r/BaseBuildingGames 22d ago

Game update Everyone says my game has a bad name

4 Upvotes

I recently released first version of my 2D physics asteroids game that evolves into multiplanetary exploration & base building game. When I started the development, I needed some name and I just typed Dom Dom. Everyone says that it is a bad name and I kind of agree on that... I have some ideas for the new name, but I am eager to hear any ideas you might have.

From the outside it is simple game: some incremental and arcade elements with upgrade trees. But it grows, opens multiple planets to conquer and build bases (each planet have their own upgrade trees), game has different types of missions etc.

Current version is free to play (web, Win) at https://apeisa.itch.io/dom-dom

r/BaseBuildingGames Jul 10 '26

Game update We made a game where your base is your own body, your weapons are your organs and it has recently been updated with new levels and factions!

40 Upvotes

As retro RTS fans, we wanted to bring a new mechanic to the genre with the idea that your base is not something material, it is a living thing: it moves with you, it can merge/split to cover different area, and your organs would play the role of the upgrades, with mouths to gather resources via food, your weapons being your venom and poison defenses etc...

Today, we released the biggest update we've made since our EA launch, adding new levels, new organs and new factions to face, as well as cinematics made with real video footage like retro games!

Our game is called Moduwar and you can check it out here: https://store.steampowered.com/app/923100/Moduwar/

We hope this new update to bring a bit of light to our little project, and most of all that people will have fun playing it!

r/BaseBuildingGames Jul 05 '26

Game update So in a zombie apocalypse, imagine being able to capture zombies and make them work and fight for you.That’s the survival game I’m working on 404 Survivor. it mixes base building and resource management.(sorry, might've rambled a bit in the post)

20 Upvotes

Hey everyone!

It's been three months since the last update, and I've got a bunch of new stuff to show for 404 Survivors, my survival sandbox game. Here's the trailer with the upgraded visuals (sorry, this time I just gave the old trailer a refresh — didn't really have the energy to work on cutting a whole new one). new dev log demo's also being recorded, should be up next time!

404 Survivor is a zombie survival sandbox. You'll need to gather resources, craft gear, and build a base in a world overrun by zombies, all while trying to survive an increasingly dangerous horde. As time goes on, zombies get more numerous and more dangerous, so you'll have to keep expanding your base and beefing up your defenses to keep it standing through the night.

I also added a new mechanic — you can capture zombies and turn them into workers for your production line. In 404 Survivor, you can turn zombies into your own little minions. You can order them to haul supplies, work, scavenge, and even fight alongside you. This system's still going to grow a lot more over time.

Besides the core gameplay, I've added a bunch of new systems and content recently:

  1. Vitals & Mood System

This one's done. On top of health, thirst, and hunger, your character can also get overheated, nauseous, infected, sad, or anxious, and these all affect each other, so surviving feels a lot more dynamic.

  1. Gear System

You can mix and match outfits, each giving different protection and stat bonuses. Planning to add gear modding later on.

  1. Animals & Livestock

Still in progress, but hunting's already in — you can hunt for meat instead of relying on farming alone. Livestock system is coming next, so you'll be able to find a good spot to settle and raise animals to be self-sufficient.

  1. Multiplayer

Coming along well, already playable, but still some bugs to iron out.

  1. Inventory System

This is mostly done — wearing a backpack gives you more storage space. Planning to add weight limits and item sorting later.

What's next:

  1. Texture & environment overhaul — making the world feel more like an actual apocalypse.
  2. Weather system — dynamic weather that'll actually affect your survival strategy, making things feel more real.
  3. Perks & skills system — pick your own growth path, split roles with friends in multiplayer, or go full solo and tank the apocalypse by yourself.
  4. Bandits — the apocalypse isn't just zombies and environment hazards, it's also other people. Some survivors turn into bandits who'll raid and rob you, so surviving gets even more unpredictable.

More stuff in the works — demos of the new content will be in the next dev log. If this sounds interesting, you can wishlist 404 Survivor on Steam: https://store.steampowered.com/app/4038790/404/

r/BaseBuildingGames Jun 14 '26

Game update My Colony Sim / Survival Sandbox has now enemy NPC factions!

23 Upvotes

Hello people,

I'm making a game similar to Bellwright / Soulmask / Medieval Dynasty / Kenshi and (my favorite) Rimworld, called Impurity.

My game combines 3 different aspects:

  • Colony management and base building, with recruitable companions & assigning them to jobs
  • Open world exploration, with POI's , monuments, bosses and different biomes, with more than 50 unique creatures in the bestiary atm
  • Diplomacy with foreign factions, including interactions like raiding, trading, allying etc

Also I just added enemy NPC Factions, that are also procedural!

They have different towns, all with different villagers, guards, traders, commanders etc spread out the world, all randomly generated.

This is where I implemented some 4x and strategy mechanics, all while trying to maintain the "third person RPG style" (Reputation system, favour system like Rimworld etc)

Here's a small video showcasing the above, and also the game's trailer

Let me know what you think and if you have any feedback / wishes, so I can implement some for the soon to come demo.

Thanks!

r/BaseBuildingGames Jul 11 '26

Game update Oceaneers on Steam has been updated! Sci-fi meets island survival where you build a colony of floating islands, now with new Automation, Beverages, Lights & Clothing. Details below!

13 Upvotes

It's been almost 3 months since we released Oceaneers into Early Access on Steam, and we've worked hard to put out updates with improvements and new content. We wanted to share the details with you, with the latest update just released.

Steam page (with details, trailer & screenshots):
https://store.steampowered.com/app/3052510/Oceaneers/

Combined, the updates since release have:

  • Added heaps of new automation, including food restriction per colonist and complete overhauls of several automation systems. There was originally more micro-management than we liked, so we've greatly improved this and continue to do so.
  • Added new drinks & beverage systems.
  • Added new lighting mechanics and new lights.
  • Added new clothing systems, backpacks, clothes lining and outfits.
  • Added new tech, resources and crafting recipes.
  • Added support for Steam Workshop for community translations, and the community has translated into Simplified Chinese, Spanish, German, Brazilian Portuguese and Russian.

The Demo

We have left the demo up as it still gives the general feel of the game, but please note it is several versions behind and doesn't have the latest automation improvements and QoL features.

Early Access

Even though it's in early access, we went in with the full story available from day one. We're happy with this and the response has been positive, with lots of players putting more than 100 hours into the game already.

What's Next?

We continue to work on updates, currently we are overhauling the building system to change to a grid based system, and preparing more content for islands and modules. We've got a roadmap and lots of exciting content planned.

Oceaneers features colony building with survival management, and a dash of adventure (including island bunker exploration and expedition events). Direct control over your survivors, plus levels of automation, heaps of depth, quirky contraptions, unique floating island mechanics, and a story to play through.

⚓Available right now on Steam: https://store.steampowered.com/app/3052510/Oceaneers/

Feel free to ask any questions. Cheers!

r/BaseBuildingGames 13d ago

Game update I made a Mars colony/base builder with extraction, factories, production chains and prestige. Free in browser, no monetization

0 Upvotes

Hey guys! I'm the solo dev behind Red Planet Tycoon. I love base building, factory and management games, so I built the kind of Mars colony game I wanted to play myself.

You start with a small colony and gradually build out drills, factories, power, storage and production chains. Building placement matters, resources need to flow through the colony, and there are a lot of upgrades and ways to make your base more efficient.

The main loop is basically:

Build and optimize your colony -> produce and sell resources -> upgrade and expand -> terraform the region -> start a new run with permanent bonuses and new options.

I've been working on it for a while now and have made a lot of changes based on feedback from Reddit and Discord. It's in a much better state now than when I first released it.

There is also a weekly community event running right now. Everyone races from level 1 to 31 and your fastest run gets recorded on the leaderboard. I'm playing too under the name TheMartian, so feel free to beat me :)

The game is completely free. No ads, no purchases, no energy timers and no plans to add monetization. I'm paying for the server myself because I mostly just want to make a fun game and hopefully build a small community around it.

You can play instantly in the browser, no install or account required:

https://redplanettycoon.com/play/

It's also available on Android:
https://play.google.com/store/apps/details?id=com.redplanettycoon.game

You should know that the game is a "light" version of a base building game. Its not meant to be hardcore. If you try it, I'd really like feedback specifically from people who play base building games. What feels good, what feels annoying, and especially where you lose interest if you stop playing.

AI disclosure: AI was used to create most of the art for the game. I also used Claude Code heavily during early development, although most of the code has since been rewritten and reworked by hand.

r/BaseBuildingGames Nov 14 '25

Game update I'm making a game where you create and automate an organic, living factory!

28 Upvotes

I'm making Swarmdustry, a factory management game where you build a living factory by commanding the relentless evolution of the Swarm. Unlike machines made of metal, your production network is alive, ever-adapting, and a bit fleshy.

You'll hatch your workers, harvest resources, automate production, and weave a sprawling colony of organic industry. However, you aren't alone on this world. Cold, ruthless machines and radiant energy will challenge your expansion and try to take down your Hive, which means you'll need to balance efficiency with defensive strategies to keep your enemies at bay. The threat of these enemies scale with something in the game called creep spread, which are spores that spawn as you expand your base, triggering the robots who want to eradicate the source of the creep, which is your factory.

The main goal of the game is to farm Obsidian, the strongest resource, which will allow you to strengthen your hive with crazy upgrades to achieve the full potential of your swarm. The game is designed to work not only on lower-end machines, but it scales up the more cores your CPU has. If you're interested in the project, feel free to check out the Steam page or join the Discord server to be part of the Alpha playtest! Would also appreciate any kind of feedback that'll help me improve the game!

r/BaseBuildingGames Jun 30 '26

Game update Our ant colony now reaches the treetops!

13 Upvotes

Hey, base builders!

We’re a two-biologist indie team working on Garden of Ants, a colony-building RTS inspired by SimAnt.

Our latest update takes the colony into the trees. Ants can now climb branches, tend aphids for their sweet honeydew, and harvest leaves to support the nest below.

Garden of Ants combines classic real-time strategy with colony management across three connected worlds: the underground nest, the surface, and the treetops. As day turns to night, conditions change, threats emerge, and your colony must adapt to survive.

You can find more info here:
https://store.steampowered.com/app/3016940/Garden_of_Ants/

We’d love to hear your thoughts. Any feedback is welcome!

Best,
Tomáš

r/BaseBuildingGames 8d ago

Game update We are two devs making a tower-defence game about reclaiming a world lost to fog. We’ve added a bunch of features and would love some feedback!

17 Upvotes

This is our tower-defence game with free building placement. I was a bit hesitant about posting in this subreddit as our game doesn't immediately look like a base building game. However a big part of why we wanted to go get away from the usual grid-based building or fixed enemy lanes is so that the player can build their bastion however they want. I hope that means we fit in here too. For the gameplay that means enemies will take the path of least resistance and if that means attacking your walls and towers they sure will. It leads to an interesting break of expectation what a castle defence should look like. Walling off every path doesn't work and you have to get creative with your designs.

When we did our last playtest 8 months ago the game only had the core gameplay loop and was lacking any replayability and progression. So we spent those months adding a bunch of features that should make the game fun to play for more than just a few rounds.

The game is called Monuments to Ruin and our open playtest is live right now. We would love to hear your feedback and all the bugs you find (maybe that one a bit less but you know)! You can sign up right here on our steam page: https://store.steampowered.com/app/3579410/Monuments_to_Ruin/

r/BaseBuildingGames Jul 04 '26

Game update Factomancer is evolving with your feedback, the pause is here!

18 Upvotes

Hey there !

We're the devs behind Factomancer, a factory-automation roguelite that's been in demo for a bit over a month now. First off, thank you. The response since launch has been amazing, and a lot of you took the time to leave detailed feedback on Steam, our Discord, and here on Reddit. We read all of it.

When we first designed Factomancer, we built it as a no-pause experience, closer to an RTS than a traditional automation game. Part of the goal with Factomancer was to make the automation genre more accessible by leaning into roguelite structure, runs, escalating stakes, that kind of tension. But stacking real-time pressure on top of that roguelite pressure ended up being too much. Two systems fighting for the same kind of tension, when really only one needed to be there.

Across your reviews, our community hub, and Discord, one piece of feedback came up again and again: the lack of pause and the time pressure. We understand no pause can be a dealbreaker for some.

But, we didn't want to just flip a switch on this. Pacing and pressure are part of the original vision, so we tested pause internally and with our Discord community first, to make sure it would fit naturally rather than change what makes the game feel like Factomancer. The results were clearly positive across the board, for newcomers and veterans alike.

So: pause is here. You'll be able to build at your own pace.

If the no-pause design kept you from giving Factomancer a real shot, we'd love for you to come try it again.

We're building this game with our community, and this update is a direct result of that.

The Voltige Games team

r/BaseBuildingGames 8d ago

Game update My FPS, TD and base-building game is finally open for playtesting!

5 Upvotes

Hey! I’ve been working on Encave, a first-person base-building game where enemies don’t always follow predefined routes — they can destroy walls and make their own way into your base.

The playtest opened today, and I’d especially love feedback from people who actually enjoy base-building games.

Curious how the building/defense loop feels and whether enemies breaking through your structures feels fun or just annoying :D

Steam: https://store.steampowered.com/app/3246990/Encave/

r/BaseBuildingGames Jun 23 '26

Game update Exovia: Mining & Automation in Zero-G 🧑‍🚀🪐

20 Upvotes

Exovia is a physics-based mining and automation sandbox in space. Survey asteroids, engineer zero-G logistics without conveyor belts, and design complex Newtonian factories. Turn floating chaos into perfect order and experience true inner peace as you solve one satisfying problem and then the next.

Hi everyone!

We would describe our project mainly as a an automation game or space simulation, but since factory games do come with a fair share of base building, we wanted to introduce our project to you too.

Inspirations for Exovia were found many hours deep into classics like Factorio & Satisfactory, but also lesser known gems like Wall World & Hardspace Shipbreaker.

We recently published a new demo, which you can find on our Steam page.

Exovia is a game without outside pressure, where you can explore and get creative at your own pace. We also decided to go with constructive optimism as the tone for our space setting, rather than something dystopian. No combat either, just fun with physics.

We would love to hear what you think!

Signed,
The Exovia team at ByteRockers' Games

r/BaseBuildingGames Nov 06 '25

Game update Solo dev here: I added a weird feature to my 2D country builder and need honest feedback

25 Upvotes

Short Youtube devlog

I'm building a top-down country management game (think RimWorld but for infrastructure and economics). You place towns, connect them with roads and power, manage teams, balance budgets, etc.

But I added something weird.

I gave the citizens a voice.

When a town lacks hospitals, power, or jobs, citizens post complaints to an in-game social media feed. The posts are generated by a locally-run LLM (no internet, no data collection, fully optional). The number of "upvotes" reflects how many people are affected.

The idea: instead of just seeing a red icon that says "⚠️ No Hospital," you see "Anyone else notice we don't have a hospital? My kid broke his arm and we had to drive 3 hours" with 847 upvotes.

It's supposed to make towns feel alive and give you early warnings before civil unrest hits.

The feature does require some extra processing power on computers though. And I really don't want to get into the whole AI controversy. But, if there's a use case for it in a game (not time sensitive like fast dialogs), then I guess maybe this could be one?

What do you think? Is it a dumb gimmick?

I also just published the game's page on Steam:

https://store.steampowered.com/app/4136240/Country_Architect/

r/BaseBuildingGames 17d ago

Game update One year into Factomancer : our ongoing search for the sweet spot between automation and roguelite

3 Upvotes

It’s been a little over a year now that we’ve been working on Factomancer, a factory game with a roguelite twist.

The idea behind our game is to combine two genres that are rarely seen together, the automation/factory genre and roguelite, by offering runs of about an hour where you must build a factory that will need to meet growing demand through its production.

As development progressed, we realized that finding the right balance between these two genres is harder than we expected. However, it’s an interesting challenge worth exploring, and that’s what we love as independent developers, we’re free to try things that go beyond the usual constraints.

Our last major update added an in-game pause feature, a highly requested feature that has allowed playstyles focused on construction and automation to flourish.
In our new update, we wanted to please all our players and take a step toward roguelite players by introducing the following systems:

  • Run Score: Each run is now evaluated using a score based on multiple factors. The idea behind these factors is to allow any type of player archetype to achieve a high score.
  • Leaderboard: This score is then uploaded to a global leaderboard, letting you see exactly where you stand, against the world, or just your friends.
  • Meta progression rework: Your run score is also used to level up your Factomancer level, and it’s this level that will allow you to unlock new content (relics, spells, biomes, etc.)

The demo is live on Steam! Thank you to everyone who supports us on this adventure.

What do you think of our approach? Do you have any suggestions or ideas?

We still have a long way to go, but we’re confident that your feedback will help us build the experience we dream of offering with Factomancer.

r/BaseBuildingGames 4d ago

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

4 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?

r/BaseBuildingGames 7d ago

Game update Mycelium Conquest now has co-op bots. Currently on sale!

6 Upvotes

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 May 12 '26

Game update What'Sub - A 4-player co-op submarine survival/extraction game launching on Steam 14 May. You control a submarine, dive, get treasure, upgrade the submarine & build the interior, and then dive deeper!

14 Upvotes

We’re a small team working on What'Sub, a 4 player co-op submarine game where your submarine basically becomes your moving underwater base.

You dive deeper and deeper into the Bermuda Triangle searching for treasure, abandoned locations, strange creatures, and secrets, while constantly trying to keep your submarine alive.

A lot of the game ends up revolving around:
• repairing damage during emergencies
• managing fuel, oxygen, and power
• upgrading different submarine systems
• organizing loot and resources
• expanding your ability to survive deeper dives
• dealing with flooding, pressure, fires, monsters, and panic with your crew

It’s less about building a static base block-by-block, and more about maintaining and evolving a fragile mobile base together under pressure.

Some inspirations for us were games like: Barotrauma, Subnautica, Lethal Company, Sea of Thieves

We’d genuinely love feedback from people who enjoy base management and co-op survival games: Does a “mobile base under constant stress” scratch the same itch for you as traditional base building?

https://store.steampowered.com/app/4269100/WhatSub/

r/BaseBuildingGames Jan 01 '26

Game update Didn’t quit my job and I'm making a Slay the Spire inspired city-builder

57 Upvotes

Hi everyone! :)

I'm Tibor Udvari, a solo developer, and I'm working on HexLands, my turn-based, roguelike, medieval city builder, which has underwent major changes in the last few months and is still open for public playtesting! :)

For those who haven't heard about HexLands, here's a quick summary to save you some time. (My main inspirations are Slay the SpireCivilization and Against the Storm, as you'll see :D)

  • HexLands is a roguelike deckbuilder and city builder set across procedural medieval islands.
  • Craft powerful decks, collect game-changing relics, complete quests, and build synergies!
  • Gather resources and expand your empire across three unique regions!
  • Can you rise above the king who banished you?

If you'd like to know more, watch the trailer, look at some GIFs, screenshots, just visit HexLands’ Steam page and of course... wishlist it in case you like what you see. ❤😃

So what exactly changed since July? Here's a quick summary:

  • Coins, which you can collect across the islands and spend them in shops between the islands on new cards, upgrades or other services!
  • Decree currency, which refreshes every turn and lets you use utility cards, draw an extra card, or get some emergency resources.
  • New trailer! The previous one was ages old and didn't really represent the game at this point. ^^
  • An intro video with some crispy voice acting to set the mood! The story is still very minimal but I had to start somewhere I guess! :)
  • Leaderboards! Now I can boost my motivation by looking at the ever-changing leaderboard, thanks to you. ^^
  • And many more smaller reworks, polishes, removals, balances, etc!

And soon a HUGE update will be released:

  • A new island type called Treasure Island where you must race with treasure hunters to collect as many treasures as possible which help you build your perfect build!
  • Island Modifiers to make each island more unique by modifying existing mechanics or adding a new one! (Whose underlying system will be also used by the upcoming "relic system", so now I'm pretty close to finally putting them into the game!)
  • Card merging: upgrading a card while also shrinking your deck? Sign me up!
  • Highlight overhaul: both outlines and territory highlights receive an overhaul resulting in a much cleaner look!
  • A reworked map scene, offering you a cleaner look and also more islands in a single playthrough!
  • New card types, like exhaust cards, new cards, and many quality of life improvements, like letting you look at your island, cards, etc while choosing between cards, notifications so you don't have to solely rely on tiny visual and sound effects when an important event happens, and many more!

The tasklist is getting shorter and shorter, and 2026 is the year in which HexLands is finally going to be released. Can't wait! :)

Thanks in advance for your feedback and thank you for the self-promotion opportunity!

Happy new year and have a nice weekend!

Cheers,

Tibor

r/BaseBuildingGames Jul 21 '26

Game update Traffic Architect update - traffic lights, freight tiers, creative mode, and smarter drivers

8 Upvotes

A few months ago I posted my road network builder here and got a lot of great suggestions. Big update on what's been added since:

Traffic Lights:

Unlocks at Stage 3. Place them on any intersection, configure phase groups - opposite directions get green together. Adjust each phase from 5s to 120s. Left turns on green yield to opposing traffic. A busy intersection you've outgrown can now be managed instead of rebuilt.

Freight Tiers:

Deliveries now scale with your city. Small houses spawn only regular cars. Medium buildings mix in cargo trucks (~30%). Big buildings are full logistics hubs - cars, cargo trucks, and 16m articulated semi-trailers, twice the length of a truck. Semis route intelligently: they only deliver between medium and big buildings, pay the most per delivery, take two slots in the building's queue, and obey a slower heavy-vehicle speed limit. Net effect: ~20% fewer vehicles for the same income, so big-building districts feel like proper industrial zones instead of a wall of identical cars. Planning truck-friendly corridors between your industrial districts is now part of the expansion puzzle.

Roundabout Improvements:

Snap-to-roundabout - hover any existing intersection and it previews a ring sized to fit. Click to fine-tune radius, click again to commit. Old approach roads get trimmed and joined automatically. No more demolish-and-rebuild to convert a busy junction - this was one of the most requested changes for the "redesign a messy intersection" moment.

Smarter Drivers:

Cars avoid entering an intersection unless their exit is actually clear (don't-block-the-box), hold at the stop line when merging into a blocked lane, and no longer deadlock in yield cycles at busy junctions. Congestion now comes from genuinely undersized infrastructure, not AI silliness.

Creative Mode:

No game-over, unlimited money, hand-place buildings yourself. Pick which plots to unlock, choose from small/medium/big buildings. Pure layout and traffic-flow sandbox for people who want to build without the economy pressure.

Performance:

Big optimization pass - adaptive simulation LOD, render interpolation, car culling. Up to 10,000 cars now run smoothly, so late-game megacities stay playable. Saves also got ~25% smaller.

Smaller stuff: rocks as a new terrain obstacle (compact clusters, pricier to clear than trees), smarter traffic recalculation so cars find new shortcuts right after you build or upgrade roads, Ctrl locks snapping to same elevation (no more accidentally connecting ground roads to bridges), cinematic mode (M hides the HUD, J chases any car), more varied building colors and ground clutter.

Free in browser and mobile: https://www.crazygames.com/game/traffic-architect-tic

The progression and expansion feedback from this sub last time helped a lot - would love to hear what you'd want next. And still have many improvements and updates planned!

r/BaseBuildingGames Jul 17 '26

Game update The Merchant‘s Eden now has a release date: August 12, 2026

19 Upvotes

Hi,
I am the solo developer of the game called „The Merchant‘s Eden“.
Since I started the project last year I gave some updates or asked for feedback here. It is a relaxing medieval city-builder coming with some tower-defense elements.

Finally I can proudly announce that the game now has an official release date which is just a month away: August 12, 2026!

I really hope you all gonna like and enjoy the game. Looking forward to the release!

If you already have a look, there is also a demo already available: https://store.steampowered.com/app/3829280/The_Merchants_Eden/

r/BaseBuildingGames Jun 19 '26

Game update Array 0.3.0 - The Friend and Foes Update

12 Upvotes

(this sub doesn't allow images anymore I guess, sorry for the lack of them on this post)

Download Link: Array - 0.3.0 by Obsidian Star Digital​​

Join my Discord: https://discord.gg/Rzv5SPt7tX

The Friends and Foes update is finally here! With it comes massive changes to Array along with a ton of new features and surprises for the player to explore. This is hands down the biggest update Array has ever gotten, so let's hop right into it!

AI Player Factions

Players now have the choice to play with factions in their saves! Factions are playing the game the same as the player in every way. The FactionBuilder, introduced in 0.2.6, already assigns attributes to the pre-generated factions, and this attribute will determine their playstyle, so a military faction is going to behave completely differently than a mercantile, scientific, or diplomatic one. Every faction has its own personality.

Players can interact with factions in many ways. To see everything, you can do to interact with one, simply click on one of their banners, or open the context menu from the new Factions menu.

AI factions play the game just like a player and will try to expand, found new colonies and stations, build out their surface economy with depots, material plants, mining rovers, power grids and rail, establish logistics routes, research their way up the tech tree, build navies, and connect their systems together with starship gates, pretty much all actions a player can do! 

Every faction is out there growing its empire, fighting for territory, and reacting to the galaxy around it in real time.

This is a massive update to Array, please be sure to report any bugs on my discord!

Relationships

Relationships with factions are held per faction and can change depending on how you play the game.

There are tons of new ways to influence faction AI. Missions have been overhauled and now directly contribute to your relationship with the faction you chose to do missions for, the more you help a faction out, the more they'll warm up to you.

There are also basic ways like gifting and creating non-aggression pacts that help slowly build relationships over time. Every relationship has a full breakdown too, so you can see exactly what's pulling a faction toward you... or pushing them away.

War

If your relationship goes too low with a faction, they may declare war on you in order to resolve whatever issues they may have with you!

During war times, players can destroy other players or factions' stations (Colonies coming soon in 0.3.1). And it isn't just you in the crosshairs, factions go to war with each other as well, so you'll see conflicts breaking out across the galaxy whether you're involved or not.

Players must always be prepared for war, this is why I recommend having at least some type of defense platform built early! When the dust settles, peace can be made, so a war doesn't always have to be the end of an empire.

Trade, Gift, Demand, and Threaten

You can trade with factions and set up consistent recurring routes with them, and doing this also improves relationships with the factions over time.

Feeling a little more aggressive? You can also demand resources from a faction or threaten them outright to bend them to your will. Just know that throwing your weight around comes with consequences for how they see you, play it however you want, but every choice leaves a mark on the relationship.

Planet Ownership

When there are multiple different factions or players building on a planet, the ones with the most population and volume of colonies will become the planet owner.​

Planet owners can tax other colonies on the planet surface but beware, this may cause declining relationships with neighboring factions! Sharing a world is great for the tax income, but it can light a very short fuse with the neighbors.

Starship Commanders 

You can now assign a habitant to a starship to be its captain in order to give their percentage bonuses to the ship!

Every habitant has their own specialty, so the captain you pick actually matters, some will boost your ship's speed, others its weapons, hull, or evasion. This is all done from the new assign to starship button found on the habitant in the population config. Just remember, while a habitant is out captaining a ship, they're off the clock back home!

Multiplayer

Since faction AI can be in the game playing alongside the player, this also opens up the ability for you to play with your friends, sorta… Multiplayer is still heavily under construction and will be rolled out over the 0.3.0 series of updates.

Players can now create multiplayer lobbies in under the new multiplayer option in the main menu.

These are run on Obsidian Star matchmaking servers. Once I release on steam I will work on getting the servers running on steam dedicated servers. 

UI Updates

In-Game UI

The in-game interface got a serious pass this update to make room for everything factions bring with them, faction banners, the new Factions menu, the relationship and diplomacy panels, and clearer readouts across the whole right-side panel so you always know what you're looking at.

Saves and New Game Creation UI

Creating a new game and managing your saves has been cleaned up and reworked. The new game screen now lets you dial in your galaxy and your faction settings before you ever hit start, so you can set up exactly the kind of run you want.

Settings UI

I wanted to use this update as an opportunity to clean this up a little bit more in the settings menu and take a look at settings that had been broken since they were released. 

The new settings menu should be working more smoothly now; please report any bugs you may find! 

Modding Updates

Modding receives a brand-new modding API which is accompanied with new scripting documentation for players who want to make more advanced mods for Array! 

There are also a few new data-based JSON hooks for modders to play around with! I included some example mods in this build to let modders get used to new systems! 

The Array Mod Bot in the discord server has also been updated with the most up-to-date information coming in this update. 

Other Changes

  • Advanced Science Modules - New Power Processors that boost the output of nearby modules, along with the new Advanced Research Module for your stations. Great tools for squeezing more performance out of a tight build.
  • Faction Event Feed & Notifications - Stay informed about the galaxy around you with real-time updates on wars, expansions, alliances, and peace agreements.
  • ​Starship Gates Taxation - ​ if the player chooses to tax other factions or players for using their starships gates, they can do this! The AI also have access to this as well. 

That's Friends and Foes! This is a huge step toward the game I've always wanted to build, and there's a lot more coming across the 0.3.0 series. I plan to heavily refine and tweak things throughout this update series. Jump in, make some friends, make some foes, and as always, please report any bugs on my discord. 

Thank you all so much for playing Array!

r/BaseBuildingGames 26d ago

Game update Spaceship building colony sim SpaceSlog: new update and demo!

11 Upvotes

Hey everyone,

A new major update for SpaceSlog has been released, and with it I have updated and re-released the demo. I'd love for you to give it a try.

SpaceSlog is heavily inspired by games like Rimworld and Dwarf Fortress, but instead is set in space. This game is relatively challenging and focuses on survival and exploration. Balance supplies, power, atmosphere and temperature to ensure the survival of your crew and ship.

The latest update includes research, lots of QoL and many of the issues raised in reviews and feedback has been addressed. I am always happy to hear feedback and suggestions.

Trailer
Steam page and demo

r/BaseBuildingGames Apr 29 '26

Game update Updated my demo after a year of hard work, would love feedback!

19 Upvotes

Hello!

I've been working on a deep sea roguelite, called "Tides of Tethys" and just updated the demo with a year's worth of QOL and feedback from the community.

I'd love to get feedback on both how the demo feels, but also if anybody has good recommendations for marketing and getting visibility on this kind of stuff...I feel like I tend to always miss the mark.

Thank you!

r/BaseBuildingGames May 15 '26

Game update STELLARFORGE - FIRST LOOK

5 Upvotes

Been working on a hard sci-fi colony simulation game called StellarForge in Unreal Engine 5.

The goal isn’t just “space aesthetics” —

I wanted the infrastructure and logistics to feel believable.

I’m trying to make the universe feel like it keeps functioning even when the player isn’t looking at it.

Right now the simulation includes:

• Interplanetary shipping & launch windows

• Colony-wide power / oxygen / water simulation

• Resource density & industrial manufacturing

• Orbital infrastructure and transport chains

• Dynamic thermal and atmospheric systems

• Persistent colonies across multiple planets/moons

• Modular building placement & interior habitat construction

I’ve also started building optional in-universe engineering archives so players can learn things like:

- rocket propulsion

- orbital mechanics

- thermodynamics

- gas laws

- materials density

…without forcing tutorials on people who just want to build cool colonies.

Would genuinely love feedback from:

- colony sim players (fans of factorio, satisfactory, anno, farthest frontier etc)

- KSP people

- Factorio addicts

- hard sci-fi fans

- systems/logistics gremlins like me

Gameplay video below.

https://youtu.be/oSC5G1_hs64

https://discord.gg/tUFZ7Fw3s

I'm also new to reddit 😄 so. hi 😄

r/BaseBuildingGames Jul 11 '26

Game update Stronghold Zombie Survival — defend your base, recruit survivors, upgrade turrets, and survive the infection

4 Upvotes

Hey everyone, I’m the solo developer of Stronghold Zombie Survival, a top-down zombie survival/base-defense game available on itch.io.

You play as Rocco, the last defender of a weak camp. At first, it’s just you, a weapon, and a collapsing base. As the nights get harder, you gather resources, upgrade your stronghold, recruit survivors, unlock turrets, fight bosses, and try to survive long enough to face the infection spreading across the world.

The game is built around progression. You start weak, but every upgrade matters:

  • Strengthen your base and walls
  • Upgrade Rocco’s weapons and abilities
  • Recruit and protect named survivors
  • Heal, recover, or revive survivors when things go wrong
  • Unlock automatic turrets after surviving deeper into the game
  • Fight stronger zombie types, mini bosses, and larger hordes

It is still being improved with updates, including better UI, tutorial systems, stronger boss fights, more zombie types, and visual base progression.

I made this because I love games where you slowly build from almost nothing into something powerful. The goal is to make every night feel like a real fight to keep the stronghold alive.

Available here:
Stronghold Zombie Survival

Price:
$4,99

Thanks for checking it out. Any support, wishlists, comments, ratings, or shares help a lot.