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FortressCraft : Phoenix

FortressCraft : Phoenix Steam news

DjArcas | Q4 2026 | game

Coming Soon

GameSteam Store content

  • Steam app typegame
  • Steam App ID1038080
  • PriceNo longer available on Steam Store
  • Release dateQ4 2026
  • DeveloperDjArcas

FortressCraft : Phoenix news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID1038080
  • PriceNo longer available on Steam Store
  • Release dateQ4 2026
  • DeveloperDjArcas
  • PublisherProjectorGames
  • Parent gameNot available

Company pages: Developer: DjArcasPublisher: ProjectorGames

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

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FortressCraft : Phoenix Steam news

FortressCraft : Phoenix news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • I tried. - 6 May 2026

    Let’s do the TL;DR, and after that, if you’re interested, we can go into the gory details. I have missed the May 6th date. Hilariously. Not even close. Phoenix will come out late this year. Before GTA6, you ask? I can only hope. So what happened? Writing games is hard - really, really hard, and as I’ve said more than a few times before, I’m literally developing this game by myself. It’s also hard to explain how intimidating the codebase can be - I’ve been developing games professionally for 27 years and for at least 15 years as a hobby before that, but picking my way through a codebase with almost half a million lines of code that’s 16 years old that was quite frankly written by an amateur idiot (me) is depressing and scary. Change the wrong thing and I’ve introduced a subtle bug that could take weeks to fix!It can be genuinely difficult to force myself to get up and sit down at my comp…

  • November Patch! - 17 November 2025

    I am going to start working towards updating this page on a weekly basis; I kept putting it off, and finally I think 'I should tell everyone who isn't on Discord what's going on' Incidentally, if you're not on our Discord, I really recommend it - I do updates on here constantly, and am using it as the best method to interact directly with you lovely people.https://discord.gg/wB2UWXa So, this period has been one of polish, consolidation, improvements and balance. Due to the feedback from the Patreon testers, there has been a lot of iteration around speeds of things, and the Chapter Rewards system has helped to balance any holes in that. I've also implemented the first phase of 'mobs that mess up your base' - nothing permanent, no creepers. Not ever. But the slimes can now gunk up your Extractors, and some of the aerial mobs can knock your logistics out of commission. Lucky, I added a sho…

  • Another month, another patch! - 9 September 2025

    Gameplay Stored and tracked Death Count and Time Since Death for each player Added Advanced Research Added T2 Token Crafters Added Gold and Nickel Housing crafters Removed _TrussCrafter, added TitaniumHousingCrafter Set up tiering on Manufacturing Plants. Company = 32 PPS, Basic = 64 PPS, Regular = 128 PPS (previously all 64 PPS) Deepest Depth is now stored per run, globally, and per world Added better control of celestial objects when underground Local Life Forms now unlock after Chapter 5 Mining Upgrades 4+ now require Alloys Robotics moved to Mothballed Advanced Room Building moved to Alloys (may change later) Agriculture now requires Advanced Room Building Room Aesthetics now requires Aesthetics Menus now colour‑code based on biome, and go black when paused Implemented 4 tiers of Conveyor Speed difficulty settings Added new menu Conveyor speeds, hints, tooltips and Par times Added G…

  • Regret at a fixed release date! - 9 September 2025

    So, let’s start with the bad news and then unpack it a bit. Managing expectations is one of the most important things you can do with games; and I know I said I’d be doing regular posts, but I’m always worried about annoying people with constant popups. And then people ask me what’s going on, so... here we go!As I’m beginning to plan the last few months before Early Access release, I’m quite sure these things won’t be done! Replacement networking won’t be done.Old networking will still be in place, and will slowly be replaced piecemeal with Steam Lobbies and NetworkingFull visual revamp of the UI won’t be doneThe behaviour of the UI has continued to iterate and there’s plenty of new QoL features, but the visual atlas hasn’t changed out.Progression will be hard-clamped at OET charge.I’m limiting the scope so I can ensure I’m focussing improvements and polish where they’re needed.No remap…

  • Another week, another patch - 8 May 2025

    ⚙️Systems & Mechanics Updated all tiers of Drill Motor descriptions All Drill Motor tiers should now work correctly (visuals unchanged for now) Drill Motor fixes are now included in build Smelter loading speeds set up and propagated across save/load/serialise/transmit systems Vein Analyser now has a cost Fixed Vein Analyser strings Changed default Segment internal distance to Float.Max from 0 — potentially major performance improvement Fixed issue with serialising stats Improved detection of progression through Chapters 6–9 Reduced light range of Biomass Reactors More solid short-circuiting through Chapter Progression on reload Added hysteresis to grass deployment Sped up grass growth to match new placement system Smart optimisation to Grass has saved significant CPU time Laser Ablator lights now obey vis and distance rules Ore Extractor worklights and text now obey room vis Ore Extract…

  • T2 Smelting works again! - 28 April 2025

    Smelters now correctly understand T2 metals and tiering. Only the first tier of Beneficiation has been done. Need to progress this and work out what's needed for second tier. Should it just be more power? Should they no longer require a room, so you can wash on site? Fixed issue where Smelters that needed 10 ore would wait until 11 was available Improved Smelter Loading Readout. Need to not get distracted, I have major technical housekeeping to keep up with! Smelters now show remaining ore before smelt start. Fixed issue with research being given causing a crash at startup in certain MB GAC setups I *really* want to spend a bunch of time re-doing the Smelter UI. That was implemented very early on for Evolved, and I never really went back to it and improved it. The glorious new in-base readouts show the sort of thing I'd be aiming for!

  • New patch live for Patreons - 24 April 2025

    Fixed complicated issue with WhatsAtTheOtherEndOfThisPipe Changed induction kits to boost onload speed, with MK1 adding 1 extra bar/tick, and MK5 adding 5 extra. Setup Smelter loading speeds. Default difficulty gives 15 ore/minute onload speed. This is to make Ore Washing substantially more useful. Note. Currently every Ore_Delay seconds, it'll load an appropriate amount of ore. This means that in extreme cases it might load 6 ore, then wait 10 seconds, as opposed to one ore every 1.6 seconds. It's the same, just 'surgy'. I may change that if I end up hating it. Smelter speed code now propagated, saved, loaded, serialised and transmitted Burrowing Hive difficulty setting now configurable Smelter speed works but you can't change it Pulled across all XNA colour rendering from Chapter 1 Burrowing Hives now on by default Basic Smelters smelt half as fast, use up double the power but do not…

Patch notes and updates

S.noRelease datePatch nameGID number
128 April 2025T2 Smelting works again!1797820624588138
224 April 2025New patch live for Patreons1797820624458394

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