HomeGamesUpdatesPricingMethodology
Steam News19 April 20262mo ago

Creative World Milestone and Castle Craft 1.0!

Dear Castle Crafters, Turret Tinkerers, and Moat Masters, After more than a year of implementing your fantastic feedback, squashing more bugs than our house cat Lucky, and wringing enough performance out of the engine t

In this update5

Full notes

Full Castle Craft update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions2 changes0 removals
  • Performance
  • Gameplay
  • UI and audio
changedDear Castle Crafters, Turret Tinkerers, and Moat Masters, After more than a year of implementing your fantastic feedback, squashing more bugs than our house cat Lucky, and wringing enough performance out of the engine that even our ancient laptop can run it - we're finally ready to call Castle Craft ready for 1.0! 🎉
added🛠️ And much more:🏛️ Two new buildings : the Wellspring and the Scorchwell, for taming those unruly liquid blocks
changed🛠️ And much more:🚀 Performance improvements across the board
added🛠️ And much more:🗣️ New languages : Swiss German, Ukrainian, Turkish, and Czech
added🛠️ And much more:🐞 …and probably a few brand-new bugs we'll be standing by to squash
added🛠️ And much more:So what does "1.0" actually mean? It's just a label and we're not stopping here. But Castle Craft is now close enough to the game we set out to make that it deserves to stand on its own as a finished thing. The early rough edges are mostly gone, a lot of content and some polish have been added, and we've managed to ship many (most?!) of the features you (and my kids) have been asking for. New bugs are inevitable when you add this much new stuff, but Marco and I are on standby. Post here on Steam or drop by our Discord, and we'll get on it. One thing we haven't delivered: multiplayer. We know. A lot of you have asked, and we hear you. The honest answer is that proper multiplayer is a massive undertaking, and as a small 2 person team we had to make a call: finish the core game we set out to build first, then see what's possible next. That said, we haven't been ignoring it. Some of the groundwork is already underway: Our custom voxel engine, for one, was built with multiplayer futures in mind. We can't promise a full multiplayer mode yet, but it's very much on our minds. If Castle Craft keeps finding its players and we can keep working on Castles and Voxels, we'd love to make it happen. We know this isn't "multiplayer is done!" some of you were hoping for, but we'd rather ship one great game than half-ship two. Thanks for understanding and for sticking with us this far. Thanks for sticking with us through the journey. Now go build something glorious. 🏰

Castle Craft changes

changedDear Castle Crafters, Turret Tinkerers, and Moat Masters, After more than a year of implementing your fantastic feedback, squashing more bugs than our house cat Lucky, and wringing enough performance out of the engine that even our ancient laptop can run it - we're finally ready to call Castle Craft ready for 1.0! 🎉
added🏛️ Two new buildings : the Wellspring and the Scorchwell, for taming those unruly liquid blocks
changed🚀 Performance improvements across the board
added🗣️ New languages : Swiss German, Ukrainian, Turkish, and Czech
added🐞 …and probably a few brand-new bugs we'll be standing by to squash

Dear Castle Crafters, Turret Tinkerers, and Moat Masters, After more than a year of implementing your fantastic feedback, squashing more bugs than our house cat Lucky, and wringing enough performance out of the engine that even our ancient laptop can run it - we're finally ready to call Castle Craft ready for 1.0! 🎉

Here's what's packed into this release:

🛠️ Level Editor: build your own maps and share them on Steam

⚔️ Skirmish mode: jump in for a quick fight in player made maps

🌗 Day & Night cycle + Weather System

Because castles look cooler at dusk!

🌀 Fluid simulation: water, lava, and swamp, all with real gameplay impact

🛠️ And much more:

🏛️ Two new buildings: the Wellspring and the Scorchwell, for taming those unruly liquid blocks

🚀 Performance improvements across the board

🗣️ New languages: Swiss German, Ukrainian, Turkish, and Czech

🐛 A mountain of bug fixes

🐞 …and probably a few brand-new bugs we'll be standing by to squash

So what does "1.0" actually mean? It's just a label and we're not stopping here. But Castle Craft is now close enough to the game we set out to make that it deserves to stand on its own as a finished thing. The early rough edges are mostly gone, a lot of content and some polish have been added, and we've managed to ship many (most?!) of the features you (and my kids) have been asking for. New bugs are inevitable when you add this much new stuff, but Marco and I are on standby. Post here on Steam or drop by our Discord, and we'll get on it.

One thing we haven't delivered

multiplayer. We know. A lot of you have asked, and we hear you. The honest answer is that proper multiplayer is a massive undertaking, and as a small 2 person team we had to make a call: finish the core game we set out to build first, then see what's possible next. That said, we haven't been ignoring it.

Some of the groundwork is already underway

Our custom voxel engine, for one, was built with multiplayer futures in mind. We can't promise a full multiplayer mode yet, but it's very much on our minds. If Castle Craft keeps finding its players and we can keep working on Castles and Voxels, we'd love to make it happen. We know this isn't "multiplayer is done!" some of you were hoping for, but we'd rather ship one great game than half-ship two. Thanks for understanding and for sticking with us this far. Thanks for sticking with us through the journey. Now go build something glorious. 🏰

Marco, Hunter (Shark), Jonathan & everybody who has contributed to Castle Craft (+ King Debimius 👑)

Source

Steam News / 19 April 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.