This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
Blockade Runner (new engine being debugged!)
Genre: Simulation
Platforms: PC
Languages: English
Aug 30, 2012 @ 5:40pm
May 1, 2015 @ 12:19pm
Recent Announcements View All (19)
Where to find the latest news on development!
Month of January 2014 in Review
Tidbits from January Week 1

In Brief: Nathan's hard drive goes kaput, so we decide it's time we upgrade his dev PC (loads BR in a split second now!), Zack upgrades our version of SharpDX to latest dev committing, Gabe progresses through textfields despite a nasty cold, the "Founders Club" is added to the forums; accessible to those who purchased Blockade Runner before January 1st 2014. Zack and Nathan resolve an issue with entities disappearing due to 16-bit indexes on the GPU causing 3D surfaces to not draw, and Nathan gets his new slopes to render using our new moddable slope files.

Tidbits from January Week 2

In Brief: Nathan's next step on the slopes is straightening the tangents on the dynamic slopes, and otherwise continues fine tuning the process of making slopes. Gabe discontinued work towards IME keyboard support, and gets the visual portion of textfields for debugging. Michigan freezes over. Zack reduces loading time for BR significantly, fixed SharpDX having switched to right-hand coordinates borked our collisions, and among numerous physics and graphical issues also solves a problem where only single chunks would draw. Micah meanwhile experiments with "mothership" concepts.

We also re-order the way diffuse/specular/normal maps and glass will be modded in BR, Nathan begin a new DDS converter to convert bitmap images into DXT3's in-game, makes sure mirroring geometry will work, and by the end of the week prefabs are working in the game again!

Tidbits from January Week 3

In Brief: Over the weekend Gabe gets mouse selection for textfields done, remarks on how awesome it is to work with UI in BR now, and progresses with the Log-In screen. Nathan's on to the next stage of the dynamic slopes and makes sure slopes and their edges work with each direction and interior directions appropriately. Zack & Nathan resolve a myriad of rendering issues, including gradient shaders and backface culling z-fighting. VengantMjolnir becomes our first "Bounty Hunter" and solves an issue with our specular!

Tidbits from January Week 4

In Brief: Zack sets BR up with SmartAssembly, Gabe and Zack clear the old W71 UI code out entirely of MP since it'll need to be replaced, Gabriel condenses the unneeded UI to only the necessaries, fixes issues with clipping not functioning properly with scrollbars, fixes fonts, and generally cleans up the UI. Zack cleans up character physics to cut its CPU usage in half, fixes issues with Lidgren (problems we'd had since last year!), and re-factored W28 thruster code in the new engine, tracks down huge lag spikes, among other bug fixes. Nathan continues debug issues the dynamic slopes, correcting each direction one-at-a-time. Micah experiments with "hangar" visualization concepts in 3dsmax.

Tidbits from January Week 5

In Brief: Nathan uses a debug corner model to help finalize debug issues with the slopes, Gabe and Aaron work on prettifying parts of the new Login screen, Zack continues debugging issues with the physics in multiplayer. We test the new SmartAssembly error reporter, makes spotting user-submitted bugs much easier since it highlights where in the code the error came from. By the very end of January, the first release in 78 weeks was made available to Founder members! The first release is simply a test of the 2D pipeline, but represents a huge development milestone on our end!

Bullet Points for January

+ The first raw development build is released to Founders!
+ Founder's Club introduced to Forums
+ New dynamic slope system integrated
+ Normals and tangents aligned for new slope system

- All pipelines needs to be debugged for several months before 'gameplay'


In the previous month...
In December we'd finished off the voxel mesh / texture atlas upgrade and decided it'd be for the best if we lumped the dynamic slopes into the schedule before releasing to the Founders. This unfortunately meant that if we were to reach our deadline of "before the end of January 2014", it'd have to launch rough and without the time for polish (/things to do)!

Dynamic slopes
The dynamic slope system took Nathan most of the month to debug and correct for all graphical issues, but by the end of January it was ready to go and is now a powerful piece of BR's feature arsenal. To put it simply, the dynamic slopes allows us (and the community) to very easily add new types of slopes to the game. Need a chamfer edge? No problem. Need a reverse-double-twist pyramid? It can be done! There was a lot of work to make sure it'd operate 100% of the time and properly remove unnecessary polygons (a staple of voxel games), and are very happy with the results.

Founders Club
After being recommended by some folks on the forums, we've introduced the "Founder's Club" where we can keep the original community together, give back to those who supported us since the beginning, and not lose sight of those who helped us get where we are. Anyone who'd purchased BR before January 1st 2014 is eligible, and you can access the Founder's Board on the forums:

The first build is released to Founders!
Squeezing its way in (and barely making our target estimate from November), we make our first release since W71 to the Founders in the Founders Club! The new engine is still in a bubbling primitive state however, so our first build is just a (successful!) test of application dependencies and the log-in screen to make sure everything's working on other machines.

What's Next?

Now that we're able to release raw private builds to the Founder members, next month is continued debugging by the Founders of the engine's pipelines; 2D, 3D, UI (command buttons, scroll bars, etc). The plan for the next few months is to hit each of the game's pipelines one at a time until everything is running A-OK.

Stand by for February in Review!

To follow the daily development resource postings, head to the forum, sign up for the newsletter, follow the Twitter, or check out the Facebook page! We're also on the Dev Chat from 9:00am-5:00pm (EST) almost every day, so if you've got a question or comment fire away!

- Aaron

Release date: BR's new engine will be undergoing Founder member testing throughout 2015
For development news throughout 2015, we're primarily updating via the main website!

The Blockade Runner project is a from-scratch space voxel prototype designed by a six sibling family of developers! A true labor of love, our continued goal is to make Blockade Runner a fun, quality, community-oriented game by taking an iterative approach and evolving it as it goes.

Rather than rush together the "Minecraft in Space" bullet points, we've been steadily designing a solid workspace that could easily support an evolving game universe with its own vivid atmosphere and style. A game where a hybrid of genres, from trading, to mining, to combat, could function together in a tight and clean multiplayer environment, and where community modifications could lead the way into expanding the game's capability.

There's only six of us at ZanMgt though, which means our task is to get the core of the game down, and otherwise be a shepherd for its growth! ^^

  • Hand-made Engine
    The all-new SharpDX rebuild is currently undergoing testing by the Founders!
  • Hybrid Voxels
    We're attempting to strike a balance between supporting both cubes and higher poly geometry cohesively.
  • Multiplayer-centric
    The new engine has been re-built to efficiently allow you to go from Solo to Multiplayer at any point in the game!
  • Highly Moddable
    We learned to develop games through modding, and so we want to give back to an all new generation with strong modding support!
  • Community Funded
    Over 5,500 Founder members as of January 2014!

Developing BR certainly has not been an easy process (especially after discovering it really can take upwards to three years to build a new engine from scratch!), but thanks to the steadfast support of the "Founder Members" who supported us in the beginning, Blockade Runner has seen a great evolution over the past three years, with a complete rebuild of the game's engine starting last year and having finally reached a reasonable point of testing for the various new pipelines by January 2014.

We'd like to thank both Zach Barth for inspiring us with Infiniminer, and Markus Notch Persson for proving to us that indies can follow their own path and succeed. Without either of these guys, Blockade Runner would not exist![/quote]

Old XNA Demo::
Liquid Cubed: (algorithm that'll be used for vacuum of space!)
Popular Discussions View All (5)
May 15, 2015 @ 2:34pm
[MUST READ] This Game is NOT a copy of Starmade.
James Bacon
Jul 28, 2013 @ 4:50pm
Sep 19, 2014 @ 1:42pm
If I buy the game on thier website...
Ghost X
< >
robothawk Jul 20, 2017 @ 12:50am 
I'm in the same boat as Critical Failure, I bought this with my friend back in either 2010 or 2011, I hope I can find my proof of purchase somewhere, I don't even have that credit card company anymore. I hope you guys go live.
Critical Failure Feb 11, 2017 @ 2:50pm 
I bought into this game back in ... 2010? Been a while. Still hoping it comes out. Best of luck guys! (Hope I get a game key for my 10 bucks even though it was almost a decade ago. if not no worries.)
[ZanMgt]Aaron  [author] May 1, 2015 @ 8:53am 

We've condensed the primary updates to be coming from the main website, forums, and twitter. We're still building a new engine for the game and are a long ways away from releasing on Steam, so updating the Greenlight page took less priority.

That said, I keep forgetting how many people still stop by here and will get the page updated to redirect everyone to where the news can be found!


Schema worked hard and did a good job with Star-made. If you're someone who's into space voxel games and haven't heard of it, you should definitely check it out! ^.^


Yeah doing a 6,000 e-mail update might be warranted at this point... but I tell ya, you need to work twice as hard to bring down hype! I almost have to repeat three times: "Engine being built; there is no big release, engine is being built; there is no big release, engine is being built there is no big release". ;D
Capt Charles C Payne Apr 30, 2015 @ 2:26pm 
Why is last update jan 2014
Uzixia Mar 2, 2015 @ 9:55am 
Starmade (free indie type game) meets ACTUALLY GOOD :D:D:D CAN'T WAIT!!!!!
Hazardrar Feb 26, 2015 @ 9:02am 
No, I haven't checked the forums or the founder's club, because I purchased the game 2014-03-25 and therefore can't access the founder's club.
It's no problem to not generate hype and don't do any marketing, but you should at least send updates via email to your buyers sometimes.
I already totally forgot about Blockade Runner until I did a research for space-sandbox-games.
[ZanMgt]Aaron  [author] Feb 26, 2015 @ 8:06am 
@Hazardar Have you checked out the Founder's Club? We've got new standalone mechanics tests made in Unity, as well as portions of the new engine available for testing!

For the most part we've been trying to keep news on progress low-key so as not to generate hype. We were swept up in the 2011 era of "Anyone can Early Access™!" and since 2013 have been trying to keep the focus on the actual growth of the game's mechanics and custom game engine rather than any form of marketing. =\
Hazardrar Feb 25, 2015 @ 12:55pm 
Bought the game on their website almost one year ago. Still only got the August 10th 2012 version which doesn't work. Totally worth the $10 :Dosh: /sarcasm
Xes Reltih Feb 7, 2015 @ 8:32pm 
Still hope :)
[ZanMgt]Aaron  [author] Dec 15, 2014 @ 4:23pm 
@DsC.sashusilver Yeah, we set out to make sure Blockade Runner runs good and plays even if it took the extra time to do it right. =]