Where do you personally draw the line on “pay-to-win”?

Hi everyone,

Pay-to-win is probably one of the most debated topics in strategy games and it’s something we’ve spent a huge amount of time thinking about while developing SolPlex: Dominion.

One thing we’ve realised is that everyone has a different definition. For some people, the moment any paid feature provides a non-cosmetic gameplay advantage, it has already crossed the pay-to-win line. Others are comfortable with monetisation as long as spending doesn’t outweigh time, strategy and skill.

Because of that, we wouldn’t make the blanket claim that our game has “no pay-to-win.” Instead, we’ve focused on building systems that keep the game as fair and competitive as possible.

Some of the mechanics we’ve designed include:

- Optional premium economy where some resources and artefacts can be purchased.

- Valuable artefacts are distributed through a competitive player-driven economy with controlled supply, rather than allowing unlimited purchases.

- Supply limits and dynamic pricing are used to reduce whale dominance and help maintain competitive balance across the server.

- Highly active players, strong alliances, smart economic decisions and long-term planning are designed to provide a greater advantage than spending alone.

- Active anti-cheat and anti-automation systems help protect competitive integrity.

Our philosophy has always been that the game should reward time, participation, coordination and strategy first. Spending exists, but it shouldn’t become the deciding factor.

So we’d love to hear your thoughts:

- Where do you personally draw the line between fair monetisation and pay-to-win?

- Do you think a free-to-play strategy game can ever avoid the pay-to-win label or is any gameplay advantage enough to cross that line?

Interested to hear different perspectives, as it’s one of the hardest design challenges we’ve faced.

reddit.com
u/DevDominion — 5 days ago

We're bringing SolPlex: Dominion to Steam this August. We'd love your feedback.

We're the developers behind SolPlex: Dominion, a sci-fi strategy game coming to Steam this August.

We're currently putting the finishing touches on the Steam release, including polishing the game and completing the trailer.

Here are a few screenshots from the game. We'd love to hear your first impressions and any feedback you have.

If you've launched a game on Steam before, do you have any advice you'd give a small indie team in the final weeks before release?

If you'd like to follow the project, you can wishlist it here: https://store.steampowered.com/app/4747360/SolPlex_Dominion/

u/DevDominion — 6 days ago

After years of development, we're finally bringing our sci-fi strategy game to Steam.

Hi everyone,

We're a small indie studio and after years of development, we're preparing to bring our sci-fi strategy game to Steam this August.

The game is built around colony expansion, resource management, diplomacy, player-driven economies, alliance warfare and long-term progression across a persistent galaxy.

We've put an incredible amount of time into refining the experience and we'd genuinely love to hear what fellow space game fans think.

If you have a few minutes, we'd really appreciate any feedback on the Steam page, screenshots or your overall first impression.

Steam page:
https://store.steampowered.com/app/4747360/SolPlex_Dominion/

If you enjoy sci-fi strategy games and like what you see, a wishlist would mean a lot to our team.

Thanks for taking the time to check it out!

u/DevDominion — 6 days ago

Does a trailer make a big difference on a Steam store page?

Hi everyone,

We're launching our strategy game this August. If you'd like to take a look or wishlist it, you can find the Steam page here: https://store.steampowered.com/app/4747360/SolPlex_Dominion/

One thing we're still debating is the trailer.

How important is a trailer when you're deciding whether to wishlist a game? Can a strong Steam page and screenshots be enough or is a trailer essential?

Any honest feedback on the Steam page is also greatly appreciated.

u/DevDominion — 6 days ago

Does this UI look clear enough for a strategy game?

Strategy gamers, we'd really appreciate some honest feedback.

These screenshots are from our game and we're trying to strike the right balance between depth and readability. We know strategy players expect a lot of information, but we don't want the interface to feel overwhelming.

Please don't hold back. If something looks cluttered, confusing, difficult to read, outdated or simply doesn't work, we'd genuinely like to know.

We're still refining the UI, so this is a great opportunity to influence the final experience.

Steam page for anyone who wants additional context:
https://store.steampowered.com/app/4747360/SolPlex_Dominion/

Hi everyone, 

We’ve read through all of the comments and appreciate everyone who took the time to share their thoughts. 

The biggest point we wanted to clarify is that the screenshots you’ve seen are actual in-game screenshots, not AI-generated mockups or fake concepts. SolPlex has been in development for several years with a significant investment of both time and funding. As we’ve always been transparent about on our Steam page, generative AI was used to create some initial concept imagery during development and marketing. All AI-generated content is reviewed, heavily modified, edited and incorporated into final artwork by our art team before use. No AI-generated content is produced during gameplay. 

The second most common piece of feedback was that the game looks busy. That’s completely fair. SolPlex is designed as a deep strategy game with multiple colonies, five tiers of resources, production chains, diplomacy, trading, alliances, warfare and a large amount of information to manage. These are static screenshots taken during gameplay, so they naturally contain a lot of information at once. Improving readability and visual clarity is something we’ll continue refining and the feedback has been valuable. 

Again, thank you to everyone who left constructive feedback. Whether positive or critical, it helps us build a better game. 

u/DevDominion — 7 days ago
▲ 26 r/CityBuilders+1 crossposts

Should city builders ever have a true endgame?

One thing I've been thinking about while designing a city-building strategy game is what happens once players have built everything.

In a lot of city builders, reaching that point means resources are abundant, expansion slows down and the challenge gradually disappears. Some players enjoy continuing to optimise their city, while others lose interest once they've "completed" it.

Do you think city builders are better as endless sandbox experiences or should they eventually build towards a meaningful endgame or victory condition?

I'm interested to hear what keeps you coming back to city builders long after the initial excitement of building your first city has passed.

reddit.com
u/DevDominion — 7 days ago

Looking for feedback on our world design

Hi everyone,

We're preparing SolPlex: Dominion, a free-to-play sci-fi strategy game, for its Steam launch this August.

I'd love to get some honest first impressions based purely on these screenshots.

Do they make you want to learn more about the game? Does the UI feel clear and polished? Is there anything that immediately stands out as confusing, missing or that you'd change?

Any feedback is genuinely appreciated while we're still refining the experience before launch.

Wishlist on Steam: https://store.steampowered.com/app/4747360/SolPlex_Dominion/

u/DevDominion — 9 days ago

Would a strategy MMO be better if every server had a real ending?

We're the developers behind SolPlex: Dominion, a sci-fi MMO strategy game launching on Steam this August.

One of the systems we're building is a server-wide endgame.

As the galaxy progresses, special Arc Tiles begin to appear. These become the focus of the final phase, where alliances compete for control before committing to build an Arc.

The Arc is built across 100 levels and the first alliance to complete it wins the server.

There's one rule that makes the decision even more meaningful: once an alliance starts building, its roster locks. No new members can join and nobody can leave. You win or lose with the group that committed.

The idea is to give every server a meaningful conclusion, where the final outcome is decided by the alliances that commit to the endgame.

Would this be something you'd enjoy in a persistent strategy game?

If you'd like to check it out, you can wishlist SolPlex: Dominion on Steam: https://store.steampowered.com/app/4747360/SolPlex_Dominion/

u/DevDominion — 10 days ago

Does this UI look clear enough for a free-to-play Steam strategy game?

We're getting SolPlex: Dominion ready for Steam this August and we'd really appreciate some honest feedback on the UI.

Steam page for context: https://store.steampowered.com/app/4747360/SolPlex_Dominion/

Based on the images attached, I'm mainly trying to understand whether the screens feel readable, polished and easy to understand at first glance.

The game has a lot going on: colony management, resources, trading, diplomacy, alliances, progression and warfare. One of the biggest challenges has been presenting enough information for strategy players without making the interface feel overwhelming.

If anything looks too small, too cluttered, confusing, inconsistent or difficult to navigate, we'd really appreciate the feedback before launch.

u/DevDominion — 11 days ago