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FortressCraft
FortressCraft
from Wikipedia
FortressCraft
DeveloperProjectorGames
PublisherProjectorGames
DesignerAdam Sawkins
ArtistsAndy Roo (3d modelling), Todd DuFore (DMPDesign), Craig Peterson aka Mayoradeath
ComposersArjan Kroes
Mark Knight
EngineXNA Framework
PlatformsXbox 360, Microsoft Windows
ReleaseXbox 360
  • WW: April 8, 2011
Microsoft Windows
  • WW: April 17, 2021
GenreSandbox
ModesSingle-player, multiplayer

FortressCraft is a video game by British indie developer Projector Games, released on Xbox Live Indie Games on April 8, 2011. FortressCraft cites Minecraft, Infiniminer and Dwarf Fortress as direct inspirations for the design aspect of the game.[1] The game utilizes textured voxels to simulate landscapes, traditionally reminiscent of other titles in the genre.

FortressCraft makes use of Xbox Live Avatars that are associated with each player's Gamertag. The first and only chapter of FortressCraft has no set parameters, quests, or objectives—players are to forge their own personal worlds block-by-block alone or with friends on Xbox Live.

Gameplay

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Upon starting a new game, players spawn on a water-filled tower in a randomly generated world. From this point they may start exploring their world or assembling structures with the various block sets given to them. Conversely they may also choose to dig through the ground, hunting for Relics that give bonuses such as the ability to fly, to jump higher, to place TNT charges and blow up blocks, and more.

There are currently a total of 615 different cubic blocks in the game, each with their own pattern and design, along with 64 custom user-defined blocks. These cubic blocks in conjunction with the custom user-defined blocks can be used to build anything the player wants. The blocks vary from simple color[2] and texture variants to being quite unique—the trampoline block, for example, is a unique block that propels players up in the air higher and higher with each jump.

There are four game modes playable in the latest version of FortressCraft:

  • Freezetag – a variation of "tag", one player holds a freeze-ray and has to shoot another player to pass it on.
  • Spleef – all players start on a canvas block arena, they have to shoot out the canvas from underneath the other players. Once a player touches a block that isn't a canvas, they are "spleefed" and out of the game, and the last man standing wins.
  • Hunt – one player is "the hunter", a character that has partial invisibility and sees with vision similar to thermal imaging. This player has to find and attack the other players who have none of the perks listed above, the last player who hasn't been 'hunted' is the round winner. A new hunter is chosen for the next round.
  • FPS mode (Fight, Protect, Survive) – this game mode was introduced in the 1.1 alpha patch. Two types of mob are spawned in the map: "harvesters" and "wasps". The player is required to kill the mobs to collect gears which are used to buy various items used in the game mode. This game mode is in very early stages of development and is likely to change in future patches.

The game also features a "Workshop", where the player can place down blocks to make an 8 x 8 x 8 block scale model which is then transformed into a single custom block allowing players to make unique blocks. These blocks can have effects added to them to allow them to rotate, wiggle, emit smoke, and many other actions when placed.

In a recent update new custom block effects were added, one such instance makes custom blocks emit lasers. When these lasers hit a "factory" custom type, the factory emits a "doodad". In its default state the doodad appears as a crate with the ProjectorGames logo, but the appearance can be changed upon placing a custom block on top of the factory. The doodads are affected by gravity and can be moved about on "conveyor" custom blocks or launched from "jumppad" customs.

Ports

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In 2012 it was announced that FortressCraft was to be released on the OnLive marketplace.[3] Adam Sawkins stated that he was looking forward to having FortressCraft playable on the multiple platforms that OnLive provides, specifically the mobile versions.[4] It was also announced that FortressCraft would be a part of the OnLive PlayPack subscription service.[5] After Onlive was bought out, communications stopped between Sawkins and Onlive.[6]

FortressCraft was then ported to the Unity game engine as "FortressCraft Evolved", allowing multiple platform support.

The original Xbox 360 version of FortressCraft was ported to PC with development beginning February 2021, and re-released on the Steam platform.[7] The PC version contains unreleased features that were developed for OnLive like the universal avatars, and new features such as multiple world support, and higher limits such as increased view distance.[8] The original release date was aimed towards the 10th anniversary of the game's original release (April 8, 2011), with this version being the anniversary edition.

Reception

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FortressCraft was met with favorable sales. Within the first two days of the game's release it was downloaded 40,000 times and purchased around 35,000 times.[9] In August 2011, FortressCraft became the highest-grossing Xbox Live Indie Game title, with over one million dollars in sales.[10] FortressCraft retained this record until May 2012, when Total Miner was announced to have sold 800,000 copies.[11] As of May 1, 2012, the game has sold 750,000 units.[12]

Internet Personality Daniel Keem better known as Keemstar was heavily involved in promoting the game and even made a deal with the developers where he made millions from the game.[13]

Markus Persson, the creator of Minecraft, commented on the game, saying "FortressCraft is an obvious attempt to just take something popular and clone it as closely as possible. I still think it's important that people are allowed and able to do things like that, but it's hardly graceful."[14] Adam Sawkins first responded to the criticism with an open letter to Persson, citing Minecraft as an inspiration, but crediting the differences present in FortressCraft.[15] Sawkins later defended the credibility of FortressCraft in a feature run by IGN, stating, "It might do well on the name alone, but if you want sexy graphics and shaders and the creative aspect, you have FortressCraft. If you want to fight monsters and share stuff with your friends, you have Total Miner. Nobody will pay for Minecraft when they can pay $3.00 for Total Miner or FortressCraft".[16] When asked about Mojang's perception of FortressCraft, the company's business chief Daniel Kaplan stated that they were bored with the video game clones, but that no legal action would be taken against ProjectorGames.[17] Adam Sawkins responded to Kaplan's comments in an interview with Eurogamer, pointing out key differences between the vox games on the Xbox Live Marketplace and Minecraft. He also addressed how he believed the word "clone" was being unfairly used against recent vox games, whereas Minecraft, originally a clone of Infiniminer, did not receive the same treatment.[18]

See also

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  • Total Miner — The second Minecraft-inspired video game on XBLIG
  • CastleMiner — The third such game on XBLIG
    • CastleMiner Z — The fourth such game on XBLIG, and the sequel to CastleMiner

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
FortressCraft is a sandbox video game that combines elements of building, exploration, and resource management in a procedurally generated voxel-based world. Developed by the indie studio Projector Games, it was initially released on April 8, 2011, for the through the service. The game allows players to construct structures using high-resolution blocks, gather resources, and engage in creative modes, drawing inspiration from similar titles in the genre while emphasizing multiplayer sharing and ranking systems. FortressCraft achieved significant commercial success, shipping 1.4 million units and becoming the seventh best-selling digital title on the platform. Its core gameplay revolves around designing and exploring a "Microverse," where players can import worlds from the version, customize character skins, and collaborate via networking in the updated edition. The title supports multiple game modes, including creative building and competitive variants like Freeze Tag and Spleef, fostering both solitary and social experiences. A enhanced sequel, FortressCraft Evolved, expanded the formula by integrating mechanics, advanced crafting, logistics systems, combat, and automated assembly lines into its landscapes. Released on November 9, 2015, for Windows, macOS, and via after an period beginning in December 2013, it was developed by Projector Games and published by Digital Tribe. Players in Evolved start by crash-landing on an alien planet, progressing through and defense against emerging threats while building complex infrastructures. In 2021, the original game received a PC port as FortressCraft: Chapter 1 Anniversary Edition on April 16, preserving its foundational creative focus with modern updates like integration. As of 2025, Projector Games is developing FortressCraft: Phoenix, the third iteration in the series, planned for release in Q4 2026.

Development

Conception and influences

FortressCraft was developed by ProjectorGames, a British indie studio founded by Adam Sawkins, a solo developer and former industry professional who had previously worked on titles such as the Burnout series at studios including Codemasters and Criterion. Sawkins, a self-taught programmer, established ProjectorGames to pursue independent projects using the XNA Framework, Microsoft's game development tools tailored for Xbox 360 and Windows. The idea for FortressCraft originated in late 2010, when Sawkins began tinkering with a initially titled DiggersWorld during his evenings outside his day job at Activision's Freestyle Games studio. The shifted to a voxel-based design after Sawkins played in early 2011 and responded to a forum challenge to create a similar game for . This early concept emerged as a response to the rising popularity of sandbox games on the , particularly amid the buzz around voxel-based titles, and was envisioned as a three-dimensional adaptation of the complex procedural simulation . Key influences on FortressCraft included for its and intricate simulation elements, for its -based building mechanics, and Infiniminer—the open-source precursor that heavily shaped itself—as a foundational model for mining and multiplayer sandbox play. Sawkins has emphasized that while similarities to exist, such as shared aesthetics derived from Infiniminer, FortressCraft differentiated itself by prioritizing creative tools over resource gathering and combat. Sawkins' initial goals centered on crafting a builder accessible to console players via , with a strong emphasis on multiplayer collaboration and built-in custom content creation to avoid reliance on PC-style modifications. This approach aimed to deliver an intuitive, high-definition experience that extended Dwarf Fortress's depth into a more visually approachable and shareable format for broader audiences.

Production and technical aspects

FortressCraft was developed single-handedly by British indie developer Adam Sawkins, beginning in late 2010 as a initially titled DiggersWorld before pivoting to its final form in early 2011, with the project completed in under six months ahead of its April release. Sawkins, a self-taught working evenings while employed at , handled all core programming aspects without a larger team at the outset. The game was constructed using Microsoft's XNA Framework, chosen specifically for its seamless integration with hardware and support for cross-platform development from Windows PCs. This framework facilitated efficient procedural world generation, enabling expansive voxel-based environments while maintaining playability on console limitations. XNA's tools proved instrumental in implementing multi-threaded rendering, which was essential for handling the game's dynamic block placement and destruction mechanics without excessive lag. Key technical challenges arose from the Xbox 360's constrained resources, particularly in optimizing memory allocation to accommodate vast procedural worlds without crashes or slowdowns during exploration and building. Multiplayer synchronization posed another hurdle, requiring robust networking code to ensure real-time coordination between up to four players across shared worlds, all while adhering to the platform's bandwidth and latency restrictions under XNA. Sawkins addressed these by leveraging XNA's built-in content pipeline for efficient asset loading and by implementing voxel-based optimizations that reduced computational overhead compared to traditional polygonal rendering. Among the game's innovations was the core implementation of distinct cubic blocks, each featuring unique textures, functionalities, and interactions to support diverse construction and automation systems. Complementing this, the system allowed players to design and integrate up to 64 custom blocks directly within the game, fostering through an intuitive in-engine editor that bypassed the need for external tools or software. This feature, built on XNA's extensible architecture, enabled animated and physics-enabled custom elements, such as dynamic ladders or lighting effects, enhancing creative freedom while maintaining compatibility across multiplayer sessions.

Gameplay

Core mechanics

FortressCraft features a voxel-based world procedurally generated as a cubic , enabling players to engage in , crafting, and building activities. The environment consists of destructible and constructible blocks, allowing for extensive and structure creation using various materials such as ores and machinery components. Resource management forms a central pillar of gameplay, where players gather raw materials from the world to craft essential tools, weapons, and architectural elements. The game includes a day-night cycle, with basic mob interactions available in creative play, such as procedurally generated zombies that can be spawned using monster emitters. Players can engage in combat using crafted or relic-based weapons. Multiplayer integration supports up to 32 players in shared worlds, promoting cooperative exploration, joint building projects, and optional player-versus-player interactions within the persistent voxel environment.

Game modes and features

FortressCraft provides multiple play modes to accommodate varied player preferences, emphasizing building, challenges, and competitive elements. Creative mode grants unlimited access to all resources and blocks, allowing players to freely design and explore voxel-based worlds without any pressures or limitations. The game incorporates several built-in mini-games for multiplayer engagement, adding diversity beyond standard building and . These include Freezetag, a tag variant where players use a freeze-ray to immobilize opponents with freezing blocks; Spleef, focused on destroying floors beneath rivals to cause falls; Hunt, a capture-the-flag style mode emphasizing strategy and pursuit; and FPS deathmatch, a arena for direct combat against other players or mobs. Additional features enhance customization and progression. The Workshop enables players to design up to 64 custom blocks with unique visuals or functionalities, which can then be deployed in worlds as high-resolution elements. A map editor supports world creation and sharing, permitting users to build and export personalized Microverses for collaborative play or display. The achievement system revolves around world ranking, where visitor interactions help players earn rewards like placeable items to further develop their creations. Progression in the original FortressCraft involves collecting relics scattered throughout the world, such as the Boots of Speed, DestructoGun, and FreezeRay, which unlock new abilities and tools to aid in building and exploration.

Release

Initial release

FortressCraft was initially released on April 8, 2011, exclusively for the through the (XBLIG) platform. Developed as a voxel-based , it launched as "Chapter 1," emphasizing building, exploration, and survival mechanics tailored for console players. The game was priced at 240 , equivalent to approximately $3 USD at the time, making it an accessible entry point for indie titles on the service. A free trial version was also available, allowing players to sample core , which contributed to a reported 70% conversion rate from trial to full purchase. The launch was marketed as a console-friendly alternative to , capitalizing on the growing popularity of sandbox crafting games while drawing inspiration from titles like for its and elements. This positioning resonated quickly, with the game achieving 16,000 full sales on its first day, marking it as the fastest-selling XBLIG title to date and surpassing 's daily sales during its own launch weekend. Immediate post-launch support focused on enhancing stability and content variety. Early updates addressed multiplayer connectivity issues, such as world wipe bugs during sessions, and introduced additional block types to expand creative options, ensuring ongoing engagement for the initial audience. These patches laid the groundwork for the game's evolving "chapter" structure, with promises of further features in subsequent releases.

Ports and updates

Following its initial Xbox 360 release, the original FortressCraft received multiple content patches through 2012, introducing new game modes such as zombie survival and underground levels, along with features like improved lighting models and additional weapons. In 2021, a PC remake titled FortressCraft: Chapter 1 Anniversary Edition was released on on April 16, ported to the Unity engine for enhanced graphics, updated controls, and broader compatibility. A , FortressCraft Evolved, developed by Projector Games and published by Digital Tribe, entered on on December 9, 2013, and achieved full release on November 9, 2015, incorporating mechanics, advanced automation systems, and support for larger procedurally generated worlds. FortressCraft Evolved continued to receive free content updates functioning like DLC, with ongoing additions such as new biomes, AI enhancements, and freight cart systems, extending through at least 2019. There have been no official ports of the original game to mobile or additional console platforms beyond , while Evolved remains exclusive to PC, Mac, and via .

Reception

Commercial performance

FortressCraft achieved significant commercial success on the through the (XBLIG) platform, selling over 750,000 units by May 2012. This performance generated gross revenue exceeding $1 million USD as early as August 2011 from 350,000 units, establishing it as a landmark title for indie developers on the platform. On PC, the game's ports showed more varied results. The Chapter 1 Anniversary Edition, released on in 2021, achieved modest sales, as indicated by 32 user reviews and an all-time peak of 8 concurrent players. In contrast, FortressCraft Evolved, which entered in December 2013 and fully released in 2015, has sold over 100,000 units, benefiting from the early access model's and iterative updates. As of 2025, FortressCraft Evolved has received 25 free content updates, maintaining community interest, while a new installment, FortressCraft: Phoenix, entered in late 2025. The title set key records in the XBLIG ecosystem, becoming the first to surpass $1 million in revenue and holding the highest-grossing spot until later in 2012. Its success, driven by a low $1 and the surrounding hype for Minecraft-like games, helped fuel the broader indie boom on platforms during the early .

Critical response

FortressCraft received mixed critical reception, often praised for its accessibility on consoles and encouragement of creative building, but frequently criticized as a derivative clone of lacking sufficient originality. Reviewers noted its voxel-based sandbox appealed to players seeking a console-friendly entry into the genre, with smooth controls and a vast building area that fostered imagination, though many highlighted its heavy reliance on 's core concepts without adding enough unique twists. The game's indie origins were acknowledged as a strength, allowing for rapid iteration based on player input, yet this also led to perceptions of it being underdeveloped compared to more polished competitors. Positive aspects centered on innovations like custom blocks and multiplayer features, which enabled detailed world-building and collaborative play. Critics appreciated the workshop system for creating personalized blocks, adding depth to constructions beyond standard placement, and the inclusion of elements in survival modes that integrated with defensive . Multiplayer modes were lauded for allowing shared worlds and cooperative building, providing not always emphasized in similar titles. Despite its indie status, the game's commercial viability validated its appeal, with updates expanding on these features to keep communities engaged. Criticisms focused on repetitive , technical issues on the version, and a perceived lack of depth relative to . Many reviewers found the core loop of mining, building, and defending monotonous after initial hours, with limited progression goals leading to aimless sessions. The port suffered from glitches, including game-breaking bugs in multiplayer that erased player progress when using portals to join worlds. Compared to , FortressCraft was seen as shallower in exploration and crafting variety, offering fewer biomes and mechanics to sustain long-term interest. Additionally, arose over developer Sawkins' interactions with the , including defensive responses to clone accusations and handling of trolls, which alienated some players and fueled online debates. Player feedback was generally positive, particularly on forums and marketplaces, with the original Xbox Live Indie Games version averaging around 4/5 stars based on user ratings. FortressCraft Evolved garnered "Mostly Positive" reviews on , with 71% approval from over 2,000 users, who praised its automation depth and factory-building complexity reminiscent of . Notable reviews included Indie Gamer Chick's 2013 analysis, which highlighted the game's fun for creative players despite its lack of structured goals and slow building mechanics. Brash Games' 2017 review of Evolved called it "the prime example of crafting games done right" and one of the best in the genre for its comprehensive systems. Hardcore Gamer noted in 2015 that while the UI and tutorials were confusing, the game offered significant potential for dedicated players through its machinery and co-op elements.

References

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