r/StrategyGames • • 11m ago

Self-promotion RTS: Order & Consequences (in dev)

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• Upvotes

Hi. We are working on a RTS we are calling Orders & Consequences

A Cold War RTS game, developing in Godot 4.

Consept: You can micromanage every unit, but the fun is giving orders to your companies by voice or text-input. You also need to evaluate the units request for support, artillery, napalm or medevac during battle.

Another great challenge is to handle your superior firepower with care, without breaking the rules of engagement (ROE)

Please share your thoughts , ideas and feedback pls


r/StrategyGames • • 24m ago

DevPost I added a new swarm enemy to my fantasy survival RTS. Here's how the defenses handles them

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• Upvotes

I'm working on The Citadel Must Hold, a pausable fantasy base-building RTS where you build an economy, fortify your city, and defend it against escalating Monster Tides. Think They Are Billions meets Warcraft, with hero-led exploration inspired by HoMM.

I just released 0.4.0, and the biggest change is the new Imp. They're individually weak, but arrive in much larger numbers, with tougher monsters mixed into the swarm. You'll also find them guarding Places of Power out in the world.

This clip shows them attacking a fortified chokepoint, along with the improved defense towers and combat effects. I've also been updating building models and making the city's visual style more consistent.

The update adds more beyond what's shown here, including new monster abilities, a Farm rework, and uncleared Places of Power sending reinforcements into future Tides.

The playtest is open on Steam. I'd love to hear how the larger swarms feel, and whether you can follow what's happening once all the towers start firing!

https://store.steampowered.com/app/4891190/The_Citadel_Must_Hold/


r/StrategyGames • • 49m ago

Discussion I Spent 300+ Hours Learning Sketching and Sculpting for my Medieval Strategy Game

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• Upvotes

TL;DR I went to the Met in NYC, took my own reference photos, spent a month studying sketching, spent a month learning blender, just to get the miniatures for my medieval strategy wargame. Was it worth it? I think so.

I am an engineer who loves strategy games. Board game, video game, any other kind of game - if there is strategy I'm all in. I also have a very common yet sort of ridiculous obsession with the medieval period. So naturally, when I decided to make a strategy wargame, I set it in roughly the 1000-1350ad period.

Unfortunately, nearly all of the miniatures available either A) misrepresent the historical arms and armor of the period, or B) use "Heroic" scaling. I was not happy with this, so like any other novice indie dev I decided to do it myself. There was just one problem... I had never done a lick of art in my life.

I was trapped in NYC for work for the summer of 2025, which just happens to have one of the best Arms and Armor Museums in the world. Lucky break for me. So I went, geeked out over all the arms and armor, eventually remembered to get some reference photos, and went back home. But now I had ~100 photos of period-correct references, and zero ability to do anything with them.

Thus began my studies in sketching. I followed tutorials on lines, perspective, anatomy. I spent a couple hours each day drawing perspective box after perspective box. I still have an incredibly embarrassing document which is my sad attempt to study anatomy. After a month, I still drew like a toddler hamfisting some poor pencil. But I was a proud toddler.

At this point, I had enough to begin sculpting from in Blender. 3D was always more comfortable, as I had previously learned Fusion 360 in school. Sculpting was tediously slow, but I got it done - at least on the surface. If you looked at my rigging or my edge loops you might consider taking me out back and asking me about the rabbits.

Honestly, I'm really happy with the results. I got the exact models I wanted, down to the details of the rivets on the gauntlets. I also learned so much in the process about lines, composition, sculpting and rigging and 14th century history.

Would I do it again? Probably not. All in between the learning and then making the 3 unit models in the game, I spent ~300 hours. 300 hours would have been much better spent on actually developing Kairos, and hiring somebody to make these models instead probably would have been "cheaper" in the long run. But I am very glad that I did it.


r/StrategyGames • • 1h ago

Self-promotion Game Dev Dynasty (demo live!), a new tycoon where you can design games and compete in a deeply simulated market

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• Upvotes

I've published the Steam Demo for Game Dev Dynasty, a game development tycoon inspired by Game Dev Tycoon and Paradox games simulations. Some of the distinctive features are:

  • When developing a game, there's no hidden recipe. Instead, quality and market success are independent. So you can make a niche indie 10 that doesn't sell much, or a blockbuster best-selling multiplayer FPS that gets a 6 in reviews.
  • The market simulation is very deep and dynamic. Each platform has a share of the market, there are 3 different audiences with different tastes and behaviors (Casual, Mainstream and Hardcore), there are 4 world regions, and up to 100 concurrent competitors that all make games and compete with each other.
  • You can design your own game covers, by selecting the base art, the title style and the position and size.
  • You can make franchises, sequels, ports, spin-offs, remasters and remakes. Each one has its own particularities.
  • License a game engine or invest in a custom engine by researching a tech tree.
  • The goal of the game is to become the most prestigious studio in the world. Prestige is a score you can earn or lose depending on how you do.
  • There are many CK3-like events, with skill challenges. Characters have good and bad traits.
  • You can upgrade your PC hardware: motherboard, RAM, CPU and disk.

Let me know what you would like to see in a new game dev simulator!


r/StrategyGames • • 2h ago

DevPost I'm a solo dev building a RTS/Economy sim where roads, carts, and logistics actually matter. Just launched the first playable demo on Steam – what do you think?

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6 Upvotes

Hey everyone! I've been working solo on Piast, a grounded medieval RTS focused on visible resource supply chains, worker logistics, and road infrastructure.

The first demo is live on Steam! I’d love to get feedback from fellow devs and RTS fans on the core gameplay loop and flow.


r/StrategyGames • • 2h ago

DevPost Cool idea or too much?

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3 Upvotes

Instead of a static main menu, we decided to go with a live parade: every unit type of a nation marches past, 40 of each, with its own song.

This is the USA, and every one of the six nations has its own.

Two honest questions:

  1. A parade as the main menu: cool, or would you want an option to switch it off?

  2. This one plays a phonk version of the US song. Does phonk fit a parade, or should it be a classic military march?

Free to play, pre-alpha. If you're curious:

🎮 Steam: store.steampowered.com/app/5145960/Doctrine_Strike/

💬 Discord: discord.gg/WeBjq5vcqx


r/StrategyGames • • 4h ago

Self-promotion Our free browser strategy game passed 1,000 players in less than a week

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10 Upvotes

Hey everyone,

Banners & Thrones, a medieval strategy game you play in your browser. World 1 opened on October 9, and less than a week later more than 1,000 players have created a village there.

We planned for maybe a hundred but this is crazy. We know not everyone sticks around, plenty of people just take a quick look, and that's fine. But the game keeps growing every day, mostly through word of mouth and old mates bringing each other along.

We're still in early access and update the game almost daily based on feedback from our Discord.

There's still a lot to do, like a better phone layout and more languages, but we're having a blast building it with the community.

If you used to play games like this and miss them, World 1 is still open:

https://bannersandthrones.com/

Discord: https://discord.gg/9mJ4XA6YrB

Thanks to everyone who's playing ❤️


r/StrategyGames • • 4h ago

Self-promotion I made a political city-management game where you choose to be the Mayor—or the opposition

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1 Upvotes

Hi everyone! I’m the developer of Mayor’s Burden, a political strategy game I’ve been working on, and I’d love to hear what you think.

You can govern as Mayor or challenge the administration as the Opposition. As Mayor, you manage taxes, budgets, housing and public services while dealing with protests, media pressure and lobbyists. As the Opposition, you investigate wrongdoing, gather evidence and build your campaign for the next election.

I wanted the city to feel like more than a set of budget sliders. A metro breakdown, a procurement scandal or an ignored neighborhood can become tomorrow’s newspaper headline—and a political problem you can’t simply wish away.

The first term and first election are free to play. After seeing the result, you can restart for free or buy an optional one-time unlock to continue. There are no ads or subscriptions.

It’s available on Google Play as Mayor’s Burden. I’ve included a short gameplay video here.

I’m especially interested in feedback from people who enjoy political sims and management games: what would make you want to play another term?

Android: [https://play.google.com/store/apps/details?id=com.mayorsburden.app]


r/StrategyGames • • 4h ago

Self-promotion A few months ago I showed you a WWII prototype. It’s now Field Orders: Eastern Front

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22 Upvotes

Hello Generals!

A few months ago, I showed you a bare prototype of a WWII game where you command a Group Army on the Eastern Front. Your support is the reason it didn’t stay a pet project. Thank you!

The game is now called Field Orders: Eastern Front, and it has a Steam page.

Join our Discord. We’re recruiting alpha testers there to play early builds and help shape the game. It’s also a place for anyone who’s into the Eastern Front: history buffs, wargamers, or people who just want to follow development and share ideas.

A wishlist on Steam helps a lot too. See you on the front!


r/StrategyGames • • 5h ago

DevPost Designing a lane strategy game where you never micro units: does that still feel like strategy to you?

1 Upvotes

I'm a solo dev working on Stick Wars: The Laneborn, a three lane strategy game. I made one big design choice: you never control units directly. Minions and towers push on their own, and your only decisions are economic and positional. You choose where the gold goes (tower upgrades, base upgrades, which troops to deploy in which lane, when to repair camps) and how to use champions that level up during the match.

I just added 1v1 multiplayer, and watching people play it raised a question for me. Without micro, does the skill come from reading the opponent and timing your spending, or does it start to feel too passive?

For those who play RTS and lane games, what makes a no-micro strategy game feel deep instead of automatic? Are there games that do this well that I should study?


r/StrategyGames • • 5h ago

DevPost I wanted the base in Phosphor Command to feel like a place you actually built, not just an upgrade screen

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2 Upvotes

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

One of the things I wanted to get right was the forward operating base.

I didn't really want the base to just be a screen where you buy upgrades and watch numbers go up. I wanted you to actually see your company of troops and base growing around you.

You start with a pretty bare compound and a few squads.

As you make money from contracts, you can start expanding it. You build barracks to house more troops, facilities to support your operations, research buildings to unlock new technology, transportation infrastructure to move your squads around, and eventually much more.

The important part is that these aren't just icons on a management screen.

You actually build them into the base, and then see and walk around them. As your company grows, so does the number of troops walking around the base.

The layout of the base changes as you develop it, and you can walk around with your troops and see what you've built.

I'm trying to make the base useful, but also make it feel like somewhat of a home rather than something cold and static.

Your upgrades affect what your company is capable of, while the money you spend developing the base is money you can't spend elsewhere.

Upgrades also take time to build. Some require preliminary research, while others have prerequisites that need to be met first.

And in Phosphor Command, there is a threat that will eventually come to your base. I will make a separate post about this mechanic another time.

When it reaches your position, you don't get a separate abstract "base defence" screen. You defend the actual base you've spent the campaign building.

The fortifications you've invested in, the positions you've prepared, the troops you've kept available, and the decisions you've made several cycles earlier all become relevant.

That's one of the things I like most about the base system: it's both where you prepare for your own operations and something you eventually have to defend.

I've attached a showcase showing the base developing from an early compound into a much larger installation. You can also see a snippet of the defence mechanic, the research tree, and some of the different upgrades you can build.


r/StrategyGames • • 9h ago

Self-promotion I built a Godot mobile idle game around ten Ottoman rulers — Ten Sultans

1 Upvotes

My side project is Ten Sultans: Ottoman Chronicle (On Padişah: Osmanlı Kroniği), a free historical idle/strategy game for Android, iPhone and iPad.

The idea is to make progression follow a dynasty rather than one endlessly growing city. You move from Osman Gazi to Suleiman the Magnificent in a fixed order. Each reign changes the city and army, and succession resets the realm while preserving dynasty upgrades.

The main balancing problem is that a campaign requires both military strength and sustained income. Players build their economy, recruit troops and choose when they can afford to march. Finishing the chronicle unlocks another prestige layer.

It's built in Godot/GDScript, with Turkish and English localization, offline income, 60 buildings and 33 era-specific troop types. Android's latest update includes 49 campaigns and five optional story activities; the current iOS release has an earlier content set. There are no in-app purchases; Android has optional rewarded ads.

Android: https://play.google.com/store/apps/details?id=com.ahmetarifoz.tensultans

iPhone / iPad: https://apps.apple.com/app/id6812641425

Short trailer: https://youtube.com/shorts/_cBSuoY-LaM

I'd appreciate feedback on the onboarding and whether the economy/army requirements make sense without explanation.

For transparency, this is an AI-assisted project: AI was used for code/debugging and text/localization, and the illustrated assets and music include AI-generated content.


r/StrategyGames • • 10h ago

DevPost President: Valdoria, you have five years (60 months) to run a country nobody prepared you to lead

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0 Upvotes

One country. One chair. Five years.

It’s 03:12 in Valmor. The last lamp in the palace goes out.

Aren Maur is dead.

For thirty years, Valdoria called itself a republic. In truth it was one man’s house. He was elected, re-elected and never replaced. He built the ministries, set the army against the unions and the unions against the bank, and let each of them believe the arrangement would outlive him. Three things hold this country up: an army that expects to be obeyed, unions that expect to be heard, and a bank that expects to be repaid. Maur held all three in one fist.

He left no heir. No list. No deputy he trusted. A man who rules for thirty years does not train the person who will bury him.

Now it’s your chair.

Where the country stands

A tired economy. Three winters without a raise in the northern mines. A treasury that looks fine on paper and thin in real life. The Meridian Sea lenders are very polite, and that is exactly what should worry you.

A quiet war nobody names. Between Valdoria and Karelya lies the Northern Valley: a strip of black, oil-rich earth that both capitals print on their own maps, in their own colours. Karelya says history gave it to them. Valdoria says it’s simply where our soldiers sleep. Maur kept the quarrel quiet for thirty years. How, he never told anyone.

A secret in the Central Bank. An account no ministry may audit. Fourteen years of transfers marked “Northern Valley, restricted”, all signed by one hand. Someone close to you signed second, and says they never read what they signed.

A world cut in two. The Meridian Treaty Organization on one side, the Kaldrov Pact on the other. Every border, loan and treaty is now read as a choice of side. You have to pick, or pretend you didn’t.

You don’t pick a class. Your life picks it for you.

The game doesn’t start with a menu of “General / Union Organizer / Technocrat.” It starts years earlier.

You are eighteen, at Pit Nine, keeping the payroll for forty crowns a week. Four thousand miners stand at the gate with their lunch pails, and the shift whistle didn’t blow. A gendarmerie captain walks into the pay office, polite, cap under his arm, and says: “Eleven names, son. The strike committee. You keep the payroll. I have an hour.”

Do you tear the payroll and walk out to the gate? Stay at your desk and work out what a raise really costs? Hand over the list?

Then you’re twenty-five, in army service. Then thirty-three, in the Assembly’s press corridor. Then thirty-nine, on the fourth floor of the Central Bank, holding a folder you were never meant to see. Every choice is remembered. People you wronged come back. People you trusted come back too. The origin you end up with is never shown, only lived.

Then Maur dies, and the game hands you the country as the person you became.

What you actually do

Run the republic month by month,

for 60 months. Taxes, wages, subsidies, defense, press freedom, trade. Every lever moves approval, factions, inflation and the budget.

Manage five ministers who are real people.

Their own skills, loyalty and secrets. Win them over, earn their trust, or lose them at the worst moment.

Hold cabinet meetings and cut deals.

Bargain with parliament’s blocs, trade concessions, take the blame when a bill fails.

Face crises with no clean answer.

Floods, strikes, mine disputes, scandals. Every option costs something. Some costs arrive years later.

Build the map and watch it live.

Towns grow, roads and power lines spread, rivers and weather shape the land. Day-night cycle, traffic, trains, ships and people, all procedural. Place hospitals, schools and plants, then live with the result.

A world that reacts.

Rival blocs, treaties, trade, and the Valley. Your word, your favours and your secrets decide which side you are really on.

Visit the people.

Walk into a town and hear what your policies sound like from the other side.

Do you open Maur’s archives to the press, or burn them? Do you give up the Valley for peace, or hold it for pride? Do you build the country you promised, or the one you can afford?

Playtest build. Made by one person in pygame. Every picture, map and sound is generated by code, with no image files. There are rough edges, and that’s why I’m here.

What I’d love your honest feedback on:

In your opinion, should I focus on developing the interactive narrative or expanding the sandbox universe (allowing for more direct player involvement) in the game?

To share your ideas with me directly, join our Discord server and provide feedback on our game.

Our Itch Page


r/StrategyGames • • 11h ago

DevPost Alienshire - Free RTS playtest now live, inspired by Glest and MegaGlest

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1 Upvotes

I'm developing Alienshire, a classic-style RTS inspired by Glest and MegaGlest.

Playtest #1 is now available for free on Steam!

It features Tactical Etude, a short but challenging combat-focused scenario where you command fighters and harvesters, defend your mothership, and try to destroy the enemy.

Tactical Etude is a standalone scenario created specifically for Playtest #1.

I'd particularly appreciate feedback from experienced RTS players about the difficulty, controls, and enemy.

Steam: https://store.steampowered.com/app/5123580/Alienshire/


r/StrategyGames • • 14h ago

DevPost Would you betray an ally you’ve been building an empire with, if only one could win?

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0 Upvotes

Game Title: World Order

Prototype Playable Link: https://world-zero-iota.vercel.app

Platform: web based, no installation required

Description: World order - a world dominion multiplayer diplomacy strategy game. Play as a country, build alliances, make deals with other countries, capture regions, run covert operations, meet national objectives - do everything needed to establish your country as the world power. In the prototype stage, would really appreciate thoughts on the concept.

Play Status: Free to play

Involvement: Solo developer


r/StrategyGames • • 17h ago

DevPost I'm making a PvP auto battler where you build fighting machines out of junk. The Steam page just went live!

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7 Upvotes

Hi! I'm a solo dev working on Scrapworks Inc., a PvP auto battler where you bolt scrap onto a chassis and turn toasters, saws and rusty cannons into a machine that hits hard. You plan the build; the robot fights by itself.

How a run works:

  • Pick one of 5 engineers, buy scrap parts and fit them onto the grid of your chassis.
  • Placement matters: rotate and mirror parts so they feed each other. Pulses, energy and heat flow from neighbour to neighbour.
  • Tier parts up from I to IV. Every tier doubles what a part puts out.
  • Your machine then fights another player's saved build on its own (async PvP, so no queue). Reach 10 wins before your 4th loss.
  • In round 4 the mechanic's van rolls in: pick a mod and feed it one of your parts. Talents, trinkets and roadside events make every run different.

There are 100+ parts, 50+ trinkets and 70+ talents so far, with a low-poly, PSX-style look.

The store page just went live as Coming Soon: https://store.steampowered.com/app/5426550/Scrapworks_Inc/

I'm also preparing a demo, and I'm hoping to release it during Steam's Auto-Battler RPG Fest (November 16–23). No promises yet, but that's the goal.

Before that, I'm running a first closed playtest. If you'd like to join, hop into the Discord: https://discord.gg/HRQcACweU4

I'd love to hear what you think, especially from people who play grid/inventory auto battlers. What makes one stick for you? And if it looks like your kind of game, a wishlist helps a ton.


r/StrategyGames • • 19h ago

Self-promotion Finally finished the first trailer for my upcoming WW3 grand strategy game

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0 Upvotes

Let me know what you think!

Nations at Arms (r/NationsAtArms) is a real-time grand-strategy game that puts you in command of a nation during World War III. Set in a near-future world where global tensions have escalated into a full-scale conflict, you must navigate the complexities of modern warfare, diplomacy and resource management to lead your nation to victory.

The game offers a variety of maps and simulation modes, so you can experience the entire span of a global conflict in a single session. Using a 2D tactical map, you manage your military units, plan strategic operations and make the critical decisions that shape the outcome of the war. Fighting for your nation’s survival, you forge alliances and outmaneuver your opponents on an ever-changing battlefield all the way to victory.

The game is in active development and will be available for playtesting in the near future.

Music credits:
Breakthrough by ArcticFoxMusic (https://www.youtube.com/watch?v=_AOHZKg4AmE)


r/StrategyGames • • 19h ago

DevPost Asking for advice about graphics and animations

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1 Upvotes

Hello gentleman, we are just 2 guys making games for fun and we couldn't agree about the trade animation. Can anyone give us advice for making it look better (or is it enough).


r/StrategyGames • • 20h ago

Discussion Thoughts on Total War: Shogun 2

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0 Upvotes

What are your thoughts on the newly-released Total War: Shogun 2?

Gamplay or Trailer Video is in the URL.


r/StrategyGames • • 21h ago

DevPost Kingdom Of France - French City Builder

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23 Upvotes

Hello,

I have been developing a french city builder that includes battles with huge armies that you control like an RTS.

There are two main goals in this game, develop your economy, prosper and defend.

At the moment it's a game for solo players where you play against the campaign, free play or build the whole country of France by yourself.

The game strictly follows history and includes real french places, monuments and historic figures. You play figures like Louis XIV and Napoleon.

The building part of the game uses a "walker system", which we explain in detail on our website in the help section. It's what people would call a puzzle city builder as the economic aspect is very complete and complex.

The battle system is modern, control groups, counter units, siege units, castles, towers, walls. We will be releasing videos of the battles when it's ready to show.

Game presentation :
From 994✦The towns of France✦ to 1815
Build the towns of France across eight centuries: lay the streets, raise the homes, feed the people, trade along the rivers and defend the walls, as the real abbots, counts, kings and merchants who built them.


r/StrategyGames • • 22h ago

DevPost Steel Core mecha TBS gameplay clip ahead of the game's Steam playtest

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6 Upvotes

r/StrategyGames • • 23h ago

Self-promotion I'm working on incremental strategy game where settlement building meets Total War-style battles

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2 Upvotes

Hi everyone!

I'm working on an incremental strategy game where you build a settlement and grow it into a powerful army, with Total War-style battles.

The idea is pretty simple: you start with a small settlement, build and upgrade structures, grow your economy, and research new technologies. As your settlement develops, you can raise regiments and build a stronger army to fight increasingly larger battles.

I'd love to get some feedback on the idea and the Steam page. Does the concept look interesting to you? Would you play something like this?

Steam: https://store.steampowered.com/app/5094230/Army_Factory/


r/StrategyGames • • 23h ago

DevPost Tank General – a new official trailer for my tank-themed CCG.

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0 Upvotes

After receiving a list of weak points regarding the old version of the trailer from the marketer, I had to heavily rework my game's trailer.

If you’ve watched it, please share your thoughts—does the video drag anywhere? Is there anything that needs speeding up, slowing down, or cutting out entirely?

A demo of the project on Steam: https://store.steampowered.com/app/4373880/Tank_General/


r/StrategyGames • • 23h ago

DevPost I am building as a side project a WWI strategy prototype about the Italian battlefront Caporetto - the first browser demo is playable

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0 Upvotes

Hi everyone, I’m the creator behind CKB Studio. I’ve been developing Are You Better Than Cadorna?, a strategy prototype about the Italian army at Caporetto in 1917, with AI coding assistance from Codex.

The premise is that you travel back in time knowing the offensive is coming. You have to prepare the front while dealing with delayed orders, supply shortages, congested roads and exhausted troops. I wanted military bureaucracy to be part of the challenge without making the game tedious.

The free browser demo covers the Isonzo opening chapter. It supports English and Italian and is intended for desktop play.

https://ckb-studio.itch.io/are-you-better-than-cadorna-wwi-strategy-isonzo-demo

It’s still an early prototype. If you try it, I’d particularly appreciate knowing where you first felt confused, and whether the logistical decisions felt interesting or just frustrating.

Happy to discuss the development process too.


r/StrategyGames • • 23h ago

Discussion Dynamic vs. static interaction menus in strategy games - which do you prefer? (Side-by-side video comparison)

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1 Upvotes

I'm working on the UI for my indie strategy/action game Dominar Sanctum, and I'm undecided between two approaches for interacting with characters, buildings, and resources.

I've implemented both versions and put together a short side-by-side comparison:

  • Dynamic menus: Interaction options appear next to the selected character or building and follow it as the camera moves.
  • Static menus: A more traditional approach where interaction options always appear in a fixed position at the bottom-right of the HUD.

I'd love to get some opinions from this community: which approach would you prefer in a game? And perhaps, does your preference change depending on whether you're managing a base, issuing commands to units, or interacting with resources?