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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. 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.

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FCE 1.19 - MAJOR Update


The latest update, 1.19, is the penultimate patch before FortressCraft Evolved leaves Early Access and it drops in all the remaining features the gamers have all waited so patiently for! Update 1.19 has introduced Tower-Defense style Fortress Crafting, more Aliens, Mobs, Minecarts, a brand new Tutorial and so much more! If you haven’t been inside the worlds of FCE since it debuted on Early Access you have missed out on so much. If you’ve never been, NOW is the time to suit up.

Adam Sawkins says “We've spent a huge amount of time optimizing the game for lower-end machines - at the same time allowing faster machines to simulate bases with over 30,000 machines in them!

We've also examined the complexity of the game as we carry on adding new things, and have implemented an all-new Intro Sequence, Base Generation System and a Tutorial System to take players through those tricky early steps! Continuing to listen to feedback from players, the base-attacking monsters and progression have had substantial tweaks, from new types of Conveyors to richer Biomass deposits for ever-more rocket fuel to drive the automated Missile Assembly System.

Updated 1.19 Features Include:

  • Defend your base from waves of enemy mobs
  • Automate huge amounts of resource transfer using the new Rolling Stock research which unlocks you Minecarts
  • Research, craft and build enormous multiblock machines
  • Huge Boss Fights
  • New Laser Turrets and Missile Launchers have been added to deal with all new threats
  • Higher scale power systems
  • Rush Mode

Adam continues to explain: “The Difficulty levels have also had lots of improvements, and a beginning player on Easy should be able to be building the Laser Quarries within 20 hours of starting their first world.

Multiplayer and server hosting has also had many hours of work put into it, and we're confident that the majority of players should be able to spend many happy hours building factories and fighting monsters together without seeing issues.

And finally, there's an end-game; building the 13-metre tall Orbital Energy Transmitter and charging it with 100 million power will allow you to consider the game completed, and unlock Rush Mode! In Rush Mode, everything is cranked to the max; ore, crafting and power is scaled up by at least 10x, and you're tasked with re-charging the Orbital Energy Transmitter against the clock - post the best times on the forums and see how you compare to everyone else! I can almost smell the end of Early Access! However, leaving Early Access by no means the end of development on FCE. We are dedicated to continue improving and implimenting new ideas into the game.”

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