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FortressCraft Evolved! Download Bittorrent

FortressCraft Evolved! Download Bittorrent

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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 fun
now 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!

  • 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
  • Super Build Tools allowing instant creation of primitive shapes

"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." 7ad7b8b382

Title: FortressCraft Evolved!
Genre: Adventure, Casual, Indie, RPG, Simulation, Strategy
Digital Tribe
Release Date: 9 Nov, 2015


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confusing controls. I really wanted to like this game, I mean honestly I did. It reminds me of gregtech mods for minecraft.I've played for over 500 hours. The core game loop is there, with a steep difficulty curve. You really have to hustle to survive the early game. Like, you can survive when you only have a few machines that don't fit together well and need storage buffers at every step. When you start to scale up into the massive industry all the minor inconveniences really start dragging you down. Let me state this again , I really wanted to like this game!!!

Unfortunately almost every idea in this game is half baked and poorly implemented. It's an incoherent jumbled mess of unfinished and buggy machines. Imagine you had a puzzle that you were excited to put together, except none of the pieces fit together no matter how you arranged them. That's what this game feels like.

Now the developer has drawn the curtain on a game that has content but lacks polish.

Abandon-ware. Avoid.. 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.

On the other hand, a lot of core gameplay basics are tough to get going, and requires that you move really fast to not get taken out early on -> you will need to find and exploit a ton of resources to get basic defenses up and working at all since things like lithium are not quickly available to help with solid logistical automation.

I would recommend it... except that Factorio is just a superior game - it lacks the 3d component and some of the crazy energy management - but Factorio has better features, development, and core gameplay loop.

Ultimately I like a lot of what is here, but it is tough to recommend it across the board. If you really like but have grown tired of big minecraft mod packs, factorio, or other deep survival-crafting-automation games - then pick this up, and be patient. Given time it gets better - but it is a struggle to get into, even with some friends.. A broken mess of a game, full with bugs, most promises not kept and or are scrapped and never saw the day of light, and mostly left unfinished.
The development has ceased, don't expect bug fixes anytime soon.. Been playing this game off and on since...I'd have to say almost 5-6 years ago now? It's been a long time. Seeing the development of it build up gradually over time has been quite interesting to say the least. I've gotten endless hours of enjoyment out of the game all the same. There's something relaxing about getting something set up and watching it do its job. Hard to believe it's finally out of early access.

For those who don't know anything about this game, think of it like a sort of marriage between Factorio and Minecraft. Primarily you'll be building a base, but building the base up attracts waves of flying insects to assault the base. My recommendation is to play it so that if the bugs kill your base, it just disables it for a time. Treating the game mode of "your base can't be destroyed" as the default would be like playing Terraria or the other two aforementioned games with permadeath right off the bat, you'd have a bad time of it.

Don't worry too much about the influx of negative reviews recently, I assume people are upset because there won't be more free content\/fixes as the developer has finally put in the last patch. For its price the game is well worth the cost, cheaper than minecraft yet with more content I'd say, at least for an automation buff like myself.

The game has a bit of a learning curve to get into it, but once you get rolling you'll be laughing. Plus it has jetpacks and grappling hooks, did I mention that? Endless enjoyment grappling around places. There's mod support too for those who enjoy that. Would definitely recommend.. The game in Early Access was very fun. It was difficult but not overly. And definitely Open World feel. We quit playing about 2 years ago after 140 hours of game time and waited for it to leave EA.

After coming back last 2 days, it is obvious the same old crowd influenced this game like others. It is no longer fun, just tedious, grindy, on a timer to doom. You can't just go at your own pace as mobs come eat you at your base, even before you have a conveyor line to iron.

I'd recommend you move on to something better. Sadly.

At times, I miss working for AAA companies with massive QA teams. This is one of those times.:
Uploaded for testing :

  • dx11-no-graphics-jobs branch - this has the Experimental Graphics Jobs disabled, but VR and GPU Skinning support is active
  • dx11-no-vr - this has the VR support disabled (I *think* - it looks like Unity might quietly turn it back on during the build)
  • dx11-no-vr-sdk - this has the valve VR sdk disabled (As above, tho, Unity just turned it back on after the build, so I'm not 1000% sure it's removed)
  • dx11-no-gpu-skinning - this has GPU skinning disabled. I think that this is the least likely of the candidates, and I'm /really/ hoping it's graphics jobs, else my future is going to get very awkward.

The more feedback I get, the greater the chances of narrowing in on a fix!
. Patch 16 imminent - want to opt out? Read more.:
Patch 16 introduces a *lot* of visual and gameplay changes. From some of the earlier shots, some people expressed their dislike at the change from a monochromatic surface to a much more colourful one.


As I'm a one-man-band here, I'm unable to even consider supporting multiple codebases/branches, but I *am*, as ever, listening to people, so what I am offering is a new code branch.

If you opt into
P15-Frozen. Feedback wanted:
The Frozen Factory is still fresh and raw from its release, so there's every chance there's balance and progression issues. If you've got any feedback, please plop it here:

http://steamcommunity.com/app/254200/discussions/0/365172547954266542/. Ow.:
Today marks the first day I've sat at my desk since about the beginning of June, and the first time I've used a mouse.

Ajax is pleased, and has resumed pride of place on my desk.

I'm now in quite exciting throbbing pain after 3 hours, and I'm going to stop. However, I have been at least a little busy.

All of the recent community fixes have been pushed into the Translation branch, updated notes here :


I've also put a little bit here, hopefully to open a few eyes how BIG the task of translation support is:

http://steamcommunity.com/app/254200/discussions/0/1474221865187153.... Tonight, hell freezes over!:
After 9 months of hard work, it appears that my baby is but 1 week away from being born. This metaphor breaks down, cuz this is the patch before the birth.


Patch 9 has seen a hell of a focus on 'new players'; only 868 players have ever finished the game, meaning that the potential audience for next weeks' expansion pack (more on that later) is pretty small. I've worked out, more or less, that we're gonna want to ship ~25,000 units of the Frozen Factory Expansion Pack for it to have been worth doing.

Skin pack sales never hurt either. Ahem.

But I digress - again. This is the 9th free content patch for the game, with the ever-so-topical name; Winter is coming.

The biggest change you'll notice upon patch your game is the new Mission System. This has take a large amount of my time, and is built upon ARTHER's existing base introspection system, and should be able to tell you not only what is wrong with your base right now, but also let you know what it feels you should do next. Using this tool, I realised that quite a lot of early progression didn't make sense, so things like Basic Smelters are now available to players in the first 15-30 minutes of the game!

Modding has received another massive update. Remember to check the Mod forums! Patch 10 should see the Workshop going live, and I'll be working with Mod authors over this patch cycle to help them get their mods ready for that release - it's gonna be awesome!

Patch notes are shorter than usual, I know - there's been a LOT of focus on polishing what we have, rather than adding too much new stuff. Yes, I will be linking this sentence to the next person who accuses me of doing on the forums. :P

The Frozen Factory Expansion Pack will be available on the 7th of July. Staging Build for P15 now live for testing.:
Mac, Linux, 32 and 64 bit windows available, dedicated servers will arrive tomorrow.

Known issues include 'very shiny' T2 pipes and the loading hints not always fitting. Other than that, it's good to go. Get testing! Opt into the Staging branch and let me know!. Patch 15 and FortressCraft's 3rd Christmas!:

Another month, another patch. It sometimes saddens me that 'daily test builds and monthly content patches by a single developer' hasn't gotten me one jot of publiclity - anyone know anyone famous?

This month has been an especially odd one. To get the patch out in time for Christmas has meant that the patch cycle's only been about 2 and a half weeks, which means I haven't been able to touch much in the way of risk. On the good side, I've taken the opportunity to put some plans in place, and do some engine/tech work. So!

Engine and Tech work. Patch 14 due tomorrow.:
It was all set for today, but, alas, it turns out that Todd and I broke the Suit Upgrade panel at the last moment. He's fixing that overnight, and I'll be making the builds tomorrow. Thank you for your patience! (If you're brave, you're welcome to opt into the Staging branch, there's only that single issue!)

In the meantime, here is what google assures me is 'The best pic ever'

. The Adventures Pack...:
..was totally working perfectly during testing, but as we all know, no plan survives contact with the enemy!

I've release a Win64 patch into the Staging branch tonight - this has a number of fixes, and should alleviate most of the major issues that have come up. I'll be doing an all-platforms build to match this overnight, and will push it live tomorrow, unless anyone notices anything horrifically wrong!

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