r/BaseBuildingGames • • 4h ago

Self Promo/Dev Post Colonerra: Age of Exploration

5 Upvotes

Hi everyone!

My name is Mihailo, and I’m the lead developer of COLONERRA: Age of Exploration, a historical colony-building and turn-based strategy game inspired by classics like Sid Meier’s Colonization.

We’re a small team from Serbia, building a game about establishing settlements in the New World and gradually turning them into a prosperous, independent nation. Unlike many strategy games, COLONERRA focuses less on warfare and more on building a successful colonial economy, developing settlements, and managing your growing nation.

A big part of the game is developing each colony:

  • Build and expand. Start with a small colonial settlement and gradually develop it. Construct buildings and establish specialized outposts to support your growing economy.
  • Manage workers and production. Your colonies have different gathering fields, each offering distinct production opportunities. How you organize your economy matters.
  • Defend. The King decides when wars are declared, so you must be prepared to defend your colonies against attacks at any time. And don't forget those pesky pirate raids!
  • Trade. Sell your goods to the Crown, barter with Indigenous nations, or trade with passing ships. You can even organize smuggling expeditions to avoid taxes.
  • Explore. Chart new territories, establish settlements, and discover natural landmarks that provide unique bonuses.

Of course, there’s more to it than just building. You’ll also deal with royal demands, random events, and relationships with Indigenous nations. But at its heart, COLONERRA is about developing your settlements, building a thriving economy, and deciding what kind of nation you want to create.

We’re still developing the game, and I’d genuinely love to hear what you think, especially from people who enjoy the settlement-building and resource-management side of strategy games.

Trailer: https://youtu.be/VEWtCInij8w

Steam page: https://store.steampowered.com/app/4964150/Colonerra_Age_of_Exploration/

Thanks for reading!

Mihailo


r/BaseBuildingGames • • 7h ago

Discussion Any suggestion for planetary bases building in the solar system?

9 Upvotes

We have started the design and implementation of player's owed bases on planets in the solar system.

Planets terrains are realistic and based on the real NASA terrain maps.

Players will be able to carry the various modules to build their bases on the planets with their cargo spaceships, land and build the bases.

Everything is modular and can be moved/improved over time. The central part are the Pharus (a beacon that delimit the player's owned land property) and the power plants needed to power all the various modules: Habitat, Offices, warehouse, shields and laser turrets, Personal data centers etc....

Any suggestion what you would like to have available on your solar system planetary base?
Any specific building/usage mechanics you like most?

Many thanks in advance!


r/BaseBuildingGames • • 20h ago

Self Promo/Dev Post This is Hordeguard: Winds of the North - a game built by two small-town devs from Slovakia who decided to turn their mutual love for base defense games into a Viking siege game of their own

32 Upvotes

The story behind our game started long before the game itself, with two developers taking very different paths through the industry.

We're Peter Jurkovský and Dávid Jankes from Prešov, Slovakia, the two people behind Black Deer Games, and this is how our 3-month experiment turned into an ambitious Norse-inspired fantasy siege game that combines elements of base building, tower defense, and hands-on action!

This is the story of Hordeguard: Winds of the North

Our paths crossed at GamesFarm, a Slovak studio, and it didn't take long for us to notice how well our skills fit together. I (Peter) brought programming and game design along with years of indie experience, while Dávid brought the artistic eye and the polish that comes from AAA work. 

But we bonded over our shared love for the games that mix strategy with action, and Thronefall was one of our favorites. Its simple, addictive loop of building up a kingdom and defending just feels super fun in an almost casual sort of way, and we kept thinking about how far that idea could go. What if you could do more than place defenses, and actually fight beside your own units? 

We wanted for the player to be able to head out and explore, gather resources, and feel every battle up close. Add to that our shared love of Norse mythology and the atmosphere of games like God of War… and that is how Hordeguard: Winds of the North was born.

What is Hordeguard about, in a nutshell?

Hordeguard is a Viking action-strategy base defense game where you grow a fragile settlement into a fortress and recruit warriors to hold it. 

But you don’t just build and then fall back. When the horde arrives, you pick up your weapon and fight alongside your towers and warriors, defending your little base from the mean enemies! As well as repairing structures and patching up weak points because someone has to do that too…

Between attacks, you can leave the village to hunt for loot and XP. Loot is used for further upgrading and advancing your base, and with more XP you level up unlocking upgrades for your hero. One important thing to note here is that - while you’re out on your adventures and conquests, the timer for the next wave stops to make sure you have enough time to plunder - like a real Viking! Once you’re back inside the premises of your base, the timer continues, and you need to cleverly choose what to focus on to prepare for the next attack.

Furthermore, Hordguard can be played solo or with a friend in local split-screen co-op, and both modes are designed to have their own unique flavor! In co-op, one of you will usually gather while the other builds until the horde forces you both to adapt, and the game becomes a test of strategy and organization. In solo mode, however, you’ll sometimes have around a minute in total to gather the resources, build the structures, raise the army, and all that while constantly making split-second decisions on what to prioritize. If you played those early Warcraft 3 custom survival maps, you’ll know the feeling.

Where we are right now & plans for the future

Earlier this year, we had our first public playtest that brought in more than 38,000 players, and tbh this gave us a huge burst of motivation to continue pushing even harder because of how much people loved Hordeguard.

Currently, we are working on a third playable hero and a brand-new biome, along with an Endless Mode and more boss fights. We hope to have all of this ready for the next playtest, that is planned to happen around late November/early December.

You can check out the game here and, if it looks interesting - wishlist:
https://store.steampowered.com/app/3618000/Hordeguard_Winds_of_the_North/ 

Hordeguard brings together everything we've learned so far, and it's the first game we can truly call our own, and we can’t be more proud to show it to you!

- From David & Peter at Black Deer Games


r/BaseBuildingGames • • 3h ago

Game recommendations My city and traffic sandbox is now on iOS and Android — help me shape its next direction

1 Upvotes

Hi everyone!, the solo developer of Traffic Sandbox: City Builder.

The game is now available on iOS and Android, and I’d really appreciate some help shaping where it goes next.

Right now, you can reshape a 3D landscape, draw roads freely, connect homes, workplaces and shops, and watch traffic move through a growing town. Buildings appear automatically; you build the connections between them.

That foundation is playable, but the game’s longer-term direction is still taking shape. I’m considering two paths:

A — A people-focused city builder

Develop neighbourhoods around residents’ needs, daily routines, jobs and city services. Transport would support the lives of the people in your city.

B — A vehicle-focused transport and logistics game

Focus on road networks, junctions, public transport, deliveries and supply chains. The city would create demand for the transport network you design.

These are possible future directions, not features I’m claiming are already in the game.

Which would you personally want to play, and why? What would you hope to do in that version?

If you have time to try the current game, hearing what you enjoyed—or what felt missing—would help me much more than choosing A or B alone. Even feedback on the clip is welcome; please just mention whether you’ve played it.

Thanks for taking a look and helping a small project find its direction.

App Store:

https://apps.apple.com/tr/app/traffic-sandbox-city-builder/id6816645498?l=tr

Google Play:

https://play.google.com/store/apps/details?id=com.BuildingSand.game

AI disclosure: Generative AI was used extensively for code generation and to create some game assets. I directed development, integrated the results and tested the game.


r/BaseBuildingGames • • 1d ago

Discussion What are you still looking forward to in the realm of base builders in 2026?

29 Upvotes

Maybe it's just me and the algorithm, but 2026 has felt a bit dry for new base builders compared to the last couple of years. Most of what I found are either demos I already played before or tangentially related games with the survival crafting tag slapped on.

That said, it's not fair to call it a bad year when I've barely run out of things to play! The games that are already out just kept getting better. Rimworld after Odyssey (and all the prior years of updates) is a much different game than what I remember playing in EA more n 10 years ago. Factorio with Space Age is still the turbo-eater of my free time if I allow it, the DLC feels like it tripled the content so I’m still slowly digesting it ever since it came out. And I would also like to say that Manor Lords is moving along nicely, but so far it’s the only one not yet to hit 1.0 launch. I just wish I had more to return to, but that’s my only real complaint for the EA, the empty spots that appear once you already know the game and make it past the 2nd winter.

The only other big one for me is Valheim finally hitting 1.0, after being in early access for like 5 years. It's not a perfect 1.0, but going back in and building a longhouse on the same seed my friends and I abandoned back then felt like returning to an old house you half-forgot you owned. The building is still the best part of it for me - the combat I just tolerate.

What else… well, on a personal note, I’m pretty stoked to see how the DLC for Diplomacy is Not an Option will turn out to be. It’s the only RTS game that I see getting regular updates (despite the fact it’s singleplayer only) and the only one to have a story campaign of decent length, about 35h for a full run and more I guess, if you want to explore the alternative routes (which BTW holy shit, actual story routes in game of this kind). Game impressed me a lot when it came out of nowhere 2 years ago so I’m just glad the devs didn’t abandon it and they’re adding more and more stuff, aside the fact they listened to us the players and actually made the learning curve smoother and the missions less dependent on trial and error now that you have all these starting buffs to pick (if you’re bad at these horde defense games like I am)

All in all, base builders have always been the slow burner genre for me, where I amp up a bunch of hours but slowly, over years and years and years. I do see a lot of new games advertised here, and on Steam, and everywhere, but I personally found very little to actually get me hyped. It’s just the old games I know already that feel like they’re moving forward... Perhaps I’m just too jaded with the state of gaming & hyperproduction I’m seeing in all genres.

But if you have something special you’re still looking forward to, I would like to know.


r/BaseBuildingGames • • 1d ago

Review I've spent 4 years making a space building game where your own engineering mistakes can destroy everything you've built

26 Upvotes

Have you ever spent hours building something in a game, only to realize that one tiny mistake could ruin the entire design?
That's basically the experience I'm trying to create with MineEngineer.

For the past 4 years, I've been developing this game completely alone. It's a 2D space engineering survival game that combines the freedom of Terraria, the engineering complexity of Space Engineers, and the automation possibilities of Factorio.

But instead of simply placing blocks to make a spaceship look cool, I wanted every single block to have an actual purpose.

Imagine building a massive mining ship. You install drills, connect them to conveyors, add refineries to process the ore, assemblers to manufacture components, batteries to power everything, and thrusters to move the whole thing around.

After hours of work, your ship is finally ready.
You fly toward an asteroid, activate your mining systems, and everything works perfectly.
Until you accidentally crash into the asteroid.
One of your conveyors breaks, the refinery stops receiving ore, your power system gets damaged, and suddenly your beautiful automated mining ship is just a very expensive piece of space junk.
And that's exactly what I love about this kind of game.

There are already more than 200 interconnected systems in MineEngineer, including electricity, fuel, oxygen, conveyors, automation, programmable blocks, and much more. You can build anything from tiny survival pods to enormous battleships, automated factories, drones, and even walking mechas.

Everything is destructible, ships can split into separate pieces, and every creation interacts with the game's physics.

I've also been building a huge procedurally generated universe with planets, asteroids, gravity, enemies, and different environments. Flying across the entire world at maximum speed would take around 7 hours.

I'm now working on expanding progression, survival challenges, enemy encounters, bosses, and multiplayer to give players more reasons to keep building and improving their creations.

The thing that excites me most isn't what I've already built. It's imagining what players might create with all these systems once the game is released.

Someone might build a fully automated mining empire. Someone else might create a giant flying fortress. And I'm pretty sure someone will figure out how to build a machine that completely breaks my game.

MineEngineer already has a free demo on Steam, and you can wishlist it if you're interested. https://store.steampowered.com/app/4059710/MineEngineer/

After 4 years of working on this project, I'd really appreciate hearing what you think.
Would you enjoy a building game where designing something is relatively easy, but making it reliable and efficient is the real challenge?


r/BaseBuildingGames • • 21h ago

Review Adding medieval settlement management and resource chains to my PIAST RTS - UE5 strategy game. What do you think?

2 Upvotes

Hey everyone! I'm solo-developing Piast, a medieval RTS/settlement builder in UE5. I just released a playable demo on Steam, would love to hear your feedback! Link:  https://store.steampowered.com/app/4830280/Piast/


r/BaseBuildingGames • • 23h ago

Self Promo/Dev Post If you like building defensive walls and towers, I am looking for gamers willing to playtest my TBS game on Steam

3 Upvotes

Hi, I am the developer of "Virtualord, The Virtual Conqueror" a Turn Based Strategy game with a strong attention to base/defense building and strategy.

In this playtest you will be playing a preview version of the upcoming demo, which basically it's the full thing, minus a few minor features and some stability fixes.

If you are willing to help testing at least the first mission (5-10 minutes) and submitting some feedback (Discord or online form) you can sign up on this Steam page.

If you prefer a more polished and stable experience you can wait until the 6th of November, when I will (hopefully) release the full demo.


r/BaseBuildingGames • • 17h ago

Self Promo/Dev Post BeeKingdom: recruiting closed-alpha testers for a bee-themed base-building strategy game.

1 Upvotes

Hi everyone, we’re BK Studio, the team behind BeeKingdom.

The base-building side centres on upgrading buildings, researching improvements, and managing honey, pollen and wax. The alpha also includes squad training and PvE marches on a world map.

We’re accepting applications for a small closed alpha on Windows PC and Android APK, in English and French. Places are limited and applications are reviewed manually; submitting the form does not unlock an immediate download. There is no iOS version available for this alpha.

We’re looking for feedback on the building, research and resource-management experience, including anything that feels unclear or frustrating. The game is unfinished, so bugs, balance changes and progression resets are possible.

Details and applications: https://beekingdomgame.com/alpha/#apply

For players who enjoy base-building games, what makes an early research or building choice feel meaningful to you?


r/BaseBuildingGames • • 21h ago

Self Promo/Dev Post Doctrine Strike – a modern RTS where dozers build your base with cranes, buildings crumble shot by shot, and Iran can disguise fake buildings as real ones

0 Upvotes

Hi all! I'm making Doctrine Strike, a free-to-play modern RTS in the tradition of the classic base-builders, and I'd love this sub's take on how base building works in it:

🏗️ Dozers build every structure on site, with cranes placing the pieces until the building rises.

🏭 Buildings look alive: fans spin, smoke rises, shutters roll up when a factory is working, and it all stops when you run short of power.

💥 Damage is gradual: every hit leaves cracks and soot, holes open from the roof down, and the upper floors slump until it collapses.

🎭 Iran can build decoys disguised as any of its real buildings, and the enemy's screen shows them as the real thing.

🕳️ Iran's tunnel network links every entrance, so units go underground at one and come up at another.

So for base builders: what makes base building in an RTS feel satisfying to you? The building process, the layout, or watching it hold under fire?

🎬 Gameplay trailer: https://www.youtube.com/watch?v=kP3JGbnxE5k

🖼️ Screenshots and articles: https://www.indiedb.com/games/doctrine-strike

🎮 Steam: https://store.steampowered.com/app/5145960/Doctrine_Strike/

💬 Discord: https://discord.gg/WeBjq5vcqx


r/BaseBuildingGames • • 1d ago

Self Promo/Dev Post Capital City - City Builder, Transport+Factory Management

12 Upvotes

Hey there!

I'm the solo indie dev behind CAPITAL CITY, a game about managing and expanding a single central city in an infinite world.

One of the core aspects of the game is resource management. You expand your Capital City with different types of districts (like housing, research, market etc.), each with its own resource demands. You need to meet those demands to keep your citizens happy and your districts working!

To get those resources, you'll have to venture out into the infinite world, extract raw materials and craft new goods.

Logistics is a huge part of all of this. Roads and railways have limited throughput, so they can only transport a certain amount of resources at a time.

So... to meet the demand of, lets say clothing, you build factories to produce clothing out of cotton. Those factories need a steady supply of cotton, and the finished clothes then need to be transported back to Capital City (and all of that within the throughput of your transport networks!).

With this dev update I put together a short video to demonstrate the shortage of cloth and it's fixing in the gameplay. It's just a little gameplay showcase. :)

View on economy: https://www.youtube.com/watch?v=0HKw8UXVOJM

First off, we see a residential district reporting that it's not getting enough supplies. We dig into the games statistics and production dashboards to figure out the issue, then take a closer look at our clothing factories.

Turns out, the factories themselves have a shortage of cotton, so we build some new cotton plantations to fix the shortage.

If this sounds like your kind of game, I'd really appreciate it if you checked out my Steam page! :)

Steam: https://store.steampowered.com/app/5067050/Capital_City/

General Trailer: https://www.youtube.com/watch?v=BQFCWAR4EII


r/BaseBuildingGames • • 1d ago

Self Promo/Dev Post Brewhaven is a colony/brewing/tavern sim where you start with nothing and build a village where you brew magic combat beers and run the tavern.

4 Upvotes

Brewhaven is a game I've been working on for years that I plan to release soon. It's a bit of a genre mashup of something like valheim, rimworld, and schedule I. You start with nothing and gradually unlock new building types, as you grow your village you recruit villagers to live in your town, but the problem is, they are very very thirsty. So you obviously have to brew a lot of drinks and open a tavern too so they can stay happy! A magic turtle lives on your head who is really good at brewing though, and enchants the beers with magic powers, so drinking a beer for you or your villagers gives a charge of whatever magic effect the beer has, so next time you're in a fight you can use that power. It's pretty cool and a bit wacky.

I hope you will check it out and wishlist it here.

Brewhaven!!!


r/BaseBuildingGames • • 1d ago

Self Promo/Dev Post Sovereign early gameplay — from shaping an island to walking through the town

2 Upvotes

I’m working on Sovereign, a fantasy world-sim, and wanted to share an early gameplay look.

The clip moves from raising land and painting terrain to growing a settlement, walking through its streets, and dealing with raiders and a few stranger things outside town.

Gameplay video: https://youtu.be/J6h3sj8aliM

This is footage from a development build. Some art and character models are placeholders, and some sequences are sped up. The town-building footage uses an accelerated simulation.

Which part would you like a slower, closer look at?

#Sovereign #IndieGame #ShowcaseThursday


r/BaseBuildingGames • • 1d ago

Self Promo/Dev Post My base building + colony management sim with NPCs you can talk to, realistic physics, omniscient storytellers and a growing world's demo is launching on the 18th!

1 Upvotes

Hey! Super excited to announce that my game's (Epoch Forge) demo is on track to launch in the next 2-3 days.

Just to go over some of the mechanics:

  • You can say anything you want to NPCs, they remember you, and every interaction. This is the most unique part of the game - I've spent months defining personality types and making sure it actually works.
    • The game runs with a tiny local language model that runs on just about anything, and is grounded by tons of hand-written lore and world facts (example of the inner workings here - definitely not an Oblivion reference)
    • The things you say actually change the world around you - NPCs have a predefined list of actions they're allowed to take, and they can choose to trigger one of them based on your inputs.
      • Merchants can give you better prices, worse prices, or refuse to serve you altogether
      • NPCs remember everything, and will bring it up every time you speak to them, especially if they're angry about it
      • Political figures in settlements can decide to welcome you into their government or shun you
      • NPCs are aware of rumors, and they spread fast
      • They can live generate quests - for now these are mostly simple ones, and this can be done through clickable dialogue too
      • Currently implementing - ability for an NPC to become hostile, ability for guards to kick you out of an area, persuading NPCs to follow you as a companion, and more dynamic quests e.g. you ask an enchanter if he needs any Elven artifacts, he sends you to the Elven capital, and a vendor there has the artifact available
  • Every random event is determined by a deity of your choice (the "Storyteller"), and you can bargain with them, ask for favors, and even see everything they know about you
    • 3 profiles - one protects your habits, one incentivizes switching them up, the last punishes you for doing them.
  • Every settlement lives and grows on its own, with real needs, construction, and even political dynamics depending on the culture and race
    • CK3-inspired mechanics granting strong and weak hooks, territory expansion and dispute, demand letters, and extortion
    • Settlements you own might be forced to pay protection money by bandits, goblins, or the local faction. Consequences may include: kidnapping, robbery, fire, death, and so on.
    • A "tithe" system - a local township, a faction in a nearby cell, or bad actors can demand a weekly payment of money or goods - right now, it automatically comes out of your bank, and if you can't pay, you run into some issues.
  • A full suite of industrial stuff - automated machinery, a visual storage terminal, realistic circuits (I made pong and snake ingame!) Heavily inspired by Minecraft Technic and Factorio.
  • Crafting that takes place in a 3D viewport - combine potions, ingredients, etc. into a cauldron and see what happens!
    • You can combine literally anything - you can drop a mining helmet, a leaf and a stone block into a cauldron and you'll get a real potion out of it.
  • Worksites like mines and farms actually work - miners go deeper and deeper into the ground, hauling their findings to the clerk, and caravans come buy things from them, or they build stuff. Every building requires certain materials which they can either buy or harvest.
  • Six races, and every one changes how NPCs look at you (for better or worse) and talk to you.
    • All six will have a capital - I build these entire by hand, nothing is procedural, so I only have one done so far - the Dwarven capital, Khaldurim, which the demo takes place in
  • You can have automatons and golems. Automatons can mine an area you designate, automatically hauling to chests, and they even speak in their own language, which can be decoded! Golems can haul things, throw rocks, and of course, speak with the great prose you'd expect.
  • Five deities representing different domains (life, void, etc.) that you can appease, anger or ignore. There are dozens of abilities, such as:
    • Some prayers grant you a few seconds of immunity to death
    • Some let you move through solid mass
    • Some give you an aura that damages those around you, and heals you as much

If this sounds interesting, I'm genuinely looking for feedback and questions, and I'd be very excited for you to try out the full demo release on the 18th! Thank you!

https://store.steampowered.com/app/5062230/Epoch_Forge/


r/BaseBuildingGames • • 1d ago

Retro pixel hospital sim tycoon (Bedside Manor) 🏥

2 Upvotes

Hey everyone, hope this is ok to post - just posting this the once

I just released a hospital builder called Bedside Manner.
I grew up LOVING classic theme hospital and wanted something with that same chaotic, quirky vibe that actually plays well on a phone or iPad.

You build out clinics, hire staff, and try to keep patient queues from spiralling out of control. Also some nods towards the classic gameplay

There are no adds or subscriptions like lots of others

Most of the game free to try out:
https://apps.apple.com/us/app/bedside-manor-hospital-tycoon/id6818650368

If you end up liking it, I set up a $0.99 sale link you can claim here 20K codes available:
https://apps.apple.com/redeem?ctx=offercodes&id=6818650368&code=99SALE

Let me know what you think if you give it a spin :)


r/BaseBuildingGames • • 1d ago

New release [ Removed by Reddit ]

0 Upvotes

[ Removed by Reddit on account of violating the content policy. ]


r/BaseBuildingGames • • 1d ago

Game recommendations Kardaviik - Looking for playtesters!

3 Upvotes

Hey everyone 👋

I'm the Community Manager for Kardaviik, an upcoming 3D factory automation and base-building game set in a voxel asteroid belt.

We're currently running a free, open playtest on Steam, and I'd love to invite the r/basebuildinggames community to check it out!

You can build your factory in all directions, explore procedurally generated asteroids, gather resources and gradually expand your base into something much bigger. You can also play solo or team up with friends!

We're actively looking for player feedback, so whether you've got suggestions, run into bugs, or just want to show off something you've built, we'd really appreciate you getting involved!

👉 Join the Steam Playtest: https://store.steampowered.com/app/2385970/Kardaviik/
🎥 Watch the Trailer: https://www.youtube.com/watch?v=DEKiMgGg5kQ
💬 Discord: https://discord.gg/qDVSEYFuvj

Thanks for checking it out, and feel free to ask me anything about the game! 😊


r/BaseBuildingGames • • 2d ago

Self Promo/Dev Post First person dwarf colony sim

28 Upvotes

Environment demo

https://youtu.be/nlFixaHWujQ?si=14nNfCDZK9V87gnG

First person dwarf colony sim with light RPG elements, tied into a deep historical/politcal simulator.

That's the crazy part out of the way.

Honestly though, I'm after feedback and thought's/feature discussion etc.

The obvious influences are minecraft and dwarf fortress.

Why Minecraft? Because the use of voxels for creative design and building is simple and can be relatively cheap concerning pc resources. And I feel like a first person dwarf colony sim needs to feel like you are also a dwarf, in their world, mining alongside them.

Why dwarf fortress? Mainly due to the emergent story telling that comes about from the simulation of the game. Something i hope i can emulate.

So that said, I've been working away on an early tech demo. What is mostly in game is world generation with several biomes, dynamic weather and volumetric clouds, dynamic lighting, night/day system and some basic early gameplay elements (mining, inventory, light crafting).

I'm also working on a dwarven language that will hopefully have some functional use, I certainly am no linguist however.

I'm not great at trailer making so tear it apart. Let me know your honest impressions and let me know what features you would like to see implemented. Happy to share more of a roadmap also if anyone is interested.

Karr Stavrum! (Stone holds!)


r/BaseBuildingGames • • 2d ago

New Humble Bundle Has Some Base Builders

19 Upvotes

The latest Humble Bundle, called The Factory Must Grow, includes some games that would also qualify as base building such as Eden Crafters and Blossom.


r/BaseBuildingGames • • 2d ago

Self Promo/Dev Post StellarForge dev update: making a space colony work as a connected place—and finding future testers

0 Upvotes

Hi everyone—I'm Justin, a space enthusiast working on my first solo game, StellarForge. I've shared earlier builds here, so I wanted to give a clear update on where it stands.

The goal is a settlement you engineer: modular habitats, useful industry, and infrastructure that supports the people living there. Longer term, construction extends into orbital stations and spacecraft.

The October 13 project review records working slices around storage reporting, room/furniture controls, grow-bed resource gates and harvesting, hospital travel/reservations/treatment, and physical walls and gates. The important work now is connecting these into reliable player journeys. A passing isolated test doesn't mean a whole colony runs smoothly: continuous hospital scenarios, the complete farmer journey, save/offscreen behavior and large vehicle/ship workflows still have open issues.

I'm also building out the industrial art and a modular spacecraft-core kit. Those renders are development assets, not proof of operational ships. This isn't an announcement of a finished beta or a release date.

I'm looking for players who enjoy colony builders and can explain where a game confuses them—not just people who will say it looks nice. If you'd like to follow progress, help discuss priorities and hear when test builds are available, join us on Discord: https://discord.gg/K3MUpZjD4

Build availability and access instructions will be announced there; joining doesn't guarantee immediate access.

For your kind of base builder, what would you want a small test to prove first: clear construction/UI, reliable production, or colonists handling their daily needs? I'd rather get one loop right than call everything complete.


r/BaseBuildingGames • • 3d ago

Self Promo/Dev Post I added a new swarm enemy to my fantasy survival RTS. Here's how the defenses handle them

4 Upvotes

Hi everyone!

I'm working on The Citadel Must Hold, a pausable fantasy base-building RTS where you build an economy, fortify your city, and defend it against escalating Monster Tides. Think They Are Billions meets Warcraft, with hero-led exploration inspired by HoMM.

I just released 0.4.0, and the biggest change is the new Imp. They're individually weak, but arrive in much larger numbers, with tougher monsters mixed into the swarm. You'll also find them guarding Places of Power out in the world.

This clip shows them attacking a fortified chokepoint, along with the improved defense towers and combat effects. I've also been updating building models and making the city's visual style more consistent.

The update adds more beyond what's shown here, including new monster abilities, a Farm rework, and uncleared Places of Power sending reinforcements into future Tides.

The playtest is open on Steam. I'd love to hear how the larger swarms feel, and whether you can follow what's happening once all the towers start firing!

https://store.steampowered.com/app/4891190/The_Citadel_Must_Hold/


r/BaseBuildingGames • • 2d ago

Self Promo/Dev Post Garrison: an idle town-builder and hero-questing game (browser/mobile)

0 Upvotes

Hi,
I've had an idea long time ago for a game inspired by WoW's Garrison and Travian, where you would have a idle city builder but not as grindy.

I tried developing it few times before using different stacks, but it never took off the structure stage. So I recently tried AI and it was big help, for getting ideas of the ground, with coding and image generation.

So, about the game:

Garrison is a slower-paced idle game. You upgrade buildings and send heroes on quests. Timers go from minutes early on to hours later, and everything progresses while you're offline. A full playthrough is meant to take several weeks.
Player can hire heroes that go on quests and gain experience and loot if successful.
Build and upgrade building, research additional benefits, craft and modify items.

https://nanthei.itch.io/garrison

Suggestions are welcome. I'm interested in feedback and what could be improved.
I'd especially like feedback on pacing. Are there dead stretches? Does it ever feel too grindy or too fast? Is it clear what to do next?

This suppose to be mobile first game, but can also be played on browser ( though the display is big ).


r/BaseBuildingGames • • 3d ago

Self Promo/Dev Post MESHFALL: an RTS where the base you build is a radio network. Steam page is up and there's a free demo

16 Upvotes

Hi everyone! I posted my game MESHFALL here a few weeks ago. It's an RTS where the base you build is a radio network.

You place relays to carry your signal out, extractors to mine ore, and turrets to hold the ground. Your units only take orders inside the network, so when the enemy kills a relay, everyone past it stops listening until you rebuild it.

With the latest update, the enemy has small outposts (pickets) guarding the bridges, and you have to kill one before you can build across.

I'd especially like feedback on:

- Is building out the network fun, or does it get in the way?

Good or bad is welcome.

Steam page: https://store.steampowered.com/app/5415540/MESHFALL/

Free demo in the browser: https://applechr.itch.io/meshfall

Thanks!


r/BaseBuildingGames • • 3d ago

StoneEra Demo 0.9.15.1 is live — waterwheels, norias and improvements to everyday colony work

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1 Upvotes

Hi everyone! I’m the solo developer of StoneEra, a medieval voxel colony sim where you guide villagers, build a settlement, reshape the terrain and work with flowing water.

0.9.15.1 — Flow & Foundations is now available for the free Windows and macOS demo.

Waterwheels, medium and large norias, and wooden/stone channels are now available through Waterworks research (W1). In Creative mode, you can use them immediately.

This update also improves everyday colony work:

  • Water-lifting wheels pump three times faster, and built channels receive water more reliably while large rivers update.
  • Lift operators approach the crank from the front and handle consecutive trips better.
  • Haulers use reachable positions when collecting or delivering elevated cargo.
  • Wall ladders and temporary rescue access help residents reach and leave higher floors.
  • Active research protects its required samples while builders can use surplus materials.
  • Merchant routes, the Build menu and colony notifications have also been improved.

The demo remains untimed, with 12 research technologies and 8 interface languages.

It’s still early alpha. Building plans and the Building Editor are particularly early, so feedback and bug reports are welcome. If something goes wrong, a screenshot or save file helps me track it down.

Try the free demo on Steam:
https://store.steampowered.com/app/5057770/StoneEra/

Full patch notes:
https://store.steampowered.com/news/app/5057770/view/711163593016475701

Thanks for taking a look!


r/BaseBuildingGames • • 3d ago

Self Promo/Dev Post Iron Expedition: RTS where you fight alongside your army, demo out now

23 Upvotes

I'm a solo developer working on Iron Expedition, a game that combines twin-stick mech combat with base building and army management.

You control a powerful mech directly on the battlefield, fighting alongside the army you build. You can expand your base, capture new resource deposits, and develop your economy to produce more units and unlock new technologies.

As you progress, you can upgrade your mech with more powerful weapons and better armor, as well as experiment with different weapons and abilities to find a playstyle that suits you.

Steam Page (demo is now live): https://store.steampowered.com/app/4446330/Iron_Expedition/