Game category

Building & simulation

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

Building & simulation

58 posts in this view · 862 in the catalogue

fallingdamagegamesReddit · Aug 14, 2026

Hi everyone! I'm working on a game right now called Ski-E-O! Ski Resort Tycoon.

It's a Ski Resort management game where you run ski resorts on real mountains from around the world, built from 1-meter LiDAR data, so it's accurate to the meter. It also has seasons and real weather for each area.

I often feel like tycoon/management games like this really miss the mark when it comes to controller ports, or getting things to run on platforms like Steam Deck. I refuse to lower guest counts, or give Steam Deck players a lower-end experience. It should feel just as great to play this game on Steam Deck as it would on any other platform.

I'm not quite there yet, but I would love this community's feedback on what has worked for similar titles on Steam Deck, for control schemes, performance, visuals, etc.

Thank you!

https://store.steampowered.com/app/4493130/SkiEO_Ski_Resort_Tycoon/

PeregoonReddit · Oct 6, 2026

I've been working on SDF and voxel tech in godot (for realtime smooth shapes editing) since beginning of this year.

Working on optimization right now, but I can build some big structures already.

Game will have campaign where you interact with island inhabitants and build them a sandcastle homes.

Sandcastle Kingdom can be wishlisted on Steam. https://store.steampowered.com/app/5299870/Sandcastle\_Kingdom/

Reddit#57
Building & simulation
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radiangamesReddit · Sep 15, 2026

Working on a minimal city builder where you're creating buildings one block at a time for the past year, finally time to reveal it

Reddit#56
Building & simulation
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Fast-Knowledge4715Reddit · Sep 4, 2026

I 'm making a cozy strandlike delivery game where you drive an overloaded little truck Game: Pinetrail

Reddit#55
Building & simulation
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mr_ariReddit · Oct 6, 2026

Hi guys, a solo indie dev here.

Number Machine is an open ended factory automation game with math mechanics inspired by Opus Magnum and Infinifactory. I contacted the author of these two games (Zach of Zachtronics) and we agreed to a Steam Bundle with all 3 games at launch.

Demo campaign has 10 levels, mostly simple tutorial ones and a few harder later on. There are online histograms, friend scores and world record charts, all fully server side verified.

Controller support included, but I suggest mouse and keyboard since you're mostly editing a factory design.

Full version is in a month on November 6th.

DEMO: https://store.steampowered.com/app/2243290/Number_Machine_Math_Factory_Demo/
DISCORD: https://discord.com/invite/XFCwScP2XV

Thanks,
- Ariel

RedditDesktop#53
Building & simulationPuzzle & logic
Source
Comprehensive_Cut548Reddit · Sep 30, 2026

This week ive added 130k+ reactions and about 3k substances along with a plethora of equipment and other features.

I want this to be a community driven game. I am currently waiting on approval for the steam page but in the meantime I have created a discord server where ill be doing updates and looking for play testers with chemistry knowledge to help shape the game!

http://discord.com/invite/WhDGdSjEPf

Reddit#52
Building & simulation
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41sileReddit · Oct 5, 2026

There’s no farming in the game. Instead, you run an inn for monsters, prepare meals, decorate your inn, and befriend your monster guests.

I tried making this trailer with a different feel from my previous one.

Reddit#50
Building & simulationAdventure & exploration
Source
oguzkaanardaReddit · Oct 4, 2026

Edit: Since the video starts mid-game, it seems to have caused some misunderstanding, so here's the idea. You take junk (TVs, radios, cars) apart, process the parts into raw materials, and ship them out until the heap is gone.

Hey everyone, been working on this for a bit and wanted to share.

The game is called Unfactory. Instead of mining raw materials to build products, you start with a massive heap of junk and have to work backwards—digging it out, breaking it down, sorting the parts, and shipping them off.

Still super early in development, but I wanted to see if the core loop makes sense. Does the idea come across clearly in the video, or does it just look chaotic? Would love any feedback

Reddit#49
Building & simulation
Source
Whole_Interest_7017Reddit · Oct 6, 2026

Correction about how this prototype was made: I said I made the 3D models myself. That was incorrect. The models shown were generated by Blender scripts written with AI, with no manual modelling or retouching by me. AI also has a substantial role in the Unreal code, the scripts that produce the sounds, and the video editing and English writing.

I’m a solo developer and I also do 3D modelling. After previous projects struggled to find an audience, I tried a different approach: use AI to get a first prototype in front of players, then use their feedback to guide more hands-on development and modelling. That’s why I chose this workflow. I should have explained it accurately.

I removed the disclosure instead of correcting it when people challenged it. I’m sorry for the misleading claim. The footage is recorded from the Unreal Engine prototype. I understand that the subreddit doesn’t allow games that rely heavily on AI and that the post may be removed.

TITAN CREW is a co-op project for 1–4 players aboard the TC-01 MULE, a 27-metre walking machine. The current prototype has driving, a traversable interior, machine systems and repair interactions. The expedition is a testbed for those foundations.

The longer-term ambition is a much larger open or semi-open world, with the Titan as your crew’s shared home, vehicle and industrial tool. The loop I want to explore is taking a contract, preparing the machine, heading out, dealing with unexpected problems, recovering something or helping with a disaster, then returning to repair and adapt the Titan.

Salvage, industrial rescue and encounters with other huge machines are some of the directions I’m exploring. Customisable machines and optional PvPvE are also possibilities. These are ideas for the game to grow into; the prototype is currently focused on testing the machine and crew interactions.

What would you want your crew to take on with a machine like this?

Development updates and crew discussion: https://discord.gg/zXe6XCjz6Y

Reddit#48
Building & simulation
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AnabolkickReddit · Oct 6, 2026

My wife and I have been into brick sets for years, so I made Calm Bricks, a game that tries to capture what building one actually feels like.

You open the bags, hunt for the right piece in the pile (or sort everything first if that's your style), and build from an interactive manual you can rotate and switch between view modes.

Also I'm planning a creative mode where you design your own model, and the game generates step-by-step instructions for it, so you can build it the same way.

I'd love to hear what you think!

Steam: https://store.steampowered.com/app/5348660/Calm_Bricks/

RedditDesktop#47
Building & simulation
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themiddydReddit · Oct 2, 2026

Hi guys!

My partner and I are working on a co-op game where you play as a bunch of demons who have been given temporary legal guardianship of sprog, the heir to hell.

We announced the game a few days ago with this trailer and we wanted to get feedback on it! We have just come off a 2.5 year journey on our previous game so wanted to jump into something fun and silly so we could just muck around.

Does it look fun and does the trailer make you want to play?

Thanks so much!

Steam link!

RedditDesktop#46
Building & simulationParty & social
Source
Itamar_ErnstReddit · Oct 3, 2026

I’d love to hear your ideas - what kind of environments would you like to build in next?

Reddit#45
Building & simulation
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Inner-Core-StudiosReddit · Oct 3, 2026

Hi all, im working on Portscape. A port building/manager game. Here is a video of how a single container is handled from ship to truck to train terminal to eventually leave by train. The game is still in development and I hope to release a demo soon! Made in Godot ofcourse!
You can find the steam page here if you're interested: https://store.steampowered.com/app/5334580/Portscape/

Reddit#44
Building & simulation
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Civil-Ad-7646Reddit · Oct 6, 2026

I've wanted to make a game like this for a long time, inspired by Satisfactory and Dyson Sphere Program.

It's called Beyond the Cradle. The idea is to grow from a small colony into an interplanetary production network, eventually building megastructures like a Dyson sphere.

Each planet is meant to change how you build and manage your colony, with its own resources and challenges. I want reaching a new world to mean more than a change of scenery.

It's still a work in progress, but here's some gameplay showing how its worlds are coming together in Godot 4. I'd love some honest feedback on what you see so far. What would you change or improve? Is there anything that feels confusing, missing, or out of place?

If this sounds like your kind of game, a wishlist on Steam would mean a lot and really help the project. Thanks for taking a look!

Reddit#43
Building & simulation
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realzackontopReddit · Oct 4, 2026

I shared the calmer island side of Red Skies at Dawn recently. This clip is back aboard the boat, with a rather different view ahead.

I'm the solo developer, and this is in-development footage of the waterspout and storm effects. I'm working towards that feeling of being very small out on the water, especially when the sky starts closing in.

What sells the scale for you here, and what still feels off?

If the game interests you, you can wishlist Red Skies at Dawn on Steam. Thanks for taking a look.

Reddit#42
Building & simulationAdventure & exploration
Source
KingCakeTheFruityReddit · Oct 6, 2026

I'm still building Waterfalls Dream - a game with realtime 3d water physics and satisfying terrain sculpting. Today I bring you camera focus, wind, rain and software cursor. Everything starts feeling so much more alive!

Subscribe to my mailing list to keep track: mogmekgames-bhluvm.subscribepage.io
Steam page coming soon, alongside the first playtest!

Also can follow on x: https://x.com/mogmek

UPD. some links so I won't repeat them in the comments:
- Post about how to build such water
- Post about what my particle engine can do

Reddit#41
Building & simulation
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Delicious_Draft_5062Reddit · Oct 3, 2026

The game's called Third Bloc, and I'm making it on my own. You start in 1945 with a small, poor republic. You build up your industry, send spies abroad to steal technology and recruit scientists, and try to keep the US and USSR off your back. If you can afford it, you can also develop your own nuclear and space programs.

The free demo lets you play the first 24 turns of the 90-turn campaign. If you give it a try, let me know what you think. And if you enjoy it, adding it to your wishlist would help me a lot :)

Free demo on Steam

Reddit#40
Strategy & tacticsBuilding & simulation
Source
ChubbyWeevilReddit · Oct 1, 2026

Hello fellow Godot enthusiasts,

I just wanted to make a post to say that my game, Fruit Fetish (https://store.steampowered.com/app/4376740/Fruit_Fetish/), developed in Godot 4.3 is available on Steam! It released just over 24 hours ago and it has been an interesting ride to say the least... Happy to elaborate if folks are interest, but want to keep the post short. I just want to to thank the Godot community as my game would not have been possible without the incredible open source engine that it is and all the awesome people that share their knowledge.

Game Premise: Fruit Fetish is a satirical piss take on corporate culture told through a combination of crude humour and disarmingly cute pixel art style. The central premise requires you to earn Fetish Fruit Co. a billion dollars to buy your freedom. You play as Pearsly, a purpose-grown, dim-witted pear, who needs to manage the latest established store/franchise, which specialises in selling beverages made from Fetish Fruit, genetically modified self-aware fruit that love nothing more than being consumed. 

Gameplay Loop: The core gameplay loop has you working against the clock to harvest, prepare, cook and sell Fetish Fruit to hungry hordes of customers, all the while playing bouncer and keeping undesirables from ruining your customers' experience. You can reinvest the store earnings into genetic enhancements and shop upgrades to optimise your cash intake in a satisfying incremental fashion. Shift by shift, learn more about the ethically/morally questionable world you find yourself in.

AI disclosure: I did not utilise gen AI in the creation of Fruit Fetish. All code, art and the majority of sound effects were created by me. Sound effects I did not create were sourced from Pixabay and I specifically chose to utilise ones from creators who do not utilise gen AI in their processes.

Much love,

Chubby Weevil

Media from the original creator post
CrignogReddit · Oct 1, 2026

I've made an Itch page with a demo for my game to try and get feedback on it, but I'm not sure how I'm supposed to drive people towards it. This is just an early demo, so I don't think I want to be actually marketing it as a product really? More like play testers to give feedback on what they think is good or bad.

Crowns of Aldmere by Crignog

Reddit#38
Strategy & tacticsBuilding & simulation
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Able-Sherbert-4447Reddit · Oct 1, 2026

Hey folks! We’re biologists building Garden of Ants, an RTS about growing and managing an ant colony.

We’ve just put together a new alpha gameplay trailer, showing some of the mechanics we’ve been working on — from expanding the nest and managing resources to exploring different layers of the environment and putting your ants to work.

There’s still plenty we want to improve, but it’s exciting to finally show more of how the different systems come together in actual gameplay.

We’d love to hear what you think — especially which mechanics stand out to you, or what you’d like to see us focus on next!

More about the game on Steam:
https://store.steampowered.com/app/3016940/Garden_of_Ants/

Best,
Tomas

Reddit#37
Strategy & tacticsBuilding & simulation
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lubricalReddit · Oct 1, 2026

Made a browser game thats basically a simple way to mess around with how markets work without risking real money.

You start with a little cash buy/sell in a simulated market and slowly work your way up.

The market changes as you play so you kinda start learning why prices move, buying/selling pressure etc without really needing to know much about trading.

Runs free in the browser and still in beta. Mainly looking for people who are curious about markets but never really knew where to start.

Media from the original creator post
TerrorToadTTReddit · Oct 1, 2026

Hey everyone! I’ve been working on Crimson Harvest, a PS1-inspired farming horror game, and I finally released the free demo on Steam!

The premise is that you’re trying to grow enough crops for the harvest at the end of the week while also trying to survive many different unique monsters with their own behaviors and signs to watch out for.

I really wanted to combine the routine and progression of a farming game with survival horror, where the farm itself gives you something worth protecting instead of the game only being about staying alive.

The demo currently covers the first few days of the game and takes around an hour to complete depending on how you play.

This is my first commercial game, so finally having something publicly playable has been a pretty huge milestone for me! I’d genuinely love to hear what people think of it, especially what works, what doesn’t, and what you’d want to see expanded in the full game.

The demo is completely free on Steam, I’ll put the link in the comments!

Reddit#31
Building & simulationSurvival & horror
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AgreeableEstate4958Reddit · Oct 1, 2026

Hey everyone, I recently built Xetodus, a space MMO that runs entirely in your browser.

You can explore 750+ procedural star systems, fly 20+ ships, and train 17+ skills. You can also land on planets to build colonies, set up drilling operations on moons, and fight other players or take on PvE battles.

Explore the universe, work toward your next ship, or find a planet to call home.

It’s playable now: xetodus.com

No separate download required. It’s free to play, with an optional paid membership for additional features. Mobile supported also! WebGL or WebGPU support required (any modern browser).

I’d really appreciate some fresh eyes on it, especially the first few minutes. Are the flight controls clear, and do you know what to do once you’re in your ship? Feedback on what’s fun, confusing, or missing would be genuinely helpful.

RedditMobile#30
Adventure & explorationBuilding & simulation
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ITshNICKReddit · Sep 30, 2026

I'm a solo dev working on my first indie project, Max Bid. An incremental game where you bid on storage containers, then sell the goods for profit, upgrade your device for bigger payouts, and automate the process with Bidder bots.

I've been working on this for about 4 months after my 9-5 shifts, and finally reached the milestone of getting it up on Steam.

Now I'm working hard to get the demo out so people can try it.

Here's the Steam page: https://store.steampowered.com/app/5266460/Max_Bid/

Reddit#29
Idle & incrementalBuilding & simulation
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Affectionate_Boat101Reddit · Sep 30, 2026

Hi all — I'm Ardis, I lead the team and direct the art on Extracto Proviso, a first-person factory game in UE5. Posted an intro elsewhere on Sunday and realised I'd listed features instead of explaining what the game actually is. Second try.

You're an android with two problems.

You're a lone android sent to a planet you know nothing about, equipped with a harvester and the ability to build a hub. From there it's automation all the way: biomass to ores, ores to buildings, buildings to technologies you were never told about.

The humans want deliveries. Every quota comes with a timer and a patience meter that slides from green to red. Let it hit red and they send troops — survivable early if you're quick, but they hit harder every time, and harder the deeper into the game you are.

The planet doesn't want you either. Once your factory starts polluting, the aliens fight back. Their nests are everywhere, and just being near one drains your stamina — running, jumping, jetpack, all of it. So you clear nests not just to fight, but to make the world walkable. When a nest breaks, eggs drop. Raise one and it becomes a companion that fights beside you, levels up with every win, and can be stationed in a nest of your own to guard the base.

The factory in between is the calm part: grid-snapped building, endless floor panels, and floating islands you can ramp up to and build on — where you may find rarer ores. Warp gates and drones move what you mine, so you're not running belts across the sky. Build ramps up to the islands, floors between them, move your whole base into the sky or just use the islands as supply. Do what you want. It's your problem now.

Where it's at: Free demo on Steam, Steam Next Fest Oct 19, Early Access Nov 2.

Links in the first comment. I'll be around to reply, but I'm in Europe so late comments may get a morning answer :)

LittlestDevReddit · Sep 30, 2026

Command a crew of tiny bots, build a modular space base, and repel relentless alien swarms. Build, upgrade, defend, and don't forget to pet and play with the crew members.

This is my (and kiwis) take on a zen small scale real-time strategy base builder game with a neat roguelite upgrade system that lets you build out a new arsenal every run! And you can pet your little bots and play with them between runs!!

The demo is out now!

Steam link: https://store.steampowered.com/app/5161400/Littlest_Catalyst_Swarm_Defense/

I would very much appreciate any feedback you have from playing the demo!!

LemurTangoGamesReddit · Sep 30, 2026

Sheepscape is a small, focused farming sim about one animal 🐑. The herding is a real flocking simulation, so when you send the dog out the sheep break and flow as a group, and you have to work out which side to push them from. Then it's shearing by hand, selling the wool by grade, and breeding lambs whose quality comes from both parents, so a good tup lifts the whole flock.

The demo is the opening of the game: a Welsh smallholding, five sheep and about an hour, and it ends when you earn the deed to your next farm. The full release is 5 November.

Thanks to everyone who wishlisted it after the announce post here in July. Onwards to release 🤩 Happy to answer anything about the flocking or making it solo.

Steam 🎮: https://store.steampowered.com/app/4714850/Sheepscape/?utm_source=reddit&utm_medium=social&utm_campaign=demo&utm_content=indiegaming

Fragrant-Instance263Reddit · Sep 30, 2026

Log Drop is a 2D physics automation incremental game with one noble goal: get more logs into the earth's core than is physically reasonable. Chop trees, build a contraption and feed the core. Every zone is its own puzzle, and the core doesn't care how the logs get there. The free demo has 5 zones plus a bonus zone - Hope you like it!

Reddit#24
Building & simulationIdle & incrementalPuzzle & logic
Source
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#22
Strategy & tacticsBuilding & simulation
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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#21
Idle & incrementalBuilding & 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#19
Strategy & tacticsBuilding & simulation
Source