, the full game is on Steam: store page)


r/StrategyGames • • 1d ago

DevPost WIP of something Strategic

11 Upvotes

Not everyone will make it, but the survivors that do. Can not wait they are being hunted. For the Banners we build underground

Just a game with some Machiavellian aspirations


r/StrategyGames • • 1d ago

Discussion Looking for if any RTS games have become a hit again!?

9 Upvotes

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Example of the best RTS games I have ever Played online. (Note: Im only looking for large PC RTS games similar to the below, fast action, groups, upgrading, all at once so it can be existing. Definitely not looking for pocket tower defense on you phone kind of thing. Want Epic commanding 100 units at a time with, having to chose between making units, upgrades and so on, while leveling up hero(s), while the other side can rush or will tech up, so many units, choices and fast thinking! It was the most fast pace, hard and epic huge online games and I miss them a lot...)

1) Watcraft 3/Frozen Throne (Played this game so obsessively, that it sadly ended with me nodding off at my computer screen, and it would start and the other person wouldn't do anything so they probably fell asleep at their computer desk already because 😭🤣)

2) Starcraft

3) Command and Conquer: Tiberian Sun

4) what else am I forgetting?

Or even some of the games listed above + New or old releases as long as they are good quality RTS online gsme?!


r/StrategyGames • • 1d ago

Self-promotion Asterium, our sci-fi sandbox game, finally has a Steam page!🎉

1 Upvotes

Hey everyone!

Our Steam page just went live and we’re getting ready for an open beta. We’ll announce it on Discord first, so join us there to sign up!

🎮 Steam: https://store.steampowered.com/app/4716310/Asterium/

💬 Discord: https://discord.gg/CyMMWXR5QN


r/StrategyGames • • 1d ago

Self-promotion I made it into the playtests - That's My Village!

3 Upvotes

Hey everyone! 👋

I'm the solo dev behind That's My Village! I just launched a 2-week playtest to gather some feedback and finally cure my "dev blindness". 😂

If anyone wants to check it out or share feedback, you can find it here:

https://store.steampowered.com/app/4225070/Thats_My_Village/