u/Narrow_Asparagus9459

▲ 160 r/StrategyGames+5 crossposts

I gave my Unity strategy game a UFO. The goblins did not enjoy it

Hey everyone! I'm working on Empires Edge, a 2D pixel-art strategy game in Unity where you build your base, expand across floating islands, and survive increasingly weird invasions.

I recently added a UFO that can wipe out goblins with a beam, and honestly, it made battles feel way more chaotic and fun than I expected. I’m also thinking about changing the death effect so goblins turn into ash on the spot instead of flying apart. Do you think that would be worth trying?

The game is inspired by classic strategy games like Mega Lo Mania, with base building, eras, resources, armies, and island control.

The game is still in development, but the Steam page is live now, so wishlists are greatly appreciated.

Steam Page Link

▲ 298 r/PixelArt

From the Stone Age to the Future. Inspired by Mega Lo Mania (1991)

Now I want to see animation on all objects. I like how this world is developing.

u/Narrow_Asparagus9459 — 11 days ago
▲ 154 r/gameDevMarketing+1 crossposts

I wanted to share my marketing journey so far without having a demo and without taking part in Steam Next Fest yet.

I'm the solo developer of Empires Edge, an isometric strategy game inspired by Tyrants: Fight Through Time, also known as Mega Lo Mania.

Step 1

I created the Steam page pretty early. Honestly, I still have not decided whether that was a good or bad move.

From what I see, there are three possible approaches:

  1. Create the Steam page as early as possible and improve it while the game is still in development. This is the path I chose.
  2. Develop the game to a stronger stage first, then launch a much better Steam page with polished screenshots, a proper trailer, and gifs in the description.
  3. Create a prototype of the idea with screenshots and a trailer, possibly even using AI, and test the market through short videos and/or a Steam page. From a business point of view, this may be the most effective approach. But I am a bit old school. Even though I have known about this method for years, I still find it hard to fully think that way.

My first Steam page had very rough screenshots. The core idea of the game was visible, but a lot of the art was still placeholder. It was far from final. I did not have a real trailer either, only a short gameplay edit that honestly did not show anything very exciting. No voiceover, no good pacing, no real dynamics.

Step 2

Then I started posting about the game on different platforms: Reddit, X, Telegram, and also mentioning it on my YouTube channel.

Luckily, the idea and the vibe of the game connected with people. Many players recognized the inspiration from Tyrants: Fight Through Time / Mega Lo Mania just from the screenshots. So I managed to reach the right audience quite early.

By the end of the first month, the game had reached around 600 wishlists.

Step 3

After that, I started replacing placeholder visuals with final pixel art drawn in Aseprite. The game began to look much better.

I also started reaching out to other developers whose games had strong wishlist growth or successful launches. I wrote to them on Reddit and Telegram to learn more about how they approached marketing.

I also published articles about the game on regional websites where I am a native speaker. That gave me around 300 to 400 wishlists.

By the end of the second month, the game reached 1,000 wishlists.

Step 4

Then came a quiet month.

My next Reddit posts and posts on other social networks barely moved the needle. Some days brought 0 to 10 wishlists, which was honestly frustrating.

At the same time, I was making long YouTube videos about upcoming strategy games of 2026 and included my own game as a short integrated mention. Those videos reached about 150,000 views in total.

Near the end of that month, a large regional gaming Telegram channel posted about my game. That brought around 150 wishlists. The game also placed second in a weekly community vote, which was received very warmly by the local audience. A second mention in the same channel brought some additional wishlists too.

By the end of the third month, the game reached around 1,400 wishlists.

Step 5

Then I started applying to different Steam festivals, but mostly got rejected or simply did not receive replies. With one organizer, I managed to talk directly, and the reason was simple: I did not have a proper trailer.

So I pushed myself to make a teaser. It is still not a full trailer because it only shows 2 eras, 2 races, and the core mechanics. It is the bare minimum. The game still does not have all the wider content I want to show, like the full map, upgrades, more eras, and other systems. I am still working on the core to make sure it is fun and clear for players through closed playtesting.

But that teaser was enough to get the game accepted into one festival.

Right now, I am actively working on more visual content for the game so the next trailer can show much more of its potential. Hopefully, that will also improve my chances with future festivals.

Thanks to the teaser, I also managed to get the game mentioned on a large YouTube channel takostro. They talked about the game for only around 20 seconds, but that alone brought about 150 to 200 wishlists.

The festival itself also brought another 150 to 200 wishlists.

By the end of the fourth month, the game reached 2,000 wishlists.

And yes, after about 3.5 months, my Steam page finally started to look the way it probably should have looked from the beginning. I will keep improving it further. Maybe if the page had looked this good from day one, the conversion rate would have been higher. But I will never really know.

My next marketing plans:

  1. Create a stronger trailer showing different eras, so I can send it to GameTrailers / IGN and other YouTube channels.
  2. Apply to more suitable festivals with the new trailer.
  3. Start making short videos for YouTube, TikTok, and Instagram.
  4. Reach out to media in countries where the target audience may be, especially the US, Germany, and Asian markets.
  5. Contact influencers and try to get the game included in strategy game news and upcoming game lists.

The bigger long-term steps are a demo and Steam Next Fest. But I plan to do that only when the game is much closer to being ready. Maybe around 95 percent ready.

Until then, I think I will find more marketing steps that can help.

Thanks for reading. I would really appreciate hearing what worked for you. I feel like I am still at the beginning of this whole marketing journey.

Steam: https://store.steampowered.com/app/4199140/Empires_Edge/

u/Narrow_Asparagus9459 — 14 days ago

I’m a solo developer working on Empires Edge, a classic-style RTS / 4X-lite strategy game inspired by Mega Lo Mania.

You start with a small tribe on a floating island, build a settlement, gather resources, research new eras, and expand to other islands through portals.

I wanted the technology gap to be visible, not just hidden in numbers. So a match can start with stone tools and primitive huts, then eventually reach castles, industry, and mechs.

If you’d like to follow the development or wishlist it:

https://store.steampowered.com/app/4199140/Empires_Edge/

u/Narrow_Asparagus9459 — 19 days ago

Помните такую игру на Megadrive 1991 года - Mega Lo Mania? Я решил сделать "простенькую" игру для Steam, как некую разминку.

Мои мысли перед тем как приступить были такие:

  • прикольная игра, мне в детстве очень понравилась, когда удалось разобраться
  • ностальгия
  • небольшая по объему (для разработки)
  • уже есть баланс, геймплей, который можно найти в интернете и скопировать, так будет проще

Хахаха, наивность)

Начало разработки

В итоге я решил сделать эту игру за 3 месяца. Думал за 1 месяц сделать прототип-демку 😅

И начало действительно быстро пошло.

Отличительной особенностью было только то, что вид в изометрии (похоже на Populous) и здания можно было самому выбирать, где строить (почему-то захотелось).

Аппетиты растут

А по мере разработки появляются новые идеи. Часто играю в Age of Empires II и другие стратегии. Подмечаю то что мне там нравится, записываю эти фичи и постепенно реализовываю.

Хочу несколько рас в игре: люди, орки, эльфы, гномы, нежить. Эпохи от каменного века до будущего. И много всего)))) посмотрим на сколько меня хватит. Обычно игры доделываю как задумывал.

И главный вопрос

Я попал в ретро стиль? Чувствуется тот вайб? Хочется чтобы по скриншоту игры сразу были ассоциации старых 16 битных стратегий.

Всё только на начальном этапе разработки. Оказывается есть основная работа и в одиночку делаются игры дольше 😱

Страница в Steam регулярно обновляется. Активно общаюсь с игроками, плейтестерами и записываю как улучшить игру) Очень помогают, за то огромная благодарность!

u/Narrow_Asparagus9459 — 24 days ago
▲ 58 r/RealTimeStrategy+1 crossposts

I’m making Empires Edge, a RTS / 4X-lite strategy game inspired by Tyrants: Fight Through Time (Mega Lo Mania).

One of the things I always loved in age progression games is that moment when technology starts to feel unfair. Not just +10% damage in a tech tree, but visually unfair. A primitive unit with a spear suddenly facing something from the future.

This is still work in progress, but I’m trying to make every era feel distinct enough that you can understand the power gap immediately from a screenshot.

Curious what you think: is the contrast between eras clear enough, or should the future unit look even more advanced?

Steam page:
https://store.steampowered.com/app/4199140/Empires_Edge/

u/Narrow_Asparagus9459 — 21 days ago