Blasted Fortress is a physics-based castle assault game with an added layer of resource management. Even while you're not playing, crops grow, market prices fluctuate, seasons change, and you may come back later to be greeted by disasters that happened while you were away or gifts to bolster your resources. It's a blend of physics decimation, looting, hoarding, and RPG-style enhancements. If you're more creatively inclined and want to add more content to the game, you can even create your own buildings to siege using the built-in building editor.
Blasted Fortress began 2 years ago, and after a very strange and bumpy history it finally has been given a release date.
Blasted Fortress will be available on Desura on October 31st unless something bad happens like armageddon or red tape.
We tried our best to get Greenlit, but alas, it was not meant to be; sadly you will not be able to purchase Blasted Fortress on Steam on release day. If you want that changed, you'll just have to upvote us on Greenlight.
The game will cost $5 and we will be attentive right after launch to any input so that we can provide free content updates and tweaks to Desura users.
Finally, thanks to our 230-odd Twitter followers, many of which have been with us since the beginning. It was always our word that this game would see the light of day, and so it shall. We'll see you all on launch day, and in the meantime please follow us on Twitter @DapperSwine.
Have a good one!
Latest tweets from @dapperswine
I can't keep sending babysitting e-mails every time I need to jostle them into approving a patch that has been sitting around for a week.
Dec 4 2013, 1:54pm
Man, we've only been released on Desura for a couple weeks and I'm already losing my patience with them.
Dec 4 2013, 1:53pm
Vote for SeedScape on Steam Greenlight, if you please, kind sir or madam. T.co And do pass the word along!
Dec 4 2013, 1:13pm
@GMShivers Whassamatta now? Collider.isTrigger is a boolean!
Dec 3 2013, 8:27pm
@CodeSavage Then attach a script that does transform.position = transform.position in Update and it'll probably fix it. It's poop.
Dec 3 2013, 8:06pm
@CodeSavage Yeah, I know. But trust me, next time you come across a problem, consider whether it's with 1 moving and 1 non-moving object.
Dec 3 2013, 8:05pm
@GMShivers Can I hug you without breaking you? D:
Dec 3 2013, 8:04pm
@CodeSavage For instance, I think you have to keep doing a transform.position = transform.position to "update" the trigger so it's "awake".
Dec 3 2013, 7:54pm
@CodeSavage The relationship of triggers/colliders/rigidbodies in Unity is extremely unintuitive and frustrating sometimes.
Dec 3 2013, 7:53pm
Welp. I guess I'll just push the 1.0.2 patch anyways. And keep building a backlog of unreleased patches. FOREVER.
Dec 3 2013, 12:50pm