r/StrategyGames

▲ 71 r/StrategyGames+3 crossposts

After a year of hard work, our small French studio has finally released its first demo!

Playable Link: https://store.steampowered.com/app/3979570/Factomancer

Platform: PC and Mac

Description: Hi everyone!

We’re a small indie team from France, and we just hit a big milestone: the demo for our first game, Factomancer, is finally live!

It’s a factory builder set in a world where magic and machines meet. We wanted to try something a bit different from the traditional formula:

  • The Loop: Tackle missions with evolving challenges and dynamic events.
  • Progression: Unlock new recipes and tech after each run.
  • The Setting: A 3D stylized world where magic and machinery scale together.

We just released our first public demo. Combining factory automation with roguelite elements is a bit of an experiment for us, and we’re really curious to see if this style approach to automation resonates with players!

If you like automation, roguelites, or just the pure satisfaction of optimizing production chains, please give it a look. We’d love to hear your honest feedback!

Free to Play Status:
Demo, free to play

u/VoltigeGames — 7 hours ago
▲ 52 r/StrategyGames+9 crossposts

I made a political campaign browser game inspired by Red Autumn (focused on the upcoming Swedish election). Would love your feedback!

Hi everyone,

With the upcoming Swedish elections in mind, I put together a simple browser-based game where the main goal is to win an election campaign.

It's a bit different and not tied to the exact same historical figures, but while building the mechanics, I was heavily inspired by Red Autumn*,* especially when it comes to things like managing social groups and interest organizations.

Unlike Red Autumn, this game isn't focused on just one party. You can play as any of the major Swedish parties, from the Left Party (V) to the Social Democrats (S), all the way to the Sweden Democrats (SD) and the Moderates (M)

https://real-lot.itch.io/riksdag-2026-the-election

u/Conscious-Coach-146 — 7 hours ago
▲ 17 r/StrategyGames+5 crossposts

Rajasuya

I missed playing Catan & Civ, so I built my own strategy game over the weekend with AI's help.

Rajasuya, 12 turns, two rival claims to the high kingship of ancient India based during the times of Mahabharata.

Free to play, in-browser.

Hope you find it fun.

https://amlanchak29.github.io/rajasuya/

u/amlanchak29 — 7 hours ago
▲ 64 r/StrategyGames+4 crossposts

Space Tales is now in 1.0 — our retro-futuristic sci-fi RTS has left Early Access

Hey RTS fans,

I’m part of the the team at Saigon Dragon Studios share the launch of Space Tales, a retro-futuristic sci-fi RTS that has now officially reached 1.0 on Steam today.

The game is built around a story-driven single-player campaign, modular base building, resource management, defensive planning, and adapting your tactics against enemy factions that fight very differently from one another.

The 1.0 release brings the full Space Tales experience, including:

  • A full sci-fi RTS campaign following Xander Falcon through a space opera conflict shaped by family tragedy, ancient races, hostile worlds, and universe-ending threats
  • Three enemy factions with distinct combat behaviors
  • HUB-based base expansion and energy-line management
  • Replayable survival challenges
  • Colossal boss encounters where you need to study attack patterns and engage carefully
  • Capturable neutral monsters that can be summoned as battlefield allies
  • A tech tree with branching upgrades for HUBs and units

The game was in Early Access for a few months, and the studio used that time to improve balance, controls, unit behavior, localization, and the overall RTS feel based on player feedback.

Side note: the Early Access label still appears on our Steam page, but we can confirm that the playable version available today is 1.0. We are working to remove the Early Access label shortly ;)

Check out our game on Steam: https://store.steampowered.com/app/2457960/Space_Tales/

u/SDS_SpaceTales — 12 hours ago
▲ 26 r/StrategyGames+1 crossposts

Keep Diggin, Keep Crafting, King in the Mountain is in open playtest on steam

King in the Mountain is a relaxing mining/base-building game, no enemies, just digging tunnels, gathering resources, and watching your dwarves haul things around the mountain.

The playtest is free and open now, just click "Join the playtest" on Steam:
https://store.steampowered.com/app/4767130/King_in_the_Mountain/

The official reveal trailer can be found here King in the Mountain - Official Announcement Trailer

u/Pantasd — 13 hours ago

what if there was a turn based strategy game where the battle's are a card game

what i mean is a turn based strategy game (think something like total war or age of wonders) where the combat is a card game. (I was thinking something inscryption style.) What i was thinking was the player would pick a faction and that faction would have its own unique faction cards and they would buy card with money and resources that are gotten from the campaign.

i think it would be fun.

reddit.com
u/EfficiencyDry1199 — 11 hours ago
▲ 111 r/StrategyGames+2 crossposts

I'm currently developing a wuxia strategy game. I'd love to hear your feedback.

Do you guys like this art style?

u/Beneficial-King1574 — 19 hours ago
▲ 46 r/StrategyGames+6 crossposts

Dispatches 1940

Achtung! Achtung!

I just launched Dispatches 1940 on itch.io!

A historically accurate text-based World War II simulator. For free and playable on your browser. Made to really bring to the life the points contested by historians and can explore alternate histories. Brings in a logistical triangle to manage and influence your management of the war and asks would you have pushed into Dunkirk? Delayed Barbarossa? Rebuilt your factories out east?

Previously worked in the games industry but I’ve never actually finished a game myself. This started with long hypothetical conversations with my dad about the war so it would just be lovely to hear someone has enjoyed it and let me know what your thoughts were and if there would be any other alternate histories you would want to explore

I will be waiting with anticipation

c18doyle.itch.io
u/HarkBuffalo — 1 day ago

What strategy game was genuinely ahead of its time, but failed because players or the industry weren’t ready for it?

I don’t mean a strategy game that was simply bad, buggy, or badly marketed and has since acquired a cult following. I mean a game that tried something genuinely innovative in strategy (diplomacy, economics, AI, logistics, politics, asymmetric factions, grand strategy, real-time/turn-based hybrids, whatever) and either flopped commercially or was dismissed at the time, only for later games to essentially prove that the underlying idea was good.
Maybe the interface was too complicated for the era. Maybe computers couldn’t really handle what the designers were trying to do. Maybe it demanded too much from players. Maybe it came out on the wrong platform, or at a time when everyone wanted Command & Conquer clones rather than whatever strange thing it was attempting.
And I’m especially interested in games where you can draw a line from the failed experiment to something that became normal 10 or 20 years later.
What’s the best example and what exactly was it doing that was ahead of its time?

reddit.com
u/jrralls — 1 day ago

We are two devs making a tower-defence roguelite about reclaiming a world lost to fog. We’ve added a bunch of features and would love some feedback!

This is Monuments to Ruin, a tower-defence game with free building placement. We wanted to get away from grids and lanes so we used a flow field for enemy navigation. That means enemies will take the path of least resistance and if that means attacking your walls and towers they sure will. When we did our last playtest 8 months ago the game only had the core gameplay loop and was lacking any replayability and progression. So we spent those months adding just that:

  • Overworld Map
    • Embark on expeditions to retake the land claimed by the Ruin Fog
    • Weigh the risks of building up more settlements or advancing as quickly as possible
  • Unlock Tree
    • Unlock many new buildings and upgrades for those buildings
    • Try out many damage types and the effects of fusing two different ones
  • Guilds
    • Work with the guilds to put your people to best use
    • Your population is everything: who builds your towers, who you are protecting and who dies when your buildings are attacked
  • More Replayability
    • We added many more things to find in the fog, added more upgrades and reworked most of the UI for better usability

Our open playtest is live right now. We would love to hear your feedback and all the bugs you find (maybe that one a bit less but you know). You can sign up right here on our steam page: https://store.steampowered.com/app/3579410/Monuments_to_Ruin/

u/Hiplinc — 18 hours ago
▲ 151 r/StrategyGames+2 crossposts

Ukrainian dev here - I’m making Radar Line, an air-defense strategy game. We just released a new trailer for Ukrainian Games Festival

u/Fickle-Lab-9904 — 1 day ago
▲ 70 r/StrategyGames+3 crossposts

FluxWerks demo is out now!

Feels great and terrifying to finally put the game demo publicly out there.

Go ahead and give it a spin if the trailer made you interested! There is roughly 6-10 hours of content to play in the demo, depending on your familiarity of the factory building genre.

If you encounter any bugs or issues I would appreciate any feedback either on the Steam forum or the discord (link in Steam forum).

Steam: https://store.steampowered.com/app/4436200/FluxWerks/

u/Moppemopsi — 1 day ago
▲ 9 r/StrategyGames+1 crossposts

My Game "Zambala" - 25 years in the making!

My modern day wargame "Zambala", set in a fictional African nation on the cusp of civil war, has been 25 years in the making, and due for release in a few months.

I started designing this game decades ago, inspired by a few old play by mail wargames I used to play back in the day. So that old I was around before computer wargames were even a thing!

I've always been a programmer, and my brother is artistic, so we worked together to produce the art and the map, but life gets in the way, jobs, children etc. hence the slow evolution. 

In the game you command one of six competing tribes, hoping to lead your people and capture the "national will" before the United Nations intervene to end the civil war and appoint an interim government. Your leader can be selected from one of the following vocations: Politician, Bishop, General, Diplomat, Humanitarian, Economist and Cartel boss. 

Its a hex and counters style game with fog of war, zones of control, naval and air power. There is a complete economic warfare model where you will fight for the hearts and minds of the peoples of Zambala, who in turn fund your international arms market purchases. 

I've also woven in a spies and agents subsystem so you can subvert and sway the population centres with propaganda and carry out assassinations and hits against enemy leaders and agents.

I've gone with Nato unit counters and a combat system that includes twelve unit types, movement and combat phases, retreats and combat bonuses for terrain, special unit types and leader stacking modifiers. 

More game info on my rough as guts webpage: Webpage

Steam page link: Steam

I’d love to hear your thoughts, impressions or questions!

u/RatbyteGames — 1 day ago

Shout-out to the original Lords of the Realm (1994-DOS)

Often overlooked in favor of it's sequel, Lords of the Realm 1 is one of the most chill strategy games I've ever played and features beautiful pixel art that I personally think has aged better than the sequel's mid-'90's 3D graphics have (don't get me wrong, I love LotR2 as well). But just look at this art! Who else has played this hella chill game?

u/Dub_Coast — 1 day ago

Are there any RTS where you can directly tweak unit size/density (like in Total Warhammer 3?)

It's a super specific thing, but hopefully someone here shares the itch and has something to recommend.

I've become obsessed with games that let me directly mess with unit scale and density, the sheer number of models you can feasibly get moving on a map at once. Total War Warhammer 3 is where I’m letting loose with this, since there’s an experimental mode where you can crank the unit size setting and get insane unit numbers. It also messes with balance in battles but it’s just fun to watch so many units fighting each other.

Where this itch comes from is probably my recently found love for horde-based defense RTS the likes of They Are Billions (GOAT), Diplomacy is Not an Option (also GOATed, insane unit numbers + variety since there are now different factions as well) and Age of Darkness (did not like it before but I’m slowly getting into it). Same rush of just seeing vast numbers of units on the map, it gives me that epic feeling that small scale skirmishes just can’t.

That specific dial, being able to tune how many units are actually on screen, is what I'm chasing. I’m also okay with mods that let you do this, just crank them numbers up. I remember the old Dawn of War 1 Ultimate Apocalypse mod being the perfect example. It cranked the unit caps up by a ginormous amount and turned a fairly standard scale RTS into something gloriously stupid in scale (on point for 40k)

Scale as a feeling just does it for me, the game letting the numbers get ridiculous but in a way you can see (not as just abstract numbers like in grand strategy) 

And thus I want more of this sensation. What games would you point me to?

reddit.com
u/SomeGenericNameDude — 1 day ago
▲ 1 r/StrategyGames+1 crossposts

This Average 2002 RTS (Army Men: RTS) Is A Stark Reminder Of What The Genre Has Lost (HarvestBuildDestroy)

>I think modern RTS games have lost something basic, but hard to put into words. This video is an attempt to explain what that is.

youtu.be
u/BendicantMias — 2 days ago
▲ 58 r/StrategyGames+3 crossposts

From AoH3 modding to developing my own grand strategy game

I've been making and sharing AoH3 mods for a while, and working with the game taught me a lot about what I enjoy and what I wish I could change in grand strategy games.

Eventually I reached the point where some of the ideas I wanted to make went beyond what I could realistically do through AoH3 modding.

So I've decided to stop working on my AoH3 mods and take a pretty big risk: I'm starting development on my own grand strategy game from scratch.

A lot of its design ideas come from the things I learned while modding AoH3, although I'm not trying to make an AoH clone. I want to build something with deeper mechanics while keeping the accessibility that originally made me enjoy AoH.

Since this is the community where I started sharing my work, I wanted to share the transition here too.

For people who play/mod AoH3: what mechanics do you think a game like AoH gets right, and what would you most want to see done differently in a new grand strategy game?

youtube.com
u/Jumpy-Tea-4205 — 2 days ago