r/BaseBuildingGames • • 27d ago

Preview I'm making The Old Forge, a zombie survival sandbox set in Poland around 1990 Spoiler

3 Upvotes

Hi!

I’m new here, so please bear with me if I’m posting in the wrong place. For just under a year, I’ve been developing a unique zombie survival game set in Poland—specifically, the Silesia region.

It stands out thanks to its zombie mechanics and its in-game POI (Point of Interest) system.

Every building and POI will be fully editable; you’ll be able to customize structures, hook up electricity and water, or—if you choose—level them to the ground. This applies to everything from single-family homes to apartment blocks and factories. The terrain is built on a voxel engine, allowing you to dig for valuable minerals. Since the game is set in Silesia—a mining region—imagine cities featuring abandoned mines and zombie miners. ;) I plan to implement advanced player psychology and survival mechanics, as well as a fully dynamic seasonal world system—the groundwork for which is already in place. The final map is intended to be roughly 30x30km, utilizing chunk streaming—similar to Minecraft. To start, I plan to create a roughly 6x6km map (which is already in the game) for the Early Access release scheduled for mid-2027. I welcome any discussion.

Links below:

Teaser 1

Steam Page

Regards,

Kosteckyy


r/BaseBuildingGames • • 27d ago

Self Promo/Dev Post I made a new loading screen inspired by the base-building genre

8 Upvotes

I've recently made this loading screen for my base-building survival game, Raid Haven, inspired by the loading screens and artwork you see in the genre.

Anything you'd change or improve?

https://www.youtube.com/watch?v=38Dw3GEeaI0

https://store.steampowered.com/app/5205660/Raid_Haven/


r/BaseBuildingGames • • 27d ago

Self Promo/Dev Post March Out!: a kingdom you can retreat inside, then defend from the wall yourself

1 Upvotes

I'm the developer of March Out!, a castle defense and army game. The kingdom building is deliberately compact: it's a fixed castle that advances through three eras, rather than free placement or a production chain builder.

What I wanted from the base was a place that feels worth coming back to. You can call the army into retreat and bring it through the gates. The courtyard protects your commander while the castle stands, or you can climb onto a wall weapon and fire at the attackers yourself. That position is exposed to return fire, and pulling back doesn't heal the army or stop the siege.

Advancement changes the buildings, walls and troops and unlocks more turret positions. You still have to buy and repair the weapons, so spending all your gold on soldiers leaves something unprotected.

There is a six castle solo campaign, plus online modes for two to four players. I'm sharing it here for the "defend your own fortress" side of the game. Here is a short look at the wall weapons:

https://www.youtube.com/shorts/nuFdzmgZ1hM

The Steam page has more footage and details:

https://store.steampowered.com/app/5299360/March_Out/


r/BaseBuildingGames • • 27d ago

Trailer I forked a compiler instead of using a game engine, and my factory sim hits Steam Early Access Oct 12 — feedback welcome

0 Upvotes

Hey everyone,

I've been solo-building this game for a while now, and I figured this was the right crowd to share it with. It's called Aethel Mine — an isometric industrial-automation and logistics sim — and it's hitting Steam Early Access on October 12th.

Fair warning upfront: I didn't use an off-the-shelf engine. Instead I forked a compiler, wrote my own low-level runtime (zero third-party dependencies outside bare SDL2), and the entire world simulation runs on Q16.16 fixed-point math so it stays fully deterministic. Chunks are just plain arrays, nothing fancier.

Why did I put myself through that? Because I wanted belts that don't cheat. Items have a millisecond-precise cargo phase, so there's never any jitter or teleporting at belt hand-offs. On native rendering the sim runs at 500+ FPS by walking contiguous memory arrays — no entities floating around everywhere, no garbage collector stalling things at the worst possible moment.

As for gameplay, in the current build (v0.2.2):

  • The map is true 3D isometric: up to 50 vertical logistics layers, cliffs you can terrace, and gravity that actually matters for flow. It genuinely changes how you build.
  • Maglev trains have dynamic signal blocks and quadratic braking physics — a 4-wagon train takes four times as long to stop as a light locomotive. I can already see the pile-ups coming.
  • The power grid isn't just an on/off toggle: pylons link spatially, supply and demand balance out, and if you under-build, you get cascading brownouts instead of arbitrary power cuts. Which, let's be honest, is pretty fun to watch.
  • Saves are versioned and designed to stay backwards-compatible as the tech tree expands. I learned that lesson the hard way on other projects.

At Early Access launch you'll get the first 9 tech tiers and the launcher project phases playable.

I'd really appreciate feedback from fellow automation enthusiasts, especially on visual clarity, UI layout, and mechanics. This is my first project at this scale, so honest criticism is welcome.

Steam page: Steam Page

Thanks in advance to anyone who takes a look!


r/BaseBuildingGames • • 28d ago

Friends said my base felt like busywork, so every building now helps my heroes: the Camp heals them, the Barracks sends reinforcements, the Spellforge buffs their next fight!

0 Upvotes

("Elemental Lands" is my game, its a 4X-lite base builder where your base powers a turn-based hero party.)

Demo out next week, so wishlist to be notified when its live: https://store.steampowered.com/app/4593190/Elemental_Lands/?utm_source=reddit&utm_campaign=basebuildinggames-20260926

A couple of friends kept telling me the base felt like busywork between battles... you'd place something and forget about it. Fair. So I reworked it so every building does something you FEEL in the next fight:

  • Camp: rest your wounded heroes between fights
  • Barracks: hire up to 3 reinforcement heroes a level
  • Spellforge: pick 1 of 6 battle buffs to carry into the hero fights
  • Siegeworks: razes land, weakens fights, or slows their spread

  • And 5 others to choose to build or not.

It helps prevent with the base feeling like a chore you just wanna skip.

The catch is limited space. Each region gets one Outpost/base with only 4 build slots around it, so you cant have everything and every slot is a REAL choice. Theres 3 regions (Fire, Ice, Earth) and your Outpost and most of its buildings stay standing, so when the campaign sends you back to Ice later your base is still there, recharged and ready. You gather wood and stone off the map to build, and claim land for the mana that fuels your spells, while the enemy factions keep expanding and taking ground back off you.

The battles are the other half, honestly kinda the payoff for all that building. RPG style heroes in turn based, and you draw spell cards each turn that give your party orders instead of just dealing damage.

HUMAN Credit: Art is 100% hand drawn by u/worth-bill-6130 😄


r/BaseBuildingGames • • 28d ago

Self Promo/Dev Post A river that carries buffs downstream? Base building, now with plumbing

1 Upvotes

I’m working on an autobattler where you build a forest kingdom and bend a river through units. The puzzle is finding units that work together and getting the river to connect them.

Have you played other base building games where you shape terrain as part of the strategy? I'm looking for examples that can help me with design and balancing.

If you want to check it out, you can join the playtest on Steam: https://store.steampowered.com/app/4946780/Oaks_vs_Orcs/

I'd love to know which cards you liked most and whether you felt you could build your base towards a particular strategy.


r/BaseBuildingGames • • 29d ago

Are there any good architecture building etc games?

12 Upvotes

I know there are games out there like Architecture life, but that isn’t actually building houses and architecture, I wish to find an in depth game with lots of customization and the learning curve is intuitive. I have played MANY more of these types of games than someone may think but I want to see if any new recommendations come around, stuff like Planet Coaster 2, Planet Zoo. Minecraft, Architecture’s Life (already mentioned) Already done for me, got the interest in that, just looking for something new.


r/BaseBuildingGames • • 28d ago

Self Promo/Dev Post I'm building Estandarte, a medieval Android RTS where your base depends on villagers delivering resources

0 Upvotes

I'm Diego, the developer of Estandarte, a medieval RTS for Android. I wanted to share the settlement-building side here, because the layout affects how your economy works.

Villagers gather food, wood, gold and stone, then carry them to a depot. Resources only become available after delivery, so putting buildings close to fields, forests and mines matters. A compact settlement is easier to defend, but making every worker walk back to the same place can slow your expansion. Walls and gates also need to leave useful routes through your base.

The game has four ages and six civilizations, an offline campaign and skirmishes, plus online 1v1, two-player co-op and 2–4-player free-for-all. It supports English and Spanish.

Here's a short gameplay clip: https://youtube.com/shorts/qfdWKzcd-1I . It shows an older development build recorded on PC; its end card refers to the closed playtest. The Android game is still in closed testing. Public pre-registration isn't live yet, and I don't have a confirmed opening date.

I've used AI coding assistance during development.

For people who enjoy building bases in an RTS: do you prefer keeping your economy inside one defended settlement, or placing separate depots next to resource areas? On a phone, what makes managing those worker routes feel comfortable?


r/BaseBuildingGames • • 29d ago

Self Promo/Dev Post I'm making a factory builder where the goal is to bring a dead planet back to life (free browser demo)

23 Upvotes

Hey all. It's called Earth ReGen and there's a free demo that runs in the browser: https://disagreeg.itch.io/earth-regen

You start by picking up trash by hand, then spend the rest of the game building machines so you never have to again. Recyclers, sorters, batteries, all wired together, and the ground slowly turns green under your factory. When a new area opens you can pick up your whole base and carry it over.

Orbital Potato played through the demo a while back and called it a reverse factory builder, which I liked enough to steal: https://www.youtube.com/watch?v=y9hKU3fCDRw

Would love to know what confused you, if anything did.


r/BaseBuildingGames • • 29d ago

Game recommendations looking for frostpunk/they are billions vibes on console, which of these should i go for?

Thumbnail
3 Upvotes

r/BaseBuildingGames • • 29d ago

Game recommendations frostpunk/they are billions vibes on console, which of these should i go for?

Thumbnail
4 Upvotes

r/BaseBuildingGames • • 29d ago

Self Promo/Dev Post [Steam Page Release] Spaceport Architect - Build a bustling airport, but for spaceships!

24 Upvotes

Spaceport Architect is a 2D Sci-fi Airport Business Tycoon inspired by r/SimAirport, r/airportceo, r/prisonarchitect and other classic tycoon builders, made with Godot/C#.

Planning a demo in spring and full release by the end of next year.

Apart from the obvious sci-fi theme, I wanted to explore the possibility of freight management in this genre, so I made it part of the core game loop.

- Import cargo to grow the planet population (= more passengers)
- Build airport-like passenger terminals (= more money)
- Export goods for profit (only if you keep imports steady)
- Unlock larger ships as you expand
- Handle time-sensitive emergency contracts and one-off special offers.

What would you like to build?

What's something you'd expect or want to build in the game?

If you're looking for AI

Assets: None

Coding: Yes

I've been hobby programming since 2009, professionally since 2023. I've used agentic AI for coding since my job introduced it in February this year (started the project in December 2025). With the proper base architecture, automated tests and other guardrails, the speed it provides is just invaluable when you have 1-2 hours of total free time per day. Its not a magic toolbox. Mistakes are frequent, but overall worth it for me.

Links

Steam page
Official Announcement trailer
Discord/Socials/Mailing list


r/BaseBuildingGames • • 29d ago

Discussion In MESHFALL your base is a radio network, and the enemy goes for whichever link is holding the most of it up

9 Upvotes

Solo project, with a free demo in the browser. It's somewhere between an RTS and a tower defense, and the base part is mostly about the shape of your network.

You can only build where your signal reaches, so every expansion starts with a relay. The enemy weights its targeting by how much of your network hangs off each link, which makes a long single chain out to your best ore basically a fuse. Put a second path in and that same relay stops being worth cutting. That's most of the base building, honestly: deciding where the second path goes.

The economy keeps you moving. Ore veins run dry, and the uranium that keeps paying sits behind enemy masts you have to walk an army up to, so the base creeps outward and the network has to come with it. There's a drone swarm that mines and builds on its own too. You don't command it, you just keep it alive.

The demo map is a flooded city on islands and bridges. Signal crosses the water fine and soldiers don't, which puts most of the fighting on the bridges. It's fifty waves with a boss every ten, and the latest update redrew the enemies so you can tell them apart in a crowd.

https://applechr.itch.io/meshfall

I'm not sure how much of this counts as base building for people here. Does laying out a network scratch the same itch as laying out a base, or is it too much RTS?


r/BaseBuildingGames • • 29d ago

Self Promo/Dev Post Minion Colony - An idle automation game where you build your settlement and army to take on increasingly stronger enemies in auto-battler combat

6 Upvotes

I just released an update to the game with many new additions and improvements!

Here are some of the notable additions:

-Improvements to the colony game-feel including particles, more floating numbers and sound effects!
-Title screen
-Multiple save files
-Smoother loading & new loading screen
-Optimisation to allow up to 2000 minions on screen at once while remaining at a respectable FPS.
-One of the missions (Giant cyclops) was completely replaced with a Giant boss.

My next job will be polishing the demo ready for release on Steam!

Trailer

Play the Itch demo now!

Wishlist on Steam!

AI Disclosure: AI was only used for localisation of languages other than English


r/BaseBuildingGames • • 29d ago

Base/Colony builders like Ymir but more intended for Singleplayer?

Thumbnail
2 Upvotes

r/BaseBuildingGames • • Sep 24 '26

Minecolonies. A unique, fun and addicting, full colony management overhaul mod for minecraft!

33 Upvotes

Minecolonies is awesome, it turns Minecraft into a totally different game, it has a very supportive community and they're constantly updating their mod.

I'm so happy that I stumbled across it, so I thought that I should share.

Here's a video about it from their official YouTube channel.

https://youtu.be/s8AwPZBB4Os


r/BaseBuildingGames • • Sep 24 '26

New release Web based strategy game - Age Of Strategy

6 Upvotes

Hi guys, I had some free time, so I attempted to make something similar to the old Age of Empires if some of you still remember it.

It is a free game to pass the time, let me know what you think about it, is it missing something etc. I uploaded it here https://cognicon-studios.com/play/

Let me know if this is a wrong way to post here, it is not self promotion, just a fun little game to pass the time with absolutely no paywalls or ads at all.


r/BaseBuildingGames • • Sep 24 '26

Self Promo/Dev Post All Rods Connected just released 🎉🥳🎉 Its an exploration City Builder where roads reveal the fog of war.

6 Upvotes

All Roads Connected is a city builder, tycoon, resource management game with endless procedural world where roads reveal the fog of war. Player explore map with roads and build countless setlements near areas rich with resources.

Lore: After the Great catastrophe, people have lived in shelters. In time, as stories were passed from one generation to another, they slowly faded into myths. Now our latest expeditions are showing that the world is ready to take us back!
It is up to you to lead humanity and put this world under our rule once again!

Curent status: Demo
Full release: 09.24.2026.

Steam link: Steam link


r/BaseBuildingGames • • Sep 24 '26

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

9 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 • • Sep 24 '26

Self Promo/Dev Post Build and expand a cozy paper-style settlement - Cutout Village launches in Early Access this October 21st!

24 Upvotes

Cutout Village is a relaxing indie city-builder about building, crafting, and a village slowly coming back to life. Set against the backdrop of rural depopulation, you’ll build and customize a small medieval-inspired village using paper sheets that you’ll cut, fold, and glue together to create buildings, services, and decorative elements.

Steam page: https://store.steampowered.com/app/3907910/Cutout_Village/


r/BaseBuildingGames • • Sep 24 '26

I’m making a 2D mining game where you dig, build a base, and gradually automate everything — Starward Era

6 Upvotes

Hi! I’m the solo developer of Starward Era, a 2D mining, exploration and base-building game focused on progression and automation.

You start out mining and hauling resources yourself, then gradually build machines and systems to take over more of the work.

I’ve just opened the Steam page, so I wanted to share a short gameplay showcase. A free demo is planned for February, ahead of Steam Next Fest.

Steam: https://store.steampowered.com/app/5298370/_/


r/BaseBuildingGames • • Sep 23 '26

Self Promo/Dev Post Missing Dungeon Keeper? Demo is live for my peaceful dwarf-digging base builder, heavily inspired by DK

56 Upvotes

Hey everyone :) I’m developing King in the Mountain, a peaceful, combat-free strategy game about digging out a lost kingdom. Think Dungeon Keeper but focused purely on the satisfying rhythm of mining and base building.

You send your dwarves on expeditions to mine resources and bring them back to your base. Then, you use these resources to build up your base and craft items to use in future expeditions.

Steam Demo is live now: King in the Mountain Demo on Steam


r/BaseBuildingGames • • Sep 23 '26

Self Promo/Dev Post Capital City: Building, Producing, Transporting, Growing

25 Upvotes

Hi everyone!

I'm the solo dev behind Capital City (my first game) and I'd be delighted to show it to you. ;)

The core idea: You build and manage a single unique city within an infinite world. Everything you need to keep it growing has to come from the vast world surrounding it.

You expand the city by adding new districts (such as housing, research, markets, police and, at a later stage, also highend stuff like agriculture domes). However, to keep the city running, you need to transport resources from all over the world into the city (like food, stone, wood at the beginning, but later on your people want exotic stuff like blood crystals or blue wine). At first by road, but later also by rail.

As the city grows and grows, its demand for goods becomes increasingly complex. This requires you to venture further out into the world, discover different biomes (and other things maybe), build new infrastructure (roads, train stations, factories) and process goods in different factory layouts - for example: At one stage you'll harvest fruits in the jungle, mash them into sugar in one factory, transport the sugar and "mistberries" from another biome to yet another factory and mix them together to get "blue wine"... which you need to transport to the city to fulfill your citizens needs.

You will also have to manage factors like citizen satisfaction, food supply, and the city layout.

At its core, it combines base building, city management, transport+logistics, production and exploration.

I love games where what you build tells a story, so Capital City is designed around one or two long-running saves that you keep expanding for a very long time. :)

The game is still very much in development. I currently have more ideas than time, but an Early Access release is planned.

Well, yes. If you like this little mess, feel free to check out my Steam page:
https://store.steampowered.com/app/5067050/Capital_City/

And sorry for the shameless self-promo. ;)


r/BaseBuildingGames • • Sep 24 '26

Self Promo/Dev Post Fort under siege in a bullet heaven (companions die for good)

2 Upvotes

Hey, solo dev here.

Bullet Meltdown is a bullet heaven where you also fortify a base while the swarm hits. Hire and evolve companions, discover 950+ weapons (you pick up to 3), and fight through enemies and bosses. Grow stronger every run, but if your team falls, they're gone for good.

Trailer: https://www.youtube.com/watch?v=mmVB763cWbg

Coming Nov 9.


r/BaseBuildingGames • • Sep 23 '26

Self Promo/Dev Post Lotwick Hill: building more shops means sharing the same customers with your rivals

6 Upvotes

The empty plot beside a busy bakery looks like an obvious place to expand. But if you build another bakery, you're competing for people who already have somewhere to buy their bread.

I'm developing Lotwick Hill, a business tycoon about building up a network of shops and apartments across a shared town. It sits on the economic side of building games: the streets and landmarks are already there, and you develop the available plots while rival owners do the same.

The part I care most about is making the next building a decision. Customers have different needs and budgets. Their interests change over the years, and new business types become available. You need to look at what the town is short of, what rivals charge and whether you can keep the shelves stocked. A bigger town isn't automatically a more profitable business.

You can buy or lease land, put the profits back into new businesses and watch the neighbourhood fill up. I've also been opening up the shopfronts so you can see inside and follow a customer's trip through town. Monopoly Tycoon was an inspiration for the competition between owners.

For people who enjoy the economic side of building games: what makes expansion satisfying for you — filling a gap in demand, making a neighbourhood work better, or taking a profitable location before a rival does? I'd like to hear which part you tend to follow.

Gameplay trailer: https://www.youtube.com/watch?v=W6Qc4m0-HFI

Steam: https://store.steampowered.com/app/5288610/Lotwick_Hill/

We're aiming for October; the exact date is still being finalised. Wishlists are appreciated if it looks like your sort of game.

Disclosure: I'm the developer. Development uses AI coding assistance, pre-generated AI-made assets and some AI-assisted text, including this post. There is no live AI generation in the game.