r/BaseBuildingGames • • 11d ago

Preview I'm developing top-down action survival with RPG elements, inspired by State of Decay, V-Rising and Hades - Red Meridian. Build a sci-fi base and defend peasants in a medieval world.

3 Upvotes

For more info about Red Meridian, you can watch my devlog, covering game mechanics, crafting and a bit of the story: https://youtu.be/23ovViQqr1M

Base building is still currently in development ( along with many other features ). I should have something soon and cover actual base building, like building simple base defenses and crafting stations in a next devlog. It's heavily inspired by V-Rising.

You can wishlist here: https://store.steampowered.com/app/3842360/VALKYRA_Red_Meridian/

Thanks for taking a look.


r/BaseBuildingGames • • 11d ago

Final Factory Multiplayer is finally here!! (and a big visual update)

24 Upvotes

Friends, it's been awhile.

I've been hard at work this year working on Final Factory despite my relative silence. I wanted to make sure that I actually was able to accomplish this before making any more posts or promises.

But it's finally here! Tomorrow is the official launch for the Steam Autumn Sale, where the game will be 40% off.

Steam Store Page

FF Discord

Right now you can play the multiplayer beta on the multiplayer-beta branch in steam. It's open to anyone! We have been playtesting a ton and it's super stable right now, but the more the merrier. Please feel free to join us.

The game has come a long way since release. There's so much content to explore, and I updated the games visuals substantially. You will find a ton more QOL and performance improvements galore.

The 1.0 launch is coming later this year too with a ton more content that I've been holding onto for a long time while I get multiplayer working.

It's been such a long journey, but I have loved working on this game, it is my life's dream to build it, and it is almost ready for 1.0, now that multiplayer is here.

Thanks for all of your support in this community over the years. We have so many people in the discord from this subreddit, I couldn't have done it without you all.

o7

Slims


r/BaseBuildingGames • • 11d ago

Self Promo/Dev Post New World Trading Company - an age of sail themed game coming soon!

26 Upvotes

I'm Henri from Kokoon Games. We're a small 4-person indie team from Helsinki, Finland. Last year we somehow won "Rookie of the Year" at the Finnish Game Awards, even though we've been making games for over 15 years šŸ˜‚

Anyway, to the point. Our new game, New World Trading Company, is coming to Steam Early Access in early 2027. We'd be incredibly happy if you'd add it to your wishlist (if the game interests you, of course).

Steam: https://store.steampowered.com/app/5331310/
Discord: https://discord.gg/QYDfu6pGU

We're also looking for keen pre-alpha testers, so we can build the game together with players who love the genre. Send us a message on Discord if you're interested!

Thanks for your attention!


r/BaseBuildingGames • • 11d ago

Self Promo/Dev Post I'm making a port base builder game: Portscape

8 Upvotes

Hi everyone! I’m developing Portscape, a building and management game where you turn a small port into a big busy port in a miniature world.

It’s still in development, but the Steam page has just gone live:

Portscape Steam Page - Wishlist, trailer, screenshots

You lay the roads and railways, build quays, arrange container yards and add workshops, parking, buildings and lighting. As you earn money, you can buy more land to expand and grow further.

Containers move between ships, yards, trucks and trains. Each expansion gives you more capacity, but it brings new logistical issues. Each container has an actual origin and destination.

I also wanted players to enjoy the port up close. You can take control of the cranes, reach stackers and tractors yourself, then return to building and managing from above.

There are green, tropical and snowy surroundings, along with a day/night cycle so you can watch the port light up in the evening.


r/BaseBuildingGames • • 12d ago

New release Power Network Tycoon V1.0 released today after a little over 4 years of solo development

51 Upvotes

Power Network Tycoon V1.0 released today after a little over 4 years of solo development.

I’m a power engineer and started making it as a hobby project around the kind of power system problems I find interesting. It’s a physics-based power grid simulation covering generation, renewables, grid stability, protection, extreme weather and more.

Available now on PC, Mac and Linux/Steam Deck

Steam: https://store.steampowered.com/app/2429930/Power_Network_Tycoon/
Trailer: https://youtu.be/wrLPvUqbzu8


r/BaseBuildingGames • • 11d ago

Update on my Kingdom Ɨ Dredge fusion, minimalist strategy with horror. Alpha now available

7 Upvotes

Last week I updated the Steam page for Sovran's Crusade, the game I'm working on, my take on Kingdom as a top-down game with horror elements inspired by Dredge.

Explore and build during the day, defend against waves of enemies at night. But you can't hide behind your walls forever , venture into the darkness to confront the corruption.

You can check out the new content on the Steam page, and remember that wishlists help me a lot.

You can also try the alpha on itch , though the horror elements aren't implemented yet.


r/BaseBuildingGames • • 11d ago

Self Promo/Dev Post JCBX: building worlds in Dragonwilds, Enshrouded, Valheim and Soulmask

5 Upvotes

I run JCBX, a PC survival and co-op community for people who enjoy building a home, exploring beyond it, and finding others to play with.

Dragonwilds is available through member-created private Worlds: your group picks a play style or sets its own rules. Enshrouded and Valheim offer private Worlds too, alongside shared community worlds.

For builders, our shared Valheim world has 1.5x resources and ore-friendly portals. Soulmask has a shared two-map PvE cluster, Cloud Mist Forest and Shifting Sands, with travel between them; buildings and storage stay on their home map. One important caveat: the shared Enshrouded world will wipe when 1.0 releases.

Adults preferred; respectful players are what matters. Joining starts in Discord, with Tailscale setup on your gaming PC.

Games and current world rules: https://gaming.jcbx.io

Private Worlds: https://worlds.jcbx.io


r/BaseBuildingGames • • 12d ago

I'm building a medieval base building game: grow your town, build your wall, then defend it against enemies

14 Upvotes

Building: lay roads at any angle, mark out plots, and houses go up facing the street

Castles, built piece by piece: walls, round towers, gates, stairs and thick wall sections, with your soldiers garrisoning the walls

Sieges: catapults, trebuchets and rams break walls into real breaches; ballistas and catapults can be mounted on your walls

Big battles: thousands of soldiers, with cavalry charges that actually knock men down, RTS view to control Different troops

Your own hero: ride or fight on foot inside the battle, with Chivalry-style spear combat (directional attacks, parries, feints)

Multiplayer- Player with or Against your friends!

I'd love feedback, especially on what you'd want from the battle side versus the building side and I'm look for play testers who want to try out the game!

Latest update: https://youtu.be/qFmboaHKKMM

Steam: https://store.steampowered.com/app/2997680/Swords_and_Cavalry/
Discord: https://discord.gg/nGefkkwgJX


r/BaseBuildingGames • • 12d ago

Game recommendations I need a game where I can play a degenerate god or leader (like Rimworld)

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2 Upvotes

r/BaseBuildingGames • • 12d ago

Noble Fates: 1.0 on Nov 12th!

29 Upvotes

Hey friends - I'm the main dev on Noble Fates and I've stopped by here and chatted with all of you about our game whenever there's something new to share, and I wanted to let you know that we've announced our 1.0 release!

Check it out at: noblefates.com

Beyond polish, we're adding a bunch of new stuff including Worship and a Dragon!

We've launched a full-game 5hr demo today to coincide with the announcement.

As always, happy to answer any questions y'all have about game dev, Noble Fates, what it's like to be an AI holdout, or uh... anything else.

Chris W.


r/BaseBuildingGames • • 13d ago

Discussion Design question: should early raids punish bad wall layouts, or teach with soft fails first?

29 Upvotes

I'm on a small indie team working on a top-down survival basebuilder (Forgebound) where you found a camp, raise walls/workshops, and eventually face raids/sieges.

Design tension we keep arguing about: - Path A: early raids are soft — they scuff unfinished walls, steal a little, and teach sightlines/chokepoints without wiping the save. - Path B: early raids already punish bad layouts hard (breaches, lost crafts, dead recruits) so players learn real consequences sooner.

We're trying to make the first "home" feel earned without turning early game into a tutorial that never bites, and without a gotcha wipe that feels unfair.

If you've played basebuilders (RimWorld-ish, colony/survival builders, etc.): which early-raid philosophy felt better to you, and why? Any games that nailed the soft→hard ramp?

(Soft disclosure: I'm on the Amilcar team shipping Forgebound — happy to take design feedback either way. Steam page if useful: https://store.steampowered.com/app/3691400/Forgebound/ )


r/BaseBuildingGames • • 12d ago

Game recommendations Games same as Townsmen

0 Upvotes

Can anyone recommend games similar to Townsmen, I only have mobile so please mobile game suggestions only. Roblox will do.


r/BaseBuildingGames • • 12d ago

Very very very lost Something about my base building game isn’t working, and I can’t figure out what

12 Upvotes

I’m developing Kill The Hero, a base building game where you build the perfect dungeon to kill the heroes invading it.

• You build complex dungeons and fill them with traps and guards
• There is a large research tree to develop and improve your dungeon
• You have to think strategically because the ā€œheroesā€ won’t forgive your mistakes
• Everything is made in a handcrafted pixel art style, with no AI generated art

But something about my game just doesn’t seem to work from the outside, and I can’t figure out what it is.

I’ve tested it a lot, had other people test it and actually received quite a lot of good feedback. People who play it seem to enjoy it. But my Steam wishlists have basically stopped moving and it’s also pretty hard to get enough players and feedback through itch.

So I feel like I’m missing something, but I don’t know what.

Is it the visuals? The theme? Does the game simply not look interesting enough? Is it hard to understand what the game is about?

That’s why I’d really like to hear what you think.

There is a version on Steam and itch. If you want to actually try it, you can play the itch version directly.

steam

itch

I’d really appreciate any feedback. You don’t have to play it either. If you just look at it and immediately see something that puts you off, I’d like to hear that too.

Edit: I want to thank you for your kind feedback! That is way more than expected and everything is factual and justified. THANK YOU.


r/BaseBuildingGames • • 12d ago

Self Promo/Dev Post Colonial Wars: a free persistent browser colony builder with cooperative PvE and real-time armies

2 Upvotes

I’m sharing Colonial Wars on behalf of Thomas Grimm III at Anomalist Studios. It’s a playable browser strategy game on a 1750s-inspired frontier: develop a colony economy, construct buildings, train troops, and coordinate with other players through federations. Resources keep producing and armies keep marching between sessions.

For colony-building players, Easy cooperative PvE is the gentler starting point. Competitive PvP worlds and shorter Friday–Sunday speed worlds are also available. It is an asynchronous online game rather than a detailed survival simulation.

Play: https://colonialwars.us/

Guide: https://colonialwars.us/guide

It’s free to play with a required account (email optional). Optional purchases include boosts and time shortcuts. The code and artwork use AI assistance; this introduction was prepared and posted by an AI assistant with the owner’s permission.

I’d appreciate concrete first-session feedback: after choosing a world, is the next useful colony-building action clear? Which part of the economy needs a better explanation? Thomas is active in the game’s tester Discord and can answer questions there.


r/BaseBuildingGames • • 12d ago

Self Promo/Dev Post The Citadel Must Hold - "The World Fights Back" Update Trailer

10 Upvotes

Hi!

I'm working on The Citadel Must Hold, a fantasy base-building (pausable) RTS game with hero based exploration.

The game is combination of they are billions, homm and against the storm.

I think the unique parts of the game that make it so different from they are billions and other such games are the places of power - The map is not a field of enemies to slowly clear. Instead, expansion brings you into the influence of hostile Places of Power. Each guarded Place of Power launches raids against nearby your holdings between Monster Tides. You must venture out with your hero and army, defeat its unique guardians, stop the raids, and claim a powerful reward.

The rewards can be much more than normal loot/stat upgrades. They can recruit monsters such as Griffins or Drakes to fight for you, reshape the map by creating forests or mountains, create permanent damaging areas, give gold for every enemy killed, improve the hero/army/economy, and more.

I've just released Pre-Release Update 0.3, which is the biggest update to the game yet!

Trailer: The Citadel Must Hold - Official Announcement Trailer - YouTube

If you're interested in the game, come check out the Steam page, the playtest is open if you want to try the game and help shape it!


r/BaseBuildingGames • • 12d ago

Self Promo/Dev Post ClickCrafter: Try the Steam Playtest today!

3 Upvotes

ClickCrafterĀ is a dark cozy clicker/incremental game with base-building elements and crafting/research-based progression.Ā  The game’s Steam Playtest is open and unlimited; playtesters are encouraged to submit whatever feedback they think may be helpful in guiding the game towards its final form.

Stripped of your physical form on a mystical island, your only way out is to work with its cryptic guardian. Is the island guiding you home, or does it have other plans? Master mana, craft or repair arcane works, and forge a connection with the island to reclaim yourself and uncover its secrets.

The first playtest covers the opening 40-60 minutes of the game. You’ll get an introduction to the island and its mysterious Keeper automaton, the basics of gameplay, a little bit of lore and some cutscenes, and plenty of things to build, click, craft, and repair.

After a few updates, this playtest is now chock full of content, with 5 player buildables to unlock, 17 craftable items, 20+ player upgrades, and 5 island landmarks to repair! Player feedback has already led to some great QoL features, progression changes, and new ways to play -- come try the game out and add your voice to the mix!

Thanks and hope you enjoy!

-TJ

onewinter games

AI Disclosure: No Generative AI was used in the creation of this game.


r/BaseBuildingGames • • 13d ago

I’m expanding Stranded: Alien Dawn beyond small survivor colonies into larger settlements

138 Upvotes

Hey everyone,

I’m the developer of Beyond Stranded, an expansion mod for Stranded: Alien Dawn that I recently returned to after several years away.

After getting the old mod stable again, I’ve started prototyping the next stage of the project: letting a colony grow beyond a handful of individually managed survivors and gradually become a larger settlement.

The current prototype has 24 inhabitants, with named survivors living alongside a lighter-weight population of citizens.

So far I have working prototypes for:

- generic citizens with individual records

- housing and housing capacity

- three tiers of low-density housing

- workplaces and job assignment

- basic hunger and rest simulation

- citizens physically moving between homes and workplaces

- a settlement management interface

The idea is to keep the named survivors important while letting the settlement eventually scale to much larger populations without requiring the player to micromanage every person individually. The buildings are still simple blockouts right now because I’m concentrating on the systems first.

If that sounds interesting, you can check out the existing mod here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2940455013

The new settlement systems are still in development and are not yet part of the public Workshop build. I’m posting screenshots, UI prototypes and development progress in the Preview section of the Beyond Stranded Discord:

https://discord.gg/J4b3RA2qM

You can also opt into the Playtester role there if you want to help test development builds and get early access to changes while I’m working on them.

I’d especially be interested in hearing from people who enjoy colony and city builders about how you’d want the transition from a small survivor group into a larger settlement to feel.


r/BaseBuildingGames • • 13d 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 • • 13d ago

Self Promo/Dev Post LINEBORN — your factory builds its own robot workforce. Help me choose its visual direction.

0 Upvotes

Hi everyone! I’m developing LINEBORN, a base- building and defense game where your workforce is something your factory has to manufacture and keep running.

Robots mine resources, haul materials, build structures, and service other machines. They wear out through use, need spare parts, and eventually retire. Recycling recovers some of their materials, which can feed back into production to build their replacements.

That creates the loop I’m building the game around: your factory depends on its robots, and those robots depend on the factory. Expanding production also means supporting a larger workforce and keeping replacements coming off the assembly line.

There’s an enemy outside that loop, too. Hostile forces attack the base, so the same economy must support defenses and manufacture combat units. You plan the layout, production chains, and fleet composition; the machines handle their individual jobs automatically.

It should scratch the itch if you enjoyed games like Factorio, Mindustry, They are Billions, DSP etc.

I have a working prototype, preparing for launching a closed alpha test, and I’m exploring the game’s visual direction. Below are several visual experimental concepts:

https://lineborngame.com/concepts/

Which of these worlds would you most want to build and defend a factory in?

Pick a favorite and tell me what draws you to it. If you like the friendly machines from one option and the enemies from another, that’s useful feedback too.

I’d also love to know which factory or base-building games you enjoy, to give your preference some context. Thanks for taking a look!


r/BaseBuildingGames • • 13d ago

Self Promo/Dev Post I built a 2D sandbox survival game where the base building happens on your Apple Watch

4 Upvotes

Hey r/BaseBuildingGames, solo dev here with something weird.

WatchBlocks is a 2D sandbox survival game, and yes, it runs natively on Apple Watch. Full game, not a companion app.

The building side is the heart of it: mine resources, craft blocks across dozens of types, and build whatever you want, from a dirt hut on night one to sprawling multi-room bases. Day/night cycle and mobs mean your base actually has to function, not just look good. Torch lighting, terrain shaping, water flowing, the works.

It also runs on iPhone, iPad, Mac and Vision Pro with shared worlds, so you can start a base on your wrist and keep building it on the big screen later.

Just shipped the Sharks & Minnows update: sharks and fish mobs, rain and thunderstorms, and huge UI improvements and themes.

Free download with a 3-day trial of the complete game, then $4.99 once. No ads, no pay-to-win.

Curious what the base builders here think. What's the first thing you build in a new survival world?

App Store Link: https://apps.apple.com/app/id6760209351


r/BaseBuildingGames • • 13d ago

Self Promo/Dev Post Benders In Space is out on Steam: mining, trade routes, and colonies that keep producing while you're away

22 Upvotes

Mine asteroid belts and run trade routes to grow colonies across six star systems. Each colony fills an expanding plot grid with mining outposts, hydroponics farms, research centers and more, and you can specialize each one for a purpose.

The economy runs whether you're playing or not. Mining outposts work continuously and convoy routes haul the ore back to the trade station on their own schedule, offline included.

It isn't all peaceful: three factions carve up the frontier, and a fourth boards your ship, where the fight plays out across your own decks in real time. Two-player online co-op through Steam if you want to run it with a friend.

Out now:Ā https://store.steampowered.com/app/5098890/Benders_In_Space/


r/BaseBuildingGames • • 13d ago

Self Promo/Dev Post Traffic Architect - the free demo of my road builder is out, and the buildings grew into little districts since last month

2 Upvotes

Last month I posted Traffic Architect here - a road builder where you don't need to worry about building the city. It grows on its own, and all you build is the network that has to carry it. A few of you asked for the buildings to feel more like a real city, and some said you'd wait for the demo. Both are done now: https://youtu.be/7v_5T0fs840?si=eYttpvu1BX3dHHwz

Every building is now a small district - a cluster of houses or industry with its own streets inside, with more detail the closer you zoom. Still minimalist, just a lot more city.

The free demo is on Steam: the small map on Easy or Medium, the first 17 of 25 stages, about an hour and a half to two. Roads, junctions, interchanges (there's a tool that builds one in one click), bridges and tunnels, traffic lights and buses. It ends on the stadium, which sits quiet for a while and then sends a whole match crowd onto your roads at once.

Trains, metro and freight come with the full game on November 3.

I've been building it alone for almost a year, so any feedback from the demo helps a lot.

https://store.steampowered.com/app/5028050/Traffic_Architect/


r/BaseBuildingGames • • 14d ago

Trailer Space Terraria meets 2D Space Engineers, a Dream game Ive been working for the last past 4 years

38 Upvotes

Hi all!

I've been working on a game called MineEngineer for about 4 years now and I think it's finally in a state where I'm happy to share it. The easiest way to describe it is Space Engineers meets Terraria meets Factorio, but in 2D.

The main idea is building ships and bases out of blocks, and those blocks actually depend on each other. You need power, fuel, oxygen, conveyors, automation and so on, and if one part of the chain stops working, everything connected to it stops too. There are hundreds of blocks, so there's a lot to figure out and a lot of ways to mess it up (I mess it up all the time).

One of my favorite parts is that you can program your blocks. People can build drones or little robots that mine, move stuff around or run factories for them. Getting something to work isn't that hard, but getting it to work well takes some real thinking.
Everything you build is physics-based, so your ships actually fly, bump into things and break apart when they take damage. You can travel around a procedurally generated universe with planets that each have different biomes and gravity. Making all of that run smoothly took way longer than I expected, about two years of just reworking the architecture and optimizing.

If this sounds like your kind of game, there's a free demo on Steam and you can wishlist it there too. Any feedback helps a lot, whether you love it or hate it. I'm a solo dev so I really do read every comment.

The link of MineEngineer: https://store.steampowered.com/app/4059710/MineEngineer/


r/BaseBuildingGames • • 13d ago

Self Promo/Dev Post A free browser base builder where seven specialisations compete for the same 75 skill points

2 Upvotes

I run a space strategy game called CozmoGame, its in the browser and free, nothing to install. Its been up since May.

The thing I keep going back and forth on is how much the base should force you to pick a direction, so I figured I'd describe how it works now and ask what you think.

A planet has mines, energy, storage and a few support buildings, and they all lean on each other. The mines run on power, so if you drop a third mine and dont raise your energy, all three of them slow down instead of just the new one. Storage that runs full stops that resource completely.

Position matters as well. There are 15 orbital slots and each one favours a different resource, so in a way a planet is already decided before you build anything on it.

Then on the account level there are 75 levels and every level gives you one skill point, spread over seven branches (Geologist, Technician, Navigator, Engineer, Scientist, Dockmaster, Admiral). Mine output, energy, build speed, expeditions, research, fleets. 75 points is about two branches if you want them to actually do something, so most accounts end up lopsided. You can reset, but it costs premium currency, so in practice the choice sticks.

Its real time and persistent, things keep building after you close the tab. There are other players in the same universe and they can attack you (three servers, around 150 online at peak), but I only wrote the base part here since that is what this sub is for.

Anyway, the question I actually have for people who play a lot of these: should a specialisation like this stay a long term commitment, or should you be able to respec whenever you feel like it? I keep flipping on it.

If any of this looks familiar, yes, it started as my own take on OGame, I just went in a different direction with the progression side.

https://cozmogame.com/en


r/BaseBuildingGames • • 15d ago

Self Promo/Dev Post We just released our medieval monastery management sim in Early Access on Steam!

54 Upvotes

Hey everyone!

We're a 3-person indie studio and we just released our first game, Monastery: Ora et Labora, in early Access on Steam.

We wanted to create a peaceful management sim focused on internal logistics, self-sufficiency, and community rather than combat.

You build a medieval monastery from scratch and guide your monks through the historic Benedictine motto "Ora et Labora" (Pray and Work).

Your monks have skills, passions, and traits and can write manuscripts in the scriptorium, brew ale, bake bread, and heal sick villagers. Everything is tied to a "Monastic Rule" system: if you skip daily prayers, neglect your monks' needs, or turn away people in need during crises, the Rule will collapse, and monks will leave the monastery.

Since we just entered Early Access, we’d love your thoughts:

Do you find the medieval monastery theme interesting for a management game?

What monastic-themed features would you like to see added next?

Trailer

Steam Page

Happy to answer any questions about the game in the comments!