Every June, the games industry enters one of its busiest windows.
From Summer Game Fest and Xbox Games Showcase to PC Gaming Show, Nintendo Direct, and the closely following Steam Next Fest, trailers, gameplay reveals, playable demos, developer livestreams, and wishlist buttons arrive in rapid succession. For players, this period is not just about seeing new games. It is a chance to glimpse the shape of the market over the next year or two.
For strategy players, that window is especially worth watching.
The Slow Burn Problem
Strategy games are not always built for short trailers or quick demos.
A shooter can communicate feel through a single weapon. A horror game can sell its atmosphere with one hallway. A roguelike can show its core loop in ten minutes. A co-op game can create chaos, laughter, and memorable moments in a single session.
Strategy games usually ask for more patience.
They require players to understand economies, maps, supply lines, production chains, unit relationships, settlement growth, and failure states. Often, the real pleasure of a strategy game does not begin with the first command. It begins after a player makes a plan — and then watches that plan fall apart.
That is why June’s showcase season is such a useful lens. It does not only reveal which games are coming next. It also reveals what kinds of worlds strategy games are choosing to build.
In 2026, the answer is encouraging. It is also familiar.
Strategy Has Not Left the Stage
Strategy games have clearly not disappeared.
PC Gaming Show 2026 featured more than 60 games and over 20 world premieres, including several titles aimed directly at strategy, war-game, and city-building audiences: Stronghold 4, Company of Heroes: Definitive Edition, and Total War: Warhammer 40,000. Steam Next Fest is also bringing a large number of upcoming games in front of players, including historical tactics and strategy titles such as Veterans: Napoleonic Wars.
RTS, tactical warfare, city-building, and large-scale strategy may no longer dominate the conversation the way they once did. But they are far from dormant. On PC especially, these genres remain visible, sustained by players who still care about systems, planning, friction, and long-term consequences.
Yet June’s showcases reveal something else as well: strategy games still return, again and again, to a familiar set of battlefields.

A Familiar Map
Medieval Europe remains one of strategy gaming’s strongest visual languages: castles, villages, fields, roads, sieges, and feudal conflict are instantly legible to many players.
World War II continues to support tactical and operational war games. Rome and classical antiquity remain natural foundations for empire-building and military drama. Napoleonic warfare offers formations, morale, and gunpowder spectacle. Beyond real-world history, fantasy kingdoms, grimdark futures, alien planets, and space empires still dominate much of large-scale strategy’s imagination.
None of this is a problem.
These settings return because they are rich, mature, and easy to read. Players understand what a medieval castle means. They can immediately recognize a World War II battlefield. Before the tutorial even begins, they already know what an empire, a legion, a star fleet, or a fantasy kingdom implies.
But familiarity also makes absence easier to notice.
Ancient China — especially ancient China before the Three Kingdoms — remains surprisingly rare in modern strategy games.
Not Just Another Three Kingdoms
Chinese history has already shown that it can appeal to global strategy players.
In 2019, Total War: Three Kingdoms sold more than one million copies in its first week and became the fastest-selling title in the Total War series at the time. Its Chinese historical setting was not a barrier. If anything, it became one of the game’s strongest attractions.
Many players who knew little about Liu Bei, Cao Cao, Sun Jian, or the late Han dynasty still entered that world willingly. Not because they already understood the history, but because the game gave them a strategic framework through which that history made sense.
But the success of Three Kingdoms also created a strong association. For many players outside China, “Chinese historical strategy” almost automatically means the Three Kingdoms period: warlords, famous generals, dynastic collapse, alliances, betrayal, and heroic drama.
That period deserves its reputation.
But it is not the only part of Chinese history that fits strategy games.
Earlier eras — especially the Spring and Autumn and Warring States periods before unification — offer a very different structure. This was not the world of a settled empire. It was a long age of fragmentation, rivalry, reform, diplomacy, military transformation, fortified cities, agricultural pressure, and competing schools of thought.
In other words, it was not merely a historical setting.
Structurally, it already resembles a strategy game.
Before Empires, Cities Had to Survive
A state needed grain before it could sustain war. A city needed walls before it could withstand attack. Labor had to be organized. Roads and storage could decide success or failure. Military campaigns depended on logistics. Rulers were not only commanders of armies; they had to manage population, production, law, defense, talent, and legitimacy.
The intellectual history of the period is just as suitable for game systems.
The “Hundred Schools of Thought” were not abstract philosophy in the modern academic sense. Confucian, Mohist, Daoist, Legalist, Military, Agricultural, and other traditions were all responding to practical questions: How should a state be governed? What role should law play? How should people be organized? When is war justified? What kind of order can survive in a violent age?
For strategy design, these are not just cultural details.
They can become policy, technology, military doctrine, economic direction, diplomatic choice, and long-term planning.
This is where Mandate Order becomes worth watching.
A Fortress Builder From the Ground Up
Developed by independent studio Digital Sky, Mandate Order is a war simulation and city-building game set during China’s Warring States period.
It does not begin with an emperor, a famous general, or a fully revealed imperial map. It begins from something smaller and more fragile: a settlement trying to survive.
The first question is not “How do I conquer the world?”
It is: “Can this place stay alive?”
Players begin with a stronghold and gradually build housing, wells, farms, warehouses, workshops, roads, walls, gates, and military facilities. Before conquest, there must be shelter. Before an army, there must be food. Before expansion, the settlement has to function.
That distinction matters.
In many strategy games, cities are objectives, production nodes, or icons on a campaign map. In Mandate Order, the city appears to be the game itself: a moving system of population, materials, needs, risks, and decisions.
Wood, Grain, and the Beginning of War
The most grounded parts of Mandate Order are also the most revealing.
Before armies appear, players first have to make the settlement work. Wood must be gathered. People need shelter. Roads affect how workers move. Fields have to follow the rhythm of the seasons. Food production is not a background number; it determines whether the population can grow, whether labor is available, and whether the settlement can support its next expansion.
Population is organized around “Wu,” a small unit of people. That design choice changes the feeling of management. The player is not dealing with abstract workers, but with groups of laborers who can gather, build, transport, produce, and eventually be conscripted into the army.
That makes conscription costly. Turning workers into soldiers does not simply create another unit. It pulls labor out of the city’s daily operation. A settlement that expands its army too early may gain short-term military strength while weakening the very foundation that keeps that army alive.
In Mandate Order, war begins before the battlefield.
It begins in the fields, warehouses, workshops, and roads. It depends on whether enough grain has been stored, whether the mine is too far from the main settlement, whether there is fuel for production, and whether the city can afford to pull workers away from survival.
A copper weapon is not just an equipment icon. It implies mining, transport, fuel, smelting, workshops, and labor. Shields, bows, chariots, and siege equipment all pull on different parts of the settlement. The farther resources are from the city, the more roads, storage, transport capacity, and time become strategic problems.
Here, logistics are not just a management layer.
They are the beginning of military power.

The Hundred Schools Are Systems, Not Background
The retainer system gives Mandate Order another strategic dimension.
Retainers are not simply advisors who provide bonuses. They are tied to different traditions — Confucian, Mohist, Daoist, Legalist, Military, Agricultural, and others. On paper, this may sound like historical flavor. In a system-driven game, it can create an entirely different strategic texture.
The Hundred Schools of Thought were competing answers to a practical question: how can a state survive, and how should it be governed?
Once translated into systems, they can influence governance, production, diplomacy, military command, public order, resource efficiency, and long-term development. A Legalist direction might imply order, discipline, and administrative efficiency. A Mohist direction naturally points toward defense and engineering. An Agricultural direction emphasizes production and survival. A Military direction reshapes how the settlement prepares for war.
Whether these ideas work in the final game will depend on execution. But the design logic is sound: culture becomes interesting in a strategy game not because it looks unfamiliar, but because it changes what the player does.
That is what makes Mandate Order worth observing. It is not simply placing ancient Chinese elements on top of a familiar city-building loop. It is trying to make agriculture, logistics, labor, fortification, and political thought part of the same war machine.
In other words, it is not trying to say: build a city, then fight a battle.
It is trying to show that a battle may have already begun when the first tree was cut, the first field was planted, and the first worker was conscripted.
Walls Are Not Decoration
Combat in Mandate Order is designed as an extension of city-building, not as a separate layer.
Players can build walls, gates, towers, and defensive facilities, then actually use those defenses in battle. Soldiers can be stationed on walls. Terrain height matters. Chariots, siege pressure, and large-scale formations give the battlefield a texture that is uncommon in traditional city-builders.
The game also uses line-drawing formation controls to reduce the burden of large-scale command. Players can draw out defensive lines, breakthroughs, encirclements, or attacks. For a city-builder, large battles can easily become unreadable. A system that lets the player “draw intent” onto the battlefield may help connect tactical command with earlier construction decisions.
The goal is clear: war should test the city itself.
If logistics are weak, the army suffers. If walls are poorly placed, the settlement is exposed. If food production fails, expansion becomes dangerous. If labor is overstretched, both construction and defense become fragile.
That is the kind of pressure a war city-builder should create.
The Hard Part Is Execution
Of course, none of this means Mandate Order is automatically a successful strategy game.
Because the premise is strong, the difficult questions become even more important. Can the game teach complex systems clearly? Can it make farming, logistics, labor, construction, defense, and battle feel genuinely connected rather than merely stacked together? Can it preserve historical texture without turning into a textbook? Can it make the Warring States period legible to players who know little or nothing about it?
These are difficult questions.
But they are also the right questions for strategy games to keep asking.
The genre is not short on complexity. It is not short on armies, maps, tech trees, or economic systems. What it may need more of is historical imagination: not novelty for its own sake, but worlds whose political, economic, and military structures can generate different kinds of play.
Ancient China before the Three Kingdoms offers exactly that.
It is not a settled empire, but a world of divided states. It is not only battlefield conquest, but city defense. It is not generic upgrades, but competition between schools of thought. It is not war in isolation, but war driven by agriculture, labor, logistics, fortification, and governance.
The Map Can Be Wider
When June’s showcases and Steam Next Fest put a wave of new games in front of players, the question is not only which titles will climb the wishlist charts.
Another question matters just as much:
What kinds of histories is the strategy genre still leaving on the table?
Rome will always have its place. So will medieval Europe, World War II, fantasy kingdoms, and science-fiction empires.
But the map can be wider.
Mandate Order is planned to launch on Steam in Q3 2026. Whether it can bring ancient China before unification — especially the Warring States period — to a broader strategy audience remains to be seen.
But its existence points toward a larger opportunity:
Strategy games do not necessarily need fewer systems. They need more worlds capable of making those systems feel new again.

PS:“Facts referenced in the article can be verified through Steam Next Fest official pages, PC Gamer’s PC Gaming Show 2026 recap, public sales reporting for Total War: Three Kingdoms and Manor Lords, and the public Steam page for Mandate Order.”
Mandate Order is an ancient Chinese war city-builder developed by Digital Sky, an independent studio based in Chengdu, China. Set during the Spring and Autumn and Warring States era, the game starts players with a small frontier settlement and asks them to develop it into a functioning military stronghold. Players will build homes, wells, fields, warehouses, workshops, barracks, armories, walls, and defensive structures, while managing resources, population needs, logistics, retainers, diplomacy, and battlefield tactics. Rather than treating war as a separate combat layer, Mandate Order connects warfare to the full operation of the city — from food production and supply chains to conscription, fortification, and formation-based battles. The game is currently listed on Steam
