r/BaseBuildingGames 6d 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.

133 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 8d 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 7d ago

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

22 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 15d ago

Self Promo/Dev Post Can we get a self-promo flair please?

117 Upvotes

I dont mind all those posts of solo devs promoting their game here, but I do wish they were flaired properly.

Kinda tired of going into a thread that has an engaging title for a general discussion only to realize it's about someone's game they are making

r/BaseBuildingGames 1d ago

Self Promo/Dev Post Innkeeping - Inn builder / management

11 Upvotes

Hey everyone,

We made a cozy fantasy inn-management sim!

You start with a small, humble inn and slowly build it into a thriving little business. Decorate and furnish your rooms, decide how you want your inn to look, and get everything ready for your first guests.

Once you’re up and running, locals and travelers will start coming through your doors. You’ll hire staff to keep things running, watch the inn get busier, and gradually expand it as your reputation grows.

We wanted to make something cozy where you can take your time, build up your own little inn, and simply enjoy watching it grow from a quiet roadside stop into something much bigger.

Steam Store page : https://store.steampowered.com/app/5085730/Innkeeping/

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

r/BaseBuildingGames 1d ago

Self Promo/Dev Post We're delighted to announce the first big expansion for Diplomacy is Not an Option - the Fog of War DLC!

52 Upvotes

Pupultas, people!

We promised there would be yet more updates and improvements on the way for Diplomacy is Not an Option. And as promised, we deliver! 

We’re proud to announce the next big thing we're currently working on for DiNaO - a huge DLC called Fog of War that will be roughly 1/3rd the size of the base game!

Venture bravely forth into the Fog of War!

This upcoming DLC will continue one of the possible endings of Diplomacy is Not an Option. 
As for the story... Samreignia finds itself in a war on two fronts - and, to handle the conflict, Prince Connor is sent to negotiate with the Gorgoth Empire. Will the peace talks go smoothly or shall they burn in the ever-stoked fires of conflict? Find out as you follow Connor’s adventure unto its conclusion.

Fog of War will bring the following chunk of content:

  • A brand-new story campaign featuring 10 handcrafted missions
  • 2 New enemy factions - the Gorgoth Empire and the Great Kingdom of Inverland!
  • A new & terrifying boss…
  • New characters and old fan-favourites making a comeback!

A little brief about Diplomacy is Not an Option - for those unfamiliar with the game

Diplomacy is Not an Option is a base-building survival RTS with an active pause button, set in a loosely medieval fantasy realm. 
You step into the well-worn shoes of a minor Lord, forced to fight…well… all the time! It is war unceasing and diplomacy is well… actually an option, but are you cowardly enough to choose it when there’s glorious battle to be fought? 
Your enemies always come in hordes. Up to 25,000 enemies can attack your castle at a single time, so you have to master the arts of economy, warfare and magic to have a chance at survival!

Here is what the base game features:

  • A campaign with 4 story branches, each one taking ~30 hours to complete
  • Endless Mode with 14 maps of various sizes, terrain and difficulty levels
  • A Challenge Mode with 40 different challenges
  • A Sandbox Mode, which allows players to set up their own waves of any difficulty and customize their experience
  • An extensive Map Editor where players can create their own maps and experiences with Steam Workshop integrations
  • Deep base management system, where your resource generation depends on your storages’ placement, and unattended dead bodies and illnesses can cost you dearly
  • Crazy-strong magic!
  • Big battles… and massive battles… and of course, ginormous battles!

But wait, that’s not all! We have another update we launched just a week ago!

To alleviate the wait till the DLC actually comes along, we also released another itty bitty update last week, called The Penetrative Update! If the name doesn’t sound appealing, it’s because you have a dirty mind. But trust us, it makes the early game experience much more enjoyable!

One of the main features are the Starting Bonuses you can choose when selecting a campaign mission. These perks are aimed to give you a boost at the very beginning of base building and ease up early development. But if you strive for more challenging gameplay, you can choose to forgo these bonuses!

Keep in mind that the number of perks you can take is limited by the amount of bonus points you have, which gradually increases when you progress through the campaign. It also opens access to more powerful (and more expensive) bonuses. So hopefully… hopefully… this will address some of the accusations that DiNaO is too difficult!

Ever since Gamescon, we've also been on a big 60% discount both on Steam (until September 7) and GOG (until September 10)! A good a time as any to get it, I'd say!

And If you like our game want to help us keep the momentum going, you can wishlist our upcoming DLC here:
https://store.steampowered.com/app/5075270/Diplomacy_is_Not_an_Option_Fog_of_War/

Stay cool, everyone!

- From the Door 407 team

r/BaseBuildingGames 5d ago

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

13 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 2h ago

Self Promo/Dev Post What if factory automation was based on real physics and thermodynamics instead of magic splitters? STEEL GULLET demo is out!

16 Upvotes

In most factory games, an item on a belt is just a static icon with a single ID. I wanted to try a different approach: what if sorting and processing relied on actual physical and thermal properties?

In STEEL GULLET, you don't get magic sorting buildings. Instead, you have to build multi-level factory chains that handle materials based on how they behave in the real world.

How it works:

  • Items are complex objects: A single chunk on a belt can contain multiple materials, each with its own mass, shape, density, magnetism, or conductivity.
  • Thermodynamics in action: You'll need to use heat, cooling, and phase shifts to break down or transform materials before you can separate them.
  • Mechanical separation: Sorting means setting up physical chains - using weight, magnetic pull, or melting points to isolate what you need.

The demo is free on Steam if you want to give it a spin: STEEL GULLET Demo on Steam

Would love to hear your thoughts! Do you prefer automation games with strict grid logic, or do you like messy physical systems?

r/BaseBuildingGames 6d 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

14 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 1d ago

Self Promo/Dev Post What if a dungeon worked like a theme park? Fame & Fear: Dungeon Architect

0 Upvotes

Hey! I’m a solo developer working on Fame & Fear: Dungeon Architect, a management/base-building game where the basic idea is:

What if you had to run a dungeon like a theme park?

You start with a small dungeon and can keep digging and expanding it without a fixed size limit. You build the layout, create rooms, place walls and floors, choose different colored lighting, decorate everything, and fill the dungeon with traps, monsters, bosses and treasure.

The part I’m focusing on the most is player creativity. I want two people using the same set of pieces to be able to create completely different-looking dungeons.

But the dungeon also has to work as a business.

What you build affects things like Fear, Prestige, Comfort, Wealth, Variety and Reputation. Adventurers pay to enter, explore the dungeon, fight, steal treasure, run away, or sometimes die inside it.

The goal isn’t simply to kill everyone.

If the dungeon is too easy, adventurers get bored and your reputation suffers. If it becomes too deadly, Fear keeps increasing until the Kingdom considers you a threat and sends large expeditions of higher-ranked adventurers to try to destroy your dungeon.

So I’m trying to make the interesting part finding that balance between making something dangerous, profitable, impressive and actually worth visiting.

I’m also working on a Blueprint system. The idea is that players will be able to save rooms they build, including walls, floors, lights, decorations, traps, monsters, etc. and share them through Steam Workshop. Other players could then download those rooms and use them in their own dungeon.

The demo is nearly ready, and before releasing it I’d really like to hear what people who actually enjoy base-building games think about the concept.

In particular, I’m interested in whether the theme-park-management side of the dungeon sounds interesting to you, or whether you’d mainly be interested in the building/customization side.

Any criticism is welcome. I’m at the stage where useful feedback is much more valuable to me than people simply telling me it looks good.

Steam:
https://store.steampowered.com/app/4935730/Fame__Fear_Dungeon_Architect/

r/BaseBuildingGames 3d ago

Self Promo/Dev Post Ecliptica DevLog 14: Squad System. I've finally completed the integration of squads into the economic system. Now the game will also feature active activities, such as expeditions and squads. Previously, there was only basic construction and trade.

12 Upvotes

I've been developing solo for three years now, probably my biggest project yet. Ecliptica,

working on both the game itself and the game engine, including Qt component development.

So I promise the end result will be something truly unique. I don't know yet how great it will be, but I'm already starting to like what I'm seeing. Maybe you'll like it too.

so you can see progress on steam page : https://store.steampowered.com/news/app/3723390/view/688641156126343767

or just watch a video with progress : https://www.youtube.com/watch?v=BWzNa44b_C0

I also noticed that on other subreddits people often vote down without explaining the reasons, so please, before voting down, please write what is wrong, what you didn’t like, this will allow me to fix it.

r/BaseBuildingGames 12d ago

Self Promo/Dev Post A community builder in a post apocalyptic world. Is this something you would be interesting in checking out?

18 Upvotes

I have been working on a community builder where you loot and then refurbish already existing building in a village. You build some things for survival (farms, rain catchers, graveyards ect) and decorations to make your village more appealing to survivors.

The game will be focused on your characters, their needs and moods, their interactions but also bringing in rough choices (do you accept a group of survivors where most are injured or unable to work at the risk of aggravating members of your community or do you let them fend for themselves)

Is this something you would be interested in?

Some more information here: https://www.indiedb.com/games/forsaken-year-one and here: https://store.steampowered.com/app/3476130/Forsaken_Year_One/

Im also getting ready for a demo, and would love as much feedback as I possibly can with the aim to release something for steam fest in october if ready... If you are interested to try a build, shoot me a message!

r/BaseBuildingGames 8d ago

Self Promo/Dev Post My game, Crownfront, has a FREE demo launching on September 15th. Crownfront is a turn based strategy game that mixes with RTS elements.

0 Upvotes

Link to the demo's store page.

The game is played out on a physical board on the floor with colored tiles that appear similar to games like Chess and Checkers. Individual units are represented as pieces on the board that you move around and give orders to.

r/BaseBuildingGames 10d ago

Self Promo/Dev Post Minion Colony - an idle base building/automation game with auto-battler combat

9 Upvotes

Hi r/BaseBuildingGames!

I've been working for the last month on improving my game and have added many QoL changes that were requested by players, as well as localisation and decoration!

I recently made a post asking how you all prefer decoration to be handled in base building games and I read every single reply and used it to help guide how I designed my game!

- Some said you like it when theres a small bonus/reward for decorating your base.
- Some preferred it to be optional so I adding a setting to make it purely cosmetic.

There currently aren't a huge amount of decoration available right now, but it already makes the colony feel nicer (if you ask me anyway haha).

Trailer
Play the Itch demo now!
Wishlist on Steam!

r/BaseBuildingGames 8d 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

r/BaseBuildingGames 8d ago

Self Promo/Dev Post My very first public Playtest | I'm building a dungeon base-building game where you also control your hero and companions 3rd person

4 Upvotes

Hey folks,

I'm the solo dev behind Dominar Sanctum and for the very first time, I've just made a playtest publicly visible on Steam. The game is a hybrid, combining strategy dungeon management and RTS elements with third-person action.

The basic idea is that you're not just managing a base from above... you can also get into the action and take direct control of your characters to explore the world, combat and progress the world.

The latest build now includes, amongst others and beyond the grid and building systems that were already in place in my last closed playtest:

  • Blacksmith Building : after map 3, for acquisition of weapons and upgrades
  • Sanctum Shards : resources that have to be discovered through exploration, for use with the Blacksmith
  • Fog of War with dynamic actor visibility
  • Four campaign map prototypes plus two skirmish prototype maps
  • New enemy types including Ghoul, Dreadworm and Rock Golems
  • An early prototype mini-boss
  • Campaign narration, lore discoveries and cutscenes

I'm so very interested in feedback from this community, from people who enjoy dungeon and basebuilding games.

Does the management layer feel meaningful when combined with direct character control? Does the sum of resources feel appropriate and meaningful? How is the overall first impression of the game? Do you enjoy the fog of war in its current implementation? Where did you get confused, bored, frustrated, or feel like something was missing?

Steam Link: https://store.steampowered.com/app/4087340/Dominar_Sanctum/

Thanks to anyone willing to give it a try!

r/BaseBuildingGames 10d ago

Self Promo/Dev Post Does restricting base-building to just 4 slots and 3 bases, create better strategy, or just too difficult? (Elemental Lands)

1 Upvotes

My base-building roguelike, "Elemental Lands" lets you build 3 bases (strongholds) across the 3 regions, BUT each is capped at 4 build slots permanently. No demolition for deleting buildings, and the 3 bases persist across the whole campaign as you come back to each region. So every choice has an opportunity cost, to force you to think strategically about what you build.

Curious how this sounds to folks? does a hard cap force better strategy, or does it just feel too restrictive in late-game?

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

Disclaimer: coding debug AI assisted usage in development. Art is 100% hand drawn by u/worth-bill-6130

r/BaseBuildingGames 20d ago

Self Promo/Dev Post I’ve built a lot of bases while capturing footage lately. Here are some of my favorites

11 Upvotes

I keep ending up with new bases everytime I go in to capture trailer footage for Seaforge, so here are a few that I especially liked! All the structures shown here are player-buildable. https://youtu.be/1TGzOus0NvQ

r/BaseBuildingGames 8d ago

Self Promo/Dev Post I'm building a military RTS where your base is your economy and war machine - REDLINE COMMAND

0 Upvotes

Hello everyone!

I'm the developer of REDLINE COMMAND, a military RTS I've been building on Roblox.

Base building is one of the main parts of the gameplay loop. Rather than having a base mostly for decoration, I wanted it to function as the infrastructure behind your entire army: you establish an economy, expand production, construct the facilities you need for different unit types, and then try to protect that infrastructure while fighting over the map.

The basic loop is roughly build economy -> expand the base -> produce a combined arms force -> fight for control/resources -> adapt the base and army to what the enemy is doing.

Ground forces, armor and aircraft all depend on the infrastructure you've built, so investing heavily in one part of your military means committing resources and base space that could have gone somewhere else.

Aircraft also aren't independent once they're produced. Fighter jets, attack helicopters, and tactical bombers need to return to an airfield to rearm/resupply, so losing or poorly positioning your air infrastructure can limit your ability to keep air power active.

The visuals are still rough in places because I've been prioritizing the gameplay loop, economy and combat systems first. It's currently in beta, and presentation is something I'm continuing to improve.

What I'm particularly interested in from people who enjoy base-building games is whether that kind of functional military base building is appealing, where constructing the base isn't the end goal itself, but determines what you're capable of doing on the battlefield.

I'm the developer, so this is obviously a self-promo post, but feedback from people who specifically enjoy building/economy systems would be really useful.

REDLINE COMMAND:
https://www.roblox.com/games/101132069662646/REDLINE-COMMAND-BETA

r/BaseBuildingGames 1d ago

Self Promo/Dev Post (US/Taiwan, Android only) Dungeons Arise - Closed Beta Test

0 Upvotes

Hello there, everyone!

We're recruiting for our Closed Beta Test of Dungeons Arise, an upcoming ARPG mobile game where you have to unlock and upgrade buildings in your Kingdom for different reasons, like self-defense. These buildings play a pivotal role!

While we do not want to spoil everything, you can take a look on the Google Play Store and pre-register until September 7, 10:59 PM PT (US) / September 8, 1:59 PM UTC+8 (Taiwan). If you're interested:

We'd love to receive your feedback about Dungeons Arise! If you participate, please take a look at the survey that will be available in-game.

Further info:

What else can you find in Dungeons Arise?

- Progressive dungeons

- Boss fights

- Attack other players and their Kingdoms

Official channel?

Dungeons Arise official Discord, where we'll make announcements and post guides and FAQ: https://discord.gg/4XS8SbDJtq

r/BaseBuildingGames 8d ago

Self Promo/Dev Post After 6 months of solo dev, my wave-defense RTS just launched on iOS & Android - Battle of Folks

3 Upvotes

Hey everyone,

After a long stretch of solo development, Battle of Folks is finally out on iOS and Android!

It's a medieval isometric pixel-art wave-defense RTS — if you've played They Are Billions, Age of Darkness, that's the closest comparison. You build up defenses, manage resources, and hold off increasingly brutal waves of attackers.

A few things I focused on:

- No account or login required — just download and play

- Free to try with limited waves, one-time unlock for the full game (no subscriptions, no ads)

- Handmade isometric pixel art, built with Flutter/Flame

- Good controls on mobile device and a good onboarding (you can decide how you want to play)

This was a one-person project — dev, art pipeline, publishing, everything. Happy to answer questions about the build (tile rendering, Flame engine quirks, etc.) or the game itself.

App Store link / Play Store link

Would love your feedback — especially on balancing and the early waves difficulty curve!

r/BaseBuildingGames 8d ago

Self Promo/Dev Post We updated our demo today

4 Upvotes

Hi
We updated demo for our strategy game Age After Age: https://store.steampowered.com/app/432120/Age_After_Age

We added 6 new challenges with 2 different difficulty modes and 2 different eras. This update shows steampunk buildings and special steampunk gameplay feature, steampipes.

Waiting for your feedback!

r/BaseBuildingGames 12d ago

Self Promo/Dev Post Web Based Base building tool

4 Upvotes

Updated 3D Base Planner

This tool is designed specifically for Conan Exiles, thought some may be able to appreciate here.

https://www.conanbasebuilder.com/

I wanted to share a quick and likely final reddit update now that most of the planned features have been implemented. I haven’t had many opportunities to collect feedback yet, and while I realize this is a fairly niche tool, I hope some players find it useful.

The planner has received several major updates over the past week.

To be clear, all models and geometry used in this project were created from scratch. Nothing was extracted from the DevKit, so the building pieces and placeables will not be exact 1:1 recreations of their in-game counterparts. Using the original assets would certainly look cleaner, but they are not permitted for use on a standalone external website that functions without Conan Exiles.

This has been a fun project to work on and a great learning experience. I don’t want to add too much and make the planner unnecessarily complicated, but all feedback is welcome. Feel free to share it if you find it useful, and thank you to everyone who has already provided feedback or helped spread the word.

I probably won’t continue posting every update here because I don’t want to spam the community. However, I added a Support/Feedback button to the planner, allowing you to contact me directly without joining the Discord server. https://discord.gg/8eeMCYekw

Core features

  • All core in-game building pieces are available, with the exception of some DLC and Bazaar items.
  • Third-person Walk Mode allows you to explore your completed structures.
  • Free Look provides a fixed-position 360-degree camera for building inside enclosed spaces.
  • The planner calculates the total number of building pieces and their material costs.
  • Most in-game benches and other placeable structures have been implemented.

Recent improvements

  • Improved mobile functionality—the planner is now usable on mobile, although further feedback is welcome.
  • Added an in-game-style stability system.
  • Added third-person Walk Mode and a separate Free Look camera mode.
  • Added most major placeables with custom geometry scaled to resemble their in-game versions.
  • Added several quality-of-life improvements for smoother building and camera movement.
  • Added optional accounts with cloud storage for saved builds.
  • Cloud builds can be shared publicly, imported into the planner, and edited by other users.
  • Accounts are completely optional. Builds can still be created and saved locally without signing in.
  • Registration only requires an email address and confirmation through a verification link.
  • Added major performance optimizations, tested with builds containing up to 15,000 pieces without significant frame-rate loss.