Terraria taught us building is fighting. Then 3D top-down said: that's expensive.

Hello everyone, I’m one of the developers of Emberhaven (a top-down survival-building sandbox game). We're a small indie team of four. I'd like to share some of the experiences we've had during development with you all. This is our first post in this community.—English isn’t our native language, so please forgive any grammatical errors.

Since we're developing a survival-building sandbox game, it only makes sense to talk about building in this first post.

As one of our favorite sandbox games, Terraria has an unspoken design philosophy that every player can feel: building isn’t just decoration, nor is it merely preparation for combat—building is an integral part of combat itself. Through building, players can create their own battlefields anytime, anywhere.

We're absolutely obsessed with this concept and wanted to bring it to our game. This idea took us through three full iterations...

Since we're developing a 3D top-down sandbox game, we didn’t initially realize that the change in perspective actually represented a shift in the entire experience. We still followed the building approach we were familiar with from top-down games, using 3D models to represent various components (floors, walls, roofs, and so on), which we then placed manually. You had to choose the location, rotate the angle, adjust the height (though we did implement various programmatic adjustments), and then piece them together one by one.

The implementation went smoothly, and we quickly finished implementing the feature. It looked almost identical to the mature building systems found in most top-down 3D games, and we were soon able to build a decent-looking house in our own test environment (though, of course, the variety of building materials was limited). However, we soon discovered a problem: First, our terrain was uneven (due to another gameplay design requirement), and we allowed players to modify the terrain themselves. From a top-down perspective, aligning two sections of wall at the same height was an absolute nightmare. Furthermore, stopping to open the building menu and fine-tune a model's rotation while being chased by monsters was practically a death sentence—which was very un-Terraria-like.

We held a team meeting, beat up a certain programmer, and then completely overhauled the approach. This time, we went fully automatic—just click anywhere, and the system handles the walls, floors, roofs, and multi-layer stacking. On the day the build was released, we all praised the programmer and started testing it. At first, it felt great—we could quickly build walls and tall structures just by running around and clicking. It looked very much like a top-down Terraria. But after just half an hour, we all noticed a problem: Since we’re using a top-down perspective, building two or three stories not only reduces maneuvering space but also introduces unnecessary construction interference. For example, when you want to build quickly, how does the system determine whether you’re building upward or horizontally? This inevitably forces you to take an extra step. Furthermore, Terraria is suited for building in the four directions—up, down, left, and right—because it’s a 2D side-scroller. Even if we were to support only automatic upward building, it would undoubtedly increase the complexity from a single dimension to multiple layers (with each additional floor adding four new directions).

We held another meeting... and then we decided to stop automatic upward generation. Now, horizontal expansion is instantaneous and highly automated. On flat ground, a single click places a wall. No rotation, no height calculations—just a "bang," and it's in place. By rapidly clicking your mouse and moving your character, you can place a continuous string of walls.

Of course, you can still build tall structures, but that’s something you’d do when you’re safe—for base planning, not during combat—just like planning your home in Terraria.

Furthermore, we've refined our monster AI and other related designs, so horizontal expansion in city-building is a highly cost-effective choice for both combat and resource gathering, while building upward is often driven solely by aesthetic preferences.

We've now largely achieved what we set out to do, and we’re pleased that we’ve stayed true to our design philosophy: the functionality of building comes first—it serves survival, exploration, and combat, rather than merely creating a beautiful home. I believe this is one of the core features we want to preserve.

If you have any ideas, please let us know. We’ll respond thoughtfully and compile them for discussion at our team meetings—this is crucial for an indie game team.

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u/ioriamantaEmberhaven — 3 days ago

Day 1. No armor. Just a hammer. And...a very large snake...

Last time I posted the snake, everyone asked: do you actually meet this thing on Day 1?

Yes.

What do you do? you scream, you run, then you remember — our monsters don't destroy walls

You pick up the hammer.

Three tons of snake. Stopped by a few planks of wood. hahah

We basically made a game about bullying monsters with fences.

Wishlist if you want to get hunted:

https://store.steampowered.com/app/4612360/

u/ioriamantaEmberhaven — 11 days ago

In our survival game, monsters CANNOT break your walls. But they do something worse

We posted this design in another community and 59K people showed up to argue about it. So I'm bringing it here.

I'm a dev on Emberhaven, a 3D top-down survival base-builder. We made a rule that sounds like heresy:

Monsters cannot destroy non-combat buildings. Your walls, gates, cabin—if it doesn't shoot back, they leave it alone.

So... you just build a closed loop of walls and you're completely safe, right? You sip tea inside while monsters circle around outside like confused tourists?

No. 😈

We built a small roster of "specialist" monsters that don't smash walls—because smashing walls is for amateurs.

• Blue-back spiders weave silk highways over your walls. The horde follows.
• Tunnelers dig underground and drop reinforcements directly inside your perimeter.
• Most monsters bang their heads against the wall and cry. These few? They do their homework.

Your walls stay pretty forever. But your sleep schedule doesn't.

Here's the real difference:

In most survival games I've played, defense means: build → get smashed → farm materials → repair → repeat. I love those games, but I hate that loop. Every victory comes with a resource tax.

In Emberhaven, defense means: build → patrol → spot that spider weaving silk → rush out to kill it or burn its bridge → deal with the burrowers already inside.

From passive repairing to active hunting.

As survival players: would you rather spend your evening fixing splinters, or hunting the one monster that's about to make your walls irrelevant?

Steam: [https://store.steampowered.com/app/4612360/\]

u/ioriamantaEmberhaven — 19 days ago

We made a survival game where monsters CAN'T destroy your walls. Don't call it "too easy" yet.

Hey everyone.

I'm one of the devs behind Emberhaven.

I love survival games. I love building walls. What I absolutely despise is the loop that comes after: the monster wave ends, the dust settles, and my reward isn't a victory screen—it's an empty inventory and a long walk back to the forest to chop more wood. Again. Because apparently, "fun" means spending half your playtime gathering materials just to maintain what you already built. I'm sick of being a full-time lumberjack who moonlights as a mason.

So we made a hard rule: monsters cannot destroy your non-aggressive buildings. Your walls, fences, cabin, garden—if it doesn't shoot back, they leave it alone. Now, before you call it "too easy," hear me out. We didn't remove pressure. We moved it.

First, arrow towers are fair game. Build one, it shoots at them, they shoot back. You hit me, I hit you. Defensive structures aren't invincible—monsters just won't kick down your front door for fun.

Second—and this is where it gets nasty—we built "specialist" monsters. They don't smash walls. They found smarter ways in.

• Blue-back spiders weave silk highways over your walls, letting the entire horde stroll right over.

• Tunnelers burrow underground, dropping reinforcements directly into your base.

• There are a few other honor students I won't spoil here.

If you're curious what "silk highways" actually look like in-game, there's a 30-second clip on our Steam page. Spoiler: it's worse than it sounds.

These specialists are rare. Most monsters will bang their heads against your wall and cry. But these few? They do their homework.

So the loop isn't "repair after the fact." It's scout, spot, and hunt before the breach. Your walls stay pretty forever, but your sleep schedule won't.

In most survival games I've played, defense means: build → get smashed → farm materials → repair → repeat. I love those games, but I hate that loop.

In Emberhaven, defense means: build → patrol → spot that spider weaving silk → rush out to kill it or burn its bridge → deal with the burrowers already inside.

From passive repairing to active hunting.

I believe survival pressure shouldn't come from "material durability," but from "intel and decision-making." Walls should be an outlet for creativity, not a source of anxiety. We want you thinking about layout, patrol routes, threat priority—not frantically checking if you have enough wood.

We're still building this mess, targeting October on Steam. If the "no repairs, just panic" approach sounds interesting:

[https://store.steampowered.com/app/4612360/Emberhaven/]

Or tell me why I'm completely wrong about walls. I can take it.

u/ioriamantaEmberhaven — 25 days ago
▲ 89 r/IndieGameWishlist+2 crossposts

Emberhaven: We got distracted making this snake and now we're unreasonably proud of it

We know we should be working on the actual game but we got distracted making this snake and now we're unreasonably proud of it.

The head is rigged. Attacks, bites, jaw movement — skeletal animation just handles that better.

But the body? We went full procedural. Every segment calculates its own path in real-time, handles collision, coils around obstacles. That continuous, squeezing deformation is something a skeleton struggles with.

Turns out mixing both was the right call. We keep opening the build just to watch it move.

Anyway it's one of the corrupted predators in Emberhaven. The wilderness is mostly hostile, and this one is particularly good at making you check your surroundings twice.

Wishlist if you want to get hunted:
https://store.steampowered.com/app/4612360/Emberhaven

u/ioriamantaEmberhaven — 2 days ago