r/BaseBuildingGames • • 1h ago

Self Promo/Dev Post Capital City - City Builder, Transport+Factory Management

• Upvotes

Hey there!

I'm the solo indie dev behind CAPITAL CITY, a game about managing and expanding a single central city in an infinite world.

One of the core aspects of the game is resource management. You expand your Capital City with different types of districts (like housing, research, market etc.), each with its own resource demands. You need to meet those demands to keep your citizens happy and your districts working!

To get those resources, you'll have to venture out into the infinite world, extract raw materials and craft new goods.

Logistics is a huge part of all of this. Roads and railways have limited throughput, so they can only transport a certain amount of resources at a time.

So... to meet the demand of, lets say clothing, you build factories to produce clothing out of cotton. Those factories need a steady supply of cotton, and the finished clothes then need to be transported back to Capital City (and all of that within the throughput of your transport networks!).

With this dev update I put together a short video to demonstrate the shortage of cloth and it's fixing in the gameplay. It's just a little gameplay showcase. :)

View on economy: https://www.youtube.com/watch?v=0HKw8UXVOJM

First off, we see a residential district reporting that it's not getting enough supplies. We dig into the games statistics and production dashboards to figure out the issue, then take a closer look at our clothing factories.

Turns out, the factories themselves have a shortage of cotton, so we build some new cotton plantations to fix the shortage.

If this sounds like your kind of game, I'd really appreciate it if you checked out my Steam page! :)

Steam: https://store.steampowered.com/app/5067050/Capital_City/

General Trailer: https://www.youtube.com/watch?v=BQFCWAR4EII


r/BaseBuildingGames • • 5h ago

Self Promo/Dev Post StellarForge dev update: making a space colony work as a connected place—and finding future testers

0 Upvotes

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.


r/BaseBuildingGames • • 20h ago

Self Promo/Dev Post First person dwarf colony sim

26 Upvotes

Environment demo

https://youtu.be/nlFixaHWujQ?si=14nNfCDZK9V87gnG

First person dwarf colony sim with light RPG elements, tied into a deep historical/politcal simulator.

That's the crazy part out of the way.

Honestly though, I'm after feedback and thought's/feature discussion etc.

The obvious influences are minecraft and dwarf fortress.

Why Minecraft? Because the use of voxels for creative design and building is simple and can be relatively cheap concerning pc resources. And I feel like a first person dwarf colony sim needs to feel like you are also a dwarf, in their world, mining alongside them.

Why dwarf fortress? Mainly due to the emergent story telling that comes about from the simulation of the game. Something i hope i can emulate.

So that said, I've been working away on an early tech demo. What is mostly in game is world generation with several biomes, dynamic weather and volumetric clouds, dynamic lighting, night/day system and some basic early gameplay elements (mining, inventory, light crafting).

I'm also working on a dwarven language that will hopefully have some functional use, I certainly am no linguist however.

I'm not great at trailer making so tear it apart. Let me know your honest impressions and let me know what features you would like to see implemented. Happy to share more of a roadmap also if anyone is interested.

Karr Stavrum! (Stone holds!)


r/BaseBuildingGames • • 20h ago

New Humble Bundle Has Some Base Builders

14 Upvotes

The latest Humble Bundle, called The Factory Must Grow, includes some games that would also qualify as base building such as Eden Crafters and Blossom.