
u/KolaCape

Improved and more minimalist UI for my game Crownfront. I am also preparing a demo that will be free to play in October during Steam Next Fest.
Wishlist Crownfront here:
https://store.steampowered.com/app/4914650/Crownfront/
Workers in my game Crownfront harvesting resources and building two barracks.
Crownfront is a turn based strategy game that mixes RTS elements with a chess-like board. In this clip, workers are harvesting resources (wood) which is necessary to construct buildings such as the Farm or Barracks.
- The farm produces food passively which is an upkeep resource consumed by 1 by each worker. It also increases the storage capacity for food.
- The barracks supports the production of military units such as soldiers and archers which are the backbone of your army, proving your means to defend your base and to conquer the enemy's.
Crownfront will have a demo available for free to play in October during the Steam Next Fest.
Wishlist Crownfront here:
https://store.steampowered.com/app/4914650/Crownfront/
Improved the UI to make it more readable and minimalistic. Also food is now a resource cost for producing units.
Crownfront is a turn based strategy game mixed with RTS elements. In this screenshot, workers are harvesting wood and constructing buildings.
I made just good progress on its development over the past few days with noticeable improvements to the UI.
For instance, in addition to the UI now being more compact, readable and minimalistic, it provides more information to the player. The resource bar shows if the player is gaining or losing food and the number of units they have. Each unit consumes 1 Food.
Also food is now a resource needed not only for the consumption of units but also for their production. When units are being produced, they require a set amount of Wood and Food. More powerful units require more Food.
Wishlist Crownfront here:
https://store.steampowered.com/app/4914650/Crownfront/
Crownfront is a turn-based strategy game where food is upkeep, not a population cap — overextend and your army starves. Just published my Steam store page and would love to know what everyone thinks :)
Hi all — I'm a solo developer, and I've just put up the Steam page for Crownfront, a turn-based strategy game heading to Early Access with a demo coming during Steam Next Fest in October.
The core idea is a real-time strategy loop — gather, build, expand, attack — running on turns. You harvest wood with workers, build farms and barracks, train soldiers and archers, and win by destroying the enemy castle.
The part I think is actually different is how food works. In most RTS games food is a cap: hit the ceiling and you stop producing units. In Crownfront it's ongoing upkeep. Every unit eats every turn, and if your food goes negative units start taking damage and dying. So an army isn't a purchase, it's a running cost — every soldier you train makes your economy more fragile, and overextending doesn't just stall you, it kills your units in the field.
That creates a constant trade between the worker who grows your economy and the soldier who wins you the map, and it's the thing I'm most interested in getting right during Early Access.
It's also played on a physical board sitting on a floor, which is presentation rather than mechanics, but it's the reason the game looks the way it does.
Happy to answer anything, including sceptical questions — a Redditor tore into my trailer last week and it was the most useful feedback I've had.
Survivor is being permanently delisted from Steam within the coming months. Last chance to buy it before it's gone.
Destroy my trailer for my turn based strategy game: Crownfront.
Combat system in Crownfront: Soldiers and Archers battling it out on the battlefield.
Soldier
- The Soldier is a military melee unit equipped with a sword and shield.
- Does a lot of damage and soaks a lot of damage.
- Is a melee unit, which means it retaliates whenever another melee unit attacks it.
Archer
- The Archer is a military ranged unit equipped with a bow and arrows.
- Does good damage but is also weak especially to melee attacks.
- Is a ranged unit and therefore cannot retaliate.
All units have one action each turn but that depends on how many movement points they have. If a unit uses all of its movement points, it counts as an action and cannot attack. If the player wants a unit to attack and move in the same turn, they must first move the unit 1 to 2 tiles and then attack because attacking first also consumes their action and does not allow them to move after.
My turn-based table-top strategy game, Crownfront, is now available to WISHLIST on Steam!
No idea how I won this exchange but I need a fresh change of pants.
Created an AI for my turn based game that is able to understand what it needs and how to plan.
Examples of some decisions the AI can make:
- Saving wood to produce enough military units to go on the offensive while ensuring that a few units are held back for defense.
- Constructing farms pre-emptively before producing a lot of units.
- Constructing multiple barracks to stack unit production.
Created a checker/chess board like turn based project. Would love feedback on the look.
I've been working on my project for a bit now and am trying to create a table top like theme appearance to the map. The map has a wooden border and sits on a table like material so that it looks like a board game. I would love feedback about the appearance as well as any feedback about gameplay as well.
Advice for solo games.
Hi everyone, my solo games have been quite hit or miss for me. Sometimes I do quite well, I loot up, rack up a couple of kills and then die during the mid-game and sometimes I just get unlucky or play poorly and die early.
My main thing I want to improve is my ability to survive the mid to late game. I feel like my position and knowing when to move and where to position myself in the zone at each stage is what I think I am lacking. Because there are many games where I end up being surrounded or in a situation where I am forced to move and get domed from a nearby hill.
I would like to know how you guys play the mid to late game, when you decide to move and how you figure out positioning. Do you play large or small maps and which do you think is better for learning and understanding how to play the mid to late game?
Lots of improvements to my turn based game: a proper border, checkerboard look, unit movement and building placements!
Have made a lot of improvements for my game since my last post:
- Added a wood like border that encapsules the map and makes it look like a board game.
- Changed the material of the tiles to look more like a checker/chess board.
- Added logic for the placement and construction of buildings. Placement checks if any units, other buildings or resource nodes are blocking its placement. During construction, the mesh changes depending on how far into the construction progress the building is.
- Put two military units in and improved click selection of units so that the player does not have to precisely click on characters to select them.
- Buildings can produce units such as workers, archers and soldiers and place them into the correct tiles.
Created a prototype of my turn-based strategy game with a basic unit movement system.
Created a basic prototype for my turn based game with basic tile movement and snapping of units, buildings and resource nodes to tiles. Units can move through each other to reach their destination but cannot end their turn on occupied tiles.
Just updated my game, Survivor on Steam. A new HUD, improved effects, weapon hit information and a ton of bug fixes.
I am the developer of Survivor. Survivor is a first person, zombie survival, arena shooter game available on Steam.
Some questions for indie developers.
For the indie developers out there who have worked for a company, what inspired you to leave and go it on your own? I'm an indie developer but I have never worked for anyone so I am curious what made you leave and decide to work on your own.
Another question is did you ever think about creating your own company or game development studio? Or did you want to stick to going it out on your own?
Early version of my map for my RTS game.
An early preview build of my map. Experimenting with various sizes for trees and plants. Currently planning on adding more reeds along the river bank and paths from the player spawn locations.