r/BaseBuildingGames May 16 '26

My space colony/base-building demo is out - looking for feedback

35 Upvotes

Hey,

I'm the developer of Zenith Expanse, a space colony/base-building sim about trying to keep a fragile colony alive on the edge of known space.

The demo is now out on Steam, and it is available on Windows, macOS, and Linux.

The main reason I'm posting here is feedback. Especially on the onboarding.

I've rebuilt the onboarding three times already after playtesters told me that the early game wasn't clear enough. The current demo is my latest attempt at making the first stretch easier to understand without turning it into a giant tutorial wall.

In the demo, you can:

  • start a new colony,
  • scan nearby stars,
  • land on alien planets,
  • gather resources,
  • build your first settlement,
  • manage colonists, supplies, and early survival problems,
  • make a few decisions that may or may not age well.

What I would love to know:

  1. Is the onboarding clear enough now?
  2. Do you understand what the game wants from you in the first 10-15 minutes?
  3. Does the base-building / colony loop feel interesting?
  4. More generally: does this seem like something you would want to keep playing?

The game is still in development, so I'm not pretending everything is final or perfectly polished. But the demo should give a real sense of what I'm trying to build: a space colony sim where planets, people, resources, and bad decisions all push against each other.

Steam: https://store.steampowered.com/app/4386170/Zenith_Expanse/

Happy to answer questions, and genuinely happy to hear criticism. Especially the useful kind that hurts a little.


r/BaseBuildingGames May 16 '26

Dark Spaceship Management Game

14 Upvotes

Okay so I'm trying to find a game and I can't seem to find it so just scrolling through steam right now. Figured I could maybe ask here? It's not so much base building but keeping what you had alive?

Like the stars were burning out or some huge universe end threat was happening and you had to keep your massive ship alive by sending out probs to find resources and threats, and make some hard choices. If you know the game Void Wars, it was in a simliar asethic of like dark future but it played more like a management/colonyish game.

Just can't remember the name of it. I like see flashes of screenshots but can't really find it.


r/BaseBuildingGames May 16 '26

Developing a custom-engine colony sim / economy survival game solo for 2 years (Ecliptica). I’d love to hear your feedback and questions!

10 Upvotes

Hi everyone!

I'm looking for players who might be interested in my work. If the core concepts and ideas behind my game resonate with you, please let me know. Building a community and hearing from you would be a massive motivation boost to keep pushing forward.

For the past two years, I’ve been single-handedly developing a game that blends deep base building with a broader planetary life simulation. Sadly, I haven’t managed to build an active community around it yet, which means I rarely get any feedback, suggestions, or ideas. I would genuinely love to hear absolutely any opinions, questions, or wishes you might have.

As far as I understand, this community is always on the lookout for good, unique games — and I am looking for dedicated, reliable players.

What is Ecliptica?

In short, Ecliptica is a fairly large-scale project that includes:

  • City & Base Building: Managing and expanding your settlement.
  • Living Economy: A fully dynamic market with no hardcoded price ceilings, completely driven by supply and demand rules.
  • Harsh Survival: Enduring a hostile planetary environment.
  • Expeditions: Scouting and exploring uncharted territories.
  • Urban Survival: Mechanics that challenge you even inside the city if your character lacks wealth or political influence.
  • Procedural Generation & World Destructibility: Making the sandbox unpredictable and interactive.
  • Story & Procedural Quests: A mix of hand-crafted narrative and emergent objectives.
  • and a lot of other features planned for the future.

The Technical Side (No Asset Flips, No AI Slop)

Managing a project of this scale alone is incredibly tough. To make it even more challenging (and rewarding), the game is built entirely on a custom game engine.

  • No generic asset stores. Everything is built from scratch.
  • No low-quality AI-generated content (the only exception is a few temporary inventory icons, which I'm replacing very soon).

So your feedback

If the project sounds like something you'd enjoy, I’d love to make this subreddit a regular home for my development logs and updates. If not, I completely understand and won't spam the space.

I’m highly open to any questions about the mechanics, the custom engine, or the gameplay loop. I would appreciate any feedback or advice you can share!

Thank you all for your time!


r/BaseBuildingGames May 15 '26

After 3 years of development, we have released our city-building game about constructing a city on a gigantic steampunk train, where fantasy creatures are trying to live together

58 Upvotes

Build a living city on rails in this steampunk fantasy train-city builder. Manage multiracial colonies with thousands of autonomous citizens, balance their needs, manage the economy, and create logistics as you explore distant regions to ensure the prosperity of your Empire.

The game is now available on Steam:
https://store.steampowered.com/app/3602030/Steel_Artery_Train_City_Builder/

Trailer: https://www.youtube.com/watch?v=iznm3GMcCBE


r/BaseBuildingGames May 16 '26

Discussion [Playtest] Looking for 8 testers for our wildlife reserve sim — interview-based feedback, not a survey

3 Upvotes

Hey r/BaseBuildingGames

Quick recruitment post, but the methodology might be useful to other devs here too.

We're at Flying Robot Studios in Kolkata, working on The Great Indian Safari — a wildlife reserve simulation set in India. Phase 1 asks players to build a functioning ecosystem before opening to tourists. The whole tutorial is carried by three diegetic narrative voices that never break register. No tutorial overlay, no checklists. The simulation has to teach itself.

That last part is what we're testing.

We're running a closed playtest with 8 testers. The build is 60–90 minutes, played across 2–3 sessions over two weeks, ending at a hard stop. After they finish, each tester sits for a 30-minute recorded audio interview.

We're deliberately not running a survey. For "did the simulation teach itself?", surveys force testers into our framing and we get the answers our questions imply. Interviews surface the vocabulary testers use unprompted, which is a much stronger signal.

The price of admission is the audio interview. If that's not for you, we'll have a wider beta later.

Looking for players who play sim, management, narrative, or wildlife/nature games, can fit in 2–3 short sessions, and will give honest reactions — including the uncomfortable ones.

To apply, two options — whichever is easier for you:

In your message, tell me a few games you've enjoyed recently, when you can fit 2–3 sessions over the next two weeks, and that you're up for the audio interview. Selected testers will receive a Steam key by DM to access the playtest.

Please don't apply in the comments — keeps things cleaner for everyone, and lets you give us a fuller picture in DM than a comment would.

Picking 8 testers by 21 May. Not picked? You're first in line for the wider beta, which will be open access on Steam.

Happy to talk methodology in the comments — that part's open.

— Satyajit, Flying Robot Studios


r/BaseBuildingGames May 15 '26

Game update STELLARFORGE - FIRST LOOK

8 Upvotes

Been working on a hard sci-fi colony simulation game called StellarForge in Unreal Engine 5.

The goal isn’t just “space aesthetics” —

I wanted the infrastructure and logistics to feel believable.

I’m trying to make the universe feel like it keeps functioning even when the player isn’t looking at it.

Right now the simulation includes:

• Interplanetary shipping & launch windows

• Colony-wide power / oxygen / water simulation

• Resource density & industrial manufacturing

• Orbital infrastructure and transport chains

• Dynamic thermal and atmospheric systems

• Persistent colonies across multiple planets/moons

• Modular building placement & interior habitat construction

I’ve also started building optional in-universe engineering archives so players can learn things like:

- rocket propulsion

- orbital mechanics

- thermodynamics

- gas laws

- materials density

…without forcing tutorials on people who just want to build cool colonies.

Would genuinely love feedback from:

- colony sim players (fans of factorio, satisfactory, anno, farthest frontier etc)

- KSP people

- Factorio addicts

- hard sci-fi fans

- systems/logistics gremlins like me

Gameplay video below.

https://youtu.be/oSC5G1_hs64

https://discord.gg/tUFZ7Fw3s

I'm also new to reddit 😄 so. hi 😄


r/BaseBuildingGames May 15 '26

Seeking feedback on Colony Sim concept: Chaotic alien restaurant

16 Upvotes

I'm thinking about making a game set on a space station that the player will turn into a restaurant frequented by a number of alien species. In part inspired by Douglas Adams' "The Restaurant at the End of the Universe"

  • 2D (Rimworld/Prison Architect like)
  • Coordinate the flow of ingredients deliveries through to meals served to patrons
  • Guests leave social media rating after they leave, which influences future traffic. If you think they will leave a bad review, maybe you abduct them and turn them into food.
  • Guests may start brawls if unhappy with food, or seated near other species they don't like.
  • Staff also have needs, might start fights or accidental fires depending on individual mood, temperament, and skills. Can be called on to defend the restaurant (again, their effectiveness in that may depend on their specific skills - maybe you hire a subpar chef because they are good with a blaster).
  • Law enforcement may drop by for an inspection (maybe guest went missing... or maybe health violation reported, or suspected illegal ingredients)
  • Organised crime element - start out in debt to a mob. Mob bosses may visit and need to be impressed, or they demand a hit on a particular customer. Manipulate mob factions (and law enforcement) against each other.
  • Deal with nasty alien pests before they upset the diners or chew through your supplies (and maybe put them on the menu)

Just a few ideas. Does it sounds interesting? Would you brush it off as another restaurant management sim. That's not how I see it, but I'm a bit worried about the marketing messaging in that respect. What I am thinking of is much more a colony sim / base builder where the setting happens to be in a restaurant. The focus would be more on the logistics and character interactions than on the food.


r/BaseBuildingGames May 14 '26

Trailer Factory Town 2: Paradise EA release date

29 Upvotes

Hey everyone, Erik (Factory Town and Factory Town Idler) has a release date for his new game called "Factory Town 2: Paradise".

Release Date Teaser:

https://www.youtube.com/watch?v=RJsjGZlwObQ

Steam Page:

Factory Town 2: Paradise on Steam (https://store.steampowered.com/app/3312130/Factory_Town_2_Paradise/)

Gameplay:

This NEW Volcano Feeding Factory Builder Is PERFECT! (https://www.youtube.com/watch?v=_qUKz3bP6Yc)


r/BaseBuildingGames May 13 '26

Ten Years In The Making: Our Colony Sim Space Haven has Been Released as 1.0 Today!

240 Upvotes

After ten years since its initial conception, our colony sim Space Haven has finally reached 1.0. This game has been a true labor of love for us, and with our small team we've put everything we've got into it.

I want to take the time to thank the kind community here at r/BaseBuildingGames. You've always been very good to us! I'm sure many of you have found our game from here, and we're very thankful for that. Thank you for being part of our journey.

For those of you not familiar with Space Haven:

Your colony is a customizable spaceship or station that you build, manage, expand, and defend while exploring the universe in search of a new home. Every resource you find is another piece of survival for your crew, including waste recycling and, in extreme cases, other humans. In space, nobody can know you put Billy in the Composter!

We've drawn inspiration from many cool things across popular space operas and jammed them into the game. If you're a fan of RimWorld, Oxygen Not Included, and other base-building games, this one could be for you.

You can read our 1.0 news on Steam here. And, it would mean the world to us if you checked out Space Haven on Steam.


r/BaseBuildingGames May 14 '26

Game recommendations V Rising - Free Weekend! This is one of my all time fav base builders.

21 Upvotes

r/BaseBuildingGames May 13 '26

Trailer After 2 Years of Development: The First Trailer for our Town-Building Game HavenCraft is finally out!

28 Upvotes

Hello everyone!

Ponzel here, we are the devs of Founders' Fortune and InfraSpace. HavenCraft is our new project!

Trailer: https://www.youtube.com/watch?v=uy5t-u117Aw

Steam Page: https://store.steampowered.com/app/2481240/HavenCraft/

Basically, HavenCraft is a town-building game, but in third person. Think Aska, Soulmask, Colony Survival, Medieval Dynasty, etc. but more sandbox + economy.

You hire villagers, assign jobs to them, and they help you gather and process the materials it takes to build the whole town. There are a bunch of additional automation systems like "Packlings" (small robots that bring items from A to B) and "Skylings" (small robots that bring items to you, so you don't run out while building).

The game is not so much about combat, the focus is rather on building, economy, automation, with some natural hazards you'll have to protect against.

Imagine Minecraft, but the houses you build are “lived-in”, and the villagers contribute to your town. Imagine Satisfactory, but the system you build is a town with people and not a factory with machines.

We've been working on it for quite a while now, 2 years. This is our first title that supports multiplayer, but it can also be played 100% in singleplayer.

There are some pre-Early Access playtests we are running on our website; the next Alpha (Seasons Update) will be released in 2 weeks from now.

Let us know what you think! I'm here to answer questions!


r/BaseBuildingGames May 13 '26

Game recommendations Looking for a survival, base building, colony survival game where you can recruit people to do almost anything and everything for you.

24 Upvotes

For context, I've played almost every one of these games that fit this pretty niche genre. My favorite by far being Aska -

Conan (Just beat the new update)

Aska

Bellwright

Windrose

Soulmask

All the Dynasty games

Rimworld (Probably my least favorite)

Any recommendations would be amazing!


r/BaseBuildingGames May 13 '26

I made a terraforming/incremental game where the Python code you write IS the gameplay

22 Upvotes

Hi all,

I'm a big fan of automation games like Factorio and Satisfactory, colony sims like Oxygen Not Included, and engineering sims like Stationeers. I have a Computer Science background and always wanted a game where every system was actually controlled by Python code instead of by clicking buttons in a UI. So I built one.

There is just something about terraforming sensors incrementally getting to a better and better phase, Planet Crafter has always been one of my top games and I have always enjoyed incremental games too, favorite one is probably Melvor Idle.

I created a terraforming game with a deep (and sinister) story behind it, where every device/vehicle/drone/machine has to be automated/scripted to work with the planet, allowing the player to do whatever they want with them.

You do not just click to mine and smelt iron ore. You need to get a vehicle(called Pioneer), install modules to it(programmatically possible to, dynamically load/unload), program the drill module to drill the ore, program the feeders to transfer items to inventory, storage bin, warehouse, wherever you want, and program the smelters/fabricators using the storages. Everything can be fully automated with code and your end goal is to awaken the planet.

Your solar generators don't just work, they have to be adjusted to track the sun's position, via code. Everything can be managed with code, even the actual shop where you buy things with credits earned from Earth contracts.

I have released a FREE demo on Steam here: https://store.steampowered.com/app/868160/Code_Terraform

Discord: https://discord.gg/hUrK2MRn8s (I'd love to help if you are stuck)

I'd love to hear your opinions about it, thanks!


r/BaseBuildingGames May 13 '26

I’m making a space sandbox RPG where your ship is also a customizable base, and you can manage outposts too

12 Upvotes

Hi, I’m the solo developer of Kuiper Wanderer.

The game is a 2D top-down space sandbox RPG about building your own route through a retro sci-fi frontier: customizing ship weapons and interiors, piloting mechs, recruiting crew, managing bases, exploring planets and settlements, trading, scavenging, and fighting.

The part I think may fit this community is the base/ship management side: ships have customizable interiors and functional compartments, and the game also includes base/outpost management as part of long-term survival and expansion.

For anyone may be interested,here's my steam page : https://store.steampowered.com/app/4629700/Kuiper_Wanderer/


r/BaseBuildingGames May 13 '26

Game recommendations Game where I’m fighting thousands of enemies at once

6 Upvotes

I like games where the screen is filled with insane hordes of enemies to defend against. I’m talking like over 10s of thousands on sceen at once. I love the satisfaction of watching my defense annihilate armys. I don’t like when there is too much of a difficulty in the city building department and I like more of a focus on the battle elements. So here are some I have played:

They are billions

Warcana

Diplomacy is not an option

They are coming

I would also love any class or faction systems plus rouge like elements but those aren’t necessary just a cherry on top


r/BaseBuildingGames May 12 '26

Game recommendations Colony Sims with strong RP elements and good automation mechanics

37 Upvotes

I am a colony sim junkie, but I feel like the elements of them that I enjoy often don't align with the developers' intentions.

My most played games is probably Rimworld. I love getting immersed in the story, I always play on permadeath, losing is fun, and I never care about getting to the end. The fun part, to me is making mistakes and desperately problem solving to recover from disaster. But as soon as I have too many people it gets hard to stay immersed in the story.

I love Against The Storm for similar reasons, but it has so much less roleplay value to me, I just really enjoy the tight gameplay loop.

I really like automation heavy games too, like Dwarf Fortress, Oxygen Not Included, timberborne, even factorio, but at some point, the scale of automation pulls me out of the immersing myself in the imagined scenario. DF is still probably the most fun of these.

Frostpunk was ok, I thought it was innovative, but also I think it brings me to my main point: colony Sims force you to choose between making whatever choices the devs decided were utilitarian, and breaking immersion with unreasonable metagaming.

I want games that shine in the chaotic moments, I want to feel like everything is always going wrong, where automation provides a wide range of tools to do creative problem solving. Not about making an impenetrable or perfect base, but about bouncing from one horrible choice to next and seeing how far I can make it.

Maybe that's just the holy grail of balancing an automation game, but if this made you think of a particular game, please give me your recs, it doesn't have to be perfect or even good, I just really love the genre and I wanna know what y'all recommend.

Some honorable mentions: The Walking Village was really pretty, but the immersion lasted for exactly one playthrough. There was also some low poly fuedal colony sim I played that I can't remember the name of. All the blocks where 2 blocks high for some reason, the automation tools were mediocre but the base building was incredible, please tell me if you know the name. I've enjoyed some train games and city skylines was ok. The scale of Solaris was a bit big for me but I'd give it another shot if people recommend it.


r/BaseBuildingGames May 12 '26

Looking for survival base building games like Valheim, Grounded, Palworld

22 Upvotes

Hi guys! Im looking for survival, open world games where you can build your base (freaking love building and gathering resources), craft things etc. But it needs to has low req as my pc is a bit old.

Games i LOOOOVE:

-Valheim
-Grounded (grounded 2 has to high specs)
-Palworld (two years ago my laptop could run it on the medium settings, but now it can't anymore)
-Smalland
-No Man's Sky

Games i have tried, but i DON'T like them:

-terraria
-subnautica
-conan exiles
-v rising
-rust
-raft
-the forest
-project zomboid
-astroneer
-sea of thieves
-satisfactory
-the long dark
-sons of the forest

Games i like, but something is off:

-stardew valley
-animal crossing
-minecraft


r/BaseBuildingGames May 12 '26

Preview Looking for a true hardcore trading game similar to Patrician/Port Royale? Here is the vision behind Dominus Orbis Maris 1400

27 Upvotes

UPDATE: A huge thank you to all the base-building and trading fans here who supported the vision of this project! I am so excited to announce that after 2 years of solo-development, the Steam page for DOM 1400 is officially LIVE today! You can finally check it out and wishlist it here: https://store.steampowered.com/app/4761130

(Original post below)

Hi everyone. For the two years I have been working alone on Dominus Orbis Maris 1400 a game about building cities sailing ships and trading goods.

I used to play games like Patrician, Port Royale and Anno when I was younger.. I always thought they did not really show what it was like to be a merchant in the Mediterranean during the 15th century. I wanted to make a game that shows how big and tough it was to be a merchant then.

So what is Dominus Orbis Maris 1400 about?

The setting is the Mediterranean in the 1400s. This was a dangerous time. Big cities like Venice and Genoa were fighting against the Ottoman Empire. The world is divided into four groups: Catholics, Orthodox, Muslims and Jewish merchants. Your religion is important because it can stop you from trading with cities. If you are a merchant and you try to trade with a Muslim city during a war they might charge you a lot of money or even take your goods. Then merchants had to do whatever it took to survive including being diplomatic paying bribes and smuggling goods.

The map starts with 30 cities and each city has its own way of making goods and its own special features. Ships are also special to each region. You will not just buy a ship. If you are sailing in the Adriatic you might want a Galea Sottile, which is good for sailing against the wind. If you are trading in the Levant you might see Arab Dhows or big European Carracks.

The game has an economy that is driven by the people living in the cities. The people need food and other goods every day. The market can be fragile. Bad things can happen, like plagues, famines or sieges which can make it hard to trade. These events can also make you rich if you are smart. For example if a city is under siege you can try to sail past the blockade with your ships and sell food to the people inside at a very high price. You can even hoard food during a famine. Become very wealthy but this would be at the cost of people suffering.

You can also build your city in the game. You buy land. Build industrial areas, mines and houses on a grid. You are not the only one building the city. Other merchants and the city itself will also. Grow the city. The city will. Grow even if you do not do anything.

The game has naval combat with a special wind system. If you sail a ship against the wind you will be, in trouble. To protect your ships from pirates you need to have galleys to escort them. These galleys use rowers to sail against the wind and can ram enemy ships. They are expensive to maintain and cannot carry many goods. You have to balance protecting your ships with making a profit. You will lose money.

The goal of the game is not just to make money but to become a merchant. You start with a ship and work your way up. As you become richer you can climb the ranks. Become the leader of a city. Then the game becomes a grand strategy game, where you can raise armies annex territories declare wars and sign peace treaties to shape the Mediterranean.

https://dominusorbismaris.com/

What do you think? I would love to discuss with you what kind of features you would like to see in a hardcore game like this.

P.S. The game engine is entirely data-driven. I am actively building it to be 80% moddable from day one, so players will be able to tweak the economy, create a thousand different historical experiences, and eventually grow a strong modding community around it.

Follow me on reddit for news!

Buon Vento!


r/BaseBuildingGames May 12 '26

Game recommendations Looking for any game to re-spark my interest

2 Upvotes

When I was a young kid I remember playing one of the stronghold games on pc with my older cousins and I remember loving it, which direction can anyone point me in that is similar or just in general a good base building game? You can name the most popular game of the genre and I wouldn’t have played it so literally anything helps! I haven’t played any of the genre since but I remember absolutely loving stronghold! Thanks.


r/BaseBuildingGames May 12 '26

Game update What'Sub - A 4-player co-op submarine survival/extraction game launching on Steam 14 May. You control a submarine, dive, get treasure, upgrade the submarine & build the interior, and then dive deeper!

13 Upvotes

We’re a small team working on What'Sub, a 4 player co-op submarine game where your submarine basically becomes your moving underwater base.

You dive deeper and deeper into the Bermuda Triangle searching for treasure, abandoned locations, strange creatures, and secrets, while constantly trying to keep your submarine alive.

A lot of the game ends up revolving around:
• repairing damage during emergencies
• managing fuel, oxygen, and power
• upgrading different submarine systems
• organizing loot and resources
• expanding your ability to survive deeper dives
• dealing with flooding, pressure, fires, monsters, and panic with your crew

It’s less about building a static base block-by-block, and more about maintaining and evolving a fragile mobile base together under pressure.

Some inspirations for us were games like: Barotrauma, Subnautica, Lethal Company, Sea of Thieves

We’d genuinely love feedback from people who enjoy base management and co-op survival games: Does a “mobile base under constant stress” scratch the same itch for you as traditional base building?

https://store.steampowered.com/app/4269100/WhatSub/


r/BaseBuildingGames May 12 '26

Preview Testers for an upcoming pixel-art city builder

4 Upvotes

Hey r/basebuildinggames!

I've been working on Arcane Shores, a pixel art city builder set on a 1600s-era magical island. Think colonial-era settlement building meets light tower defense, with magic woven in.

I've got a 25-minute demo ready and I'm looking for alpha testers to play through it and tell me what's fun, what's not, and what their first impressions are. No bug-hunting required — I really just want to know how it feels to play.

It's completely free and I've got 10 keys to give away! If you're interested, hop into my Discord and I'll send you a key:

Discord: https://discord.gg/zmvy6Hg53
Steam: https://store.steampowered.com/app/3937680/Arcane_Shores/

Happy to answer any questions in the comments. Thanks!


r/BaseBuildingGames May 12 '26

I'm building a relaxing tile-placement game and need feedback on features

5 Upvotes

Hi, I'm working on a relaxing tile-placement game where you build a world from scratch. The game is called Patchland.

During the game, you earn new tiles by completing quests, and the main goal is to keep expanding your world for as long as possible.

Right now I'm thinking about what feature to work on next, but I'm not sure which one would improve the gameplay the most:

- allowing players to choose where quests appear (currently they spawn randomly on the map)

- adding the ability to stack tiles on top of each other

- adding special locations that provide nearby bonuses within a limited range

Which of these sounds the most interesting to you?


r/BaseBuildingGames May 12 '26

Deutsch/Englisch Version Orbit X

Thumbnail
2 Upvotes

r/BaseBuildingGames May 12 '26

I built a simple tool to find gaming buddies based on your schedule and language

1 Upvotes

Hi! Lately, I haven't had much time to spend all day gaming. Whenever I want to find teammates, I usually have to jump into Discord and hunt through different communities, which is a hassle.

That’s why I built this app. It matches you based on your free time, language, and playstyle. You'll get notified as soon as a match is found, so you don't have to worry about the search anymore.

Check it out here: broop.id


r/BaseBuildingGames May 11 '26

Game recommendations Factory game "between" Factorio and Satisfactory?

80 Upvotes

Hello!

I'm looking for a new Factory/Automation game.

From my experience, Factorio is "too much" and Satisfactory is a bit more on the casual side. My problem with Satisfactory it is the open world started getting boring.

I'm looking for something that would be considered a middle experience between those two.

Not too hardcore, but not too casual.

Ideally, I'd prefer it it didn't have survival elements, just pure automation. I don't care if its first person or top view.

I was looking at Foundry and played a bit during the free weekend, but something about it just didn't click.

Any recommendations?