And now, the time is here. It's time to draw, that final curtain.

FortressCraft Evolved!

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.

Here's patch 24 for you, and also, Merry Christmas! I hope to see you all in the future! [h1]SkyIslands Fixes[/h1] [list] [*]Slightly reworked Ore spawns on Sky Island to be wider and more reliable: [*]450-530 - Nickel [*]380-450 - Gold [*]280-350 Titanium [*]220-270 Crystal [*]Previously Nickel was very-likely to overwrite Gold - they now exist in separate band. [*]Altered T4 spawn density [/list] [h1]All-Ore fixes[/h1] [list] [*]T4 ores now spawn separately to T2, meaning it's possible to progress [*]T2 ores have improved spawns [/list] [h1]Skins![/h1] [list] [*]Added Adventurer's Garb skin for TAP owners [*]Added ADAPTable skin for ADAPTR owners [/list] [h1]Spiderbro![/h1] [list] [*]SpiderBot's knees should no longer go wrong. [*]If SpiderBot's knees DO go wrong, they should fix themselves in short order [/list] [h1]Technical stuff![/h1] [list] [*]You should now be able to enable multiple new mods and not worry about the security confirmation dialogue failing. (thank you MV) [*]Mods now support Tags - just add Cats,Dogs,Mass Hysteria