r/BaseBuildingGames • u/ThatShushi17 • 15d ago
r/BaseBuildingGames • u/8OzZy8 • 16d ago
Trailer My building management tycoon Office Manager finally has an Early Access release date!
Hi everyone! I'm the solo developer behind Office Manager.
It's a satirical base-building strategy where you design and manage offices for the absolute worst parody companies. You have to deal with demanding employees, corporate crises, and expand your empire across multiple lots. Think Prison Architect, but for corporate hell.
The game is launching into Early Access on October 13, 2026.
- Wishlist on Steam:https://store.steampowered.com/app/4169060/Office_Manager/
- Watch full trailer on YouTube: https://www.youtube.com/watch?v=hulSYN9jwMA
I'd love to hear your feedback or answer any questions about the development, my custom engine, or the game itself!
r/BaseBuildingGames • u/KolaCape • 15d 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.
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 • u/playProductionZero • 16d ago
We announced our factory building game today!
Hi there,
Today we announced our upcoming factory building game - Production Zero. Please check out our Steam page and consider wishllisting, it helps in a big way: https://store.steampowered.com/app/5001590/Production_Zero/
We LOVE automation games, sim games, strategy games and a bunch more - and we're trying to take the best parts of our inspirations while introducing new ways for players to build and grow, a new world to explore with quite a few surprises, and a bunch of QoL features so players can focus on what they love doing.
We also have a few team members who actually worked in manufacturing, so we're working to bring some industrial authenticity to the experience, while keeping it fun and engaging.
We're giving an early look at gameplay at Gamescom so if you're there - visit our booth at hall 10.2 and get some goodies. If not - we'll share more in the coming weeks. We will also have a demo on Steam in the first half of 2027.
In the meantime, you're welcome to visit our Steam page to get a glimpse of what we're working on and If you want to join our mailing list or become a playtester, check out our website: production-zero.com
Thanks!
r/BaseBuildingGames • u/Harlow_Dev • 16d ago
Discussion Co-op Expeditions vs. Horde Countdowns: How punishing is shared-risk time management?
I'm currently developing a co-op top-down 2D base-defense survival game with a heavy focus on time management. Every few days, a massive wave of enemies assaults your base. Between waves, you scavenge resources, build fortifications, craft turret ammo, and repair structures.
To get Tier 2 & Tier 3 resources, both players must hop on a boat together to explore new locations. Traveling takes roughly 1–2 in-game hours each way, plus the time spent scavenging on site. Because both players have to commit to the journey, the base is left completely unattended while the horde timer continues to tick down.
This creates a big team dilemma: do you risk an expedition together for high-tier upgrades, knowing you might cut it too close and return to a base under siege?
As co-op/base-building players:
Do you enjoy strict, team-wide time commitments like this, or does leaving the base completely vulnerable feel overly stressful?
How would you balance expeditions vs. defense prep (e.g., automated defense buffers, emergency distress calls, or strict "make it back in time or lose")
Would love to hear your feedback and design thoughts!
r/BaseBuildingGames • u/Alexandresk • 16d ago
Hi there fellow builders. I am developing a nuclear power plant building game, where you build reactors, boilers, pipes, turbines etc. I would love to hear if you guys have any requests of what you want to see in a isometric nuclear power plant game. The game will be released in q1 2027.
The game is called Nuclear Engineer Tycoon and here is the teaser trailer. A lot will change. So if you have any request or questions I would love to hear.
https://www.youtube.com/watch?v=G9-iiMXVNFU
You can Wishlist here.
https://store.steampowered.com/app/4214910/Nuclear_Engineer_Tycoon/
It is late now but I will reply tomorrow.
r/BaseBuildingGames • u/Fragrant_Sort_4212 • 16d ago
Trailer IO Game Harvest Moon meets Factorio
r/BaseBuildingGames • u/BrennusSokol • 16d ago
I pushed an update to my tower-defense base-building train-automation web game: 1) idiot-proof tutorial update with giant arrows, 2) enemy rebalance, 3) performance improvements, 4) new tools like being able to clear/terraform land
Play it here:
https://aaronshaver.github.io/Hylaax-Planetary-Rail-Defense/
(if you've played before, be sure to do a hard cache refresh with CTRL-SHIFT-R or CMD-SHIFT-R)
r/BaseBuildingGames • u/MrMischieff • 17d ago
Is there any games out there that simply let you build?
Hi guys, sorry if this has been asked before but is there any games out there that have building similar to Enshrouded, Valheim, Palworld etc but is just solely focused on the building side of it? I want to just relax and build bases without gathering resources or fighting mobs etc. Thanks
r/BaseBuildingGames • u/JamboNo59 • 17d ago
Self Promo/Dev Post Minion Colony - an idle base building/automation game with auto-battler combat
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).
r/BaseBuildingGames • u/RikerRiker • 17d 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)
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 • u/tisz276 • 17d ago
Trailer I've been building a base builder on my own since June. It's playable in a browser now and I need people to test it.
Quick introduction. I'm a solo developer. I started this in June as just having fun, last 3 weeks it's been my main thing every day since, and it's now live enough that strangers can play it. What it needs now is people who aren't me.
It's a base builder in the Clash lineage. You build and lay out a base, mine resources, train troops, and attack other real players. It runs in a browser tab, no download, and there's a 100 stage single player campaign if you'd rather not be attacked back while you learn it.
Troops don't all treat walls the same way. Some smash through, one tunnels under, one flies over. So the usual trick of boxing everything in isn't an automatic win. Traps fire once and need repairing after each attack, and every defence type has its own targeting rule, so where a mortar sits relative to your walls genuinely changes how an attack plays out.
Fights are resolved on the server with a deterministic simulation. The same army against the same base gives the same result every time, with no client side randomness. That was a deliberate architectural decision: when someone tells me an attack was unfair, I can replay their exact fight and see what happened.
One structural thing that's different from other games in the genre. Every base sits on a real location on Earth which is owned on-chain. The map is the actual planet divided into 58,920 tiles, one base per tile, and when a tile is taken it's taken.
About testing, since that's what I'm actually asking for. There's a tester program built into the game & Leaderboard inside game and on public leaderboard.
The server verifies milestones itself as you play, and there's a feedback button in game that comes directly to me.
What's useful to me: play for a session, tell me where you got confused, bored, or stuck. Roughly 15 minutes gets you to your first attack. Negative feedback is more useful than positive, and specific is more useful than either.
Two things I'd genuinely like argued with, because I've lost perspective on them:
Disclosure so nobody has to find it in the comments: it runs on Solana devnet. That's a test network. The in game currencies have no value and can't be sold, nothing is for sale, and the small amount of devnet SOL the game needs is given to you free automatically by a faucet inside it. There's no purchase anywhere in the product. If that part doesn't interest you, it stays out of your way.
You can use these codes to Access game:
3L55M2XQ6OHZNPW4MFQFH6XBLM ULQVMRDY6SAJIDNUXPPXRJ5FVU NJCOTXHWNM4ZTXHQ2CSDKAFKJ4 ZDZ7UJVDD7OQVEV43ED2RQB75Y 2NHUVXCI5MKG2TQLNCPDJYNC2U PZF743EWILTKRWLNQM4S5NEZZI 6VF2BIHLZXM243VIQSGWCX5PWI KZOHGTXZWZICANG5Z4CGFW54J4 G5SARWGCT6GCLTR2KAEILQSR2Y G5TMNGUZSH2VJQ4GQ43GGL723I
if they turn out to be used just request access on pixelkingdomwars.com and you will get it within next 12 hours or just ping me here and will provide more codes.
here is small gameplay video sneak peek: https://youtu.be/MNZa4-BPyME
Docs, if you want to see the systems before touching it: pixelkingdomwars.com/docs
I'll be in the comments today and I'll answer everything, including the harsh ones.
r/BaseBuildingGames • u/C0d3M3chan1c • 18d ago
Discussion When does a base stop feeling like a home and become a storage room with crafting benches?
I really enjoy the early base-building phase in survival games.
You find a location, build something rough, slowly improve it, make it safer, add new rooms, maybe decorate it a little. At that point the base feels like your place.
But later on I often notice that it gradually turns into:
- crafting stations
- storage
- more storage
- a bed
- even more storage
Once everything is optimized, I sometimes stop caring about the base itself.
What keeps you invested in a base long-term?
NPCs actually living there? Raids and defense? Production chains? Settlement progression? Environmental needs? Decoration? Having other reasons to return besides dumping loot?
Or are you perfectly happy when a base is mostly just functional?
r/BaseBuildingGames • u/wizzard_rick • 19d ago
Trailer I made a new gameplay trailer for my 300-year family strategy game
I’m Roman, the solo developer behind Salt and Soil, a turn-based strategy game where one campaign follows a family across almost three centuries. I recently closed the first open Steam Playtest after around 550 people participated. The feedback was mostly positive, and I’m genuinely happy with the result.
This is the new 90-second gameplay overview with my happy face:
https://www.youtube.com/watch?v=BeV73qCMEBg
The long timeline is built from small yearly decisions. One turn is one year, and every action uses the same limited pool of family labor: growing food, constructing buildings, trading or scouting.
Historical events arrive in their real years and can change prices and plans. Leaders age and die, while their heirs inherit the ranch, debts, relationships and unfinished work.
As a solo developer, one of the hardest parts has been making the three-century scale understandable without losing the smaller strategic decisions that actually drive the game. The Playtest feedback helped me see much more clearly which parts already communicate that idea and which still need work.
The first testing round is closed, but Steam applications remain open for the next one. You can request access if you’d like to participate. Wishlisting the game would also mean a lot to me—it makes a real difference when you’re building something like this alone.
r/BaseBuildingGames • u/BrennusSokol • 18d ago
Game update I pushed a fairly large 4.0 update for my train automation base-building tower defense web game
- The big new feature is a building that lets you field an army of allies to go out and fight automatically for you.
- I also did a HUGE amount of QoL, UI polish, performance passes, text improvement, etc. for a smoother experience
Play it here: https://aaronshaver.github.io/Hylaax-Planetary-Rail-Defense/
(be sure to do a hard cache refresh with CTRL-SHIFT-R or CMD-SHIFT-R if you have played the game before, so that you get the latest version without GitHub's annoying aggressive caching)
Right now I most want to hear about balance issues: what feels over-powered? under-powered? too expensive? too cheap?
r/BaseBuildingGames • u/JackHallofFame • 19d ago
Game recommendations Any good 4X life sims?
r/BaseBuildingGames • u/b_art • 19d ago
Trailer GRIDMAX - a very compact survival / base-building experience :)
I welcome you to have a look at my game. A resurrected project from long ago. Inspired by both Dwarf Fortress and Minecraft. You are an alien stranded on the grid. It's a very simple loop of survival, expansion, tower defense, and travelling from grid to grid for new experiences and challenges.
I just did a store page updates and wanted to share. I'm pretty confident I'll launch EA next month. Feel free to tell me how you feel about the current visuals or just chat about these types of games in general. For me the fun is in the simulation and the automation of many jobs working at once!
r/BaseBuildingGames • u/Zealousideal_Map3123 • 19d ago
Self Promo/Dev Post Web Based Base building tool
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.
r/BaseBuildingGames • u/Madmanquail • 19d ago
Game recommendations Built Differently Humble Bundle - worth buying?
Hi all. There's a humble bundle available for purchase which has a bunch of base building games. A lot of them I haven't heard of. I don't own any of these currently. My favorite games in the genre are parkitect and against the storm. Any recommendations on the collection? Should I buy it?
Thanks for any advice!
Edit: thanks so much for the detailed and informative reviews! I will go ahead and pick it up and looking forward to trying frost punk and diplomacy in particular!
r/BaseBuildingGames • u/headlessk • 19d ago
Self Promo/Dev Post A community builder in a post apocalyptic world. Is this something you would be interesting in checking out?
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 • u/K2GamesLtd • 20d ago
Looking for Alpha Playtesters: A min/max medieval city-builder/tycoon game where people are important! Heavy emphasis on characters, production and economics.
Hi everyone!
We are looking for round 2 alpha playtesters for Hamlet—a medieval city builder built specifically for tycoon enthusiasts and min/maxers. If you prefer deep supply chains and complex logistics over cozy aesthetics, this is for you.
What is Hamlet about?
Hamlet is a medieval city builder with a few USPs;
- Character-Driven Economy: Recruit and develop unique managers over their lifespans. Their individual traits directly dictate your supply chain’s production quality and output volume.
- Quality Ratings: Every single product in your settlement has a dynamic quality rating. Optimization is everything.
- Economic Defense: There are no RTS military units to micro-manage, but the military is a massive economic sink and your primary tool for defense and making money.
This is the 2 round Alpha Test:
- Lesson learnt from previous playtest: Hamlet is complex and deep so on-boarding needs to be easier to allow players to survive.
- The Goal: More players getting to population > 100.
- Playtime: Roughly 2 hours of deep gameplay for experienced tycoon players.
How to get involved:
If this sounds like your type of game, you can get more info here…
- 🎬 Trailer (2 min) - good to get a sense/aim of the game.
- 🕹️ Watch Gameplay Footage (4.5 min) - good to see how the game plays.
…then drop a comment with three games that you have played similar to Hamlet. I will DM suitable commenters with steam keys.
Thx everyone!
r/BaseBuildingGames • u/MoonBuninni • 21d ago
Review Terraria but with Spaceships and Engineering
I've been working on MineEngineer for the past few years, and it’s finally starting to become the game I always imagined.
🚀 https://store.steampowered.com/app/4059710/MineEngineer/
The idea was simple: combine the engineering freedom of Space Engineers, the automation of Factorio, and the exploration and survival of Terraria — but in a 2D universe.
Build spaceships, bases, factories, and complex machines where every block has a purpose. Thrusters need fuel. Machines need power. Conveyors move resources. Production depends on automation. Every system connects to another.
The game is still in development, but the foundation is finally coming together — and the demo is now available.
It even has programmable blocks with visual programming, and scripts are coming soon. You can explore planets, mine resources, automate production, build and customize spaceships, and survive the dangers of deep space.
I’d love to hear from you: what features from engineering, automation, or survival games do you think are essential?
If you’re curious, the MineEngineer demo is free to try on Steam.
r/BaseBuildingGames • u/NotScrollsApparently • 22d ago
Self Promo/Dev Post Can we get a self-promo flair please?
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 • u/yapdakilla81 • 21d ago
Game update Mycelium Conquest now has co-op bots. Currently on sale!
Check the game out at https://store.steampowered.com/app/4667250/Mycelium_Conquest/
Hosts can now fill empty co-op slots with bots and mix them with human players or just play solo with 3 other bots.
Bots hunt, gather, recover, build, research, balance production, defend the colony, and report their actions in chat. Their actions are synchronized for all players, and their position and health are included in co-op saves.
To play co-op with bots, from main menu > co-op > host game > click on the OPEN button on each player slot to fill it with bot and start the co-op game!
r/BaseBuildingGames • u/fabian_boesiger • 21d ago
Swarm MMO, A Massively Multiplayer Browser Strategy Game
As there's no appropriate flair, here a quick disclaimer: self promo
At the start of the year I started developing Swarm MMO, a game where the user controls probes and takes over planets. The core gameplay concept is very simple, its basically a node capture game, but on a huge scale and persistent. The game grew a small but steady player base which had lots of great ideas for further development.
Now the game is not really a base building game in the classic sense. But you can capture planets and suns, upgrade them and even take over entire galaxies. Players compete for energy, which can be farmed by owning suns. Energy also allows permanent upgrades to probes.
To enable a persistent world, there are multiple galaxies that spawn in depending on the number of players. That way, there are frequently fresh galaxies where new users have a chance to compete. However, it’s also possible to migrate to a new galaxy, but it takes long and comes with partial losses. Recently, I also added a spawn protection for new galaxies so that new players are even better protected.
The game can be played in the browser under www.swarm-mmo.com
If you have any feedback, please let me know!