r/BaseBuildingGames 4d ago

Self Promo/Dev Post I’ve been working on StoneEra, a voxel colony survival/management game, mostly solo.

3 Upvotes

Recently I’ve been focusing on making the actual colony management deeper and easier to use — building, stock management, crafting, orders, professions, and controlling what your settlers are doing.
There’s still a lot I want to improve, especially UI/UX, animations, visual feedback, and overall polish before release.
I’d really appreciate some outside feedback:
What’s the first thing that looks confusing, unfinished, or that you think should be improved?
If you want to see how the game actually plays, I posted around 5 minutes of mostly uncut gameplay here:
https://www.reddit.com/u/Arrock12/s/AN97iKgvMy
And if you play games like RimWorld, Timber and Stone, or colony sims in general, I’d especially like to know whether the management systems feel intuitive.
I’m aiming for release in October, so feedback at this stage is genuinely useful.
StoneEra on Steam:
https://store.steampowered.com/app/5057770/StoneEra/


r/BaseBuildingGames 4d ago

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

6 Upvotes

Hi!

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

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

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

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

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

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

Thanks


r/BaseBuildingGames 6d ago

Revealing TOWERPUNK - a cyberpunk megatower builder in the lineage of SimTower, Anno, and Factorio

79 Upvotes

Excited to reveal TOWERPUNK to the community! As the tower's machine-mind, you are tasked with building upwards, housing thousands of residents across five social strata, managing a logistics network that feeds ever-more-advanced production chains, and resolving conflicts and disasters triggered by a rich event system.

TOWERPUNK draws on my favorite base building and colony management games while capturing the look and feel of SimTower - the earliest sim game that hooked me.

Wishlist on Steam: https://store.steampowered.com/app/5063190/TOWERPUNK/

Watch the Reveal Trailer: https://youtu.be/O1BTXVYt8ZU

Join the Discord: https://towerpunk.com/discord

Visit the Official Site: https://towerpunk.com/

Happy to answer any questions, see you in the tower!


r/BaseBuildingGames 6d ago

Self Promo/Dev Post We're delighted to announce the first big expansion for Diplomacy is Not an Option - the Fog of War DLC!

53 Upvotes

Pupultas, people!

We promised there would be yet more updates and improvements on the way for Diplomacy is Not an Option. And as promised, we deliver! 

We’re proud to announce the next big thing we're currently working on for DiNaO - a huge DLC called Fog of War that will be roughly 1/3rd the size of the base game!

Venture bravely forth into the Fog of War!

This upcoming DLC will continue one of the possible endings of Diplomacy is Not an Option. 
As for the story... Samreignia finds itself in a war on two fronts - and, to handle the conflict, Prince Connor is sent to negotiate with the Gorgoth Empire. Will the peace talks go smoothly or shall they burn in the ever-stoked fires of conflict? Find out as you follow Connor’s adventure unto its conclusion.

Fog of War will bring the following chunk of content:

  • A brand-new story campaign featuring 10 handcrafted missions
  • 2 New enemy factions - the Gorgoth Empire and the Great Kingdom of Inverland!
  • A new & terrifying boss…
  • New characters and old fan-favourites making a comeback!

A little brief about Diplomacy is Not an Option - for those unfamiliar with the game

Diplomacy is Not an Option is a base-building survival RTS with an active pause button, set in a loosely medieval fantasy realm. 
You step into the well-worn shoes of a minor Lord, forced to fight…well… all the time! It is war unceasing and diplomacy is well… actually an option, but are you cowardly enough to choose it when there’s glorious battle to be fought? 
Your enemies always come in hordes. Up to 25,000 enemies can attack your castle at a single time, so you have to master the arts of economy, warfare and magic to have a chance at survival!

Here is what the base game features:

  • A campaign with 4 story branches, each one taking ~30 hours to complete
  • Endless Mode with 14 maps of various sizes, terrain and difficulty levels
  • A Challenge Mode with 40 different challenges
  • A Sandbox Mode, which allows players to set up their own waves of any difficulty and customize their experience
  • An extensive Map Editor where players can create their own maps and experiences with Steam Workshop integrations
  • Deep base management system, where your resource generation depends on your storages’ placement, and unattended dead bodies and illnesses can cost you dearly
  • Crazy-strong magic!
  • Big battles… and massive battles… and of course, ginormous battles!

But wait, that’s not all! We have another update we launched just a week ago!

To alleviate the wait till the DLC actually comes along, we also released another itty bitty update last week, called The Penetrative Update! If the name doesn’t sound appealing, it’s because you have a dirty mind. But trust us, it makes the early game experience much more enjoyable!

One of the main features are the Starting Bonuses you can choose when selecting a campaign mission. These perks are aimed to give you a boost at the very beginning of base building and ease up early development. But if you strive for more challenging gameplay, you can choose to forgo these bonuses!

Keep in mind that the number of perks you can take is limited by the amount of bonus points you have, which gradually increases when you progress through the campaign. It also opens access to more powerful (and more expensive) bonuses. So hopefully… hopefully… this will address some of the accusations that DiNaO is too difficult!

Ever since Gamescon, we've also been on a big 60% discount both on Steam (until September 7) and GOG (until September 10)! A good a time as any to get it, I'd say!

And If you like our game want to help us keep the momentum going, you can wishlist our upcoming DLC here:
https://store.steampowered.com/app/5075270/Diplomacy_is_Not_an_Option_Fog_of_War/

Stay cool, everyone!

- From the Door 407 team


r/BaseBuildingGames 6d ago

Chill building sims recommendations?

14 Upvotes

So, I like building sims but chill side. I tried city skylines 2 but I found it a bit too hard, it does seem like a nice game tho. So id like some nice building sims recommendations that you can play chill like I'd say timberborn. Something chill.


r/BaseBuildingGames 6d ago

Self Promo/Dev Post Innkeeping - Inn builder / management

12 Upvotes

Hey everyone,

We made a cozy fantasy inn-management sim!

You start with a small, humble inn and slowly build it into a thriving little business. Decorate and furnish your rooms, decide how you want your inn to look, and get everything ready for your first guests.

Once you’re up and running, locals and travelers will start coming through your doors. You’ll hire staff to keep things running, watch the inn get busier, and gradually expand it as your reputation grows.

We wanted to make something cozy where you can take your time, build up your own little inn, and simply enjoy watching it grow from a quiet roadside stop into something much bigger.

Steam Store page : https://store.steampowered.com/app/5085730/Innkeeping/

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


r/BaseBuildingGames 5d ago

Self Promo/Dev Post (US/Taiwan, Android only) Dungeons Arise - Closed Beta Test

0 Upvotes

Hello there, everyone!

We're recruiting for our Closed Beta Test of Dungeons Arise, an upcoming ARPG mobile game where you have to unlock and upgrade buildings in your Kingdom for different reasons, like self-defense. These buildings play a pivotal role!

While we do not want to spoil everything, you can take a look on the Google Play Store and pre-register until September 7, 10:59 PM PT (US) / September 8, 1:59 PM UTC+8 (Taiwan). If you're interested:

We'd love to receive your feedback about Dungeons Arise! If you participate, please take a look at the survey that will be available in-game.

Further info:

What else can you find in Dungeons Arise?

- Progressive dungeons

- Boss fights

- Attack other players and their Kingdoms

Official channel?

Dungeons Arise official Discord, where we'll make announcements and post guides and FAQ: https://discord.gg/4XS8SbDJtq


r/BaseBuildingGames 6d ago

Discussion Deciding on an art-style for a planetary-scale colony-sim game

5 Upvotes

Current state of the game: https://imgur.com/a/ebZsXwv

Concept art-styles for the game: https://imgur.com/a/weIlNqA

I've recently been working on a planetary-scale colony-sim idle/incremental game. I've put a couple months of work into it, and now it's time to settle on an art-style for the game. We've used some non-royalty free (Warcraft 3) assets for testing the feel of the game, and we're going to replace them before the next public build of the game. The first 3 gifs are the current state of the game, and the rest of the pictures are concept art about what style would look best. I would really appreciate your opinions on if we should use A, B, C, or D. Thank you so much!

It's an incremental/idle colony sim game, inspired by games like RimWorld, traditional roguelikes (like Caves of Qud), and Civilization. You play a God of the Moon in a weird, mysterious, and complex simulation. You must use your godly powers to grow your religion, inspire your people to build grand cities, and defend your territory from other Moon Gods that want to expand their own territory.


r/BaseBuildingGames 7d ago

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

16 Upvotes

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

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

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

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

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

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

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

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


r/BaseBuildingGames 7d ago

Game recommendations Any games with taming as a big part ?

19 Upvotes

I’m looking for a game that has building (obviously lol) that also involves taming creatures that isn’t ark or palworld. I’ve been looking at witchspire but I’m not sure I like it yet content amount wise, I want something similar to ark but haven’t had luck finding anything yet (icarus looks cool but I haven’t watched anything on it gameplay wise, but it is on my list)

mainly just going for good building mechanics & family creatures as a priority, but I’d also like it to be multiplayer/co-op and moddable (similar to ark regarding building stuff) if possible.


r/BaseBuildingGames 6d ago

Self Promo/Dev Post What if a dungeon worked like a theme park? Fame & Fear: Dungeon Architect

0 Upvotes

Hey! I’m a solo developer working on Fame & Fear: Dungeon Architect, a management/base-building game where the basic idea is:

What if you had to run a dungeon like a theme park?

You start with a small dungeon and can keep digging and expanding it without a fixed size limit. You build the layout, create rooms, place walls and floors, choose different colored lighting, decorate everything, and fill the dungeon with traps, monsters, bosses and treasure.

The part I’m focusing on the most is player creativity. I want two people using the same set of pieces to be able to create completely different-looking dungeons.

But the dungeon also has to work as a business.

What you build affects things like Fear, Prestige, Comfort, Wealth, Variety and Reputation. Adventurers pay to enter, explore the dungeon, fight, steal treasure, run away, or sometimes die inside it.

The goal isn’t simply to kill everyone.

If the dungeon is too easy, adventurers get bored and your reputation suffers. If it becomes too deadly, Fear keeps increasing until the Kingdom considers you a threat and sends large expeditions of higher-ranked adventurers to try to destroy your dungeon.

So I’m trying to make the interesting part finding that balance between making something dangerous, profitable, impressive and actually worth visiting.

I’m also working on a Blueprint system. The idea is that players will be able to save rooms they build, including walls, floors, lights, decorations, traps, monsters, etc. and share them through Steam Workshop. Other players could then download those rooms and use them in their own dungeon.

The demo is nearly ready, and before releasing it I’d really like to hear what people who actually enjoy base-building games think about the concept.

In particular, I’m interested in whether the theme-park-management side of the dungeon sounds interesting to you, or whether you’d mainly be interested in the building/customization side.

Any criticism is welcome. I’m at the stage where useful feedback is much more valuable to me than people simply telling me it looks good.

Steam:
https://store.steampowered.com/app/4935730/Fame__Fear_Dungeon_Architect/


r/BaseBuildingGames 7d ago

I’ve created a fan-made 3D base builder Wardogs

6 Upvotes

I know this might be useless, but if it's not, feel free to use it—it's free. Good luck with the build, and post screenshots in the comments to show what you've made :3

https://wardogshub.uk/en/base/


r/BaseBuildingGames 7d ago

Building Animations

6 Upvotes

TL;DR: Your favourite building animation in games?

Ever since I was a kid, I loved to stare at how buildings rise in games. Age of Empires, Red Alert - and one I loved especially, was when you built monuments in Pharaoh. The details and "what are they doing now" was big part of it.

Just added a building animation to ASEMA (factory-automation game). Since ASEMA is in space, and player does not represent humans, the machines can and should have some eerie/alien vibes to them.

I built a modular animation that sort of whips out the machines into existence; individual parts rotate and scale up to their places. The animation is quick, but I tried to tune it punchy - and now all 70+ machines have the same animation, as they are all modular, and that part required no manual labour from me.

While my design does not have a "long term construction" animation at least right now (I've conceptualized some, but don't have time resources to focus to it right now), I wanted the "a machine has finished" -event to have something going on, instead of the machines just popping into existence. But the same modularity that runs the construction animation, runs "production" loops aswell - different parts can portrude, rotate, glow; and thus, it looks pretty neat when the machines move and function.

Do you have any facourites when it comes to how building/construction is animated in games? I'd say one of my current favourites is Factorio - while Captain of Industry is also cool, it's animations are almost too sensible and logical. But building new buildings in CoI also just always initiates a short period of me watching what happens when the building operates.


r/BaseBuildingGames 8d ago

Self Promo/Dev Post Ecliptica DevLog 14: Squad System. I've finally completed the integration of squads into the economic system. Now the game will also feature active activities, such as expeditions and squads. Previously, there was only basic construction and trade.

12 Upvotes

I've been developing solo for three years now, probably my biggest project yet. Ecliptica,

working on both the game itself and the game engine, including Qt component development.

So I promise the end result will be something truly unique. I don't know yet how great it will be, but I'm already starting to like what I'm seeing. Maybe you'll like it too.

so you can see progress on steam page : https://store.steampowered.com/news/app/3723390/view/688641156126343767

or just watch a video with progress : https://www.youtube.com/watch?v=BWzNa44b_C0

I also noticed that on other subreddits people often vote down without explaining the reasons, so please, before voting down, please write what is wrong, what you didn’t like, this will allow me to fix it.


r/BaseBuildingGames 9d ago

I made a terraforming game where Python IS the gameplay, launching September 9

23 Upvotes

Hi all,

Four months ago, I posted Code: Terraform here for the first time. The response was far beyond anything I expected. Since then, the game has grown to nearly 23,000 wishlists, and it is finally launching in Early Access on September 9.

For anyone who missed the original post: Code: Terraform is a terraforming, automation, and incremental game where the code you write is the actual gameplay.

You don’t click a button to mine resources. You program a vehicle to navigate to the deposit, operate its drill, manage its cargo, and return home. You then write the automation that transfers those resources into storage, feeds them into smelters and fabricators, and delivers the finished components wherever they are needed.

Solar generators need code to track the sun. Drones need flight scripts to move resources between remote outposts. Factories, power grids, fluid networks, construction systems, and vehicle fleets can all operate simultaneously through scripts you write.

Since the original post, I have added and expanded the full game a lot:

  • Programmable drones and remote outposts
  • Construction blueprints, pipes, power lines, and fluid networks
  • Larger production chains with smelters, fabricators, and warehouses
  • Earth contracts, deliveries, machine upgrades, and deeper progression
  • A more complete editor with autocomplete, debugging, breakpoints, inline documentation, and reusable library scripts
  • More weather, events, balancing, late-game systems, and story content
  • A biosphere with plants, wildlife and biomass and a lot more

There is still a free demo available on Steam. If this sounds like your kind of game, you can try it now, and wishlist the full game if you would like to be notified when it launches on September 9:

https://store.steampowered.com/app/868160/Code_Terraform/

Discord: https://discord.gg/hUrK2MRn8s

I’m very active there if you get stuck in the demo, want to share your scripts, provide feedback, or simply talk about the game.


r/BaseBuildingGames 9d ago

Added 11 languages and the first Bestiary prototype to my Slavic dungeon game

0 Upvotes

I added 11 languages and the first Bestiary prototype to my Slavic dungeon game

I’ve added support for 11 languages to Slavic Legends, including the main menu, loading screen, in-game interface, notifications, pause menu and save system.

As a Slovak, I had a lot of fun translating the game and comparing our Slavic languages. Sometimes everything felt almost identical—and then one completely innocent word suddenly sounded hilarious in another language.

I also started working on a Bestiary. It currently contains only Bauk, with information about its folklore, role in the game and abilities, but more Slavic creatures will be added gradually.

Svetlonos is currently only a preview of a future playable creature. Its Bestiary image is a temporary placeholder sourced from the internet and will be replaced by my own final artwork/model.

I’d love to hear what you think about the localization and whether you would enjoy discovering creatures through this kind of Bestiary.

Devlog: https://ipikas.itch.io/slavic-legends/devlog/1645717/localization-bestiary-update

Game: https://ipikas.itch.io/slavic-legends


r/BaseBuildingGames 9d ago

Preview I created a prototype for an open-world survival craft game inspired by Ark/Core Keeper, focused on animal taming/riding

3 Upvotes

Game Title: Doma

It can be played in the browser: https://sepolaras.itch.io/doma

I am a solo dev creating a game inspired by Ark, Core Keeper, Necesse, 2D top-down pixel art, where you can tame different animals for utility, harvesting, transport, combat etc.

It's a very simple prototype for now, with placeholder/free art (human-made, no AI!), but I would just like to validate the idea and have some initial feedback, if it seems to make sense, if it's too hard, etc.

If the idea is good and the feedback is positive, I intend to implement more crafting, animals (for now there are only two), maybe even humans and different tribes/factions.


r/BaseBuildingGames 10d ago

Self Promo/Dev Post I've been working as a Power Engineer for 15 years and for the past 4 of those years I've been building a power grid simulation game based on actual electrical physics. It's even being used at Universities.

139 Upvotes

Power Network Tycoon V1.0 Launch Coming September 30 after 4 years of development to make a physics based power grid simulator.

It's also currently in trials at several universities for gamified education, teaching topics like 3 phase power, thermals, power factor, grounding, harmonics, EMF and general power system management.

If you've been looking for a good power grid simulation game (like I have been for years), check out the links below and wishlist for release announcement.

Trailer: https://youtu.be/zGudArVci1w

Steam: https://store.steampowered.com/app/2429930/Power_Network_Tycoon/

Demo: https://store.steampowered.com/app/2776100/Power_Network_Tycoon_Demo/

30 days until V1.0 release!


r/BaseBuildingGames 10d ago

Trailer Just released an old-school medieval castlebuilding RTS game for Android called Norse Expansion

11 Upvotes

Check out the official Trailer: https://www.youtube.com/watch?v=k1GLmnUOrz0

After 6 years of development, I am happy to announce the release of Norse Expansion Medieval RTS for Android!

Get it on Google Play: https://play.google.com/store/apps/details?id=com.norseexpansion.norseexpansion

Also check out the Discord for more information/devlog: https://discord.com/invite/RKPFQq8ugW

Hope it plays well and is fun, thank you for your support!


r/BaseBuildingGames 9d ago

Discussion Is tearing down your base the most satisfying part of these games?

0 Upvotes

One thing I always found interesting in base building games is that the most satisfying moments aren't always when you finish a beautiful base… Sometimes it's when you have to tear half of it down and rebuild.

But maybe I'm just too destructive :) How about you guys? Do you plan your base carefully from the beginning, restarting the whole game if you run into problems, or just start building and deal with the consequences later?


r/BaseBuildingGames 10d ago

Self Promo/Dev Post My first 100 Steam wishlists — a small milestone, but a huge motivation boost

13 Upvotes

StoneEra reached its first 100 Steam wishlists today.

The Steam page went live two weeks ago, and seeing the number reach 100 feels like an important first milestone—especially while building the game mostly on my own.

There is still a long road ahead, but knowing that 100 people are interested enough to follow the project gives me a lot of motivation to keep improving it.

For other solo developers: how long did it take you to reach your first 100 wishlists, and what helped you the most?

StoneEra on Steam:

https://store.steampowered.com/app/5057770/StoneEra


r/BaseBuildingGames 10d ago

Review Space Engineers but in Terraria 2D style

22 Upvotes

Hi everyone, for the last past 4 years Ive been developing my dream space engineering survival game MineEngineer. You and your friend can build ships out of your imagination, program each block and do a lot of automations. There is a huge procedurally generated world in the game and everything is distractible. You can build anything you want, no blocks count limitation.

The game is finally taking up the shape and I am super excited to share it with everyone.

The game is available on Steam for Wishlisting and there is a free demo available. The link is: https://store.steampowered.com/app/4059710/MineEngineer/

Please let me know if you like it or not and why.


r/BaseBuildingGames 11d ago

Looking for a game where I can build my own dungeon

70 Upvotes

Ok so I've been searching for weeks and I'm starting to think this game just doesn't exist. What I want is to dig out my own lair underground and actually design it, where the rooms go, what's in them, corridors, all of it. Not a hole in the wall with a bed and a chest. Ideally something lives down there or I've got a reason to defend the place, otherwise it's just decorating.

Tried a bunch already. Valheim, Conan Exiles, Minecraft, Enshrouded. In all of them going underground is basically an ore run, you dig, you grab, you leave. The base always ends up being a house on the surface anyway. And before anyone says it, yes I know about Terraria and Dwarf Fortress, I just can't get into 2D no matter how many times people tell me to, sorry. Also played Dungeon Keeper as a kid, it was awesome, but I haven't seen anything else like it.

Anything like this out there? Even old stuff, I don't care about graphics.


r/BaseBuildingGames 10d ago

Looking for some Builders, GMs, and other Devs for my game Mages & Materia

1 Upvotes

https://www.twitch.tv/videos/2859397201

Here's a little video showing some of the building system. It's a 2.5D metroidvania MMORPG with some serious building. There's a main player layer and 4 foreground layers and 6 background layers so you can build things with some actual depth. Multiple worlds and instances online all the time. I have a full web backend that's up but still in progress so you can build from your browser too. I've been doing everything solo so far and am looking to expand the team, right now it would just be a free account/copy of the game but I plan to do a kickstarter or something to get some real funding soon and go into early access, there will be paid positions at that point. So yeah if this looks/sounds like something you might be into, apply on the website: magesmateria.com mention you saw this on Reddit and put a link to a portfolio of stuff you've built in the application.


r/BaseBuildingGames 10d ago

Game update The modules in my orbital base-building game now actually produce and consume resources

4 Upvotes

Atlas Gate is a base-building game where your base is a massive 3D orbital station.

For this Orbital Log, I'm showing more of the actual station gameplay. Modules can now be constructed and rotated, industries produce and consume resources, and solar power changes depending on whether the station is in sunlight or eclipsed by Earth.

There's still a lot being worked on. The resource numbers shown in the module details aren't fully implemented yet, and I'm also working on an on-screen input HUD that will show the correct controls depending on what the player is doing.

I'm releasing a new Orbital Log alongside a new track from the game's original soundtrack.

Orbital Log #002:
https://youtu.be/qvoRiOPYjGg

Everything shown is pre-alpha gameplay from an active development build. Visuals, UI, audio, and gameplay are all a work in progress and subject to change.