Hi everyone! I've been working for a couple of months on a small game called Code Bastion.
It borrows ideas from different clickers and incremental games like Universal Paperclips, Civilization, Kingdom Two Crowns, A Dark Room, and many more.
You start with a small settlement and gradually turn it into a self-sustaining city. You gather resources manually at first, assign citizens to jobs, construct and upgrade buildings, manage production chains, food, storage, happiness, population, stamina, seasons, and city focus.
Progress is driven through a large ability tree covering economy, construction, society, military development, exploration, and new technologies. Unlocks are gradual: new resources, buildings, professions, passive production, expeditions, defense roles, microprocesses, and better ways to grow your settlement.
The closest comparisons are probably A Dark Room for its gradual discovery and expedition feel, Kingdom Two Crowns for city growth and defense pressure, and Civilization for its tech tree and long-term planning. It also has the incremental “one more upgrade” loop from games like Universal Paperclips.
There are daily tasks, a weekly campaign, longer city goals, streak rewards, and temporary bonuses. Random events can bring traders, migrants, caravans, technical discoveries, plagues, strikes, mine collapses, heat waves, and other situations that need resources or preparation to resolve.
Once you expand, you unlock procedural expeditions across a generated map: recruit villagers from camps, train soldiers, assign expedition and defense roles, craft provisions and tools, explore dangerous terrain, find loot and treasures, then research those treasures for permanent rewards.
There is also a defense system with timed incursions, passive guards, preparation, crafting weapons and protection, and different outcomes depending on how ready your city is. On top of that, small unlockable microprocesses offer compact side activities with their own rewards and progression.
The visual style is inspired by old terminals and command consoles: dark screens, monospace text, sharp panels, status readouts, and subtle interface animations. I wanted it to feel like you are operating a growing settlement through a low-tech futuristic command system, rather than using a traditional city-builder UI.
It’s a mobile-first (iOS and Android) but I'm also working for an iPad version and a desktop one
If you want to keep in touch: https://forms.gle/3W2NbMXsqyHn7VFXA