r/StrategyGames

▲ 95 r/StrategyGames+2 crossposts

Playtest "Starcraft for Dads" - THE FACTORY MUST FALL - RTS Other Hybrid

I played a lot of RTS over the years, especially BAR. Played a lot of Warcraft 3 as a kid. So two years ago I decided to make my own strategy game - a game with the strategic decision making of an RTS but without the stress of fast execution. Some things that bothered me back then was that players who were able to pull off the buildorder 0.2 seconds faster than the other guy got a big advantage. So I wanted to design around that in my game.

My game is about building a factory, then having that factory fight other players in async PvP.

In relation to an RTS, playing the game is about what army composition you go for. So for example, you could do a mass T1 unit rush. You could do an early air cheese. Or you could go for an economy / lategame macro build.

All this without the stress of micromanaging units, reacting quickly for what your opponent is doing, etc.

Does this land for you? Is "async PvP" something RTS players are interested in?

Any ideas on how I could make this game better?

Public Playtest II is launching this weekend.

Links:

Trailer on YT 

Steam 

Discord

u/Kayzen_1337 — 10 hours ago
▲ 353 r/StrategyGames+5 crossposts

The game recreates battles of the Napoleonic era: you command infantry, cavalry, and artillery, while the campaigns are inspired by real events starting from 1796. There’s a strong emphasis on historical authenticity, with key formations available such as line, column, and square.

As you progress, your troops gain experience, allowing you to customize your army and better handle more challenging battles. The game uses the Unity 6 engine, combining detailed 3D graphics with a clear and convenient battlefield view.

There is no multiplayer - the game is entirely focused on a single-player experience. Everything depends on your tactical decisions and your ability to command an army in intense battles.
https://store.steampowered.com/app/4202430/Veterans_Napoleonic_Wars/

u/ThighHighlander — 11 hours ago
▲ 24 r/StrategyGames+3 crossposts

My demo is finally live! I'm building a management sim inspired by Game Dev Tycoon and RimWorld, but focused on the pure chaos of IT project management.

Game Title: Project manager SIM

Playable Link: https://store.steampowered.com/app/4454610/Project_manager_SIM/

Platform: Windows PC

Description: Manage the most unpredictable resource - people - in this WASD tycoon! Plan projects, hire a dream team, assign tasks to specialists, and monitor the budget while upgrading your office. Balance between team burnout, complex contracts, and the wrath of upper management

Here is what is already implemented in the game:

  • Two types of projects: Traditional and support projects - each with their own unique mechanics.
  • Deep hiring system: Employees have personalities, traits, relationships, moods, and efficiency levels, making every NPC feel alive and interesting.
  • Team interaction: Praising, reprimanding, handing out bonuses, and much more.
  • IT industry realities: Burnout, vacations, days off, sick leaves, salary raise requests (and denying them!), as well as competitors headhunting your top specialists!
  • Loyalty system: Your team's attitude towards you directly impacts their efficiency.
  • Reputation and clients: Building relationships with clients and earning global reputation.
  • Relationship with management: Completing monthly tasks from your boss and accumulating loyalty points.
  • Comfort and productivity: Upgrading the office and improving employee workspaces.
  • Random events: A multitude of different events that suddenly impact gameplay.
  • And much more that is hard to list in text.

The demo features 90 in-game days, which should take about two hours to complete, maybe a little more.

Free to Play Status: Demo

Involvement: i am a Solo-dev!

I have attached a link to a feedback form in the game's main menu, and I would be very grateful if you could take a few minutes to fill it out! I’ll also be happy to chat with you in the Steam discussions.

Thanks for your attention!

u/Old-Butterscotch8711 — 9 hours ago

I’m trying to make economic policy feel systemic instead of “+5% growth”

I’m currently building a political/economic simulation game focused on systemic decision-making and delayed consequences.

This short clip shows a small part of the sector simulation prototype.

In the video, I open the energy sector, inspect the internal dependencies behind its “health” and productivity, then trigger a public R&D investment and let the simulation run for a bit.

The goal is that policies are not isolated modifiers, but interconnected systems.

An investment is not just:

“pay money → get growth”

Instead, it affects multiple layers over time:

- productivity
- capital
- technological gap
- sector viability
- employment
- political pressure
- budget stress
- future growth potential

Different sectors react differently depending on their structure, maturity, dependencies and current conditions.

For example, a sector can look healthy on the surface while internally becoming fragile because of energy costs, weak margins, poor policy support or supply dependencies.

I’m also experimenting with dependency graphs to make the simulation more readable.

Instead of hiding calculations, I want players to actually understand why a sector is improving or collapsing.

The challenge is finding the balance between:

- realism
- readability
- depth
- and making it still feel like a game instead of a spreadsheet

This is still heavily work in progress, but the reaction to the first post genuinely motivated me to keep pushing this project harder.

I’d honestly love feedback from people who enjoy strategy/economy games:

- Does this level of systemic depth interest you?
- Would you want to see the simulation exposed like this?
- Or should more of the complexity stay hidden behind simpler gameplay?

u/Candid-Dish-2749 — 14 hours ago
▲ 28 r/StrategyGames+11 crossposts

I spent the past 6 months building a chess MMO

I used to love playing massively multiplayer games like runescape growing up, and have played chess.com daily my whole life

I had the idea to build a chess MMO. What if chess was open world, a social experience? Where your wins give you trophies that you can then upgrade your character with? Where you can walk around and spectate matches, or have others watch and chat about your match?

So I spent the last 6 months building chessmmo.gg, it's been out for about 3 weeks. It's currently a mobile app on the apple and google play store, and you can play in browser too if you're on desktop/pc. I have plans to get it on Steam soon as well.

It's honestly been a dream come true so far. You can currently accrue trophies to level up your character, grind your ELO, get custom chess piece skins, buy pets, and even purchase a home and invite friends to play in it. There's also a social round-based puzzle arena that's like a battle royale with progressively harder puzzles. I'm currently building a tournament hall where there will be daily swiss-style tournaments. Lot's of expansions are on the way

I would love to get the community feedback, hoping to get more players online and a more active discord!

Here is a link to the game if you'd like to try it out:

chessmmo.gg

ios app

android app

discord

u/b___d — 22 hours ago

I need UI feedback on my RTS tactical pause mechanic – numbers vs something else?

Hey everyone, I'm currently working on my RTS game called Ironfields. It’s heavily inspired by classics like State of War, and I wanted to share a quick look at the Tactical Pause mechanic.

You can pause the game at any moment to plan your next moves, issue orders, and manage the battlefield without the real-time stress. It’s completely optional—if you prefer pure real-time action, you don't have to use it at all.

Need some feedback on the UI: As you can see in the video, I'm currently using numbers to show which units are heading to which targets (tanks get a number assigned based on their destination goal).

How would you visually optimize this? Note: Drawing movement lines/paths on the ground isn't really possible here, because the pathfinding dynamic changes during movement and target cells are assigned right when the tanks arrive. Would love to hear your ideas!

Please note: Everything you see is a Work in Progress.

If the game looks like your cup of tea, you can check it out and wishlist it here on Steam: https://store.steampowered.com/app/4700280/Ironfields/

u/Hot_Tell2552 — 1 day ago
▲ 614 r/StrategyGames+8 crossposts

New look at the Haunted Dark Ride Management Sim I'm building with GDevelop!

Hey everyone,

I'd love to share the latest gameplay for the game I'm currently building in GDevelop.

It's a pixel-art management sim where you design and operate your own haunted house dark ride. I've actually never created a game before, and am truly happy with how inituitive it is to use GDevelop and create a game that's entirely what I envisioned.

I'm currently working very hard to get a demo ready for Halloween season. If you like, you can find more info and screenshots on the Steam page:
https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/

I've had lovely conversations with fellow GDevelopers in the past regarding the lightning and mechanics of this game, and I've had more than a fair share of help too. If there's anything you'd like to discuss, or any feedback, please feel free to hit me up here, or on discord!

u/ScreamOperatorDev — 1 day ago

I've never played (do I specify military?) strategy games before, I've been told I would like that sort of thing, where do I start?

My budget is maybe nonexistent at the moment, but that could change. I have both a mobile device and a laptop (and Steam) and I could probably borrow my brother's gaming PC. I'm into military history, specifically the like 18th-early 19th century, and I like to study the logistics and problem-solving aspects but I get a little anxious when I see the giant Paradox Games world map. I might be interested in a slightly smaller scale. I don't want to play just to fantasize about conquering large swaths of land, more to force myself to think about combat on a larger scale than like 1 person and their musket. I'm a writer and it's a skill I want to have for that if nothing else. I'm not a gamer, I spend most of my time reading books about battles that have already happened, so I am really unfamiliar with this community. Sorry for rambling. Thanks for the help!

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u/Medical-Radish-8103 — 1 day ago

Turn-based strategy game I’ve been working on. Any feedback is appreciated.

I’ve been working on a turn-based strategy game for a while, and I’d love to hear your thoughts and feedback.

u/EGNRI — 1 day ago
▲ 31 r/StrategyGames+1 crossposts

Built a Spring and Autumn strategy game — one thing I'd love Western players' thoughts on

Hey everyone. I'm a solo dev from China, call me small Q. Been working on this — it's a settlement-building and war strategy game set in the Spring and Autumn period. You grow your village, manage resources, recruit armies, and fight battles on a map.

Just wrapped up a closed beta in China and there's one thing I keep going back and forth on:

Early game feels slow — resources take a while to build up before you can really expand. Some players loved the patience it demands, others said it tested their patience in a bad way.

I'm genuinely torn on this. Part of me thinks slow and steady is part of the strategy. But maybe I'm too close to it. Curious what you all think — too slow, or just right?

Fair warning: my English isn't great, I use translation tools a lot. Sorry in advance if my replies feel a bit robotic lol.

Happy to explain any other mechanics if you're curious about the game.

youtube.com
u/Haunting_Sector_643 — 1 day ago

Do you think 2026 might turn out to be the BEST year in recent memory for strategy games - all across the board?

I'm almost certainly biased b/c things are aligning just perfectly for me this year when it comes to the strategy games in all their many subgenre incarnations. First Olden Era comes out a little over 2 weeks ago and it literally brings all the hope for the series right back into my heart - Atre Dominance Wars is also coming pretty darn soon too (it does say June on Steam) and I do want an indie 4x to shake up the scene (right now only Dominions is doing this) - and then Corsair Cove sometime later this year, THE pirate base builder of my dreams if it lives up to expectations!

And my personal copium this year, Dawn of War 4. It's one game I have no problem waiting for though, no matter how long the wait is, as long as they do it justice. One can only hope, right... I have such fond memories of the OG Dawn of War, that at this point I just don't want it to be a disappointment. In other words, I'll be satisfied so long as they don't utterly fuck it up.

That's about it for me - what games, indie or no, are you excited for this year fellas?

u/SomeGenericNameDude — 2 days ago
▲ 29 r/StrategyGames+4 crossposts

Patchland - upcoming cozy tile-placer. Now with animals!

Patchland is a relaxing strategy game where you create your own world by building it from scratch using tiles. Connect various biomes, earn points, complete quests, and add animals to the map to create increasingly larger and more beautiful landscapes.

In Patchland you start with an empty space and a small supply of tiles. You slowly expand your landscape by adding more elements. It is a game without rush and without great challenges, perfect to sit down, relax, and occupy your mind with pleasant tile placement.

u/altulek — 2 days ago
▲ 378 r/StrategyGames+4 crossposts

Hey folks,

we’re two biologists working on a real-time strategy Garden of Ants where you manage an ant colony. In the game, we combine multiple ant species to show different fascinating survival strategies. The gameplay is mainly inspired by classic RTS games blended with dungeon/colony management elements :) You manage both: underground and aboveground layers while adapting to environmental changes during the day–night cycle.

For more details check out our Steam page:

https://store.steampowered.com/app/3016940/Garden_of_Ants/

Best,

Tomas

u/Able-Sherbert-4447 — 3 days ago
▲ 8 r/StrategyGames+3 crossposts

Competitive playtest league for Rites of Accord, a turn-based tactics game: $175 prize pool, free to enter, 6 weeks

Ran a paid playtest through this sub last week, thanks for all the great feedback guys! This game is moving fast and I got a lot of asks for more playtest opportunities, so here it is.

A bit different from the usual playtester ask: we're running a six-week competitive playtest league (May 19 to June 30) for our turn-based hex tactics game.

How it works: play ranked matches on the ladder and climb the leagues. At the end the top 3 split a $175 cash pool ($100/$50/$25) and top finishers get exclusive one-time titles. The part that makes it a playtest and not just a tournament: any cash winner must submit a short written review of the game to be eligible for the payout, and every player is encouraged to drop feedback in our Discord any time.

Disclaimers: free in-browser beta, still in active development (expect rough edges), no entry fee, ~15 ranked games to be prize-eligible, 18+, PayPal payout. It's skill-based, not a raffle.

Play the Beta at https://ritesofaccord.com/ ...I recommend starting with the tutorial, then the ranked button is "Enter the Rites"

The Discord, where you'll find matches, free faction unlock code, and can drop feedback, is discord.gg/3wt9e8PnXU

u/bmerrillcreative — 2 days ago

help me relieve my childhood game

ok so when I was young I used to play it a lot is a turn based strategy game like you control aliens or smth defending from earth i think. Also the game's very futuristics. There are man different types of building sin the game. Can someone name a few of this games that you know of pls. I just want to find that game and play it again.

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u/TFBOY98 — 2 days ago