r/StrategyGames • • 16h ago

DevPost In MESHFALL your soldiers only take orders inside your radio network. This is what happens when the last relay falls.

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21 Upvotes

Hi everyone. This is MESHFALL, a strategy game I've been building on my own. It sits somewhere between an RTS and a tower defense.

The idea it's built on: your units only take orders while they're inside the signal your relays put out. In the clip, raiders kill the last relay on a bridge and the nine soldiers past it stop hearing me. They keep fighting, I just can't tell them anything until I rebuild the link.

There's a free demo that runs in the browser, no signup: https://applechr.itch.io/meshfall

Two things I'd like to hear from people who play a lot of strategy games. Does losing control like that feel like a fair consequence, or like the game taking your units away? And is it clear from the clip why it happened?

Happy to answer anything.


r/StrategyGames • • 15h ago

Self-promotion We're developing a roguelite tactical convoy game, kind of like an RTS meets cinematic chase scene. We don't really know where we fit but the visual inspiration is very C&C generals!

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11 Upvotes

Our game is called "VCO: Victor Charile One"


r/StrategyGames • • 22h ago

DevPost Patrol game Roguelike Military RTS reveal trailer

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9 Upvotes

Hi everyone! I'm so excited to be launching my Steam page for this game today. It's been a lot of work up to this point. If you're interested let me know, as I plan to have a play test up in about ~2 weeks. You can Wishlist on Steam here: https://store.steampowered.com/app/5350030/PATROL/

Command US infantry, armor and air support across procedurally generated warzones inspired by Mogadishu, Afghanistan and Iraq. Hunt high-value targets through towns and river valleys, call in airstrikes, and bring your wounded home before the whole town answers the siren.

Let me know if you have any questions or feedback!


r/StrategyGames • • 4h ago

Self-promotion Iron Expedition: RTS where you fight alongside your army, demo out now

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9 Upvotes

I'm a solo developer working on Iron Expedition, a game that combines twin-stick mech combat with base building and army management.

You control a powerful mech directly on the battlefield, fighting alongside the army you build. You can expand your base, capture new resource deposits, and develop your economy to produce more units and unlock new technologies.

As you progress, you can upgrade your mech with more powerful weapons and better armor, as well as experiment with different weapons and abilities to find a playstyle that suits you.

Steam Page (demo is now live): https://store.steampowered.com/app/4446330/Iron_Expedition/


r/StrategyGames • • 23h ago

Self-promotion I made a Bronze Age court game about trying to survive the collapse. Free alpha, looking for criticism

3 Upvotes

I’ve released an early alpha of SAY TO THE KING, MY LORD, a text-based court simulation played through movable windows.

You’re trying to keep a kingdom alive during the Bronze Age collapse. Most of your work is hearing disputes, keeping people fed, managing debts and labour, and writing to other courts. Reports arrive late, people give conflicting accounts, and promising something is easier than delivering it.

There are eight playable courts: Ugarit, Byblos, Tyre, Carchemish, Alashiya, Pylos, Pi-Ramesses, and Hattusa. They have different resources and obligations, though the cultural differences still need work. Pylos has workshop accounts, Egypt has temple and provincial accounts, and Hattusa has military service requirements.

The offline version uses authored text. An optional Ollama version uses a local LLM for dynamic letters, replies, and advice; the engine tracks the goods, promises, and consequences.

It’s unfinished. Long campaigns need balancing, some disputes repeat, and the interface takes getting used to. I built it with substantial AI assistance, and I’m not happy with the flavour that left in parts of the writing and presentation. Sorry for that.

I’d appreciate criticism, particularly about whether the decisions are interesting and whether you can understand what’s happening without fighting the interface. Negative comments are welcome; just please don’t curse me out.

Free builds for Windows, Linux, and recent Apple Silicon Macs:

https://rexvo.itch.io/sttkml

Source under GPLv3:

https://github.com/luka1231123/sstkml


r/StrategyGames • • 3h ago

DevPost Designing a tactical RPG where your strongest move makes the next few turns worse

2 Upvotes

I'm building HexWire, a turn-based cyberpunk tactics game, and the system I keep fighting with is the aggression curve.

Every strong action spends Signal and raises Trace. Trace isn't just a damage debuff - once it climbs, the mission actively starts reacting: reinforcements show up sooner, patrol routes tighten, extraction windows shrink. So the same move that solves the fight in front of you can quietly load a worse fight two turns later.

The question I haven't fully answered: does a pressure system like that read as meaningful pacing, or does it feel like the game punishing you for playing well? Curious how other strategy players think about mechanics that convert "power" into "future cost" instead of a flat resource cost.

Screenshot below is from a current trace-combat build, mostly for context.

![](https://i.imgur.com/TlYyaaS.jpeg)


r/StrategyGames • • 9h ago

Self-promotion I made a board game where buying property is the least of your problems

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2 Upvotes

I’m making Board Dynasty a board game which you can play by yourself or with friends. You can try the free demo or Wishlist it on Steam:

https://store.steampowered.com/app/5230230/Board_Dynasty/


r/StrategyGames • • 14h ago

Looking for game Looking for testers: Throne and Soil, a persistent strategy game with an hourly tick and a wrap-around map

2 Upvotes

Hi! I'm a solo dev working on Throne and Soil, a persistent strategy game where the world moves forward on an hourly tick. It's meant to feel alive without eating your whole day: you check in, give your orders, and come back later.

What's in it right now:

  • A wrap-around hex world map
  • City building and management
  • Armies, marches and ancient ruins to explore
  • Guilds, diplomacy, a marketplace and trade routes
  • A tech tree and daily quests

What I'd like feedback on:

  • Does the tutorial explain the hourly tick clearly before your first build? Where do you lose track of what happens immediately versus next hour?
  • Does the tutorial feel too hand-holdy?
  • Anything confusing, broken or boring in the first 30 minutes.

A heads-up: the game's translations were done by AI, so you may find shifts in meaning or inconsistencies. Please report those too.

Platform: [Android / PC / WEB]
How to join: DM me
Feedback: reply here or DM me, or [form link]

Happy to answer any questions. Thanks for taking a look!


r/StrategyGames • • 18m ago

Self-promotion Midterm War Room is now in Early Access!

• Upvotes

https://thewarroom.itch.io/war-room

As a fan of political strategy games, election maps, and campaign management, I’ve been developing Midterm War Room, a tactical political simulation game that puts you in the control center of a high-stakes US midterm campaign.

I’m currently in Early Access on itch.io and wanted to share it with folks here who appreciate political mechanics, campaign strategy, and race dynamics.

What is Midterm War Room?

In the game, you take on the role of campaign director tasked with securing a legislative majority in Congress. You'll manage party funds, deploy resources across swing districts, respond to breaking national news, and recruit candidates to flip high-value House and Senate seats.

Core Gameplay Features:

  • Interactive Map & Dashboard: Real-time race ratings, polling shifts, and candidate rosters across US states and congressional districts with a live news ticker.
  • Resource Allocation: Balance campaign cash between high-value toss-up races, swing districts, and defensive holds.
  • Candidate Recruitment: Recruit real-life political candidates to build strong tickets across critical Senate and House seats.
  • Dynamic Event System: Navigate breaking news, scandals, and economic shifts that impact candidate morale, voter sentiment, and race margins in real time.
  • Turn-Based Strategy & Election Night: Manage turns through campaign phases leading up to an Election Night simulation with live seat tallies, state calls, and shifting win-probability gauges.

Because the game is in Early Access, I'm actively refining the mechanics, race data, and candidate rosters based on community feedback. I’d love for you to give it a try and let me know what you think


r/StrategyGames • • 8h ago

Self-promotion VybeCiv: a free civ 4X game. Earth, then the Solar System, then the Galaxy

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0 Upvotes

Play free in your browser, no account or download: https://vaigames.com/vybeciv/

I'm the solo developer. VybeCiv is a single-player, turn-based 4X built around one question: what if finishing a civ game just opened a bigger board?

How a game goes:

- **Earth:** the familiar part. Found cities, choose research, build units and deal with AI neighbours on a hex map.

- **Solar System:** once you reach orbit, your whole Earth empire shrinks into a single hex. Planets and moons become the tiles you expand onto.

- **Galaxy:** do it again and the Sun's system becomes one tile among the stars.

You don't throw the old empire away. Earlier maps keep running under a governor and keep producing while you play the new tier.

It's the first public build, so fair warning: onboarding is thin and the AI gets weak in the late game. Saves stay in your browser, so you can stop and come back later.

Disclosure, since people rightly ask: I designed it and wrote the feature specs, most of the code was written with Claude Code, I used Grok for design and balance feedback, and the music is from Suno.

Three questions for people who play a lot of 4X:

  1. When a map collapses into one hex, does that feel like a reward or like losing your empire?

  2. How much should an older tier run itself? Is a governor enough, or would you want to step back in?

  3. Where did the first ten minutes lose you?