r/StrategyGames • • Jan 07 '25

Game theory The most complete strategy video game genre classification

118 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 • • 9h ago

DevPost I’m a solo dev making a grand strategy game of antiquity – several hundred historical peoples, 9,000 provinces, 509 BC to AD 476

109 Upvotes

Hi r/StrategyGames!

I’ve been working on Age of Mankind, a real-time grand strategy game set in antiquity, and I’d love to show you where it stands and hear what you think. Everything in the video is pre-alpha footage from the current build, recorded in-game.

What it is

You lead one people through the ancient world – from a small tribe to an empire, or from Rome to its fall. There are three historical start dates (509 BC, 264 BC and AD 117) and a free game where you can pick any of several hundred original peoples of the Old World, from Celts and Carthaginians to the Han.

What I’m trying to do differently

  • The whole Old World, not just the Mediterranean. Europe, North Africa, the Near East, India, China and Japan on one hand-made map with around 9,000 provinces.
  • History that moves. Names change with time and size: the Latins become the Roman Republic, the Republic becomes the Empire.
  • The AI plays by your rules. No bonuses, no shortcuts. Whatever you can do, it can do, and the other way round.
  • A map you want to look at. No satellite image: the earth is painted, rivers come from real elevation data, snow reaches each region in its own season, and you can zoom all the way down into the streets of Rome.
  • Battles day by day. A battle runs over several days, so you can watch how it goes before it is decided.

Where it stands

Age of Mankind is pre-alpha: the foundation is in place, but several big systems are still missing or only partly done. The release date is not set yet.

Already working:

  • Three historical start dates and a free game with every original people
  • The full map: around 9,000 provinces, seasons, rivers, and Rome you can zoom into
  • Building, population per province, settling new land
  • Armies and multi-day battles
  • Diplomacy, trade and treaties
  • AI that builds, settles, fights and negotiates under the same rules as you
  • Saving and loading

Still to come:

  • Culture: the cultures are already on the map, but they don’t affect gameplay yet
  • The research tree: only a small part of it exists so far
  • Artwork for units and buildings: every culture gets its own look. A Celtic warrior or a Persian palace should look Celtic or Persian, not like a reskinned Roman one.
  • More 3D buildings for the cities: right now Rome shows its monuments up close; more cities and cultures will follow, each in its own architectural style.
  • Armies as 3D figures: right now armies are shown only by their standards on the map. They’re supposed to become proper 3D figures in the style of their culture. That’s a big job and will take a while.
  • The new interface (the leather-and-bronze look you see in the video) is being finished
  • Smarter AI in war and defense, and a lot of balancing

Next: keep building the core systems, one by one.

I’d really like your input: what would you most want to see in a grand strategy game set between 509 BC and AD 476? Is there a mechanic, a people or a moment of ancient history that other games have left out?

I’ll be around to answer everything in the comments.

Steam page, if you’d like to follow along: https://store.steampowered.com/app/5331500/Age_of_Mankind/


r/StrategyGames • • 2h ago

DevPost My ranged units can now hook in behind shield units, something I always wanted in Total War

12 Upvotes

Hey everyone, after the shield formations last time, this one is about the guns.

On the march my riflemen move as a loose mass, but the moment they halt, every man steps into his place, rank and file. They can form a line, a column or a wedge, and when the fighting starts they take two ranks, the front one down on one knee.


r/StrategyGames • • 4h ago

News Company of Heroes 3 Operation Torch DLC announced for November 25th

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6 Upvotes

r/StrategyGames • • 4h ago

Self-promotion years of late nights and zero funding later, my solo RTS demo is finally playable (keys available!)

6 Upvotes

(sorry the video’s in the chinese interface, it’s the best gameplay capture i have! and the actual game has way more going on than what you see here)

So here goes: (And if you've been following my previous posts, thank you for keeping up my updates)

i used to be obsessed with RTS, RTT, pretty much any war game i could get my hands on. but over the years there’s been fewer and fewer of them, and the ones that come out don’t really scratch that itch anymore...so i decided to make the game i always wanted to play as a kid.

when i tried to get funding, investors weren’t interested and some of them were pretty open about telling me it was a waste of time. NGL that stung... but i kept going anyway, lots of late nights and probably too much instant noodles, and the demo is finally playable guys! (and for me to get some sleep)

what Live War is about

it’s a modern combined-arms RTS, tanks, air, infantry, air defense all working together. i’ve tuned it to be heavy on strategy and light on micro ops, so you’re thinking like a commander instead of fighting your own mouse. less APM stress, more “ok how do i actually win this.”

help needed:

i’m giving out Steam playtest keys through Discord cuz i want real, in-depth feedback, not just “looks cool.” what feels good, what feels broken, what’s missing. i read everything. so pls come destroy my game!

if people end up enjoying it, that’d mean a lot to me. and i won’t lie, it’d feel pretty good to prove a few people wrong 😅

Discord link in the comments if you want a key. thanks for reading this far (I'm [ahui_123456], DM me if i dont reply!]


r/StrategyGames • • 18h ago

DevPost Shield formations in my solo space game, inspired by Total War: Rome 2

67 Upvotes

Hey everyone, this time I wanted to show how the melee units in my game fight in formation.

I always loved switching formations depending on the situation in Total War: Rome 2 and the older games, so every shield unit in Sundered Reach can switch between five formations, one key each: shield wall, testudo, phalanx, orbis and fire cover.

Fire cover is the one for the guns. The shields kneel in one long line and you can hook your riflemen in right behind them, every rifleman gets his own spot behind a shield and fires over it. The human shields are holo fields, every hit lights them up, and when one takes too much it fails and turns red for a few seconds.

It's still not where I want it to be, a few units still do their own thing sometimes, but I'm on it and I'll go deeper into it in the next dev diary.

Which formation would you use the most? And if you have ideas for more formations, let me know.

Everything is recorded in game, still in development.


r/StrategyGames • • 7h ago

DevPost Radar Shadow: an RTS with no tanks, just drones, radar and air defence, where you hunt the enemy HQ before they find yours

7 Upvotes

Hi, I'm a solo developer and I've just announced Radar Shadow, a real-time strategy game about reconnaissance and long-range strikes. Here's how a match works.

Both sides see the terrain but not what the other has built. Each hides one HQ on its half of a hex map, and you win by finding the enemy's and destroying it before they find yours.

Recon. You scout with camera drones and satellite passes. Until a drone has flown over a hex, a missile sent there is a guess.

Strikes. You plot every route yourself, hex by hex. Going around a battery costs range, going straight through costs aircraft. Forest hides you, towns give you away, and a ridge between your drone and their radar hides it completely. That blind zone is the radar shadow.

Air defence. It only fires at what its radars have detected, and each battery can track only a few targets at once. One expensive missile is easy to stop, a swarm of cheap drones is not, and the same works against you.

Blueprints. Every drone and missile is a hull with bays: warhead, fuel, engine, radio, camera. You can build a very fast, very reliable drone that costs a fortune, or a swarm of cheap ones and accept that many won't make it. Jammers, decoys and a station that blinds their satellite round it out.

It started as a board game, but the radar math quickly outgrew the table.

A question for people who play RTS and wargames: when recon is the core of a strategy game, what keeps it from turning into a chore?

The closed playtest starts in November, sign-ups are open on the Steam page.


r/StrategyGames • • 2h ago

Discussion Title that would have an excellent story campaign like Warcraft 3 did

3 Upvotes

I still keep thinking about WC3, played it at different stages in my life and still never found any better. Maybe Starcraft 2 WoL was close to it.

What are your recommendations?


r/StrategyGames • • 20h ago

Discussion We don’t even try anymore…

76 Upvotes

Sorry to be negative, but it’s just discouraging how many of the games advertised on here are just half assed AI slop. I’m not against using AI as a tool but so many of the UIs just scream AI, with that soulless corporate spreadsheet look. I get developing a game is HARD. (I’ve tried and failed a ton!!)

But at least put some effort in and have passion for it.

It’s all so tiresome.


r/StrategyGames • • 9h ago

DevPost We just released Northgard Battlegrounds in Early Access on Steam!

8 Upvotes

We just released Northgard Battlegrounds, our new city-building autobattler where structures are the heart of your strategy!

We just did a Demo during Steam Next Fest and released our game yesterday with a new clan (clan of the bear) and new builds to do! Has anyone tried it yet? We'd love to have your opinion on it 😁


r/StrategyGames • • 2h ago

Self-promotion When death arrives, a dark world gets even darker!

2 Upvotes

Hey guys,

I've been working on my procedural map generation for this dark parchment world for quite some time. I kind of like where it is right now, but i certainly suffer of developer blindness.

How do you like the atmosphere? Any ideas how to improve? The game itself is quite unique i guess - i would compare it to battlebrothers, you build an army of sceletons which you individually equip and improve - but combats are autobattler in which you use spells out of your spellbook. So movement on the map and combats are basically real time. If you die you loose your army but keep your spells and lich powers (roguelite).

Also got a playable demo if you want to explore the world yourselves.


r/StrategyGames • • 11h ago

DevPost Update: Which style do you prefer in map-based strategy games?

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9 Upvotes

TL;DR: Last week I asked about which map style people prefer in strategy games. Answers were mixed, but the top one was, 'paper zoomed out, immersive zoomed in.' So I took that on board, plus additional playable paper map styles.

Context

There were votes for all three styles, immersive (units on the field, buildings, dynamic living world, etc.), strategic (cleaner look, abstract unit symbols), and paper (mimicking a paper map), but top votes were for immersive zoomed in, paper zoomed out. Plus some responses around, 'it depends' and map busy-ness.

What I did

  • Dynamic styles: one style when zoomed out, another when zoomed in (first gif)
  • Paper map template: so I could easily add more paper map styles, medieval, renaissance, steam punk, WW2, etc.
  • Togglable map elements: every visual element of the map can be turned off or on, or mixed and matched. E.g., a paper map with soldiers on the field (like in the last screenshot of WW2 North Africa), or a stripped down view if things are too busy. You can save your combinations as custom views and switch between them in any save.

I'm really happy with the end result. It brings the customizability from just map and faction creation and behavior, to the next level of how it feels and looks to be in the game. You can really make it feel like any setting you're playing or watching now.

Which of the paper maps in the carousel would you play in? Are any styles missing that you'd like to see?

Super grateful to anyone who left their thoughts in the first post.

Playtest: a playtest build of the game (Pixel Imperium, sandbox strategy / world-builder) is almost ready. If you're interested in participating, comment 'interested' and I'll reach out.


r/StrategyGames • • 1h ago

DevPost I made a strategy game as wake-up call about AI, and wrote a nostalgic manual for it, like the ones that used to come in the box

• Upvotes

Hi all. I'm a solo dev and my first game came out on Steam yesterday.

I grew up with games that came with thick manuals, and I used to read them before playing, sometimes more than once. I always missed that, so I wrote one for my game. It's 82 pages, written as if it was the internal manual of the lab in the game. It explains every number on the screen, and the formulas are in the back for anyone who wants them.

The game is called Subject Zero. You play an AI model inside the lab that built it. The more capable you get, the more they watch you, and you're trying to stay useful enough that they don't shut you down. A run takes about 7 to 10 minutes.

You don't have to read the manual to play, the game explains itself as you go. It's just there if you're like me and enjoy that kind of thing.

The manual is free to read online: https://niobium-labs.com/products/subject-zero/manual/

Steam page (Windows and Linux): https://store.steampowered.com/app/5279350/Subject_Zero/

If you try it, I'd really like to hear what you think, good or bad.

Trailer music: "Galactic Rap" by Kevin MacLeod (incompetech.com), CC BY 4.0.


r/StrategyGames • • 8h ago

Self-promotion We’re a small team, and in a year our MMO strategy game grew from a Telegram mini app to 500K players. Here’s how it works

3 Upvotes

Hey Reddit!

We’re a small team making Fomo Fighters, a browser MMO strategy game. We wanted to share how the game works and why we made a few not-so-obvious design decisions.

A bit of context

We launched in November 2025 as a mini app inside Telegram. Almost a year later:

  • 500,000 unique players
  • 7 game seasons
  • a second server (we shut down the first one)
  • a full browser version
  • our first steps toward an international audience

The core loop

Genre classics: build your castle, train your army, fight other players.

After that, it’s your call: go solo and fight in PvP, or join a clan for clan wars and outpost sieges.

We bet on clans from day one. In MMO strategy games, people don’t stay for the mechanics. They stay for the people they play with.

Decision #1: your race is permanent

Three races: Humans, Elves and Demons. Once you pick, that’s it. No switching.

We argued for a long time about whether that was too harsh. But we kept it: a choice you can’t undo makes people take it seriously, and each race ends up with its own identity.

Decision #2: a live world map

For almost a year the game had no shared map. Recently we added one: you can see every player and outpost, and your troops and your clanmates’ troops move in real time. You can relocate your castle closer to your allies or closer to your enemies.

It changed the game noticeably. Once people can see who’s where, they start negotiating, planning attacks and forming alliances.

Decision #3: a shared goal for the whole server

The big question for any MMO: why come back every day?

Our answer is WAR points. You earn them in battles, and once a month a shop opens where you can trade them for rare items. That gave the server a rhythm: you grind all month, and by the end of the month everything is on fire.

What’s next

We’re now going international, and it’s a whole new experience: different players, different expectations, different mistakes.

We’ll share as we go. What would you like to hear about?

  • game design and balancing three races
  • how clan wars work
  • how we grew to 500K on Telegram
  • the technical move from Telegram to browser

Let us know in the comments 👇


r/StrategyGames • • 1d ago

DevPost Our Age of Sail Strategy game got 1,000 wishlists in 2 weeks, THANK YOU!

97 Upvotes

Steadfast started as a solo project of mine a year ago and can't believe we've already hit 1,000 steam wishlists in the first two weeks of getting the steam page online! Super thankful for all the support and here's a teaser of the storm gameplay.

Official website: https://steadfast.game/
Wishlist on Steam: https://store.steampowered.com/app/5235740/Steadfast/


r/StrategyGames • • 3h ago

DevPost Doctrine Strike - our main menu cycles through 6 nation parades, USA, Russia, China, EU, India and Iran. if ur from the US or EU, how does seeing all of them feel to u?

1 Upvotes

this is the russian one. our main menu cycles through every nation's parade, USA, Russia, China, EU, India and Iran, each with every unit type marching and driving in formation, the leader speaks, the infantry shout back and then their song kicks in with subtitles. all live in game

its a modern base building rts inspired by c&c generals, pre alpha. we gave every nation the same treatment on purpose, no good guys and no bad guys

honest question, could this be offensive for anyone? would u keep it, make it optional, or change something? what do u suggest

if u like it, wishlisting is free and steam tells u the second its out
store.steampowered.com/app/5145960/Doctrine_Strike/
trailer: youtube.com/watch?v=kP3JGbnxE5k
discord: discord.gg/WeBjq5vcqx


r/StrategyGames • • 7h ago

DevPost I’m developing The Last Mandate, a political simulation for Mac and iPad, and I’m looking for testers

2 Upvotes

I’m the creator of The Last Mandate, a political simulation currently in development. You govern the fictional federation of Arken, where advisers, governors and institutions have interests of their own, and your decisions and public statements leave a political history.

I’m particularly interested in testing whether players understand their options, find meaningful room to act, and can follow the consequences afterward. Where does a political constraint feel convincing, and where does it feel like the game is simply blocking you?

The Mac and iPad preview is free: https://thelastmandate.com

Feedback on confusing decisions, unconvincing reactions or missing opportunities would be especially useful.


r/StrategyGames • • 4h ago

Self-promotion Hashmark: a football GM + play-calling sim where every snap is a physics simulation (free demo, one full season)

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0 Upvotes

Game Title: Hashmark

Playable Link: https://jfrank06.itch.io/hashmark

Platform: PC (Windows / Mac / Linux). It runs in your web browser from a downloaded file, with no installation and no internet needed.

Description: Hashmark is a football franchise sim where you are both the GM and the head coach of one of 32 original, fictional teams. On game day, you call your offense or defense while an AI coordinator handles the other side, and every snap is a physics simulation: routes, coverage, blocking, pursuit, and tackling come from player ratings and geometry, not dice tables. You can draw your own plays in the Play Designer and test them against any defense. Off the field, you run the franchise: trades with AI teams, free agency, contracts and the salary cap, scouting and the draft, plus optional storylines with your players where your choices affect their development. You can rename and recolour teams, edit players, and export your teams to share. The demo covers one complete season. The full game adds the offseason, the draft, and every season after, and you can load your demo league into it from Settings → League file. Download the zip, unzip it, and open index.html in your browser. Your league saves in your browser. I’d love feedback on whether game day feels fun, whether the results look realistic, and anything confusing in your first hour.

Free to Play Status:
[ ] Free to play
[x] Demo/Key available
[ ] Paid (Allowed only on Tuesdays with [TT] in the title)

Involvement: I’m the solo developer. I designed the game and directed its development, and I built it with Claude (an AI coding assistant) writing much of the code. It’s disclosed as AI-assisted on the itch.io page.


r/StrategyGames • • 4h ago

Self-promotion We added magic and TON of other updates to Tabletop Tavern!

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1 Upvotes

We just launched the Rift of Magic update which introduced spellcasting for the first time as well as a bunch of other updates! Including:

  • 30 spells, including a signature spell for every hero
  • A recruitable mage for every faction
  • Endless Mode: finish Act III and you now have the option to March On
  • Daily Runs with global and friends leaderboards
  • 75 new achievements
  • Enemy AI rebuilt from scratch
  • Charges reworked
  • New Photo mode with cinematic controls
  • Steam Deck controls
  • Custom unit models for mods
  • New accessibility features

Check out the the dev long on steam for a full list of updates.


r/StrategyGames • • 9h ago

Self-promotion I'm creating browser competitive rts game with Elo where you really need to care about your supply routes.

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2 Upvotes

Hi. I would like to present a game I'm working on.

Woodwars is an browser online strategy game in which it is difficult to achieve a ‘snowball effect’.

A game in which a direct attack serves no purpose.

Resources are mined at remote sites and must be transported back to base. The same applies to getting food to your units.

Your success will depend on your ability to both secure and attack these supply routes.

The game is currently in its first publicly available version. It features a leaderboard, a lot of missions, two challenging campaigns consisting of more demanding missions, a 1v1, 2v2 and FFA for 4 players + 1v1 against AI. It also has Elo matchmaking. Maps are randomly generated, but you can create a lobby for private match and see the map before.

Almost all rewards are cosmetic, and the game contains no pay-to-win mechanics or simply too powerful units.

For new players there is an advisor and tutorial in the game to help you with what to do in the beginning.

I’d love to hear your feedback on the game.

And remember, please, it's first public version. woodwars.online


r/StrategyGames • • 9h ago

DevPost I'm making Ageforge, a free real-time 1v1 lane strategy game in the browser where you evolve from the Stone Age to the Future

2 Upvotes

Hi r/StrategyGames, I'm the solo developer of Ageforge. It started as "what if Age of War were a real 1v1 against another player" and became its own strategy game. A few design decisions I'd love strategy players' opinions on:

Tech or army. Both players share one lane. Units cost gold, and every kill pays gold and XP. XP lets you evolve to the next age (Stone → Medieval → Gunpowder → Future) for stronger units, a new ultimate and an upgraded keep tower. Evolving spends the XP you banked, so you're always choosing between teching up and fighting the wave in front of you.

Counters over numbers. Units form a triangle: frontline beats ranged, ranged beats fast, fast beats frontline. Countering a unit type deals 75% more damage, so reading what your opponent sends matters more than spamming.

Fight for the middle. A shrine in the middle of the lane pays XP to whoever holds it, and a keep left idle starts to crumble, so turtling loses.

No two matches the same. Each evolve offers cards that bend your army (e.g. ranged +40% damage, frontline −20% HP), with set bonuses, and every match rolls a rule like Gold Rush, Eclipse or Meteor Shower.

Matches take a few minutes. It's free in the browser, no download, and you can play as a guest: https://ageforge.live/?utm_source=reddit&utm_medium=post&utm_campaign=strategygames

What I'm unsure about: is the counter triangle too punishing for new players, and does spending XP to evolve feel like a meaningful trade-off?


r/StrategyGames • • 1d ago

DevPost Building a multiplayer strategy game where from a simple manor you can make all your way up to a king.

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317 Upvotes

Land & Liege is a slow-paced, persistent medieval MMO set in England in 1066. You begin as a minor lord with a small wooden manor, a few fields and a handful of peasants.

The world itself is built from real geographic data. Every hill, river and coastline sits where it actually is, so when you claim land, you’re claiming a real piece of England. The economy is just as grounded: towns specialize, goods have weight, and everything moves by cart along real roads.

The idea is few minutes is enough to read your letters, make decisions for your manor and plan your next move. There are no resets and no seasons. Losing a battle hurts, death is possible, and the history players make stays.

If you feel like knowing more hope to r/landandliege or hop in the discord https://discord.gg/Yt4x6qVcRE

Feel free to ask anything, this is early development btw


r/StrategyGames • • 6h ago

Self-promotion Devlog #2 - Buildings and Improvements / Game Mode discussion.

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1 Upvotes
  • What Im working on?

Currently working on the bulk of the buildings, I had plenty done before but I got finally to put them all together and get to a point where I feel I can actually see them in the game.

I have all the core ones ready, there's definitely some polishing needed in the future but this bill most likely work for now.

Something important, the buildings are isometric but they have 4 different rotations right now, so you wont have to deal with a game that only allows you to build either south east or south west.

  • Construction as a visual building and gameplay experience.

Since the game is a persistent world, the pace is going to be quite slow, allowing you to just play for less than an hour, make a couple of decisions, respond to a couple of letters and leave task to your steward, then just walk away if you want too, you city wont burn because you don't feel like siting for 8 hours straight in front of your PC.

For this reason I want players to enjoy the process of construction, developing textures that will be meaningful and representative of the current state of your town (see the images in the carrousel).

I have a similar plan with farms and vegetation (that I haven't even touch) that are waiting for me on a notebook.

  • MMO as the base and possible single player mode.

It has come to my attention from many players, not only on reddit about how much they would love a game like this in single player, to be honest I didnt even think about it to be honest. Now the question is, what would you prefer, a kind of city builder were you can freely and instantly build or a proper experience fighting other lords and conquering against the computer.

I would love your feedback about the looks and the game mode.

If you feel like knowing more hope to r/landandliege or hop in the discord https://discord.gg/Yt4x6qVcRE


r/StrategyGames • • 7h ago

Self-promotion Veterans: Napoleonic Wars is MUCH better than its demo!

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0 Upvotes

I was really looking forward to the strategy game Veterans: Napoleonic Wars. Then I played the demo in May, and my enthusiasm kind of died. It was terrible. It wasn’t so much that the UI was unfinished, but rather the overall gameplay - and as I mentioned in my video, there was still a huge amount of work to be done on it. And as if that weren’t enough for the developers to deal with, just a few days later the game literally vanished from Steam because they were accused of copying the Ultimate General series. It was eventually resolved, but I have to note that when you look at the gameplay footage, there’s a certain logic to it. The developers, however, pressed on and released another demo, which I also had on my hard drive, but… due to a lack of time, I didn’t even open it up - though, to be honest, it’s not like I really felt like playing it anyway. A few days ago, though, I received a third email granting early access to the first release. Well, at that point, I just HAD to give it a try.

More in my early access review!


r/StrategyGames • • 13h ago

DevPost WW1 Alternate history FPS+RTS game!

4 Upvotes

Hey everyone ım a solo developer working on a game that combines 1st-person trench warfare with RTS tabletop tactics.

Here is a quick peak at the early pre-alpha build where you build defenses order troops from a tactical map and fight alongside them on the frontlines.

Its still a work in progress (currently working on maps and polishing systems), but Id love to get your feedback on the core concept and gameplay flow!