this post was submitted on 04 Nov 2025
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Strategy Games

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Hello everyone!

I'm working on a sci-fi grand strategy game named Uncharted Sectors and I'm trying to get feedback on the capsule art.

A good capsule art should convey the game's genre in addition to, of course, make people want to click on it. My problem is that "grand strategy" doesn't have clear visual markers (like a hammer for crafting games for example) apart from having 1-5 bossy-looking people and a somewhat elegant title. So I have some trouble finding the sweet spot.

Could I ask you which one you feel conveys "grand strategy" the most? On which you'd be more likely to click on seeing it on Steam or another platform? Which one do you prefer? If you have improvement ideas, or other feedback?

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[–] MeatPilot@sh.itjust.works 1 points 4 hours ago* (last edited 4 hours ago)

Personally for a quick visual read I think #1 works best. If you are going to keep the medallion the focus is nice. Just really watch the negative space circled in red. Those create visual traps and minor distractions. You want them balanced or cleaned up. Maybe even fade out the medallion in those area so you don't have competing lines.

The swish of the ring around the planet (yellow) is doing a great job leading the eye to the middle and providing some asymmetry. Don't lose that. The gap behind the first person head (red) creates a visual stop for the eye from that swish of the ring, could shift it to fill that area in and not have a shift on contrast. Or pull the person out or back a little. It's at this not enough or too little of negative space that causes a focus unfortunately at the very start of the visual line aiming toward the middle.

The line should not go all the way across and shouldn't be that thick. You want it to not "trap" the two lines of text. Also the line from one person to another creates a visual relationship that cuts the design in half when it should flow through.

These are all minor suggestions. I'd say the biggest is really watch the negative space between and the competing lines of the shape (medallion) behind the text. Makes it harder to read with all the visual static. All the lines, border of the medallion and the line through are equal thickness to the text. It lacks separation between elements. You need to modify the widths.

[–] SoloCritical@lemmy.world 8 points 11 hours ago (1 children)

I dunno why but the guy on the right giving Hitler mustache vibes and it’s all I can see when I look at either image.

[–] lmagitem@lemmy.zip 4 points 11 hours ago* (last edited 11 hours ago)

Haha good to know, I'll change that then!

[–] TehBamski@lemmy.world 4 points 9 hours ago (1 children)

I personally like image two the most. I don't recall the name of the design term, but psychologically, humans tend to prefer uneven counts of things visually. Here I have shown how the order I see things in, and also my count.

A bit of fine tuning might be all you need to do with the ships.


I really like the royalty looking characters you have presented. Quite a bit of regalness to each of them.

The only suggestion I have is to add some facial hair to the fella. I came up with two suggested options.


I personally like the overall design of the background cube behind the title. It's working within the color palette represented in the capsule art. If you take a look at several other Grand Strategy game capsule art pieces, I see all of the well known games holding true to this design rule.

[–] lmagitem@lemmy.zip 1 points 7 hours ago

A million thanks for the very detailed answer! Facial hair isn't a bad idea indeed, especially since other people see Hitler's mustache on him haha

[–] NoPanko@feddit.uk 7 points 11 hours ago (1 children)

I like 2 more because i feel that bolder underline fits the art style better. The first one has more of a modern “clean” minimalist look, which doesn’t work so well with the detailed artwork

[–] lmagitem@lemmy.zip 3 points 11 hours ago

True, it looks more coherent in the whole. Thank you for your input :)

[–] Agent_Karyo@piefed.world 7 points 12 hours ago (1 children)

I like number 2 more, because the ship is clearer. I feel the ship should be even more prominent (within reason).

Interesting game, I am surprised I haven't heard of it. It's my kind of game, wishlisted.

I am actually going through a playthrough of Star Ruler 2 but with ~3,000 systems, it plays much more like a grand strategy game (the game was designed for 50-100 system) than the intended RTS / 4X hybrid.

[–] lmagitem@lemmy.zip 4 points 12 hours ago (1 children)

Oh I didn't consider the importance of the ship that much! Thank you for pointing it out. And for the comment :)

As for your playthrough, it's quite the change of scale indeed! How is the game holding up? I guess there must be a loooot of micro-management, is it still interesting at that scale?

[–] Agent_Karyo@piefed.world 2 points 10 hours ago* (last edited 7 hours ago) (1 children)

I have a 5800X and FPS starts to suffer once all empires colonize about ~1,200 systems.

Yes, it does become micro-heavy, but that's what I play it for. A pulp sci-fi galactic empire expansion/management game with cold war style politicking.

It has that "just one more turn" feel because you can keep expanding and the resource system always needs new planets/resources to level up your core planets/system.

One of the three galaxies:

The capital system:

[–] lmagitem@lemmy.zip 2 points 10 hours ago

Haha it looks glorious! I love the vibe you're going for.