r/BaseBuildingGames • • 3h ago

Trailer Noble Fates - Feature Breakdown Trailer

7 Upvotes

I'm not the dev, but since I've been playing Going Medieval and wanting for more I find this game looks very interesting.

Trailer: https://www.youtube.com/watch?v=ONXl8eDPi6c

Here's from their latest announcement:


Welcome to our feature breakdown - part I!

We are really excited both with the state of the game on the road to 1.0 on November 12, as well as the attention our game is getting in the light of the announcement!

Living world

The world is your storyteller

The Mortals in Noble Fates have Opinions about the things and people that make up the world around them. They record Memories of the actions of other Mortals and what they learn about them.

These Opinions and Memories guide their decisions and actions as they navigate the world around them.

Every story is different

A new world is seeded with the arrival of a few motivated Mortals and their followers on a new island. They form Kingdoms that adopt their strongest Opinions as a Belief system and act and react to the world around them based on those Beliefs.

A deep simulation of these interactions runs for a period of time before you arrive, and continues running while you play - allowing those around you to act and react based on your Kingdom’s Beliefs and your actions. 

Their Fates are up to you

Set up camp, learn about the world around you, and decide where your Kingdom fits in. Will your island be dominated by the Cannibal Dwarves living deep within a mountain to the North? The Neutral, All are Welcome utopia to the East? The Dark Elves hellbent on the eradication of the Halflings?

Loyalty & treason

Earn the support of your people

Meet your people’s Needs. Find common ground amongst their Opinions, or rally them behind your desired Beliefs via Preaching. Decide how to divide up the Kingdom’s Wealth and where and when everyone Sleeps.

Manage their growth and their growing Wants and Ambitions. Let them make decisions for themselves, or decide every detail. Keep them happy, and they’ll remain ever Loyal. Fail, and they’ll desert, defect, or betray you in battle and tell you why!

Rule with an iron fist

Charge anyone you don’t like with a crime. Decide the Fates of criminals and enemies. Take mercy on them, execute them, lock them up, feed them to the Wolves, or grant them the watery grave they deserve.

Intimidate your prisoners until they accept a life of servitude and leverage their work without worrying about their happiness. Negotiate with another Ruler for their freedom and turn a loved one’s Fate into profit.


We are excited to show you the 1.0 version of Noble Fates on November 12. We believe it is the best the game has ever been and we hope you will agree with us.

Steam page: https://store.steampowered.com/app/1769420/Noble_Fates/


r/BaseBuildingGames • • 3h ago

I'm making a game where instead of defending a castle or a fixed base, you build and upgrade your caravan while protecting a blind Queen from waves of enemies

6 Upvotes

Hi.

I'm a solo developer working on King Alone, a Tower Defense and action strategy game with a twist.

Instead of defending a castle or a fixed base, you build and upgrade a moving caravan while trying to protect the blind Queen from waves of enemies.

Your own kingdom has turned against you, and now you must escape with everything you have left. Along the way, you can recruit soldiers, build new carts with different abilities, and expand your economy to keep your caravan alive.

You'll travel through different lands, each with its own enemies and challenges, while facing everything from scarecrows and skeletons to massive siege engines, charging into battle yourself to keep her alive.

The demo is now available on Steam, and I'd love for you to give it a try!

https://store.steampowered.com/app/4851120/King_Alone

I'd love to get your feedback, especially on the moving caravan concept and how it works as a Tower Defense game. What do you think?

Thanks for checking it out!


r/BaseBuildingGames • • 16m ago

Manor Lords or Foundation

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• Upvotes

r/BaseBuildingGames • • 17h ago

Self Promo/Dev Post Making a game that lives on your desktop in a little jar that you can zoom in and build there whatever you want, then spawn any kind of creature and play as it. It also has a fully simulated ecosystem.

19 Upvotes

Check out the video on my channel:
https://www.youtube.com/watch?v=TcC3MxeTEyo

Wishlist the game on steam:
https://store.steampowered.com/app/5440970/Terraglass/


r/BaseBuildingGames • • 20h ago

Self Promo/Dev Post The Hive - Official Trailer

22 Upvotes

I think The Hive trailer just went viral on Youtube, so I'll share it here also.

The Hive - Official Trailer

We recently released a major update, upgrading the game to Unity 6.6 with improved visuals, lighting, animations, and effects. So kind of like a "remaster" at this point.

We also have two new expansions in development. The Hive has always been my passion project, and seeing renewed interest in the game motivated me to start working on it again. We also translated it recently to +12 languages.

For those unfamiliar with The Hive, it's a story-driven real-time strategy game with RPG elements, somewhat similar to Homeworld or Dawn of War.

You command an insectoid hive, harvest DNA from defeated enemies, and use it to evolve new creatures. You can choose which creatures to unlock and in what order. Your units carry over between missions, level up, grow in size, improve their stats, and can equip them with items dropped by enemies.

There is also pure gameplay video on our channel if you want to see that.

We have a free demo on Steam if you want to check it out:
https://store.steampowered.com/app/325730/The_Hive/


r/BaseBuildingGames • • 8h ago

Self Promo/Dev Post After a couple of years of dev, I'm opening the first playtest of my survival game Silicium!

2 Upvotes

Hi everyone! 👋

I've been working on Silicium for a couple of years with a couple friends and I finally opened the first public playtest on Steam.

It's a harsh survival game where you play a disposable mining robot sent to a hostile planet. Export your quota for corporate or die trying!

What you'll find in the playtest:

  • 1-2 hours of polished gameplay, in solo and co-op, with two difficulty levels
  • A slice of the world with several biomes, enemies, and abandoned mining outposts to scavenge
  • A day-night cycle, with corrupted mining drones attacking you at night
  • Classic survival systems: crafting, base building, and exploration
  • A light skill tree, with blueprints to unlock as you level up
  • A quest system with the first 30 objectives

To join, click "Join the Playtest" on the Steam page: https://store.steampowered.com/app/3048990/Silicium/

You can also join your discord here: https://discord.gg/bBqshhPmma

I'm super interested to hear what you think of the concept. I'll be around in the comments if you want to discuss :)


r/BaseBuildingGames • • 20h ago

Self Promo/Dev Post In our game, humans settle, migrate, and build communities based on how you shape the island

2 Upvotes

Ynys is a cozy ecosystem simulation / god game where you shape the terrain, grow vegetation, manage water, and bring animals and humans to your island. As the island develops, everything interacts with each other, from plants reacting to their surroundings to animals seeking suitable habitats and humans building their own communities.

Humans autonomously choose where to settle and migrate when they find better places. They build homes and create roads, and we're working on expanding their civilizations with specialized buildings, improved storage and logistics, and resource trading between settlements.

You can try Ynys here: https://ynys-collective.itch.io/ynys

Our second devlog: https://ynys-collective.itch.io/ynys/devlog/1709192/second-update-roads-spells-usability

We'd love to hear what you think!


r/BaseBuildingGames • • 1d ago

Self Promo/Dev Post Skyreap: grow a tiny floating island into a kingdom of the skies. Free demo on Steam 🏝️

11 Upvotes

Skyreap is a building and automation game set in an archipelago of floating islands.

You play as a young explorer who teams up with an eccentric inventor to explore the skies. The whole game is played with just your cursor: click anywhere to chop, mine, and build, and your inventory lives right in your cursor.

How it plays:

- Start small: cut grass and chop tree on your home island

- Build workshops and production chains, then set up basic automation

- Golems gather resources for you, and chests move items between each other automatically

- When your island runs out of space, build a port and an airship

- Claim new islands with new resources. You can build on any of them

- Connect islands into economic chains, and turn your little house into a palace

🎮 Free demo on Steam: https://store.steampowered.com/app/5456110/Skyreap_Demo/

Made by me and my little sister, who drew almost all the art ✏️


r/BaseBuildingGames • • 1d ago

Self Promo/Dev Post I'm working on incremental strategy game where settlement building meets Total War-style battles , Looking for feed back on the demo

0 Upvotes

I just released a demo of Army Factory, an incremental strategy game where you develop a small village into a powerful military settlement. Build and upgrade structures, manage resources, research technologies, train regiments, and conquer other cities to expand your territory.

I'm looking for feedback on a few things:

  • Is the concept easy to understand?
  • Does the game feel strategic enough?
  • is settlement management feel good?

What would you change or add?

Try the demo here: https://store.steampowered.com/app/5094230/Army_Factory/

Thanks for checking it out! Any feedback is appreciated.


r/BaseBuildingGames • • 2d ago

Self Promo/Dev Post I'm a solo dev making a medieval monastery builder where every good travels by cart, along paths you lay yourself

22 Upvotes

Hi! I'm Charlie, and I'm making the Cellarer on my own.

You start by founding your small monastery and grow it through various medieval production chains: quarries and woodcutters would feed masons and carpenters, the brothers need housing and bread, and more complex chains follow. You lay the paths between workshops, carts from your cartyards haul everything along them (as long as your monks are fed!), and the demo ends when your masons have raised the monastery's Belfry.

The free demo is on Steam, and part of Next Fest this week: https://store.steampowered.com/app/5054520

I've just reworked the first 10 minutes after seeing players get lost, so I'd love to hear how it feels now. Happy to answer anything!


r/BaseBuildingGames • • 1d ago

Self Promo/Dev Post Orbit Foundry, a free orbital factory prototype where your neighbors change production

0 Upvotes

I'm the developer of Orbit Foundry, a 2D incremental factory game built around a star. The building puzzle is choosing where machines belong: neighboring machines affect production, and the placement preview lets you compare slots before committing.

You can time reactor pulses for a boost, then unlock automation and eventually Reforge for lasting progress. It focuses on a compact factory layout and incremental upgrades rather than colonists or survival.

Play the free prototype in a desktop browser, no download or account needed: https://kimchistan.itch.io/orbit-foundry

For people who enjoy optimizing a base, I'd especially like to know whether the first few placements give you enough information to make a deliberate layout, or whether it feels like guessing. Feedback here is welcome, including what made you stop.

This playable build is the LÖVE 2D prototype. A Godot 3D version is in development for Windows and macOS. If the factory idea appeals to you, you can wishlist the upcoming version on Steam: https://store.steampowered.com/app/5275040/Orbit_Foundry/

AI disclosure: generative AI was used for the game's code and some translations.


r/BaseBuildingGames • • 1d ago

Self Promo/Dev Post Building a house also strengthens your hero in Siege at Sundown (325 → 375 max health)

0 Upvotes

We're Black And White, the studio making Siege at Sundown, a 1v1 action RTS with daytime fortress building and hero-led night sieges.

This short clip shows one connection between building and combat: placing a house raises the hero's maximum health from 325 to 375. A building choice changes how much punishment your hero can take into the fight.

Gameplay: https://youtube.com/shorts/lQjz8TFJucY

Game and Steam wishlist: https://siegeatsundown.com/

When you play a strategy game with a directly controlled hero, do you prefer buildings to improve the hero too, or keep those upgrades separate?


r/BaseBuildingGames • • 1d ago

New release Small build I did on Dragonwilds

0 Upvotes

You can see the video on my channel here!! Enjoy


r/BaseBuildingGames • • 1d ago

Self Promo/Dev Post Warlords - GMOD Gamemode Inspired (Sassilization) Hybrid FP-RTS / Social Minigames / Releasing End of Oct26!

2 Upvotes

STEAM STORE : WARLORDS

Hi all, I'm Jamie, a solo dev from the UK. By day I'm a data nerd at a big corporate, by night and most weekends for the last year or so I've been building Warlords. It's just gone up on Steam as "coming soon" for Q4, and I'm hoping to release it in early access as soon as Valve gives it the green light as it's currently with them for final review, so it should be out in the next couple of weeks!!

What it is: an RTS where you're not a camera in the sky. You're a giant warlord stood on the battlefield in first person, and the whole war plays out at your feet like a tabletop diorama. You can see the other players walking around the map too, which changes everything strategically. You know where they're looking. They know where you're looking. It ends up feeling more like chess or poker than a normal RTS, everyone stood around watching these fights play out between their boots, which was always hilarious in the gamemode it's based on, but it plays a lot like AoE4 just a bit more cartoony and less serious!

What's in it right now:

An actual tutorial! (Woohoo)

Build your base, send villagers out to chop, farm and hunt, raise walls and towers, train an army, siege the other castles

Up to 8 players a match, plus single player against AI on three difficulties and a tutorial

Diplomacy: truces, trading resources, alliances with army sharing (combat control) you can toggle on and off

Commander abilities (comets, healing, more coming), and dragons

A social lobby between matches with minigames (one where you are dinosaurs running away from TRex's and eating eggs, fighting other teams until you become APEX in size and then you can take on the TREX and do huge 1/3rd hp fatal bites to enemy players), leaderboards and a shop. No real-money purchases: units, abilities and the VIP area are all unlocked by playing and winning matches and minigames

There's a roadmap too. Abilities especially have a lot more coming as well as OP possessable units (perhaps the dragon itself?) whilst your allies help by commanding your army if you let them! Also more minigames - looking at traditional FPS / Search & Destroy / TDM / Flag Cap / Deathrun etc.

I'd love the feedback and would consider extra development help if it fits, I've delivered the core my vision to a degree and if it's received well then the community can help decide where it goes next whilst I also complete my own roadmap!

If you ever played Sassilization on Garry's Mod about 15 years ago, that's where this idea came from. I played it as a young teenager and never stopped thinking about it. The rest of the DNA is the stuff I grew up on: Command & Conquer, Halo Wars, Toy Soldiers, Age of Empires, StarCraft. I was never amazing at any of them, I just loved them.

I want to be upfront because it's on the Steam page anyway: I used AI to help build this. I'm not going to pretend otherwise. But I've put roughly 1,700 hours in myself working alongside it: tweaking animations, writing and rewriting code, building Unity tools, hand-crafting the lobby (special environment effects and a day/night cycle) and the maps, making and generating assets, and yes using some popular asset packs too. So it's a mix of asset packs, generated bits and a lot of my own hands and late nights. It's not an asset flip, even if it leans on some packs. It's a game I actually care about and it's been the most fun I've had making anything.

The technical bit, which I'm quietly proud of: every match runs on an official dedicated server on Google Cloud, with a SQL database behind the economy. The server simulates the whole battle and your PC just shows it and sends your orders, so there's no client-side cheating and everyone sees the same fight. The downside for me is that running lobby and match servers in every region (London, US East, US West, Hong Kong next) is expensive for one person, but it has to be done that way, both for cheating and for how the sim works. I've built the servers to scale up and down with the player count so I'm not paying for empty boxes, and I've also built a doomsday mode: if the game doesn't take off and I can't keep the official servers running, players can host their own lobbies and matches with their own economies and admins at the flick of a switch. The trade-off is it splits people out of the shared social space down to friends or local regions, so I'm hoping it never has to be the main way to play. Let's build a community instead!

Money-wise I'm like a lot of people: in a fair amount of debt due to a ton of misfortune, and I've been there my whole adult life. I'm not asking for anything, just explaining why there's no marketing budget and why the trailer is me in CapCut at midnight and I have invested about £2,500 into this game to date. The marketing materials don't do the game justice and I know it as the fun is in the gaming experience. I've had plenty of playtests with colleagues and friends, and the build is currently just waiting for the final stamp from Valve to go green as early access. I'm hoping to sell it at about $13.99 with a 10% launch discount for two weeks, so I hope people will pick it up!

If any of this sounds like your thing, or you have advice or questions, a wishlist would genuinely mean a lot, and I'd love feedback, good or bad. Come and say hi on the Discord too, especially if you're an old Sassilization player!

Cheers for reading, and I hope you enjoy!


r/BaseBuildingGames • • 1d ago

Self Promo/Dev Post I'm making a pixel-art castle defense where the horde never stops growing.

0 Upvotes

Hi all! I've been building Mad Attacks: Castle on Fire in my evenings for 6 (or so) years.
The idea: you start with almost nothing and raise walls, towers and units around your keep, while monsters keep coming – from a few goblins to well... over a thousand. Every level-up you pick one card (for example: a tower, a knight, a building or upgrades), and it's a roguelite, so each run plays out differently. The Steam page went live today, so I would love to hear from people outside my circle of friends. I'd genuinely like to hear from people who enjoy base building: does this kind of game appeal to you? And what usually makes or breaks a defense game for you? Short clip: https://www.youtube.com/shorts/cjfziDcxDF8
Steam: https://store.steampowered.com/app/4575710/Mad_Attacks_Castle_on_Fire/


r/BaseBuildingGames • • 1d ago

Ring Colony – a cozy colony sim on a breaking ringworld, where players vote on what gets added each day

0 Upvotes

Game Title: Ring Colony

Playable Link: Ring Colony

Platform: Browser (desktop and mobile)

Description:
Ring Colony is a cozy colony sim set on a giant ringworld that is slowly breaking apart. Centuries ago, the ark Arctic Tern left Earth and found the Wheel, a ring built by a vanished civilization. KEEPER, the ship's caretaker AI, wakes the sleeping crew four at a time. You are Awakening #4,812, and your job is to light three ancient stabilizers before the ring tears itself apart.

Inspired by Populous and Transport Tycoon, the game is all about watching a tiny village grow into a town. Pixel colonists hop from tile to tile, chop trees, mine rocks and haul resources home by hand. Houses grow on their own into larger homes and apartment blocks when they have wells, plazas, schools and clinics nearby. Neighbours build new houses, open shops and taverns, and pave the paths they walk most. As the ring spins, day and night sweep across the map: colonists work in the light and sleep in the dark, and cold nights burn firewood. Run out of food or wood and your colony struggles.

The game is also an experiment: players propose new features, the community votes, and the winning idea is added the next day.

I'd love feedback on:

  1. Did you understand what to do in the first minute?
  2. What made you stop playing (if you did)?
  3. Was lighting a stabilizer too easy or too hard?
  4. What would you vote to add next?

Free to Play Status:
- [x] Free to play
- [ ] Demo/Key available
- [ ] Paid

Involvement: I'm the solo developer. I came up with the concept, game design, story and balancing, and I playtest and approve every change. I use an AI coding assistant (Claude) to help write the code, including implementing the community's winning feature each night, which I review before it goes live.


r/BaseBuildingGames • • 2d ago

Star Trek: Outposts Unknown (Base Building Strategy Game) releases today on Steam!

50 Upvotes

Looking forward to this one! (I have no association with the Game Developer)

Game Link Here:

https://store.steampowered.com/app/3469910/Star_Trek_Outposts_Unknown/

And here's a Review:

https://youtu.be/-_TSUjGeDgQ


r/BaseBuildingGames • • 2d ago

StellarForge: building an industrial colony across the solar system — October gameplay test

7 Upvotes

I'm developing StellarForge, a space colony builder set in 2069. The idea is to make a colony feel like a working industrial camp: habitats, hospitals, agriculture, power, storage and production all supporting the people who live there.

I've been working on drilling rigs, loaders, resource processing and the logistics of supporting colonies on different worlds. Here's a raw gameplay test from the October 20 build:

https://youtu.be/KSbozUMysvc

It's still an early work in progress, with plenty of rough visuals and UI. I'd love feedback on whether the construction and colony-management side looks understandable, and which parts you'd want to see developed further.


r/BaseBuildingGames • • 2d ago

Manage & automate alien space factory in updated ASEMA

4 Upvotes

TL;DR Alien industrial space-factory builder, top-down with 3D assets, moddability and deep tech tree, launches in EA (est Q1 2027), hand-made, no gen-AI.

ASEMA's demo is available to try out. ASEMA @ Steam.

Tidings. In ASEMA, we ditch belts, pipes - heck, let's ditch grid too. The machines float in space, and unless you provide them Focus, a nearby planetoid's gravity will pull them closer. Space is empty, but crossing it fast is dangerous as you may collide atmospheres, flares and other perils. Handle your node-to-node logistics with long-range artillery railguns and carefully flown Hauler ships. A node can be volatile mining operation far in the outer orbits, or a magnetized near-flare physics center where your exotic machines run special operations to digg deeper into the tech tree.

The demo offers 3-20 hours of gameplay in a 3-4 planetoid system, so you can practice the basics. It's tech tiers are locked, but in EA, you will unlock Nano production machines, and expand from there. Each tech tree main branch focuses around some specific hard scifi concept. Here's a video where I talk about the creative stuff, not a ton but a little bit.

The solar system is not empty, and the lore has dark Fermi paradox / Liu Cixin vibes. I'm a factory and builder gamer, as well as a scifi book enthustiastic, and I love science - and I let it all show in the game.

If this sounds interesting, give the demo a go and share your thoughts. I need feedback to make sure I'm going to right direction. The game has a discord (link on Steam), and I'm allowing a closed playtest branch run before and after EA.


r/BaseBuildingGames • • 3d ago

I made Malignus, a Rimworld/Dungeon Keeper mashup. It's a dungeon builder colony sim and the free demo/full-featured beta test is up free to play now.

55 Upvotes

Hey everyone. We're a really small team (a developer, an artist, and a business manager/full-time playtester) and we made a game called Malignus.

I always loved Rimworld and really loved Dungeon Keeper. I felt like there weren't enough deep 2D colony sims in the world and really just wanted to create awesome dungeons with traps, creatures, magic, rituals, prisoners and slay a bunch of adventurers. So I made the game I wanted to play.

We just launched our demo for it, and I decided to not gate any content or limit the time, instead giving the full game out as a beta test.

I could go on and on about it, but taking a sec to look over the Steam page and check out the trailer tells you all you need to know. For those that would be into it, just hearing "Rimworld meets Dungeon Keeper" is probably all you need to know anyway.

Steam: https://store.steampowered.com/app/4672030/Malignus/

Launch trailer: https://www.youtube.com/watch?v=6EPqGlRVG1k

I'm always around and happy to answer questions.


r/BaseBuildingGames • • 3d ago

Self Promo/Dev Post Salt and Soil’s free demo is live for Steam Next Fest — here’s the rebuilt Jamestown and its surroundings

18 Upvotes

I’m the solo developer of Salt and Soil, a historical family sim. The free demo is now available for Steam Next Fest, and I’ve rebuilt the settlements and added more life to the map.

Here’s Jamestown in 1608: a ship approaching the fort, small boats along the shore, people walking between homes, and animals around the neighbouring farms. The clip also shows the family panel, resources and actions you use while playing.

You manage your own household within this world. Jamestown and the other historical settlements are places your family lives alongside, rather than cities you build from scratch.

The demo covers Jamestown from 1607 to 1637 and supports Windows and macOS.

Try the free demo and wishlist Salt and Soil on Steam.

What catches your eye first — the fort itself, or the activity around it?


r/BaseBuildingGames • • 3d ago

Game recommendations Anyone know of some Base Building games that are somewhat milsim?

9 Upvotes

Before you guys suggest it. I play arma lol. But I was playing gray zone warfare and thought how cool it would be to have something like this but with survival/base building mechanics and wanted to know if those type of games exist.

I'd prefer PvE, Or even PvPvE

(Games I know that exist with something similar to this is: Arma, DayZ, and Wardogs)


r/BaseBuildingGames • • 2d ago

Review What makes a marketplace useful in a base-building game?

3 Upvotes
If you’re curious about PIAST, you can check out the playable demo on Steam:

I’m solo-developing PIAST, a Slavic-themed RTS and economic strategy game, and I’m working on its marketplace.

It got me thinking: what makes trading genuinely interesting in a settlement builder, rather than just a screen where you sell surplus and buy whatever you’re missing?

For PIAST, I’m considering making transport distance and infrastructure matter more economically. Buying cheap goods from far away wouldn’t necessarily be a good deal once delivery costs are included, while investing in roads could make a trade route worthwhile. These are ideas I’m exploring, not features I’m claiming are already in the demo.

When you play base-building games, do you prefer the market to be a simple safety net for shortages, or a deeper system that influences where you build and what you produce?

Are there any games you think get this balance particularly right?
 https://store.steampowered.com/app/4830280/Piast/ 

r/BaseBuildingGames • • 2d ago

Game update We just released a new gameplay trailer for Age After Age for Steam Next Fest!

5 Upvotes

Hi base building community!

We're Farom Studio, and we've just released a new gameplay trailer for our city-building strategy game, Age After Age, as part of Steam Next Fest! The trailer showcases our Steampunk Era, city construction, production chains, and steam-powered industries! We'd love to hear your thoughts and feedback!

Watch the new gameplay trailer:
https://www.youtube.com/watch?v=aLfBWqYj_xE

Try the demo on Steam:
https://store.steampowered.com/app/438570/Age_After_Age_Demo/

Thanks for your support!

Farom Studio Team


r/BaseBuildingGames • • 3d ago

Self Promo/Dev Post Design question: when you jump from exploring to the top-down settlement view, should time pause or keep running?

6 Upvotes

Solo dev here, working on Forgebound, a medieval survival game where you explore in third person (horseback, climbing) and then drop into a top-down view to place buildings and assign villager jobs.

I keep going back and forth on one thing: what should happen to time when you open the settlement view?

A. Time pauses. You plan calmly, place things, set roles, then head back out. Relaxing, but it risks turning the settlement into a menu instead of a living place.

B. Time keeps running. Villagers keep working, and a raid can still roll in while you're fiddling with a layout. More tension, but it can feel punishing when you just want to tidy up.

C. Something in between. Slowed time, or pause allowed only when no threat is nearby.

For those of you who play a lot of base builders: which games handled this kind of switch well, and which ones annoyed you? Specific examples help me more than votes.

(If anyone's curious, the Steam page is here. Early Access is still a long way off, so I'm just trying to get this part right.)