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Blockade Runner

Inspired by Infiniminer and Minecraft's voxel engine, Blockade Runner is the beginning of a Multiplayer First Person Adventure Space Sim that will feature fully destructible, operational, crewable 'living' starships in a procedurally generated galaxy

The Game

Thanks to the voxel system that allows for a massively destructible environment, and the low-memory Liquid Cubed liquid/solid/gas algorithm we've researched and developed (ModDB page), our intention is to provide a game where "everything matters".

Constantly Evolving

Latest Public Build: Week 71c
Private Internal Build: Week 102a
Blockade Runner is internally in its 102nd week of alpha development (huge multiplayer revamp on the way!), with the editor available to download for free at Blockaderunnergame.com. The editor allows you to build ships using tools such as symmetry, angles, and more!



Learn More | Upcoming Sandbox Update



Blockade Runner News  twitstamp.com

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Niwantaw's Synari Niwantaw's Seanchan Shipyard "Driver Ant"
Blog RSS Feed Report abuse Latest News: New Video: Powerline Demonstration (March 25)

2 comments by [ZanMgt]Aaron on Mar 25th, 2013

Yesterday we released the video (two years to day the we started BR no less!) on how the upcoming Powerlines system will work!

This is one of the many systems (see Angular Destruction) we get to focus this year now with the proper multiplayer foundation going into place and the ship systems having our undivided attention.

NOTE that before any of the new ship systems are integrated, we'll be releasing our upcoming Sandbox update that rebuilds BR's foundation from the ground-up for multiplayer.

If you've got any questions on power lines that were not answered by the video, fire away in the forums and we'll answer what we can!

- Aaron

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Blockade Runner 0.71.0c Full Setup

Blockade Runner 0.71.0c Full Setup

Aug 13, 2012 Demo 0 comments

Stability fixes for the multiplayer, we've opened the solo option up, put a "start server" option in the multiplayer menu, added new glass transparency...

Blockade Runner 0.70.0 Full Setup

Blockade Runner 0.70.0 Full Setup

Aug 2, 2012 Demo 0 comments

This week’s update includes a boost in performance, new asteroid generation with ore and craters, fixes for some multiplayer instabilities and more!

Blockade Runner 0.69.0 Full Setup

Blockade Runner 0.69.0 Full Setup

Jul 30, 2012 Demo 1 comment

This week’s update includes procedurally generated asteroids, new debri physics when chiseling your way through rock, a new toggle-able “zero-g” / gravity...

Post comment Comments  (0 - 10 of 191)
5Jango5
5Jango5 Jan 19 2013, 2:02am says:

I built a cube with an engine and a gun...

+4 votes     reply to comment
Spender
Spender Dec 17 2012, 6:50am says:

I dont know. I bought the game and spent a while in the forums, and Im sceptical. At the moment there is basically no game, but the devs promise sooooo much.

Every time someone opens a thread asking for X or complaining about Y they respong "Yeah well add that for sure!! / That will be fixed!!"

I mean if all they promise will come true we will have a mixture of Star Citizen and Minecraft, with a never seen before Physics-Engine that allows motion of fluids and gasses O_o I just dont see such a small studio make all of this happen on their own, without even a Kickstarter.

+3 votes     reply to comment
[ZanMgt]Aaron
[ZanMgt]Aaron Dec 19 2012, 12:14pm replied:

Well, check out Liquid Cubed (http://www.indiedb.com/games/liquid-cubed) on the Liquids/Gasses front, and while I would ordinarily suggest you just "wait and see" and play the demo, you've apparently already given your financial support!

We can't promise everything will be in all at once, however our development is aimed towards achieving those things we're confident can be done over a realistic period of time. Some of it will require more helping hands in the long-run which we'll be asking for community assistance with (modding, ar, and much of the general content expansion we're expecting we'll need to increase the size of our team to accomplish.

That said, the engine is continually evolving and being worked on every day (including the weekends) in an attempt to make a playable, working demonstration of the game's promise to be out of the realm of "maybe" and into "likely". It's the beauty of being an indie and being able to take that risk on something new and innovative.

Although few in number, we've been working diligently the past several months on the multiplayer and character engine to make it absolutely seamless, and hope you'll stick around to give it a shot once it's ready for release. =)

+3 votes     reply to comment
Schnuffs
Schnuffs Nov 30 2012, 7:31pm says:

Soooo...someone gonna make a Sinistar?

I am Sinistar, beware I live, run run run, I hunger, brawwwWWWWWWWWWW!!!!!!!!!

+3 votes     reply to comment
Allfather
Allfather Oct 26 2012, 8:06pm says:

Thank you so much for responding. I greatly appreciate it. There are only a couple issues I have with the game at the moment. The first is the ship turning. It might be better for many people if you implement arrow keys as an alternate way to turn ships aside from the mouse. When maneuvering large, slow-turning ships, the mouse is quite annoying to use. The second thing is flying around in space as your character. There should be a very limited amount of time that Life Support can keep you alive in space when you are not in a ship. It is kinda dumb if I can just get out of my ship, fly around for 10 minutes and land on an enemy ship without them knowing, breach the hull, and kill everyone inside. Landing parties should only be able to reach an enemy ship within reasonable distance, or for tactical boardings at greater distances, employ the use of transport shuttles. It would be simply amazing if you could only be on-foot in space for a minute or two. Please note that when I say things such as "should", I am not attempting to force ideas upon you--nor can I even. I am simply offering suggestions/opinions in the form of player feedback. I wish nothing more than for this game to be prosperous and great. A star among many moons. Thanks again for your time.

+3 votes     reply to comment
[ZanMgt]Gabriel
[ZanMgt]Gabriel Oct 27 2012, 10:22am replied:

1) The movement system for big ships will be changing to something much more easier to control.
2) Oxygen will be going into the game, with the plan being that we will use our Liquid Cubed engine ( Indiedb.com ) for ships. Allowing you to drain a ships oxygen realistically when you blow a hole in it.
3) Boarding parties can be just foot-soldiers wandering through space, but they themselves would have a limited oxygen tank. The main course for boarding will likely be shuttle/boarding craft.

+4 votes     reply to comment
lowis4
lowis4 Oct 24 2012, 3:33pm replied:

ok thanks for replying

+2 votes     reply to comment
lowis4
lowis4 Oct 24 2012, 3:53pm replied:

last questions for me the decision to buy it

Someday there will be ia?

also if you break an engine containing liquid were to expulse liquids?

system improvements to ride in the ship?

+2 votes     reply to comment
[ZanMgt]Gabriel
[ZanMgt]Gabriel Oct 24 2012, 7:10pm replied:

1) There will be AI.
2) Yes.
3) Since the beginning this has been possible.

+2 votes     reply to comment
[ZanMgt]Gabriel
[ZanMgt]Gabriel Oct 24 2012, 3:30pm replied:

Enemy AI has not been added in yet. You may test a demo of this game by installing one of the downloads we have here on ModDB.

+2 votes     reply to comment
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Blockade Runner
Platform
Windows
Developer & Publisher
ZanMgt
Engine
Custom Built
Contact
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Official Page
BlockadeRunnerGame.com
Release Date
TBD
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Style
Genre
Futuristic Sim
Theme
Sci-Fi
Players
Single & Multiplayer
Project
Indie
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Boxshot
Twitter

Latest tweets from @zanmgt

Aaron: We thought it'd be fun to regularly share *something* visual without explanation. We like surprises!. :D T.co

4hours 32mins ago

Aaron: We'd consolidated all of the 3D drawing methods a couple months ago (cleans up a bunch of overhead), now N's on to the 2D methods.

6hours 37mins ago

Aaron: Our daily tests (for other things) have been with 300~ms and 50% loss simulated through Lidgren. So far so good. =)

May 22 2013, 6:27pm

@Megarith So we have to be reminded. O.o T.co

May 22 2013, 4:08pm

@Megarith Errr... no, more like "Warning: Your entity will be lost if you clear!". In development, that's called a dialog window.

May 22 2013, 4:05pm

Aaron: Thanks to all our upgrading of code this year, Gabe was able to fully furnish a new dialog window method in less than 4 hours. Nifty

May 22 2013, 8:32am

Aaron: Evangelion 3.0's amazing soundtrack makes for epic development music! =D T.co

May 21 2013, 3:32pm

Aaron: Oi. We want control over the fonts, but there are days I wish we just used an out-of-the-box SpriteFont library. >.>

May 21 2013, 2:22pm

@RallyDarkstrike Ah, the best kind!

May 20 2013, 7:55pm

@RallyDarkstrike What ship are you making?

May 20 2013, 6:28pm

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