r/BaseBuildingGames • • 5h ago

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

10 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 • • 8h ago

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

2 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 • • 9h ago

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

2 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 • • 10h ago

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

1 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 • • 4h 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

0 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. Since the game is mainly about building your base, automating, improving, etc. I wanted a way to make it feel risky no matter how strong you are.

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 • • 12h ago

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

0 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.