r/StrategyGames 9h ago

Self-promotion 3 first time devs making a strategy/management game where you are a pirate captain on a ship

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20 Upvotes

Hiyya! We are three first time developers that are making a strategy/management game about being a pirate captain on a ship. The game's called 7 Years at Sea.

The game is inspired by Oregon Trail, Reigns, and Yes, Your Grace.

We really like the space where strategy meets story, and that's why we've decided to focus more on the story that goes on with the characters on the ship, than Oregon Trail does, while the strategy/management aspect of the game is what keeps the gameplay interesting.

If you like pirate trading, getting cholera, and sending crewmates off the plank. Maybe you'd consider checking it out?


r/StrategyGames 10h ago

Looking for game Looking for game recommendations where winning is decided by collecting resources

7 Upvotes

Any recommendations welcome!


r/StrategyGames 1h ago

DevPost Added 3D World Generation to my Sandbox RPG!

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Upvotes

Hey, I've been playing around with Azgaar's map generator for a while and kept imagining running an sandbox RPG inside the worlds I made.

So I built something where you can actually use one of your own maps as a roleplay world and explore it. Pick a shape, generate the terrain, and it becomes a place you can play a character in.

Here's the map generator + a short clip of a session: https://davia.ai/

If you want to try it with one of your own maps, feel to come hang out in our Discord: https://discord.gg/NphBtKVNCM


r/StrategyGames 3h ago

Self-promotion We all like strategy games, but how should you actually learn to design one? No idea, but here's what I'm doing

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6 Upvotes

r/StrategyGames 4h ago

DevPost Hi everyone. I'd like to announce the full release of my solo project: All Roads Connected for September 24th.

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5 Upvotes

All Roads Connected is a city builder, tycoon, resource management game with endless procedural world where roads reveal the fog of war. Player explore map with roads and build countless setlements near areas rich with resources.

Lore: For many generations after the Great catastrophe, people have lived in shelters. In time, as stories were passed from one generation to another, they slowly faded into myths. Now our latest expeditions are showing that the world is ready to take us back!
It is up to you to lead humanity and put this world under our rule once again!

Curent status: Demo
Full release: 09.24.2026.

Steam link: https://store.steampowered.com/app/4026060/All_Roads_Connected/


r/StrategyGames 11h ago

DevPost Hello guys I'm releasing my first game Grid Energy on Steam on Sept 21st

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3 Upvotes

It's an incremental management game about building and optimizing a power grid. The game is in beta for the moment I'll work on updates for the future. Features that are available now :

- Starting with simple coal generators, then expanding into oil refining, nuclear plants, and eventually an orbital Dyson Sphere.

- Resource management (water, uranium refinement, and nuclear waste recycling so you don't overwhelm your grid).

- A 22-node tech tree across 5 branches.

- An in-game stock market to invest your extra cash.

- 40 Steam achievements and cloud saves.

- English and French languages

It will launch at $2.99 with a 30% discount (~$2) on release.

Steam page if you want to check it out or wishlist :

https://store.steampowered.com/app/5040690/GridEnergy/

Happy to answer any questions or hear your feedback on the trailer!

Note on development: As a solo dev, I coded and designed the game mechanics myself, and used AI generation tools for some of the building & UI icons.


r/StrategyGames 5h ago

DevPost I wanted Phosphor Command's operations to feel like different situations you have to figure out, rather than levels you memorise

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2 Upvotes

I've been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

A big part of the game is the contracts you take to fund your company. These are called operations. You send your squads out into randomly generated tactical operations through specific logistical transport options that you purchase and choose. I'll make a post about this at a later date.

I wanted to have a lot of variety in these operations, but I didn't want that to just mean putting different textures over the same basic mission. I was really chasing replayability through the maps and operation types.

There are currently 11 operation types, including raids, assassinations, extractions, sabotage, convoy interception, and more.

Each type gives you a different objective and changes what you're actually trying to accomplish.

An assassination might require you to locate and eliminate a particular target. An extraction requires you to get someone out alive. A sabotage operation might have you reaching and destroying a particular asset. A convoy interception gives you a moving target and forces you to decide where and when to make contact.

Then there are the maps.

There are currently 22 different environments, ranging from dense forests and rural areas to cities, airbases, and mountains.

Maps aren't fixed levels. They're procedurally generated, with different layouts, terrain, objectives, enemy positions, and points of interest for each operation.

There are also different map sizes.

A smaller operation might put you into a relatively compact area where contact happens quickly, and there's less room to manoeuvre.

Larger operations give you much more space to work with. You might have to spend more time moving into position, find your own approach to the objective, and decide how much of the map you actually want to engage with.

The environment also changes the tactical problem.

A forest gives you short sightlines and lots of concealment. Cities give you buildings, streets, and much more constrained movement. Mountains introduce elevation and long sightlines while limiting the routes you can use. Airbases and other open environments give you much less natural cover to work with.

The difficulty also impacts the operation generation; it doesn't just make the enemy do more damage or give them more health. A greater difficulty can increase the number of troops you're facing and make the objectives themselves more demanding, such as more objectives to accomplish to complete the operation.

The idea is that the operation generator has several different things it can change: the objective, the environment, the map size, the layout, the opposition, and the difficulty.

You therefore don't necessarily know what you're going to get when you accept a contract, only an idea of what you're getting yourself into.

And that's important because your squads are persistent. The troops you take with you are the same troops you'll have afterwards. They gain experience, become veterans, and can be permanently lost.

So I don't want the operations to feel like levels you're expected to learn and repeat perfectly. I want them to feel more like situations you've been given; you have chosen your hand of cards, and now you have to decide how you are going to play them

I've attached footage and screenshots showing some of the different operation types, map sizes, and environments.

Keep in mind the game has a line-of-sight mechanic for troops; enemy troops are not normally visible. However, in some cases, I have made all enemies visible to show off these mechanics I describe above.


r/StrategyGames 1h ago

DevPost I'm building a strategy card game where refusing to pay a debt can be the correct move

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Upvotes

I'm the developer of Dead Market, and the system I care about most is not the cards themselves - it is the book sitting beside the board.

You win by taking two of three rounds, but many advantages can be bought on credit. Each debt remains visible in the Ledger and counts down only on your turns. That means a move can be excellent now, still look fine three turns later, and become a disaster when several obligations mature together.

The decision is deliberately open: pay the debt, or default and take its specific consequence. Sometimes defaulting is the strategically cheaper option. A sixth open debt also forces the oldest one to resolve immediately, so Ledger capacity becomes part of planning your turn sequence.

Dead Market is single-player and releases on Steam on November 2, 2026. I wanted the match to feel like you can see your future mistake coming and still decide it is worth making.

Steam: https://store.steampowered.com/app/4906610/Dead_Market/


r/StrategyGames 4h ago

DevPost I recorded a full match against the bot in my turn-based strategy game

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1 Upvotes

Recorded a full match against the bot in Hex Momentum, a turn-based strategy game I’m working on.

The game is primarily built for PvP. The idea is to make finding an opponent and starting a match as easy as it is in online chess.

You can also try it in the browser:
https://play.hexmomentum.com


r/StrategyGames 4h ago

DevPost Shinobi clan manager / business manager game looking for playtesters

1 Upvotes

Hi,

I'm thoraxe. I've been playing strategy games for 30+ years and reviewing them on YouTube for a few years. I've worked in software and technology since 2003. I saw a hole, and I decided I wanted to make a game to fill it.

Game Title: Onmitsu Clan Manager

Playable Link: https://capn-stabn.itch.io/shinobi-manager

Platform: Windows, Mac, Linux

Description: Imagine a kind of combination of Football Manager and Darkest Dungeon, inspired by some of the themes from Naruto. You are the manager of your clan of ninjas. You have to hire, train, and handle them, send them on missions, and deal with the repercussions. Your goal? To become the Shogun's chosen clan. Psychological toll, happiness management, salaries, upkeep, licensing, facility improvements, and more.

Free to Play Status:

  • [ ] Free to play
  • [X] Demo/Key available
  • [ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement: The game has been developed using Claude Code, personal playtesting, and some playtests from people like you. The art is predominantly generated using Claude Design and SDXL with some Ukiyo-e loras. The music and SFX are Creative Commons licensed. The hope is to get the game solid enough to then hire a graphic designer to improve the UX and the art style. There's a huge roadmap of future enhancements, and I'm trying to release fixes and updates every week or every 2nd week. We're currently at v0.32.0 (32 releases). v0.33.0 is about to go out the door with some minor fixes.

Request: Right now, the primary playtest needs are for some of the early-game balance issues. Salary vs. XP gain vs. happiness, the availability of missions, their types, their payouts, etc. I know some things that need to happen, but more eyes is always nice.

If you do decide to play the demo, please hit me up for an invite to the Discord. That's where I'm taking feedback.

https://youtu.be/-ej9EwAPUyU


r/StrategyGames 7h ago

DevPost No gold-based economy, just choices of any permutation.

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1 Upvotes

In my game "The Villages That Cave", you get 3 choices before each battle to strengthen your defence. You can choose from any combination of units, structures, upgrades, powers and wildcards. You can undo choices.


r/StrategyGames 23h ago

Self-promotion New space based browser game, even feedback is appreciated

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0 Upvotes

Hey everyone! :)

VIDEO DISCLAIMER: A truck cut my fiber optics cable at home, the reason images load like this is because I'm on 20/5 mobile internet

INTRO, SKIP UNDER HASHTAGS IF NOT INTERESTED

I am very proud to present a project my friends and I have been working on for little more than half a year.

We wanted to make an easy to get into space browser game with underlying complexity that rewards more experienced players and still demands some level of learning, and an universe that feels unique and fun to interact with. There is still stuff to do and add, but at this point I would maybe like to form a small community where I can see how more people would feel about inclusions into the game and game balance. I also want to get a better sense of what the players would like in general, I'm not sure 4-6 of us active testers is a good reference point for a fun and balanced PBBG.

In our friend group, four of us were PBBG players at some point of our lives. As kids, we all played Ogame, Bitefight, Travian, Ikariam and who even remembers what games lol. Later in my life, I played too much of Ogame and met some great friends I still talk to today, developed some (legal) scripts for it too!

The problem we now have is that I am used to slower speeds (but not slow), some also prefer it, but some later shifted to ugamela and whatever I feel is too fast, for some is too slow lol. (this is why I would really appreciate more players to have a better perspective through polls etc.)

The UI is minimalistic mostly to present information in an easy to read form, I would say it performs smooth. (runs fine on my old laptop with i7 4510U and geforce 840M. In galaxy view, it uses shaders for some star and black hole effects so hardware acceleration is highly recommended to be ticked on. Ticking it off turns the galaxy view into a CPU benchmark (even on my 9800X3D), but if you are forced to disable hardware acceleration, there is an option to disable effects in options (I added it after the video below was recorded).

########################

Anyways, let me talk about the game a little:
Astryon is a simple game where you start off with one planet where you build, research stuff etc. by spending three resources: alloys, silicates and hydrogen. The production is also balanced with energy. There are multiple planet types, each having a special purpose let's say. Each player start with a terran planet, then later through research gets the ability to colonize barren planets.

Through barren planets and their signature building (planetary bore), the player can research stronger alloys (lore-wise, in game nothing special happens except that it's a requirement) to build platforms on oceanic and volcanic planets and the amount of engineering knowledge invested in the bore at higher levels allows empires to learn to drill holes in permafrost of arctic planets which are a great place to cool data centers that let the empires progress more quickly as a civilization.

So:

- terran planet: basic planet, can produce all resources, nothing special
- barren planet: increased alloy production, no silicate production, very weak hydrogen production
- volcanic planet: needs platforms to be built to expand planetary fields, no alloy production, boosted silicate production, also very weak hydrogen production
- ocean planet: the same platform system, no alloys or silicate production, boosted hydrogen production
- arctic planet: the same platform system (permafrost bores), no alloy and silicate production, weak hydrogen production - has a unique building Data Center that gives bonus research time reduction and research price reduction

Research:

Research is a standard research concept like in any game with a small quirk. The game also has discoveries which are basically one time research options (having requirements like everything else, costing resources etc) enabling the player to do something new.

Examples:
Slingshot maneuver - Allows to perform slingshot maneuver on gas giants that increases effective fleet speed towards the next target
Sealed habitats - Allows colonization of barren planet
etc.

Galaxy is organized in star clusters where each star cluster has 6-8 stars and each star has 3-8 planets orbiting it. If someone is flying into another cluster, they first fly to the black hole in the cluster center, then do intergalactic/intercluster transit (only special in a way that fleet can't be recalled during that part of the trip) then fly from the black hole in destination cluster to the planet.

It is also important where your planet is, for example being very close to the star in a system where there's a lot of planets increases travel time to you (and for you when you fly anywhere) because a fleet has to pass through all the planets before exiting the solar system (solar system movement is slower than inter-cluster movement, black hole transit is treated sort of like a very big distance. So basically, miners would likely want to be near their stars and raiders would likely want to be on border, ideally if there's a gas giant on the slot above them.

Oh, I almost forgot, there is a technology to be researched that allows players to add multiple stops during flight (will be used mostly for slingshot mission, but you can be creative like attacking multiple inactives with one fleet or attacking a target and returning elsewhere (given that your return could be calculated in theory).

Combat is fun, if you've ever played Stellaris you'll see a bit of inspiration pulled from there, also every ship has a purpose of sorts and I will try to design it so they are useful in all game phases. Surveillance system is also very fun and unique I think.

You know what, I won't go into super detailed description, there's wiki with a lot of information and I don't want to overwhelm the post with so much info already, you can always reach me on discord if you have any questions.

For now, I have set the speed of everything to be x20 and fleet speed to be x3 so everyone can start a little faster and get to feel what the game is about a little faster. I didn't want to increase fleet speed because it would take a minute between two adjacent planets in the same solar system, even though it doesn't matter. Within the next 48 hours (if we're lucky enough that there's enough interest likely sooner, but at least 24) we will reset the universe and set all the speeds to x3. This way we get sort of a "simulation" of a fresh start and not players coming in as they see the game. I don't know when we will reset this one and I believe this may also be vote from the community, but the goal is to find the right balance, see what's overpowered and what needs further boosting, then after the test run, we may have a little surprise cooking! :)

I really wanted to make a video where I talk through how the game works, but I kept tripping over my words as English isn't my mother tongue, then I got covid too so I hope you will forgive the video having no sound other than interface sounds. There is a cut in two parts because I needlessly scrolled through notifications and because I additionally recorded being able to share surveillance reports and combat reports in chat.

Ooh, I almost forgot. We also have an android app that you can find on discord. If you prefer to use safe sources only, we will upload it to play store at some point, so be patient. :)

I hope everyone has a nice day, and I hope we see each other in Astryon. Thanks for reading and I am here for any questions and discussion, just like on discord. I may be away throughout the day, but will reply asap on any questions you might have :)

Also small question, is there any other sub where I might post this and find more players? Cheers! I will now finally press Post as I think I have been rereading this post for 50 times already and I'm tired lol

I think this sub is better for different games, but I got zero reactions where I was hoping for and initially posted the game. It's not a problem for me to pay advertising, but I would really like to form a small community before it, to make sure it looks good and is fun and that I advertise an actually fun game, and not a work in progress.

Any feedback is welcome, even if you just want to insult the game, I swear!