
Critical Moves - Strategy Gaming
Critical Moves is a strategy games podcast focusing on RTS, 4X, and tactics. Each week it covers real-time strategy, turn-based tactics, 4X empire builders, and indie games, also revisiting old classics. The podcast offers sharp criticism and honest discussion about game design, interviewing developers and industry figures. It's aimed at players who think about systems and mechanics. New episodes every Friday.
Episodes

Virtual Economies in Strategy Games (Ep.95)
Jack and Adam dig into how strategy games model their economies — from Victoria 3's fully simulated supply and demand to Stellaris treating resources as a means to an end. Along the way they cover limited versus unlimited resources, why money can feel like a cheap way out of a tight spot, the wildly different scales games use for wealth, and whether they'd rather play scarce or swimming in surplus

Strategy Gaming on a Budget: Free and Cheap Ways to Play (Ep.94)
Al is joined by Adam and Jack to work out how to build a strategy library on a budget, or for nothing at all. This one came straight from the Critical Moves Discord: community member Cooper asked us to revisit the cheaper alternatives after Episode 89, so here it is. We get into price tracking with GG.deals and whether the cheap key sites can be trusted, the best free games led by Beyond All Reas

Strategy Simulations and War Games: Where to Start (Ep.93)
Jack, Adam and Nuno get into strategy simulations and war games: what separates a war game from an RTS or a turn-based strategy title, why so many people love the idea of them but bounce off the reality, and how to find a stepping stone over the barrier to entry. They work through Ultimate General: Gettysburg, Combat Mission, Men of War and Call to Arms, the abstraction problem, and whether Stella

Strategy Board Games: Eclipse, Dune and the Tension Video Games Can't Match (Ep.92)
Tim and Adam step away from the screen this week to talk about strategy on the tabletop. It turns out board gaming and strategy gaming sit right next to each other, and the two get into what the medium does better than a PC ever could. They make the case for Eclipse: Second Dawn as the finest strategy board game ever made, argue over whether Twilight Imperium is worth an eight hour commitment, an

Sanctuary Shattered Sun: Kickstarter Live! T5 Titans, Shatter & Freeze (Ep.91)
Jack and Drexy are joined by nine2 and FoneE from Enhearten Media, the team behind Sanctuary: Shattered Sun, on the day their Kickstarter and free demo finally go live. This is a proper deep dive: five years of development, the technical architecture that took most of that time to get right, and the three hero features that make this RTS stand out, a Dyson sphere battlefield you can physically sha

The Strategy Games That Defined the 1990s (Ep.90)
Marking episode 90 with the only decade fitting for the number, Al is joined by Joe, Adam and Drexy to work through the strategy games of the 1990s and the genres they created. The conversation covers Sierra's city builders including Caesar 3 and Pharaoh, the birth of the RTS through Dune 2 and the Westwood versus Blizzard debate, the rise and eventual oversaturation of Command and Conquer clones,

The RAM Apocalypse: Why Gaming Got So Expensive (And What To Do About It) (Ep.89)
Al, Drexy, and Joe tackle a question hitting every strategy gamer's wallet: is modern gaming too expensive? From the RAM price surge and the Steam Machine's launch price to Civ 7's $70 tag and Football Manager delisting its own back catalogue, the panel breaks down where the real cost pressure is coming from, and argues the case for mods, indie studios, and simply not buying on day one. Topics co

A Pile of Shame: Critical Moves Hosts Force Each Other's Backlog Games (Ep.88)
Drexy hosts this week, joined by Adam and an early-rising Joe (5am and counting). The trio raid each other's Steam libraries for a "Pile of Shame" challenge, picking games none of them have played and forcing each other to give them a proper go (2-5 hours minimum) before reporting back. Adam gets handed Warhammer 40K: Gladius – Relics of War by Drexy and Terra Invicta by Joe, complete with a rundo

Steam Summer Sale Must Buys (Ep.87)
It's Steam Summer Sale time, and the Critical Moves crew has recommendations. Al, Jack, and Drexy each bring one game they'd recommend to listeners and one they're taking the plunge on themselves this sale. From alien plant invasions to pirate city building, classic RTS nostalgia to gridless town builders, there's something here for every corner of the strategy gaming world. Also: a quick word on

Upcoming Strategy Games We're Watching in 2026 (Ep.86)
Adam, Jack, and Drexy run through the strategy and tactics releases worth watching in 2026 — from Star Wars Zero Company to Stronghold 4, a pirate city builder from the Tropico team, two suspiciously similar space 4X games, and a medieval combat game that might finally give Mount & Blade some competition. Games covered: Stronghold 4, Star Wars Zero Company, Corsair Cove, Company of Heroes Ann

Total War: Warhammer 40,000 — New Engine, New Galaxy, New Concerns (Ep.85)
This week on the Critical Moves Podcast, Al, Joe, Nuno, and Drexy dig into everything revealed so far about Total War: Warhammer 40,000. Fresh from the PC Gaming Show 2026 gameplay reveal, the team covers the new Warcore engine, the solar system campaign map, faction design, the glaring absence of ship combat, and whether Creative Assembly can pull off something truly worthy of the 40k universe. C

Firaxis in Crisis: Is Civ 7 a Disaster, a Success, or Both? (Ep.84)
This week on Critical Moves, we welcome back co-founder Nuno — and introduce brand new host Drexy — for a deep dive into one of strategy gaming's biggest stories: Civilization 7 and the state of Firaxis. Jack defends the game he genuinely loves, the rest of us are less convinced, and we dig into what the numbers actually say about Civ 7's launch, the Test of Time update, Take-Two's financial crisi

Space Tales: The RTS You Didn't Know You Needed | Interview with Saigon Dragon Studios (Ep.83)
This week Jack and Al sit down with Matt, Creative Director at Saigon Dragon Studios, to talk about Space Tales — an early access RTS inspired by StarCraft, built by a Vietnamese studio with 11 years of outsourcing experience and a whole lot of passion for the genre. They get into the game's retro-cartoonish art style versus its surprisingly dark Lovecraftian themes, the failed Kickstarter that b

Is Crusader Kings 3 Worth Playing in 2026? (Ep.82)
Jack and Adam dive into Crusader Kings 3 — where it stands six years after release, what the DLCs have added, and whether it's worth picking up if you've never played a Paradox game before. Adam comes in as a CK2 veteran with zero CK3 experience, which makes for a genuinely useful breakdown of what's changed, what's new, and what's coming. They cover the adventurer mode, the stress and traits syst

No Borders, No Worlds | Stellaris Season 10 (Ep.81)
Al, Jack, and Joe dig into the Stellaris Season 10 announcement: the Nomads expansion arriving 15 June, the Willpower ethics rework coming Q4, four new scenario packs introducing standalone game modes, and a rebrand of ascension perks to ambitions. They also weigh in on the Beyond All Reason commercialisation controversy, what it means for a game built by volunteers over two decades, and why the b

Questions From The Critical Moves Community (EP.80)
Episode 80 is a community-led episode. Al is joined by Adam, Jack and Tim to work through fifteen listener questions submitted via the Critical Moves Discord, covering biggest gaming disappointments, steep learning curves worth the investment, the perennial argument about what a 4X actually is, how strategy games generate emotional investment beyond cutscenes, the best Total War entry point for a

Victoria 3: Is This Now Paradox's Best Game? (Ep.79)
Jack is joined by Tim and Joe for a full episode on Victoria 3. They cover how the game has changed since launch, what the Charters of Commerce and subsequent DLC updates have done to the economic and political systems, and whether it now stands as Paradox's strongest title. The conversation moves through the learning curve, the best nations to start with, the true cost of war, and what the upcomi

Bad Guys, Evil Factions, and Moral Grey Areas in Strategy Games (Ep.78)
Al is joined by Adam and Joe to dig into the role of villains and evil factions in strategy games. The conversation covers standout bad guy characters including Arthas from Warcraft 3, Kerrigan from StarCraft, and Kane from Command & Conquer, before broadening into whether strategy games are uniquely suited to letting players be evil. The discussion moves through Nuclear Gandhi, Paradox's appr

Our Most Legendary Strategy Gaming Moments (Ep.77)
Jack is joined by Timothy and Joe for a campfire session of war stories. Every strategy gamer has them: the run where everything clicked, the lucky seed, the moment the sandbox handed you something you could not have scripted. This week the team shares their most memorable gaming moments spanning World of Warcraft loot drama, a Beyond All Reason tournament upset, Dwarf Fortress hippo economics, Cr

Non-Strategy Games for Strategy Gamers (Ep.76)
We're throwing you a curveball this week. Al, Jack, and Joe share the games they'd recommend to strategy gamers who want to step outside their comfort zone — covering classics, hidden gems, and a few surprises. Plus: is there strategy in almost every game? And how do you pronounce Stellaris?More from Critical Moves Podcast: Web: https://criticalmovespodcast.com Forum: https://criticalmovesforum.co

The DLC Debate: Best, Worst, and Everything In Between (Ep.75)
Al is joined by Adam and Jack to dig into the world of downloadable content — what makes a great DLC, what makes a cynical one, and how the industry has shifted from the era of the standalone expansion pack to today's drip-fed content model. From Stellaris and Hearts of Iron to Civilisation 7's ongoing struggles, the trio unpacks Paradox's DLC machine, Firaxis's existential crisis, and why Supreme

RTS Games: Is There a Future? With Perafilozof (Ep.74)
Is the RTS genre dying, or is it on the verge of a real breakthrough? Tim and Al are joined by Perafilozof, one of YouTube's most dedicated RTS content creators, to dig into the state of real-time strategy gaming, what's holding it back, and what could push it forward. They cover the funding problem facing indie RTS developers, the tension between single player and multiplayer, the role of big IPs

The Innovation Problem in Strategy Games | Dr. Ben Angell Returns (Ep.73)
Dr. Ben Angell returns to Critical Moves to lead a discussion on innovation in strategy games, the topic he chose when we interviewed him on his work for the Age of Empires 2 Chronicles DLC. Jack and Tim join him in examining why so many RTS releases are clones of four foundational titles, whether Paradox is genuinely pushing its games forward or just layering complexity, and what cross-genre poll

Just One More Turn - Turn-Based Games Deep Dive (Ep.72)
It's Turnbased Thursday Fest week, and Al, Sid, and Jack are leaning in hard. This episode is a full deep dive into the turn-based genre: what makes it so compelling, why "just one more turn" became gaming's most universal phrase, and whether turn-based has quietly replaced RTS as the dominant strategy genre in 2026. The conversation covers Football Manager as a closet tactics game, Worms as a gat

Heart of the Machine 1.0 — Narrative Strategy, Time Loops & the Future of Arcen Games (Ep.71)
Chris McElligott-Park (Arcen Games) returns to Critical Moves to discuss the 1.0 full release of Heart of the Machine, launching March 6th via Hooded Horse. We dig into what makes this strategy RPG unlike anything else in the genre — its branching morality system, the parallel timeline mechanic, and why Chris deliberately built a game that doesn't lock you into being a hero or a villain. Chris als

Steam NextFest 2026: The Good, The Bad, and The Unfinished (Ep.70)
Timothy, Jack, and Adam review their Steam Nextfest demo experiences across a wide range of strategy titles, from a god game that felt genuinely finished to an RTS sequel that felt like 1994. The discussion moves beyond individual game impressions into a broader debate about what a demo should actually deliver in the current market, whether developers are arriving at Nextfest too early, and what S

Space 4X: Explore, Expand, Exploit, Exterminate (Ep.69)
Al is joined by Joe and space 4X expert Sid to trace the complete history of the space 4X genre — from its board game roots in 1974 through the golden age of Master of Orion, the dry spell of the late 90s, the modernisation wave of 2010, and what the genre looks like today.Sid also drops his top 5 space 4X games of all time, we debate why space 4X has never cracked the mainstream, and ask whether

The Paradox Problem: DLC, Developer Relations, and Broken Launches (Ep.68)
Al, Jack, and Timothy examine Paradox Interactive's business practices, from their DLC-heavy approach to their handling of development studios. The conversation covers why Paradox games launch incomplete, the nearly £400 cost of owning all Stellaris content, and what happened between Paradox and Colossal Order over City Skylines 2.The episode compares Paradox's model to other strategy publishers l

Menace Early Access: We Played the Demo But Know Nothing About the Game (Ep.67)
Menace released into early access yesterday. We recorded this episode ten days beforehand having played the demo and knowing almost nothing about what the early access version would include.The demo showed solid turn-based tactical combat with a complex action point system, deep squad customization options, and strong art direction. It also showed a game from respected developers Overhype Studios

Defcon Zero: $4.5M Funded RTS (Ep.66)
Amir and Almog from Tri Arts Games talk about their RTS project Defcon Zero: Frontlines of Tomorrow. They worked for two years without pay on a tech demo that got them 12,000 wishlists through organic community building alone. Then they secured $4.5 million in funding from RTS fans with money to spend, not a publisher trying to squeeze ROI out of the genre. Tim Campbell from Westwood is their deve

Terra Invicta: The Long War From The Shadows (Ep.65)
Terra Invicta just hit 1.0 after years in early access. It's a grand strategy game where you run a shadowy organization trying to control Earth's nations while aliens show up uninvited.Al hasn't played it. Tim and Joe have hundreds of hours between them. The game has three layers: geopolitical manipulation on Earth, orbital infrastructure, and hard sci-fi space exploration across the solar system.

300 Hours to Game in 2026: Empire Total War, Cities Skylines, and Dwarf Fortress (Ep.64)
Most gamers over 40 get five hours a week to play games. That's 300 hours for the entire year. We picked strategy titles that work when you can only play in short bursts between work, family, and everything else competing for your time.Al recommends Empire: Total War for its blend of grand strategy and tactical battles, plus it runs on iPad. Jack argues for Cities: Skylines because you can jump ba

Strategy Games Coming in 2026: Dawn of War 4, Total War 40K, Space Sims, and Indies (Ep.63)
Jack, Al, and Sid go through strategy games shipping in 2026. Sanctuary Shattered Sun from the Supreme Commander lineage. Dawn of War 4 returning to classic RTS after Relic lost the license. Total War 40K launching with four factions, no confirmed fleet battles. Three space strategy indies trying different approaches: Falling Frontier's physics-based combat, Fragile Existence's solo dev survival a

Strategy Gaming in 2026: What the Media Gets Wrong. Critical Moves Year in Review (Ep.62)
The Critical Moves team reviews our first full year covering strategy gaming and explains why "the gaming industry is dying" headlines miss the point completely. We interviewed developers from Luke Hughes (Burden of Command) to Brandon Castile (Tempest Rising) to Thomas Vandenberg (Kingdom series). Covered games from solo developers and Xbox Game Studios teams. Went from zero listeners to half a m

Our Best Strategy Games of 2025 Are a DLC, Another DLC, and a 21-Year-Old Remaster (Ep.61)
Our best games of 2025 are a DLC for a 2023 game, a DLC for a 2022 game, and a remaster of a 2004 game. That tells you everything about the state of strategy gaming this year. Adam picked Spell Force Conquest of Eo's Children of Norn expansion because the developers keep supporting a game that deserves more players. The complexity puts it somewhere between Heroes of Might and Magic and Age of Wond

Total War: Medieval 3 and Warhammer 40K - What Creative Assembly Got Right (and Wrong) (Ep.60)
Creative Assembly announced Medieval 3 and Total War Warhammer 40K within two weeks. We break down what we know, what's missing, and whether the new Warcore engine can handle what these games need to deliver.Medieval 3 won't arrive until 2027 at the earliest, possibly 2028. The game promises more than just map painting with systems borrowed from Crusader Kings territory, but the challenge is findi

City Builders from SimCity to Skylines, Anno to Frostpunk (Ep.59)
City builders split into subgenres that barely resemble each other. Cities Skylines focuses on traffic optimization and aesthetic building. Anno centres on island logistics and production chains. Banished and Frostpunk push survival mechanics. Tropico simulates dictatorships. Soviet Republic recreates command economy management. Each game builds around different core systems despite sharing the ci

Developer Interview: Dr. Ben Angell - AOE2: Chronicles Series (Ep.58)
In this episode of Critical Moves, we sit down with Ben Angel, narrative lead and designer on the Age of Empires 2: Chronicles DLC campaigns. Ben shares fascinating insights into creating compelling narratives within the constraints of RTS gameplay, where players experience stories from a distant, zoomed-out perspective.We discuss how Chronicles tackles the inherent challenges of storytelling in s

Anno 117: Pax Romana - Why Even Anno Fans Are Disappointed (Ep.57)
Does Anno 117: Pax Romana live up to the hype? Err... No. In this episode, Al (the Anno noob) got a chance to quiz Anno veteran Timothy on what the latest instalment of the franchise does right and what it does terribly wrong.Join us as we pull apart Ubisoft Mainz' latest city builder title and discuss if the Roman setting fits the Anno brand, if it adds anything to the series and why diagonal roa

Thomas van den Berg on Kingdom's Design Philosophy and the Flash Game Era (Ep.56)
Join hosts Jack and Adam as they sit down with Thomas Vandenberg, the visionary creator behind Kingdom Classic and Kingdom New Lands, for a deep dive into the evolution of minimal strategy design. Thomas shares the fascinating journey of turning a Flash game prototype into a beloved franchise that pioneered the "aesthetic strategy" genre, where atmosphere and accessibility take precedence over com

Football Manager 26 - A New Low For The Series (Ep.55)
Joe and Big Sid talk Football Manager from Championship Manager 01/02 to the FM26 disaster. Big Sid has been playing for 25 years. Joe started with FM12 and the San Marino Challenge, spending a year building a lower Italian league team into Champions League contenders. Both have lost relationships and jobs to this game.FM26 launched in early access and immediately got review bombed on Steam. The n

Sudden Strike 5 is Coming. Is The Series Any Good? (Ep.54)
Welcome back to Critical Moves! In this episode, hosts Jack and Adam welcome newest team member Sid to break down the Sudden Strike series - the World War II real-time tactics franchise that's been quietly serving a dedicated fanbase for over two decades. With Sudden Strike 5 recently announced at Gamescom and promising ambitious features like 300+ units, co-op PvE gameplay, and massive 25-hour ca

New Year, New Game (Ep.53)
To celebrate the new year of Critical Moves Podcast, Al, Tim and Adam sat down to recommend a new game for the others to try. These were games that the others had never played before but that each hoped their co-hosts would enjoy. Games recommended were: Tim: https://store.steampowered.com/app/1207650/Suzerain (for Al) https://store.steampowered.com/app/1434950/HighFleet (for Adam)Al: https://stor

Heroes of Might and Magic: OE or Endless Legend 2. Which Is Better? (Ep.52)
Jack and Adam compare two modern revivals of strategy design: Heroes of Might and Magic: Olden Era and Endless Legend 2. We cover how HOMM OE modernises the classic loop, the daily and weekly map rhythm, city growth, unit upgrade forks, and where it stumbles with a cluttered spell UI and questions about handcrafted maps. We dig into Endless Legend 2’s Civ-style shell with heroes anchoring armies,

Steam NextFest Special (Ep.51)
Adam, Jack, and Tim dig into the October 2025 Steam Next Fest lineup. They highlight the most promising strategy titles, the ones to skip, and talk about how Steam’s visibility system shapes the fortunes of indie developers. The discussion covers what works, what doesn’t, and why the algorithm can make or break smaller strategy games.https://criticalmovespodcast.com

RTS Is Quietly Having a Comeback (Ep.50)
Nuno, Al, and Jack talk about how modern real-time strategy has changed — and improved. Dawn of War: Definitive Edition shows the strength of classic design, while new projects like Tempest Rising and Broken Arrow push toward a leaner, more deliberate form of RTS. The conversation covers what recent games are getting right, where design has shifted, and why the future looks more promising than it

The Future of Total War (Ep.49)
Al, Tim and Joe come together to discuss the future of the Total War franchise ahead of Creative Assembly's December announcement on what to anticipate next from the studio. With a look at what games the hosts expect to see and which ones they would love to see, the conversation covers settings such as Star Wars, Warhammer 40K and Lord of the Rings, along side what Medieval III might look like, or

Asymmetry: The Secret Ingredient in Strategy Games (Ep.48)
Asymmetry is one of the defining features of strategy games, but it’s also the source of endless arguments. Giving players different factions, units, or victory conditions creates tension and variety, but it also creates balancing headaches. Designers fight with trade-offs: too much asymmetry and one side can dominate, too little and the game turns bland. In historical wargames, asymmetry is unavo

Double Vision: The True State of 4X (Ep.47)
In this episode we brought in Ricky and Drexy from eXplorminate to correct the mistakes we made in episode 41 on the state of 4X. The discussion pulls apart what separates 4X from grand strategy, where games like Stellaris, Total War and Victoria 3 sit, and why the labels aren’t always useful.We cover direct control versus large-scale influence, why Total War is neither 4X nor grand strategy, the

Beyond All Reason – Behind the Scenes of BAR (Ep.46)
Beyond All Reason (BAR) is a free open-source real-time strategy game based on Total Annihilation. In this episode we interview community manager PtaQ and our very own Timothy. Learn about RTS game development, community-driven gaming projects, epic-scale strategy battles with thousands of units, upcoming campaign mode, new faction releases, and Steam launch plans. This strategy gaming podcast epi

When Developers Quit, Players Keep Games Alive (Ep.45)
Community supported games are the reason classics like Age of Empires 2, Company of Heroes, and Heroes of Might and Magic 3 are still played decades after release. In this episode of the Critical Moves Podcast, we look at abandoned strategy games, how modding scenes keep them alive, and why some titles survive long after developers stop updating them.We cover Dawn of War and its Definitive Edition

Does Dawn of War 4 Have What It Takes? (Ep.44)
Dawn of War 4 exists! We talk about what we know and what we expect. The franchise has one good game, one mediocre sequel, and one disaster. Dawn of War 3 killed the series for eight years. Now KING Art Games and Deep Silver are taking another shot at Warhammer 40K real-time strategy. We cover the confirmed details, the studio behind it, and the current state of RTS games. Dawn of War 4 needs to s

Chris McElligott-Park on AI War, Community, and Running an Indie Studio (Ep.43)
What does long-term survival look like for an indie strategy studio? In Part 2 of our interview, Chris McElligott-Park talks about: – Sustaining Arcen Games through shifting trends – Crowdfunding and community involvement – Designing sequels without repeating yourself – The challenges of predicting success in a saturated market This is Part 2 of a two-part interview.

Chris McElligott-Park on Game Design, Narrative, and Arcen’s Origins (Ep.42)
What does it take to make a critically acclaimed strategy game? Chris McElligott-Park, designer of Heart of the Machine, joins the Critical Moves team to talk through: – How Arcen Games started – The design thinking behind AI War – Making strategy games without traditional narrative – Engineering AI opponents that can out-think players This is Part 1 of a two-part interview.

The State of 4X Strategy. Can It Be Fixed? (Ep.41)
We try to avoid Stellaris. We really do.But if you're talking about the state of 4X games in 2025, it keeps dragging you back.Al, Joe, and Tim take stock of a genre that’s running out of excuses. Innovation is rare. Pacing is broken. AI can’t keep up. And the line between 4X and grand strategy has nearly vanished.Is anyone pushing things forward? Are we just reskinning old ideas? And why do most 4

Building a Sci-Fi RTS from Scratch – Fungal Front Dev Interview (Ep.40)
We talk to Matt, the solo developer behind Fungal Front — a hard sci-fi real-time strategy game set on a hostile alien planet. In this interview, we cover what makes the game unique, the challenges of building complex systems solo, and what players can expect from the factions, mechanics, and world design.If you're into asymmetric gameplay, grounded sci-fi, and RTS games that don’t hold your hand,

Can a Strategy Game Work Without a Story? (Ep.39)
How important is narrative in strategy games and what kind of story actually works? In Episode 39 of Critical Moves, Adam, Jack, and Al dig into the role of storytelling in the genre, from scripted campaigns to player-driven chaos.We cover:• Emergent vs scripted storytelling, and where each one shines. • Why some strategy games succeed without a story, and others absolutely need one. • A heated d

Get Ready For Heroes of Might and Magic Olden Era (Ep.38)
Before Olden Era, there was Heroes of Might and Magic, the series that defined turn-based strategy for an entire generation.In this episode, we unpack what made HoMM so addictive: the layered overworld maps, the chess-like battles, the base-building loop, and the sheer variety of factions and creatures. We trace its rise from the early days through the glory of Heroes III and the missteps that fol

Strategy Games Are Terrible at Teaching You Anything (Ep.37)
Why are strategy game tutorials so bad and who’s fixing it? In Episode 41 of Critical Moves, we’re joined by Joe from Example of Play to talk about the gap between what strategy games teach and what players actually need to know.We cover:Why tutorials often fail in complex strategy titles.How content creators like Joe step in to bridge the gap.Joe’s own gaming background and what’s on his radar ne

Celebrating Indie Developers on "Indie-pendence" Day (Ep.36)
Can indie strategy games do what big studios won’t... or can’t? In Episode 36 of Critical Moves, we highlight the independent titles that impressed us, surprised us, and in some cases outclassed their AAA counterparts.We talk about:The design risks indie games are willing to take.How smaller studios punch above their weight in innovation and depth.Why some of these titles stick with us more than m

What Makes a Strategy Game of the Year? (Ep.35)
What separates a good strategy game from a great one? And what does it actually take to earn “Game of the Year” in a genre built on complexity, depth, and replayability?In Episode 35 of Critical Moves, we break down the criteria that matter most - gameplay systems, balance, innovation, pacing, longevity, and presentation - and discuss how strategy games are judged compared to other genres.We ask:W

When RTS Was King: The Best Real-time Strategy Games Ever Made (Ep.34)
When did the best RTS games get made and why have we seen nothing like them since?Let's take a look back at the golden age of real-time strategy. From peak base-building to iconic faction design, we talk about what made this era so good, the games that defined it, and the influence they still have today.Whether you grew up on it or missed it entirely, this is a look at RTS when it was fast, focuse

Building Worlds with Game Dev Tatsu – Sanctuary, ZeroSpace & Ablight (Ep 33)
What does it take to build a strategy game that stands out in a crowded genre? Game developer Tatsu (Sanctuary: Shattered Sun, ZeroSpace, Ablight) joins us to break down the craft behind deep, immersive RTS experiences. From indie passion projects to ambitious sci-fi warfare, we explore how worldbuilding, player agency, and innovative mechanics shape the future of strategy games. This is a no-fluf

The Greatest WW2 Strategy Games Ever Made (Ep 32)
What’s the greatest World War II strategy game ever made and why do we keep coming back to this war?On the anniversary of D-Day, Nuno walks through the best WW2 strategy games ever made. It’s a sharp look at what these games get right, where they fall short, and how they handle the weight of real history. From high-level operations to close-quarters tactics, we talk realism, pacing, decision-makin

These Games Will Ruin Your Life (Ep 31)
Why do games like Victoria 3, Anno 1800, and Football Manager destroy your sleep schedule, and why are they so hard to quit?These are the strategy games that don’t just pull you in, they erase your evening and leave you wondering how it’s already morning. We talk about what makes these games so addictive, from perfectly tuned systems to that never-ending sense of progress. What’s the line between

What’s Hot, What’s Not. The Warhammer Strategy Catalogue (Ep 30)
What’s the best Warhammer strategy game, and why do so many still miss the mark?With Warhammer Skulls in full swing, we dig into the long and messy history of Warhammer strategy games. From Total War: Warhammer to Dawn of War to the weird forgotten spin-offs, we look at what’s worked, what hasn’t, and why this universe keeps drawing strategy developers in. The setting is built for conflict, with a

A Shift in Strategy (Ep 29)
What happens when Halo, Minecraft, and Gears of War try to become strategy games?Some franchises are built for action. Fast-paced, explosive, focused on moment-to-moment chaos. But when they make the jump to strategy, things get complicated. In this episode, we look at Halo Wars, Minecraft Legends, Gears Tactics, and more. Some of these games pull it off. Others feel like a branding exercise with

Currently Playing - Space Bureaucracy and Giant Killer Robots (Ep 28)
What’s keeping us hooked right now, and which strategy games are actually worth your time?We run through what we’re playing at the moment and why. From deep-space colony management to explosive mech battles, it’s a mix of genres and styles with one thing in common, they’re keeping us coming back. We talk about what’s working in the design, what’s starting to wear thin, and how these games compare

The Star Wars Strategy Game You’ve Been Waiting For! (Ep 27)
Is Star Wars finally getting a strategy game worth your time?Star Wars: Zero Company is set during the Clone Wars and aims to deliver the tactical experience fans have been waiting for. We break down everything revealed so far, including gameplay mechanics, squad structure, and story setup. We also compare it to past Star Wars strategy titles, looking at what sets it apart, what might still fall s

The One Where Everyone Talks Over Each Other (Ep 26)
What do you actually want to know about strategy games and about us?This episode is all Q&A, with questions from the community covering everything from our favourite mechanics and design trends to behind-the-scenes podcast stuff. Some are thoughtful, some are weird, and some have nothing to do with strategy games at all. We answered as many as we could. It’s unscripted, unpredictable, and the

Why Tempest Rising Could Be the RTS to Watch in 2025 (Ep. 25)
Can a new RTS really bring back the feel of Command & Conquer? We talk to Brandon Casteel, lead designer on Tempest Rising, about building a modern RTS that doesn’t forget its roots. He explains how the team approached base-building, unit roles, and multiplayer balance while keeping the game grounded in the spirit of classic Command & Conquer. We also get into the realities of reviving a g

RTS vs TBS: What Makes a Great Strategy Game? (Ep 24)
Which is better, turn-based or real-time strategy? And why does it still divide players?This episode tackles the long-standing split at the heart of the genre. We look at how pacing, control, and decision-making change depending on the format, and what that means for gameplay, accessibility, and replay value. There’s no winner declared, but the differences matter. Whether you prefer careful planni

Broken Arrow - The Best Military RTS of 2025? (Ep 23)
Is Broken Arrow the next great modern military RTS or just another missed opportunity?We take a close look at Broken Arrow, a large-scale strategy game built around real-world military hardware and combined arms tactics. From interface design to unit control, we break down what the game is doing well and where it still feels rough. It’s a grounded take on a promising RTS that’s caught attention fo

Can You Lead? Luke Hughes on the Emotional Weight of Burden of Command (Ep 22)
Can a game about leadership, ethics, and World War II actually be fun to play?We’re joined by Dr Luke Hughes, lead developer of Burden of Command, to talk about designing a strategy RPG where your choices as an officer shape the outcome more than your aim ever could. Luke explains how the game balances historical authenticity with accessibility, why emotional realism matters, and how they built sy

Civ VII Sucks, So Play These Instead (Ep 21)
Sick of Civilization VII already? Here’s what you should be playing instead. We skip the usual complaints and get straight into better options. This episode runs through strategy games that outclass Civ in all the ways that matter: deeper systems, smarter pacing, more satisfying decisions. From standout 4X titles to grand strategy heavyweights and overlooked gems, we lay out what’s actually worth

Singleplayer vs Multiplayer Strategy Games: What’s Actually Better? (Ep 20)
Is strategy gaming better alone or with others? And why does it matter more than people think?This episode tackles the divide between singleplayer and multiplayer strategy. We look at what each experience offers - whether it’s the quiet satisfaction of beating the AI or the chaos and challenge of human opponents. We also talk about community behaviour, why multiplayer can be so hard to get right,

The Best and Worst of Steam Next Fest (Ep 19)
Which upcoming strategy games are actually worth your time?Fresh from Steam Next Fest, we talk through the strategy demos that stood out and the ones that didn’t. From grand campaigns to tight tactical battles, we share first impressions and early verdicts on what might be worth following. It’s not a hype reel. Just straight talk about what works, what’s broken, and which games have real potential

Sid Meier’s Civilization VII - Is it Any Good? (Ep 18)
Is Civilization 7 a true step forward or just Civ 6 with extra polish?Joe leads the review while Al pushes back with the tough questions. We break down what Civilization 7 changes, what it carries over, and whether any of it actually improves the formula. From AI behaviour to core mechanics and balance, we look at what works, what feels stuck, and where the series stands in 2025. If you're wonderi

Sid Meier’s Civilization: How One Franchise Defined 4X Strategy (Ep 17)
How did Civilization define an entire genre and why does it still matter today?We look back at the legacy of Sid Meier’s Civilization and how it shaped the 4X strategy genre. From the original game to the latest release, we track how the series evolved, what stayed the same, and why the formula still works decades later. We also get into favourite factions, best mechanics, and how Civ continues to

Why Did AAA Studios Abandon RTS Games? (Ep 16)
Why did AAA studios abandon real-time strategy—and is there any chance they’ll come back?RTS was once a major force in gaming. Now it’s mostly left to indie developers. In this episode, we dig into what happened. From shifting market priorities to the rise of other genres, we lay out why big publishers moved on and what that’s meant for the games that followed. We also talk about the studios keepi
Recommended

Mother Daughter Relationship Show

Skin Deep MDs with Dr. Mamina Turegano, Dr. Lindsey Zubritsky and Dr. Jenny Liu

girl talk 🎧🫧

Booked, Blonde & Busy w/ Olivia Ponton

LOVE SOMEONE with Delilah

Classical Christian Education

Veritas Vox - The Voice of Classical Christian Education

Enjoy Teaching Again | Elementary, Teacher Burnout, Student Behavior, SEL, Classroom Management

Entrepreneur Kids Legacy Show - Family Motivation, Business Boss Babies, Inspirational Speakers and Healthy fun food

McKinsey on Consumer and Retail

megahired.com

Telli Talks with Telli Swift