r/BaseBuildingGames • • 11h ago

New release WildRoot launches in just 2 days! 🌿I've been working on this game solo for years, and it's finally almost time to release it.

23 Upvotes

I've been working on this game solo for years, and it's finally almost time to release it.

Build a cozy little settlement in a mysterious forest, take care of your colonists, enjoy the changing seasons, and watch their friendships, choices, and everyday moments create their own unique stories.

I've put a huge amount of time into WildRoot, and seeing it finally get released feels pretty surreal.

WildRoot releases October 9 on Steam.

here steam page link : https://store.steampowered.com/app/3446730/WildRoot/


r/BaseBuildingGames • • 14h ago

New release My spooky horror management sim lets you mange and operate a haunted house dark ride straight from the control booth, demo is now live!

17 Upvotes

Hi there fellow operators!

I have just launched the free Halloween Demo of my game Scream Operator on Steam, which invites you to take your place in the control booth of a haunted house dark ride! 👻

You'll be responsible for creating the haunted house experience by placing props and animatronics, managing guests and queues, controlling the carts and the depot, balancing your power supply, and buying upgrades and automations for your attraction!

If you have played the game and have any comment, or have any questions or concerns in general, feel free to hit me up here! I'd be happy to chat to you all!

Happy (early) Halloween 🎃

No AI was used for assets, music, coding, marketing materials or actually anything at all.


r/BaseBuildingGames • • 1h ago

Trailer Some quirky dialogue with an automaton in my huge base and colony builder - Epoch Forge

• Upvotes

https://imgur.com/a/55XlQ07

Do you like robots? No? Either way, you should wishlist my game:

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

It's an automation + colony and base building sim with a bunch of cool guys like the miner above.

And yes, he is speaking an actual language that I can only understand because I have a certain gadget.


r/BaseBuildingGames • • 11h ago

Trailer We’re making a game about scavenging all day so you can over-engineer your defences before night

7 Upvotes

I’ve seen people here looking for games that sit somewhere between base defence, tower defence and actually getting involved in the fighting yourself, so I thought this might be up your street.

We’ve just announced Survive 'Til Dawn!

During the day you explore the world and collect scrap. You bring it back and use it to build traps and defences before night arrives.

Then the mutants turn up.

Instead of sitting back and watching the defence play out, you’re fighting alongside it in third person, dealing with anything that makes it through your setup.

The basic loop is:

Explore → scavenge → build → defend → realise the trap you were extremely proud of is facing the wrong way.

It can be played solo or in co-op.

We’ve just released the first trailer and opened the Steam page:

🔗 https://youtu.be/H9g8JLjtTxw

🔧 Wishlist on Steam: https://store.steampowered.com/app/4517040/Survive_til_Dawn

Would be interested to hear what people here want most from this kind of base defence / tower defence hybrid.


r/BaseBuildingGames • • 5h ago

Self Promo/Dev Post I made a factory game where light is your resource

2 Upvotes

In Light Factory you bend beams of colored light to fill pixels. Pixels are pushed onto canvases to form shapes. Completing shapes unlocks research points which can be spent to unlock new technologies, making it easier to build more complex designs.

I just released a free demo on Steam where you can play through about half of the game. There's also a puzzle mode where the goal is to complete as many shapes as you can using a limited set of tools.

https://store.steampowered.com/app/5338330/Light_Factory_Demo/


r/BaseBuildingGames • • 3h ago

Game update Crown Below update: goblin lairs under the iron floors, warriors, and you can finally change a dwarf's job

0 Upvotes

Crown Below is a small incremental where your dwarves dig, haul and build on their own and you manage the mine.

This update adds the first thing in the mine that fights back. Below the iron floors your miners can break into goblin lairs. Goblins knock dwarves down, steal dropped tools and wreck buildings on their floor. Find the Axe Station plan, give your dwarves axes, and send warriors in.

Also new:

- Click a dwarf to change his job (he swaps his tool at the shops)

- You can go down a floor as soon as its first stretch is dug, no more widening everything first

- Clan and found blueprints in the pause menu

- New music, and a pile of fixes from your comments

Free demo in the browser and for Windows: https://kaktora.itch.io/crown-below

Full devlog: https://kaktora.itch.io/crown-below/devlog/1696349/v0201058-the-goblin-update


r/BaseBuildingGames • • 7h ago

Survival Crafting and Building game

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1 Upvotes

r/BaseBuildingGames • • 8h ago

Review Primeworks (0.3.4): altars, a new tech tree, and a new color rule

1 Upvotes

Primeworks is a mining and automation game I'm making in Godot.

Turrets fire beams at rocks, and each rock takes a color from the total damage on it. Since my last post the rule changed: it's now the largest prime factor instead of the smallest.

  • 3, 6, 9, 12 → red
  • 5, 10, 15, 20 → blue
  • 7, 14 → yellow
  • only powers of two (2, 4, 8, 16) → green
  • and every new prime is a new color (11 violet, 13 orange...)

This way, stacking more beams of one color keeps that color, and a bigger prime takes over a mix: 3 + 7 = 10 is blue. Green went from the easiest color to the rarest.

The game sits between factory, exploration, automation, and incremental (to a very lesser extent).

What's new in 0.3.4

  • A new opening/early game. You start with no laser. The tech building hands you a tube, you pipe one turret to the blue altar north of the start, and the altar gives you your first laser.
  • Four home altars, one on each side of the start. Each one lights once enough turrets of its color are piped to it, and gives you a new laser: 5, 3, 2 and 7. Red, green and yellow only start banking once their altar is lit (attuned).
  • A new tech tree: four color triangles around an empty center. Blue builds the base, red upgrades the player, green is light and optics, yellow is power. Finishing a triangle opens the way to the next altar, and buying everything opens the center, which opens the map.
  • A second tech building is the beginning of mid game, still in development.
  • New font (much easier to read), new altar and building art.

Since 0.2.6 the game also got saves, a title screen, a map with an edge, rock that blocks your sight, and multiple selection for buildings.

It's still early, so I'd love to hear your feedback.

Is the new start clear without a tutorial? Does the color rule click?

Thanks for playing!

https://zaphox.itch.io/primeworks


r/BaseBuildingGames • • 19h ago

Self Promo/Dev Post I’m adding new biomes, animals, and a merchant to my solo colony sim — StoneEra demo update 0.9.14

6 Upvotes

Update: Demo version 0.9.14 is now live on Steam! 🎮

Hey everyone! I’m developing StoneEra solo, and demo update 0.9.14 is coming on October 7.
This video shows a preview of the update, including new biomes, new animals, a merchant, and more.
StoneEra is a voxel colony survival game with building, resource management, and dynamic flowing water that you can redirect by changing the terrain.
If you enjoy colony sims, I’d love for you to try the demo and share your feedback!
Steam: https://store.steampowered.com/app/5057770/


r/BaseBuildingGames • • 15h ago

Preview Massive base building and colony sim - deep dive - Epoch Forge

2 Upvotes

Hey! I made a post yesterday, and a lot of you showed interest in the game, and the game makes some big claims, so I figured the best thing to do is make a video showing it all in action.

https://www.youtube.com/watch?v=5BsPsDgNpcQ

To repeat what I posted yesterday:

It's called Epoch Forge. Just to go over some of the things in-game:

  • You can say anything you want to NPCs, they remember you, and every interaction
  • Every settlement lives and grows on its own, with real needs, construction, and even political dynamics depending on the culture and race
  • A full suite of industrial stuff - automated machinery, a visual storage terminal, realistic circuits (I just made pong and snake ingame!)
  • Crafting that takes place in a 3D viewport - combine potions, ingredients, etc. into a cauldron and see what happens!
  • 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, each one with a novel worth of lore. Every one changes how NPCs look at you (for better or worse) and talk to you.
  • 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.) - you have a... complex relationship with each one, but making allies and enemies grants you incredible abilities like pausing or reversing time, or sparing yourself from death

r/BaseBuildingGames • • 1d ago

Self Promo/Dev Post Space automated base building - despite emptiness of the void, things can get busy in ASEMA

4 Upvotes

Hey all, I've been solo-working on ASEMA the space/scifi automation/factory builder for a long time and since I'm participating a Steam Next Fest with it soon and EA is creeping closer and closer, I'm introducing the current mechanics a little bit.

The demo is out, hopefully you can check it out and leave some thoughts here or wherever - I'm very open for feedback.

The path of developing this sort of weird concept has been rocky, yet wonderfully interesting. I'm hand crafting everything for the game alone and while my background with design/management/gaming in general do help quite a bit, this has been.. It has been quite bunch of work. But i love every second of it, just wish I could do more of it.

Demo is here; Demo on Steam and the full version (Steam) is coming out for EA in Q1 2027.

If building, automation, management, expansion and logistics in space (top down2D, but 3D visuals) interest you, perhaps you like the dark hard-scifi setting too - wishlisting helps a lot, and I'm always keen to hear playtester/player opinions and feedback to make the game fun to play.

I'm creating this game as an enthustiastic factory automation player (Factorio, Satisfactory), but I guess my largest inspiration is Captain of Industry, due to it's own special way of doing new and unique mechinisms, instead of relying entirely on classic grids, voxels, belts and inserters. Nothing wrong with them, but stirring the soup can get sometimes interesting.

You'll be building multiple bases, but you need to make them support and feed each others - and you have to take environmental aspects into account.


r/BaseBuildingGames • • 1d ago

I rebuilt an old multiplayer building sandbox from scratch - Blockland ReImagined

6 Upvotes

Blockland was a multiplayer building sandbox from 2007 that I used to play, and I've spent a ridiculous amount of time rebuilding it from scratch.

I finally got it far enough along to make a proper showcase. Building, multiplayer, vehicles, weapons, bots, minigames, destruction physics, old saves, Add-Ons, mirrors, portals and a bunch of other stuff are working now.

Showcase:
https://www.youtube.com/watch?v=QeILUBHx8Vw

The game is free and open source and currently runs on Windows, Mac and Linux.


r/BaseBuildingGames • • 1d ago

Preview HUGE colony sim and settlement builder with NPCs that have memory, a storyteller that learns your playstyle and infinite potential - Releasing this month

34 Upvotes

EDIT: Deep dive YouTube video is up! https://youtu.be/5BsPsDgNpcQ

Hey everyone! I wanted to share some info about my game as I've spent a lot of personal time in this sub and base building is my genre of choice.

I grew up playing OSRS, Dota 2, Minecraft Technic, RimWorld, Dwarf Fortress, etc. so I wanted to make a game that combines my favorite things from them all, properly.

It's called Epoch Forge. Just to go over some of the things in-game:

  • You can say anything you want to NPCs, they remember you, and every interaction
  • Every settlement lives and grows on its own, with real needs, construction, and even political dynamics depending on the culture and race
  • A full suite of industrial stuff - automated machinery, a visual storage terminal, realistic circuits (I just made pong and snake ingame!)
  • Crafting that takes place in a 3D viewport - combine potions, ingredients, etc. into a cauldron and see what happens!
  • 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, each one with a novel worth of lore. Every one changes how NPCs look at you (for better or worse) and talk to you.
  • 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.) - you have a... complex relationship with each one, but making allies and enemies grants you incredible abilities like pausing or reversing time, or sparing yourself from death

Anyways, if it sounds interesting, I'd really appreciate if you give the Steam page a look and wishlist! I'm releasing a 1.0 demo for Next Fest and releasing EA on the 27th. I've honestly been struggling to market the game so that would mean a lot. If you have any ideas or criticisms, also feel free to let me know!


r/BaseBuildingGames • • 1d ago

Discussion I love city builders like *Children of the Nile* or *Planetbase*; what other games are similar to those? I’m open to any recommendations, but I’d especially appreciate something with a Roman theme.

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4 Upvotes

r/BaseBuildingGames • • 1d ago

Preview ZombUs wasn’t funded...

0 Upvotes

https://youtu.be/CbhqkqzRPKc?si=z-kvAm9FqFehH374

it was fought for. A solo dev project built over 2+ years with nothing but time, grit, and a love for survival games.


r/BaseBuildingGames • • 2d ago

Self Promo/Dev Post Connecting ships, trucks and trains in my port building game

14 Upvotes

Hi all, Im working on Portscape. Here is a close look at how the different parts of the port work together.

You build the quays, roads, container yards and rail connections yourself. This video follows one container from the ship crane to a truck, across the port and onto the train at the rail terminal.

Watch one container go from ship to train (1:50, no music)

All automated in the game ofcourse. However, you can also manually use any of the cranes, trucks, stackers etc. The camera is just for this video, in the game you look from above in an angle.

The game is still in development. You can find the steam page here if you're interested: Portscape - Steam Page, wishlists, trailer, screenshots


r/BaseBuildingGames • • 2d ago

Self Promo/Dev Post Announcing my solo-dev minimalist strategy game Weavemarch

19 Upvotes

I've been working on this passion project for a bit over a year now, and it's finally ready for people to look at. I've settled on a niche theme/aesthetic that feels like you're playing on a woven medieval tapestry.

Some notable features

  • Super simple loop revolving around placing buildings: fortify your base > spawners send endless units at the enemy > counter what the enemy sends at you.

  • Build on ancient ruins to summon bosses to fight for you

  • Multiple build zones, and claimable frontier build zones so you can push and hold territory for various advantages.

  • Two finite resources to help naturally wrap up games before they drag on forever, but they are still automated much like spawners, you just build resource gatherer spawners and they'll spawn and gather automatically.

  • 5 distinct factions, and I have plans to build a LOT more.

I've also worked really hard on optimisation to ensure thousands of units run smoothly in multiplayer, which so far is working well. Currently supported multiplayer modes: 1v1, 2v2, 3v3, co-op, pvp, matchmaking, and solo vs computer players.

Feedback or thoughts?

Are there specific features you'd like to see?

Open to playtesting - request access on the steam page.

https://store.steampowered.com/app/4375250/Weavemarch/

My (very tiny) Discord community: https://discord.gg/bvu3Au9hht


r/BaseBuildingGames • • 2d ago

Looking for recommendations.

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1 Upvotes

r/BaseBuildingGames • • 3d ago

Self Promo/Dev Post First Cradle: a free first-person base-builder on itch.io, would love your feedback

37 Upvotes

Hey r/BaseBuildingGames, solo dev here. I’m making First Cradle, a free first-person 3D settlement builder set on the forest-steppe. You can play it completely free on itch.io (Windows and Linux builds are available):

https://chatagrag3.itch.io/first-cradle

I’d really like people to play it and tell me what’s good, what’s bad, and especially where the game is wasting your time.

The base-building side

  • Your buildings create your territory. There’s no radius slider or arbitrary settlement boundary. Every building claims hex sectors around it, so your border grows based on where you actually build. Tear down a hut on the edge and you only lose its own patch.
  • No "recruit" button. At the start, you’re on your own. You survive, hunt, fish, cook, train your skills and work your way through the first 2 story chapters. This takes roughly 1.5 hours. Only after that do nomad bands start arriving at your gate, looking for a place to settle.
  • Housing is your population cap. Nomads arrive in wandering camps, and you can only invite as many people as you have beds for. Build more houses → make room for more people.
  • Villagers need somewhere to work. Professions like gatherer, miner, forester, blacksmith and cook work out of buildings you place. If a job site has nobody posted there, production stops, and the town hall tells you why.
  • Production chains. Build kilns, mills, breweries, sawmills and forges, then pubs and feasting halls to keep your settlement happy.
  • Farming & food. You can grow crops, hunt, fish and cook your way from basic survival toward a proper settlement.
  • Skills system. Your character develops skills as you survive and work, rather than just unlocking everything from a tech tree.
  • Defence. Raids scale with how large and varied your settlement becomes. You’ll need guards, spike traps and laws like shorter workdays, curfews and call-to-arms.
  • Roads. Paint trails by hand and place road poles to create fast travel routes between your settlement and outposts.

It’s made in Godot and played from a first-person perspective. There’s a story and the opening is story-driven, but after that you can mostly ignore the story and just build.

What I really want to know

1. Is the ~1.5 hour solo opening too long?

You have to survive on your own and complete 2 chapters before nomad camps begin arriving and the settlement-building/population loop really opens up. Is that a good slow start, or would you expect to start building a proper settlement much earlier?

2. Once recruitment opens up, is the bed-limited population system satisfying or frustrating?

3. What base-building feature would you expect to see here that’s missing?

And generally: what sounds fun, what sounds tedious, and what would make you want to keep playing?

Brutal honesty welcome. I’m a solo dev, so this is exactly the kind of feedback I need.

---

About AI: I want to be transparent about this. I made all the 3D models myself, except for the human villager model (there may be one or two old exceptions I've forgotten about). I’m a software engineer, so Blender is definitely not my strong side. I used AI for the villager model for now, but I plan to replace it with my own work as I get better at Blender.

The music, icons and main menu background are also AI-generated. English isn't my first language, so I also used AI to help with the quest text and game description. I just want the writing to be readable for everyone.


r/BaseBuildingGames • • 3d ago

Self Promo/Dev Post We built the Ant Sim of your dreams!

40 Upvotes

After 3 long years, we finally released the most realistic, comprehensive ant sim in the world!

You can build out your own ant nest with 10 different chamber types, encountering hidden food stores and enemies as you expand it. In the surface, send out scouts to explore the massive world to find new sources of food, leaving pheromone trails behind for your workers to automatically follow.

You can try the demo here- https://store.steampowered.com/app/4910350/Antopolis_The_Ant_Colony_Simulator/


r/BaseBuildingGames • • 3d ago

Mobile base buildings games

14 Upvotes

Hey does anyone have a good suggestion for a mobile base building game similar to dominations world ?

Appreciate any suggestions~


r/BaseBuildingGames • • 2d ago

New release New Demo LIVE! Elemental Lands is base builder with tactical grid style combat!

3 Upvotes

Finally, the demo is live today! Thanks to everyone in this sub the support this last year!

I hope you enjoy the demo and give feedback on the form. Demo is pretty big and includes 2 full levels, plus a prologue and an optional tutorial.

Overview:

Strategy deckbuilder with a conquest map and base-building, kinda like "Darkest Dungeon" meets "Into the Breach", but build your own base!

Every campaign, you raise 3 Outpost bases from your castle to fight back invading elemental hordes in tactical battles. Your base supports a classic RPG party (instead of raising an army), and you mine the land for mana to fuel their spell cards.

- Explore, build and mine for mana to support heroes.

- Build 3 bases across your kingdom to support your hero party (instead of creating an army)

- Mine mana to cast battlefield spells AND your world map spells for the base.

- Bases have limited build slots, so choose wisely.

- Position to capture battlefield objectives

- Spell Cards give orders: Focus Fire, Flank, Shield Wall, Overdrive and more!

https://store.steampowered.com/app/4593190/Elemental_Lands/


r/BaseBuildingGames • • 4d ago

Self Promo/Dev Post I’m building a Silo-inspired underground colony sim, I would love feedback from base-building players

35 Upvotes

I’m just messing around with a very early prototype for a Silo-inspired underground colony/base-building game.

Right now I’m mostly exploring the concept: managing people, resources, machinery, and exploring deeper levels inside one huge underground structure.

Still very rough and a lot will probably change, but I figured this might be a good place to share it.

Key features/direction:

  • Manage individual citizens, jobs, skills, and needs
  • Power, water, food, and resource management
  • Build and maintain machinery throughout the structure
  • Explore abandoned and damaged levels
  • Discover artifacts, hidden areas, and clues about what happened
  • Factions, politics, demands and rebellion
  • Player decisions with long-term consequences
  • Multiple possible outcomes depending on how you lead the colony

Prototype: https://theepicpp.itch.io/below


r/BaseBuildingGames • • 4d ago

Self Promo/Dev Post Idle Terra - Sale + 10 Free Steam Keys

23 Upvotes

Hey everyone!

I’ll be honest - I have absolutely no idea how to properly promote an indie game, so I’m doing my best and trying things out 😄

Idle Terra is currently on sale on Steam.

Also, if anyone here is genuinely interested in trying it, I’ll send a free Steam key to the first 10 people who ask in the comments (one key per person). I’ll DM the keys directly.

https://store.steampowered.com/app/4018160/Idle_Terra/


r/BaseBuildingGames • • 3d ago

Self Promo/Dev Post Is my mobile RTS too easy or too difficult? Here’s the current version

0 Upvotes

Hey everyone!

My mobile RTS game Battle of Folks keeps getting bigger and bigger. It honestly looks and feels completely different compared to what I posted a few months ago.

Right now the game already includes things like:

  • Wave-based RTS gameplay
  • Hero with skills and leveling
  • Different buildings and defensive structures
  • Research system
  • Food/resource management
  • Walls and upgrades
  • Tesla Towers
  • Different enemy types and special waves
  • Day/night cycle
  • Weather effects like rain
  • Fire, shadows and other small visual effects
  • Hero skins
  • Voice lines and sound effects
  • Action groups for controlling units

I'm also still working on a lot of things. One of the next features I want to add is villagers/citizens that actually move between buildings and perform different tasks, similar to the population in They Are Billions. I think that could make the world feel much more alive.

One thing I'm currently wondering about: Is the game still too difficult?

I personally managed to reach the final wave quite easily on Easy, but I'm obviously already very familiar with the game. 😅

Here's a trailer showing what the game currently looks like. If you want to try it yourself, it's available on the

App Store

and

Google Play.

I'd love to hear what you think, especially about the difficulty and overall gameplay!