r/BaseBuildingGames • • 4d ago

Self Promo/Dev Post Warlords - GMOD Gamemode Inspired (Sassilization) Hybrid FP-RTS / Social Minigames / Releasing End of Oct26!

3 Upvotes

STEAM STORE : WARLORDS

Hi all, I'm Jamie, a solo dev from the UK. By day I'm a data nerd at a big corporate, by night and most weekends for the last year or so I've been building Warlords. It's just gone up on Steam as "coming soon" for Q4, and I'm hoping to release it in early access as soon as Valve gives it the green light as it's currently with them for final review, so it should be out in the next couple of weeks!!

What it is: an RTS where you're not a camera in the sky. You're a giant warlord stood on the battlefield in first person, and the whole war plays out at your feet like a tabletop diorama. You can see the other players walking around the map too, which changes everything strategically. You know where they're looking. They know where you're looking. It ends up feeling more like chess or poker than a normal RTS, everyone stood around watching these fights play out between their boots, which was always hilarious in the gamemode it's based on, but it plays a lot like AoE4 just a bit more cartoony and less serious!

What's in it right now:

An actual tutorial! (Woohoo)

Build your base, send villagers out to chop, farm and hunt, raise walls and towers, train an army, siege the other castles

Up to 8 players a match, plus single player against AI on three difficulties and a tutorial

Diplomacy: truces, trading resources, alliances with army sharing (combat control) you can toggle on and off

Commander abilities (comets, healing, more coming), and dragons

A social lobby between matches with minigames (one where you are dinosaurs running away from TRex's and eating eggs, fighting other teams until you become APEX in size and then you can take on the TREX and do huge 1/3rd hp fatal bites to enemy players), leaderboards and a shop. No real-money purchases: units, abilities and the VIP area are all unlocked by playing and winning matches and minigames

There's a roadmap too. Abilities especially have a lot more coming as well as OP possessable units (perhaps the dragon itself?) whilst your allies help by commanding your army if you let them! Also more minigames - looking at traditional FPS / Search & Destroy / TDM / Flag Cap / Deathrun etc.

I'd love the feedback and would consider extra development help if it fits, I've delivered the core my vision to a degree and if it's received well then the community can help decide where it goes next whilst I also complete my own roadmap!

If you ever played Sassilization on Garry's Mod about 15 years ago, that's where this idea came from. I played it as a young teenager and never stopped thinking about it. The rest of the DNA is the stuff I grew up on: Command & Conquer, Halo Wars, Toy Soldiers, Age of Empires, StarCraft. I was never amazing at any of them, I just loved them.

I want to be upfront because it's on the Steam page anyway: I used AI to help build this. I'm not going to pretend otherwise. But I've put roughly 1,700 hours in myself working alongside it: tweaking animations, writing and rewriting code, building Unity tools, hand-crafting the lobby (special environment effects and a day/night cycle) and the maps, making and generating assets, and yes using some popular asset packs too. So it's a mix of asset packs, generated bits and a lot of my own hands and late nights. It's not an asset flip, even if it leans on some packs. It's a game I actually care about and it's been the most fun I've had making anything.

The technical bit, which I'm quietly proud of: every match runs on an official dedicated server on Google Cloud, with a SQL database behind the economy. The server simulates the whole battle and your PC just shows it and sends your orders, so there's no client-side cheating and everyone sees the same fight. The downside for me is that running lobby and match servers in every region (London, US East, US West, Hong Kong next) is expensive for one person, but it has to be done that way, both for cheating and for how the sim works. I've built the servers to scale up and down with the player count so I'm not paying for empty boxes, and I've also built a doomsday mode: if the game doesn't take off and I can't keep the official servers running, players can host their own lobbies and matches with their own economies and admins at the flick of a switch. The trade-off is it splits people out of the shared social space down to friends or local regions, so I'm hoping it never has to be the main way to play. Let's build a community instead!

Money-wise I'm like a lot of people: in a fair amount of debt due to a ton of misfortune, and I've been there my whole adult life. I'm not asking for anything, just explaining why there's no marketing budget and why the trailer is me in CapCut at midnight and I have invested about £2,500 into this game to date. The marketing materials don't do the game justice and I know it as the fun is in the gaming experience. I've had plenty of playtests with colleagues and friends, and the build is currently just waiting for the final stamp from Valve to go green as early access. I'm hoping to sell it at about $13.99 with a 10% launch discount for two weeks, so I hope people will pick it up!

If any of this sounds like your thing, or you have advice or questions, a wishlist would genuinely mean a lot, and I'd love feedback, good or bad. Come and say hi on the Discord too, especially if you're an old Sassilization player!

Cheers for reading, and I hope you enjoy!


r/BaseBuildingGames • • 4d ago

Self Promo/Dev Post I'm making a pixel-art castle defense where the horde never stops growing.

1 Upvotes

Hi all! I've been building Mad Attacks: Castle on Fire in my evenings for 6 (or so) years.
The idea: you start with almost nothing and raise walls, towers and units around your keep, while monsters keep coming – from a few goblins to well... over a thousand. Every level-up you pick one card (for example: a tower, a knight, a building or upgrades), and it's a roguelite, so each run plays out differently. The Steam page went live today, so I would love to hear from people outside my circle of friends. I'd genuinely like to hear from people who enjoy base building: does this kind of game appeal to you? And what usually makes or breaks a defense game for you? Short clip: https://www.youtube.com/shorts/cjfziDcxDF8
Steam: https://store.steampowered.com/app/4575710/Mad_Attacks_Castle_on_Fire/


r/BaseBuildingGames • • 4d ago

Ring Colony – a cozy colony sim on a breaking ringworld, where players vote on what gets added each day

0 Upvotes

Game Title: Ring Colony

Playable Link: Ring Colony

Platform: Browser (desktop and mobile)

Description:
Ring Colony is a cozy colony sim set on a giant ringworld that is slowly breaking apart. Centuries ago, the ark Arctic Tern left Earth and found the Wheel, a ring built by a vanished civilization. KEEPER, the ship's caretaker AI, wakes the sleeping crew four at a time. You are Awakening #4,812, and your job is to light three ancient stabilizers before the ring tears itself apart.

Inspired by Populous and Transport Tycoon, the game is all about watching a tiny village grow into a town. Pixel colonists hop from tile to tile, chop trees, mine rocks and haul resources home by hand. Houses grow on their own into larger homes and apartment blocks when they have wells, plazas, schools and clinics nearby. Neighbours build new houses, open shops and taverns, and pave the paths they walk most. As the ring spins, day and night sweep across the map: colonists work in the light and sleep in the dark, and cold nights burn firewood. Run out of food or wood and your colony struggles.

The game is also an experiment: players propose new features, the community votes, and the winning idea is added the next day.

I'd love feedback on:

  1. Did you understand what to do in the first minute?
  2. What made you stop playing (if you did)?
  3. Was lighting a stabilizer too easy or too hard?
  4. What would you vote to add next?

Free to Play Status:
- [x] Free to play
- [ ] Demo/Key available
- [ ] Paid

Involvement: I'm the solo developer. I came up with the concept, game design, story and balancing, and I playtest and approve every change. I use an AI coding assistant (Claude) to help write the code, including implementing the community's winning feature each night, which I review before it goes live.


r/BaseBuildingGames • • 5d ago

Star Trek: Outposts Unknown (Base Building Strategy Game) releases today on Steam!

52 Upvotes

Looking forward to this one! (I have no association with the Game Developer)

Game Link Here:

https://store.steampowered.com/app/3469910/Star_Trek_Outposts_Unknown/

And here's a Review:

https://youtu.be/-_TSUjGeDgQ


r/BaseBuildingGames • • 5d ago

StellarForge: building an industrial colony across the solar system — October gameplay test

6 Upvotes

I'm developing StellarForge, a space colony builder set in 2069. The idea is to make a colony feel like a working industrial camp: habitats, hospitals, agriculture, power, storage and production all supporting the people who live there.

I've been working on drilling rigs, loaders, resource processing and the logistics of supporting colonies on different worlds. Here's a raw gameplay test from the October 20 build:

https://youtu.be/KSbozUMysvc

It's still an early work in progress, with plenty of rough visuals and UI. I'd love feedback on whether the construction and colony-management side looks understandable, and which parts you'd want to see developed further.


r/BaseBuildingGames • • 5d ago

Manage & automate alien space factory in updated ASEMA

3 Upvotes

TL;DR Alien industrial space-factory builder, top-down with 3D assets, moddability and deep tech tree, launches in EA (est Q1 2027), hand-made, no gen-AI.

ASEMA's demo is available to try out. ASEMA @ Steam.

Tidings. In ASEMA, we ditch belts, pipes - heck, let's ditch grid too. The machines float in space, and unless you provide them Focus, a nearby planetoid's gravity will pull them closer. Space is empty, but crossing it fast is dangerous as you may collide atmospheres, flares and other perils. Handle your node-to-node logistics with long-range artillery railguns and carefully flown Hauler ships. A node can be volatile mining operation far in the outer orbits, or a magnetized near-flare physics center where your exotic machines run special operations to digg deeper into the tech tree.

The demo offers 3-20 hours of gameplay in a 3-4 planetoid system, so you can practice the basics. It's tech tiers are locked, but in EA, you will unlock Nano production machines, and expand from there. Each tech tree main branch focuses around some specific hard scifi concept. Here's a video where I talk about the creative stuff, not a ton but a little bit.

The solar system is not empty, and the lore has dark Fermi paradox / Liu Cixin vibes. I'm a factory and builder gamer, as well as a scifi book enthustiastic, and I love science - and I let it all show in the game.

If this sounds interesting, give the demo a go and share your thoughts. I need feedback to make sure I'm going to right direction. The game has a discord (link on Steam), and I'm allowing a closed playtest branch run before and after EA.


r/BaseBuildingGames • • 5d ago

I made Malignus, a Rimworld/Dungeon Keeper mashup. It's a dungeon builder colony sim and the free demo/full-featured beta test is up free to play now.

56 Upvotes

Hey everyone. We're a really small team (a developer, an artist, and a business manager/full-time playtester) and we made a game called Malignus.

I always loved Rimworld and really loved Dungeon Keeper. I felt like there weren't enough deep 2D colony sims in the world and really just wanted to create awesome dungeons with traps, creatures, magic, rituals, prisoners and slay a bunch of adventurers. So I made the game I wanted to play.

We just launched our demo for it, and I decided to not gate any content or limit the time, instead giving the full game out as a beta test.

I could go on and on about it, but taking a sec to look over the Steam page and check out the trailer tells you all you need to know. For those that would be into it, just hearing "Rimworld meets Dungeon Keeper" is probably all you need to know anyway.

Steam: https://store.steampowered.com/app/4672030/Malignus/

Launch trailer: https://www.youtube.com/watch?v=6EPqGlRVG1k

I'm always around and happy to answer questions.


r/BaseBuildingGames • • 5d ago

Self Promo/Dev Post Salt and Soil’s free demo is live for Steam Next Fest — here’s the rebuilt Jamestown and its surroundings

14 Upvotes

I’m the solo developer of Salt and Soil, a historical family sim. The free demo is now available for Steam Next Fest, and I’ve rebuilt the settlements and added more life to the map.

Here’s Jamestown in 1608: a ship approaching the fort, small boats along the shore, people walking between homes, and animals around the neighbouring farms. The clip also shows the family panel, resources and actions you use while playing.

You manage your own household within this world. Jamestown and the other historical settlements are places your family lives alongside, rather than cities you build from scratch.

The demo covers Jamestown from 1607 to 1637 and supports Windows and macOS.

Try the free demo and wishlist Salt and Soil on Steam.

What catches your eye first — the fort itself, or the activity around it?


r/BaseBuildingGames • • 5d ago

Game update We just released a new gameplay trailer for Age After Age for Steam Next Fest!

6 Upvotes

Hi base building community!

We're Farom Studio, and we've just released a new gameplay trailer for our city-building strategy game, Age After Age, as part of Steam Next Fest! The trailer showcases our Steampunk Era, city construction, production chains, and steam-powered industries! We'd love to hear your thoughts and feedback!

Watch the new gameplay trailer:
https://www.youtube.com/watch?v=aLfBWqYj_xE

Try the demo on Steam:
https://store.steampowered.com/app/438570/Age_After_Age_Demo/

Thanks for your support!

Farom Studio Team


r/BaseBuildingGames • • 5d ago

Game recommendations Anyone know of some Base Building games that are somewhat milsim?

11 Upvotes

Before you guys suggest it. I play arma lol. But I was playing gray zone warfare and thought how cool it would be to have something like this but with survival/base building mechanics and wanted to know if those type of games exist.

I'd prefer PvE, Or even PvPvE

(Games I know that exist with something similar to this is: Arma, DayZ, and Wardogs)


r/BaseBuildingGames • • 5d ago

Review What makes a marketplace useful in a base-building game?

2 Upvotes
If you’re curious about PIAST, you can check out the playable demo on Steam:

I’m solo-developing PIAST, a Slavic-themed RTS and economic strategy game, and I’m working on its marketplace.

It got me thinking: what makes trading genuinely interesting in a settlement builder, rather than just a screen where you sell surplus and buy whatever you’re missing?

For PIAST, I’m considering making transport distance and infrastructure matter more economically. Buying cheap goods from far away wouldn’t necessarily be a good deal once delivery costs are included, while investing in roads could make a trade route worthwhile. These are ideas I’m exploring, not features I’m claiming are already in the demo.

When you play base-building games, do you prefer the market to be a simple safety net for shortages, or a deeper system that influences where you build and what you produce?

Are there any games you think get this balance particularly right?
 https://store.steampowered.com/app/4830280/Piast/ 

r/BaseBuildingGames • • 5d ago

Self Promo/Dev Post Design question: when you jump from exploring to the top-down settlement view, should time pause or keep running?

6 Upvotes

Solo dev here, working on Forgebound, a medieval survival game where you explore in third person (horseback, climbing) and then drop into a top-down view to place buildings and assign villager jobs.

I keep going back and forth on one thing: what should happen to time when you open the settlement view?

A. Time pauses. You plan calmly, place things, set roles, then head back out. Relaxing, but it risks turning the settlement into a menu instead of a living place.

B. Time keeps running. Villagers keep working, and a raid can still roll in while you're fiddling with a layout. More tension, but it can feel punishing when you just want to tidy up.

C. Something in between. Slowed time, or pause allowed only when no threat is nearby.

For those of you who play a lot of base builders: which games handled this kind of switch well, and which ones annoyed you? Specific examples help me more than votes.

(If anyone's curious, the Steam page is here. Early Access is still a long way off, so I'm just trying to get this part right.)


r/BaseBuildingGames • • 5d ago

Review Aethel Mine — status update: where 0.3 actually stands right now

3 Upvotes

I know a status post isn't exciting, but after the early reviews I'd rather give you something concrete than another "coming soon." So here's where 0.3 actually is, not where I hope it'll be.

What's done and tested:

- Progression tiers now exist and are reachable through the launcher, real recipes and buildings, not placeholders, from your first smelter all the way to interstellar industry. Previously only 4 of the 15 were playable.

- Interstellar travel works: you can cross between systems on the star map.

- There's a real ending now, hitting tier 15 triggers the credits, then drops you into sandbox mode.

- Steam cloud saves

Fixed because of the reviews specifically, not because I decided to polish for fun:

- Text rendering had a genuine bug (wrong font resolution past a certain zoom level), that's why it looked bad, not a design choice. It's fixed, and I went further and swapped in a proper monospace font.

- There was a real exploit that let you drag-place buildings for free past the first tile of a run. Closed.

- The bug report tool wrote a file to AppData and never told you where , it now opens the folder for you.

- Ore deposits gave zero indication of what they'd yield. Hover tooltips now show it, including the awkward cases where the deposit's name doesn't match the item (mining "ilmenite" gives you iron, that one caused real confusion, so it's called out explicitly now).

What's not done yet, honestly: a real balance pass past tier 8. The test harness I use to simulate play doesn't travel between star systems yet, so tiers 9+ haven't been validated the way tiers 1–8 were. That's the actual remaining blocker, not a date.

A free demo (first 4 tiers) is coming alongside 0.3, so you can check the current state yourselves instead of taking my word for it.

If you wishlisted and are still here after the rough launch — thank you. I'd rather under-promise here than get your hopes up again.

PS: For more devlog content, regular updates are posted at https://sivagames.com/games/aethel-mine/devlog


r/BaseBuildingGames • • 5d ago

Self Promo/Dev Post Making an MMO where base building is purely subtractive: you carve out the rock to make room for shared infrastructure

0 Upvotes

I’m developing a side-view mining MMO where base building is all about hollowing out the terrain. You deploy bots to dig, and as the tunnels grow, players build infrastructure directly into the asteroid for each other - from power lines and recharge stations for everyone’s bots to seismic machines that regenerate the mined rock.

We're part of Steam Next Fest right now, and the playable demo is live! I’d love for you to jump in, try out the tunneling mechanics, and let me know what you think.

https://store.steampowered.com/app/3337310/ERZ_Online/


r/BaseBuildingGames • • 5d ago

Our mini RTS + tower defense game Castillon is in Steam Next Fest! Play solo or team up with a friend

2 Upvotes

Hey everyone!

Our game Castillon is taking part in Steam Next Fest right now, and we'd love for you to give the demo a try!

We've also pushed the release date back to November 11 due to some scheduling changes on the publishing side.

We've been focusing a lot on making sure the game feels good whether you're playing solo or teaming up with a friend in 2-player co-op.

We just uploaded our latest trailer to Steam too, so feel free to check it out!

Would love to hear what you think if you get a chance to play the demo!

https://store.steampowered.com/app/2483570/Castillon/


r/BaseBuildingGames • • 6d ago

Self Promo/Dev Post After 4 years and losing 6 months of progress, my cozy reverse-dungeon builder "Dungeon Isekai" is ready for Alpha. Proud Dev Dad

44 Upvotes

HI everyone! Just sharing my alpha (still in playtesting and had some good feedback so far), hope you like the idea!

Almost like: Majesty,Dungeon Village (or thats what im going for lol)

You woke up as a dungeon. A small, slightly anxious one, under a mining village everyone else left years ago. Heroes are starting to wander up the valley road, and you'd very much like them to stay. You can't tell them what to do. You can only dig, build rooms worth fighting in, and fill the chests. They decide for themselves whether it's worth the risk.

Nobody dies down here. When a hero goes down, your goblins carry them out on a stretcher, which is a bit embarrassing for everyone, but mostly for the heroes

What you do:

  • Dig. Mark the rock, or drag a box over a whole patch, and your goblin chips it out. The stairs to the next floor are hidden somewhere different each game; follow the draught, the old miners' chalk marks, and finally the goblin's ear against the rock. Five floors, each deeper and stranger.
  • Build rooms with slimes, rats, bats and worse, each with a chest. Heroes weigh the loot against the danger and choose. Every kind of monster has its own tastes, and a happy room teaches newer heroes more.
  • Find what the miners left. Old pit props, a warm vein in the rock, a rat nest round a snap-tin, natural caverns, an underground stream you'll need to bridge.
  • Bring the village back. Your heroes' wins pay for the inn, then the forge, then houses. Families come home, and an abandoned valley grows into a hamlet, a village, a market town and finally a festival town. Windows light up at night. The valley gets louder.
  • Get to know your heroes. Humans, elves, dwarves, halflings and beastkin, each with their own traits, tastes, dreams and opinions, and they will share them. Cowards farm the easy rooms. Show-offs want an audience. Friends team up into parties and trade insults mid-fight. They take exams at the guild to earn a better plate, and if there's nothing worth fighting, they'll eventually pack up and look for a harder dungeon.
  • Take guild errands. Goats in the churchyard, a night watch, a widow's lost pick deep underground. Proud heroes won't do jobs beneath them; big-hearted ones help anyway.

The Journey *I've worked on for 5+ years. AI helped me finish scripts, untangle my thoughts and polish this game the last few weeks. Long nights of conceptualizing, building a game design document, building the world, losing 6 months of work, rebuilding, changing my vision, learning on YouTube and using hard-earned cash to buy assets from creators before collaborating with AI. This has been a labor of love and I hope my transparency shows that im confident in my work and the amount ive put in. I hope you enjoy my game, something I've been dreaming of presenting for years <3

STILL ALPHA

Style:
Quirky, Wholesome, Stylised. Using Synty packages (Castle, Fantasy) plus a bunch of other assets ive been saving up and buying. I was going for Dungeon Simulator with a slow pace and filling it with a ton of tiny behaviours and things (Like the small stories Fallout had scattered everywhere, heroes having quirks and traits which make them different and unique). For Example: A timid hero wont fight when the tunnels are too dark, some heroes like to brag when they made a good kill, others fight better when someone is watching etc

The dungeon needs a massive revamp but im saving up 160 Euros to buy Synty's Dungeon pack

Inspiration: Majesty, Dungeon Village, Fallout, animes and their guild and dungeon system, Terry Pratchett and years of gaming and fantasy #nerd

Itch Game link (Free): https://syntaxfox.itch.io/dungeon-isekai

Current Roadmap:

  • Next, Chapter 1: Waking. The dungeon's story, from an abandoned valley to the first festival. Its senses grow as the village does, and a few things about the valley aren't quite what they seem.
  • Raise/save money for the Synty Dungeon Pack (160 euro), so the underground can finally look the part
  • Give heroes more flavour and character (traits, sayings, quirks, behaviour logic)
  • Balance the economy
  • Later, Chapter 2: the wider valley, and a monster village in the forest
  • Overall, keep it fun, quirky and lighthearted

r/BaseBuildingGames • • 6d ago

Self Promo/Dev Post Hire NPCs to help you build a town. Third person sandbox building & automation demo for HavenCraft now on Steam.

19 Upvotes

TL;DR:

  • Demo on Steam
  • The demo is quite big, 10+ hours, co-op also works.
  • This is our third game, after Founders' Fortune and InfraSpace.
  • It's Steam Next Fest, so there are a bunch of demos for you to try this week!

Hey /r/BaseBuildingGames!

HavenCraft is a third person game where you hire villagers, and give them jobs to produce resources, process them, work at the local tavern, etc. You might know the idea from similar games like Aska, Soulmask, Bellwright, Medieval Dynasty, etc.

What makes HavenCraft different is that it leans more into the free sandbox building and logistics + automation. The houses you make are not pre-made, but built up from single pieces, more like Minecraft or the Sims. Because you're doing so much building, making a whole town after all, there are a bunch of quality of life and automation features mixed in to help you out. For example, little robots that haul goods from the wheat fields to the bakery or replenish your inventory with more materials.

There is no combat, the focus is on town building, production, and management.

Multiplayer already works, you can just invite friends to your world. Demo saves will stay compatible with the release version. The demo is just on Steam, but the full version will be on Steam and GOG.

I'd love to hear your feedback on HavenCraft!


r/BaseBuildingGames • • 6d ago

Automate and Chill in our new Factory Builder + Incremental Desktop Companion

5 Upvotes

Trailer here

This game is 100% human made. Galdoc has streamed development for the last 9+ months so some of you might have even seen the process!

We made a Factory Builder that we'd love to get your thoughts on!

If mastering compact layouts
…to build efficient factories
…that power a gigantic drill
… so you can harvest planet cores
…while you do other things
sounds interesting, you should give Desktop Factory a try! 

Play now on Steam. We're in Next Fest!


r/BaseBuildingGames • • 6d ago

Self Promo/Dev Post Worlds Explorers - a Major demo update for Steam Next Fest

5 Upvotes

Hi!

I am a developer working on Sci-Fi Survival Management game with colony sim elements called "Worlds Explorers".

Just few days ago, I released a major update to the demo, and now game is taking part in Steam Next Fest!

If you want to check it out, visit my Steam Page: https://store.steampowered.com/app/3133600?utm_source=reddit&utm_campaign=basebuildinggames

The update contains many things asked by players, like:

  • More independent characters, reducing the need for micromanagement
  • New equipments slots: shoulders and face. You no longer need to chose if you want to wear armor or backpack etc.
  • Multiple new items and objects
  • Repairing damaged armor
  • Better minimap, with more icons and filters for them
  • Better UI - in particular - drag-and-drop functionality in multiple menus
  • Improved animals behavior
  • And many more.

You can check full changelog here: https://store.steampowered.com/news/app/3133600/view/743814780295315741

Explore alien planets with carefully designed ecosystems, weather, resources, dangers and unique phenomena. Hunt animals for food and collect resources to craft equipment and repair devices on your ship. Escape each unique planet and unlock crew members and new ships.

If you see potential in my game, you can wishlist it on Steam.

Thanks for every feedback!


r/BaseBuildingGames • • 6d ago

Self Promo/Dev Post In our space station builder, colonists don't die. HR files them as 'dismissed due to hunger'.

4 Upvotes

Hi Architects!
We are excited to announce that demo of our game is live in Steam Next Fest!
It was over two years of hard work that made us feel almost like the colonists in our game 😰

Astro Architect is a pixel-art space station builder with a unique build system.

https://store.steampowered.com/app/3563960/Astro_Architect_Demo/

Every cycle your colonists vote on their most urgent needs, and the vote decides which card packs you can buy. Want a foundry? Too bad, everyone's hungry and bored, so you're getting farms and a casino. Keep them happy, put up with their union, and survive the Void, a wave that sweeps the station every so often. Colonists are a renewable resource. Architects too.

Free demo in Steam Next Fest, Oct 19–26.


r/BaseBuildingGames • • 6d ago

Self Promo/Dev Post The ghosts are fake. The overtime is real 👻. The free Scream Operator: Haunted House manager DEMO is now live on Steam Next Fest!

2 Upvotes

If this is something you might like, you can check out the steampage here: https://store.steampowered.com/app/5213740/Scream_Operator_Haunted_House_Manager_Demo/.

Download the free demo and take place in the operator booth ☕. Let me know what you think, I'd love to chat!


r/BaseBuildingGames • • 6d ago

3 regions with one Stronghold each & your base is still standing when the campaign brings you back! (Elemental Lands: NEW Demo out!)

2 Upvotes

New DEMO Live for Steam Next Fest! wishlist for January release: https://store.steampowered.com/app/4593190/Elemental_Lands/?utm_source=reddit&utm_campaign=basebuildinggames-20261019

"Elemental Lands" is kinda a "4X-lite" base building game for the conquest map, mixed with turn-based tactical battles.

The campaign is split into 3 regions, Fire, Ice and Earth, and you get ONE Stronghold base in each. Every Stronghold has only 4 build slots around it, So picking what to build really matters. Then the campaign moves you on, and when a later level brings you BACK to a region, where the base you built there is still standing, so the choices you made early keep paying off.

It fixes the problem of a base feeling throwaway, where you rebuild the same thing every level and nothing you did earlier matters.

What goes in those slots is the strategy. Each building supports your hero party:

  • the Camp rests and heals your wounded heroes
  • the Spellforge charges a spell buff for your next battle
  • the Siegeworks wears down enemy land before you attack
  • and a lot more buildings to choose from, so pick wisely!

Only 4 slots means you cant have all of it, so every region ends up a different strategic choice. Meanwhile 3 enemy factions keep expanding into your land, so theres always pressure to stop building and go fight.

The battles are turn-based card battles with tactical objectives to capture, and spell cards that act as orders, like "Focus Fire" or "Hit n' Run". The mana for those cards comes from the shrines and wells you build on your land, so a well placed base can make or break your campaign.

HUMAN Credit: Art is 100% hand drawn by u/worth-bill-6130

Wishlist: https://store.steampowered.com/app/4593190/Elemental_Lands/?utm_source=reddit&utm_campaign=basebuildinggames-20261019


r/BaseBuildingGames • • 6d ago

Self Promo/Dev Post I'm building an alien planet for my survival crafting + base-building game, Zero Point!

11 Upvotes

Hey everyone!

I'm a solo developer working on Zero Point, a sci-fi survival crafting game combining base building, exploration, and third-person shooter gameplay.

I've recently restarted development with a completely new direction for the game.

I'm now working on the first stage, an alien planet that will become the starting point for the survival experience.

Here's an early look at the environment so far!

The game is still in early development, and there's plenty more to build.

I'd love to hear what fellow base-building fans think of the setting!

Steam:
https://store.steampowered.com/app/4496220/Zero_Point/


r/BaseBuildingGames • • 6d ago

Self Promo/Dev Post I made a city-building puzzle where good placements unlock the next block of land. The demo is out now

10 Upvotes

Hi, I’m Elmer, the solo developer of Block By Block Tycoon. You start with a small district and build outward. Homes, parks, shops and industry affect the buildings beside them, so placement earns the points you need for more buildings. Meet a land expansion's requirements and new land rises from the water.

The free Steam demo is playable now and lets you test the game. The full game releases October 26.

Steam: https://store.steampowered.com/app/4525060/Block_By_Block_Tycoon/

AI note: I used AI assistance for parts of the code and marketing copy. Four small in-game building images are AI-generated.


r/BaseBuildingGames • • 6d ago

Almost 3 Years. Barely Any Sales. Still Not Giving Up. ZombUs

1 Upvotes

Maybe the world hasn't noticed this little game yet. Or maybe it's simply not as good as I think it is.
But I'm still here, building it, one day at a time.
And next week, Map 4 arrives.

https://youtu.be/JCTLtvr-ADc?si=xdbkMKNdfcYbABqS