r/BaseBuildingGames • • Aug 04 '26

Game update Everyone says my game has a bad name

4 Upvotes

I recently released first version of my 2D physics asteroids game that evolves into multiplanetary exploration & base building game. When I started the development, I needed some name and I just typed Dom Dom. Everyone says that it is a bad name and I kind of agree on that... I have some ideas for the new name, but I am eager to hear any ideas you might have.

From the outside it is simple game: some incremental and arcade elements with upgrade trees. But it grows, opens multiple planets to conquer and build bases (each planet have their own upgrade trees), game has different types of missions etc.

Current version is free to play (web, Win) at https://apeisa.itch.io/dom-dom

r/BaseBuildingGames • • 6d ago

Game update My game is run by an omniscient storyteller that knows everything you've done, and changes the world around you based on it

10 Upvotes

I'm working on a huge project right now and I wanted to talk about what I think is genuinely one-of-a-kind. My game’s “storyteller” mechanic. Your world is run by 3 different personas that know everything you’ve done and actively judge you for it. 

Basically, there are 3 storytellers (tenatively, I might add more or rework them if needed, but they will all be moddable)

  • The Keeper - protects player tendencies. 
    • If you never travel at night, you see more dawn merchants, and there are less night raids. 
    • You flee when hurt, fewer ambushes when you're far from shelter. 
    • You hoard coin, merchants offer fair prices on items you lack. 
    • You gamble with risky enchantments, you're less likely to get turned inside out.
  • The Warden - tests the player based on tendencies. 
    • Never travel at night, he spawns nocturnal opportunities. 
    • You flee when hurt, he rewards encounters where you stay. 
    • You hoard coin, he introduces drains (levies, debts called in, seats for sale).
  • The Harbinger - basically punishes what the others reward. 
    • Never travel at night, you get attacked at night when you're not ready. 
    • You flee when hurt, it sends pursuers and initiates battles you can't easily escape. 
    • Hoard coin, thieves and raids come. 
    • Gamble with enchantments, more likely to FAFO.

My inspiration for the system

My first inspiration for the system was my favorite game, Rimworld. I loved the idea of having some agency over the story that unfolds in your game. Like you get to choose to live under a cruel deity that wants to see you fail, or one that wants you to flourish. I loved the idea that you could be rewarded or punished for your actions.
My game is centered on one person though - your character. So the storyteller shifts from being about the collective actions of your colony to the actions of your actual self. I like this concept because, while having a Psychopath colonist to beat up your slaves is a great way to escape accountability, you can sort of disconnect from it. When the game centers on you, it’s not so easy. So the mechanics basically break down to:

  • Persona. As described above, each one is wildly different. The interesting thing is that they are not balanced at all. There’s no “pros vs. cons” discussion, and there is an objectively better choice if you want an easier experience. The Harbinger’s decision weights are literally uncapped. The others will look at how you’re doing, and only dish out something you can probably handle - the Harbinger doesn’t have that restriction. 
  • Player Deeds and Traits. One of the deepest parts of the game is the Deeds system. Pretty much every action you do that has some significance is a Deed, recorded in your journal. This can be anything:
    • An orphan comes up, asking for two Echo coins (the lowest form of currency) for water. You turn them down (how dare you). The storyteller, not unlike the government, knows exactly what you did. 
    • You mediate a conflict between two factions, and it directly causes them to lay down their arms. That’s a Deed, every time
    • Traits are totally different. Deeds are things you did, Traits are things you do. The things I mentioned earlier are examples of this - you tend to travel by night, you run from combat, you hoard wealth, you beat people up for no good reason, etc. Every time the Storyteller makes a decision, it takes all of it into consideration.
  • Direct interaction with the Storyteller. You can commune with the Storyteller directly. Right now, you can:
    • Scroll through recent events, click on them, and ask things like: Why? Can you stop? Can you do that again? Etc.
    • Plead for them to stop or change a currently happening thing. You can ask the Warden to call off a raid that’s going to reach you in a day, and he might say “no” or he might say “sure, but I’m sending another stronger one in 7 days”. 
  • Quests and missions. The storyteller can literally create things out of thin air. Territory conflicts near you, natural disasters, crises, a courier appearing out of nowhere with a letter. It tries to keep things interesting basically. There’s plenty of randomness to it, right now there are ~50 different quest types they can spawn. 
  • People. They can do the thing the bald lady from the Deadpool movie does and get inside their brain. They won’t go against what that person would actually do, but they can basically whisper in their ear to act a certain way. I’ve seen some interesting bugs with this. The “don’t override the personality” doesn’t always work when you’re talking to a polite old man and the Harbinger is your storyteller.
  • Narration. Basically a voice inside your head that will periodically tell you things you’d otherwise have to ask the Storyteller or discover on your own. This is the part not built yet, but it will be in the full build.

Current state
Mostly complete - right now it’s just the narrator part and potentially adding some things or trimming it. I've spent ~4 months creating, restarting and rebuilding this mechanic, and it's easy to fall into scope creep, so if anything comes off as excessive please let me know!

Note: my game’s full demo releases on the 18th, and I’d really appreciate it if you wishlist it! You can find it here.

r/BaseBuildingGames • • Jul 10 '26

Game update We made a game where your base is your own body, your weapons are your organs and it has recently been updated with new levels and factions!

40 Upvotes

As retro RTS fans, we wanted to bring a new mechanic to the genre with the idea that your base is not something material, it is a living thing: it moves with you, it can merge/split to cover different area, and your organs would play the role of the upgrades, with mouths to gather resources via food, your weapons being your venom and poison defenses etc...

Today, we released the biggest update we've made since our EA launch, adding new levels, new organs and new factions to face, as well as cinematics made with real video footage like retro games!

Our game is called Moduwar and you can check it out here: https://store.steampowered.com/app/923100/Moduwar/

We hope this new update to bring a bit of light to our little project, and most of all that people will have fun playing it!

r/BaseBuildingGames • • 2d ago

Game update StoneEra Demo 0.9.15 — Life in the Colony: resident control, wooden lifts and new food

5 Upvotes

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 • • Jul 05 '26

Game update So in a zombie apocalypse, imagine being able to capture zombies and make them work and fight for you.That’s the survival game I’m working on 404 Survivor. it mixes base building and resource management.(sorry, might've rambled a bit in the post)

19 Upvotes

Hey everyone!

It's been three months since the last update, and I've got a bunch of new stuff to show for 404 Survivors, my survival sandbox game. Here's the trailer with the upgraded visuals (sorry, this time I just gave the old trailer a refresh — didn't really have the energy to work on cutting a whole new one). new dev log demo's also being recorded, should be up next time!

404 Survivor is a zombie survival sandbox. You'll need to gather resources, craft gear, and build a base in a world overrun by zombies, all while trying to survive an increasingly dangerous horde. As time goes on, zombies get more numerous and more dangerous, so you'll have to keep expanding your base and beefing up your defenses to keep it standing through the night.

I also added a new mechanic — you can capture zombies and turn them into workers for your production line. In 404 Survivor, you can turn zombies into your own little minions. You can order them to haul supplies, work, scavenge, and even fight alongside you. This system's still going to grow a lot more over time.

Besides the core gameplay, I've added a bunch of new systems and content recently:

  1. Vitals & Mood System

This one's done. On top of health, thirst, and hunger, your character can also get overheated, nauseous, infected, sad, or anxious, and these all affect each other, so surviving feels a lot more dynamic.

  1. Gear System

You can mix and match outfits, each giving different protection and stat bonuses. Planning to add gear modding later on.

  1. Animals & Livestock

Still in progress, but hunting's already in — you can hunt for meat instead of relying on farming alone. Livestock system is coming next, so you'll be able to find a good spot to settle and raise animals to be self-sufficient.

  1. Multiplayer

Coming along well, already playable, but still some bugs to iron out.

  1. Inventory System

This is mostly done — wearing a backpack gives you more storage space. Planning to add weight limits and item sorting later.

What's next:

  1. Texture & environment overhaul — making the world feel more like an actual apocalypse.
  2. Weather system — dynamic weather that'll actually affect your survival strategy, making things feel more real.
  3. Perks & skills system — pick your own growth path, split roles with friends in multiplayer, or go full solo and tank the apocalypse by yourself.
  4. Bandits — the apocalypse isn't just zombies and environment hazards, it's also other people. Some survivors turn into bandits who'll raid and rob you, so surviving gets even more unpredictable.

More stuff in the works — demos of the new content will be in the next dev log. If this sounds interesting, you can wishlist 404 Survivor on Steam: https://store.steampowered.com/app/4038790/404/

r/BaseBuildingGames • • 23d ago

Game update Crown Below: your feedback from last time is in the game now

6 Upvotes

Hey, I posted Crown Below here a little while ago and got a lot of useful feedback. I'm mostly writing this to let those people know what came of it, and to say thanks.

Because of the attention that post got, the game also received its first donations. That really meant a lot to me as a solo dev, so thank you to everyone who played, commented or shared it.

Quick recap if you missed it: it's a pixel-art dwarf colony builder, heavily inspired by Kingdom Two Crowns. You decide where to build and where to dig, and the dwarves do the actual work. Mining, hauling, building. When they get tired they go grab a beer.

What changed based on your comments:

- A lot of you didn't want to download a random ZIP, which is fair. The demo runs in the browser now.

- The biggest complaint was that once you got deep enough, there wasn't much left to do. You were right. There's now an old ruined tower at the edge of the map you can rebuild. It needs stone, copper, iron and diamond, so you end up using the whole mine for it, and finishing it ends the demo. Not going to say what happens.

- Someone asked for more control over who works on what. You now pick which builders and carriers work on the tower.

- You can tear down buildings and get everything back. A builder takes it apart and carriers haul the materials home.

- It should run a lot better with big colonies.

If you want to check it out: https://kaktora.itch.io/crown-below

If you make it to the tower, I'd really like to know whether it gave you enough to do in the late game, or if it still felt empty.

r/BaseBuildingGames • • 27d ago

Game update Just had a major update for Dwarven RTS game (Beneath the Mountain)

19 Upvotes

i've been working on Beneath the Mountain for about 4 years now. its a dwarf colony sim where you dig down through a mountain, build your fortress in the caves you clear out, and escort your king to the bottom floor

just shipped 1.3.2, which ended up being mostly about logistics and defense:

  • military units can ride the mining carts now, so you can shuttle a squad across the map instead of marching them
  • tracks and bridges are click and drag. drawing a rail network used to be one tile at a time
  • new guard post building. 4 units stand in it, you pick which types it accepts, and they eat there like they would at a tavern
  • cosmetic buildings (statues, braziers, pillars) now raise the tax revenue of nearby houses, so decorating your city actually pays for itself
  • finished off the trap talent tree, so traps builds are actually viable

also spent a big chunk of the patch on late game performance, which was the thing people complained about most

happy to answer anything

https://store.steampowered.com/app/1728840/Beneath_the_Mountain/

r/BaseBuildingGames • • 21d ago

Game update Crown Below update: new soundtrack, and I fixed the bug that could stop you finishing the demo

5 Upvotes

Posted here before about Crown Below. It's a dwarf colony sim, you dig into a mountain and your dwarves mine, haul and build on their own while you decide what goes where. New build is up and most of it came from things people told me were broken.

First, the music was AI generated. I dropped it in during the first week as a placeholder and then just never dealt with it. It's gone now, replaced with two real tracks, one for the menu and one for underground. The underground one actually loops instead of playing, going silent for half a minute, then starting something else.

The bigger thing is that the demo could end up impossible to finish. There's a rune you need for the ending, and it only spawned if there was still solid rock on its floor for it to hide in. If your miners had already cleared that floor before you read the message that tells you about it, nothing spawned and you could dig forever looking for it. One guy went four floors past. That one's on me. It spawns either way now, and if you have a save where this already happened, loading it on the new build puts the rune back.

A few people asked where Better Tools was. Turns out the plans always spawned in the same order because I was looping over a dictionary and never thought about it, so Tavern and Farm always landed on floor 2 and the upgrade that unlocks both of them landed on floor 4. Everyone was finding two buildings they couldn't build, two floors before the thing that lets them. The order is random now and the Builder Shop shows the upgrade greyed out with a LOCKED label, so at least you know it exists.

While I was in there I found out my shop sounds were being silently dropped. The game reuses a pool of 16 audio players and skips the sound if they're all busy, and in a busy mine they're permanently full of pickaxe swings. So a lot of the time you clicked something and heard nothing. Player actions have their own players now. Pickaxe swings also stopped being audible from anywhere on the map, which was just wrong.

Smaller stuff: the barman won't spend your last stone on beer anymore, ordering a house counts against your food straight away so you can't queue up more dwarves than you can feed, B jumps the camera to your main hall and Space takes you back to the surface.

Free demo, runs in the browser, has a proper ending:

https://kaktora.itch.io/crown-below

r/BaseBuildingGames • • Sep 01 '26

Game update I put a ton of work into 404 Survivor this month. Players can now give zombies more complex orders, production, hauling, scavenging/exploration, and guarding, and I've started building out the survivor system. I'm also working on map fog, job proficiency, and an achievement system

15 Upvotes

404 Survivor is a zombie survival sandbox with resource management built in. You scavenge during the day and hold your ground against the horde at night. The longer you survive, the harder things get. You can control zombies to work and build for you, use an expanding zombie assembly line to mass produce survival resources, or send them out to fight on your behalf. You can carefully raise and manage them, or just treat them as disposable, throwing them at enemies to die alongside them.

Ultimately, I want this game to sit somewhere between Project Zomboid and They Are Billions, tense production and base management in the back, intense combat up front. Except this time, you're not the commander overseeing the base from above, you're actually one of the people living in it.

As for this month's update, I've mainly been working on survivor related features. The zombie work order system is done now, they can handle production, hauling, scavenging/exploration, and guarding, among other tasks. Once this system is expanded further, I'll apply it to the survivor system too, so players can recruit survivors as workers. What I'm going for is that survivors and zombies end up filling roles kind of like colonists and mechanoids do in RimWorld.

Map: Still in development. When you wake up in this world, you know nothing about your surroundings, so the map starts covered in fog. Exploring gradually clears the fog and reveals more of the area. Once this is in, you won't have to worry about getting lost trying to find your way home.

Achievement system: This is done, and I'm currently designing more achievements to add.

Scene optimization: I've redone the wilderness vegetation and ground textures. Grass density, color, and texture all look more natural now, and the wilderness terrain has been reworked too. Optimization on other scenes is ongoing, I'll be redoing all the lower quality early content and working on performance too.

Job system: Players build up proficiency in whatever job they're doing. Through that proficiency training, you can pick the job you like, scavenger, farmer, etc, and use its perks to survive more effectively. This system is currently in development and mostly finished.

Thanks for reading. The game's still in active development, and I'd love to hear any thoughts or feedback. I take community suggestions seriously and use them to keep improving the game. If this sounds interesting, you can check it out here: https://store.steampowered.com/app/4038790/404/

r/BaseBuildingGames • • 3d ago

Game update We added a map builder to Petalwar, you can make your own RTS maps in your browser

Thumbnail
4 Upvotes

r/BaseBuildingGames • • 20d ago

Game update Everwind - Sandbox Mode, new faction, new enemies and items added

11 Upvotes

Hey, I work on Everwind, a voxel sandbox where you build on procedurally generated floating islands and on your own airship, which basically becomes a flying base you keep expanding as you go.

We just released the Winds of Creation & Beyond update, and the headline for builders is Sandbox Mode. Unlimited resources, no survival pressure, just building. It has been the most requested thing since launch. There are also new items to build with, plus a bandit faction and new enemies if you want the threat side turned back on. We rewrote the save system too, which matters here because heavily built worlds were starting to choke.

Would be great if you gave it a look. Genuinely curious what people end up making with it.

https://store.steampowered.com/news/app/2253100/view/684139458559214555

r/BaseBuildingGames • • 7d ago

Game update Crown Below update: goblin lairs under the iron floors, warriors, and you can finally change a dwarf's job

2 Upvotes

Crown Below is a small incremental where your dwarves dig, haul and build on their own and you manage the mine.

This update adds the first thing in the mine that fights back. Below the iron floors your miners can break into goblin lairs. Goblins knock dwarves down, steal dropped tools and wreck buildings on their floor. Find the Axe Station plan, give your dwarves axes, and send warriors in.

Also new:

- Click a dwarf to change his job (he swaps his tool at the shops)

- You can go down a floor as soon as its first stretch is dug, no more widening everything first

- Clan and found blueprints in the pause menu

- New music, and a pile of fixes from your comments

Free demo in the browser and for Windows: https://kaktora.itch.io/crown-below

Full devlog: https://kaktora.itch.io/crown-below/devlog/1696349/v0201058-the-goblin-update

r/BaseBuildingGames • • Nov 14 '25

Game update I'm making a game where you create and automate an organic, living factory!

31 Upvotes

I'm making Swarmdustry, a factory management game where you build a living factory by commanding the relentless evolution of the Swarm. Unlike machines made of metal, your production network is alive, ever-adapting, and a bit fleshy.

You'll hatch your workers, harvest resources, automate production, and weave a sprawling colony of organic industry. However, you aren't alone on this world. Cold, ruthless machines and radiant energy will challenge your expansion and try to take down your Hive, which means you'll need to balance efficiency with defensive strategies to keep your enemies at bay. The threat of these enemies scale with something in the game called creep spread, which are spores that spawn as you expand your base, triggering the robots who want to eradicate the source of the creep, which is your factory.

The main goal of the game is to farm Obsidian, the strongest resource, which will allow you to strengthen your hive with crazy upgrades to achieve the full potential of your swarm. The game is designed to work not only on lower-end machines, but it scales up the more cores your CPU has. If you're interested in the project, feel free to check out the Steam page or join the Discord server to be part of the Alpha playtest! Would also appreciate any kind of feedback that'll help me improve the game!

r/BaseBuildingGames • • Jun 14 '26

Game update My Colony Sim / Survival Sandbox has now enemy NPC factions!

26 Upvotes

Hello people,

I'm making a game similar to Bellwright / Soulmask / Medieval Dynasty / Kenshi and (my favorite) Rimworld, called Impurity.

My game combines 3 different aspects:

  • Colony management and base building, with recruitable companions & assigning them to jobs
  • Open world exploration, with POI's , monuments, bosses and different biomes, with more than 50 unique creatures in the bestiary atm
  • Diplomacy with foreign factions, including interactions like raiding, trading, allying etc

Also I just added enemy NPC Factions, that are also procedural!

They have different towns, all with different villagers, guards, traders, commanders etc spread out the world, all randomly generated.

This is where I implemented some 4x and strategy mechanics, all while trying to maintain the "third person RPG style" (Reputation system, favour system like Rimworld etc)

Here's a small video showcasing the above, and also the game's trailer

Let me know what you think and if you have any feedback / wishes, so I can implement some for the soon to come demo.

Thanks!

r/BaseBuildingGames • • Jul 11 '26

Game update Oceaneers on Steam has been updated! Sci-fi meets island survival where you build a colony of floating islands, now with new Automation, Beverages, Lights & Clothing. Details below!

15 Upvotes

It's been almost 3 months since we released Oceaneers into Early Access on Steam, and we've worked hard to put out updates with improvements and new content. We wanted to share the details with you, with the latest update just released.

Steam page (with details, trailer & screenshots):
https://store.steampowered.com/app/3052510/Oceaneers/

Combined, the updates since release have:

  • Added heaps of new automation, including food restriction per colonist and complete overhauls of several automation systems. There was originally more micro-management than we liked, so we've greatly improved this and continue to do so.
  • Added new drinks & beverage systems.
  • Added new lighting mechanics and new lights.
  • Added new clothing systems, backpacks, clothes lining and outfits.
  • Added new tech, resources and crafting recipes.
  • Added support for Steam Workshop for community translations, and the community has translated into Simplified Chinese, Spanish, German, Brazilian Portuguese and Russian.

The Demo

We have left the demo up as it still gives the general feel of the game, but please note it is several versions behind and doesn't have the latest automation improvements and QoL features.

Early Access

Even though it's in early access, we went in with the full story available from day one. We're happy with this and the response has been positive, with lots of players putting more than 100 hours into the game already.

What's Next?

We continue to work on updates, currently we are overhauling the building system to change to a grid based system, and preparing more content for islands and modules. We've got a roadmap and lots of exciting content planned.

Oceaneers features colony building with survival management, and a dash of adventure (including island bunker exploration and expedition events). Direct control over your survivors, plus levels of automation, heaps of depth, quirky contraptions, unique floating island mechanics, and a story to play through.

⚓Available right now on Steam: https://store.steampowered.com/app/3052510/Oceaneers/

Feel free to ask any questions. Cheers!

r/BaseBuildingGames • • 15d ago

Game update Crown Below got save slots and its first clan (plus the stone softlock you told me about)

3 Upvotes

Hey again! Another Crown Below update, and like the last ones, a lot of it came from your comments.

The big one: **save slots**. No more naming saves and scrolling through a list. There are three slots now, and each one shows the mountain, your clan and how deep you got. Your latest save moves into Slot 1 on its own, so nothing is lost.

New games now start with picking a **clan**. The demo has one, Clan Marovar. They dig rock 15% faster and pay 20% less for expansions and new floors, but surface buildings cost them 10% more. There will be two more clans in the full game, and they won't play like this one.

Some of you ran out of stone and asked if you were softlocked. You weren't, but it was way too easy to get there. The barman kept buying beer until you couldn't afford the next expansion. Now he saves enough for it, and when he stops you'll see him asleep behind the bar with a little Zz over the tavern.

A few fixes too: you can click the rune even when a dwarf is standing on it, the end screen fits in a small browser window, and two tooltips finally show the right numbers.

Devlog with all the details: https://kaktora.itch.io/crown-below/devlog/1682179/v0201058-the-clans-update

Thanks for sticking around and for all the reports. Keep them coming!

r/BaseBuildingGames • • Nov 06 '25

Game update Solo dev here: I added a weird feature to my 2D country builder and need honest feedback

25 Upvotes

Short Youtube devlog

I'm building a top-down country management game (think RimWorld but for infrastructure and economics). You place towns, connect them with roads and power, manage teams, balance budgets, etc.

But I added something weird.

I gave the citizens a voice.

When a town lacks hospitals, power, or jobs, citizens post complaints to an in-game social media feed. The posts are generated by a locally-run LLM (no internet, no data collection, fully optional). The number of "upvotes" reflects how many people are affected.

The idea: instead of just seeing a red icon that says "⚠️ No Hospital," you see "Anyone else notice we don't have a hospital? My kid broke his arm and we had to drive 3 hours" with 847 upvotes.

It's supposed to make towns feel alive and give you early warnings before civil unrest hits.

The feature does require some extra processing power on computers though. And I really don't want to get into the whole AI controversy. But, if there's a use case for it in a game (not time sensitive like fast dialogs), then I guess maybe this could be one?

What do you think? Is it a dumb gimmick?

I also just published the game's page on Steam:

https://store.steampowered.com/app/4136240/Country_Architect/

r/BaseBuildingGames • • Jun 30 '26

Game update Our ant colony now reaches the treetops!

14 Upvotes

Hey, base builders!

We’re a two-biologist indie team working on Garden of Ants, a colony-building RTS inspired by SimAnt.

Our latest update takes the colony into the trees. Ants can now climb branches, tend aphids for their sweet honeydew, and harvest leaves to support the nest below.

Garden of Ants combines classic real-time strategy with colony management across three connected worlds: the underground nest, the surface, and the treetops. As day turns to night, conditions change, threats emerge, and your colony must adapt to survive.

You can find more info here:
https://store.steampowered.com/app/3016940/Garden_of_Ants/

We’d love to hear your thoughts. Any feedback is welcome!

Best,
Tomáš

r/BaseBuildingGames • • Aug 13 '26

Game update I made a Mars colony/base builder with extraction, factories, production chains and prestige. Free in browser, no monetization

0 Upvotes

Hey guys! I'm the solo dev behind Red Planet Tycoon. I love base building, factory and management games, so I built the kind of Mars colony game I wanted to play myself.

You start with a small colony and gradually build out drills, factories, power, storage and production chains. Building placement matters, resources need to flow through the colony, and there are a lot of upgrades and ways to make your base more efficient.

The main loop is basically:

Build and optimize your colony -> produce and sell resources -> upgrade and expand -> terraform the region -> start a new run with permanent bonuses and new options.

I've been working on it for a while now and have made a lot of changes based on feedback from Reddit and Discord. It's in a much better state now than when I first released it.

There is also a weekly community event running right now. Everyone races from level 1 to 31 and your fastest run gets recorded on the leaderboard. I'm playing too under the name TheMartian, so feel free to beat me :)

The game is completely free. No ads, no purchases, no energy timers and no plans to add monetization. I'm paying for the server myself because I mostly just want to make a fun game and hopefully build a small community around it.

You can play instantly in the browser, no install or account required:

https://redplanettycoon.com/play/

It's also available on Android:
https://play.google.com/store/apps/details?id=com.redplanettycoon.game

You should know that the game is a "light" version of a base building game. Its not meant to be hardcore. If you try it, I'd really like feedback specifically from people who play base building games. What feels good, what feels annoying, and especially where you lose interest if you stop playing.

AI disclosure: AI was used to create most of the art for the game. I also used Claude Code heavily during early development, although most of the code has since been rewritten and reworked by hand.

r/BaseBuildingGames • • Jun 23 '26

Game update Exovia: Mining & Automation in Zero-G 🧑‍🚀🪐

22 Upvotes

Exovia is a physics-based mining and automation sandbox in space. Survey asteroids, engineer zero-G logistics without conveyor belts, and design complex Newtonian factories. Turn floating chaos into perfect order and experience true inner peace as you solve one satisfying problem and then the next.

Hi everyone!

We would describe our project mainly as a an automation game or space simulation, but since factory games do come with a fair share of base building, we wanted to introduce our project to you too.

Inspirations for Exovia were found many hours deep into classics like Factorio & Satisfactory, but also lesser known gems like Wall World & Hardspace Shipbreaker.

We recently published a new demo, which you can find on our Steam page.

Exovia is a game without outside pressure, where you can explore and get creative at your own pace. We also decided to go with constructive optimism as the tone for our space setting, rather than something dystopian. No combat either, just fun with physics.

We would love to hear what you think!

Signed,
The Exovia team at ByteRockers' Games

r/BaseBuildingGames • • Jul 04 '26

Game update Factomancer is evolving with your feedback, the pause is here!

19 Upvotes

Hey there !

We're the devs behind Factomancer, a factory-automation roguelite that's been in demo for a bit over a month now. First off, thank you. The response since launch has been amazing, and a lot of you took the time to leave detailed feedback on Steam, our Discord, and here on Reddit. We read all of it.

When we first designed Factomancer, we built it as a no-pause experience, closer to an RTS than a traditional automation game. Part of the goal with Factomancer was to make the automation genre more accessible by leaning into roguelite structure, runs, escalating stakes, that kind of tension. But stacking real-time pressure on top of that roguelite pressure ended up being too much. Two systems fighting for the same kind of tension, when really only one needed to be there.

Across your reviews, our community hub, and Discord, one piece of feedback came up again and again: the lack of pause and the time pressure. We understand no pause can be a dealbreaker for some.

But, we didn't want to just flip a switch on this. Pacing and pressure are part of the original vision, so we tested pause internally and with our Discord community first, to make sure it would fit naturally rather than change what makes the game feel like Factomancer. The results were clearly positive across the board, for newcomers and veterans alike.

So: pause is here. You'll be able to build at your own pace.

If the no-pause design kept you from giving Factomancer a real shot, we'd love for you to come try it again.

We're building this game with our community, and this update is a direct result of that.

The Voltige Games team

r/BaseBuildingGames • • Aug 19 '26

Game update We are two devs making a tower-defence game about reclaiming a world lost to fog. We’ve added a bunch of features and would love some feedback!

19 Upvotes

This is our tower-defence game with free building placement. I was a bit hesitant about posting in this subreddit as our game doesn't immediately look like a base building game. However a big part of why we wanted to go get away from the usual grid-based building or fixed enemy lanes is so that the player can build their bastion however they want. I hope that means we fit in here too. For the gameplay that means enemies will take the path of least resistance and if that means attacking your walls and towers they sure will. It leads to an interesting break of expectation what a castle defence should look like. Walling off every path doesn't work and you have to get creative with your designs.

When we did our last playtest 8 months ago the game only had the core gameplay loop and was lacking any replayability and progression. So we spent those months adding a bunch of features that should make the game fun to play for more than just a few rounds.

The game is called Monuments to Ruin and our open playtest is live right now. We would love to hear your feedback and all the bugs you find (maybe that one a bit less but you know)! You can sign up right here on our steam page: https://store.steampowered.com/app/3579410/Monuments_to_Ruin/

r/BaseBuildingGames • • Jan 01 '26

Game update Didn’t quit my job and I'm making a Slay the Spire inspired city-builder

59 Upvotes

Hi everyone! :)

I'm Tibor Udvari, a solo developer, and I'm working on HexLands, my turn-based, roguelike, medieval city builder, which has underwent major changes in the last few months and is still open for public playtesting! :)

For those who haven't heard about HexLands, here's a quick summary to save you some time. (My main inspirations are Slay the Spire, Civilization and Against the Storm, as you'll see :D)

  • HexLands is a roguelike deckbuilder and city builder set across procedural medieval islands.
  • Craft powerful decks, collect game-changing relics, complete quests, and build synergies!
  • Gather resources and expand your empire across three unique regions!
  • Can you rise above the king who banished you?

If you'd like to know more, watch the trailer, look at some GIFs, screenshots, just visit HexLands’ Steam page and of course... wishlist it in case you like what you see. ❤😃

So what exactly changed since July? Here's a quick summary:

  • Coins, which you can collect across the islands and spend them in shops between the islands on new cards, upgrades or other services!
  • Decree currency, which refreshes every turn and lets you use utility cards, draw an extra card, or get some emergency resources.
  • New trailer! The previous one was ages old and didn't really represent the game at this point. ^^
  • An intro video with some crispy voice acting to set the mood! The story is still very minimal but I had to start somewhere I guess! :)
  • Leaderboards! Now I can boost my motivation by looking at the ever-changing leaderboard, thanks to you. ^^
  • And many more smaller reworks, polishes, removals, balances, etc!

And soon a HUGE update will be released:

  • A new island type called Treasure Island where you must race with treasure hunters to collect as many treasures as possible which help you build your perfect build!
  • Island Modifiers to make each island more unique by modifying existing mechanics or adding a new one! (Whose underlying system will be also used by the upcoming "relic system", so now I'm pretty close to finally putting them into the game!)
  • Card merging: upgrading a card while also shrinking your deck? Sign me up!
  • Highlight overhaul: both outlines and territory highlights receive an overhaul resulting in a much cleaner look!
  • A reworked map scene, offering you a cleaner look and also more islands in a single playthrough!
  • New card types, like exhaust cards, new cards, and many quality of life improvements, like letting you look at your island, cards, etc while choosing between cards, notifications so you don't have to solely rely on tiny visual and sound effects when an important event happens, and many more!

The tasklist is getting shorter and shorter, and 2026 is the year in which HexLands is finally going to be released. Can't wait! :)

Thanks in advance for your feedback and thank you for the self-promotion opportunity!

Happy new year and have a nice weekend!

Cheers,

Tibor

r/BaseBuildingGames • • Aug 19 '26

Game update My FPS, TD and base-building game is finally open for playtesting!

6 Upvotes

Hey! I’ve been working on Encave, a first-person base-building game where enemies don’t always follow predefined routes — they can destroy walls and make their own way into your base.

The playtest opened today, and I’d especially love feedback from people who actually enjoy base-building games.

Curious how the building/defense loop feels and whether enemies breaking through your structures feels fun or just annoying :D

Steam: https://store.steampowered.com/app/3246990/Encave/

r/BaseBuildingGames • • Sep 03 '26

Game update Colossal Citadels - turn-based factory building - soon on nextfest

6 Upvotes

Hi!

I'm building an turn-based citadel-builder roguelite where you establish production chains to build a bigger town, explore the world further, protect from invaders, and do a lot of other things.

https://store.steampowered.com/app/1854570/Colossal_Citadels/

The base building aspect is rather unusual, your settlement grows with the productions, and you're able to build walls and fortifications by drawing them on triangular grid. I liked certain base building games since childhood, so maybe we share a common inspiration.

I'm building it for an ungodly amount of time (started in ~2018) as a weekend evening side project, but it's nearing release now! Targeting to release a new demo on NextFest.

If you want, you can follow the development on the official twitter acc https://x.com/unevendungeon or personal where i post small in progress updates https://x.com/_rasie1 or discord https://discord.com/invite/DuPtne2

I'm currently finishing implementing dwarves faction who can dig deep and get random ores and stones and it turned out to be really fun mechanic.

Thanks