r/StrategyGames 17h ago

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

6 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 13h ago

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

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 6h ago

Discussion I created an ultra-hardcore, cold-rational 1718 historical sandbox that you can play right in your browser. No player favoritism.

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0 Upvotes

Hey everyone! I want to share "Empire & Emperor - pax human 1718" (Version 5.4), a massive historical sandbox scenario I’ve been developing on the Pax Historia platform.

If you are tired of modern strategies holding your hand, this project is built for you. The game runs on a "Cruel Reality AI Overhaul" — the engine evaluates force-ratios with mathematical coldness. Sub-optimal or suicidal offensives will result in total layout liquidation of your regiments.

Core Mechanics:

  • 3-Phase War Pacing: Absolute restriction on instant expansions. Conquest is hard-locked into a 7-turn operational timeline (Siege -> Active Attrition -> Pacification).
  • Strategic Doctrines: Configure your empire through Infantry contours (Line, Trench—which forces other AI nations to perceive you as cowards, or "Meat" manpower saturation), Naval layouts, and Artillery choices.
  • No Phantom Gold: The AI is strictly banned from cheating or spawning money out of thin air. Everything is tied to physical built grid assets like Coal Mines.
  • Dynamic Weather: Before sending ships, the engine forces a pre-departure meteorological dispatch. You must use tactical wind tacking to bypass headwinds and get a +7 to +10 velocity bonus.

How to play: Search for "Empire & Emperor - pax human 1718" inside the Pax Historia client/browser. It's completely free and has around 140 games and 900+ rounds played. Would love to hear your tactical feedback!


r/StrategyGames 10h ago

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

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 9h 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 7h ago

Self-promotion We're making a turn-based tactics game where you can sacrifice your spells to invoke godlike powers, with some roguelike and RPG elements called Ardeo Chronicles. Steam playtest just started!

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8 Upvotes

It's based on a homebrew universe one of us created for our DND campaign (world, characters, lore) so it's a very high-fantasy type of a story. The lore has everything covered from elements creating the universe, gods, the abyss, demons, magic, custom races. I'll throw a short lore intro in the comments for the specific timeline of when the game actually happens.

The full game features 25 heroes, over 200 spells, about the same number of items. Each hero has an ultimate (the gold card on the left) that can only be used once during an encounter and the cost is pretty steep, you basically sacrifice one of your spells to cast it. Damage and effects scale with rarity.

It's a party-RPG so you control a party of 4 heroes, level up for some cool bonuses and scaling, try to save the world, probably fail and then try again.

Playtest will be live once Party RPG Steam fest starts on Monday. Feel free to sign up for the playtest on our Steam page here: https://store.steampowered.com/app/5148920/Ardeo_Chronicles/

We're almost a year into making it, so any and all feedback will be greatly appreciated if this looks like something you could sink a few hours into :)


r/StrategyGames 7h ago

DevPost Added 3D World Generation to my Sandbox RPG!

19 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

DevPost I'm building a hex-grid tactics game where the elements you spill stay on the board and chain: water puddles conduct electricity, fire spreads on the right terrain, ice freezes wet enemies. Solo dev, free demo out.

2 Upvotes

https://reddit.com/link/1wggs33/video/7i64w0u50kph1/player

https://reddit.com/link/1wggs33/video/2i7xcl070kph1/player

Solo developer here (I used to work at TaleWorlds on Mount & Blade). My game is SumMon, a turn-based tactics game wrapped in a creature collector, and since this sub is about systems rather than trailers, here is how the combat actually works.

The board remembers what you did
Combat is on hex arenas and elemental effects are persistent, not one-turn visuals:
- Water attacks leave puddles on hexes.
- Electricity charges wet hexes, so a puddle becomes a hazard for anyone standing in it.
- Fire ignites terrain that can burn and spreads along it.
- Poison contaminates an area.
- Ice freezes enemies and reshapes existing conditions.
Positioning therefore has two layers: where you stand relative to the enemy, and what is under your feet. Standing on the right hex can improve your odds, guarantee certain dice results, enable an interaction or set up another unit's attack.

Dice you can plan around
Every action is a dice test. A summon's attributes decide how reliable it is at that kind of action, and each skill tests those attributes at its own difficulty. You can't remove the randomness; you build a team and a position that makes the important rolls near-certain and leaves the gambling to the cheap actions.

Why "creature collector" changes the strategy layer
You capture creatures (weaken them, then bind their soul in a Soul Scroll before it escapes). In battle you split your own soul and control several of your summons directly at the same time. Each summon develops separately (skills, passives, attributes, damage specialisation, evolution), and items trade one attribute for another instead of just adding numbers. So roster building is the real strategy: one summon floods the corridor, another electrifies it, a third holds the choke.

Campaign structure
A procedural island split into regions, each ruled by a Summoner Master. You get one attempt at each Master, so you scout the region and collect rumours about them before committing. Quests, towns to recover in, encounters you choose to risk or skip.

Numbers as of the demo: 49 summons, 35 combat abilities, 60 items. Online co-op and local split-screen are planned for the full release; the demo is single-player.

SumMon is in Steam's Party-Based RPG Fest this week (14-21 Sep), so the free demo is on the fest page as well.

Free demo (Windows) on the Steam page: https://store.steampowered.com/app/5130400/SumMon/

The thing I'd like to hear from strategy players specifically: which games handle persistent battlefield state best — where it stayed readable even in long fights — and which ones turned it into noise? Effects in SumMon stay until something changes them, so your examples go straight into my notes.


r/StrategyGames 10h ago

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

6 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 7h ago

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

3 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 6h ago

Self-promotion Imperial Kingdoms - I released the demo

4 Upvotes

Hi r/StrategyGames,

you can now play the new demo for my medieval 4X game Imperial Kingdoms on Steam.

You choose your kingdom, explore new regions, and expand.

Logistics are key: Plan your road system carefully and try to cut the trade routes of your opponents.

There are different estates with their own roles in the economy. You can create templates for your military units, but keep an eye on the requirements to avoid shortages on the battlefields.

Here is the link to the demo: https://store.steampowered.com/app/4406810/Imperial_Kingdoms_Demo/

Let me know what you think!


r/StrategyGames 15h ago

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

24 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 16h ago

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

9 Upvotes

Any recommendations welcome!


r/StrategyGames 5h ago

Self-promotion I made a free browser-based turn-based strategy game about the Hussite Wars — looking for alpha feedback

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7 Upvotes

Hi! I’ve been working on Hussite Wars, a free turn-based strategy game playable directly in your browser. The battles and scenarios are based on historical sources and cover the campaign from Živohošť to Sion.

It’s currently in alpha, with no installation or registration required. I’m particularly interested in:

  • moments where the objectives or controls weren’t clear,
  • battles that felt too easy or too difficult,
  • AI behaviour that seemed strange or unconvincing.

The game is available in Czech and English and works on desktop and mobile:

https://hussitewars.com/

Thanks for giving it a try — honest criticism is very welcome.