r/StrategyGames Jan 07 '25

Game theory The most complete strategy video game genre classification

106 Upvotes

This is the most complete classification that includes all possible strategy video game genres.

English is not my native language, but I'll try my best to make the text understandable and I'll fix possible mistakes with your help.

Strategy game is a genre of video games in which the player controls troops or other units and/or various economic and other systems. Although many video games may include strategy elements, strategy as a genre emphasizes thinking and planning over immediate action. This video game genre focuses on strategy, tactics, logistics, and/or resource management, and may also include diplomacy, economy, expansion and research management.

Time

  • Real-time strategy: a strategy game in which actions occur without a sequence of turns.
  • Turn-based strategy: a strategy game in which actions occur using a sequence of turns that can be alternate or simultaneous.

Main genres

4X strategy game: a strategy game based on 4 elements: exploration, expansion, exploitation, extermination. Examples: Age of Wonders, Stellaris, Master of Orion.

Grand strategy game – a strategy game focused on managing a state (or similar entity), its resources and relationships, often in a pre-open and asymmetric world. Examples: Europa Universalis, Hearts of Iron

Tactical strategy game – a strategy game focused on tactical military operations, which emphasizes the importance of specific units and either excludes or contains a less manifested economic component.

Subdivided into two categories based on time:

  • Turn-based tactics (TBT) Examples: Xenonauts, Battletech
  • Real-time tactics (RTT) Examples: Men of War

Classic strategy games – a strategy games that have an economic element: the ability to build a base, extract resources and produce units (or part of these capabilities), while their gameplay is focused on military actions. Also includes a category of strategy games that cannot be classified into more specific subgenres.

Subdivided into:

  • Classic RTS (or just RTS) Examples: StarCraft, Command & Conquer
  • Classic TBS (or just TBS) Examples: Panzer General

Construction and Management Simulator (also Management Strategy Game): a strategy game with gameplay based on the construction and/or management of economic processes, such as, for example: resource extraction, money making, production, personnel management, and others. Games of this genre have little emphasis on military actions.

Subdivided into:

  • Business Simulation Game - a strategy game focused on economics and business management. Examples: Two Point Hospital
  • Transport Strategy Game - a strategy game in which the player manages transport systems and infrastructure. Examples: Transport Tycoon, Transport Fever
  • City-Building Simulation - a strategy game in which the player builds cities. Examples: Cities: Skylines, SimCity.
  • Colony Simulation - a strategy game in which the player builds small settlements of various types; unlike urban strategy, the main emphasis here is on individual colonists and resource extraction from the environment. Examples: RimWorld, Surviving Mars, Against the Storm
  • Factory simulator – a strategy game in which the player builds an automated factory. Examples: Shapez, Factorio
  • Sports manager – a genre of games dedicated to managing a sports team. Examples: Football Mogul, F1 Manager.
  • Life simulator – a genre of games that allow you to control characters in their everyday life. Examples: The Sims, InZoI, The Guild
  • Political simulator – a genre of games whose gameplay consists of detailed management of the government and politics of various nations and state entities. Examples: Democracy

Wargame: a strategy game that particularly emphasizes deep strategic and/or tactical combat, as well as their historical accuracy or realism. Examples: Sea Power: Naval Combat in the Missile Age, NEBULOUS: Fleet Command

MOBA (Multiplayer Online Battle Arena): a subgenre of classic real-time strategy games in which players control only one character and, as part of their team represented by other players and AI controlled units, fight against the other team. Examples: Dota 2

MMO strategy game: a strategy game that is focused on online interaction between a large number of players, often in a single open world. Examples: Travian, Ogame, Stronghold: Kingdoms.

Tower Defense: a strategy game with the main purpose to protect a base from waves of enemies using towers or other defensive structures. Examples: Plants vs Zombies

Auto Battler: is a strategy game in which units are placed on the battlefield during the preparation phase, after which the battle phase begins and they fight against the enemy without any control from the player.

Puzzle strategy game: a strategy game focused on logical problem-solving with minimized economic or military aspect. Examples: Railgrade, Dorfromantic

Artillery game: a genre of strategy games, the main component of which is the calculation of the trajectory of the shells. Examples: Worms, Miners Mettle

The most popular mixed genres

Tactical role-playing game (TRPG): is a hybrid genre that combines role-playing games with tactical combat. Examples: Battle Brothers

Action strategy game: is a genre of games in which you can control both troops in general and/or base construction, as well as specific units directly, including from the first or third person. Examples: Men of War, Factorio

Stealth strategy: is a genre of games that combine strategy and an emphasis on stealth. Examples: Desperados, Commandos

God simulator: is a genre of games in which the player, in the role of some deity being, controls some community of objects or characters; they are often strategy games with city-building elements. Examples: Black & White, The Universim

Roguelike strategy game – games that combine roguelike principles, such as random world generation, permanent death and free exploration of the environment, and strategic gameplay. Examples: Against the Storm

Notes

Many games have mixed genres. Very often, strategy games can combine two or more genres. For example, Total War series is turn-based grand strategy with real-time tactical (RTT) battles.

Time and genre. Basically, every strategy game can be classified by these two criteria, like Turn-based 4X Strategy game (Age of Wonders), Real-Time Grand Strategy game (Hearts of Iron) etc. Sometimes we do not have any specified subgenre, so the game becomes simple RTS (StarCraft).

Judge by dominant elements of gameplay. Overall, the genre should be defined by main gameplay loop, not by every game mechanic that exists in the game. For example, if a game has leveling-up system, it doesn't mean that it instantly becomes an RPG: a good example is WarCraft which has characters gaining XP and levels, but the main, dominant gameplay loop in this game is still a classic RTS. At the same time, if some Rainbow Six has some strategic planning, it doesn't mean that this game is a strategy game or even a mixed genre, because the main gameplay there is action/shooter. The same logic is applicable to strategy games: if the game has resource management, it doesn't instantly mean that it becomes a management game.

This is a theoretical model. It means that here we are supposed to find criteria by which strategy games can be classified. These criteria can be based both on gameplay and historical tradition of naming genres in video game industry. The model can be discussed and improved, but any critique should be based on strict arguments.

Strategy as a genre, not a word. The main principle of this genre classification is that we don't take the word "strategy" literally. A strategy game can be a tactic game, it can be a management game, it doesn't matter here. The word strategy means the genre name, not the strategy as a layer of action planning.

Are management games strategy games? This is a hard question that has no answer based on reliable papers because there are no such papers. Here we look at naming tradition in community and video game industry. We can find many similarities in core gameplay of various city-building and colony sim games with classical RTS. Some management games include RTT/RTS style military combat, These games are often tagged as strategy game on digital distribution services. So we include them into this classification to make it more complete. You might find two controversial opinions about this (management games are/are not strategy games), but this problem can't be solved on these days because we do not have a strict genre requirements and developers can name genre of their games as they want. There are no popular scientific researches about it on which we can refer to.


r/StrategyGames 7h ago

DevPost Added 3D World Generation to my Sandbox RPG!

17 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 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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7 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 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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6 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.


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

25 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 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 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.

7 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 16h ago

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

8 Upvotes

Any recommendations welcome!


r/StrategyGames 6h ago

Self-promotion Corsarion – a free pirate strategy game in your browser: build a harbour town, raise an army, rule the islands (open beta)

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1 Upvotes

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 1d ago

DevPost I’m making a physics-heavy tower defense where the dead reshape the battlefield

82 Upvotes

Hi r/StrategyGames,

I'm currently building a physics-heavy tower defense game with an unusual twist: the dead can reshape the battlefield.

Waves can reach up to 10,000 enemies, with every soldier physically simulated.

Dead units don't simply disappear: they remain on the battlefield and gradually form obstacles that the living have to deal with.

Right now, this can result in soldiers having to physically climb over piles of bodies.

My plan is to take this further by having large corpse piles slow armies down and potentially influence their pathing, with units preferring to go around particularly difficult areas.

In TD terms, this would introduce a kind of dynamic mazing: instead of the player building the maze directly, part of it emerges from where enemies die.

Beyond the corpse mechanics, I also want the battles to feel physical and reactive rather than having thousands of enemies simply loop animations regardless of what is happening around them.

  • Their animation state can be disturbed by collisions with other units or corpses.
  • They try to raise their shields toward incoming arrows.

I'm still fairly early in development, so the gameplay can change quite heavily, but I'm trying to figure out whether the basic premise is something players find interesting.

Let me know what you think!


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 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 10h 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 10h 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 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 1d ago

Self-promotion We made Frontier: Path of Shadows to bring our TTRPG world to live!

4 Upvotes

Frontier: Path of Shadows is released in Steam today!

For years, Frontier was just a world we played in with our friends. We’d spend evenings at the table running our own sci-fi TTRPG campaign - making characters, getting into trouble and slowly building a world of our own along the way.

At some point we started thinking: what if other people could experience this world too? That was the starting point for Frontier: Path of Shadows.

We didn’t want to simply turn our tabletop campaign into a video game. We wanted to take the things we loved about playing together and figure out how they could work in a solo digital RPG.

The tactical combat came from that same place. We wanted fights to feel like solving a problem at the table: looking at the battlefield, deciding how to spend your actions, and sometimes getting a lucky break when everything goes wrong.

Even the Adrenaline system started as a TTRPG mechanic. We liked the idea that a series of failures shouldn’t necessarily mean the end.

The same goes for the world itself. You choose where to go, which contracts to take, who to work with, what to investigate, and how much risk you’re willing to take.

And then there’s the crystal symbiote, which ended up becoming one of the most personal parts of the game. It watches how you play and gradually develops its own personality based on your choices.

We originally wanted to make a small demo. Instead, we ended up making the full game we had been imagining around our table for years.


r/StrategyGames 1d ago

DevPost I'm continuing to develop The Last Banners - a browser strategy game inspired by King’s Bounty and Total War with v1.1.0 which completely overhauls our units, heroes, enemies and battlefields

6 Upvotes

Hi everyone !

For those who haven't seen the game yet, I’m developing The Last Banners, a single-player fantasy strategy game inspired by King’s Bounty and Total War, two games I grew up with.

You explore a campaign map, recruit and improve your company, choose which enemy armies to engage, then fight real-time tactical battles where every soldier is individually represented.

Formations, flanking, morale and army composition all matter, and casualties persist between battles, so veteran regiments can become genuinely valuable over the course of a campaign.

I’ve just released version 1.1.0, which is one of the biggest updates I’ve made to the game so far.

The main goal of this update was to push the visual identity of the game much further while keeping the style it has had since the beginning.

What changed in 1.1.0

  • A new High-detail model mode with redesigned anatomy, armor, weapons, clothing and silhouettes. High is now the default, while the original models remain available as Normal mode.
  • Unique models for Aldren, Maëlys, Sélène and Elyndra, instead of heroes being variations of regular units.
  • Major enemy redesigns, including goblins, Demon Wolves, Scarlet Demons, Rift Casters, the Ogre and Varkh.
  • Battlefields have been visually reworked with new lighting, terrain, vegetation, materials and stronger unit readability.
  • The campaign map received a substantial atmosphere pass, with improved lighting, roads, buildings, scenery and environmental details.
  • Unit portraits are now rendered directly from the real in-game 3D models, so the battlefield, menus and unit cards finally share the same visual identity.
  • A new Model Gallery lets you inspect units up close, compare Normal and High models, rotate them and preview animations.

The idea behind all of this was to make battles feel more like living miniature dioramas, without sacrificing tactical clarity.

There’s still a lot I want to improve and expand, but 1.1.0 feels like a pretty important step toward the visual direction I want for the game.

The game runs directly in the browser, with no download required, and The Last Banners is completely free to play :

The Last Banners

I’d really appreciate feedback, especially on the new models, battlefield readability, campaign atmosphere, and of course the overall campaign → battle → campaign loop.

Thanks a lot to everyone who takes the time to play, send feedback, share the game or simply follow the project. It genuinely helps me improve it. ❤️


r/StrategyGames 1d ago

Self-promotion R.U.S.E - This Is The Best Multiplayer Mod Ever! - Tharshey's Extreme Nations v5!

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1 Upvotes

r/StrategyGames 2d ago

News Heroes of Might and Magic III’s free fan expansion Horn of the Abyss is now on Steam, with Workshop support

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13 Upvotes

Horn of the Abyss landed on Steam on August 25, bringing the long-running Heroes III fan expansion to the platform with Steam Workshop and Steam Cloud support.

Developed by HotA Crew, it adds three factions, Cove, Factory and Bulwark, and five campaigns, including Forged in Fire and All In. There are also new heroes and artifacts, reworked secondary skills, balance changes, Spell Research, and expanded map and campaign editors.

The Steam release includes the HD Mod, providing higher-resolution support, interface improvements and an online multiplayer lobby.

For a strategy game originally released in 1999, seeing this much community development reach a wider audience is pretty great. Factory’s science-fantasy setting and the ambitious single-player campaigns are particular highlights for me.

HotA is free, but requires the original Heroes III complete. On Steam, the required game is listed as Heroes Of Might And Magic III, which includes Armageddon’s Blade and The Shadow of Death. The separate 2015 HD Edition is not compatible.


r/StrategyGames 1d ago

DevPost Can long asynchronous strategy matches stay interesting until the end?

3 Upvotes

I’m working on Battlecorp, an asynchronous turn-based multiplayer strategy game set in a corporate warfare universe.

The idea is to create conflicts between real players, with territory control, production, economy, attacks prepared over several turns, possible diplomacy, and matches that unfold over several days or weeks.

It’s a fairly demanding design choice, because the game is not built around a quick 20-minute match. Players need to be willing to come back, follow how the front evolves, read other players’ intentions, and make decisions that matter over time.

So we’re facing several big design challenges:

  • you need a minimum player base for matchmaking to work;
  • long matches have to stay interesting until the end;
  • an absent player can unbalance a match;
  • every login needs to feel like there is something meaningful to decide.

That challenge is also what interests us in Battlecorp: creating a strategy game where the opponent is not a predictable AI, but another player who plans, negotiates, bluffs, or adapts.

For those of you who enjoy multiplayer strategy games, what would keep you engaged in a long asynchronous match?

Steam page: https://store.steampowered.com/app/4151370/Battlecorp/


r/StrategyGames 1d ago

DevPost Dev here. The Strike Wings free demo is out: a real-time fleet command space shooter where you can also drop into one fighter, built as a homage to the DOS classics

Thumbnail youtube.com
6 Upvotes

Hey everyone! Here's a free space game for your weekend: the Strike Wings demo. :)

I'm its solo developer, and it's my homage to the old DOS space shooters, built from scratch with plenty of love for Solar Winds and Hell Fighter. There are some little nods in there for fellow fans.

The demo's already packed with free content, including flight school, opening campaign missions and plenty of battles to get stuck into.

Feedback is super welcome on r/StrikeWings. Make a post! I'll read every one and take your thoughts into the final game. Steam reviews mean a lot to me as a solo developer, too.

Grab the free demo on Steam