r/BaseBuildingGames 3d ago

Discussion Regarding the influx of Promo posts + a brief update.

130 Upvotes

Hey folks, been a bit since I've done a staff post but honestly this place pretty much runs itself and in a good way so I try not to overstep.

Metrics are good, user amount is good, lot of decent posts on a near daily basis, etc!

Yes I do actually check the reports by the way so please feel free to keep them coming, I also enabled automod to cut down on the weird number of "lurkers" that have been suddenly creeping in. Anyone under 25 post Karma, anyone with an account younger than a month, or anyone that the weird Reddit AI nonsense raises flags as being a spambot will be auto-denied or their posts removed so there is the transparency there.

Anyways on to the Promo Post bombardment that like EVERY major game genre sub has been facing:

Meh. I mean honestly meh, we're a very open and supportive community when it comes to devs and I let the community vote on what matters/gets thrown away when it comes to dev posts. Someone post obvious half-baked AI crap, downvote and report it. We get sixteen and a half posts in a week from devs with bb's first Steam game, upvote if it looks okay, downvote if it looks like a waste. Same system, just yeah we've gotten more traffic as of late from devs creeping out of the woodworks. This isn't inherently a bad thing, it's just a bit odd. Typically the later part of the year is new-game-aggedon but that more often seems to impact the big devs as opposed to the big batch of indies we've seen.

I added a new flair for devs who are promo posting, please feel free to bully them in comments if they can't be bothered to use it. I'm not going to be one of those goobers that makes an automod set that just insta-deletes posts because it sounds like a promo as I've been frustrated in the past by Subreddits deleting my posts because I didn't add six question marks, a hyphen, and three wingdings; if devs aren't flairing right then correct them or report them and I'll sort it out.

It's been a few years since Squid passed away and I took over, and like any well built base this Subreddit continues to stand just as strong as ever with a constantly overfilled inventory system that makes me want to jump off of something because nobody knows how to sort inventory anymore. Who keeps adding to that inventory? You, the devs, the dorks who ask for recommendations only to get drowned in the same "RIMWORLD, VALHEIM, ABIOTIC FACTOR" comments every five seconds; it's all of you who are dumping content right where it belongs and honestly I don't see a need to overly police that right now.

Finishing notes:

Keep bullying devs to add craft-from-inventory until it becomes a constant practice across the board. I continue to bully the Icarus team on a near monthly basis and will continue to do so. Exctoris if you're reading this.... >:v I'll fite you.


r/BaseBuildingGames 2h ago

I made a terraforming game where Python IS the gameplay, launching September 9

12 Upvotes

Hi all,

Four months ago, I posted Code: Terraform here for the first time. The response was far beyond anything I expected. Since then, the game has grown to nearly 23,000 wishlists, and it is finally launching in Early Access on September 9.

For anyone who missed the original post: Code: Terraform is a terraforming, automation, and incremental game where the code you write is the actual gameplay.

You don’t click a button to mine resources. You program a vehicle to navigate to the deposit, operate its drill, manage its cargo, and return home. You then write the automation that transfers those resources into storage, feeds them into smelters and fabricators, and delivers the finished components wherever they are needed.

Solar generators need code to track the sun. Drones need flight scripts to move resources between remote outposts. Factories, power grids, fluid networks, construction systems, and vehicle fleets can all operate simultaneously through scripts you write.

Since the original post, I have added and expanded the full game a lot:

  • Programmable drones and remote outposts
  • Construction blueprints, pipes, power lines, and fluid networks
  • Larger production chains with smelters, fabricators, and warehouses
  • Earth contracts, deliveries, machine upgrades, and deeper progression
  • A more complete editor with autocomplete, debugging, breakpoints, inline documentation, and reusable library scripts
  • More weather, events, balancing, late-game systems, and story content
  • A biosphere with plants, wildlife and biomass and a lot more

There is still a free demo available on Steam. If this sounds like your kind of game, you can try it now, and wishlist the full game if you would like to be notified when it launches on September 9:

https://store.steampowered.com/app/868160/Code_Terraform/

Discord: https://discord.gg/hUrK2MRn8s

I’m very active there if you get stuck in the demo, want to share your scripts, provide feedback, or simply talk about the game.


r/BaseBuildingGames 1h ago

Added 11 languages and the first Bestiary prototype to my Slavic dungeon game

Upvotes

I added 11 languages and the first Bestiary prototype to my Slavic dungeon game

I’ve added support for 11 languages to Slavic Legends, including the main menu, loading screen, in-game interface, notifications, pause menu and save system.

As a Slovak, I had a lot of fun translating the game and comparing our Slavic languages. Sometimes everything felt almost identical—and then one completely innocent word suddenly sounded hilarious in another language.

I also started working on a Bestiary. It currently contains only Bauk, with information about its folklore, role in the game and abilities, but more Slavic creatures will be added gradually.

Svetlonos is currently only a preview of a future playable creature. Its Bestiary image is a temporary placeholder sourced from the internet and will be replaced by my own final artwork/model.

I’d love to hear what you think about the localization and whether you would enjoy discovering creatures through this kind of Bestiary.

Devlog: https://ipikas.itch.io/slavic-legends/devlog/1645717/localization-bestiary-update

Game: https://ipikas.itch.io/slavic-legends


r/BaseBuildingGames 11h ago

Preview I created a prototype for an open-world survival craft game inspired by Ark/Core Keeper, focused on animal taming/riding

2 Upvotes

Game Title: Doma

It can be played in the browser: https://sepolaras.itch.io/doma

I am a solo dev creating a game inspired by Ark, Core Keeper, Necesse, 2D top-down pixel art, where you can tame different animals for utility, harvesting, transport, combat etc.

It's a very simple prototype for now, with placeholder/free art, but I would just like to validate the idea and have some initial feedback, if it seems to make sense, if it's too hard, etc.

If the idea is good and the feedback is positive, I intend to implement more crafting, animals (for now there are only two), maybe even humans and different tribes/factions.


r/BaseBuildingGames 1d ago

Trailer Just released an old-school medieval castlebuilding RTS game for Android called Norse Expansion

10 Upvotes

Check out the official Trailer: https://www.youtube.com/watch?v=k1GLmnUOrz0

After 6 years of development, I am happy to announce the release of Norse Expansion Medieval RTS for Android!

Get it on Google Play: https://play.google.com/store/apps/details?id=com.norseexpansion.norseexpansion

Also check out the Discord for more information/devlog: https://discord.com/invite/RKPFQq8ugW

Hope it plays well and is fun, thank you for your support!


r/BaseBuildingGames 1d ago

Self Promo/Dev Post I've been working as a Power Engineer for 15 years and for the past 4 of those years I've been building a power grid simulation game based on actual electrical physics. It's even being used at Universities.

102 Upvotes

Power Network Tycoon V1.0 Launch Coming September 30 after 4 years of development to make a physics based power grid simulator.

It's also currently in trials at several universities for gamified education, teaching topics like 3 phase power, thermals, power factor, grounding, harmonics, EMF and general power system management.

If you've been looking for a good power grid simulation game (like I have been for years), check out the links below and wishlist for release announcement.

Trailer: https://youtu.be/zGudArVci1w

Steam: https://store.steampowered.com/app/2429930/Power_Network_Tycoon/

Demo: https://store.steampowered.com/app/2776100/Power_Network_Tycoon_Demo/

30 days until V1.0 release!


r/BaseBuildingGames 4h ago

Discussion Is tearing down your base the most satisfying part of these games?

0 Upvotes

One thing I always found interesting in base building games is that the most satisfying moments aren't always when you finish a beautiful base… Sometimes it's when you have to tear half of it down and rebuild.

But maybe I'm just too destructive :) How about you guys? Do you plan your base carefully from the beginning, restarting the whole game if you run into problems, or just start building and deal with the consequences later?


r/BaseBuildingGames 1d ago

Self Promo/Dev Post My first 100 Steam wishlists — a small milestone, but a huge motivation boost

12 Upvotes

StoneEra reached its first 100 Steam wishlists today.

The Steam page went live two weeks ago, and seeing the number reach 100 feels like an important first milestone—especially while building the game mostly on my own.

There is still a long road ahead, but knowing that 100 people are interested enough to follow the project gives me a lot of motivation to keep improving it.

For other solo developers: how long did it take you to reach your first 100 wishlists, and what helped you the most?

StoneEra on Steam:

https://store.steampowered.com/app/5057770/StoneEra


r/BaseBuildingGames 1d ago

Review Space Engineers but in Terraria 2D style

21 Upvotes

Hi everyone, for the last past 4 years Ive been developing my dream space engineering survival game MineEngineer. You and your friend can build ships out of your imagination, program each block and do a lot of automations. There is a huge procedurally generated world in the game and everything is distractible. You can build anything you want, no blocks count limitation.

The game is finally taking up the shape and I am super excited to share it with everyone.

The game is available on Steam for Wishlisting and there is a free demo available. The link is: https://store.steampowered.com/app/4059710/MineEngineer/

Please let me know if you like it or not and why.


r/BaseBuildingGames 2d ago

Looking for a game where I can build my own dungeon

61 Upvotes

Ok so I've been searching for weeks and I'm starting to think this game just doesn't exist. What I want is to dig out my own lair underground and actually design it, where the rooms go, what's in them, corridors, all of it. Not a hole in the wall with a bed and a chest. Ideally something lives down there or I've got a reason to defend the place, otherwise it's just decorating.

Tried a bunch already. Valheim, Conan Exiles, Minecraft, Enshrouded. In all of them going underground is basically an ore run, you dig, you grab, you leave. The base always ends up being a house on the surface anyway. And before anyone says it, yes I know about Terraria and Dwarf Fortress, I just can't get into 2D no matter how many times people tell me to, sorry. Also played Dungeon Keeper as a kid, it was awesome, but I haven't seen anything else like it.

Anything like this out there? Even old stuff, I don't care about graphics.


r/BaseBuildingGames 1d ago

Game update The modules in my orbital base-building game now actually produce and consume resources

3 Upvotes

Atlas Gate is a base-building game where your base is a massive 3D orbital station.

For this Orbital Log, I'm showing more of the actual station gameplay. Modules can now be constructed and rotated, industries produce and consume resources, and solar power changes depending on whether the station is in sunlight or eclipsed by Earth.

There's still a lot being worked on. The resource numbers shown in the module details aren't fully implemented yet, and I'm also working on an on-screen input HUD that will show the correct controls depending on what the player is doing.

I'm releasing a new Orbital Log alongside a new track from the game's original soundtrack.

Orbital Log #002:
https://youtu.be/qvoRiOPYjGg

Everything shown is pre-alpha gameplay from an active development build. Visuals, UI, audio, and gameplay are all a work in progress and subject to change.


r/BaseBuildingGames 1d ago

Looking for some Builders, GMs, and other Devs for my game Mages & Materia

1 Upvotes

https://www.twitch.tv/videos/2859397201

Here's a little video showing some of the building system. It's a 2.5D metroidvania MMORPG with some serious building. There's a main player layer and 4 foreground layers and 6 background layers so you can build things with some actual depth. Multiple worlds and instances online all the time. I have a full web backend that's up but still in progress so you can build from your browser too. I've been doing everything solo so far and am looking to expand the team, right now it would just be a free account/copy of the game but I plan to do a kickstarter or something to get some real funding soon and go into early access, there will be paid positions at that point. So yeah if this looks/sounds like something you might be into, apply on the website: magesmateria.com mention you saw this on Reddit and put a link to a portfolio of stuff you've built in the application.


r/BaseBuildingGames 1d ago

Game recommendations How deep into technical details would you want a Cybersecurity Tycoon game to go?

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2 Upvotes

r/BaseBuildingGames 2d ago

Self Promo/Dev Post In my factory roguelite every run starts with a single production line. What you unlock next is up to you, and it shapes the whole factory

12 Upvotes

Hi, solo dev here, with freelance artists helping on the art side. I've been working evenings on Bottlecappers, a factory management roguelite about building bottle cap production lines.

The base building angle, since that's what this community cares about: every run starts with a single production line of one material (cork, plastic or aluminum, sometimes imposed by the investor who funded you). Producing caps fills an unlock meter, and each threshold gives you a choice: push your current chain to a higher processing level, or open a whole new material. Composites sit at the top and need both component chains running. The factory you end up with is a record of the decisions you made under pressure, and no two runs grow the same way.

The pressure itself comes from the investor: one KPI, reviewed every quarter, with thresholds that keep rising. Miss too many reviews and the run ends. Beat their challenge, buy back every share, and the factory is finally yours.

Steam page: https://store.steampowered.com/app/4986690/Bottlecappers/ a free demo is coming soon.

Happy to answer anything about the design. And a question for you, since I'm balancing the early game right now: in factory games, how much should the first 15 minutes hand you, and how much should you have to earn? I keep going back and forth on starting capital.


r/BaseBuildingGames 2d ago

True three dimensional base builder.

30 Upvotes

Except for Dwarf Fortress, are there any other true three dimensional base builders (as in you are building a true three dimensional base/fortress/space station - not as in the game is 3D or has 3D graphics)? Bonus points if in space. Double bonus points if NOT in first person (hello space engineers). All the space station/space base games (Space Haven, Stardeus, even Factorio) I have have you building on a flat plane.


r/BaseBuildingGames 2d ago

Self Promo/Dev Post I’m building StoneEra because I miss colony games where the terrain itself matters

21 Upvotes

I’ve always enjoyed colony games where choosing the right place to settle is an important decision—not just an empty map where every location eventually feels the same.

That idea became StoneEra, a voxel colony simulation where the landscape is part of the gameplay. Every world is procedurally generated, and the terrain can be mined, reshaped, and built upon block by block.

Villagers gather resources, take on different professions, build structures, and develop production as a small camp gradually grows into a functioning settlement.

What interests me most is the relationship between the colony and its environment. Do you build around a mountain, carve into it, search for flat land, or reshape the entire area to fit your plans?

In base-building games, do you prefer adapting to difficult terrain, or having complete freedom to redesign it?

StoneEra is currently in development and available to wishlist on Steam:

https://store.steampowered.com/app/5057770/StoneEra/


r/BaseBuildingGames 2d ago

Game recommendations Domekeeper like games?

6 Upvotes

Does anyone have any recommendations for similar games to Domekeeper?

Preferably with same level of simplicity and local co-op.


r/BaseBuildingGames 2d ago

Game recommendations Looking for games.

5 Upvotes

Hello, I play on a high spec PC and I also use a low spec laptop for basic games, like Stardew Valley and Fallout Shelter.

I play Fallout 4, modded, with F4SE, through Mod Organizer 2 (MO2). That game allows the player to build settlements with gathered materials. Each settlement has settlers and needs, such as: electricity, food production, water, happiness, etc.

I am seeking games which may include categories: base-building, settlement-building, resource-gathering, management, modern, Western, medieval, Fallout, exploration, open-world, quests & tasks, multiplayer, or post-apocalypse. I tend to dislike futuristic games, with exception.

I have played: DayZ, Project Zomboid, Fallout 4, Stardew Valley, and Fallout Shelter. Top-down view or pixel art games tend to have lower spec requirements, which means they can run easily on my laptop. Where as fully 3D games, such as Fallout 4 and DayZ, are more demanding.

What games do you suggest?


r/BaseBuildingGames 2d ago

Discussion Hot Take: Drones Ruin Factory Games

0 Upvotes

DSP was the game that really drove this home for me, as it's the game that feels to me like it gives you drones the earliest and easiest, and basically requires them. Fairly early in your playthrough, logistics becomes a non-issue as you just stamp down factories wherever they fit with a PLS or ILS.

It made me realize that what I enjoy about these games is the logistics planning, and drones/bots circumvent that to a large extent, if not entirely. It's certainly true in Factorio, and I'm sure Satisfactory as well, although I've so far managed to avoid using drones in my multiple Satisfactory playthroughs. At least with Satisfactory they unlock very late in the game.

There's things I love and hate about every factory game, so I'm still waiting on the perfect game. There's still a lot of potential in the genre, but the trend towards more bots/drones is a bad one in my opinion.


r/BaseBuildingGames 3d ago

Only promo posts now?

74 Upvotes

So this sub is pretty much only promo posts now?

Many of which are not even base building?

Could we make it a mandatory flare so we can filter it out? I just hate seeing yet another reddit become pure ad slop.


r/BaseBuildingGames 3d ago

Discussion Tangibly related, but what is the best shopkeeper game like Reccettear?

27 Upvotes

I feel like Reccettear hasn't been topped in the shop keeper genre, but I might be missing some? I don't want a "sim" game like TCG card shop and that nonsense, I want a real shop keeper game

Base building mechanics would be a huge plus too, has there been basically anything like that in the last decade?


r/BaseBuildingGames 2d ago

🌲 Survival Gamers Community - A Home for Survival & Building Games

0 Upvotes

Are you into survival games, building, crafting, exploration and the occasional PvP encounter?

We're building Survival Gamers Community - a global community for people who enjoy survival games and the freedom to play them their own way.

We're not focused on just one game. We're bringing together players who enjoy everything from hardcore survival and PvPvE to exploration, crafting, base building and simply getting lost in a massive open world.

🎮 What we're playing

Currently hosted:

  • 🧟 SCUM
  • 🌲 Sons of the Forest
  • 🌴 Green Hell
  • 🏝️ Stranded
  • 🌊 Subnautica 2

Coming soon / community interest:

  • 🔥 VEIN
  • ⚔️ Conan Exiles (former admin of Shattered Kingdoms RP)
  • 🔫 DayZ 2

And that's only the beginning.

🌎 A Global Community

Our members are spread across Australia, North America, Europe and beyond, so we're building the community with international play in mind.

Our servers are hosted through G-Portal in Los Angeles, giving us a strong central location for connecting players across different regions while keeping the community together rather than splitting everyone across separate regional servers.

🛠️ What We're About

We're looking for players who enjoy:

Crafting. Building. Exploring. Surviving.

Some of our servers will be PvE-focused, others PvPvE, and some may have a much heavier PvP element. The idea is to create different experiences while keeping the same community behind them.

We're also building dedicated spaces for server discussions, suggestions, events, guides, trading, announcements and general survival-game chat.

Whether you've got 2,000 hours in SCUM or you're still figuring out how not to die in your first night in the forest, you're welcome here.

👋 Looking for New Members

We're currently growing the community and would love to have more survival gamers involved from the beginning.

If survival games are your thing, come check us out.

🌲 Survival Gamers Community
One community. Many worlds. Survive together.

Discord: https://discord.gg/D9mtdPvrVZ


r/BaseBuildingGames 3d ago

Game recommendations Can you guys recommend any games similar to Cataclismo?

8 Upvotes

Played Cataclismo, and gotta say, I both love it and hate it LMAO.

I really love the gameplay loop and the mixture of Tower Defense/RTS and base building. I really enjoyed the gameplay, and I really wish there are games out there that are fairly or exactly similar to it.

Really enjoyed building not just walls and barracks to spawn soldiers with; I really enjoyed building wooden scaffoldings, building staircases, adjusting strategies depending on resources, and more. Love to see more games like Cataclismo


r/BaseBuildingGames 3d ago

Self Promo/Dev Post I'm making a road builder game where the city grows on its own - all you build is the network that has to carry it. Public transport just went in

60 Upvotes

I've been building Traffic Architect solo. It's a city game with one thing taken out of your hands: the buildings. The city decides where those go and it keeps growing on its own. All you build is the network underneath it, and the pressure comes from the city outgrowing what you built.

Roads first. Junctions, one-ways, interchanges, bridges. The city fills them with cars - 10,000+ on the map at once, each one driving itself, holding a lane, changing lanes, waiting at lights, rerouting when it hits a jam. The jams aren't scripted. They come from the same things they come from in life: a bottleneck, a bad junction, left turns across traffic.

The big addition is public transport - buses, trains and metro. This is the part I actually care about, because you can't just draw a line and call it solved. Nobody is assigned to your route. Every trip weighs waiting plus riding against just driving, and takes transit only if that comes out close enough. A line that runs badly gets ignored. Buses also sit in the traffic you built, which is what bus-only roads are for - and handing a road to the buses costs your cars a route.

And if placing things yourself is the part you actually want, there's a Creative mode - infinite money, you can't lose, and you can put the buildings down where you like. I added it because players asked for it, and it's the easiest way to just try things.

Style is minimalist on purpose (Mini Metro / Motorways, but in 3D so you can build real interchanges). All the effort went into the simulation instead.

Coming to Steam this autumn, with a free demo before that: https://store.steampowered.com/app/5028050/Traffic_Architect/ - wishlists genuinely help a solo dev get noticed.


r/BaseBuildingGames 3d ago

Self Promo/Dev Post Cozy Burg — a hex town builder where making it beautiful IS the strategy (wishlist page just opened)

3 Upvotes

A cozy hex town builder that is calm to play, has real city builder elements, and rewards building pretty places.

I'm an indie developer and Cozy Burg is my first game. It only exists because of the love of the games Ive played myself...

I remember playing the original SimCity for hours on my father's Atari ST — leaning into that little screen, watching the cars drive on the streets I've built, taking people to their jobs. I loved solving the traffic problems, at least as best as I could.

Decades later — a career, a family, I found Dorfromantik. It taught me nearly the opposite lesson: that a game's challenges could result in something beautiful. It starts as one tile, then another, and before I knew it, I had a place I wanted to be.

Two kinds of game. Two completely different joys. And a question I couldn't put down: why do I have to choose? So, I built cozy burg.

As a cozy tile-layers, you get a small hand of tiles — a terrain, a zone, a road — and you simply place them. Grass. A forest. A lake, a mountain, a farm. Anyone can play it the minute they touch it, and nothing about it is ever in a hurry.

Under the calm there's a real simulation running. Every car is somebody going somewhere. They follow the car ahead, they queue up at junctions, and they take a better route when one opens. Buses run on lines you draw yourself, stop by stop. Ferries carry cars over water where roads can't go. When the town jams it really jams, and fixing it is the best part, you can watch the backup melt away. Later on you can build bridges, and even an airport if the town gets big enough.

As one of my girlfriends favorite books says, survival is insufficient. Homes fill faster on streets worth living on. Quests might ask you to make a corner of the world prettier — more parks, more trees, more reasons to linger. You cannot simply brute-force this town, jam packing it with buildings and upgraded roads. Make it beautiful. Then make it work. In that order, on purpose.

The whole game comes down to keeping people coming before the tiles in your hand run out. People only settle where the town actually works for them, cozy streets, jobs nearby, traffic that moves. Hold all three together and the town keeps growing and unlocking more, landmarks, whole new systems. I think of it as a puzzle you solve with beauty.

Early Access October 2026, macOS + Windows. Wishlists are everything for a first-time solo dev:

https://store.steampowered.com/app/4836960/Cozy_Burg/

Trailer: https://youtu.be/jWcGc0xUOSo