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The original FortressCraft was one of the best-selling Indie games of all time. FortressCraft Evolved grows from this powerful base, giving access to incredibly detailed and epic Creative building, as well as allowing a unique form of Survival mode.
Releasedatum: 10 dec 2013
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“Fortress Craft Evolved is the next step of the sensational indie voxel game from ProjectorGames that allows you to build to the limits of your wildest imagination. The in-progress Alpha version is available right now for Windows, with Mac, and Linux planned for the next phases. Check out where you can join the community, follow our roadmap of planned features and give feedback on the evolutionary process! We'll be releasing feature updates regularly in a relentless pace towards the launch of our new breed of building games - Fortress Craft Evolved. The current build is a sandbox mode that puts the power and ease of use of our new tools, interface and worlds into the hands of new users. The biggest thing missing right now is Multiplayer; we want to focus on getting the single player game to be reliable and intuitive before delving into that! Full Steam Workshop support should also be arriving over the next few weeks! Thanks for reading to the end. Please pretend there is a picture of an adorable kitten at the end of this wall of text!”
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Recente updates Alles weergeven (11)


17 maart 2014


MARCH 17, 2014 - Since the fans clamored to have their Survival Mode, Adam Sawkins and the crew at ProjectorGames have been hard at work on crafting an addictive and involving Survival Experience. If you have not tried the Survival Mode yet, this update provides plenty of reasons to play

With build 1.80d going live, FCE gamers are in for a major update giving fans a host of new features:

  • Conveyor Belts and Filters allow players to create a fully-automated base
  • Research station - player scan their surroundings in order to unlock crafting recipes.
  • Craftable Upgrades for Ore Extractors and Ore Smelters
  • Craftable Upgrades for the ARTHER pet and the player suit
  • Vein Scanner and Ore Ping allow players to search for necessary resources
  • Improved Crafting Interface
  • New Textures for most machines!
  • Added the first of the base defenses - the Popup Turret!
Here is a run down of how to start up a Survival Mode game and what to expect:

From the World Select Screen go to a panel with an unused world. Press CONTROL+S then select the world. After your ship crash lands into the alien world below, your challenge to survive begins!

You will be on the hunt to stave off Hypothermia, find resources, and build machines that will power your base and ensure your survival.

A beginners guide to Survival Mode can be found here:

For the complete list of updates, fixes and new features CLICK HERE.

2 opmerkingen Meer informatie

Survival Patch 1.6a now live to everyone!

14 februari 2014

It's had extensive testing, including about 15 hours streamed live by DjArcas, but 1.6a is finally patched, probably not broken, and ready for the world!

For the FULL changelist, please head over to


  • sfx for adding ore to smelter
  • Solar panels now marked as T2 to allow access to MM
  • Smelter code to remove resources tweaked
  • Sped up AI movers
  • Super up Take Power from the CPH!
  • Smelter uses up more power
  • Crafting items now reduces inventory items
  • Added effects for super dig ore
  • Fixed issue where Smelter was triggered via ItemType, not CubeType.
  • looked at glowsticks!
  • power tranfer now has a graphic effect.
  • sound effect for machines/ore differs from soundeffect for non-important stuff
  • Ore extractor tooltip now show sstored ore
  • Disallowed breaking of T2 items until T2 buildgun
  • Fixed issues where Ore Extractors wouldn't save under all circumstances.
  • Smelter input hopper now re-created after clearing smelter type
  • Reduced cost of all T1 machines to match up with new, less efficient, ore -> bar smelting changes
  • Player no longer given a CPH at the start, but is given an extra Ore Extractor to make up for it.
  • Added machine ping on Ctrl-M - cheaply locates your machines within 200m
  • Increased superbuild effiency when mining Ore
  • Sfx for power transfer
  • Fixed failed craft message
  • Rebuilt materials list on entering crafting screen
  • Added 'shadow' command to console, to disable shadows globally
  • Crafting screen now hides on focus lost
  • Crafting now correctly gives success/failure messages
  • Started on some of the easy mode/hard mode code
  • Depleted Ores disappear on Easy Mode
  • SuperBuild now gives a guaranteed 10% chance of Ore - very fast!
  • SuperBuild no longer gives rubble
  • Tutorial now predicating off of unlocked achievements
  • Smelting triggers when >=16 mats available
  • Smelter now retriggers after smelting, even with enough mats
  • Hid all T2 recipes on a second tab on the Crafting screen
  • Removed CamoBot Spam
  • Removed Extractor Spam when attached to a custom object
  • Add option to clear smelter and retrieve mats (Press Q for this)
  • Better text on waiting mat trigger (how much do we need?)
  • Remove materials upon successful crafting
  • Smelters not reducing input hopper correctly
  • Ore extractor to show remaining power
  • Minor speedups to BFL
  • Fixed Deadlock on exiting game
  • Fixed issue where opening the crafting panel stops you from being able to move.
  • Crafting. One tiny word, about 5... thousand... million... lines of code. At least it feels like it.
  • Smelter now won't trigger on manual mats unless you have 16 of a given type.
  • Many machines now use the new corner tooltip system to give detailed readouts on their state.
  • Marked off music as OGG, saving about 400 megs of ram. Very sorry!
  • Ore Smelters complete; crafting not hooked up, so don't waste your time smelting stuff yet!
  • Added StorageHopper code to allow collection of Smeltable Ores.
  • NON-CODE TASK! Designed the first 4 tiers of minerals, machines, suit upgrades and locked areas.
  • Started work to force players to use smelted bars to craft with, not raw ore.
  • Added support in the Inventory system for Items and non-cubetypes.
  • Fixed Detail Block previews in Hotbar Configurator.
  • Added 4 new achievements to form the start of a 'roadmap' for Survival.
  • Building ores in creative mode now builds at the full texture stage, not depleted
  • Fix lithium texture staging
  • Added 'value' console command for creative mode to manually set the build value. This allows you to build alternative ore stages, should you want to.
  • Updated Machine descriptions
  • Hidden unimplemented light blocks from block selection and scroll wheel
  • Mousewheel scroll and pageup/pagedown now move the hotbar selection and will automatically change tabs. (we will evaluate if people like this in creative or if we should just limit this to survival)
  • Reduced Meteor-style explosions from 300 ms to 30 ms!
  • Dropship now crashes on first run through
  • Default base now created at dropship crash site
  • First run now has first-pass intro sequence
  • Fixed Horizon shader. Finally.
  • Respawn player at logout position in creative as well as survival. (use the console command Teleport if you are lost!)
  • Added Titanium
  • Added Nickel
  • Fixed StorageHoppers occasionally causing a thread death when accessing an object as it's deleted
  • Thread Death is no longer silent, and will let the user know!
  • Fixed issue with Unity being stupid under certain circumstances. This is a critical fix and will be rolled out soon.
  • Build2Me and SuperDelete are now on a configurable key
  • Added debug for people who have special characters in their Steamnames.
  • Survival:
  • Replaced MatterMover with bespoke models
  • External temperatures now calculated better.
  • Up to 50 metres underground now lerps to the stable median between night and day (upshot, the day is warmer than underground, and night time is colder than underground)
  • Each 100 metre drop underground is a 2C rise in temperature. This is fairly close to real life, and will probably get changed.
  • Torches no longer cost 15 coal, and are back to 5. Sorry.
  • You can no longer take batteries past 100% by touching them against eachother
  • First mob added, tentatively called the CamoBot. Don't blink. Blink and you're dead.
  • SFX for CamoBots
  • Reverb (fairly) correctly calculated.
  • Further improvements to the spiderbot
  • Fixed Crafting spam
  • Fixed Grapple spam
  • Refactored Ore Extractors to track down a rare crash
  • Altered HotBar to be setup with the first Machines you'll need for Survival in a fresh game#
  • First tentative steps towards non-infinite resources.
  • Fixed leak with Collectables at max range
  • Craftable objects now drop at a much slower speed, so you shouldn't lose them
  • Limited non-ore digging to a maximum of 4/second.
  • Added autodelete by keeping the RMB pressed!
  • Manually mining ore depletes the ore instead of removing it, at a 10% success rate
  • Maths : Player is approximately 6x the speed of an Ore Extractor, but 80,000 times more boring.
  • Ore Extractors deplete ore correctly. You're unlikely to run out, however!
  • Ore Extractors will not attempt to mine depleted ore.
  • Boring work to allow better data-driving of resource costs for machinery
  • Fixed the most completely idiotic bug in the inventory system that is amazingly abuseable, but apparently no-one noticed.
  • Added support for 4096 high texture blocks. Lots of code was rewritten. Lives were lost. Villages burned. But the task is complete!
  • Disabled the extra ARTHER wasting CPU time in the middle of the world
  • Auto-crafting system completely rewritten; objects now return information regarding crafting in a handy context-sensitive window in the corner of the screen!
  • Fixed incorrect resource description for Power Storage Blocks (they actually need 50 Lithium and 50 Copper) (TY MrSilentDave)
  • Implemented MatterMovers. Once they're a bit more polished, I'll push all this work into the next SteamPipe beta.
  • Bumped visual display number to 1.3 (oops)
  • Laser Power Transmitters now delete correctly
  • Temporarily reduces MatterMovers to 1/4 of their expected Energy cost so people will use them. MatterMovers are expected to be high-tier/end game items. They were just easy to code :-)

5 opmerkingen Meer informatie
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Info over het spel

The original FortressCraft was one of the best-selling Indie games of all time. FortressCraft Evolved grows from this powerful base, giving access to incredibly detailed and epic Creative building, as well as allowing a unique form of Survival mode. Creative Mode allows large builds to be made much more quickly, and easily then duplicated and tweaked, and shared with other users effortlessly - all this alongside the world-class voxel building experience that gamers have come to expect.

FortressCraft Evolved includes a host of new features and functionality, which will provide players with the flexibility, variety and detail to realize their wildest worlds. The creative tools will enable users to design and implement magnificent creations, in a quick and intuitive fashion, whereas the Survival mode allows players to manage the ore extraction, processing and power distribution of an entire futuristic mining operation, whilst having to survive both the elements and hostile creatures.

Get in on the Steam Early Access program and be part of the Evolution at a special discounted price! As new phases and new platforms become available, including Mac and Linux versions, the cost of access will gradually increase up to its final retail price and official launch. By getting in early, your discounted price will allow you to have the best building tools for the lowest price as well as receive all the milestones and content patches for free.

  • Participate in the Early Access to help to craft the final outcome and get a great game at a great discount
  • Create Infinite Worlds
  • Huge draw distance
  • Controllable weather events
  • Full day and night cycle
  • Full weather system, seasonal
  • Cascaded shadows
  • Easy to use UI
  • Bump Mapped Terrain
  • “Build to Me” Feature
  • “Megagrab” screenshot mode
  • Editable Signposts
  • Coming soon to alpha
  • Animated detail blocks
  • Sharable Detail Library
  • Steam Workshop support
  • Super Build Tools
  • Mac support


    • OS: XP
    • Processor: Dual-Core 1.6ghz CPU
    • Memory: 1024 MB RAM
    • Graphics: Intel HD Graphics 3000/Nvidia G210/Radeon HD 5450 with 256mb of RAM
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Hard Drive: 5000 MB available space
    • Additional Notes: Recommended spec : Quad-Core 3.2ghz,Nvidia or ATi GPU with 3 GB, 4 GB of RAM. Additional features are available with 8 or 16 GB of RA
Nuttige klantrecensies
461 van de 805 mensen (57%) vonden deze recensie nuttig
154 producten op account
1 recensie
796.4 uur in totaal
Am I really allowed to write a review for my own game?

Well, it's the most amazing game ever. Better graphics than Dwarf Fortress. Cheaper than Call of Duty. More blocks than Kerbal Space Program. Better lighting than Zelda on the NES.

As you can see. It's clearly the best game ever.
Geplaatst: 11 december 2013
Was deze recensie nuttig? Ja Nee
Een ontwikkelaar heeft op 13 dec 2013 @ 12:16pm gereageerd
(reactie weergeven)
71 van de 117 mensen (61%) vonden deze recensie nuttig
14 producten op account
1 recensie
584.6 uur in totaal
Totally recommend this game, 10/10 even at pre-alpha

If you are a creative person and enjoy building, then in this game even at pre-alpha you can build anything you can think of, your imagination is your only limitation, if you have the patience to learn how to use the tools in this gaame to create whatever your imagination inspires then you will love it.

You may like to check out the many screenshots and guides in the community hub

One of the main features i love about Fortresscraft are the creative tools we are given to make our creations.

....for example...

"the workshop"
a plaace you can build and save your own custom detail blocks to then use to build your own creations, best of all you can create well in excess of 1,000 of them if you so wanted to.

"superbuild mode"
instantly create small or huge square areas of blocks, do the same for a cylinder shape, and also create Spheres, either sit back in amazement and watch as they build in front of you or go and build something else while they are being built for you.

"copy & paste and schematics" something you have built like a house or in my case a Robot made with 50+ custom detail blocks, then copy it, then paste it somewhere else or save it as a schematic then go to your schematics at any time and select it and paste it whenever you want to. You can eeven rotate the whole thing before you paste it.... amazing

configurable lighting at that!!!! configure the colour strength and distance and even shadow type, individually for every single light you place.

I could go on and on but then if you are liking whats mentioned above then you are most likely going to enjoy the game and enjoy exploring everything else out once you start playing it and creating anything you can think up.

I hope this review is of help to you. For other info check the Community hub guides and screenshots, and if you purchase the game then i hope you enjoy it as much as i have been.
Geplaatst: 16 december 2013
Was deze recensie nuttig? Ja Nee
32 van de 52 mensen (62%) vonden deze recensie nuttig
9 producten op account
2 recensies
9.3 uur in totaal
Okay, I don't really know where to start. Should I start with the amazing superbuild tool or the awesome weather staff? I don't know. I guess I'll start with the pros. Two of the biggest advantages of FortressCraft (gonna call it fc from now on) are the superbuild tool and the copy/paste tool. I find both of these EXTREMELY useful. I can cut the time in half by just holding down ctrl + m1/m2, whereas in a game like Minecraft (I'm probably going to compare/contrast fc to Minecraft a lot in this review) it takes much time, patience, and effort to build things on a large scale. Also, the way that the terrain spawns is pretty cool. It moves in to take position instead of just appearing like in Minecraft. Next, the list of blocks to choose from, in my opinion, is WAY bigger than that of Minecraft. Configurable Lights, Ore Extractors, heck, even a huge laser gun! Now before I start getting a lot of nasty comments on this review let me make one thing clear: I do NOT hate Minecraft. I actually like it. In some cases, I prefer it over fc, but remember: this is the pros section. Okay, where was I? Oh yes, the large library of blocks to choose from. Ok, so moving on. I also particularly like the lighting of the certain blocks that produce it. I also like that the blocks to choose from are mostly sci-fi themed, whereas Minecraft has more of a 'survival' themed list. Alright, I think that covers the pros! Now to the cons. Fc is probably one of the buggiest games that I've ever played. Now, hold you horses! This is an EARLY ACCESS game. You would be a fool to think that an early access game wouldn't be buggy. I'm sure that all of the glitches/bugs will be gone in time. Also, after you fly around for a while and you land, your sight radius dramatically shrinks. Sometimes, I can only see about 10 blocks in front of me, and that's it until I restart. Again, early access game. It will get fixed in due time as with the efficiency of the servers. One last thing: I know that it's being built/programmed as I type this review, but as of this moment, fc is ENTIRELY single player. PLEASE don't leave comments about how it's being made right now. I'm just saying that if you're planning to buy it right now then be prepared to play ALONE. Obviously, the pros outmatch the cons by a landslide, so I give this game a 2 thumbs up! I can't wait to see how this game adapts and evolves!!!
Geplaatst: 4 januari 2014
Was deze recensie nuttig? Ja Nee
25 van de 42 mensen (60%) vonden deze recensie nuttig
73 producten op account
1 recensie
178.1 uur in totaal
FortressCraft Evolved as its name implies is the evolution of the original installment FortressCraft that appeared on XBLIG in April 2011. Taking advantage of the power of a modern PC with several times more RAM and processing power compared to that of the aging console, FC:E offers a more expansive world than ever before.

The game builds upon its success from the console version by offering the best creative tools available in any vox game including:
Superbuild - An interface to quickly build geometric structures of thousands of blocks to save time for the detail work
Paint gun - Paint select blocks using nearly any color you could dream
Detail blocks - the micro blocks of the XBLIG version have returned with even more flexibility. Choose from 2x2 - 8x8 blocks in your detail block design to add a finer touch to your world. The PC version allows a nearly inexhaustible collection so you'll have plenty of options to add more detail to your world.
Copy and paste - Take a unique design and reproduce it to fill in your world with color or simplify a large project by reducing it to a set of duplicable pieces by copying and pasting elements of your world.
Build2me - Excellent for covering roofs, building bridges, or filling in gaps build2me allows you to place an entire line of blocks from your target all the way to your current location.
High graphical fidelity - Incredible texture resolution, whole array of shaders, and a lighting engine that must be seen to be believed makes an incredible project look that much better.

All of these provide the player with the tools necessary to build beautiful constructions of a scale that until now has been unimaginable in a vox game. In this regard it is a huge step forward from the console version. As of the time of writing this review the primary missing feature from the creative toolbox is animating the detail blocks. This feature has yet to return but remains on the roadmap so expect it to appear before the full release. I highly recommend checking out some of the Top rated screenshots to see some of the incredible things players have built already using the engine.

One of the most desired elements that I had waited on with the console version was the development of a survival oriented game to make the most of the engine. That time has finally come as the survival mode has seen its public debut and with only a few weeks of development time it already shows promise for an entertaining experience that will last many, many hours. The player is dropped into a world where the environment itself is hostile.

The early game has the player battling the cold by sustaining a supply of energy to power his high tech hazard suit to prevent freezing to death by hypothermia. The suit also appears to be designed for heat, radiation, low oxygen levels, and toxic environments so expect to see a variety of hazards to face from the world itself. As of the time of writing the cold is the only threat. Although the suit can be heated up by standing on a torch there is no danger from heat yet. It will attempt to consume energy to keep you cool however.

The gameplay centers around the idea of your suit energy being your life and that venturing far from your main energy network is a great risk. You'll spend much of your time developing a network of power distribution to your mining network which is driven by machines called extractors which collect ore from resource nodes albeit at a slow pace. This process is slower than the player's own mining ability however it is more efficient and automated as long as you sustain the machines with energy. Later on you gain the ability to make batteries to store power and provide it to your machines, lasers which are used to move power between batteries, a generator for burning coal to produce power, hoppers to collect the resources from the extractors, and robots to move items among the hoppers. The end result is the complete automation of your mining operations and the ability to generate and move energy around your base of operations to keep everything alive and moving including yourself!

A few other relevant bits about the mode: torches can be placed as a source of light and heat. They serve as little beacons of safety in the harsh world. The player is provided with a grappling hook to quickly climb from the depths as the world goes down many light years. Surival mode currently only utilizes the first several hundred blocks down but will eventually stretch to several thousand meters underground. The player has a handy ore/cave sensor which consumes a quarter of your suit energy but provides an indicator of the closest ore/cave from the player. This removes some of the tedium associated with finding resources and just getting about underground.

All of this is only after about a month of development. There is already a list of planned features to expand upon the mode including suit upgrades such as increased energy storage, greater insulation from the cold, upgrades to the ore sensor to identify specific ore types, and more. The first mob was added to the game which is a real treat. The details of which I won't provide here as they are more fun to discover on your own. :) He isn't much of a threat yet but I'm sure that will change as the tools necessary to combat him are added. In the current state it takes several hours to proceed through the current tech tree and with additional features promising to fill out the game the survival mode is shaping up to be an incredibly entertaining experience that will be even more fun with friends given the natural scale of the game.

It is now I should probably place a reminder here of the normal warnings of early access games. This is an early access title so it isn't complete yet. Among the features still missing that is probably most desirable is multiplayer. It is on the roadmap and even in development right now. The devs have the game roadmap including multiplayer progress on their website where you can keep track of progress if you don't wish to buy in immediately. As mentioned above the animations are not available for detail blocks and survival mode is only a month into development. Other areas that still need work include the menus where many options are still unavailable and do not use a mouse interface yet.

In the end I guess the question that matters most is: Is it worth it? If you enjoyed the creative experience offered by the XBLIG version or are looking for a more powerful block builder than you can get with other PC titles then FC:E is already a must buy. If the survival experience is more what you are after then the answer isn't as clear. Although the game is progressing very quickly it is still far from complete and there are many features required to fill out the experience. There is also a lot of bug fixing and optimization needed as so much is being thrown into the game so quickly. If you absolutely must have the end result then it is worth buying now at the introductory rate which is said to be 40% of the final price and will increase with each major milestone. If you still are unsure then be sure to check out the forums regularly as new patches are released multiple times a week with fixes and new content. At the rate the game is currently moving it will be making a big name for itself in voxel gaming this year.
Geplaatst: 13 januari 2014
Was deze recensie nuttig? Ja Nee
12 van de 18 mensen (67%) vonden deze recensie nuttig
8 producten op account
1 recensie
9.9 uur in totaal
THIS GAME ROCKS!! I've played many crafting games before in my life and this one takes the gold. I would totally recommend this game. Even the early stage is awesome! Though the controls are a little weird and at night you have to be in an exact spot near fire to save battery life
Geplaatst: 3 maart 2014
Was deze recensie nuttig? Ja Nee