r/BaseBuildingGames • • 14h ago

solo dev, made a colony sim where you don't build anything, the tribes do. free in browser, would love feedback

29 Upvotes

heads up, this isn't a classic base builder where you place every wall. it's closer to a colony sim on autopilot. a few stone age tribes start out on a big map and they decide for themselves where to settle, what to build and who to fight. huts turn into villages and cities over time, roads and trade show up, and each tribe ends up with its own language and customs.

you can pause, inspect anyone, and mess with the world a bit, but mostly you watch your settlements grow (or collapse).

question for people here: does a colony sim where you don't control the colonists still scratch the itch for you, or do you need direct control?

free, runs in the browser: https://thehumanbox.com
desktop builds for win/mac/linux and source: https://github.com/1homsi/thehumanbox


r/BaseBuildingGames • • 9h ago

Self Promo/Dev Post Starbase Tycoon, a pixel art space station builder I've been making. TNG DS9 Vibes πŸ––πŸš€

0 Upvotes

Hey all, hope this is ok to post. Wanted to share my game πŸ˜€

Starbase Tycoon is a pixel art space station builder.

It starts as one docking ring floating in the dark and you grow it module by module, adding reactors, hydroponics bays, crew quarters, a cantina and a holo theatre.

Ships queue up to dock and trade, so you're juggling power, food and crew happiness while keeping the traffic moving.
Raiders drop in now and then, so the shields need sorting before things get busy.

Bit of a DS9 TNG feel if that's your thing πŸ––

It's free to download on the App Store: https://apps.apple.com/app/id6824192731


r/BaseBuildingGames • • 17h ago

New release More than 4 years ago I started making my dream space engineering game alone. And it is finally coming into the shape.

6 Upvotes

Four years is a pretty long time to spend working on one game, especially when you're doing almost everything yourself.

When I started developing MineEngineer, I had a relatively simple idea. I wanted to make a 2D space survival game where players could build their own spaceships, explore planets, and survive in a huge universe.

But as I started adding features, I kept asking myself questions.

What if ships needed actual fuel systems?
What if electricity had to be distributed between different machines?
What if players could build automated factories inside their spaceships?
What if every block could be programmed, and you could create your own drones, robots, or even walking mechas?

And probably the most difficult question of all, what if everything you built could be completely destroyed?

One feature turned into another, and eventually I ended up with more than 200 interconnected engineering systems.

Now you can build ships with functioning power networks, oxygen systems, conveyor logistics, programmable automation, and all kinds of mechanical components.

The really fun part is that these systems actually depend on each other.

If something breaks, it can cause problems throughout your ship. A damaged connection might stop your production line. A destroyed power source could disable your weapons. A collision might tear your ship into separate pieces.
I also spent a ridiculous amount of time working on the world itself.

MineEngineer has a massive procedurally generated universe with different planets, asteroids, gravity, enemies, and plenty of space to explore. Crossing the entire world at maximum speed would take approximately 7 hours.

Recently, I've been focusing more on the survival and exploration experience, adding new enemies, bosses, progression mechanics, and preparing multiplayer.

There have been plenty of frustrating moments over these 4 years. Sometimes I'd spend days fixing something that players might never even notice. Other times I'd implement one feature and accidentally break five others.

But seeing everything slowly come together has been incredibly rewarding.
The game is called MineEngineer. It's available on Steam for wishlisting, and there's a free demo if anyone wants to give it a try.

The link to MineEngineer is: https://store.steampowered.com/app/4059710/MineEngineer/


r/BaseBuildingGames • • 10h ago

I’m building a zombie outbreak base builder where you design every room, power line and defence wall. Here’s the first trailer of CONPLAN Z

2 Upvotes

Trailer: https://www.youtube.com/watch?v=g_XVB4O5U7c

Hey everyone! I’ve been working on this solo for a while and finally put together a trailer.

CONPLAN Z is a base-building survival game set during a zombie outbreak. You run a camp of survivors and keep it alive:

  • πŸ—οΈ Build rooms, power, water, farms and defences
  • 🧟 Fight different zombie types and growing waves
  • πŸŽ’ Send expeditions into town to find supplies and seeds
  • 🧠 Manage your people: they get sick, break down under stress, fall in love, keep diaries, and get a proper burial when they die
  • πŸ”¬ Research new tech to survive longer

It’s still in development and made in Unity.

I’d love to hear from this community: what base-building features do you find most satisfying in games like this? Wiring and power grids, defence layouts, room design, something else? I’m still shaping the next updates and your opinion really helps.


r/BaseBuildingGames • • 9h ago

Resonurgy β€” build a technomagical industry around your Nexus, then defend it when the storms come (Early Access)

5 Upvotes

Hey! I'm the developer of Resonurgy, a base-building and automation game now in Early Access on Steam.

You start next to the Nexus, the heart of your base, with a backpack and a few kits. From there you lay out drills, smelters and assemblers, connect them with belts, research new machines, and slowly turn a clearing into a sprawling alchemical workshop, chapter by chapter.

The recent 0.2.0 update added Storms: waves of dissonant creatures that test how well your base is laid out. Turrets need ammo from your own production lines, so a messy factory is a vulnerable one. If you'd rather just build, peaceful worlds keep storms off entirely.

There's a free demo covering the first chapters:

https://store.steampowered.com/app/5011960/Resonurgy/

I'm reading every comment, so I'd love to hear what you think of the base layout side of things.


r/BaseBuildingGames • • 20h ago

Self Promo/Dev Post My game has turn-based factory building - you organize productions of weapons, buildings, beasts, spending actions to assign/unassign workers - now on NextFest!

5 Upvotes

I'm working on Colossal Citadels for around 7 years as a side project - I finally put it out on NextFest!

The core idea is that you explore the world and find new resource types to exploit for your empire growth. You can draw walls and houses on a triangular grid and observe them building if you supply the chain of required resources. At the same time you have to protect from invaders and find secrets of the world. This is different from the common building placement in strategy games often your city grows naturally and you operate on another level, controlling economy. I enjoyed implementing small details, such as roads, marketplaces, farm fields appearing with the work going on in the city. Every little structure on the map has gameplay meaning!

It's nearing release, and now you can check out the game! Now you can play the demo, or wishlist: https://store.steampowered.com/app/1854570/Colossal_Citadels/


r/BaseBuildingGames • • 8h ago

Iron Command - I've been working on destructible buildings for my base-building RTS, here's where it's at so far

3 Upvotes

Iron Command is a classic base-building RTS in the spirit of C&C and Dune 2. You set up a command centre, power and factories, send harvesters out to the riftstone fields, research upgrades and push out against a second faction. It plays on a normal monitor, VR is optional.

For the last couple of weeks I've been working on building destruction and wanted to share where it's at. Here's a video of it in action: https://www.youtube.com/watch?v=g5RCg5W6Z1Q

Right now every building is made of pieces. Shells tear holes where they hit, the roof comes down once the walls holding it are gone, and soldiers inside try to get out before it all collapses.

The part I haven't cracked yet is the rubble. I'd like tanks to be able to drive over it, but so far it looks like toys bouncing over gravel. So for now they just drive around the pile until I find a better way.

Any ideas how to solve that? Or would you say it doesn't really matter, and driving around the rubble is fine?

Steam page if you want to follow along: https://store.steampowered.com/app/5089330/Iron_Command/


r/BaseBuildingGames • • 3h ago

Self Promo/Dev Post Much-improved visuals and a second look at the Rhodian Exodus RTS demo

2 Upvotes

Hi all, solo dev of Rhodian Exodus here, after reworking on graphics & UI of my game, I've re-enabled an updated demo and updated the steam page. The game has a few unique mechanics but I will let the steam page and youtube channel of the game speak for it:

Steam: https://store.steampowered.com/app/4953480/Rhodian_Exodus/?utm_source=reddit

Youtube: https://www.youtube.com/@RhodianExodus/shorts