Game category

Building & simulation

Build, manage or simulate a place, system or business.

Building & simulation

130 posts in this view · 862 in the catalogue

Inner-Core-StudiosReddit · Sep 30, 2026

Hi all! This is Tiny Airline, a calm route building game on a tabletop version of the real world map.

Airports open at real cities, and passengers show up as shapes that want to fly to an airport with the same shape. You draw routes, add planes and try to keep every airport from getting too crowded.
The game features:

  • 10 regions and more than 400 real airports, all over the world
  • Real distances: every plane has a range, and oceans need long-haul permits
  • A passport with stamps of every country your passengers land in
  • A weekly early aviation challenge with vintage planes on an old paper map
  • Windows, Mac and Linux,
  • 10 languages support

The steam page just went live, and a free demo is on the way. If it looks like your kind of game, a wishlist would be awesome: Tiny Airline - Steam Page

Happy to answer any questions and receive any feedback!

Reddit#50
Strategy & tacticsBuilding & simulation
Source
stonekeepReddit · Sep 30, 2026

Hey everyone,

One of the Fields (levels) in my game (Coup de Grass) has a mechanic where "Overgrowth" occasionally takes over buildings and stops them from working. Then you have to cut it down before the building can operate again (and you get a bunch of rewards for doing it).

I've spent quite a lot of time tuning how it looks and sounds, but I feel like there's still something missing in there. That's why I wanted to ask you whether you have any feedback or suggestions.

Overgrowth uses Path3D/Curve3D routes with procedurally generated, simple geometry for the "vines" and "thorns". Then the growth/swing animations are done with a simple vertex shader. It was one of the first "real" shaders I created outside of tutorials, so it took me way longer to do than I'd like to admit...

Reddit#49
Idle & incrementalBuilding & simulation
Source
Broken SpaceshipYouTube · Sep 30, 2026

In January 2025, I started experimenting in Unity with a little prototype sandbox about building space stations. A lot has changed since then.

Wishlist Stationbreak on Steam: https://store.steampowered.com/app/41... Join the Discord:   / discord  

This is a rough look back through about twenty months of Stationbreak development, using footage from extremely early, never-publicly-posted prototype clips, as well as previous devlogs from this channel.

All the voiceover from this video was recorded at the time the footage was taken. Nothing has been re-recorded with hindsight, so all the plans and speculations are what I was thinking about at that time in development.

I've put this early development footage next to clips of where the game is now. It is really interesting to me to look back at that early thinking and see some of the foundations of Stationbreak, as well as what bits didn't survive the cutting floor. It is also a bit surreal to think back on how uncertain everything felt before all the decisions which now seem obvious were made.

I would also like to give a huge thanks to everyone who has contributed to Stationbreak along the way; all the devlog and testing feedback

Image observed in the original youtube source.3 media
YouTube#48
Building & simulation
Source
NotApplicableHQReddit · Sep 30, 2026

Hey everyone! I'm Nick and I made Procession Engine.

It's a deckbuilder with no turns. Your buildings spawn an army that marches down two lanes at the enemy stronghold while their army marches right back at you. You play your cards off a moving belt during the battle.

It's also a base builder. All buildings have unique bonuses they give when paired with another specific building. Put the right two next to each other and they form an Accord which gives you a bonus neither has alone.

The free demo is on Steam now. Just search Procession Engine. Happy to answer any questions!

antony920210Reddit · Sep 30, 2026

I've been working on a game called Phosphor Command, a monochrome green real-time tactics game with a base builder behind it. It's made solo in Godot.

The entire game is drawn in code.

There are no sprites, textures, or asset packs. The terrain, units, vision cones, effects, CRT overlay, and the entire UI are all generated and drawn by the game itself.

The result is a sort of living tactical computer screen.

Everything uses the same visual language: green phosphor, black backgrounds, simple shapes, lines, symbols, and text. Even the terrain and buildings are built from the same basic visual system as the UI.

I wanted the battlefield to feel like something you're looking at through a military command terminal rather than a traditional RTS camera.

The visual style also works particularly well with the way the game plays.

You can see the vision of individual units as they move across the terrain. Contacts appear and fade from the screen. Last-known enemy positions remain as ghosted markers. Smoke, dust, and storms obscure the battlefield. Friendly and enemy forces are represented using the same simple visual language, so you can concentrate on what is happening tactically.

The base uses the same approach.

Buildings, walls, towers, and troops are all rendered in the same style, so as your forward operating base grows, the screen becomes increasingly busy with the things you've built.

There are currently 22 different environments, but these aren't 22 sets of traditional art assets. They're generated from different terrain and environment rules, which lets the same visual system produce forests, cities, mountains, airbases, and other environments.

One of the nice things about keeping everything generated this way is that the whole game stays extremely small. The current build is under a gigabyte, and the minimum specification is an Intel HD 4000.

The style originally came from a practical decision: I'm making the game solo, and I didn't want art production to become something that hindered development.

But I've ended up really liking the art style I have adapted to.

It's become an important part of what Phosphor Command feels like, and in my recent showcases, a lot of people have had positive impressions of this styling.

I've attached a collection of footage showing the different environments, tactical gameplay, UI, and the forward operating base.

Reddit#46
Strategy & tacticsBuilding & simulation
Source
30crlhReddit · Sep 30, 2026

Hey everyone, I’m André, the developer of 9.8 in development for a year and a half now. It's been a wild ride but the demo is finally released as of the time you're reading this.

It’s a 2D space agency sim where you build and fly your own vehicles. For the demo you start with a small rocket and work through research, satellites and crewed flights towards a moon landing. The same builder also lets you make rovers and rocket-powered boats, so there’s plenty of room to get distracted along the way.

Production and marketing is going fairly well with 2k wishlists and some modest coverage by some creators and press. Hopefully things start to ramp up now. Full game is in development but should go into EA before the end of this year.

Steam: https://store.steampowered.com/app/4247050/

Happy to answer questions about what’s in the demo or how things work.

ufukhalisReddit · Sep 30, 2026

Hi! I'm developing The Undercity: Last Light, a side-view colony management game where you excavate rooms, organize workers and production chains, and deal with your colonists' needs and underground hazards.

I'm looking for fresh eyes on the first 30–60 minutes. In particular:

- When were you unsure what to do next, or why a worker/building wasn't doing what you expected?

- Did decisions create meaningful trade-offs, or did one option feel obviously better?

- Which screen or warning needed a clearer explanation?

This is an unpaid playtest. Playing is free, and you can stop whenever you want. Windows and Mac are supported.

Request access through Steam here:

https://store.steampowered.com/app/5253090/The_Undercity_Last_Light/?utm_source=reddit&utm_medium=social&utm_campaign=playtest_sep2026&utm_content=playtesters

Access is approved manually, so it isn't instant. The page also has gameplay footage so you can see whether it's your kind of game.

Feedback can go in the comments here or in our Steam feedback thread, also accessible through the game's feedback button:

https://steamcommunity.com/app/5253250/discussions/0/583935357196778301/

If something gets stuck, a screenshot and a short description of what you were trying to do would be especially helpful. Thanks!

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fyreuserReddit · Sep 30, 2026

First, a big thank you to everyone who has already playtested Buried Worlds VR. Your answers showed me exactly where the opening lost people, and a lot of what you told me is already in the game: clearer controls, better guidance, and plenty of fixes along the way. If you took part, thank you. It genuinely made the game better.

I'm now looking for more Quest players, under the same conditions as before. Buried Worlds VR is a treasure-hunting game: metal detecting, digging and panning for gold across five real places where real treasure was found. I want to see where the opening still loses people.

- Pay: US$10 via PayPal, sent within 48 hours of your submission.
- Time: about 20 minutes playing plus a 5-minute questionnaire, any time within a week.
- Hardware: Quest 2, 3, 3S or Pro.
- Access: a free key, emailed to you after selection. Yours to keep.

- What earns the fee: play about 20 minutes, get at least $10 of finds in the game's own money, screenshot the marketplace, and answer seven questions on the site. A sentence or two each; one-word answers don't tell me anything. Stuck? Message me on Discord and I'll walk you through it. That doesn't affect payment.

- Eligibility: you must be new to Buried Worlds VR: never played it, and not in an earlier round. The whole point is to see the opening through fresh eyes. You also need to be 13+ (under 18 with a parent or guardian's agreement, and the payment goes to their PayPal) and have a PayPal account the money can reach.

Apply here: https://www.buriedworlds.com/playtest
Updated Trailer: https://youtu.be/2q9JLdMisNc

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Bingbing_GamesReddit · Sep 30, 2026

In my game, Revive! Onsen Town!, I'm working on an underwater area where you can gather ingredients from the seabed and catch fish with a net.

Here's some early development footage. It's still a work in progress, but I wanted to share a peek at what I've been working on.

I'm still figuring out what else players should be able to do underwater, so I'd love to hear what kinds of activities or interactions you'd expect to find down there.

scotchableReddit · Sep 29, 2026

I've been building a space logistics tycoon on my own, and there's a free demo up on Steam. The shortest description I've got is "Transport Tycoon, except you're running a small fleet of freighters in one solar system,"

You run a freight company. Ports put out cargo with a deadline, you pick a ship for it, and then you plan the flight yourself: how hard to burn, when to flip and brake, whether to coast to save reaction mass, where to refuel on the way. The ships are fusion torchships, so a run is a constant-acceleration burn with a turnover in the middle, and the physics under it is real (constant g, flip at the midpoint, SI units in the sim). The orbits move. A route that's cheap this month is expensive next month and the planner keeps having to re-solve. No combat, no piloting. You plan, you commit, you watch it play out and deal with what goes wrong.

Quite a lot goes wrong. A hull has three systems, drive, thrusters and the hull itself, and each one wears with what you do with it: g-hours burned, dockings, tonnes handled. When one crosses its floor something mechanical happens. A worn drive gets capped at 0.15 g, for example, and every plan on that ship runs long. Captains have a skill and a nerve score; they get tired, and some of them quit. Solar flares dose any ship that flies through the front. A strike closes a port with two to five days' notice, which is enough to reroute if you're watching. The ships are individuals with a history, closer to Football Manager players than to units, and I'd like to think that's the part that sticks.

It's in active development. The demo is the current build, the numbers are provisional, and it gets updated often. I'd like feedback from people who play this genre seriously, especially on whether the flight planning comes across as a decision or as a chore.

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bluespruce_Reddit · Sep 29, 2026

I just wanted to share that I’ve announced the Early Access release date for my game, Cave Oasis at Shylake, for October 28! It feels like it’s taken forever (four years, including learning everything I needed to make this game so far, starting from zero with Godot and Blender).

It’s a quirky, nerdy, hopeful, alien sci-fi spin on a farming and small town life sim game. The main areas, story quests, and gameplay activities are all complete, and I got a lot of valuable feedback on the demo, including from this sub.

Everything’s ready to go, build approved, sending out review keys to press and streamers/content creators this week. Fingers crossed that this step goes well and that people like it. I know there are still plenty of challenges ahead, but I’m really excited to have gotten to this point. Wish me luck!

simisoadReddit · Sep 29, 2026

Hey everyone,

Following up on my last post: The first playable tech demo (v0.1) is now officially available for free on itch.io!

The game is a tactical, realistic wildfire RTS bridging the gap between games like WARNO / Wargame and the Emergency series:

  • Canadair CL-415 fleet: Formation flight, coordinated water drops, and high-speed water scooping (écopage) on the sea.
  • Dash-8 Q400MR (Milan): Airport-based air tanker dropping long red retardant lines.
  • Ground Forces (CCFM Trucks): Autonomous fire suppression and water cistern (DFCI) logistics.
  • Custom C++ multi-threaded fire simulation running at high framerates.

You can download the standalone Windows build here: Free Demo on itch.io: https://nomis3d.itch.io/wildfire-rts

Keep in mind this is an early prototype, so balancing is still work-in-progress. I would love to hear your feedback on the controls, flight mechanics, and overall feel!

Careless-Flower6059Reddit · Sep 29, 2026

Hi! I'm a solo designer making Mise, a restaurant management game for phones. It's free, plays in the browser, and needs no download or sign-up.

Every morning you check the prices, the weather and who's coming, shop at the market, build tonight's menu, then run service and watch the night play out. You start with a hot dog stand, move up to a sandwich shop, then a diner or a noodle bar where you hire and train your own kitchen team.

Here's the link: https://behuzer.itch.io/mise
Three chapters so far, a few hours in total. Best on a phone.

What I'd love to know:

  1. After day 1, did you want to play day 2? Why, or why not?
  2. Was anything confusing? Where did you get stuck?
  3. How long did you play, and what made you stop?

Honest is better than nice. If you'd like to help even more: Settings › Playtest log › Copy, and paste it here or in a message. It's just a list of taps and screens, with no personal details, and it shows me exactly where people get stuck.

Thank you and I hope you enjoy Mise!

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Venturer_14Reddit · Sep 29, 2026

Hi hi! I'm the solo dev behind Moonlit Grid, my first game.

Stupidly enough, i dont have much experience but my curiosity took over and here we are!

This is basically, a calm city-building game. You can create cities, customize and share it

There's an endless mode too and you can glide over your city as a bird

I am just mostly looking for feedback / first impressions and would love to hear from you:)

__

I released it on itch a few hours back here- https://hxlfed.itch.io/moonlit-grid

RedditDesktop#35
Puzzle & logicBuilding & simulation
Source
NielsX · Sep 28, 2026

v0.14 is live: same Retro PC Workshop demo, much better workshop simulation underneath. Better hardware removal/installing, case interaction, POST logic and finally a working MHz display.

https://t.co/JueImaJZJw

#DemoMonday #IndieDev #RetroComputing #PCGaming https://t.co/xUK9XHbId5

Media from the original creator post
GideonGriebenowReddit · Sep 28, 2026

I've had flames as particles in my game for a while, but they didn't really do anything. So, I decided to properly incorporate them. They now increase temperature, let surface water evaporate and spread to neighboring terrain hexes under the correct circumstances, creating natural fire frontiers as they spread. they also burn the terrain and foliage, which slowly recovers over time, back to its former glory.

Media from the original creator post
Reddit#32
Building & simulation
Source
sludgebitReddit · Sep 25, 2026

We're a team of two making Hostile Architect. It looks like a typical side-scroller, except you're the one designing the level, using stuff like ceiling spikes and lava pits and conveyor belts. You choose your traps, arrange everything, and then sit back and watch while a horde of heroes is unleashed to try to survive the level you built.

We've been working on this for about 10 months, not exactly secretly, but we're finally showing it off now, which is a little scary. Yesterday our trailer blew up on Instagram. But this is Reddit and you people are harsher critics. Does this look like something you'd play? Or should we throw ourselves into the lava pit?

Here's our Steam page: https://store.steampowered.com/app/4768160/Hostile_Architect/

Reddit#28
Strategy & tacticsBuilding & simulation
Source
FenyxDigitalX · Sep 14, 2026

Demo OUT NOW! Wishlist The Money Man on STEAM #papersplease #indiedev #spidernoir #indiegame #1920s #indiegame #mafia #indiegamedev #mob #indiegamedevelopment #mafia #indiegames #pixelart #pixelartgame #pixelartgames #gaminglife #simgame #storygame #storygames #narrativegame https://t.co/8ekRFmBx3e

X#21
Building & simulationAdventure & exploration
Source
Ys KalaX · Aug 7, 2026

Integrated the card system into the gritty world based on feedback! Buffs are no longer magical spells. Now, if you want faster woodcutting, your character whips out a megaphone and 'calmly encourages' them. Pure leadership, no magic needed. 🗣️❄️

#indiedev #devlog #pixelart #gamedev #ScreenshotSaturday #ゲーム制作 #ドット絵"