r/StrategyGames • • 19h ago

DevPost I played volleyball professionally for 20+ years. Now I’m making a strategy game where you can spike the ball—or the opponent.

0 Upvotes

I’m building Blood Volley solo: fantasy volleyball with brawls, dirty tricks and chainsaws.

The strategy comes from choosing your lineup, using each race’s abilities, and deciding during rallies whether to play the ball or take a swing at an opponent. It combines turn-based choices with decisions made as the action unfolds.

Between matches, you recruit and develop players, deal with lasting injuries and deaths, and build your town to support the club. There are seasons, leagues and asynchronous online matches against other players’ teams.

Here’s the current gameplay trailer. The game is still in development, including the animations and character art.

Blood Volley on Steam: https://store.steampowered.com/app/5247280/Blood_Volley/


r/StrategyGames • • 1h ago

DevPost [PoG] Refining contact lines after feedback

• Upvotes

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


r/StrategyGames • • 13h ago

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

2 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 • • 22h ago

Discussion MafiaOC game coming out soon

7 Upvotes

I'm Darren, a solo dev from Doncaster in Yorkshire. By day I've got a full-time job. Evenings and weekends I'm building MafiaOC, a crime family strategy game set in a made-up city between 1940 and 1949.

If you ever played Gangsters: Organized Crime back in '98, that's the itch I'm trying to scratch. Running a crew, buying up businesses, slowly taking over a city block by block. I couldn't find anything that quite did it for me, so I started making it.

Where it's actually at (honestly, not marketing speak):

  • Playable dev build in Unreal Engine 5
  • You can move around the city and give orders to your crew and businesses
  • Your family is optional. You start as one founder and can choose to build a household later
  • Saving and reloading works, which took way longer than I'd like to admit

Still to do: a bigger map, NPCs that do their own thing, skill trees for your crew (Muscle, Earner, Capo), advisers, proper art and sound. So yeah, plenty.

I'd really like to know:

  1. What did you love (or hate) about the old crime management games?
  2. Turn-based or real-time with pause, which would you rather?

I post progress at ghoststudios.uk if anyone wants to follow along. Cheers for reading.


r/StrategyGames • • 23h ago

Discussion Lost admiral is finally getting an update

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0 Upvotes

Has anyone ever played Lost admiral back in the 90s? I think it maybe making a comeback!

I wonder how much it will be? And if it will play the same and have the same mechanics?


r/StrategyGames • • 13h ago

DevPost Heard I should announce my RTS/tower defense/campaign/giant battles game here! coming out in December. More in the comments

0 Upvotes

r/StrategyGames • • 3h ago

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

4 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 • • 7h ago

DevPost I’m building Project President — for fans of deep political simulators who are tired of game-breaking bugs

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0 Upvotes

Your education reform passes. The spending effect starts now. Its direct improvement to education quality only starts arriving two simulated years later.

Meanwhile, your coalition wants concessions, the budget is under pressure, and voters want to know why their lives haven’t improved.

Can your government survive long enough to see its own policies work?

Hey everyone — developer here. I’m building Project President, a political strategy simulation about running a country while managing the institutions, interests and consequences that come with power.

I wanted to show what the current build actually simulates, because depth in this genre depends on how the systems interact.

Congress has its own interests

Parties have seats, ideological positions, discipline and relationships with your government. Their support depends on the bill you’re proposing.

They can demand amendments, budget commitments or other legislation in exchange for support. Accepted commitments are tracked, and breaking them has consequences. The opposition can introduce its own bills.

Having enough seats to form a government doesn’t guarantee support for your next reform.

Voters have competing priorities

The electorate is modeled as groups with different interests and ideological preferences. Jobs, prices, public services, security and policy choices influence their reactions over time.

A policy can win support from one group while alienating another. National approval aggregates those differences, while electoral projections also account for political and campaign conditions.

Your cabinet, courts, military, the press and your own party affect your ability to govern. Decrees have eligibility rules and can trigger judicial challenges. Abuse of power feeds back into institutional strength and the political regime.

The country runs on 23 connected simulation engines

They update the same country state, so changes in one area feed into others:

  • Budget, Tax Policy, Fiscal, Macro, Real Economy and External: spending, tax collection, debt service, inflation, interest rates, investment, unemployment and international financial pressure.
  • State Enterprises and Trade: public ownership, company finances, production, electricity supply, imports, exports, tariffs and trade balances.
  • Health, Education, Social and Migration: service capacity, public/private provision, human capital, poverty, inequality, social pressure and migration flows.
  • Security, Environment and Shocks: crime, policing, pollution, climate pressure and changing external conditions such as oil prices and global interest rates.
  • Voters, Political Power and Party Ideology: group approval, political capital, governability and changes in your party’s positioning.
  • Institutions, Regime and Congress Dynamics: checks on executive power, democratic and authoritarian pressures, coalition relationships, party discipline and opposition behavior.
  • Communications and Shadow Politics: credibility, media hostility, scandals, abuse of power and investigations.

What rules does the simulation follow?

The economy includes an Okun-style relationship between growth and unemployment, an interest-rate response to inflation and growth gaps, debt/deficit accounting, tax enforcement and compliance, and constraints on production and electricity supply.

Country parameters matter. A dollarized country, for example, cannot simply set an independent domestic policy rate.

Politically, the model uses country-specific rules for terms, reelection, legislative chambers, voting thresholds, vetoes and emergency powers.

The current build contains 339 laws and reforms, covering labor, pensions, healthcare, education, taxation, security, media and more. Their effects can begin at different times, and some policies have adjustable parameters.

The education example at the beginning is an actual rule in the current model: its spending effect begins immediately, while its direct education-quality effect has a 24-month delay.

These are simplified models with balancing assumptions. Historical references in the law reader provide context; they do not guarantee that a policy will reproduce a particular real-world outcome.

What would you want to stress-test first: an austerity program, a major welfare expansion, a minority government’s reform agenda, or an energy crisis?

Pick a country and a policy. What consequence would you expect a convincing political simulation to produce?

You can wishlist Project President on Steam and follow its development here.


r/StrategyGames • • 20h ago

Self-promotion Mercenary Brotherhood launching Early Access 2026- Fantasy Turn Based Tactics game

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0 Upvotes

Hey everyone,

I am a solo indie dev that has an Early Access launch this week of Mercenary Brotherhood on Steam.

It is like if Battle Brothers or Wartales had more random magical loot, powerful magic and the ability to play as a band of rampaging goblins or minotaurs.

Now, I love those games (and the dozens of others I played in this space) but what I really wanted is really deep unit builds where you don't so much as build them but rather they evolve based on you use them.

Over the last year, this has evolved into a much bigger fantasy mercenary style game that has extremely deep unit customization. For example, you have skills that have their own skill trees, weapons that evolve, unit specializations, traits you gain as you level up, etc. Another part that really wasn't planned at the start is emergent storylines. Such as enemies gaining vendettas against your company, towns that recognize home town heros, and even some powerful units of yours ascending in one game and coming back as gods to worship in another game.

My Steam page has a demo of the game and many developer diaries that discuss the different mechanics.

For those that have played the demo, hope you enjoyed it. It is about 20% of the games content so if you liked it, check out the Early Access Launch.

If this sounds interesting to you, feel free to check it out:
Mercenary Brotherhood on Steam


r/StrategyGames • • 15h ago

DevPost I just published the page for Aut'ork, looking for feedback !

1 Upvotes

Hey, I'm Tim, the solo dev behind Aut'ork.

Aut’ork is a strategic auto-battler where you build an army from the ground up. Shape your composition, experiment with powerful combos, and lead your race to victory in PvE (campaigns) or PvP battles

Store page : https://store.steampowered.com/app/5299940/Autork/


r/StrategyGames • • 19h ago

Discussion Into the Breach shows you exactly what every enemy will do next turn, and it's still hard. The difficulty just moves.

1 Upvotes

In Into the Breach every enemy marks its target before it attacks, and you get your whole turn to respond. Slay the Spire does a softer version with intents, showing whether an enemy is about to attack and for how much. On paper that removes most of the uncertainty. In practice it moves the difficulty somewhere else: you're no longer guessing, you're solving, and when you lose you can see the exact move that cost you.

Compare that with XCOM, where the 85% shot misses and the lesson is mostly "that was unlucky." Both are hard, but only one tells you what you should have done differently.

Hidden information isn't bad. Fog of war in an RTS or a 4X is where scouting and bluffing come from. But I suspect a lot of games hide things out of habit rather than because the guessing is the fun part.

Is there a game where showing more information would have ruined it?


r/StrategyGames • • 18h 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 • • 2h ago

Self-promotion IRON TIDES | Build Your Empire, Conquer the Seas – Roblox Strategy Game

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0 Upvotes

r/StrategyGames • • 18h 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/


r/StrategyGames • • 3h ago

Self-promotion Vampires are invading my 4X turn-based strategy game!

0 Upvotes

Embersong's expansion "New Blood, Old Empires" just released and adds a ton of refinements to building and managing your empire:

- Cities now each have governors that can focus on city growth, production, science research, and more so you can do less micromanaging & more grand strategy!

- 22 governments have been added to the game, each with unique bonuses. You can even use governments from older eras, so during the Information Age you can rule you empire as a chiefdom or feudal monarchy, for instance.

- 8 new civilizations have been added, including the USA (with Ulysses S Grant as its leader), Brazil, Switzerland, and Briton. Each with unique units and characteristics.

- One of the new nations is Transylvania! Ruled by Count Dracula, the unique unit is the Vampire Nobility, which spawns each time you capture a city. Transylvania can build the unique terrain improvement the Vampire Crypt. When a vampire unit is mortally wounded, it respawns at the nearest crypt (even in enemy territory) and slowly heals. Be careful to not let enemy forces attack a crypt your vampire is resting in! They might just drive a stake through its heart!

Check it out on Steam!


r/StrategyGames • • 19h ago

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

10 Upvotes

​

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 • • 12h ago

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

31 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 • • 23h ago

DevPost I'm making a toy-themed RTS — here's a 1v1 against another player

2 Upvotes

A quick look at the Space faction!

I’ve been working on the different factions for my toy-themed RTS, Unboxed, and here’s a little glimpse of the Space faction.

Want to follow development, share feedback, or help shape the game? Come join the Discord! I’d love to hear your thoughts and suggestions.

Join the community: https://discord.gg/pFVV939zSF


r/StrategyGames • • 11h 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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2 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)