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Voxel Crusade

Voxel Crusade Steam news

GamingPugsStudios | Apr 24, 2020 | game

Released

0players observed · 25 September 2026 - 15:47:03 UTC

CasualIndieRPGStrategyReal Time TacticsSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score80% positive

Voxel Crusade news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score80% positive
  • Total reviews25
  • Release dateApr 24, 2020
  • DeveloperGamingPugsStudios
  • PublisherGamingPugsStudios

Genres: Casual, Indie, RPG, Strategy

Company pages: Developer: GamingPugsStudiosPublisher: GamingPugsStudios

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Voxel Crusade Steam news

Voxel Crusade news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • No more updates for now, game will be free to play - 9 December 2020

    Hello everyone, you have probably noticed that I haven't updated the game in a while now. Thats because I don't have any more time (full time job and RL) and motivation to further work on the game. I know that there are some bugs for people that can't play the game but it would be an enormous task to fix those and like I don't see me doing it at the moment. I kind of know what the problem ist but it is just too much to fix in a few hours. I'm sorry for those who really like it but I have to cancel my buisness at the 31.12.2020 because it is just too expensive to further keep going. Maybe some day I will be back to further develop the game but for now it will stay where it currently is. If you really want to support me you can buy the game until 31.12.2020, from there on it will be free to play! I know it is annoying for people who recently bought the game but it is either that or comple…

  • Changelog Version 1.0.3.5 - 30 July 2020

    Hey guys, sorry that it took so long for this update, I was busy in real life! Mechanics: -New AI: Ice Queen -New AI: Wyvern Slayer -If an AI does not have enough villagers to recruit new attack units, he will use the one he has to attack, this makes the AI a lot more aggressive in the mid game Balancing: -Hops grow a little bit slower now -Buildings do now stop trying to spawn units after two minutes (if you don't have enough villagers for example) Bugfixes: -When having a lot of buildings on the map the game could crash -When having max amount of units the AI was unable to attack -When having the skill to increase your units stats, the stats where increased every time you recruited a new unit, this lead to the AI being insanely strong on nightmare difficulty -The player and well worker were stuck in an animation for a few seconds when using the well

  • Changelog Version 1.0.3.4 New AI + bug fixes - 9 July 2020

    Mechanics: -New AI: "Pharao" (Very defensive) -Changed the loading screen, please tell me if you like it or not! Balancing: -Changed the order in which "The Herse" recruits his units to make him more agressive -"The Herse" does now recruit a healer unit and places it at the stockpile to counter the plague -AIs do now respawn at the graveyard instead of the main building Bugfixes: -The game always thought you won, even if you lost -When you destroyed all spawners the game was over, even if there where AIs left to kill -In the menu to add AI the ogre slayer was always highlighted, even if you selected an other AI -When leaving the campaign menu and coming back to it, and starting a mission with the openend mission UI, the game crashed -Changed some code around the campaign with hopefully fixes some problems with maps not loading -Some buildings where a lot brighter then others -The button…

  • Changelog Version 1.0.3.3 - 2 July 2020

    Mechanics: -New AI: The Herse -There is now a way to disable if the player does clean in the controls menu -Gates do now have a soundeffect -New skin color: Green Balancing: -Increased wall and towers health by 500 -Decreades the AI players health a bit Bugfixes: -The game had a lot of errors if the player died when an AI was in the game -When playing a map with more then 1 player, the game tried to add an AI even if the player did not add one -I felt like the eagles nice sound was not loud enough anymore so I maded it louder, to make sure you can hear it again -Normal enemies did not focus the AIs player -When changing your character and saving it was possible that you were not able to start a game -When swapping the AIs position on the map, the difficulty was not swapped -Destroying the sheep farm did not work -Plants stood when building something on top -The bakery in the first campa…

  • Changelog Version 1.0.3.2 - 18 June 2020

    Hey guys, I finally managed to get a new update going. The rotating of the AI took me forever, I was just not able to do it correctly and it took two weeks to get it to work. I also have very little time at the moment, in my job we have a of work at the moment and I have to work a lot of overtime. After work I just don't have the concentration to work on the game at the moment so updates will come slow for now, sorry. There was an "big" update a few weeks ago where I didn't write a changelog just because I did not really change too much. It was mostly a performance improvement update. Just a question: Should the AI rebuild it's castle while being attacked? Mechanics: -The AI does now rotate it's city towards the players or spawners -There isa a new castle layout -> This will most likely not stay as the Ogre Slayers layout! The AI will now attack units if they are inside of their castle…

  • Changelog Version 1.0.3 - 21 May 2020

    Mechanics: -There is now a menu to select the different AIs and to change the difficulty of them -You can now change the AIs difficulty, this influences: x The amount of builders the AI has x The amount of skillpoints the AI has x The recruiting speed x The amount of blacksmith upgrades per unit x The AIs "players" stats -The AI will now stop recruiting worker units when there is someone with the plague in the city -The AI will now upgrade buildings -The AI will now remove builders if there is no more need for them -The AI will now attack spawners if there is now player or other AI to attack -I improved the AIs attack behaviour Balancing: -Archers now have a higher range on walls and towers -The AI does not use it's "player" multiple time for an attack anymore -Reduced enemy catapults dmg to 15 (before it was 20) Bugfixes: -The AIs Ogre tamer did no damage -The player got stuck when try…

  • Changelog 1.0.2 - 14 May 2020

    I spent a LOT of time on the AI this week, I wanted to bring it to a point where you could actualy fight it. Mechanics: AI based changes: The AI can now: -manage it's happieness and taxes -manage it's market -recruit worker units if they die -recruit military units (it has a defender army and an attacker army) -use the blacksmith -open and close gates -spawn and use its king (only for attacking for now) -If the AIs king dies he respawns at the graveyard if there is one -If the AIs king dies and he has no graveyard, the AI will be destroyed -The AI has now skills (like the player) depending on the difficulty -The player can no longer see the resources needed from the AI -The AI's information is now saved as an json file for easy modding Other changes: -The camera in the angled view will now rotate by 90° when pressing ctrl Bugfixes: -The player could not pause when an AI was in the battl…

  • Changelog Version 1.0.1.1 - 7 May 2020

    I already spend a lot of time with the new base building AI and I even added a little demo to the game. You can add an AI character in a custom game. The AI will build a castle from a layout. If you have some cool ideas for castle layouts, please let me know! I want at least three layouts per AI. (15 total) Every AI schould have different strengths and weeknesses. The strength of the AIs should be sorted like in the campaign. The AI will for now just build it's castle and recruit builders. The amount of builders an AI has will depend on the diffuclty later. (easy = 1 builder, medium = 2 builders, ...) I had to rewrite a ton of code to get this working, I tested a lot but there might be some new bugs. This was only the easy part, the AI has to manage a lot more. I habe a few questions how the AI should do stuff: -Should the main character get revived at the graveyard like the player? Exc…

  • Changelog Version 1.0.1 - 3 May 2020

    A new day a new update :-) I changed the name of the game because I don't like it, it is a bit confusing and I think it does not sound very well. The game will be called "Voxel Crusade" for the future. It might take a few days before Steam changes this. I will leave the folder structure the old as well because I don't want you to lose any data. I will work on integrating the castle building AI from now on, there wont be big updates for a while. I will still fix bugs and add small requests if you have some. I will try to upload some update videos on YouTube and post questions here if I want your oppinion on something. Other changes: Mechanics: -New character class Tank: This class is ment to be a supporter for your units! He does very little damage but is super tanky. He can not role but can block instead, blocking doubles your defense but slows you down a lot. First skill stuns all enem…

  • Plague cooldown + bug fixes - 26 April 2020

    Just a mini update to fix some bugs and some small changes. Changes: -There is now a 2 min cooldown before a unit can get the plague again after being healed -The stockpile can't get dirty anymore -The text for the plague event was almost the same as if the unit was just infested Bugfixes: -The gatehouses where not usable from the top down view -the hops farmer and bakeress had their stick in the hand when spawning -The blacksmith somehow, sometimes was able to make some very high numbers of upgrades

  • Changelog Version 1.0.0 - Full release - 24 April 2020

    Hey guys, I put a lot of effort into this update, I made sure to change stuff that I knew you wanted for a longer time, fixed a lot of bugs and added fire to the game! The game will now be in full release state and for sale. Hope you like it! Mechanics: -New mechanic Fire: Fire does come from folliwing sources: lightning strikes some enemies Fire spreads over time to close buildings. Some buildings like pathways can't burn. Well workers can extinguish fire if they have water in their well The player can extinguish fire as well Rain can extinguish fire. (not thunderstorm) Units take a lot of damage if they stand inside fire. This can happen before peacetime is over! -New weather: Thunder storm (can appear at forest, beach and mountains) -New enemy variation: Goblin with fire -When building something on top of like flowers or gras, the deko object will now disappear. -Units at the barrack…

  • Changelog Version 0.9.9.9 - 15 April 2020

    Hey guys, today I've got a big update, hope you like the new mechanics. :-) New happieness factor: cleanliness -Your buildings gets dirty over time -villagers really hate dirty houses, the more buildings are dirty, the less happy they get -New Building and unit to prevent that: Cleaner I really wanted the buildings to look dirty but even after 10 hours I couldn't get it to work because of the way the buildings handle colors. If someone is good at programming shaders, would be happy for some help. :-) New happieness factor: Plague plague can come through multiple ways: -natural disaster: Plague infection -dirty castle -rats -Your villagers will take damage and die from the plague, healers can heal it. -The plague will spread a lot if people die from it. -The plague can only appear after peacetime -people cough and their faces get greener the iller they are -New enemy: Rat rats don't spaw…

  • The campaign is finished! - 9 April 2020

    Hey guys, the campaign is finally done! Hope you like it! I wont post any pictures of the last campaign mission because I don't want to spoiler anyone. These changes are from the last two updates (0.9.9.7 + 0.9.9.8): Mechanics: -New campaign mission: Ice Palace -New campaign mission: The Volcano -New Achievement: Campaign Master -New outfit: Wyvern Slayer Armor -The wyvern got new soundeffects Balancing -Increased base dex of the assassin to 6 (before it was 5) --------------------------------------------------------------- Because I'm at home for the most part, I can work a lot at the game. I hope I can manage to update the game to 1.0 in the next two weeks. Because of that I will move the sale until that happend. You can have a sale only every 2 months and I really want to draw as much attention as possible to the game at the full release. If you want to know what I will add please ch…

  • New UI design - 1 April 2020

    Hey guys, I'm currently working on some new design for the UI in my game. This is what I've come up so far: I really like the contrast, it is a lot easier to read the text with this design. The colors harmonize very well. Hope you like the new design! Greetings The GamingPug

  • Changelog Version 0.9.9.6 - 31 March 2020

    The new campaign mission is different from all other missions yet. *Spoiler* You can't build in this mission and you have only a few units to destroy all spawners. This one is really hard on high difficulties but it is definetly possible. *Spoiler* Please let me know if you like it, I might add this as a seperate game mode later. Mechanics: -New campaign mission: Icy pass -New spawner: Ice spikes -New Enemy variation: Snow Wolf -New Enemy variation: Polar Bear -The monk does now have his own symbol when selected -There is now an indication if a unit is buffed by a monk Balancing -Decreased the Ice Golems health, atk and defense Bugfixes: -The player had to have 1 more gold to skill then it was displayed -The bear made weird sounds when walking -The players stat window did not show when having max level

  • Changelog Version 0.9.9.5 - 27 March 2020

    Another new campaign mission. :-) Mechanics: -New Campaign mission: Preparing for the cold journey (Thanks again to Jevgeni for making this map!! :-)) -New Enemy: Ice Golem (Does spawn in the spectral spawner at wave 7-9) -New Enemy variation: Ice Elemental (Does spawn in the spectral spawner at wave 3-5) -The lava golem does now spawn at wave 4-6 (before it was 7-9) Bugfixes: -big units had problems walking over bridges, climbing stairs and got stuck on some objects I hope this campaign mission is not too hard, I played it on nightmare and it felt okay. Greetings

  • Changelog Version 0.9.9.4 - 25 March 2020

    Mechanics: -New Campaign mission: Grave robber -New boss: "The Pharao" -New weather: Sandstorm Bugfixes: -The wyvern spawner did not cast shadows -The bug invasion could happen on all maps

  • Future plans - 25 March 2020

    Hey guys I want you to know the future plans for this game are: Update 0.9.9.4: -Sixth campaign mission (Desert 2) Update 0.9.9.5: -Seventh campaign mission (Mountains) Update 0.9.9.6: -Eight campaign mission (Ice 1) Update 0.9.9.7: -Ninth campaign mission (Ice 2) Update 0.9.9.8: -Last campaign mission (Volcano) Update 0.9.9.9: -The castle will get dirty -New building and unit to clean the castle -Rats will infest you depending on how clean your castle is -Rats will steal food or infest your villagers with the plague -The plague will come at other ways too -New building to heal the villagers -The plague will spread over time if you don't heal it and make your villagers very unhappy and people will die over time Update 1.0.0 Full Release: -Fire will be implemented -Fire does spread over time -Well workers will get the ability to extinguish fire instead of producing water to drink -There…

  • Changelog Version 0.9.9.3.2 - 24 March 2020

    Another small bug fix update... There will be new content at the end of this week! Bugfixes: -Units were not able to walk over bridges -The player was not able to walk up the desert spawners stairs -The player was glitching when walking on bridges

  • Changelog Version 0.9.9.3.1 - 22 March 2020

    Just some small bugfixes: -The player couldn't walk up bridges correctly -The trees could push the player through the floor while falling -There was some issues with loading some items position and rotation -The game froze in multiplayer when beeing in the same team and one died -The Assassin teleported on top of walls instead of climbing them

Patch notes and updates

S.noRelease datePatch nameGID number
130 July 2020Changelog Version 1.0.3.53664193578960214713
29 July 2020Changelog Version 1.0.3.4 New AI + bug fixes3444640809423716348
32 July 2020Changelog Version 1.0.3.33444639924519324916
418 June 2020Changelog Version 1.0.3.23384966595870350645
521 May 2020Changelog Version 1.0.33112496281292238585
614 May 2020Changelog 1.0.24742798819311700667
77 May 2020Changelog Version 1.0.1.13110243214556474908
83 May 2020Changelog Version 1.0.13127131079136600870
926 April 2020Plague cooldown + bug fixes3112493747278787408
1024 April 2020Changelog Version 1.0.0 - Full release3112493747270985779
1115 April 2020Changelog Version 0.9.9.93112493111840975325
1231 March 2020Changelog Version 0.9.9.62984138620263429091
1327 March 2020Changelog Version 0.9.9.52984138620248863869
1425 March 2020Changelog Version 0.9.9.42984138620241740877
1524 March 2020Changelog Version 0.9.9.3.22698159409991879669
1622 March 2020Changelog Version 0.9.9.3.12698159409984563811
1718 March 2020Changelog Version 0.9.9.32698159409970631360
1810 March 2020Changelog Version 0.9.9.22579938650942316287
195 March 2020Changelog Version 0.9.9.12579938650923850479
2028 February 2020Changelog Version 0.9.92578812118957193638

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