r/StrategyGames

In MESHFALL your soldiers only take orders inside your radio network. This is what happens when the last relay falls.

Hi everyone. This is MESHFALL, a strategy game I've been building on my own. It sits somewhere between an RTS and a tower defense.

The idea it's built on: your units only take orders while they're inside the signal your relays put out. In the clip, raiders kill the last relay on a bridge and the nine soldiers past it stop hearing me. They keep fighting, I just can't tell them anything until I rebuild the link.

There's a free demo that runs in the browser, no signup: https://applechr.itch.io/meshfall

Two things I'd like to hear from people who play a lot of strategy games. Does losing control like that feel like a fair consequence, or like the game taking your units away? And is it clear from the clip why it happened?

Happy to answer anything.

u/applchr — 7 days ago
▲ 42 r/StrategyGames+4 crossposts

I just released the biggest update of my upcoming fantasy RTS!

Hi!

I'm working on The Citadel Must Hold, a fantasy base-building (pausable) RTS game with hero based exploration.

I see the game is a combination of they are billions, homm and against the storm.

I've just released the biggest pre-release update titled "The World Fights Back"! It adds new regions, new threats, new units, new looks, lots of QoL improvements and a new trailer.

I think the unique parts of the game that make it so different from they are billions and other such games are the places of power - The map is not a field of enemies to slowly clear. Instead, expansion brings you into the influence of hostile Places of Power. Each guarded Place of Power launches raids against nearby your holdings between Monster Tides. You must venture out with your hero and army, defeat its unique guardians, stop the raids, and claim a powerful reward.

The rewards can be much more than normal loot/stat upgrades. They can recruit monsters such as Griffins or Drakes to fight for you, reshape the map by creating forests or mountains, create permanent damaging areas, give gold for every enemy killed, improve the hero/army/economy, and more.

If you're interested in the game, come check out the Steam page, the playtest is open if you want to try the game and help shape it!

Steam: https://store.steampowered.com/app/4891190/The_Citadel_Must_Hold/

u/Nirsho — 10 days ago
▲ 28 r/StrategyGames+1 crossposts

We've been developing our step-by-step strategy for nearly 4 years!

Hi, everyone! Today I’m going to tell you about how we’re developing the game Stones Keeper: Director’s Cut

Stones Keeper: Director’s Cut is a turn-based strategy game with RPG elements, in which you’ll explore a richly detailed fantasy world, lead the army of the Order of the Griffin, recruit and level up your soldiers, manage a flying island, find artifacts, and uncover the secrets of the ancients.

We’ve been developing this game series for 5 years now, and during that time we’ve come a long way - from the prototype to the creation of the second installment.

We’re currently working on a major update for the first installment of Stones Keeper, which, after the update, will be renamed Stones Keeper: Director’s Cut

We’ve been developing a turn-based strategy game with RPG elements for several years now.

The idea to revisit the first game and release a major update for it came to us almost immediately after its release. By the time development of the original game was complete, the team still had plenty of ideas and concepts that, for various reasons, we hadn’t been able to implement.

While working on the sequel, we’ve grown significantly as developers, gained new experience, and largely reevaluated our own approach to game development. As a result, our desire to revisit the project that started the entire series only grew stronger over time. We didn’t just want to fix individual flaws; we wanted to apply everything we’ve learned over the past few years to the first game.

In the Stones Keeper update, we took our audience’s feedback into account: we reworked the storyline, made extensive adjustments to game balance and the economy, and added the animations that players had been asking for so much!

Yes, the game didn’t originally have any animations. Working with animations in isometric graphics is quite complex - and, let’s face it, a very costly endeavor—so during the development of the first part, we deliberately chose to focus on other aspects of the game. Now, with much more experience and resources, we’ve finally been able to return to this idea and implement it exactly as we originally envisioned. We’re currently making the final tweaks and will be ready to release the new version in the first half of September.

A dragon in flight during one of the battles in Stones Keeper: Director’s Cut

As for the second part, it’s practically ready. The main work is complete, and we’re now putting the finishing touches on the project. The approximate release date has already been set, and we hope nothing will prevent us from sticking to our plan.

u/No_Carrot_3231 — 12 days ago
▲ 24 r/StrategyGames+1 crossposts

Banners & Thrones: a TW-style browser game we've worked on for 3 years. First playtest Sunday

We've been working on a TW-inspired browser game for about 3 years, it's called Banners & Thrones. Long time side project. After many closed playtests, it finally got to a point where we can show it to the public.

We know there are a lot of TW like games posted here lately and most of them are pretty bare bones. Best to just check it out yourself.

Playtest dates:

- Sun, Oct 4, 5 pm CEST: 300x speed round, 3 hours

- Fri, Oct 9, 7 pm CEST: 6x world, one week

- Sun, Oct 11, 2 pm CEST: 300x speed round, 6 hours

- Fri, Oct 16, 7 pm CEST: 40x world, 48 hours

Free to play and no pay to win, you can't buy anything that gives you an advantage.

Everyone who plays during the playtests gets an Early Supporter badge.

Sign up: https://bannersandthrones.com/

Discord: https://discord.gg/9mJ4XA6YrB

Feedback welcome, good or bad.

u/duo-forge-games — 12 days ago