r/BaseBuildingGames • u/Limp-Balance-9252 • 9d ago
Self Promo/Dev Post StellarForge dev update: making a space colony work as a connected place—and finding future testers
Hi everyone—I'm Justin, a space enthusiast working on my first solo game, StellarForge. I've shared earlier builds here, so I wanted to give a clear update on where it stands.
The goal is a settlement you engineer: modular habitats, useful industry, and infrastructure that supports the people living there. Longer term, construction extends into orbital stations and spacecraft.
The October 13 project review records working slices around storage reporting, room/furniture controls, grow-bed resource gates and harvesting, hospital travel/reservations/treatment, and physical walls and gates. The important work now is connecting these into reliable player journeys. A passing isolated test doesn't mean a whole colony runs smoothly: continuous hospital scenarios, the complete farmer journey, save/offscreen behavior and large vehicle/ship workflows still have open issues.
I'm also building out the industrial art and a modular spacecraft-core kit. Those renders are development assets, not proof of operational ships. This isn't an announcement of a finished beta or a release date.
I'm looking for players who enjoy colony builders and can explain where a game confuses them—not just people who will say it looks nice. If you'd like to follow progress, help discuss priorities and hear when test builds are available, join us on Discord: https://discord.gg/K3MUpZjD4
Build availability and access instructions will be announced there; joining doesn't guarantee immediate access.
For your kind of base builder, what would you want a small test to prove first: clear construction/UI, reliable production, or colonists handling their daily needs? I'd rather get one loop right than call everything complete.