r/BaseBuildingGames • u/Dralnalak • 8h ago
New Humble Bundle Has Some Base Builders
The latest Humble Bundle, called The Factory Must Grow, includes some games that would also qualify as base building such as Eden Crafters and Blossom.
r/BaseBuildingGames • u/Dralnalak • 8h ago
The latest Humble Bundle, called The Factory Must Grow, includes some games that would also qualify as base building such as Eden Crafters and Blossom.
r/BaseBuildingGames • u/Upstairs-Nebula-9641 • 8h ago
Environment demo
https://youtu.be/nlFixaHWujQ?si=14nNfCDZK9V87gnG
First person dwarf colony sim with light RPG elements, tied into a deep historical/politcal simulator.
That's the crazy part out of the way.
Honestly though, I'm after feedback and thought's/feature discussion etc.
The obvious influences are minecraft and dwarf fortress.
Why Minecraft? Because the use of voxels for creative design and building is simple and can be relatively cheap concerning pc resources. And I feel like a first person dwarf colony sim needs to feel like you are also a dwarf, in their world, mining alongside them.
Why dwarf fortress? Mainly due to the emergent story telling that comes about from the simulation of the game. Something i hope i can emulate.
So that said, I've been working away on an early tech demo. What is mostly in game is world generation with several biomes, dynamic weather and volumetric clouds, dynamic lighting, night/day system and some basic early gameplay elements (mining, inventory, light crafting).
I'm also working on a dwarven language that will hopefully have some functional use, I certainly am no linguist however.
I'm not great at trailer making so tear it apart. Let me know your honest impressions and let me know what features you would like to see implemented. Happy to share more of a roadmap also if anyone is interested.
Karr Stavrum! (Stone holds!)
r/BaseBuildingGames • u/Jumpy_Crew_4363 • 14h ago
Hi,
I've had an idea long time ago for a game inspired by WoW's Garrison and Travian, where you would have a idle city builder but not as grindy.
I tried developing it few times before using different stacks, but it never took off the structure stage. So I recently tried AI and it was big help, for getting ideas of the ground, with coding and image generation.
So, about the game:
Garrison is a slower-paced idle game. You upgrade buildings and send heroes on quests. Timers go from minutes early on to hours later, and everything progresses while you're offline. A full playthrough is meant to take several weeks.
Player can hire heroes that go on quests and gain experience and loot if successful.
Build and upgrade building, research additional benefits, craft and modify items.
https://nanthei.itch.io/garrison
Suggestions are welcome. I'm interested in feedback and what could be improved.
I'd especially like feedback on pacing. Are there dead stretches? Does it ever feel too grindy or too fast? Is it clear what to do next?
This suppose to be mobile first game, but can also be played on browser ( though the display is big ).
r/BaseBuildingGames • u/charlottesartz • 17h ago
We're currently looking for more players to jump into Kardaviik, our 3D factory automation game, and we'd love to hear what you think.
In Kardaviik, you can build factories in every direction, explore procedurally generated asteroids and turn the resources you discover into increasingly complex production networks.
You start small, gradually unlock new technology and expand your factory however you like. Whether you're into perfectly optimised production lines or just enjoy building something ridiculously massive, there's plenty to experiment with.
You can also play solo or team up with friends to build together!
Fancy giving it a go? 🎮
We've got a free demo available on Steam, and you can also request access to our ongoing playtest.
👉 Steam [PLAYTEST]: https://store.steampowered.com/app/2385970/Kardaviik/
🎥 Trailer: https://www.youtube.com/watch?v=DEKiMgGg5kQ
We're also trying to grow our little Discord community! It's a place to share your builds, find people to play with, chat with the developers and help shape the game through feedback.
💬 Discord: https://discord.gg/qDVSEYFuvj
If factory-building and automation games are your thing, we'd genuinely love for you to check it out and let us know what you think!
r/BaseBuildingGames • u/Nirsho • 18h ago
Hi everyone!
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/BaseBuildingGames • u/Arrock12 • 22h ago
Hi everyone! I’m the solo developer of StoneEra, a medieval voxel colony sim where you guide villagers, build a settlement, reshape the terrain and work with flowing water.
0.9.15.1 — Flow & Foundations is now available for the free Windows and macOS demo.
Waterwheels, medium and large norias, and wooden/stone channels are now available through Waterworks research (W1). In Creative mode, you can use them immediately.
This update also improves everyday colony work:
The demo remains untimed, with 12 research technologies and 8 interface languages.
It’s still early alpha. Building plans and the Building Editor are particularly early, so feedback and bug reports are welcome. If something goes wrong, a screenshot or save file helps me track it down.
Try the free demo on Steam:
https://store.steampowered.com/app/5057770/StoneEra/
Full patch notes:
https://store.steampowered.com/news/app/5057770/view/711163593016475701
Thanks for taking a look!
r/BaseBuildingGames • u/applchr • 1d ago
Hi everyone! I posted my game MESHFALL here a few weeks ago. It's an RTS where the base you build is a radio network.
You place relays to carry your signal out, extractors to mine ore, and turrets to hold the ground. Your units only take orders inside the network, so when the enemy kills a relay, everyone past it stops listening until you rebuild it.
With the latest update, the enemy has small outposts (pickets) guarding the bridges, and you have to kill one before you can build across.
I'd especially like feedback on:
- Is building out the network fun, or does it get in the way?
Good or bad is welcome.
Steam page: https://store.steampowered.com/app/5415540/MESHFALL/
Free demo in the browser: https://applechr.itch.io/meshfall
Thanks!
r/BaseBuildingGames • u/VitaliyIvanovich • 1d ago
We're a small indie team making Expansion Protocol, a turn-based roguelite base builder on a hex map.
Trailer: https://www.youtube.com/watch?v=gyNcGSjMMuU
Every run gives you a quota and a deadline. Miss it and the run is over. Buildings can be rebuilt. The deadline can't be moved.
Disasters never surprise you. Solar storms, fault lines and asteroid rain are announced turns before they land, and you see exactly where. You can shield buildings and shoot asteroids down. But defense costs the same matter the quota needs, so you can't save everything. Sometimes you even let a building burn on purpose, because it pays out more on the way down.
And when you're behind on the last turns, you can overload your own buildings: double output, then they explode.
When a storm is coming and you can't shield everything, what do you save first: the buildings you love, or the ones the deadline needs?
r/BaseBuildingGames • u/RMuldoun • 1d ago
Hi goobers, it's me the guy again and I'm bored and in need of a good game to play.
It's apparently Rougelikefest on Steam and I was curious on if any of the Rogues were actually good at the base building side or of it was mostly lackluster nonsense.
r/BaseBuildingGames • u/Ok-Designer4697 • 1d ago
I'm a solo developer working on Iron Expedition, a game that combines twin-stick mech combat with base building and army management.
You control a powerful mech directly on the battlefield, fighting alongside the army you build. You can expand your base, capture new resource deposits, and develop your economy to produce more units and unlock new technologies.
As you progress, you can upgrade your mech with more powerful weapons and better armor, as well as experiment with different weapons and abilities to find a playstyle that suits you.
Steam Page (demo is now live): https://store.steampowered.com/app/4446330/Iron_Expedition/
r/BaseBuildingGames • u/vartemal • 1d ago
As a dev I am glad to inform that Feudal Craft is released and live. We've tried really hard to make a deep enough but simple game.
Adding a Tech Tree is a big one and also a proper peasants management with their talents giving an actual bonuses that are worth to try to get.
Now it's not only bandits and animals but actual fight against other feudals that more of a look on classic RTS like Age of Empires.
Check it out: https://store.steampowered.com/app/3480890/Feudal_Craft/
r/BaseBuildingGames • u/Inner-Core-Studios • 1d ago
Hi all, im working on Portscape, a port building and management game. I shared a container following clip here last week, this time I wanted to show more of the building and manual controls side of it.
You lay out the roads, railways, quays and container yards, and connect the different parts of the port so the cargo can get from the ships to trucks and trains. You can start small and expand with more equipment and space as the port grows.
Also you can actually use the machines yourself. Take over a crane, lift a container onto a waiting tractor, or drive through the port you built. You can leave the work automated and manage from above too.
Would you take over the machines sometimes, or mostly build and manage from above?
Its still in development. You can find the steam page here if you're interested:
r/BaseBuildingGames • u/matt8337 • 1d ago
r/BaseBuildingGames • u/InterestingSir6557 • 1d ago
At a hump yard, nobody drives cars to their tracks. The train is shoved over a small hill, the conductor uncouples cars at the crest, and each cut rolls down by gravity onto its own track.
I did this job for 4 years at Kokand station in Uzbekistan. Now I'm a frontend dev, so I rebuilt the yard in 3D and turned it into a game: walk along the train, uncouple where the car colour changes, radio the driver to slow down before single cars.
Free, runs in the browser on desktop and mobile, no sign-up:
https://kokand-station-gorka.vercel.app/?lang=en
Would love feedback — especially if anything is confusing in the first minute.
r/BaseBuildingGames • u/Skigfx • 1d ago
Hey everyone!
I'm a solo developer, and I've recently released a tiny roguelite strategy game called Shell Shower Defence.
The idea started with a simple question: what if building a military base felt more like playing Tetris?
You get a 10×10 grid, but every building comes in a randomly generated shape. You can rotate them, try to squeeze them into the remaining space, or demolish something you built half a minute ago because apparently your brilliant master plan didn't account for a power plant shaped like a potato.
Meanwhile, waves of robots keep attacking your base. Your buildings fight back automatically, so you're constantly juggling limited space, new construction, and the increasingly unpleasant consequences of your earlier architectural decisions.
There are upgrades between runs, a bit of silly military humor, and plenty of opportunities to regret your layout choices.
It's a small solo project, and my friends and playtesters (same people) have been enjoying it, so I thought it might appeal to some fellow base-building enthusiasts too!
If you're curious, here's the game ($3 on itch.io):
https://chertovskee.itch.io/shell-shower-defence
Thanks for checking it out!
r/BaseBuildingGames • u/Arrock12 • 2d ago
Hey everyone! Here are the main changes in StoneEra Demo 0.9.15 — Life in the Colony.
This update focuses on everyday colony life: seeing the world through a resident’s eyes, keeping work moving and giving your settlement more ways to build and grow food.
Control a Resident
Take direct control with WASD and run with Shift, after a safe handoff of their work and cargo.
Through Eyes lets you follow a resident while they continue their autonomous life. Use R for free look, H to hide the HUD, Esc to return to the colony camera and F12 for clean screenshots.
Colony Work and Building
Residents arrange missing tools, materials, storage and permitted access before returning to their original task.
Task List explains blocked work. Allow Access lets residents prepare routes within a marked area, with permissions preserved across saves.
Urgent Area prioritizes ready work. Clear Area cancels orders and removes placed objects, returning recoverable resources.
Build wooden passenger lifts spanning 3–18 blocks. One worker operates the winch while another rides with a crate.
Tall building orders can add temporary lifts and scaffolds, then dismantle them and recover the planks after workers descend.
Builders reuse whole material crates for nearby blocks, and farmers plant matching plots from a single seed delivery.
Basic gathering, construction, planting and carpentry can continue by hand at half speed. Ore mining still requires a pickaxe. Early wooden construction and planting are faster.
Choose from three starter houses or your saved plans. Open Building Editor during gameplay and return to the same world.
Copy Area keeps your selection after release. Adjust its height with Y/H, copy with Enter or save it as a reusable building plan.
Food and Farming
Added blueberries, woodland mushrooms, porridge, berry pie, mushroom soup, meat stew and fish stew.
Mushroom plots mature in six game hours without irrigation. One mushroom yields 1–5 on dry soil or 1–10 with irrigation.
Fried mushrooms provide twice the food value. Small crates hold 64 raw or fried mushrooms.
One log cooks up to eight servings of mushrooms, fish, meat or porridge. Four units of flour and one log bake eight loaves. Smaller batches can start with fewer ingredients.
Ready food gathering, harvesting, hunting, fishing and cooking take priority over other permitted work.
World and Wildlife
Springs vary with the seasons and respond to water flowing through connected channels.
Waterfalls resume feeding lower river sections when their water level drops.
Mature trees attempt to spread saplings every 3–5 game days.
Wild animals breed and mature more slowly, with local population limits.
Interface and Languages
Added Japanese, bringing interface support to eight languages.
Refreshed menus organize Build, Orders, People, Stock, Craft and Research into six HUD buttons.
Menu backgrounds cycle through eleven gameplay screenshots.
Build panels leave more room for placement, and the Work table has clearer skill labels and pagination.
Improved camera rotation on ultrawide screens, mining labels and opening instructions.
Fixes and Improvements
Improved detours around blocked passages, crowded waypoints and stepped shores.
Fixed scaffold queues and dismantling situations that could strand workers.
Fixed residents getting stuck upright when going to sleep, and improved merchant approaches.
Reduced repeated movement, planning and closed-panel work.
Corrected hoe animations and builders’ workstation positioning.
Fixed a terrain texture issue that could cause horizontal stripes on Windows.
Campfires and lamps retain their physical models during daylight while their flames and embers turn off.
Building plans and Building Editor are still very early alpha, so bugs and rough edges are expected.
The Demo has unlimited play time and 12 early technologies through ore smelting, in both Normal and Creative worlds.
Full announcement on Steam:
https://store.steampowered.com/news/app/5057770/view/683015755528143173
Thanks for playing! If something goes wrong, your game version, OS, reproduction steps and a screenshot or short clip really help.
r/BaseBuildingGames • u/price0416 • 2d ago
Hi,
I've taken over moderation of the previously abandoned r/ManagementGames/ sub. The genre had no home and while it overlaps some other categories, it now has a designated sub again if anyone is interested in that type of game.
r/BaseBuildingGames • u/Immediate_Penalty891 • 2d ago
Hey everyone! I’m a solo developer building M.I.S.T.A.R., with AI assistance, and I’d love to hear what you think.
It’s a real-time strategy game on a 3D globe: capture territories, connect cities to factories, build defenses, launch missiles and hack enemy infrastructure—all with an ’80s command-center atmosphere.
Each city holds just three units, so positioning and coordinated attacks matter more than building one huge army.
It’s free, desktop browser only, and you can jump in without registering. Optional accounts let you save and continue later.
You’re fighting AI for now, but multiplayer is the long-term goal as the community grows.
👉 Play: https://mistargame.com
Still a beta, so honest feedback is very welcome. What would make you want to play another round?
r/BaseBuildingGames • u/GlobalYear3198 • 2d ago
Hey everyone!
I'm a solo developer working on High Voltage, a first-person incremental game about building and expanding your own power grid.
You start with a tiny pedal-powered generator and slowly work your way up to wind turbines, solar panels, battery banks, and an entire network supplying electricity to a city.
The idea is to start small, automate more and more of your power production, upgrade your equipment, and keep expanding your grid.
I've been working on this for a while now, and the free demo is already available on Steam!
Here's the trailer: https://www.youtube.com/watch?v=6GgOimpBmKU
Steam: https://store.steampowered.com/app/5132310/High_Voltage/
Would love to hear what you think, especially about the building and progression!
r/BaseBuildingGames • u/burcin_93 • 2d ago
Hey everyone!
I'm a solo developer working on The Borderless, a cozy floating island management game.
Over the past few months, I've been reworking and improving almost every part of the game, from visuals and UI to gameplay and overall experience. I've also added support for 12 languages and a save/load system to the demo!
In The Borderless, you start with a tiny platform in the middle of the ocean and gradually expand it into a floating destination. Build, decorate, welcome visitors, manage your economy, and organize activities to keep everyone happy.
I just released a new trailer showing how the game looks now!
The free demo is available on Steam, and I'd love to hear what you think!
Steam page:
https://store.steampowered.com/app/3687370/
New Trailer:
https://www.youtube.com/watch?v=sQrdbMBwpfU
r/BaseBuildingGames • u/ISGameDev • 2d ago
Hi everyone!
I’m working on Survindust, a top-down survival game where you start stranded on a tiny island and gradually expand it tile by tile, building up your own base as you progress.
The game is about gathering resources, crafting, building and gradually developing your island. As you progress, you unlock new ways to interact with the world and expand what you can do on your island, with different systems and mechanics coming together as you play.
There are currently a variety of survival and progression systems in the demo, including resource processing, fishing, cooking, exploration, day/night and weather, alongside the building and island expansion.
The game is currently in the demo stage, and I’m working toward Steam Next Fest in October.
I’d love to hear what you think, especially about the island expansion and base-building side of the game.
Steam demo: https://store.steampowered.com/app/5131600/Survindust_Demo/
Thanks for checking it out!
r/BaseBuildingGames • u/Unlikely_Word_4142 • 2d ago
Hey everyone! I grew up playing Populous: The Beginning, Black & White and From Dust, and I always felt that god games like those don't really get made anymore. So I started building my own.
Elemental Conquest is a god game where you:
- **Shape the land** – raise mountain ridges, carve rivers and flood whole valleys
- **Command the elements** – earth, water, lightning, meteors and storms
- **Lead your tribe** – guide your followers and grow your settlement
- **Conquer your rivals** – defeat every enemy tribe to reach godhood
This is early, in-development footage, so a lot will still change and improve. That's exactly why I'm sharing it now: I'd love to hear from people who love this genre as much as I do.
What did you love most about the classic god games? And what would you want to see in a new one?
r/BaseBuildingGames • u/ZymartuGames • 3d ago
The updated demo is out and free to play on Steam. If you're interested in trying out the latest features like digging and irrigation, feel free to check it out! We've just launched a major update in preparation for Next Fest.
https://store.steampowered.com/app/4665870/Fields_of_Aaru_Demo/
Of specific interest to all of you in r/BaseBuildingGames is that you can now dig channels and reshape the land around your farm. Once you repair the water wheel at the end of the demo, Pentu will also ask you to repair the shaduf by your dock so you can use it to water your fields.
We've also recently improved our visuals: fluffier foliage, added flowers to the meadows, water reflections, improved lighting, and prettier shadows! Hope you all like the new look, and I'd be happy to hear feedback. Many long nights over the past few weeks working towards this update!
The demo update also brings localization, and you can now play in German, French, Spanish, Portuguese, Simplified Chinese, and Japanese.
If you you have any questions, I'll be around to answer them here!
Marcel