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:
Mostly Positive (110 reviews) - 70% of the 110 user reviews in the last 30 days are positive.
Mostly Positive (1,333 reviews) - 76% of the 1,333 user reviews for this game are positive.
Release Date: Nov 9, 2015

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Recent updates View all (126)

July 30

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.

  • 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.

10 comments Read more

July 29

Patch Saturday!

Due to the art being a tad late and a few last-minute bugs, I'll be pushing the patch live first thing Saturday morning!


9 comments Read more

About This Game

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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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
Mostly Positive (110 reviews)
Mostly Positive (1,333 reviews)
Recently Posted
( 0.2 hrs on record )
Pre-Release Review
Posted: July 30
wow DLCs? are you kidding.
Helpful? Yes No Funny
( 84.6 hrs on record )
Posted: July 29
Well the last straw was that the machine to see what you have stored in your "mass storage" requires the DLC. However, the game will let you craft it (at large resource cost). DLC for a basic quality-of-life interface? Nope.

The good: Great ideas, and many original ones.

The bad: The base game is not ready. Early-access level at best. Power-creeping DLC. Some performance issues, especially with a few people on a small-ish dedicated server. Also, unlike Factorio, for example, this game punishes you for trying to automate - all factories have small costs, but all automation machines have huge costs associated with them. It should be the reverse for obvious reasons. And lastly, I have some security concerns about the mod system, as it is DLL-based.

Will probably revisit in a few months if it seems like it has improved.
Helpful? Yes No Funny
Tactical Nuclear Coffee
( 268.2 hrs on record )
Posted: July 29
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.
Helpful? Yes No Funny
Cloud (626 Games)
( 614.7 hrs on record )
Posted: July 29
Take a pinch of Minecraft, add a dash of Factorio, bake at 400 for 10 minutes and you have Fortresscraft.

Pros-Infinite 3D world
-100's of hours of entertainment
-Many options to change the way the game goes on each playthrough
-community and developer are very active on Steam discussion boards
-constant patches adding new things for FREE

Pros/Cons- Since game is still "under development" things may change drastically to the point where old setups will not function the same way. This can be a good thing if you like the challenge.

Cons- For inexperienced gamers this game may be a little difficult to get into due to (IMO) insufficient tutorials and guides.
-If you're looking for a Tower Defense game wherre you can channel your enemies down a certain path, this is not one (enemies fly right through walls).

Overall I would suggest you just try it out. It's not expensive and you can get 80+ hours of enjoyment before looking for DLC. And if you get to that point, the Frozen Factory expansion likely would add another 100 hours of gameplay (depending on skill level).
Helpful? Yes No Funny
( 357.6 hrs on record )
Posted: July 29
This is a game that requires investment of time and effort. It's not for everybody, it doesn't offer a steady dose of action packed mini achievements and it isn't something you just pick up and go, before you reach the end you'll have put in around 200 hours into it and it's said that the Frozen Factory expansion adds another 100. And that's not counting the time you spend outside the game planning your base if you're like me.

Most of the time in this game is spent building stuff and setting up elaborate pipelines so you can ... build more stuff. You can avoid the automation but then the game gets grindy, plus it's becoming harder and harder (both because of extra limitations to push people towards automation and because barriers to automation are removed so it's always the easier option).

The game isn't very hand-holdy. It purposely drops you in a situation with fairly little guidance outside of the first few hours and leaves you to your own devices. That said, recent changes like the mission system have made things easier by pointing out short and long term goals.

The developer is active and about once a month there's a big patch. Usually that means extra functionality too, new machines and/or new abilities. Often there are some nerfing changes that force you to rethink some things, a bit annoying at times but ultimately for the better (or so one hopes).

I've had this game since it was in early access and it has really gone a long way since then. Back then it was a nice demo which showed a lot of potential. Now it's a downright good game that's getting better every patch.
Helpful? Yes No Funny
( 2.8 hrs on record )
Posted: July 29
Game starts: A cool intro, your mothership blows up and you crashland... not just waking up naked somewhere like most survival games.

But then, you are trapped in a tutorial bubble, with the instructions to press E by some f#@$#$ing hub.

Ok there is a center hub thing, that has allsorts of other things around it, you can build and process things, and make power...


Well... WTF now?!?! Press E near the hub does not advance the tutorial..... Pressing E near the devices just activates them.....

I have owned this game for over 2 years now, and have installed it 4 times. Each time I end up in the middle of WTF land.

I have no idea why they can not have a normal tutorial.... you know, go here, click this, do that,......

F#@#$#@$k no... You get to just walk around and be confused, constantly being nagged to press E to interact with a bunch of Sh!t that does nothing for you.

I can understand why this game is totaly unpopular, unpopulated, and unknown... It is because NOBODY has a f-king clue on how to play the god dammed thing.

It has nothing to do with fortress crafting or anything... it is all about being in a f-king bubble pressing E walking in circles , and playing like you are interacting with a bunch of cryptic crap.
Helpful? Yes No Funny
( 116.2 hrs on record )
Posted: July 28
I'd give this game multiple thumbs up if I could! Wish I had heard about this game sooner, I happened across it purely by accident while browsing around steam.

I've played a lot of games and never come across something like this. I'd best describe it as an automation/crafting/logistics simulator, mixed in with a bit of Spider-man of all things!

The "blocky" look initially turned me off as I thought it looked too similar to Minecraft (which I have not played, mainly due to the low rent blockyness). Yes, the world is made up of blocks, but the similarity ends there - the textures are quite detailed, and while everything you craft/place in the world is using the same large block grid, the machines and other items are quite detailed and have excellent animations.

The game's premise is you have crash landed on an inhospitable world and must mine resources, research new technologies, and gain enough power to eventually escape. The open-endedness of this allows you to build up your base and production systems any way you see fit. It doesn't take long at all before you have a fairly complex system bringing in several types of materials from deep underground.

The whole experience can at first seem VERY grindy, but this is where the beauty really lies - in automating everything. Everything can be as automated as much as little as you like, and if you have the right materials over vast distances!

There is just so much to do at every stage it can seem overwhelimg - in a good way! The best games give you consistent challenges to overcome, with multiple ways to approach the problem, and this one has it in spades. The development cycle is very active and new things are being added all the time. If something is too easy or exploitable, its patched! As soon as you think you have a handle on things and start expanding your operations, digging deeper, or upgrading, new mechanics will come in to play to keep you on your toes.

You WILL die quite a bit, especially at the beginning - from falls or exposure to the extreme temperatures. As you buld up you will start to have waves of creatures attack your base, but at this time there is no real "death penalty' or loss when your central base hub is destroyed. The inconvenience of either of these is more than enough of a deterrent however, and the attacks can apparently set back your progress on the end game run. It can seem a bit lonely, as the planet is generally devoid of any wildlife on the surface or anything that attacks you directly without being provoked. But there is multiplayer which I have not tried, but it seems like it could be a blast building up with friends.

If any of this or the screenshots/videos sound remotely interesting, grab this game - you won't regret it!
Helpful? Yes No Funny
( 96.7 hrs on record )
Posted: July 28
Game should not have left early access. Way too many issues still remain, especially in multiplayer. The fact that DLC was added on top of it, instead of fixing issues, is a bit insulting.

I'd strongly suggest not buying until the multplayer is worked on and performance is improved.
Helpful? Yes No Funny
( 219.0 hrs on record )
Posted: July 27
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.
Helpful? Yes No Funny
( 31.1 hrs on record )
Posted: July 26
A game only if you have plenty of time to spare but if you got the time its fun as hell. Right now i am only 19 hours in but i can tell i will be in the same world for a very (100 hours plus) long time to come. Only issues I have with it are that you cant just go to the main menue from in game or adjust your graphic settings from in game. To do both of these you must quit the game and relaunch it. All in all a nice game that I have already recomended to a few people. If your looking for a rating out of ten mine would be 8.5/10
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Most Helpful Reviews  In the past 30 days
29 of 42 people (69%) found this review helpful
7.8 hrs on record
Posted: July 3
Graphics and block models look nice. The area lighting is a bit dark. There are not many settings available from ingame, changing graphics level requires a restart. Switching worlds also requires a restart. Overall an enjoyable game
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20 of 28 people (71%) found this review helpful
220.0 hrs on record
Posted: July 3
If the idea of Minecraft & Factorio having a baby sounds appealing to you then this is a lot of frequently updated content to enjoy.
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17 of 25 people (68%) found this review helpful
315.8 hrs on record
Posted: July 5
love the game.

if you like Factorio your gonna love this game.
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14 of 20 people (70%) found this review helpful
4 people found this review funny
92.0 hrs on record
Posted: July 16
Careful. This game is crack in digital form.
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16 of 24 people (67%) found this review helpful
60.5 hrs on record
Posted: July 6
Well first off i didn't think I would of liked the game. Then I tried it and its actually really good alot of automation. Times where the bugs will keep you on your toes. So far I have enjoyed every part of this game great recommendation to anyone that likes similar games like Factorio. Also a good thing is the Dev is always active always streaming and fixing,polishing, and adding things to his game. Yes he is a D*** but you know what, he cares about his game and what people think on it and listens to what we have to say when it comes to the game.
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10 of 13 people (77%) found this review helpful
6.2 hrs on record
Posted: July 20
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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29 of 49 people (59%) found this review helpful
14 people found this review funny
514.5 hrs on record
Posted: July 5
I've played a little, was pretty good! :)
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15 of 23 people (65%) found this review helpful
98.0 hrs on record
Posted: July 5
A surprisingly deep automation and logistics game.
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29 of 51 people (57%) found this review helpful
1 person found this review funny
Not Recommended
19.1 hrs on record
Posted: July 2
Normally I can't be bothered to write a review for a product but this developer has pushed my buttons.

Only buy this if you are going to play exactly the way the dev wants you to otherwise he will take what you want to do away

The game is good, no arguement there or it was good. Now the developer continues to push his agenda of forcing people to play the game the way it was "designed". The 150 ore limit is my breaking point. Sometimes I like to wait to do the automation because I'm working on another project that required that I use x material that I just found. I am much more interested in getting that project working. That is wrong. I should be automating extraction first according to the dev.

Bad news man Creative Intent ends as soon as you let someone else touch the thing. Let me know where the inventory controls are in the source files and I will be happy to change my mind but I dont like being told how to play. I will get around to automating but on my schedule not on the size of my inventory. It is a dumb change to make this long after the game has been release. This is only the change that set me off. There have been uncountable numbers of changes that accomplish exactly the same goal.

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4 of 4 people (100%) found this review helpful
341.9 hrs on record
Posted: July 26
300+ hrs in the game since I bought it and still loving it.
The way the game is still being developed is one where you can only have respect for. Updates come (almost) daily, the quality is outstanding. And these are not only bug fixes, even new content is beeing added for the base game / DLC('s). The most respect for the developer goes to his stream while developing. This is surely something to checkout

Without a doubt a game I'll be playing for a long time and once I ever play it till the end, I'll surely start over again.

This is really a big bang for your buck!
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