The original FortressCraft was one of the best-selling Indie games of all time. A unique blend of Voxel Landscapes, Tower Defense, Crafting, Logistics, Exploration, Combat and Assembly Lines.
User reviews:
Recent:
Mostly Positive (75 reviews) - 73% of the 75 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (1,367 reviews) - 76% of the 1,367 user reviews for this game are positive.
Release Date: 9 Nov, 2015

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Recent updates View all (127)

15 August

It's finally happened...

...the game has gotten so popular that I can't keep up with all the forum posts. I'll continue to do my best, but I'd need to spend half of my working day reading and reacting to posts on the forum, and I need to get these dedicated/hosted server bugs fixed!

Thank you so much for continuing to play and promote my game - we hit a new record average number of players last months!


-DjArcas

19 comments Read more

30 July

Patch 11 now live!

Patch 11

This is the first major mainline patch since the Frozen Factory was released. Primary focus has been on balancing, optimisation and new features. Er.

Just like all the patches then.

I'd like to take this opportunity to say - All Achievements are now implemented and can be obtained. The game is now complete. Thank you.

Next month's free content patch will primarily focus on performance with the new Unity 5.4 and Server permissions.

Remember - Completed is not the same as Abandoned!

Sorry the patch notes are a bit short - it's only been two weeks since the last patch.

What's new
  • Official DLL and XML Mod Support via Steam Workshop!
  • Added Horizon-Based Ambient Occlusion for people playing at Good quality and above.
  • Added mid-T2 machine; the Laser Borer. Capable of making a shaft to the Cold Cavern in a few seconds, this re-usable machine is powered by HEFC.
  • Added Organic Thief - this will automatically removed Ruined Parts from your inventory. It's highly recommended that you connect this straight to a CryoHopper and on to an Organic Reassembler.
  • Added a Waypoint machine. Place this down and give it a tiny trickle of power to have waypoints in your world! If you put it down next to an Ore Vein, it'll automatically name itself, otherwise, pop a sign next to it to name it.
  • Added Cluster Missiles; these missiles fire 4x quicker than Imbued, but only do 25% of the damage. However! They can target Heavies, due to their relatively small payload,
    and 8 of them are crafted from 1x Imbued Missile. They also look sweet. (Red White and Blue colouring is available to Dapper owners only)

  • Added 'Video Tutorials' section to the handbook.

  • Added Fast Zipper Merge
  • Added 3'n1 Zipper Merge, which merges in the order Right Right Right Left - perfect for Research Assemblers.
  • Much improved AFK cam, capable of following along conveyor belts - use it near a deep Ore Extractor!
  • The final 2 achievements are finally implemented. By all definitions, the game is now complete. Go crazy!
  • Signs placed next to Ore Extractors will give unique names when mission readouts refer to that machine. A picture may help.

  • Added NanoDisintegrator. Place down, and after 5 seconds, it will remove a 3x3x3 area underneath it. It can be placed on walls and ceilings, and it can be used to make flat T4 ore spots, and to dig holes into Hardened Resin.
  • Completely redid surface fog.
  • ARTHER will now acknowledge Go Away/Come Here TAB commands
  • Superbuild works for /yourcraft mode
  • Added help/handbook entries for most early T4 machines.
  • Added Mass Storage colouring
  • Enriched and Infused Coal now have unique textures

  • MagmaBore has been visually reworked. PS that's 80 metres tall

  • Added SearchInventory command that does exactly the same as InventorySearch

Casual mode has been renamed to Rapid mode

You'll have a huge amount of incoming resources, allowing you to experiment and make mistakes without setting you back many hours. Here's a (current) comprehensive list of the Rapid Mode differences:

  • CPH generates twice as much power
  • MK3 Lasers do double damage
  • Research Assemblers are 3x faster (thus using up 33% of the power)
  • Laboratories are twice as fast (thus using up 50% of the power)
  • Geothermals generate twice as much power
  • All Generic AutoCrafters work twice as fast
  • Conduits have doubled throughput.
  • Particulate Systems generate 8x as much resource; you don't need multiple ones.
  • Logistics and MiniHoppers are twice as fast (30 and 4 items per minute, respectively)
  • Ore Smelters take only 66% of the usual smelt time
  • It's only 2 ore per bar!
  • Ore Extractors generate twice as much ore as Easy mode.
  • Cargo Lifts are twice as fast and carry twice as much

I highly recommend that new players, parents, people with fulltime jobs, impatient people and streamers play through to at least the OET level on Rapid before getting onto any harder difficulties!

If you want to polish off the game in a weekend of hard play, then this is the mode for you.

To make things clearer, I've also added a 'par' system to the main menu. This should give at least a rough idea of how long a given gamemode is expected to play through. Much like par in golf, however, this is for people who can actually play golf. Me, I see a par 3 and I'd be lucky to make the ball get in the hole in less than 50 whacks with the whacky golf stick.

I don't play golf.

But these par times are for someone who has a reasonable grasp of computer games, and follows the mission, without getting TOO distracted. FortressCraft is a game of a million distractions, I find. (Getting distracted a lot? Why not Middle Click on a Blueprint in the Manufacturing Plant to add a reminder?) Hopefully, tho, this should reduce the number of people cranking the difficulty up and going "Why is everything taking so long?"



Tweaks and Balance
  • Tweaked GeoThermal power input to scale better across modes and difficultes (values are approximate due to thermal difference, and are given for a full-extend geothermal with active Freezon boost; all other factors scale as below)
    Rush = 25,000 PPS
    Casual = 10,000 PPS
    Easy = 5,000 PPS
    Scarce = 2,500 PPS
  • textureres variable in settings.ini works again - set to 3 for low memory PCs!
  • Massively increased the spawn and steal rate of Mynocks in Trivial Mobs difficulty. People were finding it impossible to grow hives! Mynocks should spawn approximately every 45 minutes on Trivial, and can steal 1 item per 30 seconds (down from 2 hours/6 minute, respectively)
  • Basic Smelters use up slightly more power
  • Basic Smelters had their efficiency reduced from 50% to 25%
  • Basic Smelters are now twice as fast as they were
  • MK1 Trenchers are now only 5% efficient on T4 ores. MK2 are now 25% efficient and MK3 100% efficient. Using them on T1 materials confers a further 75% bonus (80/100/100), T2 materials get a 62.5% bonus (67.5%, 87.5%/100%) and T3 materials get +50% for 55%/80%/100%.
  • Further improvements and balance to the Magma Bore; this is now pegged at 100k PPS minimum.

Modding
  • Official DLL and XML Mod Support via Steam Workshop!
  • Fixed modded mobs import issue
  • Allowed modders to re-use Minecart graphics
  • ResearchAssembler::mTargetCreation is now public
  • Full integrated workshop support
  • 59 pages of modding documentation.

Little fixes and improvements
  • Iron bars in Mass Storage are much redder
  • Mass Storage Ports + Drones now obey segment vis
  • Increased Ooze update rate
  • Pushed MK2 lasers until after the player has actually seen the mats to make them
  • Fixed Hardened and Advanced block manufacturer graphics
  • New magma bore textures
  • Fix to SuperBuild mission
  • Drop rate bug with Deorbit containers now fixed
  • Fixed more Unknown Material issues; pipes should no longer appear this way.
  • Fixed Race condition that could cause the player suit power to drop when the Mk2 battery is fitted
  • Lots of Magma Bore polish - new graphics, new audio, new info, new 'why am I blocked' stuff
  • Added Magma Bore handbook entry.
  • Reduced cost of Charged Explosives to 128 resin.
  • Added a bunch more handbook entries courtesy of Taboo Raver
  • ARTHER now tells you if you turn music on or off.
  • Cargo Lifts are twice as fast and carry twice as much in Casual mode. You probably won't need to bother with more than 1.
  • Workfloor Excavators don't take out Minecart tracks anymore. Sorry!
  • Some nice CPU optimisations.
  • Shaved 0.5ms off of the mission introspection code.
  • Removed a significant amount of dictionary calling time for the Torch light code.(0.6ms)
  • Minor performance boost to oozes; they also shouldn't consume too much CPU time when the game is running at a lower framerate.(0.7ms)
  • Minor performance boost to weapon selection systems(0.1ms)
  • Improved CPU Usage of Rotation Script to pay attention to the Segment visibility (0.5ms)
  • Total savings : 1-2ms regardless of base size (equating to a potential 30+ fps boost, depending on relative GPU/CPU balance)
  • Mission system will no longer bug the player to have an OET live when there's a C5 active.
  • Breaking a Grinder should no longer result in you losing 1/9th of it.
  • Nano Disintegrators will no longer convert Air into Rubble
  • Laser Impact Particles now obey segment vis
  • Fixed issue where Hard Rock Grinder failed to page in segments correctly - this could have lead to all sort of weirdnesses.
  • Auto Upgrader now lists current power.
  • Auto Upgrader now uses 1/4 of it's previous power.
  • Fixed minor BFL exploit
  • Missions now work for Mobs and Minecarts
  • Some Ore Extractor missions no longer pester you after building Trenchers.
  • Secret. Why not press H and check out the new Video Tutorial section?
  • Added Build2Me mission for players who haven't build 100 blocks!
  • Reduced RP cost of Manufacturing Plant.
  • Fixed issue where the Lab popup text flickered as network clients.
  • Basic Smelters are now 30% faster
  • Organic Rock chance from Nukers increased from 1% to 3%
  • Multiple Tunnel Nukers can now spawn whilst your base threat is low, increasing the chance of plenty of Soft Resin and Organic Rock, and also increase the chances that attacking wasps will vector over a sensible path.
  • Crashes shold now list the callstack of the crash, not the callstack of the crash handler
  • Enqueing missions should now work from any thread
  • Missions added on the first frame will no longer crash, but will defer instead
  • Tweaked Critical mission time for normal difficulty up, reduced it for Casual.
  • Changed loading/saving priority for segments, meaning that bases should load faster after a game restart.
  • Power panel now displays during Battery and Extractor Charge tutorial stages
  • Player can no longer get stuck during tutorial due to suit power being full up
  • Player can no longer get stuck during tutorial due to CPH being full on power
  • Player can no longer die from Hypothermia during the tutorial
  • ARTHER should no longer bug you about the power core after it's fitted, during the tutorial
  • Added some intro text so people will stop thinking it's a cinematic. It's not. It's a bloody loading screen! Unskippable cinematics can DIAF.
  • Spent the entire afternoon on loading polish.
  • Added Default/Loading Screens
  • [Tutorial]Explained PSB text in subtitle : "Power Storage Blocks (PSBS) are the main method of storing power."
  • [Tutorial]CPH will no longer show bottom-left popup text during the critical parts of the tutorial, reducing the amount of text on screen, as it was confusing people.
  • Reduced power booster cost of Booster Chargers from 32 to 8
  • Players should no longer suffer from ? when referring to blocks
  • /YourCraft mode now works for SuperBuild
  • Research Assembler has a purty glow
  • Fixed issue where teleporting could cause a machine to think you're still close by.
  • Generic AutoCrafters now have their particles modulated by framerate; this should help performance
  • Dead overminds should be very obviously actually dead.
  • Added a mission feedback for minecarts derailing - no more suprises!
  • Note : CryoPlasm can cause Minecarts to derail
  • Fixed missions in Rush mode
  • Fixed confusion when missions were disabled
  • Imbued Machine blocks now require 3 Advanced Machine Blocks (up from 1), but craft 3 at a time. They still need a single MK5 power booster. Another perfect use for the 3'n'1 Merger!
  • Generic Auto Crafters can now hand off multiple items to a single conveyor belt
  • Dapper Owners will get a FREE visual upgrade to the Cluster Missiles.
  • FALCOR Bombers now give better offline message, and also should stagger their damage better across CryoPlasm.
  • TechAxes and ARTHER Dapper parameters are now synchronised for network players.
  • Improved Load times of Overminds, C5, and various other multiblock machines.
  • Improved Load times across the board; analysed further areas for improvement.
  • Further fixes to logging spam and Load times
  • Fixed PTG mission not to say 'FG'
  • Fast Zipper Merge should now be craftable.
  • Couple of exploits fixed, ty Somon!
  • Fixed 3'n'1 Zipper description to be correct ; it's RRR L!
  • Rush mode now correctly activates Care Package
  • Rush Mode now correctly activates Casual mode (double speed assemly machines, etc)
  • Fixed HEIST collection graphics
  • Fixed a particularly brilliant misuse of a machine. Nice one. No it's not going to stay. But nice.
  • Fixed storage crate UI issues
  • Fixed an issue where missions could accidentally trigger the OH WELL DONE sound effect, if the framerate was particularly low.
  • Fixed responsiveness of Vsync and Target Frame Rate modulation
  • Fixed a number of potential Frustum memory leaks.
  • Fixed exploit with Cargo Lifts.
  • Removed archaic snow particles
  • Reworked Snow Mist to render in the correct order; lasers (etc) should now no longer appear behind the snow
  • Flickering mist/snow - fixed...?
  • Optional Missions no longer turn 'critical' and flash
  • Fixed crazy basic laser transmitters!
  • Conduits should always drop 9 items when destroyed, not 9-or-10
  • Chromed Machine Blocks now use more Chrome
  • Magnet Machine Blocks now use more Molybdenum
  • Fixed crash with null LoadSegment
  • Mission system will cease warning you about offline PTGs when you have Solar and/or Jet Turbines
  • Killing CryoSpawners should cause players to correctly unlock FlatLand.
  • Transport Pipes now use 3 Hardened Machine Blocks instead of Nickel + Titanium Bars. This should help players understand about crafting intermediary blocks much sooner.
  • Transport Pipes now require Alloys research.
  • Explosives now requires Refined Liquid Resin. It's suggested that a player will now use a combination of Nano Disintegration and Resin Handling in order to deal with Hiveminds. Once you get access to the soft core, explosives will do just fine to clear up the infestation.
  • Creep Inferno now marked as a multiblock machine
  • Fixed an issue where the Gas Storage might lose pressure when connected to a Gas Bottler.
  • Added some specific Mission audio
  • Tweaked a number of missions based on watching streams
  • Removed Q and E prompt when >100% threat
  • Removed incorrect E prompt from Storage Hoppers
  • Added /missions to toggle all missions. Requested by the community, but NOT RECOMMENDED.
  • Crafting Panel now shows current category
  • Removed some server spam
  • Added SCT to Automated Smelters for new bases
  • Tweaked specular on the Ore Scanner, to hopefully be more readable.
  • Made timed-out critical/progression missions significantly more flashy and in-your-face. If it's flashing, you really should deal with it! (this isn't stuff like "Ore Extractor Offline", this is progression, BLOODY WELL DO IT FFS AND STOP IGNORING ME type missions)
  • Missions when on Greg difficulty give a huge amount longer amount of time to complete before prodding you.
  • Fixed Audio Spatialisation on PSBs
  • AFK mode should no longer drop you into the cold cave with 0 power
  • Reinforced Wood uses up Construction Paste.
  • CPH/Charge health should be back
  • CPH/Charge should disappear when all surface attacks are cleared
  • Calmers can now be used when a C5 has been built AS LONG AS the C5 has not been powered up.
  • Care Package should no longer become 'unresearched' on a restart (I think! Lemme know if this doesn't work)
  • Care Package now available to Patreons
  • Added T4 mission for scanning T4 ores, if you have the Frozen Factory Expansion Pack installed.
  • Added audio reward for completing critical missions. GO YOU! ANNE PERKINS!
  • Altered CryoPlasm spawning behaviour; it should now be much more consistent across worlds. There's just 2... slight problems.
    1) If you have an existing world with CryoPlasm, the CryoPlasm might just simply not work well, and be no threat at all.
    2) If you have an existing world with CryoPlasm, it might spawn in upto 8 new spawners, and be really quite hard. This is unpredictable, and is based on the vertical placement of your C5.
  • Increased CryoPlasm loop rate; hardcap is 8x higher too
  • CryoPlasm is now much keener to cut through soft rock
  • Vsync should save and load correctly now
  • Workfloor excavators no longer do Bad Things to Cargo Lift Rack Rails
  • SpiderBot power readout can no longer stack with the upgrade requsts
  • SpiderBot weapons should do significantly less damage to the ground now.
  • SpiderBot will now remain significantly closer to your CPH during combat - it was within range of a FALCOR setup anyways, but this should hopefully alleviate a number of people's complaints.
  • Space Window should drop Paste now
  • Workfloor Exacavators should no longer break any sort of pipe
  • Fixed an issue where HoloHoppers appeared next to Smelters - rotating the Smelter will usually fix this for now tho.
  • Fixed Lancer warning when C5 is offline/underpowered.
  • You'll no longer be harrassed about SpiderBot Cannons before you can make 'em
  • Induction Charger is no longer placeholder!
  • Iron-based missions no longer trigger until you've automated your smelter
  • Other mission-related tweaks to avoid confusing new players
  • Added Mission related to Orbital Debris
  • Fixed debounce with music; both LEFT and RIGHT control now toggle the music with Ctrl-M
  • Implemented a completely new music system. All the old music is gone. If you want it, it's available on iTunes, Zune and Google Music. All the money goes to the musician.
  • Conduits and Trenchers will now work on non-dedicated servers.


34 comments Read more

About This Game

"In a world where early access and indie usually means abandoned, unfinished garbage, this game's post launch development is outpacing many AAA titles and companies."

"This really isn't the same game that I originally purchased anymore. With all the changes that have been made over that duration the game is so much more fun
now that there are machines to alleviate almost every large build annoyance that used to exist. The FALCORs, thieves, excavators, drills etc.. all did so much for
automation it's almost hard to believe I ever did that stuff manually before."



FortressCraft Evolved’s Survival Mode is a unique-blend of Voxel Landscapes, Tower Defense, Crafting, Logistics, Exploration, Combat and Assembly lines. Players begin by crash-landing on a strange alien world, left with only a small handful of starting machines. Using hand-held scanners they must locate ore resources, place down Ore Extractors and Conveyors to automate the raw material back to the Smelter; take the fresh ingots through multi-machine assembly lines, followed by researching new technologies that help them explore thousands of meters below the planet's surface.

An advanced HoloBase allows players to keep an eye on their factory which they must defend against waves of alien attacks with multiple tiers of missile and energy turrets. To survive they must continue to develop new and unique power systems, from solar energy to Jet Turbines, culminating in crafting an Orbital Energy Transmitter thousands of cubic meters in size, to beam power off-planet, and start the next phase of the game.

And all this with an enormous draw-distance, scalable gameplay engine that is equally at home on high-end or low-end computers, and full multiplayer support! This does not even factor in all that you can do in the Creative Mode whose only limits are your time and imagination. With an array of Super Build Tools and a high-resolution Custom Detail Block Workshop players can build anything and on a massive scale unseen in other games.

  • Experience the largest worlds ever seen in any computer game - ever!
  • Create a futuristic mining operation consisting of thousands of huge machines.
  • Full Tower-Defense style combat in a voxel universe.
  • Use hi-tech machinery to locate and process resources from thousands of meters away.
  • Explore thousands of metres vertically, overcoming ever-more difficult challenges.
  • Official Texture Pack and Mod Pack support
  • State of the art lighting and shadowing, utilising high resolution maps for machinery and environment
  • Innovative“Build to Me” Feature to facilitate rapid, accurate building
  • Shareable Creative Schematics
  • Super Build Tools allowing instant creation of primitive shapes

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: XP and up
    • Processor: Dual-Core 1.6ghz CPU
    • Memory: 4096 MB RAM
    • Graphics: Intel HD Graphics 3000/Nvidia G285/Radeon HD 5450 with 512mb of RAM
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 5000 MB available space
    • Additional Notes: Additional features are available with 8 or 16 GB of RAM
    Minimum:
    • OS: 10.7 and up
    • Processor: Dual-Core 1.6ghz CPU
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 3000/Nvidia G285/Radeon HD 5450 with 512mb of RAM
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Additional Notes: Additional features are available with 8 or 16 GB of RAM
    Minimum:
    • OS: Ubuntu 14.04
    • Processor: Dual-Core 1.6ghz CPU
    • Memory: 4096 MB RAM
    • Graphics: Intel HD Graphics 3000/Nvidia G285/Radeon HD 5450 with 512mb of RAM
    • Storage: 5000 MB available space
    • Additional Notes: Additional features are available with 8 or 16 GB of RAM
Customer reviews
Customer Review system updated! Learn more
Recent:
Mostly Positive (75 reviews)
Overall:
Mostly Positive (1,367 reviews)
Recently Posted
Inquisition
( 34.2 hrs on record )
Posted: 16 August
Recently game creator decided: FINISH HIM! Fatality.

Name this thing transport game or something similar. You have just to move a lot of stones. Tons of stones. Million tons of rocks. All you time will be wasted to move something somewhere using buggy blocks. That's all. Case closed. Where is the game?
Helpful? Yes No Funny
Stan
( 106.6 hrs on record )
Posted: 16 August
The game is quite nice if you like Minecraft with automation mods. There's a good number of challenges in the game, including having to defend your base against continuous attacks, making sure you maintain sufficient energy production and making sure your automation lines remain running efficiently.

On the downside, the combination of digging, searching for resources, defending and maintaining power easily becomes overwhelming, even if you automate everything! It isn't a game to sit back and relax, and it continuously keeps you busy, which can be exhausting at times. There's not that much to explore and the entire game is quite misty, giving it a bit of a depressing feeling and making it lack scenery worth looking at.

Recommended? It depends what you like. I spend quite some time in it and liked to play it, but I believe it isn't for everyone. If you like challenges and automation, go ahead. If you like exploration, you wish to relax or like nice scenery, there are better games out there.
Helpful? Yes No Funny
[MotU] Mr.Grimm
( 665.3 hrs on record )
Posted: 16 August
Great game !!
Helpful? Yes No Funny
This Series Is False
( 2.4 hrs on record )
Posted: 16 August
First things first, I love the idea behind this game. The idea is amazing, and this game will probably be amazing in the future, but right now, I can't recommend it. I've found more bugs than in Goat Simulator, the tutorial is unfinished, and maybe I'm just stupid, but i find it extremely difficult to make a working factory. I know I haven't played much of the game, but I just cannot figure out how to play. Even the in-game guides are no help! I'm sorry to say it, but this game is terrible, even with the concept being my idea of a perfect game. Maybe in the future I'll re-visit it, because I really, really want to love this game, but for now, don't buy it unless you have a friend who knows how to play the game.
Helpful? Yes No Funny
Conner
( 144.0 hrs on record )
Posted: 15 August
good game,
Helpful? Yes No Funny
thugandsimba
( 7.1 hrs on record )
Posted: 14 August
This game sucks
Helpful? Yes No Funny
Moose357
( 254.5 hrs on record )
Posted: 14 August
Great game, continously introduces new challenges and problems to overcome.
Helpful? Yes No Funny
Shadow444412
( 11.1 hrs on record )
Posted: 13 August
Great Game
Helpful? Yes No Funny
Elektrizität
( 0.1 hrs on record )
Pre-Release Review
Posted: 13 August
Its mincraft. Thats sll there is to say.
Helpful? Yes No Funny
Compugasm
( 1,132.1 hrs on record )
Posted: 12 August
I play every 4x/base building game that comes out. In almost every game, I find myself wishing that X would be automated in some way. Such as, hiring bots, employees, or machines to do marketing, sales, shipping... whatever the task happens to be in the context of the game, and I'm invariably let down every, single, time. No developer has ever gotten this workflow right. In fact, some even argue that too much automation takes away "work" from the game. I've hand delivered X item to X person 100 times now; Why do I have to keep doing this same damn mission over and over Elite Dangerous? I literally can't hire a space mailman to deliver packages? I gotta do it myself? Jesus.

Thankfully, FortressCraft: Evolved has none of that grindy crap and they did automation properly. I spent a 1100hrs playing this game. I've been on Steam for 6 years and never bothered to write a review before. You need to buy this game.

The entire purpose of this game is to automate production. You build a machine that poops out other machines, which poops out crafted items. Automate all the things!! In one sense, that does make it feel like Factorio, and it has blocks like Minecraft. But boiling this game down to simply those observations shows how little you actually understand. FortressCraft has snap-to production building like Big Pharma and tower defense like Clash of Clans. Unlike Minecraft, there actually is a goal to achieve in FortressCraft. Quite simply, this is the best game of 2016 and I doubt you've played anything like it before.

If there were any downsides to this game, I'd say it will take longer to win than you think it will. You will lose a few times because you don't know how much power all the guns take. So, you try to half ♥♥♥ it and get power. But, then you find out you need 10x power you though was required, and your production chain is a mess. So, you have to rip things up and move them around. Some people don't like ripping everything up and redoing their base design. But, that's part of the experimentation and learning process everyone goes through when they play this game.

The "winning condition" is to power the orbital transmitter, and the expansion goal is building a machine that will drill down to planetary magma. Pro Tip, you can not power the damn thing with just 10 generators you started out using in the beginning of the game. Don't be "that guy" who complains the game is taking days to power the Orbital Transmitter because you are using coal you found in the beginning of the game.

If you find yourself complaining FCE should build products like Factorio, then the problem is that you are not automating properly. See, as long as you have the technology in Factorio, you can build products without setting up the proper production chain, and that's cheating. In FCE, you need to place the wire maker down, and supply it with copper, or you will have no wire. No Factorio style cheating here. What I'm getting at is that the game isn't badly designed. You are simply being lazy and spolied. If you can't be bothered to place your own machines and conveyor belts, then you can just go play any LEGO game where you mindlessly click on some self assembling blocks and be done with it.

Additionally, the limited graphic style of Factorio means it's all 2d. But in FCE, you build 3 dimensional. This creates interesting tasks to do for people that like to do things "just so" in a quest for perfection. The most inefficient automation is always better than manual effort, and multiple solutions will all work, so don't worry about perfection. The thing to remember is if the game feels "tedious" then you're not automating enough. Like if you find yourself shooting enemies with your pistol, that means you haven't built enough gun or missile defense. So, stop trying to gun down bosses with the god damn pistol. If all those guns you made drain your power, then guess what? Yeah, the next thing you need to do is build more power. In fact, it's the consumption of power that drives the game foward. More power creates more enemies, which require more guns, which creates more loot drops, used in machines which requires more power, etc.

There is enough stuff to do that you shouldn't be sitting there watching machines tick away. That's means you're wasting time. Yes, that landscape clearing machine does work slowly. It's supposed to. You're not supposed to sit there and stare at it like a tea pot. Give it power, and go do something else for ten minutes. Mine more coal, research something, harvest some crystals, and by the time you get done with that the base will be clear. This is what makes you fell like real game progress is being made. You will literally be absorbed into 10 things going on at once before the sun comes up. If you're bored because "things take to long" then what you need to do is multitask.

Unlike every other "something-Craft" game, there is no "build order" to follow by rote memorization, or a plan to spend your power efficiently. Such as; make 10 tin, then make exactly 2 hoppers, then make 2 lasers... No no no no. This isn't StarCraft. Consume all the power you can. When you run out, just build more generators. Build thousands of missiles, burn hundreds of coal a second. Consumption. This game is a consumption simulator. It doesn't matter that a quarry is less efficient than an excavator. Because the whole point of this game is to build all the machines, power them, and have them do stuff automatically! What I said will take the average player 100hrs before it finally clicks, "Oh, build lots of everything. I get it now".

The developer made sure you can play the game "to the end" without needing the expansion. The thing is, much like a Star Wars movie, you've just watched Star Wars, and your NOT going to see Empire Strikes Back... are you crazy? You have to see Empire! So, in that sense, Frozen Factory is a "must have".
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
15 of 17 people (88%) found this review helpful
Recommended
263.1 hrs on record
Posted: 27 July
You'll see a lot of people complaining about how this "used to be fun", and upset because reasons. To sum up:

This is a game about automation; they are upset that they have to automate. This game has always been about trying to automate things and, yes, forcing automation, because it makes the most sense. How many people here can build a plastic gizmo by hand? How many people here, if given that task, would go buy a 3D printer to do it?

If you are a new player and don't have the expectation that you can carry around 70K worth of ore in your magic pouch, then you'll find this game fun. If you are a new player and expect to have to automate things (and protect them!) then you'll have fun.
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16 of 23 people (70%) found this review helpful
Recommended
6.2 hrs on record
Posted: 20 July
Product received for free
Buddy gifted me this game. Result I stayed up way too late with work the next day. Its like minecraft, but better. better range, more tools and gear without mods and well see for yourself.
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5 of 5 people (100%) found this review helpful
Recommended
254.5 hrs on record
Posted: 14 August
Great game, continously introduces new challenges and problems to overcome.
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6 of 7 people (86%) found this review helpful
Recommended
344.0 hrs on record
Posted: 6 August
I discovered the factorio demo a few months ago--loved the idea. Waited for the sale--although I try not to spend more than $5 on a game, I figured I'd go to $10 for that one.

When the steam sale came, it was the only game in my list that didn't go on sale. With tears in my eyes I started looking at related games, the first one of which was FortressCraft

I was somewhat burned out on the Minecraft type games so I was reluctant, but on sale it was a good deal and looked interesting so I tried it.

LOVE the game. I've spent way over 200 hours on this now. On top of that, I've recommended highly enough that another 6 copies have sold to my friends and family (Including at least a couple of the expansion). I see a few of them on playing FortressCraft into the night. I'll probably buy the expansion eventually at full price just to support the dev too.

If factorio had gone on sale (Or fortressCraft hadn't), I'd be playing that (But I'd probably be doing so alone since it's not available for the Mac like FortressCraft is).

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7 of 9 people (78%) found this review helpful
4 people found this review funny
Recommended
399.2 hrs on record
Posted: 24 July
I've been addicted to it for a couple weeks since the steam summer sale. I got my boss addicted to it. Now I can "work from home" all I want.
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8 of 11 people (73%) found this review helpful
Recommended
226.6 hrs on record
Posted: 20 July
The only real complaint i have for this game is the first few hours of this game it does feel a bit slow, but after that it gets incredibly in depth, with tons of machines already in the game and loads more being added with each patch. As of now i dont know a single game that can be compared to this other than factorio, but even then both games are quite different. The models of the machines look great, performance is usually quite good, and most of the machines are decently balanced / well put together. The help files are quite handy at times, but usually the tooltips are enough for non-complex machinery.

I do love making massive automated factories and fighting off hoards of enemies, so if you are into those things, this is definitly worth the money.

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14 of 23 people (61%) found this review helpful
Not Recommended
256.0 hrs on record
Posted: 2 August
This is hesitant negative review, the game does have a lot of potential and has provided nearly a 100 hours of fun game play despite a lot of short comings. And in that sense it's a good purchase. It has fairly unique feel to it and in the beginning the open world mantra of feel your way around to figure out how things work and what your goals are is a lot of fun.

In this phase you can overlook a lot of little things, odd interface for dealing with inventories, an apparent disdain for chests to the point of letting you hold 1000's of bars in your inventory. No RPG like interface to hold upgrades for your character ( which are essentially armor upgrades ) so they just sit in your general inventory. Tons of little visual and animation glitches that don't affect the game play. Some odd sound choices like your power storage ( batteries ) making a lot more noise than your generators, which leads to the odd situation where when you run out of power and your generators power up , it suddenly gets quite.

But at some point all of these little things start to get harder to overlook and the game starts to change from fun to a grind that will have you leaving it running in the background while you do other things.

The big problem is near the end game, the design philosophy suddenly changes from one that provides fun and rewarding game play while designing your automation systems to one of forcing you into massive grinds. You are no longer automating for the joy of designing virtual machines or because you feel rewarded for doing so, but because the game forces a lot of pain on you if you don't.

In the end I don't regret getting the game, I had a lot of fun with it for a good amount of time. I do regret getting the DLC and that's about the only recommendation I can make, make sure you complete the first part of game and are ok with how it plays in the end before committing to the DLC ( although in fairness even with the cost of the DLC it was a good value )
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4 of 4 people (100%) found this review helpful
Recommended
1,132.1 hrs on record
Posted: 12 August
I play every 4x/base building game that comes out. In almost every game, I find myself wishing that X would be automated in some way. Such as, hiring bots, employees, or machines to do marketing, sales, shipping... whatever the task happens to be in the context of the game, and I'm invariably let down every, single, time. No developer has ever gotten this workflow right. In fact, some even argue that too much automation takes away "work" from the game. I've hand delivered X item to X person 100 times now; Why do I have to keep doing this same damn mission over and over Elite Dangerous? I literally can't hire a space mailman to deliver packages? I gotta do it myself? Jesus.

Thankfully, FortressCraft: Evolved has none of that grindy crap and they did automation properly. I spent a 1100hrs playing this game. I've been on Steam for 6 years and never bothered to write a review before. You need to buy this game.

The entire purpose of this game is to automate production. You build a machine that poops out other machines, which poops out crafted items. Automate all the things!! In one sense, that does make it feel like Factorio, and it has blocks like Minecraft. But boiling this game down to simply those observations shows how little you actually understand. FortressCraft has snap-to production building like Big Pharma and tower defense like Clash of Clans. Unlike Minecraft, there actually is a goal to achieve in FortressCraft. Quite simply, this is the best game of 2016 and I doubt you've played anything like it before.

If there were any downsides to this game, I'd say it will take longer to win than you think it will. You will lose a few times because you don't know how much power all the guns take. So, you try to half ♥♥♥ it and get power. But, then you find out you need 10x power you though was required, and your production chain is a mess. So, you have to rip things up and move them around. Some people don't like ripping everything up and redoing their base design. But, that's part of the experimentation and learning process everyone goes through when they play this game.

The "winning condition" is to power the orbital transmitter, and the expansion goal is building a machine that will drill down to planetary magma. Pro Tip, you can not power the damn thing with just 10 generators you started out using in the beginning of the game. Don't be "that guy" who complains the game is taking days to power the Orbital Transmitter because you are using coal you found in the beginning of the game.

If you find yourself complaining FCE should build products like Factorio, then the problem is that you are not automating properly. See, as long as you have the technology in Factorio, you can build products without setting up the proper production chain, and that's cheating. In FCE, you need to place the wire maker down, and supply it with copper, or you will have no wire. No Factorio style cheating here. What I'm getting at is that the game isn't badly designed. You are simply being lazy and spolied. If you can't be bothered to place your own machines and conveyor belts, then you can just go play any LEGO game where you mindlessly click on some self assembling blocks and be done with it.

Additionally, the limited graphic style of Factorio means it's all 2d. But in FCE, you build 3 dimensional. This creates interesting tasks to do for people that like to do things "just so" in a quest for perfection. The most inefficient automation is always better than manual effort, and multiple solutions will all work, so don't worry about perfection. The thing to remember is if the game feels "tedious" then you're not automating enough. Like if you find yourself shooting enemies with your pistol, that means you haven't built enough gun or missile defense. So, stop trying to gun down bosses with the god damn pistol. If all those guns you made drain your power, then guess what? Yeah, the next thing you need to do is build more power. In fact, it's the consumption of power that drives the game foward. More power creates more enemies, which require more guns, which creates more loot drops, used in machines which requires more power, etc.

There is enough stuff to do that you shouldn't be sitting there watching machines tick away. That's means you're wasting time. Yes, that landscape clearing machine does work slowly. It's supposed to. You're not supposed to sit there and stare at it like a tea pot. Give it power, and go do something else for ten minutes. Mine more coal, research something, harvest some crystals, and by the time you get done with that the base will be clear. This is what makes you fell like real game progress is being made. You will literally be absorbed into 10 things going on at once before the sun comes up. If you're bored because "things take to long" then what you need to do is multitask.

Unlike every other "something-Craft" game, there is no "build order" to follow by rote memorization, or a plan to spend your power efficiently. Such as; make 10 tin, then make exactly 2 hoppers, then make 2 lasers... No no no no. This isn't StarCraft. Consume all the power you can. When you run out, just build more generators. Build thousands of missiles, burn hundreds of coal a second. Consumption. This game is a consumption simulator. It doesn't matter that a quarry is less efficient than an excavator. Because the whole point of this game is to build all the machines, power them, and have them do stuff automatically! What I said will take the average player 100hrs before it finally clicks, "Oh, build lots of everything. I get it now".

The developer made sure you can play the game "to the end" without needing the expansion. The thing is, much like a Star Wars movie, you've just watched Star Wars, and your NOT going to see Empire Strikes Back... are you crazy? You have to see Empire! So, in that sense, Frozen Factory is a "must have".
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5 of 6 people (83%) found this review helpful
Recommended
49.1 hrs on record
Posted: 31 July
Didn't think I'd like it too much, 40 hours later barely into the game and have a long ways to go. Dev just posted a massive patch, and workshop support kicked off with 20+ mods the same day. Solid game for the price of a movie ticket.
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7 of 10 people (70%) found this review helpful
2 people found this review funny
Recommended
268.2 hrs on record
Posted: 29 July
Well 270h of playtime over multable patches so when i say its a good game i mean it.

Yes its like MC and yes its like Factorio but its so much more. Its also only a 10er so if you love any of that stuff this games for you.


Some reviews say the devs bad, hes not. Some say theres no freedom i would agree, however its not suppose to be a 1 man factory game. You use machines and are limited in some ways in order to make the machines worth while.

Overall id give this game a solid 9/10 and its not finished yet. Yes there was dlc (frozen factory is a must if you like the game) but the free content so far has be plentiful and regular.

At least its not abandoned like many other EA games.
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