Compare Voxel Crusade prices across 50+ stores and find the best deal. Developed by GamingPugsStudios. Published by GamingPugsStudios. Released on 4/24/2020. Available on PC. Genres: Casual, Indie, RPG, Strategy.

Castle builder meets ground-level brawler, with class choices and an AI opponent that actually tries to fight back. Rougher than it looks, but the core loop has legs.

My first reaction to Voxel Crusade was the same one you get from a lot of small-studio hybrids: the pitch is more interesting than any individual system. You build a castle, run an economy of villagers, then drop down into the action as a playable character - Mage, Archer, or a few other class options - to fight alongside the army you just recruited. It sounds like a gimmick. Spend enough time with it and it stops feeling like one. The loop works like this: you lay out buildings, manage food and beer supplies to keep villagers happy enough to work, then push outward to destroy enemy spawners before the enemy pressure overwhelms your walls. The difficulty knobs are accessible and real - peacetime duration, spawn speed, enemy strength - so you can calibrate the pacing yourself. What makes it click is that third-person camera option. Pulling the perspective down to villager level while your knights march toward an enemy spawner turns what would be a dry overhead numbers exercise into something that actually has weight. That view switch is the whole gimmick, and to the developer's credit, it does not overstay its welcome. On the multiplayer side, co-op and online PvP are both present, and the AI opponent mode - where a computer-controlled rival builds their own castle and pushes against yours - is the most interesting way to play solo outside the campaign. The campaign itself wraps up in reasonable time and introduces biome variety and natural disaster mechanics like plague and fire spread that add real chaos to the mid-game. Fire in particular has teeth: lightning strikes can start a chain burn through your structure if you have not kept well workers staffed with water. Here is where I have to be straight with you though. This is a very small indie release with a modest player population and a community bug thread that includes knights getting stuck in the air post-combat and a tutorial level that can fail to load. The AI was still listed as work-in-progress at launch and received iterative patches that improved its castle-building and difficulty scaling, but do not walk in expecting polished opposition. The netcode quality in online PvP sessions is an unknown for anyone outside a tight friend group, and with the player count this low, finding a random online match is not guaranteed. Workshop support is there for custom maps, which is genuinely useful for squeezing extra longevity out of it. For someone who likes the Stronghold-style castle sim but wants to get their hands dirty at ground level instead of watching from above forever, this scratches a real itch that nothing bigger has quite bothered with. Expect rough edges. Expect to be playing mostly solo or with a specific friend rather than matchmaking into a healthy lobby. If that framing still sounds fine, the core loop is honest and the chaos of a plague hitting mid-build is genuinely funny. For competitive shooter people looking for a PvP experience with depth and a live player base, this is not your stop. For the patient crowd who enjoys a scrappy indie with a clear creative idea behind it, there is something worth a few evenings here. Fred, Scout Team

Voxel Crusade
CasualIndieRPGStrategy

Voxel Crusade

Apr 24, 2020GamingPugsStudios
GamerScout Says

Castle builder meets ground-level brawler, with class choices and an AI opponent that actually tries to fight back. Rougher than it looks, but the core loop has legs.

PC
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Screenshots & Media

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About Voxel Crusade

My first reaction to Voxel Crusade was the same one you get from a lot of small-studio hybrids: the pitch is more interesting than any individual system. You build a castle, run an economy of villagers, then drop down into the action as a playable character - Mage, Archer, or a few other class options - to fight alongside the army you just recruited. It sounds like a gimmick. Spend enough time with it and it stops feeling like one. The loop works like this: you lay out buildings, manage food and beer supplies to keep villagers happy enough to work, then push outward to destroy enemy spawners before the enemy pressure overwhelms your walls. The difficulty knobs are accessible and real - peacetime duration, spawn speed, enemy strength - so you can calibrate the pacing yourself. What makes it click is that third-person camera option. Pulling the perspective down to villager level while your knights march toward an enemy spawner turns what would be a dry overhead numbers exercise into something that actually has weight. That view switch is the whole gimmick, and to the developer's credit, it does not overstay its welcome. On the multiplayer side, co-op and online PvP are both present, and the AI opponent mode - where a computer-controlled rival builds their own castle and pushes against yours - is the most interesting way to play solo outside the campaign. The campaign itself wraps up in reasonable time and introduces biome variety and natural disaster mechanics like plague and fire spread that add real chaos to the mid-game. Fire in particular has teeth: lightning strikes can start a chain burn through your structure if you have not kept well workers staffed with water. Here is where I have to be straight with you though. This is a very small indie release with a modest player population and a community bug thread that includes knights getting stuck in the air post-combat and a tutorial level that can fail to load. The AI was still listed as work-in-progress at launch and received iterative patches that improved its castle-building and difficulty scaling, but do not walk in expecting polished opposition. The netcode quality in online PvP sessions is an unknown for anyone outside a tight friend group, and with the player count this low, finding a random online match is not guaranteed. Workshop support is there for custom maps, which is genuinely useful for squeezing extra longevity out of it. For someone who likes the Stronghold-style castle sim but wants to get their hands dirty at ground level instead of watching from above forever, this scratches a real itch that nothing bigger has quite bothered with. Expect rough edges. Expect to be playing mostly solo or with a specific friend rather than matchmaking into a healthy lobby. If that framing still sounds fine, the core loop is honest and the chaos of a plague hitting mid-build is genuinely funny. For competitive shooter people looking for a PvP experience with depth and a live player base, this is not your stop. For the patient crowd who enjoys a scrappy indie with a clear creative idea behind it, there is something worth a few evenings here. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopachievementsworkshoptier:sub-5Castle BuilderGround-Level CombatBase DefenseDisaster ManagementAI OpponentLevel EditorThird-Person ActionLow-Spec Friendly

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
Network
Broadband Internet connection
Storage
4 GB available space

Reviews & Ratings

No ratings available

Game Info

Developer
GamingPugsStudios
Publisher
GamingPugsStudios
Release Date
Apr 24, 2020

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