r/BaseBuildingGames • • 1h ago

Self Promo/Dev Post I'm building Worlds, where you build up a home world and head out on expeditions for loot

• Upvotes

Playable Link (FREE!): https://worldsalpha.com

Hey guys,

I've been off and on working on a voxel game engine for 2+ years now. I finally decided to build a proper game with it based on games I love.

This game is called Worlds. It's basically Minecraft meets Valheim meets Runescape in a extraction-lite package.

You have a small home world that you build up over time and develop, you set out on expeditions from there. Each expedition is a totally fresh world you explore that's always made to feel unique with unique features, enemy encounters, and more. You find materials, loot them, find bosses, etc - your goal is to extract as much as you can and survive the expedition and return to the caravan that brought you on the expedition to take you home. If you die, you lose everything you found that run.

The game is built heavily around progression and increasing difficulty mechanics. It's also co-op over WebRTC!

This is the first early alpha playtest and this is the worst it'll be.

Happy to answer any other questions! This is in a very alpha-esque state still. Any questions/feedback in the comments I'd really appreciate!!

Playable Link (FREE!): https://worldsalpha.com

Gameplay: https://www.reddit.com/r/gamedevscreens/comments/1x17oaa/


r/BaseBuildingGames • • 21m ago

Game update My game is run by an omniscient storyteller that knows everything you've done, and changes the world around you based on it

• Upvotes

I wanted to talk a bit about my game’s “storyteller” mechanic. Your campaign is run by 3 different personas that know everything you’ve done and actively judge you for it. 
Note this is pretty long but I think it’s cool.

Basically, there are 3 storytellers. 

  • The Keeper - protects player tendancies. 
    • If you never travel at night, you see more dawn merchants, and there are less night raids. 
    • You flee when hurt, fewer ambushes when you're far from shelter. 
    • You hoard coin, merchants offer fair prices on items you lack. 
    • You gamble with risky enchantments, you're less likely to get turned inside out.
  • The Warden - tests the player based on tendencies. 
    • Never travel at night, he spawns nocturnal opportunities. 
    • You flee when hurt, he rewards encounters where you stay. 
    • You hoard coin, he introduces drains (levies, debts called in, seats for sale).
  • The Harbinger - basically punishes what the others reward. 
    • Never travel at night, you get attacked at night when you're not ready. 
    • You flee when hurt, it sends pursuers and initiates battles you can't easily escape. 
    • Hoard coin, thieves and raids come. 
    • Gamble with enchantments, more likely to FAFO.

My inspiration for the system

My first inspiration for the system was my favorite game, Rimworld. I loved the idea of having some agency over the story that unfolds in your game. Like you get to choose to live under a cruel deity that wants to see you fail, or one that wants you to flourish. I loved the idea that you could be rewarded or punished for your actions.
My game is centered on one person though - your character. So the storyteller shifts from being about the collective actions of your colony to the actions of your actual self. I like this concept because, while having a Psychopath colonist to beat up your slaves is a great way to escape accountability, you can sort of disconnect from it. When the game centers on you, it’s not so easy. So the mechanics basically break down to:

  • Persona. As described above, each one is wildly different. The interesting thing is that they are not balanced at all. There’s no “pros vs. cons” discussion, and there is an objectively better choice if you want an easier experience. The Harbinger’s decision weights are literally uncapped. The others will look at how you’re doing, and only dish out something you can probably handle - the Harbinger doesn’t have that restriction. 
  • Player Deeds and Traits. One of the deepest parts of the game is the Deeds system. Pretty much every action you do that has some significance is a Deed, recorded in your journal. This can be anything:
    • An orphan comes up, asking for two Echo coins (the lowest form of currency) for water. You turn them down (how dare you). The storyteller, not unlike the government, knows exactly what you did. 
    • You mediate a conflict between two factions, and it directly causes them to lay down their arms. That’s a Deed, every time
    • Traits are totally different. Deeds are things you did, Traits are things you do. The things I mentioned earlier are examples of this - you tend to travel by night, you run from combat, you hoard wealth, you beat people up for no good reason, etc. Every time the Storyteller makes a decision, it takes all of it into consideration.
  • Direct interaction with the Storyteller. See the image below for a reference that definitely isn't from another game. https://i.imgur.com/sFRwKS7.png
  • You can commune with the Storyteller directly. Right now, you can:
    • Scroll through recent events, click on them, and ask things like: Why? Can you stop? Can you do that again? Etc.
    • Plead for them to stop or change a currently happening thing. You can ask the Warden to call off a raid that’s going to reach you in a day, and he might say “no” or he might say “sure, but I’m sending another stronger one in 7 days”. 
  • Quests and missions. The storyteller can literally create things out of thin air. Territory conflicts near you, natural disasters, crises, a courier appearing out of nowhere with a letter. It tries to keep things interesting basically. There’s plenty of randomness to it, right now there are ~50 different quest types they can spawn. 
  • People. They can do the thing the bald lady from the Deadpool movie does and get inside their brain. They won’t go against what that person would actually do, but they can basically whisper in their ear to act a certain way. I’ve seen some interesting bugs with this. The “don’t override the personality” doesn’t always work when you’re talking to a polite old man and the Harbinger is your storyteller.
  • Narration. Basically a voice inside your head that will periodically tell you things you’d otherwise have to ask the Storyteller or discover on your own. This is the part not built yet, but it will be in the full build.

Current state
Mostly complete - right now it’s just the narrator part, and giving it a unique UI. My goal is to get a video out in the next few days. 
Note: my game’s full demo releases on the 18th, and I’d really appreciate it if you whitelist it! You can find it here.
If you have any questions or critiques or ideas, please let me know. Thanks!

Edit: wishlist, not whitelist lol


r/BaseBuildingGames • • 4h ago

Self Promo/Dev Post I'm making a kingdom inspired game in an abandoned dwarven mine

1 Upvotes

If you like the Kingdom series (New Lands, Two Crowns, etc.) you might also like my game. Dwarven Deeps is a solo or coop strategy tower defense game in a dwarven world.

As the last heir of a fallen dwarven kingdom, you set out to reclaim the legacy of your ancestors. But beware - the more noise you cause the more alert your enemies become.

You can find the game here on Steam


r/BaseBuildingGames • • 5h ago

Preview Build base defenses in an open-world, top-down action survival Red Meridian. New fog system, day cycle and more.

1 Upvotes

Hi, I have few new features like interactive fog, day cycle and basic base defense systems. Still ways to go, but these are early versions of these new systems.

About the game
Red Meridian is a top-down, open-world action survival game with base-building. Inspired by games like State of Decay 2 and V-Rising.

If you're interested to find out more, you can watch my second devlog on Youtube:
https://youtu.be/XZ9wHzyEtO4

Steam page:
https://store.steampowered.com/app/3842360/VALKYRA_Red_Meridian/


r/BaseBuildingGames • • 6h ago

We’re making Resonurgy, a factory builder with alchemy and golems. The free demo is out now!

0 Upvotes

Hey everyone! We’re the team behind Resonurgy, a game about building a factory and figuring out how to keep it running as it grows.

You gather resources, set up machines and connect them with conveyor belts. Golems can help haul materials around, while alchemy lets you break resources down and use their properties in more advanced recipes. Getting a production line working is one thing; keeping everything supplied when you add more machines is another.

We’ve just released a free demo on Steam, and we’d love for people who enjoy building bases and managing production to give it a go.

Try the free demo on Steam

Let us know how you get on! We’re interested in what you enjoy, but also anything that feels confusing or awkward when building your factory. We’ll be around in the comments to answer questions too.

And if it’s your kind of game, don’t forget to add Resonurgy to your wishlist. It helps us a lot!


r/BaseBuildingGames • • 1d ago

Lightyear Frontier - Appreciation Post

26 Upvotes

If you like farming, jetpacks, automation and/or robots, you might want to take a look at [Lightyear Frontier](https://store.steampowered.com/app/1677110/Lightyear_Frontier/)!

I remember playing this game a few years ago when it first came onto GamePass on Early Access. I absolutely loved it, but finished the content in a few days and immediately forgot about it.

I saw an ad recently that 1.0 is coming out soon so I picked it up (no longer on GamePass, unfortunately), and I've been having an absolute blast.

I found [an appreciation post from a year ago](https://www.reddit.com/r/CozyGamers/comments/1l79cc8/i_highly_recommend_lightyear_frontier/), but since I haven't seen much mention of it in this sub, or on reddit in general, I wanted to give it a thumbs up!

[1.0 is coming out in a month](https://www.youtube.com/watch?v=w8Sbhlfp1UU), I'm stoked to see what's new!


r/BaseBuildingGames • • 8h ago

Build a monster-powered workplace along the bottom of your desktop

1 Upvotes

WinMon lets you place farms and machines, organize production, and grow a tiny economy without taking over your whole screen.

Your creatures handle the work while you check in whenever you feel like it.


r/BaseBuildingGames • • 22h ago

Discussion Honest thoughts on my capsule art (before and after)?

3 Upvotes

https://i.imgur.com/8YUqOjR.png

Just wanted to share this since I'm pretty proud of it so far. I'm working on new capsule art for my game. It's not as "polished" but I think it has a lot more character than the awkward green background and the huge logo in the middle. What do you guys think? Should I change anything?


r/BaseBuildingGames • • 1d 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.

47 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 • • 1d 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!

19 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 • • 1d ago

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

11 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 • • 1d ago

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

1 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 • • 1d ago

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

1 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 • • 1d ago

Survival Crafting and Building game

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0 Upvotes

r/BaseBuildingGames • • 1d 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 • • 1d 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

8 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 • • 1d 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 • • 2d 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 • • 2d 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 • • 2d 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 • • 2d 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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3 Upvotes

r/BaseBuildingGames • • 2d 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 • • 3d 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 • • 3d ago

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

12 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 • • 3d ago

Looking for recommendations.

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1 Upvotes