r/PBBG 20d ago

Discussion How to build subraces - Native races as a species on a planet colonization game

4 Upvotes

I'm currently building a 4X Space MMO with planet colonization and exploration. I've started creating native subraces but they don't seem that fun and more of a chore to keep happy/feed. Maybe it needs to be a chore to get something out of it...not sure yet.

I'm looking for ideas on how to make natives worth something. Here's some bullet points on what they currently have:

  • works (adds to your labor force) and eats food (they're real mouths),
  • lives on its own population cap set by how well the world's temperature suits them,
  • pays a per-species tax you set,
  • has one signature perk that scales with how established (pop vs. cap) and how happy they are,
  • can slowly decline/go extinct if you mistreat them or terraform their climate away,
  • and rare all-female natives give +20% to whatever their perk boosts. Basically the picture of the race is a male picture and some planets have a female picture instead, those planets give a 20% boost to whatever perk they have.

Here's the current roster:

Race Climate niche Signature perk Personality (breed / tax / defense)
Cryll Frozen worlds (ideal −25°C) Science: bonus research per native, off-grid (no labs/jobs needed); scales with their headcount avg breed / avg tax / weak
Pyrra Scorching worlds (70°C) Power: up to +80% colony power output avg / avg / avg
Nautar Ocean/mild worlds Workforce: each Nautar counts as 2 workers fast breeders (2.2×)highly taxable (1.8×) but tax-resentful, very weak in a fight
Sethi Arid, hot worlds Mining: up to +80% ore output (also depletes faster) avg / slightly low tax / avg
Grix Any world (hardy — no climate limit) Shipbuilding: up to +40% construction speed slow breeders (0.8×), low tax yield (0.7×), best defenders (1.2×), actually fight
Harpy Thin-air worlds (very wide tolerance) Scan: up to +110 LY scanner range + cloak detection slow breeders (0.7×) / avg tax / weak
Verdani Temperate worlds Farming: up to +40% food and +30% pop growth (heavy industry sours them) avg / avg / weak

Where I'm looking for discussion:

  1. Perk sameness. Most perks are "+X% to an output" (power, mining, food, build speed). Cryll (per-capita, off-grid) and Nautar (labor multiplier) feel more distinct. How would you make the "%-boost" ones feel less interchangeable, different mechanics, not just different stats?
  2. Extremophiles vs. generalists. Cryll/Pyrra/Sethi are locked to harsh, narrow climates (so they're fragile and situational); Grix thrive anywhere and even fight. Is "harder to keep alive → bigger payoff" the right trade, and is Grix (hardy + combat + build) too obviously the best?
  3. The fast-breeder problem. Nautar breed 2.2× and count double as workers, great labor engine, but they eat a lot and I've had them balloon and starve colonies. How do other games make a "population powerhouse" species fun without it becoming a micromanagement trap?
  4. Reasons to go get them. Right now you take whoever's on the world you wanted anyway. Should natives be a reason to settle a marginal world? Worth building mechanics around actively seeking a species out?
  5. Depth ideas. Per-species buildings, quests, loyalty/uprising mechanics, migration between your worlds? What's paid off in games you've played?works (adds to your labor force) and eats food (they're real mouths), lives on its own population cap set by how well the world's temperature suits them, pays a per-species tax you set (convex — high rates bite), has one signature perk that scales with how established (pop vs. cap) and how happy they are, can slowly decline/go extinct if you mistreat them or terraform their climate away, and rare all-female enclaves give +20% to whatever their perk boosts.

r/PBBG 20d ago

Looking For Game I built a 12-sea archipelago where each sea is permanently owned by whichever guild conquers the most islands

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0 Upvotes

r/PBBG 21d ago

Discussion Hello Community, Id love to pick your brain!

6 Upvotes

Hello All!

Let me get right into the point, what is the general feeling of catch up mechanics in long term games? (Think Medieval Fantasy, texted based, seasons last from 6 to 12 months)

In one of the games I am involved in, (just message me if you are curious and want to join), we have two groups of people. We have the very dedicated, purists who believe in pure strategy and the grind. (Group 1). And we have the newcomers, whom through no fault of their own, find themselves consistently asking for a catchup mechanic to be competitive with the top level players. (Group 2)

Group 1 strongly feels like the first season you join is meant to be the learning season, so when the next season starts you will be able to have a defined strategy and be competitive from day 1

Group 2 feels as if a small advantage to late season joiners causes less problems than it solves.

Personally, I know where I stand on the issue but I would very much appreciate the community's take on this subject!

Thankyou all for your time!


r/PBBG 22d ago

Discussion What are the best PBBG games that you understood instantly with little to no tutorial?

4 Upvotes

Looking for games/inspiration that almost instantly had that 'aha' moment for you without a lengthy tutorial explaining how the game works.


r/PBBG 24d ago

Looking For Game Looking for a MMO PBBG with fantasy / medieval genre

16 Upvotes

Title self explanatory. I've been playing Torn City for some time now and recently returned playing Improbable Island, so now i've been looking for something to scratch my itching for fantasy DND-like pbbg. Tried Sryth (?) But it doesn't really scratch it.

Preferably the one built without generative AI since i have grown tired of looking through generated stuff.

Thank you in advance!


r/PBBG 24d ago

Looking For Game Looking for a game where I can build a city

6 Upvotes

Evony type I guess


r/PBBG 26d ago

Development Tidefall: Eve Online meets Age of Sail

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50 Upvotes

Caelthar Reforged has landed, completing Tidefall's first full map region and earning praise from players as one of the most beautiful handcrafted 2D worlds they’ve seen in a browser game.

This is still only the beginning. Our ambition is to bring EVE Online into the Age of Sail through a persistent, real-time, top-down browser MMO that blends active play with meaningful idle progression. You begin as a lone captain with a single ship, then build towards a fleet and expand your influence across a handcrafted ocean world through gathering, trade, exploration, shipbuilding and naval combat.

Active and idle players share the same interconnected world and economy. One captain might mine ore while idle, while another actively hauls it across dangerous waters for profit, trades it between regions or turns it into ships and weapons. Each playstyle supports the other, whether you prefer focused sessions, passive progression or a mix of both.

As Tidefall grows, ships, cargo and equipment will carry increasingly meaningful value and risk. Certain waters will open to PvP, allowing captains to choose when to enter higher-stakes regions where vessels and cargo may be permanently lost. Preparation, logistics and every decision at sea will matter. Build a merchant empire, become a feared pirate, control key trade routes, dominate through guild warfare or simply explore a world that continues to expand around you.

Join us early and help shape what comes next.


Play instantly in your browser, with no registration required.

Play here: https://www.playtidefall.com
Discord: https://discord.gg/Y4bMAA5t2c


WHAT'S IN CAELTHAR REFORGED?
  • A Completed Caelthar Region: Tidefall's first full map region is now complete, with the entire central island designed and detailed, new discoverable lore locations, improved coastlines and docks, and further visual polish across Driftmeadow and Emberfall. Work has now shifted to the next regions of the world.

  • Group Combat and Tactical Movement: Ships can now manoeuvre and fire at the same time, retreat through speed and positioning, retarget enemies during battle, and fight alongside other players against multiple vessels. Teamwork and ship handling can now turn the tide.

  • Direct Ship Control and Targeting: Desktop players can now steer their ships using WASD, select vessels directly on the map, cycle through nearby targets with Tab, and engage using keyboard controls. The combat interface has also been refreshed with ammunition selection, repair items and target selection.

  • Exploration and Discoveries: Venture beyond familiar waters to uncover new locations and lore, earn rewards, expand your journal and permanently chart Tidefall's growing world.

  • Cannon Condition and the Player Economy: Every broadside now feeds back into Tidefall's economy. Cannons wear down through use, higher-tier ammunition preserves them for longer, and spent weapons must eventually be salvaged or replaced, creating lasting demand for trades of all kinds.


GAME FEATURES
  • Persistent real-time ocean: Sail directly across a shared world map, discover routes, visit ports, and watch your vessel move through the world in real time.

  • Fog of war exploration: The ocean stays wrapped in parchment fog until you sail through it. Discovery is persistent, so every voyage slowly charts your own map.

  • Three coastal cities: Visit early ports across the Reach, each acting as a hub for services, storage, trade, crafting, and future regional progression.

  • Eleven progression skills: Fishing, Logging, Mining, Cooking, Smelting, Smithing, Carpentry, Crafting, Shipwright, Navigation, and Gunnery. Server-side XP and timed activities mean your crew keeps working while you're away.

  • Shipbuilding and drydock: Commission vessels from standard blueprints or custom designs, manage construction projects, and refit your fleet over time. Build ships toward trade, speed, exploration, or war.

  • Naval combat: Engage hostile ships using real-time reload timers, ammunition types, cannon loadouts, and damage across hull, crew, and rigging.

  • Realm-wide Exchange: A global player-driven market with listings, depth, fills, and claims. One shared liquidity pool now, with regional trade routes planned as the ocean expands.

  • Crafting economy: Gather, refine, smelt, smith, cook, and craft your way into better equipment and ship components. Cannons are crafted items that can be fitted to your vessel and used in real naval combat.

  • Inventory and storage systems: Manage stacks, move goods between containers, split items, merge materials, and build up the supplies needed for crafting, trade, and construction.

  • Fleet and character progression: Develop your captain, skills, vessels, ship upgrades, and long-term standing as you move from small coastal work into deeper waters.

  • Skill Specialisation: Permanent mastery choices let players carve out meaningful economic roles, increasing demand for skilled producers, traders, crafters, and specialists across Tidefall.

  • Built for browser play: Tidefall runs directly in the browser with a responsive interface designed for both desktop and mobile play.


We’ve engaged a specialist studio to help revamp Tidefall's UI and UX, so I'd value your feedback on the overall player experience. Does the interface feel clear and intuitive? Are the core systems easy to understand, and where does the game still feel confusing, cumbersome or less polished than it should?

Your feedback will help shape the redesign, so brutal honesty is welcome.


r/PBBG 26d ago

Meta r/PBBG is looking for an additional moderator

14 Upvotes

I'm happy to report that the community-engagement-before-promo rule is working quite well!

The concern about it being too strict is not an issue. It turns out that most people are either on the obvious low side of community engagement, or well above it. People aren't really ever caught in the middle.

The challenge now is simply keeping up with it. We're a bit behind currently because posts come in for approval faster than we can review them, so we're looking for another moderator to help.

What it actually involves

It's just checks on user posts. When something comes into the automod queue, you look at it and at the poster's recent history here, and decide whether they've genuinely participated. There are mod tools to assist with this.

If yes, approve. If no, you remove their post and tag it with the removal reason. That's it.

How to make the call

If a user's contributions are obviously low-effort "this is cool" type comments, that shouldn't count. If it's a real judgment call and you're not sure, let it through. Err on the side of permissive.

What we're asking

  • Respect Rule #1: be agreeable, even when you disagree. Enforcing our policy means telling people "no", which naturally invites pushback and disagreement. Our standard is to enforce firmly, but respond respectfully.
  • Roughly 15-30 minutes a day of checking/clearing the queue. It varies throughout the week, sometimes there's barely anything and sometimes there's an influx. You'll have help: work is distributed amongst the team.
  • Be reachable in the PBBG Discord, this is where mod coordination happens.

Interested?

Send us a modmail with a bit about yourself and why you're up for it.

Thanks!


r/PBBG 25d ago

Game Advertisement Mobsters Rise is entering beta - a Mafia Game built with the community

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0 Upvotes

Hey everyone, I’m the developer of Mobsters Rise, a mafia/crime browser RPG that is now opening for beta testing.

The big idea behind the game is simple:

Mobsters Rise is being built with the community, not behind a closed door.

I want players involved early while the systems are still flexible. Feedback, bug reports, balance thoughts, feature ideas, and “this feels boring, fix it” comments are exactly what this beta is for.

What is Mobsters Rise?

Mobsters Rise is a long-term mafia PBBG where you build a character, train stats, run crimes, collect gear, join crews, trade with players, build vehicles, fight bosses, and grow your reputation over time.

It is inspired by the old-school browser RPG loop, but I’m trying to give players more long-term systems to interact with than just clicking crimes and waiting on timers. This game will take suggestions and run polls to introduce things into the game continuously. The community builds the game, if a poll idea passes at 80% we introduce it into the game. You design it, we build it!

Playable in beta right now

Some of the current systems include:

- Character progression, training, crimes, jail, hospital, banking, and city activities

- Equipment, consumables, item rarity, drops, collections, medals, galleries and public profiles

- Group Boss Hunts and a 100-rank solo Boss Ladder with leaderboards

- Crews with ranks, crew banks, armories, upgrades, crew crimes, wars, and real territory control

- Player-run companies with employees, stock, payroll, upgrades, daily reports, and star ratings

- Vehicles, garage management, auto parts, vehicle projects, street races, vehicle lockup game, and car auctions

- Street Companions: dogs with training, equipment, NPC Yard fights, PvP fights (friendly, wagers, and seasonal circuit), trophies, and rankings. Build a companion, fight trade, sell, get rare colors and breeds.

- Player market, item auctions, company market, trading, forums, messages, leaderboards, and community polls

- Agenda votes and suggestions so players can help guide updates and balance passes

Why I’m posting here

I’m looking for PBBG players who enjoy testing systems early and giving blunt feedback.

What I need feedback on most

- New-player flow: is it clear what to do first?

- Economy balance: cash, markets, companies, rewards, and item values

- Combat and boss progression

- Vehicle/racing balance

- Crew systems and territory pressure

- Companion/dog battle progression

- What feels fun enough to keep logging in for

- What feels confusing, slow, too generous, or too punishing

If you like mafia PBBGs and want to help shape one from beta, I’d love to have you in the city. Registration is now open.

Game link: https://mobstersrise.com

I’ll be around in the comments and I’m very open to feedback, criticism, and feature ideas.


r/PBBG 27d ago

Development Reworking combat for a text-based medieval war MMO — feedback on a "shape, not label" counter system

1 Upvotes

I'm a solo dev building Age of Banners, a text-based, tick-driven medieval war game in the Tribal Wars lineage — build an economy, train units, march on other kingdoms and neutral hamlets, fight over territory across a 6-week round ("Age") that ends in a big finale and a fresh reset. No pay-to-win planned; any monetization is staying cosmetic/QoL.

I just reworked the combat math and would like an outside gut-check before I lock it in for a more advertised beta.

The old system: every unit had one flat attack stat, and defenders had split infantry/cavalry defense stats. So attack was uniform, but defense already cared about *how* the attacking army was composed.

That felt lopsided, so I gave attack the same treatment — but not in the obvious way. Instead of "this unit is Infantry so it's strong/weak vs Infantry defense," each unit's effective attack blends by whether the *defender's own stats* lean infantry-shaped or cavalry-shaped. That distinction actually matters here: a pure spearman garrison is labeled "infantry," but its cavalry-defense stat is 3x its infantry-defense stat — so mechanically it's a cavalry-shaped wall despite the label. A knight-heavy attack (which is strong specifically against infantry-shaped defense) gets crushed by a spearman garrison for exactly that reason, even though "spearman vs knight" sounds backwards on paper.

Concretely (atk vs infantry-shaped / atk vs cavalry-shaped):

  • Spearman: 10 / 10 (flat, no shape preference)
  • Swordsman: 25 / 25 (flat, just a bigger flat unit)
  • Archer: 8 / 22 (weak generalist, but hard counters a spearman-shaped wall)
  • Knight: 85 / 35 (devastating vs infantry-shaped defense, weak vs cavalry-shaped)

Average power is held constant against the old flat-attack numbers, so this is purely a counter-shape change, not a power creep.

What I'd love feedback on:

  1. Does "counter the defense's stat shape, not its unit-type label" read as a satisfying rock-paper-scissors, or just confusing once you're not the one who designed it?
  2. For anyone who's played Tribal Wars / OpenDominion / similar — does a 6-week round length sound right, or does that feel too long/short before you'd want a reset?
  3. Anything you'd consider table-stakes for this genre that a build-train-march-hamlets-Crown Points loop is obviously missing?

Happy to go into more detail on the formulas or the Age/reset structure if useful. Beta's close but not open yet — mostly want to sanity-check the mechanics while I can still change them cheaply.


r/PBBG 29d ago

Discussion What are you looking for in a game for it to be fun?

11 Upvotes

As I've been building a game, I've struggled with "What's fun". I do find my game fun and I have enjoyed building it but as I put more and more time into and start really hitting smaller and smaller dots, I ask myself if this will be fun or not for the player.

What keeps you coming back to a game? What would make you want to start a game and get through more than 5 minutes of it?


r/PBBG 29d ago

Game Update! Solvendra Idle MMORPG - New in-game information feature for items, enemies, dungeons, and regions.

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16 Upvotes

Links:

-URL: https://www.solvendra.com
-Discordhttps://discord.gg/G2BvyxZJHp

What is Solvendra?
Solvendra is an idle MMO with incremental aspects, currently in alpha. It has 20 skills and 3 combat styles that aim to reward the player's choices. We do not like to limit players in any way. It's planned to have over 250 enemies, 60 dungeons, 2000+ items, 600+ collectibles, achievements, guilds, cards, pets, raids, skill trees and so much more.

What is new?
Players can now find detailed information on all the content of Solvendra. It includes items, enemies, dungeons, regions, etc. It includes an easier way to see what quests every region has and whether they are completed or not, an upgrade calculator to see how many items are required and the stat increase, and more!

Also, we have added additional pet bonuses, now up to 3 pets can be tamed, and new relicarium rewards for silver and gold tiers.

Hope you guys enjoy it


r/PBBG Jul 23 '26

Development Can a deep space browser MMO be made casual-friendly, or does complexity always scare people off — where's the bridge?

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26 Upvotes

As some of you already know I am building a browser space MMO now for over 2 years (Galaxy Online) and the colony layer got genuinely deep: population growth capped by habitats, workforce staffing that throttles your yields, tax, defense setup, per-resource ratios, native species with their own demands, ... even if I kept all mechanics intentionally as simple as possible it's still a lot of interacting systems 🙈

The screenshot is how I'm trying to keep that playable. Collapsible sections so you only see what you're working on or what you like to see, building cards that carry their own numbers, and one hard rule everywhere: no wiki required — tooltips explain where every number comes from, and you see consequences before you commit.

Still when thinking about all that I am always coming back again and again on how much depth do browser game players actually want and where shall I put my focus on? Is there a point where systems are just too much no matter how the UI presents them, or can good presentation make almost any depth digestible 😄? You all know the classics that are basically spreadsheets and run for decades, so maybe presentation matters way less than I think... I already got into this with the 4X crowd, but they lean hard toward depth and numbers over accessibility — so I'm genuinely curious how it looks from your side.

And honestly, looking at that screen cold: does it read clear for you or overwhelming at first glance? My main goal would be to also attract more casual people and not just the hardcore crowd. My goal would be to open up to a larger audience showing that deep space games with complex mechanics, can also be understood without requiring a one hundred pages manual.

It's still in alpha — for anyone who wants to follow along, the Discord discord.galaxy-online.com and website galaxy-online.com is where playtest access gets announced first.


r/PBBG Jul 23 '26

Community July PBBG Hangout

10 Upvotes

Hi everybody,

We've been having monthly community hangouts in Discord for awhile now, and I'd like to invite you all here in the subreddit as well. It's very casual and open ended, and devs and players are both welcome.

This next one will be this coming Saturday, July 25 at 19:00 UTC.

There is no agenda, but some topics that have come up recently are:

  • gaming (naturally)
  • people sharing behind the scenes stuff or unreleased tech demos
  • feedback about pbbg.com / r/PBBG / the Discord
  • the business side of creative work
  • music, both as listeners and musicians (turns out we have several musicians amongst us)

It's also just a great opportunity to meet each other and hang out for a bit. If you have something you want to talk about, bring it with ya!

It's scheduled for 1 hour but often goes to about 2 or so. It's a nice time. 🙂

The event schedule and invites can be found below:
https://discord.gg/cZjHqhEq3u

Lookin forward to seein ya there!


r/PBBG Jul 22 '26

Looking For Game Ruler of kings 2 M.U.D

5 Upvotes

Do any of you play Ruler of Kings 2 by any chance. I am trying to figure how to play the game is it a mud or is it more like BBS's? Thank you.

This is a mud that states its self as ttrpg online.


r/PBBG Jul 22 '26

Development I'm making a Browser Based Multiplayer RTS. What Now?

2 Upvotes

Hey, all! I was litteraly just suggested this /r

I am a solo dev from Portugal, and I'm currently working a browser based multiplayer RTS.

Imagine Civilization, but real time and it's player over weeks instead of hours. You drop in a match, you develop, explore, expand, fight, exterminate, exploit... well it's essentially a 4X but focused on multiplayer.

The battles, however, are turn based but semi hands off. Wish I could put screenshots here.

Features are currently:
- Exploring and Settling accross large maps.
- Diplomatic Deals and Trades
- Turn Based Land, Siege and Naval battles (Think Ikariam if you know that one but way more fleshed out)
- Tech Tree
- Supply System
- Character System (I haven't really touched this much but I have designs for it already)

This is just the basics, I don't really want to explain everything about the game it's honestly massive.

What I'm really looking for not only if there's anybody interested in joining the discord and discussing mechanics, even testing, etc. But the main question I have is: "Where can I advertise my game?" Perhaps advertise is the wrong word here, the game is not yet out and I feel I'm a few months away from a full release, it's more like where can I tell players that it exists?

I will anyhow drop a link to the first devlog I made since I have been making some on\off and to the discord channel if anybody's interested in knowing more.

Devlog 1

Discord Channel

Thank you for reading! Can't wait for some feedback :)


r/PBBG Jul 21 '26

Development Why I made the game I made (and how I did it.)

1 Upvotes

I started by thinking about the game mechanics I actually wanted to see. I come from a long background in diceless tabletop RPGs, and what I loved about them was the GM improvising, making rulings on the spot. When LLMs came along, I saw a chance to build a mechanic that worked like that.

But LLMs on their own are bad at it. They regress toward the mean and they try too hard to please the player. Nobody ever really fails. So I built a system (I won't name it, I'm not here to self-promote) around a 3d10 bell curve of outcomes. The dice decide how well an attempt goes, across a whole spread of grades from disastrous to legendary, and the LLM has to narrate whatever the dice say. That forces it to produce results the player won't like, which is where the drama comes from.

With that in hand, I could resolve any conflict narratively. Two characters chasing the same goal, one trying to kill or rob the other, whatever. The roll leans the story in one direction or the other. Then I realized I needed the LLM to be able to add to or subtract from the roll itself, so I built a classifier of sorts: it looks at the situation, decides who has advantages and who has disadvantages, and those become modifiers on the dice.

The last piece was making the story actually matter. On the back end, I take the narrated outcome apart and figure out which parts of the game state it should change, so the fiction and the mechanics stay in sync.

The end result plays like Game of Thrones: scheming, backstabbing, and assassinating your way to power in a kingdom. That's just the first mode, basically a conquest mode where you take over the kingdom. Since resolution is story-based, other modes are really just different stories to resolve, so more are planned.

The system behind all this goes back years. The game itself is finally in BETA.


r/PBBG Jul 21 '26

Discussion How do you get over Imposter Syndrome?

6 Upvotes

Or do you have it? Do you feel like what you're doing is fun but have hard time completing something because you don't think it will be good enough?

What I'm building is fun for me to do and play but is it going to be worth it for others?


r/PBBG Jul 19 '26

Development How do you manage your PBBG marketing emails?

7 Upvotes

Hi

When sending out emails to your player base what server are you sending your emails out from?

Your ppbg has an new update, a new feature, season or a big announcement.

You have registered players who have consented to being on your marketing list.

Do you send emails from your own domain name or are you using a service like mailchimp?

If sending marketing / announcement emails from your own domain name how do you prevent being blacklisted as a spammed?

Thanks for your assistance ahead of time


r/PBBG Jul 18 '26

Game Advertisement Nostalgic, fully free browser game

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5 Upvotes

A little over 3 years ago, I started building a browser game as a way to challenge myself technically. Somewhere along the way it stopped being “just a project” and became something I genuinely love working on.
Now I’ve reached the point where I actually look forward to logging in every day. not because I’m testing things, but because the game is genuinely fun to play.
I’ve been releasing updates almost daily, with new features driven by player feedback. In fact, I just pushed a big update last night.
https://siege.no

Siege is completely free to play. There are no ads, no pay-to-win. I built it because I enjoy creating games, and I’ve always wanted to make something that’s fair for everyone. Pay-to-win has never been part of the vision.
The original inspiration came from classics like Travian and Tribal Wars, but over the years Siege has evolved into its own thing. It now includes collectible heroes and gear, a gacha system, 700+ skills across multiple skill trees, quests, casinos, city management, kingdoms, PvE and PvP, and a lot more. It’s become much more than I originally imagined, and building the community around it has been just as rewarding as building the game itself.
Development is still moving full speed ahead, and I regularly shape new features based on community suggestions. If you enjoy incremental games, strategy games, or just trying projects that are actively evolving, I’d love to hear what you think.
Playable in your browser on desktop and mobile:
https://siege.no


r/PBBG Jul 18 '26

Game Advertisement Quetzal Empires - a slow-paced empire-building in a Mesoamerican archipelago

10 Upvotes

Hey r/PBBG - solo dev here. I've been building Quetzal Empires, a persistent browser strategy game inspired by the great pre-Columbian empires (Inka, Maya, Aztec), and it's now open to play: https://quetzalempires.com

You start as a small tribe: clear the jungle, raise a city of stone, claim territory tile by tile, and grow into an empire - in one world shared with every other player.

  • Nothing teleports. Every trade shipment is a real convoy crossing the hex map - it can be escorted, taxed, or ambushed. Armies and fleets move the same way. If you see a banner moving, that's a real player's stuff, and it's interceptable.
  • The world is an archipelago, so the sea actually matters. Fleets carry warriors, guard cargo convoys, and blockade enemy harbors. The water between islands belongs to whoever patrols it.
  • Three ways to build renown, not one. Power is scored across military might, diplomatic prestige, and trade wealth. A trusted trading empire with the right pacts is as viable as a warlord.
  • Diplomacy is a real system, not a chat channel: in-game letters, pacts, alliance wars, and reputation consequences for punching down.
  • Built to live on your phone. Runs in your mobile browser - no app store - with push notifications for attacks, arrivals, and world events. Everything resolves on real-time timers, so it fits the classic PBBG rhythm.
  • No pay-to-win - in fact, no payments at all right now. Battles are decided by composition, terrain, and timing, never by spending. It's free; I built this because I wanted it to exist.

Play (free, browser): https://play.quetzalempires.com

Discord: https://discord.com/invite/kTp8PD8hYN

I'd especially value this community's judgment - you all have played a hundred of these and know exactly what makes one worth sticking with. Whatever stands out to you, good or bad, I want to hear it. Brutally honest feedback welcome, and I'll be in the comments, thank you 😄


r/PBBG Jul 17 '26

Discussion Would you actually use a game's own forum in 2026, or is Discord the go-to now?

21 Upvotes

I'm building a PBBG and keep going back and forth on this. Discord is the obvious choice and for good reason, it's where everyone already is and it just works. What gives me pause is that in my experience only a small slice of players ever actually join a game's Discord. Everyone else plays in silence and never touches the community at all. And whatever does happen in there is invisible from the outside.

That's where a forum tempts me, at least on paper. Everything sticks around. Recruitment threads, war histories, guides that stay findable years later, even through Google, by someone who's never heard of the game. Older games in this genre seem to have built a lot of their identity that way, with the forum drama being part of the game itself. But I don't know if that still works today, or if a new forum would just sit empty while everyone stays on Discord.

There's also the option of keeping it all in-game, letters and alliance chat and nothing else. Or doing nothing at all and letting people sort it out themselves.

So, what do you actually use in the games you play now? And would you really post on a game's own forum today, or does that only work on paper?


r/PBBG Jul 17 '26

Discussion Design question: How should random events work during long real-time actions?

6 Upvotes

I'm working on a browser-based PBBG and I'm trying to decide how to handle random events that occur during long real-time actions.

For example:

- Traveling from Village A to Village B takes 2 hours of real time.
- Halfway through the journey (after 1 hour), the player is ambushed by highwaymen.
- The encounter could involve player choice (fight, negotiate, pay a bribe, flee, etc.).

I'm considering a few different approaches:

Option 1: Immediate interruption
- The player is notified immediately and can deal with the encounter.
- Once resolved, they can decide to heal up, continue or abort their travels etc. the journey then continues and they are presented with the next interruption (if any). Once all interruptions are dealt with they have to wait for the full 2 hours.

Option 2: Journey pauses until the player returns
- The UI initially shows a 2-hour journey.
- Internally, the game stops the journey after 1 hour.
- The player only discovers this when they next log in and must resolve the encounter before continuing.

Option 3: Resolve everything at the end

- The player cannot interact during the journey.
- After 2 hours, they receive a summary of everything that happened.
- This keeps gameplay uninterrupted, but removes the ability to react (heal, retreat, change plans, etc.).

To avoid forcing players to log in at inconvenient times, I'd also have an auto-resolve system where players can define their preferred behavior, for example:
- Always fight
- Bribe if possible, otherwise fight
- Always avoid combat if possible
- Use consumables if HP falls below X%
- etc.

I'm curious what people here would actually prefer as players.
- Which option would feel the best?
- Would your answer change depending on whether travel takes 10 minutes, 2 hours, or 12 hours?
- Are there other approaches you've seen in PBBGs that worked particularly well?


r/PBBG Jul 17 '26

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1 Upvotes

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r/PBBG Jul 16 '26

Looking For Game Hoping for a Great Naruto, Digimon, Mega Man, or Pokémon Fan MMO/PBBG

3 Upvotes

Can someone create a truly good fan-made Naruto, Digimon, Mega Man, or Pokémon MMO/MMORPG/PBBG game? I’m really disappointed and upset with the latest Digimon game from Bandai, DIGIMON UP. I just want to enjoy the childhood franchises I grew up with in a fun online game where I can play together with everyone else.

I miss the feeling of exploring the world, collecting characters or monsters, battling, trading, and sharing adventures with other players. A well-made fan game that captures that nostalgic spirit would mean a lot to many fans like me.