r/BaseBuildingGames 6d ago

Only promo posts now?

74 Upvotes

So this sub is pretty much only promo posts now?

Many of which are not even base building?

Could we make it a mandatory flare so we can filter it out? I just hate seeing yet another reddit become pure ad slop.


r/BaseBuildingGames 6d ago

Discussion Tangibly related, but what is the best shopkeeper game like Reccettear?

27 Upvotes

I feel like Reccettear hasn't been topped in the shop keeper genre, but I might be missing some? I don't want a "sim" game like TCG card shop and that nonsense, I want a real shop keeper game

Base building mechanics would be a huge plus too, has there been basically anything like that in the last decade?


r/BaseBuildingGames 5d ago

🌲 Survival Gamers Community - A Home for Survival & Building Games

0 Upvotes

Are you into survival games, building, crafting, exploration and the occasional PvP encounter?

We're building Survival Gamers Community - a global community for people who enjoy survival games and the freedom to play them their own way.

We're not focused on just one game. We're bringing together players who enjoy everything from hardcore survival and PvPvE to exploration, crafting, base building and simply getting lost in a massive open world.

🎮 What we're playing

Currently hosted:

  • 🧟 SCUM
  • 🌲 Sons of the Forest
  • 🌴 Green Hell
  • 🏝️ Stranded
  • 🌊 Subnautica 2

Coming soon / community interest:

  • 🔥 VEIN
  • ⚔️ Conan Exiles (former admin of Shattered Kingdoms RP)
  • 🔫 DayZ 2

And that's only the beginning.

🌎 A Global Community

Our members are spread across Australia, North America, Europe and beyond, so we're building the community with international play in mind.

Our servers are hosted through G-Portal in Los Angeles, giving us a strong central location for connecting players across different regions while keeping the community together rather than splitting everyone across separate regional servers.

🛠️ What We're About

We're looking for players who enjoy:

Crafting. Building. Exploring. Surviving.

Some of our servers will be PvE-focused, others PvPvE, and some may have a much heavier PvP element. The idea is to create different experiences while keeping the same community behind them.

We're also building dedicated spaces for server discussions, suggestions, events, guides, trading, announcements and general survival-game chat.

Whether you've got 2,000 hours in SCUM or you're still figuring out how not to die in your first night in the forest, you're welcome here.

👋 Looking for New Members

We're currently growing the community and would love to have more survival gamers involved from the beginning.

If survival games are your thing, come check us out.

🌲 Survival Gamers Community
One community. Many worlds. Survive together.

Discord: https://discord.gg/D9mtdPvrVZ


r/BaseBuildingGames 5d ago

Game recommendations Can you guys recommend any games similar to Cataclismo?

9 Upvotes

Played Cataclismo, and gotta say, I both love it and hate it LMAO.

I really love the gameplay loop and the mixture of Tower Defense/RTS and base building. I really enjoyed the gameplay, and I really wish there are games out there that are fairly or exactly similar to it.

Really enjoyed building not just walls and barracks to spawn soldiers with; I really enjoyed building wooden scaffoldings, building staircases, adjusting strategies depending on resources, and more. Love to see more games like Cataclismo


r/BaseBuildingGames 6d 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

61 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 6d ago

Self Promo/Dev Post Cozy Burg — a hex town builder where making it beautiful IS the strategy (wishlist page just opened)

6 Upvotes

A cozy hex town builder that is calm to play, has real city builder elements, and rewards building pretty places.

I'm an indie developer and Cozy Burg is my first game. It only exists because of the love of the games Ive played myself...

I remember playing the original SimCity for hours on my father's Atari ST — leaning into that little screen, watching the cars drive on the streets I've built, taking people to their jobs. I loved solving the traffic problems, at least as best as I could.

Decades later — a career, a family, I found Dorfromantik. It taught me nearly the opposite lesson: that a game's challenges could result in something beautiful. It starts as one tile, then another, and before I knew it, I had a place I wanted to be.

Two kinds of game. Two completely different joys. And a question I couldn't put down: why do I have to choose? So, I built cozy burg.

As a cozy tile-layers, you get a small hand of tiles — a terrain, a zone, a road — and you simply place them. Grass. A forest. A lake, a mountain, a farm. Anyone can play it the minute they touch it, and nothing about it is ever in a hurry.

Under the calm there's a real simulation running. Every car is somebody going somewhere. They follow the car ahead, they queue up at junctions, and they take a better route when one opens. Buses run on lines you draw yourself, stop by stop. Ferries carry cars over water where roads can't go. When the town jams it really jams, and fixing it is the best part, you can watch the backup melt away. Later on you can build bridges, and even an airport if the town gets big enough.

As one of my girlfriends favorite books says, survival is insufficient. Homes fill faster on streets worth living on. Quests might ask you to make a corner of the world prettier — more parks, more trees, more reasons to linger. You cannot simply brute-force this town, jam packing it with buildings and upgraded roads. Make it beautiful. Then make it work. In that order, on purpose.

The whole game comes down to keeping people coming before the tiles in your hand run out. People only settle where the town actually works for them, cozy streets, jobs nearby, traffic that moves. Hold all three together and the town keeps growing and unlocking more, landmarks, whole new systems. I think of it as a puzzle you solve with beauty.

Early Access October 2026, macOS + Windows. Wishlists are everything for a first-time solo dev:

https://store.steampowered.com/app/4836960/Cozy_Burg/

Trailer: https://youtu.be/jWcGc0xUOSo


r/BaseBuildingGames 6d 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

6 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 6d ago

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

12 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 6d 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 6d ago

Self Promo/Dev Post I'm building a military RTS where your base is your economy and war machine - REDLINE COMMAND

0 Upvotes

Hello everyone!

I'm the developer of REDLINE COMMAND, a military RTS I've been building on Roblox.

Base building is one of the main parts of the gameplay loop. Rather than having a base mostly for decoration, I wanted it to function as the infrastructure behind your entire army: you establish an economy, expand production, construct the facilities you need for different unit types, and then try to protect that infrastructure while fighting over the map.

The basic loop is roughly build economy -> expand the base -> produce a combined arms force -> fight for control/resources -> adapt the base and army to what the enemy is doing.

Ground forces, armor and aircraft all depend on the infrastructure you've built, so investing heavily in one part of your military means committing resources and base space that could have gone somewhere else.

Aircraft also aren't independent once they're produced. Fighter jets, attack helicopters, and tactical bombers need to return to an airfield to rearm/resupply, so losing or poorly positioning your air infrastructure can limit your ability to keep air power active.

The visuals are still rough in places because I've been prioritizing the gameplay loop, economy and combat systems first. It's currently in beta, and presentation is something I'm continuing to improve.

What I'm particularly interested in from people who enjoy base-building games is whether that kind of functional military base building is appealing, where constructing the base isn't the end goal itself, but determines what you're capable of doing on the battlefield.

I'm the developer, so this is obviously a self-promo post, but feedback from people who specifically enjoy building/economy systems would be really useful.

REDLINE COMMAND:
https://www.roblox.com/games/101132069662646/REDLINE-COMMAND-BETA


r/BaseBuildingGames 6d ago

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

4 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 6d 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 6d 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 7d ago

Game recommendations Early Facebook/Orkut games vibes

2 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 7d ago

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

6 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 7d ago

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

20 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 7d ago

Discussion How do you balance between idling and active play?

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1 Upvotes

r/BaseBuildingGames 7d ago

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

10 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 7d 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.

0 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 8d 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 7d ago

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

5 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 8d 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.

8 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 7d ago

Trailer IO Game Harvest Moon meets Factorio

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2 Upvotes

r/BaseBuildingGames 7d 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 8d ago

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

70 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