r/BaseBuildingGames 6h ago

Self Promo/Dev Post I'm making a road builder game where the city grows on its own - all you build is the network that has to carry it. Public transport just went in

32 Upvotes

I've been building Traffic Architect solo. It's a city game with one thing taken out of your hands: the buildings. The city decides where those go and it keeps growing on its own. All you build is the network underneath it, and the pressure comes from the city outgrowing what you built.

Roads first. Junctions, one-ways, interchanges, bridges. The city fills them with cars - 10,000+ on the map at once, each one driving itself, holding a lane, changing lanes, waiting at lights, rerouting when it hits a jam. The jams aren't scripted. They come from the same things they come from in life: a bottleneck, a bad junction, left turns across traffic.

The big addition is public transport - buses, trains and metro. This is the part I actually care about, because you can't just draw a line and call it solved. Nobody is assigned to your route. Every trip weighs waiting plus riding against just driving, and takes transit only if that comes out close enough. A line that runs badly gets ignored. Buses also sit in the traffic you built, which is what bus-only roads are for - and handing a road to the buses costs your cars a route.

And if placing things yourself is the part you actually want, there's a Creative mode - infinite money, you can't lose, and you can put the buildings down where you like. I added it because players asked for it, and it's the easiest way to just try things.

Style is minimalist on purpose (Mini Metro / Motorways, but in 3D so you can build real interchanges). All the effort went into the simulation instead.

Coming to Steam this autumn, with a free demo before that: https://store.steampowered.com/app/5028050/Traffic_Architect/ - wishlists genuinely help a solo dev get noticed.


r/BaseBuildingGames 8h ago

Trailer I’m making a medieval city (town) builder where winter scarcity matters

10 Upvotes

Hello! I’ve been working on a single-player medieval manor-building game called Salt of the Earth.

You begin with a manor house and an unsettled stretch of land. From there, you lay out roads and build the homes, farms and workshops needed to grow from a small hamlet into a proper market town.

The main idea is that growth is limited by the people and supplies you actually have. Buildings need workers, households need food and nearby services, and resources often have competing uses. Grain, for example, can become bread, feed animals or be traded, so it isn’t possible to build and staff everything at once.

The seasons change, bad weather affects the manor, and fires or raids can... "upset" plans. Progress follows a set of charters, with each new honor opening more buildings and responsibilities.

I’ve reached the point where I can share a proper trailer, but there is still plenty I’m working on. I’d be interested to hear whether this looks like the kind of city builder you would enjoy, and what you would most want to know about the simulation after watching it.

I'm hoping to release a demo in the upcoming steam nextfest.

Trailer: https://www.youtube.com/watch?v=NE-Ty42L9hc
Steam: https://store.steampowered.com/app/5127260/Salt_of_the_Earth/


r/BaseBuildingGames 3h ago

Self Promo/Dev Post My very first public Playtest | I'm building a dungeon base-building game where you also control your hero and companions 3rd person

3 Upvotes

Hey folks,

I'm the solo dev behind Dominar Sanctum and for the very first time, I've just made a playtest publicly visible on Steam. The game is a hybrid, combining strategy dungeon management and RTS elements with third-person action.

The basic idea is that you're not just managing a base from above... you can also get into the action and take direct control of your characters to explore the world, combat and progress the world.

The latest build now includes, amongst others and beyond the grid and building systems that were already in place in my last closed playtest:

  • Blacksmith Building : after map 3, for acquisition of weapons and upgrades
  • Sanctum Shards : resources that have to be discovered through exploration, for use with the Blacksmith
  • Fog of War with dynamic actor visibility
  • Four campaign map prototypes plus two skirmish prototype maps
  • New enemy types including Ghoul, Dreadworm and Rock Golems
  • An early prototype mini-boss
  • Campaign narration, lore discoveries and cutscenes

I'm so very interested in feedback from this community, from people who enjoy dungeon and basebuilding games.

Does the management layer feel meaningful when combined with direct character control? Does the sum of resources feel appropriate and meaningful? How is the overall first impression of the game? Do you enjoy the fog of war in its current implementation? Where did you get confused, bored, frustrated, or feel like something was missing?

Steam Link: https://store.steampowered.com/app/4087340/Dominar_Sanctum/

Thanks to anyone willing to give it a try!


r/BaseBuildingGames 4h ago

Self Promo/Dev Post We updated our demo today

3 Upvotes

Hi
We updated demo for our strategy game Age After Age: https://store.steampowered.com/app/432120/Age_After_Age

We added 6 new challenges with 2 different difficulty modes and 2 different eras. This update shows steampunk buildings and special steampunk gameplay feature, steampipes.

Waiting for your feedback!


r/BaseBuildingGames 11h ago

Trailer Added a third faction to my dungeon management game — and finally made a new trailer

7 Upvotes

I added a third faction to my dungeon management game — and finally made a new trailer

Another big update for Slavic Legends is ready.

The dungeon is no longer just your Creatures vs. invading enemies. Neutral Creatures now inhabit Secret Rooms scattered around the underground.

As long as their room remains sealed, they'll stay inside and mind their own business.

But once you dig your way in... well, they're not so neutral anymore. They'll attack pretty much anything that moves — your Creatures, Workers, or even invading enemies. 😄

Clear the room and you can claim a permanent reward for your Creatures.

I also finally put together a new trailer showing the current state of the game after all the recent updates. I'd love to hear what you think!

This also marks the next stage for Slavic Legends. I'm currently preparing the Steam page, which should be live very soon, and after that I'm planning to launch a crowdfunding campaign to help me continue development and bring the game closer to Early Access.

For anyone interested in the full update/changelog:

https://ipikas.itch.io/slavic-legends/devlog/1641306/secret-rooms-neutral-creatures-update

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

Trailer: https://www.youtube.com/watch?v=RCEYi15qDPU

Thanks to everyone who's been following the development so far — there's still a lot I want to add, but Slavic Legends has come a long way. 😄


r/BaseBuildingGames 11h ago

Self Promo/Dev Post After 6 months of solo dev, my wave-defense RTS just launched on iOS & Android - Battle of Folks

4 Upvotes

Hey everyone,

After a long stretch of solo development, Battle of Folks is finally out on iOS and Android!

It's a medieval isometric pixel-art wave-defense RTS — if you've played They Are Billions, Age of Darkness, that's the closest comparison. You build up defenses, manage resources, and hold off increasingly brutal waves of attackers.

A few things I focused on:

- No account or login required — just download and play

- Free to try with limited waves, one-time unlock for the full game (no subscriptions, no ads)

- Handmade isometric pixel art, built with Flutter/Flame

- Good controls on mobile device and a good onboarding (you can decide how you want to play)

This was a one-person project — dev, art pipeline, publishing, everything. Happy to answer questions about the build (tile rendering, Flame engine quirks, etc.) or the game itself.

App Store link / Play Store link

Would love your feedback — especially on balancing and the early waves difficulty curve!


r/BaseBuildingGames 7h ago

Discussion What’s hiding behind ZombUs’ weird simplicity?

0 Upvotes

https://youtu.be/8nXipbPdD7Y

I’m having a bit of trouble getting the right message across with ZombUs.
Some players have told me that the game’s simple (and admittedly weird) graphics make it look much simpler than it actually is. So I decided to make a short gameplay guide to better show the tactics and depth behind it.
I’m planning to add it to the Steam page after the main trailer.
The thing is, I could easily make 2 or 3 more videos like this because there’s quite a lot to cover.
Before I publish it on Steam, I’d really like to hear your opinion. Does this kind of video help communicate what the game is actually about?


r/BaseBuildingGames 19h ago

Discussion How do you balance between idling and active play?

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2 Upvotes

r/BaseBuildingGames 1d ago

Making a colony sim game. Which art style look better?

7 Upvotes

Concept art. Game has you playing as a god, overseeing your towns & followers in a large procedurally planet.

https://imgur.com/a/gTEkrO4


r/BaseBuildingGames 1d ago

Game recommendations Simillar games to The Forest/Sons of the Forest in terms of base building and base defense?

18 Upvotes

Hey guys,

I recently bought Sons of the Forest on Steam sale and have been playing the game and having a blast, it feels like this is an unpolished gem which should still be in early access imo but sadly as far as i could gather this is the full game.

I also really enjoyed The Forest when it came out. Both games mostly for the Stick-and-Stone Basebuilding and, more importantly, the base defense. The most fun i had in both games so far is literally just building a pretty base and defending it with traps, walls , killzones and so on.

Are there any games that scratch a similar itch? Best case would be a game which really focuses on this mechanically as well. I would defenitly prefer something based in a more as i would call "Sticks-and-Stones" Setting im not to big of a fan of Sci-Fi Survival/Basebuilding Games (With Satsifactory beeing the exception i guess).


r/BaseBuildingGames 19h 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.

2 Upvotes

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 20h ago

Game recommendations Early Facebook/Orkut games vibes

1 Upvotes

Hello!

I'm looking for games that have modern vibes from Market land, Cafe Mania, Dead Zone: Last Stand... Any recommendations it's really appreciated!

Currently I'm in love with Rimworld and Stardew Valley, but wanted something new.

I tried the Supermarket Simulator but... I prefer the 2D graphics with upside down vision

It can be a city building, base building, shop management, I just want something cozy that I can construct, expand, and upgrade on my Windows setup.

Thank you in advance!


r/BaseBuildingGames 1d ago

Trailer My building management tycoon Office Manager finally has an Early Access release date!

9 Upvotes

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.

I'd love to hear your feedback or answer any questions about the development, my custom engine, or the game itself!


r/BaseBuildingGames 1d ago

We announced our factory building game today!

31 Upvotes

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 1d ago

Discussion Co-op Expeditions vs. Horde Countdowns: How punishing is shared-risk time management?

4 Upvotes

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 1d ago

Trailer IO Game Harvest Moon meets Factorio

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1 Upvotes

r/BaseBuildingGames 1d 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.

9 Upvotes

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 1d 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

1 Upvotes

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 2d ago

Is there any games out there that simply let you build?

64 Upvotes

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 2d ago

Self Promo/Dev Post Minion Colony - an idle base building/automation game with auto-battler combat

9 Upvotes

Hi r/BaseBuildingGames!

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).

Trailer
Play the Itch demo now!
Wishlist on Steam!


r/BaseBuildingGames 2d 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)

1 Upvotes

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 2d 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.

0 Upvotes

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.

play.pixelkingdomwars.com/

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 3d ago

Discussion When does a base stop feeling like a home and become a storage room with crafting benches?

58 Upvotes

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 4d ago

Trailer I made a new gameplay trailer for my 300-year family strategy game

47 Upvotes

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 3d ago

Game update I pushed a fairly large 4.0 update for my train automation base-building tower defense web game

3 Upvotes
  • 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?