Blockade Runner 0.71.0c Full Setup
Aug 13, 2012 Demo 0 commentsStability 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 RunnerInspired 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
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".
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!

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
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...
This week’s update includes a boost in performance, new asteroid generation with ore and craters, fixes for some multiplayer instabilities and more!
This week’s update includes procedurally generated asteroids, new debri physics when chiseling your way through rock, a new toggle-able “zero-g” / gravity...
Latest tweets from @zanmgt
@RallyDarkstrike Ah, the best kind!
3hours 10mins ago
@RallyDarkstrike What ship are you making?
4hours 37mins ago
Aaron: Nathan's dealing with the fringe bugs with the expander. Mostly just older prefabs needing to be updated to understand what to do.
4hours 38mins ago
Aaron: Zack's corrected ship wiggles in MP when you place/remove blocks... an issue with the order of events that were happening.
4hours 47mins ago
@RallyDarkstrike I like it for starting out an idea for a ship. Start with a kind of lump, up-scale and then whittle away.
8hours 35mins ago
@Megarith @SteveXtreme007 Don't worry, there'll plenty of bugs to report as we move BR towards public (we're passing on the easy ones)! ;D
13hours 11mins ago
@Megarith @SteveXtreme007 We're not talking, "Oh, oops, it occasionally crashes" kind of bugs here. =P. More systemic, and borking to fix.
13hours 13mins ago
@SteveXtreme007 Aaaaaaand when it's actually functioning to spec, we will have testers help us find the miscellanious stuff we missed!
14hours 30mins ago
@SteveXtreme007 W1xx is essentially a hybrid between W28 and W71, but on a solid multiplayer foundation we can advance off of.
14hours 31mins ago
@SteveXtreme007 Nothing you shouldn't already know. Engine at this point almost re-built from scratch (Z&N went through a lot of its code)
14hours 32mins ago
I built a cube with an engine and a gun...
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.
Well, check out Liquid Cubed (http://www.moddb.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. =)
Soooo...someone gonna make a Sinistar?
I am Sinistar, beware I live, run run run, I hunger, brawwwWWWWWWWWWW!!!!!!!!!
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.
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 ( Moddb.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.
ok thanks for replying
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?
1) There will be AI.
2) Yes.
3) Since the beginning this has been possible.
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.