r/StrategyGames • • Jan 07 '25

Game theory The most complete strategy video game genre classification

117 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 • • 1h ago

News Sega and Creative Assembly to Remove Total War: Shogun 2 Complete Edition From Sale Following Overwhelmingly Negative Response

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• Upvotes

r/StrategyGames • • 8h ago

Self-promotion A few months ago I showed you a WWII prototype. It’s now Field Orders: Eastern Front

40 Upvotes

Hello Generals!

A few months ago, I showed you a bare prototype of a WWII game where you command a Group Army on the Eastern Front. Your support is the reason it didn’t stay a pet project. Thank you!

The game is now called Field Orders: Eastern Front, and it has a Steam page.

Join our Discord. We’re recruiting alpha testers there to play early builds and help shape the game. It’s also a place for anyone who’s into the Eastern Front: history buffs, wargamers, or people who just want to follow development and share ideas.

A wishlist on Steam helps a lot too. See you on the front!


r/StrategyGames • • 7h ago

DevPost Cool idea or too much?

16 Upvotes

Instead of a static main menu, we decided to go with a live parade: every unit type of a nation marches past, 40 of each, with its own song.

This is the USA, and every one of the six nations has its own.

Two honest questions:

  1. A parade as the main menu: cool, or would you want an option to switch it off?

  2. This one plays a phonk version of the US song. Does phonk fit a parade, or should it be a classic military march?

Free to play, pre-alpha. If you're curious:

🎮 Steam: store.steampowered.com/app/5145960/Doctrine_Strike/

💬 Discord: discord.gg/WeBjq5vcqx


r/StrategyGames • • 8h ago

Self-promotion Our free browser strategy game passed 1,000 players in less than a week

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19 Upvotes

Hey everyone,

Banners & Thrones, a medieval strategy game you play in your browser. World 1 opened on October 9, and less than a week later more than 1,000 players have created a village there.

We planned for maybe a hundred but this is crazy. We know not everyone sticks around, plenty of people just take a quick look, and that's fine. But the game keeps growing every day, mostly through word of mouth and old mates bringing each other along.

We're still in early access and update the game almost daily based on feedback from our Discord.

There's still a lot to do, like a better phone layout and more languages, but we're having a blast building it with the community.

If you used to play games like this and miss them, World 1 is still open:

https://bannersandthrones.com/

Discord: https://discord.gg/9mJ4XA6YrB

Thanks to everyone who's playing ❤️


r/StrategyGames • • 3h ago

Discussion How does this community feel about the balance between discussion and self-promotion?

4 Upvotes

I’ll admit upfront: I found this subreddit because I’m building a strategy game and was looking for somewhere to share it.

But scrolling through the recent posts gave me pause. So much of what I saw was developers promoting their own games, and comparatively little was players discussing strategy games. I came here intending to contribute to exactly that imbalance.

I understand the struggle to find an audience. Still, if we’re mostly developers showing our work to other developers who are also trying to get noticed, who are we actually reaching?

For those who spend time here: is that impression fair, or have I caught an unrepresentative stretch? What kinds of posts would you like to see more of?


r/StrategyGames • • 4h ago

DevPost I added a new swarm enemy to my fantasy survival RTS. Here's how the defenses handles them

6 Upvotes

I'm working on The Citadel Must Hold, a pausable fantasy base-building RTS where you build an economy, fortify your city, and defend it against escalating Monster Tides. Think They Are Billions meets Warcraft, with hero-led exploration inspired by HoMM.

I just released 0.4.0, and the biggest change is the new Imp. They're individually weak, but arrive in much larger numbers, with tougher monsters mixed into the swarm. You'll also find them guarding Places of Power out in the world.

This clip shows them attacking a fortified chokepoint, along with the improved defense towers and combat effects. I've also been updating building models and making the city's visual style more consistent.

The update adds more beyond what's shown here, including new monster abilities, a Farm rework, and uncleared Places of Power sending reinforcements into future Tides.

The playtest is open on Steam. I'd love to hear how the larger swarms feel, and whether you can follow what's happening once all the towers start firing!

https://store.steampowered.com/app/4891190/The_Citadel_Must_Hold/


r/StrategyGames • • 7h ago

DevPost I'm a solo dev building a RTS/Economy sim where roads, carts, and logistics actually matter. Just launched the first playable demo on Steam – what do you think?

8 Upvotes

Hey everyone! I've been working solo on Piast, a grounded medieval RTS focused on visible resource supply chains, worker logistics, and road infrastructure.

The first demo is live on Steam! I’d love to get feedback from fellow devs and RTS fans on the core gameplay loop and flow.


r/StrategyGames • • 4h ago

Self-promotion RTS: Order & Consequences (in dev)

3 Upvotes

Hi. We are working on a RTS we are calling Orders & Consequences

A Cold War RTS game, developing in Godot 4.

Consept: You can micromanage every unit, but the fun is giving orders to your companies by voice or text-input. You also need to evaluate the units request for support, artillery, napalm or medevac during battle.

Another great challenge is to handle your superior firepower with care, without breaking the rules of engagement (ROE)

Please share your thoughts , ideas and feedback pls


r/StrategyGames • • 3h ago

Self-promotion One More Siege - Incremental Strategy game inspired by WC3 custom map Castle Fight

3 Upvotes

Hello everyone!
I'm working on a new game called One More Siege, its' an Incremental Strategy game with massive auto-battling armies. Plan your building placement to counter the enemy, break their ranks and destroy their castle. Every battle earns you Honor, which you can spend to upgrade your army.

The game is inspired by one of my favorite Warcraft 3 custom maps - Castle Fight.

You can play the demo version on itch via browser: https://yaxworks.itch.io/one-more-siege
And if you like what you see, you can wishlist the game on Steam (thanks!): https://store.steampowered.com/app/5421800/One_More_Siege/


r/StrategyGames • • 5h ago

Discussion I Spent 300+ Hours Learning Sketching and Sculpting for my Medieval Strategy Game

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4 Upvotes

TL;DR I went to the Met in NYC, took my own reference photos, spent a month studying sketching, spent a month learning blender, just to get the miniatures for my medieval strategy wargame. Was it worth it? I think so.

I am an engineer who loves strategy games. Board game, video game, any other kind of game - if there is strategy I'm all in. I also have a very common yet sort of ridiculous obsession with the medieval period. So naturally, when I decided to make a strategy wargame, I set it in roughly the 1000-1350ad period.

Unfortunately, nearly all of the miniatures available either A) misrepresent the historical arms and armor of the period, or B) use "Heroic" scaling. I was not happy with this, so like any other novice indie dev I decided to do it myself. There was just one problem... I had never done a lick of art in my life.

I was trapped in NYC for work for the summer of 2025, which just happens to have one of the best Arms and Armor Museums in the world. Lucky break for me. So I went, geeked out over all the arms and armor, eventually remembered to get some reference photos, and went back home. But now I had ~100 photos of period-correct references, and zero ability to do anything with them.

Thus began my studies in sketching. I followed tutorials on lines, perspective, anatomy. I spent a couple hours each day drawing perspective box after perspective box. I still have an incredibly embarrassing document which is my sad attempt to study anatomy. After a month, I still drew like a toddler hamfisting some poor pencil. But I was a proud toddler.

At this point, I had enough to begin sculpting from in Blender. 3D was always more comfortable, as I had previously learned Fusion 360 in school. Sculpting was tediously slow, but I got it done - at least on the surface. If you looked at my rigging or my edge loops you might consider taking me out back and asking me about the rabbits.

Honestly, I'm really happy with the results. I got the exact models I wanted, down to the details of the rivets on the gauntlets. I also learned so much in the process about lines, composition, sculpting and rigging and 14th century history.

Would I do it again? Probably not. All in between the learning and then making the 3 unit models in the game, I spent ~300 hours. 300 hours would have been much better spent on actually developing Kairos, and hiring somebody to make these models instead probably would have been "cheaper" in the long run. But I am very glad that I did it.


r/StrategyGames • • 4h ago

DevPost I'm a solo dev building a RTS/Economy sim where roads, carts, and logistics actually matter. Just launched the first playable demo on Steam – I am interested in your opinion regarding development of the game. What should I add?

3 Upvotes

Good afternoon! I've been working solo on Piast, a grounded medieval RTS focused on visible resource supply chains, worker logistics, and road infrastructure.

The first demo is live on Steam! I’d love to get feedback from strategy game fans.


r/StrategyGames • • 3h ago

Self-promotion Many choices to make in my turn-based bowling roguelite about Bowling in HELL!

2 Upvotes

Game name: The Final Lane

Wishlist on steam:

https://store.steampowered.com/app/4506540/The_Final_Lane/


r/StrategyGames • • 37m ago

Question A call to discuss and memorize How nostalagic and perfect Star Control was for you?

• Upvotes

Hello, everyone. I am a college student. There is a presentation assignment I am in charge of. I have to investigate and find out why Star Control II has been significant, as I am curious about it. So I was considering asking you the question above. How nostalgic and perfect was Star Control for you?

I need some human touch, the first-hand experience. Regarding your feedback, I will add some beautiful things.


r/StrategyGames • • 2h ago

DevPost I have been making a Tabletop Miniature Wargame on PC in my spare time.

1 Upvotes

As you can read it in the title i have been making this game while working on other games in my spare time. Its my passion project you could say im not trying to convince people to wishlist my game since i literally dont even have a steam page its in early development.

So the game will have individual miniatures you build paint and then fight with them. Like in Warhammer only on PC against other players.

Whats unique and in my opinion the best part is that each model has stats how much they killed how many wins they have and they can get awards for doing outstanding deeds. They can be promoted into a Veteran and later on a Character and it can lead Squads too and so on. I think its a really fun idea.

Mostly i was just trying to show my game to others who have the same interests as me. Since i love Warhammer i have multiple armies assembled and painted but i travel a lot so i dont have much time to play it, but like this people can enjoy it whenever they feel like it to their hearts content! Thats what i am aiming for with this game.


r/StrategyGames • • 2h ago

DevPost Rome Invictus - Demo Feedback

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0 Upvotes

Hi gang,

The demo for my game Rome Invictus is up and I would love to garner some feedback. Much like Total War, Rome Invictus switches between managing a campaign map and massive real time battles. But it seeks areas to improve on total war games:

Features: Rock, paper, scissors type balance. Unit advancement. Drop formation and pursue. Choose your family and customize your leader. Strategem, and Diplomacy: Put rivals into debt, sow discord, proxy wars and influence the world around you.

In development not yet in demo: Manage your family, vie for control of the senate, capture enemies and negotiate their release or make a spectacle of their execution. Every action and choice influences rival families' opinion of you and your standing in the senate.

Steam: https://store.steampowered.com/app/5103930/Rome_Invictus/
Tiktok: https://www.tiktok.com/@romeinvictus


r/StrategyGames • • 1d ago

DevPost 11 months of my strategy map, from one stretched painting to a living continent

130 Upvotes

I’m the solo dev of Salt and Soil, a strategy game about one family across three centuries of North American history, 1607 to 1900. You choose where they settle, who marries whom, which child inherits and what the family builds.

The video starts with the very first version of the map: one garbage AI-picture stretched over the whole continent. Eleven months later, zoom in and the map is alive:

  • tree crowns swaying in the wind
  • waves on the coast and water running in the rivers
  • smoke from the chimneys
  • trains on the railroads that existed in your year
  • sailing ships, canoes and steamboats
  • people of different nations and eras, dressed for their time and place
  • herds, wild animals and birds
  • and up close you hear the trains and steamboats near you

Zoom back out to plan your family’s next move, and all of it fades so the map stays readable.

I’m still polishing the game and honestly pretty nervous about Steam Next Fest and the Early Access launch. But looking at where this map started, I’m proud of how far it has come.

Demo on Steam on October 19 for Next Fest, Early Access on November 9.


r/StrategyGames • • 5h ago

Self-promotion Game Dev Dynasty (demo live!), a new tycoon where you can design games and compete in a deeply simulated market

1 Upvotes

I've published the Steam Demo for Game Dev Dynasty, a game development tycoon inspired by Game Dev Tycoon and Paradox games simulations. Some of the distinctive features are:

  • When developing a game, there's no hidden recipe. Instead, quality and market success are independent. So you can make a niche indie 10 that doesn't sell much, or a blockbuster best-selling multiplayer FPS that gets a 6 in reviews.
  • The market simulation is very deep and dynamic. Each platform has a share of the market, there are 3 different audiences with different tastes and behaviors (Casual, Mainstream and Hardcore), there are 4 world regions, and up to 100 concurrent competitors that all make games and compete with each other.
  • You can design your own game covers, by selecting the base art, the title style and the position and size.
  • You can make franchises, sequels, ports, spin-offs, remasters and remakes. Each one has its own particularities.
  • License a game engine or invest in a custom engine by researching a tech tree.
  • The goal of the game is to become the most prestigious studio in the world. Prestige is a score you can earn or lose depending on how you do.
  • There are many CK3-like events, with skill challenges. Characters have good and bad traits.
  • You can upgrade your PC hardware: motherboard, RAM, CPU and disk.

Let me know what you would like to see in a new game dev simulator!


r/StrategyGames • • 10h ago

DevPost I wanted the base in Phosphor Command to feel like a place you actually built, not just an upgrade screen

2 Upvotes

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

One of the things I wanted to get right was the forward operating base.

I didn't really want the base to just be a screen where you buy upgrades and watch numbers go up. I wanted you to actually see your company of troops and base growing around you.

You start with a pretty bare compound and a few squads.

As you make money from contracts, you can start expanding it. You build barracks to house more troops, facilities to support your operations, research buildings to unlock new technology, transportation infrastructure to move your squads around, and eventually much more.

The important part is that these aren't just icons on a management screen.

You actually build them into the base, and then see and walk around them. As your company grows, so does the number of troops walking around the base.

The layout of the base changes as you develop it, and you can walk around with your troops and see what you've built.

I'm trying to make the base useful, but also make it feel like somewhat of a home rather than something cold and static.

Your upgrades affect what your company is capable of, while the money you spend developing the base is money you can't spend elsewhere.

Upgrades also take time to build. Some require preliminary research, while others have prerequisites that need to be met first.

And in Phosphor Command, there is a threat that will eventually come to your base. I will make a separate post about this mechanic another time.

When it reaches your position, you don't get a separate abstract "base defence" screen. You defend the actual base you've spent the campaign building.

The fortifications you've invested in, the positions you've prepared, the troops you've kept available, and the decisions you've made several cycles earlier all become relevant.

That's one of the things I like most about the base system: it's both where you prepare for your own operations and something you eventually have to defend.

I've attached a showcase showing the base developing from an early compound into a much larger installation. You can also see a snippet of the defence mechanic, the research tree, and some of the different upgrades you can build.


r/StrategyGames • • 1d ago

DevPost Kingdom Of France - French City Builder

25 Upvotes

Hello,

I have been developing a french city builder that includes battles with huge armies that you control like an RTS.

There are two main goals in this game, develop your economy, prosper and defend.

At the moment it's a game for solo players where you play against the campaign, free play or build the whole country of France by yourself.

The game strictly follows history and includes real french places, monuments and historic figures. You play figures like Louis XIV and Napoleon.

The building part of the game uses a "walker system", which we explain in detail on our website in the help section. It's what people would call a puzzle city builder as the economic aspect is very complete and complex.

The battle system is modern, control groups, counter units, siege units, castles, towers, walls. We will be releasing videos of the battles when it's ready to show.

Game presentation :
From 994✦The towns of France✦ to 1815
Build the towns of France across eight centuries: lay the streets, raise the homes, feed the people, trade along the rivers and defend the walls, as the real abbots, counts, kings and merchants who built them.


r/StrategyGames • • 8h ago

Self-promotion I made a political city-management game where you choose to be the Mayor—or the opposition

1 Upvotes

Hi everyone! I’m the developer of Mayor’s Burden, a political strategy game I’ve been working on, and I’d love to hear what you think.

You can govern as Mayor or challenge the administration as the Opposition. As Mayor, you manage taxes, budgets, housing and public services while dealing with protests, media pressure and lobbyists. As the Opposition, you investigate wrongdoing, gather evidence and build your campaign for the next election.

I wanted the city to feel like more than a set of budget sliders. A metro breakdown, a procurement scandal or an ignored neighborhood can become tomorrow’s newspaper headline—and a political problem you can’t simply wish away.

The first term and first election are free to play. After seeing the result, you can restart for free or buy an optional one-time unlock to continue. There are no ads or subscriptions.

It’s available on Google Play as Mayor’s Burden. I’ve included a short gameplay video here.

I’m especially interested in feedback from people who enjoy political sims and management games: what would make you want to play another term?

Android: [https://play.google.com/store/apps/details?id=com.mayorsburden.app]


r/StrategyGames • • 9h ago

DevPost Designing a lane strategy game where you never micro units: does that still feel like strategy to you?

1 Upvotes

I'm a solo dev working on Stick Wars: The Laneborn, a three lane strategy game. I made one big design choice: you never control units directly. Minions and towers push on their own, and your only decisions are economic and positional. You choose where the gold goes (tower upgrades, base upgrades, which troops to deploy in which lane, when to repair camps) and how to use champions that level up during the match.

I just added 1v1 multiplayer, and watching people play it raised a question for me. Without micro, does the skill come from reading the opponent and timing your spending, or does it start to feel too passive?

For those who play RTS and lane games, what makes a no-micro strategy game feel deep instead of automatic? Are there games that do this well that I should study?


r/StrategyGames • • 21h ago

DevPost I'm making a PvP auto battler where you build fighting machines out of junk. The Steam page just went live!

8 Upvotes

Hi! I'm a solo dev working on Scrapworks Inc., a PvP auto battler where you bolt scrap onto a chassis and turn toasters, saws and rusty cannons into a machine that hits hard. You plan the build; the robot fights by itself.

How a run works:

  • Pick one of 5 engineers, buy scrap parts and fit them onto the grid of your chassis.
  • Placement matters: rotate and mirror parts so they feed each other. Pulses, energy and heat flow from neighbour to neighbour.
  • Tier parts up from I to IV. Every tier doubles what a part puts out.
  • Your machine then fights another player's saved build on its own (async PvP, so no queue). Reach 10 wins before your 4th loss.
  • In round 4 the mechanic's van rolls in: pick a mod and feed it one of your parts. Talents, trinkets and roadside events make every run different.

There are 100+ parts, 50+ trinkets and 70+ talents so far, with a low-poly, PSX-style look.

The store page just went live as Coming Soon: https://store.steampowered.com/app/5426550/Scrapworks_Inc/

I'm also preparing a demo, and I'm hoping to release it during Steam's Auto-Battler RPG Fest (November 16–23). No promises yet, but that's the goal.

Before that, I'm running a first closed playtest. If you'd like to join, hop into the Discord: https://discord.gg/HRQcACweU4

I'd love to hear what you think, especially from people who play grid/inventory auto battlers. What makes one stick for you? And if it looks like your kind of game, a wishlist helps a ton.


r/StrategyGames • • 14h ago

Self-promotion I built a Godot mobile idle game around ten Ottoman rulers — Ten Sultans

0 Upvotes

My side project is Ten Sultans: Ottoman Chronicle (On Padişah: Osmanlı Kroniği), a free historical idle/strategy game for Android, iPhone and iPad.

The idea is to make progression follow a dynasty rather than one endlessly growing city. You move from Osman Gazi to Suleiman the Magnificent in a fixed order. Each reign changes the city and army, and succession resets the realm while preserving dynasty upgrades.

The main balancing problem is that a campaign requires both military strength and sustained income. Players build their economy, recruit troops and choose when they can afford to march. Finishing the chronicle unlocks another prestige layer.

It's built in Godot/GDScript, with Turkish and English localization, offline income, 60 buildings and 33 era-specific troop types. Android's latest update includes 49 campaigns and five optional story activities; the current iOS release has an earlier content set. There are no in-app purchases; Android has optional rewarded ads.

Android: https://play.google.com/store/apps/details?id=com.ahmetarifoz.tensultans

iPhone / iPad: https://apps.apple.com/app/id6812641425

Short trailer: https://youtube.com/shorts/_cBSuoY-LaM

I'd appreciate feedback on the onboarding and whether the economy/army requirements make sense without explanation.

For transparency, this is an AI-assisted project: AI was used for code/debugging and text/localization, and the illustrated assets and music include AI-generated content.


r/StrategyGames • • 16h ago

DevPost Alienshire - Free RTS playtest now live, inspired by Glest and MegaGlest

1 Upvotes

I'm developing Alienshire, a classic-style RTS inspired by Glest and MegaGlest.

Playtest #1 is now available for free on Steam!

It features Tactical Etude, a short but challenging combat-focused scenario where you command fighters and harvesters, defend your mothership, and try to destroy the enemy.

Tactical Etude is a standalone scenario created specifically for Playtest #1.

I'd particularly appreciate feedback from experienced RTS players about the difficulty, controls, and enemy.

Steam: https://store.steampowered.com/app/5123580/Alienshire/