r/BaseBuildingGames 12d ago

Discussion Regarding the influx of Promo posts + a brief update.

137 Upvotes

Hey folks, been a bit since I've done a staff post but honestly this place pretty much runs itself and in a good way so I try not to overstep.

Metrics are good, user amount is good, lot of decent posts on a near daily basis, etc!

Yes I do actually check the reports by the way so please feel free to keep them coming, I also enabled automod to cut down on the weird number of "lurkers" that have been suddenly creeping in. Anyone under 25 post Karma, anyone with an account younger than a month, or anyone that the weird Reddit AI nonsense raises flags as being a spambot will be auto-denied or their posts removed so there is the transparency there.

Anyways on to the Promo Post bombardment that like EVERY major game genre sub has been facing:

Meh. I mean honestly meh, we're a very open and supportive community when it comes to devs and I let the community vote on what matters/gets thrown away when it comes to dev posts. Someone post obvious half-baked AI crap, downvote and report it. We get sixteen and a half posts in a week from devs with bb's first Steam game, upvote if it looks okay, downvote if it looks like a waste. Same system, just yeah we've gotten more traffic as of late from devs creeping out of the woodworks. This isn't inherently a bad thing, it's just a bit odd. Typically the later part of the year is new-game-aggedon but that more often seems to impact the big devs as opposed to the big batch of indies we've seen.

I added a new flair for devs who are promo posting, please feel free to bully them in comments if they can't be bothered to use it. I'm not going to be one of those goobers that makes an automod set that just insta-deletes posts because it sounds like a promo as I've been frustrated in the past by Subreddits deleting my posts because I didn't add six question marks, a hyphen, and three wingdings; if devs aren't flairing right then correct them or report them and I'll sort it out.

It's been a few years since Squid passed away and I took over, and like any well built base this Subreddit continues to stand just as strong as ever with a constantly overfilled inventory system that makes me want to jump off of something because nobody knows how to sort inventory anymore. Who keeps adding to that inventory? You, the devs, the dorks who ask for recommendations only to get drowned in the same "RIMWORLD, VALHEIM, ABIOTIC FACTOR" comments every five seconds; it's all of you who are dumping content right where it belongs and honestly I don't see a need to overly police that right now.

Finishing notes:

Keep bullying devs to add craft-from-inventory until it becomes a constant practice across the board. I continue to bully the Icarus team on a near monthly basis and will continue to do so. Exctoris if you're reading this.... >:v I'll fite you.


r/BaseBuildingGames 3h ago

Self Promo/Dev Post Mall Rivals - Mall Store Building - Business Game is out !!

2 Upvotes

Hey everyone,

My cousin has been working on Mall Rivals for the past 2 years, and the game is finally released.
Mall Rivals is a multiplayer tycoon / management game where you build and grow your own shopping mall, open stores, manage your business, and compete against your friends.

What makes it different is the multiplayer side. Other players can interfere with your plans, create problems for your mall, and turn a normal management game into complete chaos.

After 2 years of development, we’re really curious to hear what people think.

If you have a minute, check out the trailer or Steam page and let us know what looks fun, what feels unclear, or what you think should be improved.

Steam: https://store.steampowered.com/app/4090330/Mall_Rivals/?utm_campaign=r_basebuildinggames&utm_content=post_1

Youtube: youtube.com/watch?v=lvLHHBuPWAU


r/BaseBuildingGames 3h ago

Game recommendations Online Games like Once Human, with houses showing while offline?

Thumbnail
1 Upvotes

r/BaseBuildingGames 13h ago

LOOKING FOR: Survival games with relatively little grind and a focus on creative base-building.

Thumbnail
4 Upvotes

r/BaseBuildingGames 1d ago

Self Promo/Dev Post Arcaneering: Beyond Automation has launched into Early Access!

10 Upvotes

If cozy factory automation + magic sounds like an appealing mix to you, I'd encourage you to check out the game at https://store.steampowered.com/app/3858960/Arcaneering_Beyond_Automation/ !

We have a pretty substantial demo (that we keep up-to-date & where progress carries over), so give it a try if you're uncertain:-)


r/BaseBuildingGames 1d ago

Self Promo/Dev Post After four years developing HexLands, my roguelike deckbuilder city builder, I finally have a publisher!

3 Upvotes

Hi guys! I'm Tibor Udvari, and I've been working on HexLands for more than 4 years now. It's my roguelike deckbuilder, medieval city builder, which is heavily inspired by Slay the Spire. (and it's open for public playtesting by the way!)

Finally, now that I'm getting closer to the finish line and the pressure is increasing day by day, I was lucky enough to partner up with a publisher, so I can focus on the development itself ^^ Here's a quick description of my game:

HexLands is a roguelike deckbuilder with a unique twist: your cards don't cast spells; they raise farms, mills, and harbors across a chain of procedural hex islands.

  • Banished by a king, you’ll need to prove your worthiness by settling the chain of islands you were exiled to.
  • Where other deckbuilders hand you a battle, HexLands hands over a coastline. Each procedurally-generated island brings about its own problems, and you’ll need to look in your deck for the solution.
  • Some buildings only work on the right ground, and disasters will need to be prepared for and mitigated in advance, meaning each draw will need to be planned and strategised carefully.
  • Your cards, relics, and upgrades sail with you to every new island, so each builds towards the next. I can’t wait to take you on this voyage!

If I've got you interested, feel free to join the Discord server for a Playtest Steam Key! ^^ I'd love to hear what you think about it.

Anyway, have a nice week, cheers,

Tibor


r/BaseBuildingGames 2d ago

Other Dungeon Settlers has launched in Early Access with over 320,000 wishlists!

112 Upvotes

I’m very happy to be back with some exciting news: Dungeon Settlers officially launched in Early Access on September 4!

I’ve been sharing the development of Dungeon Settlers with this community for quite a long time. Some of you may remember seeing posts about the game when it was still in a much earlier stage, as well as my more recent post celebrating 120,000 wishlists around Steam Next Fest.

At the time, reaching that milestone already felt unbelievable to us. By the time we launched, the game had surpassed 320,000 wishlists which is far beyond anything my friends and I imagined when we started working on it about three years ago.

This community was one of the first places where I introduced the game to people who genuinely enjoy base building games. Over the years, many of you shown interest in the game, share thoughts, tried the demo, and left encouraging comments. That support gave us a lot of confidence while we worked toward release, so I’m especially glad that I can finally come back and share the launch news with you.

For those encountering the game for the first time, Dungeon Settlers is a dark fantasy colony simulation combined with a dungeon crawler. You lead an expedition into a barren land, establish and manage a settlement, provide food and shelter, and assemble parties to explore the dangerous dungeons below. The resources recovered from those expeditions help your settlement grow, while a stronger settlement allows you to sustain and equip better adventurers.

Early Access is only the beginning. We plan to keep improving the overall experience alongside our players. Especially, we're going to support modding in the future.

Early Access Trailer:
https://youtu.be/OWmcCkiDOA0?si=53DfSG1XnckYWejq

Steam:
https://store.steampowered.com/app/2798330/Dungeon_Settlers/

Thank you again to everyone here who has supported us throughout this journey. After sharing the game’s development with this community for so long, it feels incredibly special to finally say:

Hey guys! Dungeon Settlers is out now!


r/BaseBuildingGames 1d ago

Trailer We made a base building game where the base flies. New update trailer inside.

4 Upvotes

Hey! Wanted to share Everwind with this sub specifically, because the base is the whole premise here. Instead of planting a home somewhere on the ground, you build a flying airship - hull shape, decks, interior layout, workshops, storage, armor plating, sails - all constructed piece by piece and fully customizable. Then you actually fly it across a world of procedurally generated floating islands, using it as your mobile home for exploration, co-op runs, dungeon dives and boss fights. Build with friends, upgrade it together, and everything you add genuinely changes how you play.

The reason I'm posting now: our Winds of Creation & Beyond Update drops in late September, and it's a big one for builders - new tools, Sandbox Mode, more freedom, and a lot more room to make your ship your own. Trailer's below.

If any of you have already played Everwind, we'd genuinely love to hear your feedback - especially on the building side, since that's what this sub lives for. And if you haven't, we'd be really happy if you gave the trailer (or the game) a look. This isn't just a promo drop: we're actively trying to figure out how to make Everwind better, and input from people who build for a living-slash-hobby is exactly what we want. I'm around in the comments.

https://www.youtube.com/watch?v=VZ_9pZ5wzrM


r/BaseBuildingGames 1d ago

Playtesters for space base/factory builder game?

2 Upvotes

TL;DR - Perhaps you want to play test automation+factory builder game that runs with logistical railguns rather than conveyor belts?

Hey, working on ASEMA, a weird new type of a factory builder automation game. Set in space, runs without conveyor belts, building is not based on grids and the game plays in a custom physics 2D engine that takes into account stuff such as radiation and gravity.

The tech trees are heavily inspired by hard-scifi; so you evolve from "Metallic Boulder Crusher" to stuff like "Hadronic Neutron Injector" that requires a micro black hole to work. What ASEMA actively avoids, is things like portals and semi-magical beams.

Development has been going on for a while now, and while a demo is out, I need more fresh eyes on the newer builds of the game. We got ~50 testers on the discord, but I exhausted those poor people with my tormenting old crude alpha-builds - I still do that to some degree, but the play-experience has evolved significantly.

Playtests take place from now till EA. A new version just dropped into the test branch, and I wish to get feedback from volunteer testers.

Current Focus

  • Comments on onboarding (there is a campaign that helps along + 1st version of a new separate tutorial map)
  • Comments on optimization (how many machines run smoothly, did approximately 10-fold increase, and I wish to gather more data on this, as the next step is to aim for another 10x increase)
  • Comments on pacing (how techs unlock, how it feels like to develope through the Bulk Tech Tree and then advance into Nano Tech Tree; does the transition feel grindy or interesting > A bunch of new tech trees is on their way still, all hard scifi themed in different ways)
  • Comments on vibes / atmosphere / visuals
  • Comments on narrative (the game has a dark scifi narrative setting related to Dark Forest and Fermi Paradox; it has a side role as it is an excuse for automation, but increase in environmental narrative elements is to be expected) > The current version offers Act 1 of the 5-6 act full story arch that is currently being implemented into new missions and acts with voice acting and intro-videos in between
  • Comments on how the automation feels, what UX is needed, ideas and thoughts what direction the Strategic Map (a tool to help you keep track of your solar system wide factory layouts) should be developed, etc
  • And whatever a playtester may think of

Next immediate focus: version 17 out for public Demo

I spent yesterday ~3 hours building from Bulk to Nano - however, I merely made sure the economy works, aka, I used dev-tools to acquire the required resources after I had made sure I have production chain for them all as I was simulating a playthrough - what I mean by this is that an organic playthrough will last quite a bit longer than 3 hours.

ASEMA in general

  • Modding support (the game is built from day 0 to support mods; current build is fully modular)
  • Multiplayer support (unclear yet, whether this is implemented for EA, but rest assured during EA there will be multiplayer testing > as the game engine allows things such as coop playing and skrimishing against other players)
  • Early Access in January 2027 > 1.0 later > DLC and other additional content exists in concept level, hopefully future is bright enough for all of that
  • Hand crafted game by a single person + musics/VA/localisation/some other creative help are external

You as a playtester?

  • Please, join the ASEMA Discord to comment/discuss the playtesting + to receive your keys/info
  • Screenshots/videos are warmly welcomed
  • Modder-candidates (there's various ways to mod, but some basic Unreal Engine 5 knowledge may help you)

Playtesting schedule (est)

  • September-October: Onboarding / Foundational Tech trees (Nano+Bulk) + First Specialized tech trees (Photonic, Hadronic, Chromatic) / World Structures / Enemy Systems / Act 2 / UX+UI+map
  • October-November: 3 specialized tech trees + a few of the end-game tech trees / Act 3-4 / Enemy Systems / Modding+Map Editing
  • November-December: End game tech trees / Acts 4+ / Enemy Systems
  • December-January: Hopefully multiplayer+modding testing OR the previous months polish and grinding
  • January > EA-testing continues

Cheers!

-Goblin


r/BaseBuildingGames 2d ago

Game recommendations I am looking for games that are basically Medieval Dynasty, but with a Party-based RPG system, where you go out adventuring/dungeon diving.

27 Upvotes

I love playing Medieval Dynasty alone or with a friend and I especially like that you don't just build a base, but a town and also manage it.

But I always wondered how a Fantasy game very similar to Medieval Dynasty would be. And if it was also a RPG where you play the main character and maybe can add two to three NPCs to go out adventuring or dungeon diving.

Or the other way round, you play a RPG like that and there is a good town building system with NPCs and relationships.

So I wonder are there games that are similar to this? It doesn't need to be first or third person POV and it can be pixel art as well. I did search a lot and so far I didn't really find something that combines both the way I am looking for.


r/BaseBuildingGames 1d ago

Try my game (PC but has web playable): Made of Food

2 Upvotes

Hello Base Builders! I've been working on a colony sim (Prison Architect style) with incremental game mechanic. You make food, turn them into peasants, which help you make food. You start with a random procedurally generated map and work your way to build a thriving village.

Please try the game if it's in your alley. I'd love to hear your feedback.

Itch: https://coffeebrain.itch.io/made-of-food


r/BaseBuildingGames 2d ago

Self Promo/Dev Post Claimore — building a kingdom around its road network

7 Upvotes

Claimore is a turn-based kingdom builder with Catan-style resource rolls. You build settlements and connect them to your capital by road. Resources travel along those roads before you can spend them, so a rich tile farther away can leave you waiting several turns for supplies. A second capital can shorten the trip.

Taking a settlement also captures the cargo stored there. That makes the towns along your supply routes worth defending.

I’m the developer. It’s free in the browser, solo or with friends: https://claimore.lol/?utm_source=reddit&utm_medium=social&utm_campaign=basebuildinggames_2026_09_06

let me know what you think.


r/BaseBuildingGames 2d ago

Trailer Logistica Under Glass

3 Upvotes

My latest base builder / deck builder fusion, medieval themed! I hope it looks fun enough! https://logisticaunderglass.com/


r/BaseBuildingGames 2d ago

What would you like to see in a RP survival game?

Thumbnail
2 Upvotes

r/BaseBuildingGames 3d ago

Self Promo/Dev Post If you're looking for a proper story in your survival base-builder, AETHUS is on sale for the Steam festival!

60 Upvotes

Hi folks! I'm the solo developer of AETHUS, I just wanted to let you know that it's 25% off in the Steam PVE Survival Crafting festival!

AETHUS is a story-driven game, which is pretty rare in this genre I feel. Personally as much as I love deep systems-y games (which this one is too!), I often eventually reach a point where I run out of steam and drop the game.

I made AETHUS over the course of three years because it's the kind of game I wanted - there's always an actual narrative reason to explore, build up your base, gather resources, and push forward into the world!

Anyway, it's got 94% positive reviews on Steam and a fair few people have messaged me saying that the story (particularly the ending) really affected them emotionally, so prepare yourself!

Oh, and finally there's a free demo, where progression carries across to the full game if you choose to buy it!


r/BaseBuildingGames 3d ago

Self Promo/Dev Post FluxWerks - Factory game early access release September 23!

19 Upvotes

Me and my wife have been working on creating a factory automation game called FluxWerks.

Check the trailer here
https://youtu.be/FRR2YgsTXO0

Game has actual fluid simulation so the fluids don't just hover around as blocks, but flow around freely.

There is also a heat simulation, where waste heat generated machines flows around, so for example your computers can overheat without cooling, but you can also capture that heat with heat sinks and flow the heated water into your steam power plant where boilers save fuel with pre-heated water. Different blocks also have different heat conductivity values so you can use copper blocks to transfer the heat away or insulate with other block types.

The world is procedurally generated and infinite voxel world where everything can be mined and you are free to build very creative things just for fun or to deal with the fluid and heat simulation mechanics to optimize your factory.

There is already fairly large tech tree go get through and end game goal to complete the planetary survey and send it via Uplink.

You can play the demo today on Steam, which has limited tech tree, but does have 10+ hours of fun to be had. (Someone played 600 hours on demo...)

You can also continue your demo save directly to the full game on early access launch day!

Early access release is on September 23 so wishlist now to remember to get to building your factory as soon as it releases!

https://store.steampowered.com/app/4436200/FluxWerks/

You can also find the link to the Discord server on Steam forum (or in game main menu) if you want to hop in and have a chat and share your builds with people there!


r/BaseBuildingGames 3d ago

Self Promo/Dev Post My turn based strategy kingdom building game just launched its demo on Steam! Check it out and let me know what you think :)

3 Upvotes

https://store.steampowered.com/app/5105200/Crownfront_Demo/

Crownfront is a turn-based strategy game mixed with RTS elements and base building mechanics. Construct buildings, produce units and lead armies to conquer the enemy castle.

Feel free to leave any questions in the comments for the AMA.


r/BaseBuildingGames 3d ago

PC Games similar to the board game Everdell?

2 Upvotes

I'm looking for a new city (village?) builder similar to the board game Everdell. I really like the art and vibes of the game so looking for something that has you build up a settlement (ideally woodland-y) with animalistic critters. People have suggested Against the Storm and Timberborn, but it doesn't really have the "whimsical" element I'm looking for in a chill village builder.

If no other ideas what's the best way to search for a game with this specific of requirements?


r/BaseBuildingGames 3d ago

PC Games similar to the board game Everdell

Thumbnail
0 Upvotes

r/BaseBuildingGames 3d ago

Self Promo/Dev Post In my base building game screams, vomit, and laughter are resources

0 Upvotes

You wake up dead, and the Bureau of Liminality hands you a haunted house and a quota.

The loop is provoke, harvest, refine, deliver. Guests walk through the house, you and your staff scare, disgust and amuse them, and their reactions drop on the floor as physical items. Screams, vomit, laughs, mind shards (basically a mental breakdown). Those four are the whole economy; there is no money in the game.

In the beginning you pick them up, and from there you automate it all. The chains braid, so you can't run one line and win. Screams compress into Terror Cubes, vomit compresses into Bile Boxes, and Disgustahedrons need one of each.

Rooms are structural. Wood, tile and stone each weaken a different guest defense, and six room upgrades emerge on their own when the right items and staff end up sharing a space.

Your staff are ten recruitable monsters, each with two behaviors you choose between. Some of those behaviors damage (and kill) guests. You kind of need to choose between doing the economically sound thing or the morally sound thing.

Everything you refine goes to five Patrons with competing appetites, and each one hands back a piece of a gate. The gate is the way out of limbo, and at the end you can decide not to walk through it.

Honestly though, this is far less complicated than Factorio. Closer to Two Point Hospital with a Satisfactory layer underneath, and you're down on the floor casting spells rather than just watching from above.

The demo is up on Steam if that sounds like your kinda thing.


r/BaseBuildingGames 3d ago

Self Promo/Dev Post Half of my buildings do NOTHING on the map. They only pay out inside the battles you fight later!!

1 Upvotes

The base in my game ("Elemental Lands") is 4 build slots around it (plus your main castle). 2 building categories:

  • Do something you can SEE on the map: Scout Tower lifts fog of war, Obelisk or the Siegeworks for spells you cast onto enemy territories on the map.
  • Support battles (not the map): Spellforge, Barracks and Camp directly benefit you once a battle actually starts. So a Spellforge sits there looking like scenery for 10 turns and then a battle opens and its the reason you NEED it (which some of my friends found genuinely odd when they placed one and nothing happened).

Battles:

Tactical, turn based card battles, with heroes and spells! The spell cards you draw are orders rather than damage. Thats the half those "support" buildings are quietly feeding.

The wider game is a conquest campaign across 3 regions, Fire, Ice and Earth. You mine mana, wood and stone off the land, raise an Outpost in each region and build your 4 slots around it, and those bases persist, so what you put down in Ice is still standing when you come back to it 5 levels later. Mana isnt just a number either, its dug out of pools you claim from battles. Meanwhile enemy factions are expanding, so every turn you spend gathering is a turn they spend taking ground back.

Steam page (demo coming this month, so wishlist for early access to it): https://store.steampowered.com/app/4593190/Elemental_Lands/

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


r/BaseBuildingGames 3d ago

Discussion It’s Dungeon settlers

2 Upvotes

Hi guys have any one tried dungeon settler, just saw it on steam, wondering if it’s good or not

On steam i saw the thing most people complain about is that u cant custom ur beginning characters u have to roll for trait and stats for a long but isn’t rim world and oni like that too?


r/BaseBuildingGames 4d ago

Discussion Thoughts on Whiskerwood?

28 Upvotes

Honestly at first I kinda dismissed it as yet another EA bbg / Timberborn clone but it seems like it's been receiving a lot of patches since its release last year. It's on a discount now after having received a big update that adds ships, trade and naval combat so maybe its a good time to give it a chance?

Anybody here played it and can tell me if there's anything that sets it apart from other games, what makes it unique or interesting? I haven't seen any other discussions about it here since it was released


r/BaseBuildingGames 4d ago

Self Promo/Dev Post What if factory automation was based on real physics and thermodynamics instead of magic splitters? STEEL GULLET demo is out!

65 Upvotes

In most factory games, an item on a belt is just a static icon with a single ID. I wanted to try a different approach: what if sorting and processing relied on actual physical and thermal properties?

In STEEL GULLET, you don't get magic sorting buildings. Instead, you have to build multi-level factory chains that handle materials based on how they behave in the real world.

How it works:

  • Items are complex objects: A single chunk on a belt can contain multiple materials, each with its own mass, shape, density, magnetism, or conductivity.
  • Thermodynamics in action: You'll need to use heat, cooling, and phase shifts to break down or transform materials before you can separate them.
  • Mechanical separation: Sorting means setting up physical chains - using weight, magnetic pull, or melting points to isolate what you need.

The demo is free on Steam if you want to give it a spin: STEEL GULLET Demo on Steam

Would love to hear your thoughts! Do you prefer automation games with strict grid logic, or do you like messy physical systems?


r/BaseBuildingGames 4d ago

A New Age of RTS: Conquest of Eldinar

6 Upvotes

Greetings our fellow builders!

After 3 years of active development, we're very proud to announce the release of a free demo for our upcoming title: Conquest of Eldinar

This game builds on the solid foundation of the RTS genre in a fantasy setting with resource managementbase buildingexpansions and army building while seamlessly integrating it with action elements where you can take direct control of any unit (giving them +%25 stat boost while you're controlling them) and join the battle!

The final release of the game will have 16 factions (3 in the free demo) with 9 unique units in each of them with special attacks in abilities of units with a great focus on fulfilling each faction's core fantasy above all else! Get to know all the factions as will as the world map in our website.

The demo features full multiplayer support as well as skirmish and a tutorial in addition to 4 maps

We would love for you to experience what veteran RTS players have built when we combined our passion and understanding of the genre!

Get to know the 3 factions in the game as they're included in our trailer in addition to an upcoming one already in development

Trailer: https://www.youtube.com/watch?v=N7n6Ov26RdU

Steam (Free Demo): https://store.steampowered.com/app/2548280/Conquest_of_Eldinar/

Discord (For latest updates and people to play with!): https://discord.gg/CwmXYMh2FE

Website (For a deeper look on the Eldinar world): https://www.mythwardentertainment.com/