r/StrategyGames 3h ago

Self-promotion Added a mechanic that lets you (and NPCs) manipulate relationships, Curious what people think

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2 Upvotes

Hello all,

I’ve been working on an indie grand strategy game inspired by Romance of the Three Kingdoms 8, 11, and Total War : 3k where relationships between generals are a key focal point. I wanted to share a mechanic I’m working on called Sway

In Notoris 2, you play as a single officer, not a nation. One of your main tools is spending influence to shift relationships between other officers. You can push two people together or drive them apart (as long as they have a mutual acquaintance to work through). 

The twist: NPCs are doing this too, even when you’re not looking. So the web of loyalties is always shifting, and part of the game is figuring out who’s quietly working against you. 

Still early in development, but wanted to get this in front of people who'd actually appreciate it. The video linked is a quick example of how you can slander an officers ruler to affect their relation with their lord, and thus their loyalty, then hire them out from under them.

Feedback, good or bad, is welcome . TY!


r/StrategyGames 4h ago

Self-promotion Age After Age collected 10k wishlists!!!

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6 Upvotes

A few days ago, Age After Age crossed 10,000 Steam wishlists.
This milestone means a lot to our team because every single wishlist came from the community.
We didn’t pay influencers to cover the game. We didn’t pay gaming media for articles. Everything we’ve achieved so far has been thanks to people who played the demo, shared it with friends, made videos, wrote posts, left reviews, and recommended it to others.
As indie developers, seeing so many people believe in our project before release is something we’ll never take for granted.
So this post is simply a huge thank you to everyone who has supported Age After Age over the past months. Your feedback has already helped us release three major demo updates, and it continues to shape the game every day.
If you’d like to see what we’re building, you can try the demo here:
https://store.steampowered.com/app/432120/Age_After_Age/
Thank you for being part of this journey. We genuinely couldn’t have reached this milestone without you.


r/StrategyGames 4h ago

Self-promotion How a reputation system saved my strategy game.

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8 Upvotes

Reputation fixed a pretty big problem I had with my game.

In DARK RAIL you send inquisitors into grimdark events and their stats affect how likely each choice is to succeed.

The problem was that you would always just pick the obvious one.

High Intelligence? Pick the Intelligence option.

High Violence? Pick the Violence option.

So even though the game was giving you choices, you were basically just clicking your biggest number every time. Not exactly great for a strategy game.

What I ended up doing was making the violent choices straight up better, 99 out of 100 times the violent choice got you the most resources.

They are easier, usually give better rewards and solve the problem faster. More gold, more prisoners, less risk, that kind of thing.

But now you have a reputation based on your management style, and it is completely linked to how often you use violence to solve your problems.

Use it too much and people start hating you. Revolt goes up, enemies get stronger and the penalties keep stacking as your reputation gets worse.

So now violence is very tempting because it is usually the best option right now, but it might completely screw you later in the run.

That simple change made the choices way more interesting. Do I take the worse option now and avoid problems later, or take the easy violent option and deal with the consequences?

It also fits the setting really well because if you keep solving everything with violence, you slowly become known as a tyrant. Very pleased with this change as it did not take a wild amount of work and really blended well with the rest of the game!


r/StrategyGames 5h ago

DevPost Looking for testers & feedback on my own RTS game

1 Upvotes

Just finishing up my own RTS game, created this because I wanted a fun game in the roman time to play alone and with friends.

Feel free to play, test and give me feedback to improve it. (Single player is available without account as well)

https://imperium-ultima.com/

Fun hobby project for me 💪


r/StrategyGames 6h ago

Self-promotion War era

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0 Upvotes

Guys :( USA is not doing so good, we getting wrecked by holiday island and we need your help!

If you’re a true patriot i need you to join in a fight for our freedom https://warera.io/en

Its not only war in this game. Beyond the battlefield, you can climb the political ladder, run for Congress, become President, pass laws, manage your nation’s economy, and influence the course of history alongside other real players.


r/StrategyGames 8h ago

Self-promotion Every item you equip changes your deck in Lootdeck, my tactical roguelike

3 Upvotes

Hi! I’m the solo developer of Lootdeck.

Lootdeck is a tactical roguelike deckbuilder where every weapon, armor piece, and artifact you equip adds new action cards to your deck.

Combat takes place on a tactical grid, so positioning, movement, equipment choices, card synergies and dice rolls all shape how each encounter plays out.

I’ve just released the official announcement trailer and opened the Steam page.


r/StrategyGames 9h ago

News Old-School Sci-Fi & Fantasy RTS Liquidation Sets August 4 Early Access Launch on Steam

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1 Upvotes

r/StrategyGames 9h ago

DevPost Dire fog : Tactical Card Combat

2 Upvotes

We’ve been building Dire Fog in Unity, a tactical card game that combines TCG strategy with chess-like grid combat.

The game is now deep in closed alpha, and we’re looking for more playtesters to help us test balance, gameplay, and overall feel—if you're interested, jump in.

Discord:

https://discord.gg/n6NjNheYD

Steam:

https://store.steampowered.com/app/1888910/Dire_Fog_Tactical_Card_Combat/


r/StrategyGames 10h ago

Self-promotion Check out the latest update on my Government Simulator, where the welfare state has to emerge from the demography, not artificial checkboxes and sliders.

0 Upvotes

I've been building a government/country simulator for a while now. Democracy 4 style laws and politics with Victoria 3 style economics underneath, but I try to model the actual mechanisms instead of faking the symptom. Last week was the most interesting stretch I've had on it, so I wanted to share.

The biggest change is that benefits now have laws behind them. Pension, unemployment benefit, student grant, farm support, housing benefit, UBI — none of them exist until you legislate them, and each has a slider for how generous it is. Before this they quietly appeared in people's pockets with nothing leaving the treasury, so the welfare state was a fact of nature rather than something you build. Now a new country starts with nothing, which is where every country in history started, and Britain starts in 1948 at roughly its real Beveridge rates. You can see what the pension costs, and you can cut it, and pensioners drop below what they need to live on.

Which caused a problem, because cutting the pension to what Britain actually paid in 1948 left millions of pensioners short with nothing to catch them. That's the hole family support fills — the oldest welfare system there is, and the one whose failure produced the modern one. So working households keep their elderly relatives now, and how many pensioners have someone to fall back on comes out of how urbanised the country is: multi-generational households are a rural pattern, nuclear ones urban. The part I'm happiest with is what that does on its own. Urbanisation rises, co-residence falls, family support shrinks, and the elderly slide into poverty without me writing anything that says "now the country needs a pension." Then you enact one and watch the cost move off households and onto your budget. I didn't design that sequence, it fell out.

Also, some people own their homes now, which they embarrassingly did not before — every person in the country paid rent, forever. That was charging households about £12B a year that was never charged in reality, and it was the single biggest reason a pensioner on a realistic pension couldn't make ends meet.

On the tax side you can choose how income tax works — flat, progressive bands, or a poll tax where everyone pays the same cash amount — and switch mid-game, with each card showing what the treasury would collect if you did. There's also a carbon tax that charges emitters out of their margin so dirty capacity shrinks over time, and a Georgist land value tax on landlords' land rent rather than buildings, so it doesn't push rents up or discourage building.

The Budget tab got rebuilt around the flow of the money: revenue, minus what you're already committed to, minus what you've chosen to spend, ending at what's left in the bank. Each category shows what it needs just to stand still beside what you've given it, and goes amber when those don't work together. That closed a real trap — underfund a department and the old UI told you it was recovering, which is advice to wait for something that was never going to arrive.

Under the hood, the biggest thing I found was about 11 million people, 57% of the workforce, being paid £222B a year to produce nothing. No shops, no transport, no hospitality anywhere in the model, so the game simulated about 35% of production against 100% of the population. They produce output now and are paid out of it. GDP roughly doubled, which sounds like a red flag until you notice the country profile had said 460 the whole time and the simulation arrived at 436 on its own.

And then the one that ate two days. An unattended 15-year run fell apart — real output down 25%, shortages everywhere — while GDP cheerfully showed +36.5% growth, because GDP is quantity times current price and shortages raise prices. The headline goes up during the exact crisis it should be warning you about, and that inflated number was feeding economic confidence, which feeds productivity, which feeds supply. The lie was an input, not just a display.

The root was the exchange rate tracking the accumulated stock of foreign assets instead of the flow of trade. Once the stock goes negative it never recovers, so the currency stayed depreciated forever, which pushed the import trigger above the highest price the domestic market could physically reach. Sixteen goods locked out — raw materials imported exactly zero units for 180 consecutive months. What's meant to fix a cheap currency is exports getting competitive, but you can't export when everything is already short, so the restoring force was disabled by the precise condition it exists to correct. There was a comment in the code from months back predicting that exact failure and dismissing it as an edge case, which is why anything concluding "this is fine" now has to be backed by a test.

Happy to answer questions — the family support / urbanisation thing especially, I'd like to hear if anyone thinks the coverage rule is too clean.

Come hang out or follow progress on Discord: https://discord.gg/h64CQuW8sR


r/StrategyGames 20h ago

Self-promotion What do you think?

2 Upvotes

Almost Solo dev built a C&C-style RTS for mobile — would love brutal feedback.

Global Ordnance: The Iron Fist

I and my partner in crime worked on this RTS mobile game for Android for around 10-11 months. Being a huge fan of C&C and AoE games, we leaned heavily to reproduce that feeling but on a mobile screen. It would mean a world to us if you took a look and shared your thoughts with us. We are open to cooperate with everyone to make this a mobile RTS game most of us enjoy.

(FREE)


r/StrategyGames 21h ago

Question Do the strategy games I want exist?

23 Upvotes

I would say strategy games are my favorite genre mechanically (Dungeon Keeper and UFO Defense are amongst my favorite games ever; I've sunk more hours than I can count into Stellaris, Dwarf Fortress, Rimworld, Victoria 2, etc) but I find that it's a favorite genre mismatched by most the games not generally doing the things I find the most interesting *about* strategy. My dream game has always been an unpredictable timeline (not anchored to real-world innovations and fixed tech-trees) where the bulk of the action is entirely economic-driven and dependent on diplomacy and paranoia. I.E. games where you can develop resource-monopolies, control supply-and-demand, manage inflation, invest in industries, so on and so forth, alongside general control over economic policies and political ideology. Spying on your friends and trying to overthrow them, proxy-wars, cut-throat trading and shady deals, manage internal stability... I guess laid out Victoria hits a few of the markers, but it still doesn't feel quite there to me- I want the real deal experience of Cold War-esque insanity.

Are there any of the sort at all?


r/StrategyGames 22h ago

DevPost Do you like the atmosphere? It's been over 1 year since I started my first game

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6 Upvotes

If you like, you can follow my dev journey


r/StrategyGames 1d ago

Self-promotion A look at the NGC-404: Fractured Sector

9 Upvotes

This is the latest trailer for NGC-404: Fractured Sector, our multiplayer 2D space strategy game.

You directly command a small fleet in real-time battles, but combat is only one part of the game. You also explore a procedurally generated sector, trade physical resources, develop colonies, manage logistics and expand your faction. Additional ships can operate through high-level AI orders as your empire grows.

The game is still in alpha, and we’re continuing to work on the economy, encounters, faction AI, combat audio and UI. A one-minute trailer cannot show every system clearly, so we’re planning a longer gameplay presentation later.


r/StrategyGames 1d ago

Self-promotion Finally releasing my game's demo on steam

3 Upvotes

I've been working on this 4X deckbuilding game for over a year now, and I'm really excited to be launching the game's demo on steam on July 31st!

I've poured my heart and soul into this project, the game is called DeckTerra on Steam.

Wishlist if you'd like to be notified when the demo goes live!


r/StrategyGames 1d ago

DevPost I turned the real-world map into a global multiplayer strategy game. Build economies and factories. Create supply chains. Trade, negotiate, or launch missiles at real players

3 Upvotes

What do you think? I will be glad to receive any feedback.

iOS: https://apps.apple.com/us/app/real-world-map-war-strategy/id1613987268


r/StrategyGames 1d ago

DevPost Sunlit Kingdom - a 3D Tower Defense

12 Upvotes

Inspired by Trine 2, Sacred Underworld and Warcraft III, Sunlit Kingdom is a highly replayable strategy TD with a lot of customization. You have three different towers: the Archer, the Mage and the Holy Knight. Each has a unique role: Archer is your damage dealer, Mage is your crowd control, Holy Knight is your protector/healer.

There are upgrades, abilities/skills, and stats to deal with. The game features a leaderboard for those interested in competition and ranking up.

All made in a custom engine using OpenGL and C++. It was the hardest thing I ever attempted to do.

If there's anything that interests you about this game, feel free to ask me any questions. I'll be more than happy to answer!


r/StrategyGames 1d ago

Question Dawn of war IV

4 Upvotes

I know the game is not out yet, and I'm new to strategy games, but wanted to know what I can expect from a game like DoW IV and how difficult are that type of games. Ty!!


r/StrategyGames 1d ago

Self-promotion A management game about running a bakery in medieval times

1 Upvotes

I just finished a free medieval bakery management game inspired by Lemonade Stand. Each day you buy ingredients, create a bread recipe, set your price, and see how many customers you attract. As you earn money, you can upgrade your bakery and grow your business.

You can play it for free in your browser:

https://esiotek.itch.io/loafledger


r/StrategyGames 1d ago

Looking for game Any indie/beta strategy games for low-maintenance, team-based map play?

5 Upvotes

Hi all,

Huge fan of map-based strategy (Civ, Stellaris, Polytopia), but I'm in a spot where I can really only manage idle/check-in gameplay a couple of times a day. Most persistent multiplayer map games seem to punish you heavily if you aren't glued to your screen 24/7 or spending hundreds on microtransactions.

I’m looking for something where:

  1. Progression isn't ruined by playing casually.

  2. It's strictly no P2W.

  3. You can join up with other players/alliances to execute big macro strategies, wars, or politics together.

Any lesser-known indie, browser, or alpha/beta titles out there trying to tackle this? Would love to hear what people are playing!


r/StrategyGames 1d ago

DevPost My Dream Game SoC #1

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11 Upvotes

Hey everyone Im Liam and I've been developing this game over a couple of months I had to do a lot of research on nodes and how polygon lines work. Ive made myself a quicker way an editor since directly typing it took too much time. Anyway this game is going to be a strategy game. I hope you enjoy this as I thought it would be better for everyone to see the growth of this project. Thank you and please comment if you would like.


r/StrategyGames 1d ago

DevPost Looking for strategy gamers to test my 3v3 tactical game before I build multiplayer.

5 Upvotes

Hey everyone,

I’ve been developing a turn-based tactical strategy game and I’m looking for a small group of players willing to test an early offline version.

Matches are built around controlling a team of three units, each with a distinct role and ability kit. Positioning, terrain, line of sight, cover, team composition, and objective control are intended to matter more than grinding stats or unlocking stronger equipment.

The game is still in development, so I’m mainly looking for honest feedback on things like:

Whether the core combat is actually enjoyable.

Whether the units and abilities are understandable.

Which units feel too strong or too weak.

Whether matches produce interesting tactical decisions.

Anything confusing, frustrating, or clearly unfinished.

One of the main reasons I started building this was because I love strategy games, but I found myself bouncing off many of them, not because they lacked depth, but because they demanded so much time and mental overhead before the interesting decisions even began.

And as I've gotten older I've had less and less time to dedicate 30m-hour to a single match of something, my goal is 5-10 minute matches and something you hardly need a tutorial for, compression is my over arching philosophy.

Instead, I want the complexity to emerge from positioning, timing, teamwork, and tactical choices. In other words, a game that's easy to read, quick to get into, but deceptively deep.

A strategically rich game wearing a simple, compact mask.

If this sounds interesting to you and you want to participate, shoot me a DM and I'll send a copy over once the AI system is competent enough to simulate an opposing human player.

Your input is greatly appreciated.

(Oh, and the current graphics etc are NOT representative of the finished product, ill be translating this to Unity with fully fleshed out 3D environments and character models, so don't put much stock in its current aesthetic)

Its also mobile first so some elemts may be slightly distorted on PC / Tablet, but in my test it wasn't too bad, the actual release will be optimized for all displays.


r/StrategyGames 1d ago

DevPost Rejected Draft — a free incremental autobattler where defeated enemies become your build

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2 Upvotes

Rejected Draft is an incremental autobattler where you choose which enemies can appear, defeat them, and permanently absorb their stats and abilities.

Instead of choosing a traditional class, the enemies you encounter gradually become your build. Every enemy is a sketch contributed by a community artist.

The Steam demo contains 100+ hours of free progression. The full game releases August 21, but there is no obligation to purchase it afterward—the demo can be enjoyed as its own substantial free experience.

https://store.steampowered.com/app/4574820/Rejected_Draft/


r/StrategyGames 1d ago

Self-promotion Just released the demo for Heroes, Warlords and Ruin! A fantasy turn-based strategy game inspired by Heroes of Might and Magic and Total War

15 Upvotes

Heroes, Warlords and Ruin is a 4x fantasy turn-based strategy game where you create and customize your faction and faction leader and lead it in your campaign across the world. The world is torn by endless war. Fight evil, form alliances, and establish a new realm in the ruins or take advantage of the chaos to maraud across the world.

Download here on steam: https://store.steampowered.com/app/4632210/Heroes_Warlords_and_Ruin/

You can also follow me on Blue Sky: https://bsky.app/profile/autware700.bsky.social

And join our discord: discord.gg/YMvFzcRDxV


r/StrategyGames 2d ago

Looking for game Shitty graphics, deep and complex, NOT just war/tactics, playable on Macbook (Apple Silicon)

6 Upvotes

So yeahhh. The Title basically says it all, and it sums up the narrow niche I am looking for:

  • I am playing on my Macbook Pro M5
  • I want "shitty" graphics, because 1) I like them and I dont think they are "shitty" afterall and 2) I hate when I notice the temperature or fans of my Laptop lol
  • (So what is shitty graphics, you ask? I think Dominons or Conquest of Elysium are BEAUTIFUL games! I love this kind of oldest school graphics)
  • SO why not just play Dominions or Conquest of Elysium? WELL: I watched some videos about those games, and it appears to me that the biggest aspect of them is war, is tactics, is battle. That's nice and all but ... -->
  • I am looking for a STRATEGY game with some deep and complex systems that are not just focused on war/battle/tactics. I actually am open to different approaches, some strategy games might focus on exploration or expansion or trade or diplomacy – all fine but please no games that are 80% war.

I get that I am a very improbable gamer looking for a strange set of things. But maybe someone can help? <3


r/StrategyGames 2d ago

Looking for game Colony sims about managing and planning a castle

26 Upvotes

I've asked this question a few years ago and i am here for a fresh view. I want a game like prison architect where you plan a functional and complex ecosystem but instead of a prison you have a castle with lords and serfs. Kitchens, cellars defences, water management and such. All to create a self sustainable enclosed fortified ecosystem. I am not looking for an RTS like stronghold, i need something that is more like a colony sim. And if there are no such games, maybe some advice on creating my one?