About This Game"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 funnow 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." A Whole New Survival Experience...FortressCraft has continued to evolve, and now sits at 22 free Content Patches since leaving Early Access. This has included radical visual alterations, completely reworking the surface, along with a brand-new rendering system. On top of that, there has been an enormous amount of work to make the game more understandable and accessible for new players, with a new UI, new Tutorial, new Missions and a updated context-sensitive Handbook. The combination of these things should work towards making it feel like a fresh, new experience. Prepare for a new exploration and survival experience! FortressCraft Evolved 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 runs on a custom engine with an enormous draw-distance, scaleable gameplay engine that is equally at home on high-end or low-end computers, and full multiplayer support!
"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." a09c17d780
English,German
fortresscraft evolved review. fortresscraft evolved guide. fortresscraft evolved wiki. fortresscraft evolved cargo lift. fortresscraft evolved biomass. fortresscraft evolved mynocks. fortresscraft evolved. fortresscraft evolved advanced machine block. fortresscraft evolved achievements. fortresscraft evolved mass storage. fortresscraft evolved ampule crafter. fortresscraft evolved anti grav lift. fortresscraft evolved auto excavator. fortresscraft evolved mods. fortresscraft evolved alloyed machine block. fortresscraft evolved console commands. fortresscraft evolved ampule. fortresscraft evolved airlock. fortresscraft evolved rooms. fortresscraft evolved auto upgrade I'm torn. On the one hand, this game is like automation minecraft, with tons of very cool features, even if a few of them are clunky or hard to learn. There are tons of cool systems and tools built into the game, and it is visually cool to see the automation at work, even if the draw distance is pretty limited and unoptimized. Patch 22 now available!:
TL;DR. Patch 20 - now live!:
Here were are, at the 20th free Content Patch since we left Early Access. I'm going to keep saying that until it sinks in - I've *only* had a dozen people refer to it as Early Access in the last month, so maybe it's sinking in! This patch has mostly focused on bringing the Adventures Pack closer to completion, a huge amount of performance optimisation (yes, I'm surprised there's any left, but we're definitely out of low-hanging fruit now), and just a couple of useful shiny machines for you. I've also done 3 playthroughs of various Mutator combinations this month, and I'll be starting the P21 cycle by implementing the final changes to T1 progression, and then having a whoosh through the bonkers Sky Islands and the completely terrifying ResinPocalypse modes - feel free to join me! Live Streams Plans[trello.com] Roadmap So - on with the notes!
TL;DR. P19 Echo Live!:
It's a tiny Monday patch for you all!
Your Steam client should grab this automatically, and all dedicated server branches have been updated.. Patch 19 imminent!: And that time of the month rolls around, and the 19th free content patch since leaving Early Access (say that when you're drunk) is lurching its way towards completion. Remember - after the patch has gone live is TOO LATE to give feedback on any major changes, so if you're a brave soul head over to https://steamcommunity.com/app/254200/discussions/0/1696040635906836690/ and give the notes a quick whirl, and if you're still full of bravery, opt into the P19-Nightly build and see what you think. If you're a non-native speaker, then this version will start to give you partial translation by default. German is now pretty good, but we've got zero people actively working on any of the other languages and have had zero updates to those languages this month, so if you're interested in helping out, please head over to : https://steamcommunity.com/app/254200/discussions/3/ Otherwise feel free to correct the most annoying lines after it goes live - I'd work on the translation myself, but... https://getyarn.io/yarn-clip/8db9b25b-3ba9-48d8-b089-283ccade71b5 See you in P19 next week!. Patch 19 now available!: (Important note - if you DO NOT WANT TO OPT INTO P19, then please select P18-frozen from your Steam beta client BEFORE entering the world) And here we are, once again, for the 19th free content patch since leaving Early Access. This patch again delivers a bunch of progress on the Adventures Pack (available before release to Patreons), and I have to say - the Sky Islands gamemode is a lot more fun than I'd imagined! For those of you who watch me stream development, make sure you tune in for the P20 playthrough, as I'll be running as many of new Mutators as I can for bug testing. On top of that, Rooms can now be classified into Filtered, Clean, Hot, Cold and, er, Wet. Wet rooms allow Plants to grow faster, and Hot and Cold rooms allow you to ignore the effects of the Cold Cavern/Magma Caverns. Filtered rooms allow you to ignore the effects of the Toxic Cavern. Clean Rooms will be finalised in P20. There's no current achievement for completing the game without fitting a Suit Heater and Toxic Filter, but it's now - in theory - technically possible. After a 3 year hiatus, the Robot Arms are back and renamed to Robotic Sorters. You can use these to move items from one conveyor to another without slowing the conveyor down, allowing much faster sorting than the current Advanced Conveyor Filters allow, with no backstuffing. They come in 4 tiers, the top tier being Frozen Factory only. And finally, ARTHER's gained a proper UI (press tab) and SpiderBot can now have Beacons fitted to it, to collect drops when out in the wild. On with the patch notse!
TL;DR. Patch 21 now live!:
This month has been almost entirely focused on the new Freight Carts, and a complete, end-to-end playthrough of the entire game, networked, from the very start, right until the building, testing and firing of the new Rail Gun. Note : The Freight Carts are not currently available. You can build the 'Scrap' tier of carts, but anything higher than that will currently, incorrectly, open up the Dapper DLC page! Sorry.
TL;DR. CryoPlasm in Patch 18:
I've been playing through Frozen Factory on stream, and despite having cranked the CryoPlasm to levels in code I was expecting to be 'terrifying', I'm finding it... easy. If you've been playing FF in P18, please head over to: http://steamcommunity.com/app/254200/discussions/2/1696040635904793075/ And give some feedback. Thank you!. Hate change?: Then it's time to opt into the shiny new P19-Frozen! P20 should be made live early tomorrow morning, featuring a huge swathe of optimisations, loads of progress on the Adventures Pack DLC, and just a couple of brilliantly-clever new machines, neither of which were my idea - so this is your LAST CHANCE to opt-out of the patch. And remember, if you want to have your say on what should be next, head over to this thread: https://www.reddit.com/r/FCE/comments/8h00yn/what_next/ and either submit your idea (ONE!) or vote up/down what you feel should be implemented.. Patch 21 echo!: These days, of course, it's impossible to ship anything without breaking something, despite the tireless work of the testing crew, telling me how broken I've made anything - so therefore, have a tiny patch!
Fix List. Patch 18 - your sneak preview!:
The 18th free Content Patch since FortressCraft left Early Access will be available early tomorrow morning, but I've spent the ENTIRE DAY assembling this... thesis... inside Valve's post editor, and I'm worried I'll lose it - so you get the verbose patch notes just a few hours early. Onward! There have been 2 major focii for this patch; Rooms and Progression, along with Base Scanning, Healing, Agriculture, Lenses.
TL;DR
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