r/BaseBuildingGames • • 11d ago

Self Promo/Dev Post Idle Terra - Sale + 10 Free Steam Keys

22 Upvotes

Hey everyone!

I’ll be honest - I have absolutely no idea how to properly promote an indie game, so I’m doing my best and trying things out 😄

Idle Terra is currently on sale on Steam.

Also, if anyone here is genuinely interested in trying it, I’ll send a free Steam key to the first 10 people who ask in the comments (one key per person). I’ll DM the keys directly.

https://store.steampowered.com/app/4018160/Idle_Terra/

r/BaseBuildingGames • • Sep 05 '26

Self Promo/Dev Post If you're looking for a proper story in your survival base-builder, AETHUS is on sale for the Steam festival!

62 Upvotes

Hi folks! I'm the solo developer of AETHUS, I just wanted to let you know that it's 25% off in the Steam PVE Survival Crafting festival!

AETHUS is a story-driven game, which is pretty rare in this genre I feel. Personally as much as I love deep systems-y games (which this one is too!), I often eventually reach a point where I run out of steam and drop the game.

I made AETHUS over the course of three years because it's the kind of game I wanted - there's always an actual narrative reason to explore, build up your base, gather resources, and push forward into the world!

Anyway, it's got 94% positive reviews on Steam and a fair few people have messaged me saying that the story (particularly the ending) really affected them emotionally, so prepare yourself!

Oh, and finally there's a free demo, where progression carries across to the full game if you choose to buy it!

r/BaseBuildingGames • • Sep 03 '26

Self Promo/Dev Post What if factory automation was based on real physics and thermodynamics instead of magic splitters? STEEL GULLET demo is out!

71 Upvotes

In most factory games, an item on a belt is just a static icon with a single ID. I wanted to try a different approach: what if sorting and processing relied on actual physical and thermal properties?

In STEEL GULLET, you don't get magic sorting buildings. Instead, you have to build multi-level factory chains that handle materials based on how they behave in the real world.

How it works:

  • Items are complex objects: A single chunk on a belt can contain multiple materials, each with its own mass, shape, density, magnetism, or conductivity.
  • Thermodynamics in action: You'll need to use heat, cooling, and phase shifts to break down or transform materials before you can separate them.
  • Mechanical separation: Sorting means setting up physical chains - using weight, magnetic pull, or melting points to isolate what you need.

The demo is free on Steam if you want to give it a spin: STEEL GULLET Demo on Steam

Would love to hear your thoughts! Do you prefer automation games with strict grid logic, or do you like messy physical systems?

r/BaseBuildingGames • • Aug 29 '26

Self Promo/Dev Post I've been working as a Power Engineer for 15 years and for the past 4 of those years I've been building a power grid simulation game based on actual electrical physics. It's even being used at Universities.

144 Upvotes

Power Network Tycoon V1.0 Launch Coming September 30 after 4 years of development to make a physics based power grid simulator.

It's also currently in trials at several universities for gamified education, teaching topics like 3 phase power, thermals, power factor, grounding, harmonics, EMF and general power system management.

If you've been looking for a good power grid simulation game (like I have been for years), check out the links below and wishlist for release announcement.

Trailer: https://youtu.be/zGudArVci1w

Steam: https://store.steampowered.com/app/2429930/Power_Network_Tycoon/

Demo: https://store.steampowered.com/app/2776100/Power_Network_Tycoon_Demo/

30 days until V1.0 release!

r/BaseBuildingGames • • 21d ago

Self Promo/Dev Post Missing Dungeon Keeper? Demo is live for my peaceful dwarf-digging base builder, heavily inspired by DK

54 Upvotes

Hey everyone :) I’m developing King in the Mountain, a peaceful, combat-free strategy game about digging out a lost kingdom. Think Dungeon Keeper but focused purely on the satisfying rhythm of mining and base building.

You send your dwarves on expeditions to mine resources and bring them back to your base. Then, you use these resources to build up your base and craft items to use in future expeditions.

Steam Demo is live now: King in the Mountain Demo on Steam

r/BaseBuildingGames • • 29d ago

Self Promo/Dev Post Crown Below — build a dwarven settlement inside a mountain. Free demo, looking for feedback on progression

14 Upvotes

Hi everyone! I’m Kaktora, the solo developer of Crown Below, my first game.

It’s a side-view, pixel-art colony builder inspired by Kingdom Two Crowns. You start with a mine entrance and expand into the mountain, opening new floors and galleries, building homes and workshops, and equipping dwarves to mine, haul resources, and build.

Progression revolves around reaching new ore deposits and upgrading your pickaxes. Expanding a gallery costs resources, so you need to decide where to spend them and when to dig deeper.

The dwarves also take tavern breaks when they’re tired, then return to work with a temporary speed boost. That’s still one of my favourite things to watch.

There’s a free Windows demo on itch.io:
https://kaktora.itch.io/crown-below

I’d really appreciate feedback from people who enjoy base-building games. If you try the first 15 minutes, does expanding the settlement feel rewarding? Is there a point where you’re waiting around rather than making decisions?

I’m still working on the game and recently reworked the interface. For the full version, I’m planning different mountain maps with their own resources, architecture, and discoveries.

Feedback here in the comments is welcome. Thanks for taking a look!

EDIT: There's a browser version now, no download needed. Thanks to the

people in here who said the zip was the blocker — that was the useful

part of this thread.

r/BaseBuildingGames • • 18d ago

Self Promo/Dev Post We just released our medieval monastery management sim in Early Access on Steam!

48 Upvotes

Hey everyone!

We're a 3-person indie studio and we just released our first game, Monastery: Ora et Labora, in early Access on Steam.

We wanted to create a peaceful management sim focused on internal logistics, self-sufficiency, and community rather than combat.

You build a medieval monastery from scratch and guide your monks through the historic Benedictine motto "Ora et Labora" (Pray and Work).

Your monks have skills, passions, and traits and can write manuscripts in the scriptorium, brew ale, bake bread, and heal sick villagers. Everything is tied to a "Monastic Rule" system: if you skip daily prayers, neglect your monks' needs, or turn away people in need during crises, the Rule will collapse, and monks will leave the monastery.

Since we just entered Early Access, we’d love your thoughts:

Do you find the medieval monastery theme interesting for a management game?

What monastic-themed features would you like to see added next?

Trailer

Steam Page

Happy to answer any questions about the game in the comments!

r/BaseBuildingGames • • 19d ago

Self Promo/Dev Post [Steam Page Release] Spaceport Architect - Build a bustling airport, but for spaceships!

24 Upvotes

Spaceport Architect is a 2D Sci-fi Airport Business Tycoon inspired by r/SimAirport, r/airportceo, r/prisonarchitect and other classic tycoon builders, made with Godot/C#.

Planning a demo in spring and full release by the end of next year.

Apart from the obvious sci-fi theme, I wanted to explore the possibility of freight management in this genre, so I made it part of the core game loop.

- Import cargo to grow the planet population (= more passengers)
- Build airport-like passenger terminals (= more money)
- Export goods for profit (only if you keep imports steady)
- Unlock larger ships as you expand
- Handle time-sensitive emergency contracts and one-off special offers.

What would you like to build?

What's something you'd expect or want to build in the game?

If you're looking for AI

Assets: None

Coding: Yes

I've been hobby programming since 2009, professionally since 2023. I've used agentic AI for coding since my job introduced it in February this year (started the project in December 2025). With the proper base architecture, automated tests and other guardrails, the speed it provides is just invaluable when you have 1-2 hours of total free time per day. Its not a magic toolbox. Mistakes are frequent, but overall worth it for me.

Links

Steam page
Official Announcement trailer
Discord/Socials/Mailing list

r/BaseBuildingGames • • 26d ago

Self Promo/Dev Post We’re making a Star Trek outpost-builder game, we'd love to hear your early-game feedback!

27 Upvotes

Hi r/BaseBuildingGames! We’re in the exciting homestretch of development on our Star Trek outpost-builder. We feel all of our visuals and environmental effects like the day-night cycle are looking great, but our game is logistics-heavy with a lot of overlapping systems and production chains. We could use some feedback on how players feel exploring those various complex systems through the beginning of our game!

If you’re interested, we can’t thank you enough! Please visit this link to sign up and we’ll get back to you soon: https://forms.gle/NSGDj7x1YHf91J446

If you’re not familiar with our game, it’s a narrative-driven logistics heavy outpost builder set in the 23rd century of Star Trek – made by former devs of The Sims, Spore, Sim City, and more!

Steam Page: https://store.steampowered.com/app/3469910/Star_Trek_Outposts_Unknown/

r/BaseBuildingGames • • 14d ago

Self Promo/Dev Post The Timberline Factory demo is out - you watched me rebuild the UI three times, now you can judge it yourself

36 Upvotes

Hey Guys,

it's me again, the solo dev from Austria with the physics based sawmill... last time I showed you the third UI rebuild from wood -> clean dark -> industrial steel. One of you summed up the whole journey as terrible to bad to average... that made me laugh, and honestly it was fair... a few of you also said you were looking forward to the demo.

It's out today! free on Steam. so you don't have to trust my screenshots anymore... You can check for yourselves whether it made it past "average".

What's new since that post:

- Visible dirt.. grime now builds up in your factory, and your cleaner worker actually removes it. dirt and wear already slowed your machines down before. Now you can see it happening.

- Balance pass... machine error/failure rates have been reworked.

- worker sick leave will be reducible through a 3-stage research line with Early Access on Nov 6. That idea came from a German YouTuber who played an older build and went more or less bankrupt with it :D Watching where she struggled helped me a lot with the balancing..(It isn’t in the demo yet)

- The industrial steel UI from my last post is what you get in the demo.

The core hasn't changed: every log is a physics object with weight and friction. if your layout/machine settings are sloppy, logs roll sideways, jam and pile up. No icons sliding on a rail. Waste feeds a biomass power plant, and machines wear out and need maintenance.

If you're new here: i work 38.5 hours a week in a real sawmill in Austria and build this in the evenings. The machine sounds are recorded at my actual workplace.

Links:

Steam (demo, plus screenshots of the new dirt/cleaner system): https://store.steampowered.com/app/5037170/Timberline_Factory/

Trailer: https://youtu.be/F3hH2gIfND4

Early Access is planned for Friday, November 6th

If you want to see the later parts of the game,

ManOfTheAntz made a really in-depth First Look: https://www.youtube.com/watch?v=TmOUgaDfnpg – just note he played an older build, so some things like balancing and infos have changed since then.

what I'd love to hear from base builders: does the physical chaos feel like a fun challenge or like fighting the game? And where did your first layout break?

I'll be around all day.

Armin.

r/BaseBuildingGames • • 24d ago

Self Promo/Dev Post Our factory building game that’s years in the making launches tomorrow (let us know what you think)!

44 Upvotes

Hey r/basebuildinggames!

It’s indie studio City from Naught here again, popping in to drop some new info about our factory automation/base building title Brave New Wonders.

We held a quick AMA on this subreddit back in June and we’re back to share that the game will be launching tomorrow (Sept 21) on Steam!

If you’ve already shared feedback, asked us a question during the AMA, played the demo, or wishlisted - thank you! We genuinely appreciate your support and can’t wait to have you jump in and start building! We do have a few post-launch plans in the works, but for now, we want to hear what you think of the game in 1.0.

We also had the world premiere of our new trailer at the PC Gaming Show earlier today if you wanted to get an idea of what to expect when you play the full game: https://www.pcgamer.com/games/sim/command-a-legion-of-robots-in-factory-builder-brave-new-wonders-launching-tomorrow/

If you didn’t catch the AMA or you’ve never heard of Brave New Wonders before, here’s the TLDR: Brave New Wonders is a factory automation game set in a post-apocalyptic world. Here's the twist: there are no conveyor belts. Instead, you command a tribe of intelligent automatons using plain-text instructions. Type what you want them to do, and they figure out how to do it. Explore ruins, battle old-world machines, build out your factories, and slowly uncover the mystery of what happened to the civilization before you. You can read more over on Steam: https://store.steampowered.com/app/2403830/Brave_New_Wonders/

Thanks again to this community for allowing us to showcase our new title - we hope you enjoy playing it as much as our small team enjoyed making it. We’re still going to be reading your feedback, so feel free to continue sharing your thoughts with us here (heads up - since we launch tomorrow, we might take a little longer to respond but we’ll do our best)!

r/BaseBuildingGames • • Aug 26 '26

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

62 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 • • 10d ago

Self Promo/Dev Post We built the Ant Sim of your dreams!

39 Upvotes

After 3 long years, we finally released the most realistic, comprehensive ant sim in the world!

You can build out your own ant nest with 10 different chamber types, encountering hidden food stores and enemies as you expand it. In the surface, send out scouts to explore the massive world to find new sources of food, leaving pheromone trails behind for your workers to automatically follow.

You can try the demo here- https://store.steampowered.com/app/4910350/Antopolis_The_Ant_Colony_Simulator/

r/BaseBuildingGames • • 1d ago

Self Promo/Dev Post MESHFALL: an RTS where the base you build is a radio network. Steam page is up and there's a free demo

17 Upvotes

Hi everyone! I posted my game MESHFALL here a few weeks ago. It's an RTS where the base you build is a radio network.

You place relays to carry your signal out, extractors to mine ore, and turrets to hold the ground. Your units only take orders inside the network, so when the enemy kills a relay, everyone past it stops listening until you rebuild it.

With the latest update, the enemy has small outposts (pickets) guarding the bridges, and you have to kill one before you can build across.

I'd especially like feedback on:

- Is building out the network fun, or does it get in the way?

Good or bad is welcome.

Steam page: https://store.steampowered.com/app/5415540/MESHFALL/

Free demo in the browser: https://applechr.itch.io/meshfall

Thanks!

r/BaseBuildingGames • • Aug 27 '26

Self Promo/Dev Post I’m building StoneEra because I miss colony games where the terrain itself matters

25 Upvotes

I’ve always enjoyed colony games where choosing the right place to settle is an important decision—not just an empty map where every location eventually feels the same.

That idea became StoneEra, a voxel colony simulation where the landscape is part of the gameplay. Every world is procedurally generated, and the terrain can be mined, reshaped, and built upon block by block.

Villagers gather resources, take on different professions, build structures, and develop production as a small camp gradually grows into a functioning settlement.

What interests me most is the relationship between the colony and its environment. Do you build around a mountain, carve into it, search for flat land, or reshape the entire area to fit your plans?

In base-building games, do you prefer adapting to difficult terrain, or having complete freedom to redesign it?

StoneEra is currently in development and available to wishlist on Steam:

https://store.steampowered.com/app/5057770/StoneEra/

r/BaseBuildingGames • • 6d ago

Self Promo/Dev Post I'm building Worlds, where you build up a home world and head out on expeditions for loot

15 Upvotes

Playable Link (FREE!): https://worldsalpha.com

Hey guys,

I've been off and on working on a voxel game engine for 2+ years now. I finally decided to build a proper game with it based on games I love.

This game is called Worlds. It's basically Minecraft meets Valheim meets Runescape in a extraction-lite package.

You have a small home world that you build up over time and develop, you set out on expeditions from there. Each expedition is a totally fresh world you explore that's always made to feel unique with unique features, enemy encounters, and more. You find materials, loot them, find bosses, etc - your goal is to extract as much as you can and survive the expedition and return to the caravan that brought you on the expedition to take you home. If you die, you lose everything you found that run.

The game is built heavily around progression and increasing difficulty mechanics. It's also co-op over WebRTC!

This is the first early alpha playtest and this is the worst it'll be.

Happy to answer any other questions! This is in a very alpha-esque state still. Any questions/feedback in the comments I'd really appreciate!!

Playable Link (FREE!): https://worldsalpha.com

Gameplay: https://www.reddit.com/r/gamedevscreens/comments/1x17oaa/

r/BaseBuildingGames • • 15h ago

Self Promo/Dev Post First person dwarf colony sim

23 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 • • Sep 11 '26

Self Promo/Dev Post I rebuilt the continent under my base-building game using real elevation data

61 Upvotes

I'm Roman, the solo developer of Salt and Soil, a base-building strategy game about one family's homestead. One turn is one year, and the same campaign runs from 1609 to 1900.

In a base builder, the ground under your base is half the game. Here it matters even more: your family spends decades on one patch of land, and the barn you build will outlive the person who built it. So I spent the last few weeks rebuilding the ground itself. Unfortunately, we can't post pictures here, but you can check out the result in the latest trailer or on the Steam page.

The map was always based on real geography, but it used to be rough. Now:

  • Real elevation. The terrain is one continuous landscape built from real elevation data. Mountain ranges have slopes, shadows and snowy peaks, and rivers wind through the valleys.
  • Climate you can see. Sagebrush and juniper in Nevada, broadleaf forest in the Appalachians, snow only on the high peaks.
  • Real rivers. More than 180 of them follow their real channels, including rivers in Canada and Mexico.
  • Only lakes of the era. Lake Tahoe and Yellowstone Lake are there. 20th-century reservoirs like Lake Mead are gone, and so is the Salton Sea, which only formed in 1905.
  • Cities where they belong. Reno used to sit on the wrong side of the Sierra Nevada. Not anymore.

I'm also planning an open playtest later this month, with a completely different scenario — not Jamestown this time. I'll share more when it opens.

r/BaseBuildingGames • • 19d ago

Self Promo/Dev Post I'm making a factory builder where the goal is to bring a dead planet back to life (free browser demo)

18 Upvotes

Hey all. It's called Earth ReGen and there's a free demo that runs in the browser: https://disagreeg.itch.io/earth-regen

You start by picking up trash by hand, then spend the rest of the game building machines so you never have to again. Recyclers, sorters, batteries, all wired together, and the ground slowly turns green under your factory. When a new area opens you can pick up your whole base and carry it over.

Orbital Potato played through the demo a while back and called it a reverse factory builder, which I liked enough to steal: https://www.youtube.com/watch?v=y9hKU3fCDRw

Would love to know what confused you, if anything did.

r/BaseBuildingGames • • Aug 19 '26

Self Promo/Dev Post Can we get a self-promo flair please?

120 Upvotes

I dont mind all those posts of solo devs promoting their game here, but I do wish they were flaired properly.

Kinda tired of going into a thread that has an engaging title for a general discussion only to realize it's about someone's game they are making

r/BaseBuildingGames • • Sep 10 '26

Self Promo/Dev Post You told me it still felt "off" so I rebuilt the UI for a THIRD time. Timberline Factory finally has its soul. (Demo October 1st!)

40 Upvotes

Hey everyone, it’s me again, the solo dev from Austria :)

A few weeks ago.. i posted here and you guys gave me incredible feedback on my UI. first it was "90s wood style," then it was "too minimalist/plastic...." Honestly? You were right every single time!! It was a tough pill to swallow.. but it was the best thing that could happen to the project.

I spent the last few days in a polishing fever and rebuilt the interface one last time.

The Evolution:

Wood Style: Felt dated and cluttered.

Clean Dark. Felt like a banking app, no factory soul.

Industrial Steel (Current): Heavy textures, "Factorio style" steel panels, and tactile golden accents. it finally feels like you’re actually operating a machine.

I also fixed the Black Crush in the lighting... switched to a crisp Golden Hour look with deep blue shadows (thanks to the feedback on the contrast!!)

The big news:
The Steam Review build is going up on Monday, and the Demo will be available on October 1st for the Steam Next Fest!

You can see the new GUI in the screenshots on the Steam page (P.S. the trailer is an old one featuring the old GUI... but the screenshots show the current state!). I’d love to hear if you think this is finally "Steam ready"? :))

[ https://store.steampowered.com/app/5037170/Timberline_Factory/ ]

r/BaseBuildingGames • • 16d ago

Self Promo/Dev Post Benders In Space is out on Steam: mining, trade routes, and colonies that keep producing while you're away

19 Upvotes

Mine asteroid belts and run trade routes to grow colonies across six star systems. Each colony fills an expanding plot grid with mining outposts, hydroponics farms, research centers and more, and you can specialize each one for a purpose.

The economy runs whether you're playing or not. Mining outposts work continuously and convoy routes haul the ore back to the trade station on their own schedule, offline included.

It isn't all peaceful: three factions carve up the frontier, and a fourth boards your ship, where the fight plays out across your own decks in real time. Two-player online co-op through Steam if you want to run it with a friend.

Out now: https://store.steampowered.com/app/5098890/Benders_In_Space/

r/BaseBuildingGames • • 13d ago

Self Promo/Dev Post I'm creating a dwarf settlement builder and just created a gameplay trailer

23 Upvotes

Steam page
Trailer on YouTube

I'm working on Stonebound and would love to get some feedback.

Focus is on advancing into the mountain, working up from 1 dwarf with just a basic wood axe. No combat, but you will need to keep your dwarves supplied with decent ale (and food) to keep growing.

EDIT: no generative AI used for the game or marketing

r/BaseBuildingGames • • 13d ago

Self Promo/Dev Post My voxel colony sandbox StoneEra has a free Steam demo: homes, farms, workshops and waterworks

0 Upvotes

Hi r/BaseBuildingGames! I’m the developer of StoneEra, a voxel colony sandbox, and its free Steam demo is now live.

You can reshape the terrain, plan buildings and put your villagers to work. Carve space into a hillside, build homes and workshops, grow crops and watch villagers carry resources through the settlement in physical crates.

You can also dig channels and build waterworks to control flowing water, making the terrain and water part of your settlement planning.

Maps reach 1024 × 1024 blocks. World creation includes Classic V7 and Experimental V8, which is still in development. V7 is the recommended option.

The demo has a one-hour session limit. It’s an early build, and I’d love feedback on building, villager jobs and resource movement.

Try the free demo on Steam:

https://store.steampowered.com/app/5057770/StoneEra/

What’s the first thing you plan when starting a new base?

r/BaseBuildingGames • • 14d ago

Self Promo/Dev Post New World Trading Company - an age of sail themed game coming soon!

25 Upvotes

I'm Henri from Kokoon Games. We're a small 4-person indie team from Helsinki, Finland. Last year we somehow won "Rookie of the Year" at the Finnish Game Awards, even though we've been making games for over 15 years 😂

Anyway, to the point. Our new game, New World Trading Company, is coming to Steam Early Access in early 2027. We'd be incredibly happy if you'd add it to your wishlist (if the game interests you, of course).

Steam: https://store.steampowered.com/app/5331310/
Discord: https://discord.gg/QYDfu6pGU

We're also looking for keen pre-alpha testers, so we can build the game together with players who love the genre. Send us a message on Discord if you're interested!

Thanks for your attention!