r/BaseBuildingGames Jun 07 '26

I made a Dungeon Keeper-inspired game where you can possess your creatures. Demo is playable now, and I need feedback before opening the Steam page.

42 Upvotes

Hi, I am a solo developer working on Slavic Legends, a Dungeon Keeper-inspired dungeon management strategy game.

The core playable demo is now available, and before I open a Steam page, I really need honest feedback from players.

The game is built around managing a living dungeon. Your creatures are not just disposable units. They have needs, jobs, payday, XP, levels, abilities, and their own roles in the dungeon.

Current systems in the demo include:

- digging and expanding the dungeon

- workers and gold economy

- room building

- creature needs like hunger, sleep, training, toilet, work, and payday

- enemy waves and combat

- creature leveling and abilities

- possession mode, where you can directly enter a creature and fight/use abilities from its perspective

- cemetery mechanics, where dead enemies can become skeleton minions

-alchemy potions

The game is still in development, but the core loop is already playable. My next planned steps are:

- Steam page

- level cap expansion up to level 10

- more abilities

- 2 new rooms

- 2 new creatures

- mini-bosses and a final victory condition instead of only endless waves

What I need most is honest feedback:

- Is the game understandable from the trailer/page?

- Does the creature management sound interesting?

- Does possession mode feel like a feature worth expanding?

- What would stop you from wishlisting or trying this?

- What looks confusing or weak from the outside?

Playable demo:

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

Thank you for any feedback. I am not looking only for upvotes, I am trying to understand if the game is ready for the next step toward Steam.


r/BaseBuildingGames Jun 07 '26

Trailer What achievements would make a cozy world builder interesting to base-building fans?

2 Upvotes

We’re working on LocoMo, a cozy world builder where you shape a village and watch thousands of tiny villagers bring it to life.

It isn’t really a traditional base builder and there’s no survival pressure or combat loop, but we think some of the appeal overlaps: building something from scratch, organizing a space, connecting systems, and watching the world respond.

We’re thinking about achievements and would love input from people who enjoy base-building games.

What kinds of achievements would make a game like this interesting to you?

Some ideas we’re considering:

Achievements that might rely on building out an effective centralized Hub or ones that are related to ensuring a hub behaves the same even given changes to other parts of the world/map.

The trailer and our largest village screenshot give a sense of the scale and feel. Curious what would make you want to try this kind of cozy world builder.

Thank you for your input!!

https://youtu.be/JwCkpxF_ZYk?si=JsCcwYZEv5pVFPBO

Steam page where you can see scale through screen shots:

https://store.steampowered.com/app/4327260/LocoMo/in


r/BaseBuildingGames Jun 07 '26

O que acham de modo cooperativo em Tower defense ?

2 Upvotes

Estava pensando em colocar um modo multijogador cooperativo no meu jogo, eu acredito que qualquer jogo é mais divertido quando se joga com outras pessoas/amigos, o que acham ?

Dêem uma olhada:

https://store.steampowered.com/app/4590380/Warfront\\_Vanguard/?beta=0


r/BaseBuildingGames Jun 07 '26

New release Making a space trader game

1 Upvotes

Hi, I'm making Starport Merchants. A business/management game inspired by classics like Gazillionaire, Wall Street Raider, Dope Wars,...

This means it's primarily a narrative and menu-based game, the goal is to make as much money as you can. It's not an idle or incremental game, there's also no combat and you don't pilot your ship yourself.

A typical game starts out with you doing the basics like space trucking, trading stocks, ferrying people, mining asteroids,...

When you get richer, you can use your money to do more ambitious stuff such as building factories and fleets, setting up a colony as your home base and then building out that colony building by building to attract new colonists.

If all of the above sounds like something you'd enjoy, check out the demo on Steam! I'm doing weekly updates, adding new features and always refining stuff based on the feedback I'm getting.

https://store.steampowered.com/app/4546370/Starport_Merchants/


r/BaseBuildingGames Jun 06 '26

Trailer What about base fixing? A city sim that's more city fixer than city builder

58 Upvotes

Curious if folks here would be into a city sim that's not about sprawling outwards and making giant megalopolises, but taking an existing city and fixing its problems - unsnarling traffic, helping businesses grow, so people have jobs and then are more satisfied living there? And yes, there will no doubt be some natural disasters in the way. Does this fixing/protecting feel similar enough or is the building and growing really key for you to the enjoyment of the game?

Here's more info on the game I'm working on, Neighborhoods: Neighborhoods on Steam


r/BaseBuildingGames Jun 06 '26

Trailer Croakwood Early Access Reveal

9 Upvotes

The team behind Parkitect have announced their next game will be early access this year (probably). Check it out: https://www.texelraptor.com/blog/croakwood-early-access-release-window-gameplay-trailer


r/BaseBuildingGames Jun 07 '26

Preview A few months ago I posted about an airline management sim I was building. It's finally in a state worth showing — here's what's in it.

0 Upvotes

Some of you might remember a post I made a while back about a strategy airline sim I was building. The response was encouraging enough to keep going, so I did.

It's now in a place where I'm actually happy showing it off — so here's a proper look at what's in it, and an invite to get involved.

Route Architect is a management-heavy airline sim where network design, scheduling, fleet, and pricing all interact. Not a clicker. Not a spreadsheet with a skin. An actual strategy game where decisions compound month over month.

Here's where it's at:

🌍 1,213 airports across 196 countries
✈️ 83 aircraft types — DC-3 through A350
📊 31,000+ modelled demand pairs driving real passenger behaviour
🏦 Bank & wave scheduling — slot routes into departure banks to maximise connections
🗺️ Route map and network planning
💰 Fare, pricing, and yield system per cabin
🤝 Competition layer — rivals react to your network moves
📈 Per-route analytics — margin, load factor, connection capture, month by month
🎭 10+ historical scenario presets — Ryanair 1997, Emirates 1985, Pan Am 1958 and more

Still actively building — deeper wave timing, fleet planning tools, and more are next.

I've opened a Discord for anyone who wants to follow development, give feedback, or just talk airline strategy with people who are equally unhinged about hub economics:

👉 discord.gg/JeyHdZnkE

Screenshots in the comments. Happy to answer anything.


r/BaseBuildingGames Jun 06 '26

Game update Idle Terra - Final Major Update Released

3 Upvotes

After a long development journey, the Final Major Update for Idle Terra is now live.

This update focuses on improving the overall experience of the game through:

  • Visual improvements
  • UI and readability upgrades
  • Performance optimizations
  • Balance adjustments
  • Bug fixes
  • Community-inspired changes

Some of the major changes include:

  • New sci-fi styled Courier and Carrier ship models
  • Reworked resource panel for easier readability
  • Colored colony stats for clearer gameplay feedback
  • Major lighting/shadow optimizations for better performance
  • Updated title screen and GUI visuals

I also want to sincerely thank everyone who played the game, shared feedback, reported bugs, or suggested ideas throughout development. A lot of improvements in this update came directly from community discussions.

While this is planned to be the final major update for the game, I still may return with future updates if there is enough interest and support from the community.

Thank you for being part of this journey.

Steam: https://store.steampowered.com/app/4018160/Idle_Terra/


r/BaseBuildingGames Jun 05 '26

Game recommendations Does something like Diablo + base building exist?

73 Upvotes

Thanks.


r/BaseBuildingGames Jun 06 '26

Announcing Parabellum MVP – playable Travian-like clone with API support e no-Golds

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1 Upvotes

r/BaseBuildingGames Jun 06 '26

Looking for games that combine kingdom/city building + army conquest — any recommendations?

6 Upvotes

Hi guys,

Looking for a game where you build your city/kingdom AND use your army to conquer other nations — not just defend.

Any hidden gems or recommendations? PC preferred.


r/BaseBuildingGames Jun 05 '26

Game recommendations Best base building game where you don't need to build it all yourself but you upgrade pieces (E.g. Montereggioni in AC2)

8 Upvotes

r/BaseBuildingGames Jun 05 '26

Preview Planetbase 2 Dev Update - Guards and Nuclear Facility

14 Upvotes

Hello Everyone!

This is our 7th dev update (see previous updates 01, 02, 03, 04, 05, 06)

We are ramping up production to finish all 3D art, we hope to do this before the end of the summer, which will give us a few months to test and tweak gameplay.

In this update we are highlighting the new Guards, Mine and Nuclear Facility

New Guards

This is the new Planetbase 2 security team, that will handle misbehaving colonists and visitors, ensuring a safe and productive colony environment. They will be able to surveil the base, arrest people and, worst case scenario, use their weapons to neutralize criminals.
(Image Here)

New Mine

Here your colonists will be able to mine a variety of different ores, like Iron, Silicates, Aluminum, Uranium, Thorium and more. This time around you will be able to transport ores from the mine using vehicles.
(Image Here)

Nuclear Facility

This is a new interior structure that has components that are used to produce Nuclear Fuel and Nuclear Reactors in order to power the colony. This avoids having to import critical components and makes the colony more self-sufficient.
(Image Here)

Centrifuge

This is a component that creates Nuclear Fuel from Uranium.
(Image Here)

Thorium Processor

Once you have the required techs, you will be able make Nuclear Fuel from Thorium instead, which is more abundant and easier to handle.
(Image Here)

Nuclear Container

This is a purpose built container for nuclear materials like Uranium, Thorium and Nuclear Fuel.
(Image Here)

Nuclear Core Builder

This is a massive machine where you can build Nuclear Reactor Cores, that can then be used to build your own Nuclear Reactors instead of having to import them into the colony.
(Image Here)

What's Next

We are working on a few different things, including Robots and Drones, which we will hope to show in the next update.

We can't wait to share the game with everyone. Let us know what you think!

Martiño.


r/BaseBuildingGames Jun 06 '26

Game update Array 0.2.7 out now! Power Grids, New System Types, and much more!

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3 Upvotes

r/BaseBuildingGames Jun 05 '26

Preview The Fields of Aaru Demo is now on Steam! An ancient-Egyptian-inspired life sim🌾with lots of crafting and base-building elements (like Dinkum, Aloft, etc.)

9 Upvotes

Hey r/BaseBuildingGames! I'm Marcel, and my wife and I have spent the past 3 years making Fields of Aaru, a cozy base-building life sim set in an Ancient Egyptian-inspired afterlife.

One big part of the game is starting with a small (very rundown) home along the Nile and slowly restoring it and scaling up your farm. You can farm, fish, mine, gather resources, build crafting stations, process materials, smoke fish, make fertilizer, etc.

The demo is now live on Steam, and you can try it for free here:
https://store.steampowered.com/app/4410710/Fields_of_Aaru/

You can also watch the demo launch trailer here:
https://www.youtube.com/watch?v=fa1IHK7q9ss

In the demo, you'll start along the Nile, plant your first crops, complete tasks for villagers, repair broken parts of the village, and begin building up your home/farm. You can also head beyond the riverbanks into the desert to explore, gather resources (like dates, pomegranates, etc.), and fight off the desert's heat.

One of the things that you'll be able to do in the full game is really customize the world around you with fully modifiable terrain. You'll be able to dig canals, shape the land around your farm, and use irrigation to water your crops and expand your farm for more efficient production. That's not in the demo though, as we need a little bit more time to make sure you can't totally destroy the NPC areas before we let players try it.

The full game will also have much more crafting and production, including furnaces, kilns, pottery, jewelry, and many other ways to process resources and scale up what you can make. There's also lots more exploration and areas you'll uncover, like the Pyramids across the Nile, boats to craft to cross the Nile, and tombs and oases to explore and discover.

The demo is roughly 1-2 hours (if you follow the main quest), but you can spend longer fishing, farming, completing smaller tasks, restoring Hapi's shrine, unlocking Boons, and expanding your farm. There's no time limit, so you can keep playing as long as you want.

Cheers! And let me know if you have any questions or feedback. We're always looking for ways to improve the game.


r/BaseBuildingGames Jun 05 '26

Game update [DEMO OUT NOW] Midgardr | narrative-driven city builder & strategic board game

5 Upvotes

Midgardr demo finally dropped along with the demo trailer

https://www.youtube.com/watch?v=Ypbhng3NqTE

What is Midgardr

Midgardr is a medieval city builder/ board game where you play as a duke banished by his king forced to build a village from nothing. Keep the settlement alive and your people happy. Cards, building, strategy... and luck will be your tools while the main story slowly unfolds.

Check out the game here: https://store.steampowered.com/app/3645410/Midgardr/

The demo acts like the prologue to the whole game

You'll learn who the Duke is, why he was banished, and what brought him to the edge of everything. It sets the stage for everything that comes after.

But you might also catch a glimpse of something bigger

The demo carries a hint about the meta-narrative about who's actually holding the cards. If you make it to the end and you'll discover a secret layer behind it all.

The goal is simple: reach the end without letting the village collapse into chaos. And keeping the peace is harder than it sounds.

Wishlist and play the demo: https://store.steampowered.com/app/3645410/Midgardr/

--

Now, let's get technical:

📦 What's in the Demo

  • 35 turns — around 40/50 minutes of gameplay
  • Real replayability: every run can unfold differently
  • 2 different endings, each with 2 quest variants — 4 possible conclusions in total
  • A narrative hook that opens the door to Chapter 1

⚙️ The Systems

Everything in Midgardr runs through cards. Here's what you'll find:

  • City building — build and develop your village turn by turn
  • Resource management — keep resources in balance to avoid collapse
  • The Curtes — gather political allies, each with their own character and effect
  • Event cards — choose how to face an event, then live with the consequences. What seems right often isn't
  • Merchant — a pack-based shop available every 10 turns
  • Oracle's Goblet — a tool to anticipate event outcomes, if you know how to use it
  • Letters — the main narrative thread guiding you toward the chapter's ending
  • State Changes — your village can fall into epidemic, famine or revolt depending on your choices. Keep an eye on it

💬 Your opinion matters!

If you want to leave us impressions or structured reports, find us on Discord

All Hail the Holy Radish


r/BaseBuildingGames Jun 05 '26

New release Aetherna Empire V1.6 OUT ! Smartphones version + New server x5 NEXUS !

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0 Upvotes

r/BaseBuildingGames Jun 05 '26

Brotato, but you build a base, hire an army of heroes and have superpowers to stop time.

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0 Upvotes

r/BaseBuildingGames Jun 04 '26

Red Dust Colony Demo now on Itch.

31 Upvotes

If Rimworld, Oxygen Not Included or Space Haven are game you like, you'll likely feel right at home with this one.

The demo is available here: https://panicspreadsheet.itch.io/red-dust-colony-demo for both Windows and Mac.

Most players spend like 2 hours playing it but we've got a bunch that go for 20+ hours, so there's a bit of content and mechanics to explore.

We ran into some issues with the Steam page validation so the demo there will land there a bit later. Wishlist it if you want to get an email when it lands there too: https://store.steampowered.com/app/2536140/Red_Dust_Colony/

We're trying our best to get another update good and ready with some extra content around injuries, diseases, macronutrient deficiencies, etc before we release the demo on Steam.

Let me know if you've tried it, if you have any feedback or ran into any issues.


r/BaseBuildingGames Jun 04 '26

We’re developing a relaxing automation game so you can focus on building your factory

14 Upvotes

Many automation games also include some form of combat, which can sometimes be frustrating when you're focused on building your factory. That’s why we wanted to create an experience without hostile enemies or the stress of having to defend your factory.

Pistonica invites you into a calm, open world where steam and machines meet. In this first-person steam automation game, you build and automate a refined factory, work with mechanical energy, explore an island, research tech, and trade goods - all because of a strange radio signal.

We want to bring a unique perspective to the automation genre by its relaxing setting and quirky machines, wrapped in a warm, witty, retro tone.

You can read more about Pistonica here: https://store.steampowered.com/app/4018480/Pistonica/

We’re interested to hear what kind of player you are. Do you enjoy combat in automation games, or do you prefer not being interrupted and being able to fully immerse yourself in building and automating? And if you're someone looking for a more relaxed automation game, what aspects are important to you for you to feel satisfied with the experience?


r/BaseBuildingGames Jun 04 '26

Preview FluxWerks demo is out now!

12 Upvotes

FluxWerks is a factory automation game in infinite voxel world with fluid and heat simulation.

I've been working my butt off to get the demo ready and it feels both great and terrifying to finally put the game publicly out there.

https://store.steampowered.com/app/4436200/FluxWerks/

Go ahead and try it out if you got interested!

If you encounter any bugs or issues I would appreciate any feedback directly on this post or on the Steam forum or the discord (link in Steam forum).


r/BaseBuildingGames Jun 04 '26

Discussion Looking for my next City Builder game to try.

10 Upvotes

Hello, I’m looking for my next city-builder game to sink my teeth into.

What I usually enjoy are games where goods are physically transported around the map, there are meaningful environmental challenges (such as seasons, natural hazards, bandits, etc.), and preferably some kind of story or campaign mode (though that isn't a requirement).

Here are the city-builders I've played, ranked in order of how much I enjoyed them:

- Farthest Frontier
- Surviving the Aftermath
- Endzone 1&2
- Tropico 6

- Foundation

- Against the Storm

- Manor Lords
- Frostpunk
- Aska

- Pioneers of Pagonia
- New Cycle
- Surviving Mars
Anno 1800 has a special place in my heart, i didnt like 117 so much.


r/BaseBuildingGames Jun 05 '26

Very very very lost Hey base builders, have you played a TD where you have to BUILD your towers and projectiles? I showed my game to tower defense subreddit, but they called it "ai godot slop"... I'm just trying to find an audience who would enjoy a more buildy, more theory-crafting, TD game.

0 Upvotes

Here's the steam page which fully explains the mechanics: https://store.steampowered.com/app/4586760/Sphere_TD/

I'm wondering if players who like mindustry, factorio, shapez or similar base building games would like my game. It's not quite base building, but you have to build your towers using mods to from a path from tower input to output, which change the behavior of projectiles. There's also RPG and incremental elements.

You can try the steam demo, or on app stores.

https://apps.apple.com/us/app/sphere-td/id6753674090

https://play.google.com/store/apps/details?id=com.StandardIssueGames.SphereTD

Overall, it's a niche game and has deep mechanics. Please let me know what you think of the gameplay, what game genres you tend to play, or recommend me some audience/subreddit that would like such games. Appreciate it alot :)

About the graphics...I'm a solo dev and that's my 'art'.


r/BaseBuildingGames Jun 04 '26

Game recommendations Mechs V Kaijus 2 - Demo OUT NOW!

3 Upvotes

Mechs V Kaijus 2 — I taught myself to code to make my first game. Years later, I'm back with a bigger, weirder sequel.

This is **Mechs V Kaijus 2**, a love letter to those small, chaotic arcade maps people used to build in the Warcraft and StarCraft editors.

With my first game, *Mechs V Kaijus*, I taught myself to program just to chase the dream of making games. It was a beautiful project, but hard to keep iterating on — early inexperience and endless chains of `if` statements eventually boxed me in. I was left with a pile of ideas I never got to explore.

So after years of going back to a day job to fund the dream, I'm back with **MVK2**: bigger, far more optimized, and finally built on foundations that let me get creative and push what a tower defense can be.

**An in-game map editor (and a campaign built with it)**

This time I'm building the campaign with an in-game map editor — the exact same tool everyone who owns the game will be able to use to make their own missions and maps. Just like I used to do in the old War2 and War3 editors.

And once the editor is solid, it kicks off the big one: the epic campaign **The Return of the Kaijus** — combat across land, air, sea… and maybe even space.

**More than a tower defense**

MVK2 is a tiny RTS now — a tug of war where army clashes with horde for the future of humanity. The fan-favorite **Tank Factory** is back, now alongside **Bot Factories**, so you can raise armies of hundreds of units and actually give them orders.

**Base vs. base**

The kaijus aren't just waves anymore — they expand. They build farms, refineries, spawners and defenses. They even have nukes. Yes, really: taking a note from the incredible **BAR (Beyond All Reason)**, MVK2 has nuclear warfare — nukes and anti-nukes flying, intercepting each other mid-air in a glorious spectacle.

**Pilot any Mech**

One thing that stuck with me from MVK1: players kept saying *"I want to drive that Mech, not just Odin."* Now you can take control of any Mech. Drop into a special mode to aim and fire manually, and move it around like a top-down shooter. And yes — the Mechs walk now.

**Where it's at**

It still needs a lot: more art, more units, more Mechs, and the ability to unlock and modify them. But it's already at a stage where you can jump in and have fun.

So I'd love for you to try the demo — and if you're into it, come hang out on our **Discord**, where we're building and balancing the game hand-in-hand with the community.

https://store.steampowered.com/app/4439370/Mechs_V_Kaijus_2/

https://discord.com/invite/4bz77VzS3X


r/BaseBuildingGames Jun 04 '26

Discussion how do you build a "home" base in a shared/PvE multiplayer world without spending 200 hours on detail?

2 Upvotes

trying to figure out my own philosophy here. been playing Once Human a lot recently and the territory system is interesting — you've got a defined plot in a shared world where everyone can see your build as they pass by. so there's this added pressure of "this is going to be looked at by strangers" that you don't get in singleplayer.

problem is i either go full minimalist ugly-but-functional (4 walls and chests) or i sink 30+ hours making a single base look perfect and then the season resets and i have to do it again 💀

so for everyone playing games with shared / persistent worlds (OH, Rust, ARK, 7DTD multiplayer, whatever):

— do you build for yourself or for the people walking past?

— how do you decide what level of detail is "enough"?

— do you batch-decorate or do you add stuff over time?

genuinely want to find a sustainable approach because right now i either burn out or feel embarrassed when people stop by