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FrontierCraft
Innershed · Published by Innershed
Last updated 29 Sept 2026
The world is dying. A rare ore buried deep beneath the earth is all that keeps the Tree of Life — and everyone — alive. Mine it, haul it home, build, trade, and go to war over it as the frontier pushes farther out. Nothing lasts. How long can you keep the world going?
Action, Indie, RPG, Massively Multiplayer, Early Access · 2026 · More free games
About this game
The world is dying. A rare ore buried deep beneath the earth is all that keeps the Tree of Life — and everyone — alive. Mine it, haul it home, build, trade, and go to war over it as the frontier pushes farther out. Nothing lasts. How long can you keep the world going?
Survive in a Dying World
Explore 8 distinct biomes, each with unique resources, dangers and opportunities.
Rare ores are finite. As deposits run dry, you'll have to venture farther from safety in search of what's left.
Prospect the land to uncover the richest remaining ore deposits before committing to an expedition.
As the world dies, red rain falls, forests wither, seas rise and survival becomes increasingly difficult.
Build, Craft & Prepare
Progress from copper to iron to mithril through a crafting system that spans every biome.
No biome has everything—exploration, trade and conflict are essential to reach the highest tiers.
Build settlements, fortifications and workshops anywhere in a fully destructible voxel world.
Create detailed micro-voxel statues, furniture and decorations in a built-in 3D editor, then craft and place them as reusable creations.
Fight for Every Expedition
Skill-based melee, archery and magic featuring blocking, parrying, headshots and tactical status effects.
Wield elemental magic to hurl fireballs, freeze enemies, raise stone walls or heal allies.
No classes—improve your skills simply by using them.
Prepare every journey with food, water and potions before venturing into dangerous territory.
Clans & Siege Warfare
Form clans, claim territory and build fortified settlements.
Create your own heraldry for banners, shields, capes and surcoats.
Wage large-scale sieges with battering rams, catapults and spreading fire that can devastate enemy defenses.
A Player-Driven Economy
No NPC shops or merchants—every item is crafted, traded and sold by players.
Players mint the world's gold coins, creating a truly player-driven economy.
Trade securely through direct exchanges or player-run market stalls that continue selling while you're offline.
Compete or cooperate as players race to claim the world's dwindling resources.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Quad-core CPU, 2.5 GHz (Intel Core i5-4000 series / AMD Ryzen 3 or better)
- Memory: 8 GB RAM
- Graphics: Vulkan 1.0 capable GPU with 2 GB VRAM (Intel Iris Xe / AMD Radeon integrated / NVIDIA GTX 900 series)
- Network: Broadband Internet connection
- Storage: 2 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11 64-bit
- Processor: 6-core CPU, 3.5 GHz (Intel Core i5-10000 series / AMD Ryzen 5 3600 or better)
- Memory: 16 GB RAM
- Graphics: Dedicated GPU with 4 GB VRAM (NVIDIA GTX 1060 / AMD RX 580 or better)
- Network: Broadband Internet connection
- Storage: 2 GB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
FrontierCraft — Progress Update, 22 July
New skies. Dawn and dusk have a proper colour band, two layers of cloud drift overhead, and nights are lit by a moon that goes through its phases under a sky full of stars. You can see much further. The horizon now stretches out to around 1000 blocks, with distant land fading softly into the colour of the sky. More varied terrain. Biomes blend into each other, cliffs and slopes have their own look, shorelines are wet where the water meets the sand, and mountains come in five distinct shapes. Richer forests and grasslands. Every tree has its own leaf colour, grass grows in three different forms, and fields are broken up into patches of shade rather than one flat green. Canopies sway in the wind. Better shadows. A shadow is now sharp right where the object touches the ground and softens as it stretches away, so trees and crates no longer look like they are floating slightly above the terrain. Characters also turn their head and lean toward whatever they are looking at. The work continues. More visual updates are coming through the playtest, into Early Access, and on to the full release. {STEAM_CLAN_IMAGE}/46187654/30bff49fe21365eaf8ac11f85edcd80f26de6621.png {STEAM_CLAN_IMAGE}/46187654/cd1f0f6d43848f16c7f0ba95d5d47889ec3d0c4f.png {STEAM_CLAN_IMAGE}/46187654/efdb13b3510fc7f5aa5d8eae4457cbfc51743636.png {STEAM_CLAN_IMAGE}/46187654/2019ef4dc3d17b87df9d452678d7c53ca6379a53.pngRead full article on Community Announcements (Innershed)Patch NotesOfficial
FrontierCraft — Progress Update, 7 July
Magic Element WANDS shipped: 4 elements (fire/frost/earth/nature) × 3 metal-core tiers (ItemDB 164–175, anvil-crafted with own-biome reagents). LMB casts the element bolt (fireball ignites, frost bolt cripples, stone bolt, nature = an ally-targeting LIFE PULSE heal), Q casts the utility (firewall / frost nova / conjure wall / regrowth HoT). MANA — a new slow-regen casting resource (100 pt, 1.5/s trickle) with its own HUD bar. MAGE BOTS live on the battlefield — fire + frost + nature-healer wand trio, ~1/3 of melee bots now swing AXES, and big bandit camps field a shoddy copper-wand shaman. Combat depth Active weapon abilities on Q: sword SWEEP (AoE), axe POWER STRIKE (guaranteed 2.2×), bow POWER SHOT — humans and bots alike. FIRE ARROWS + the fire system: burning wood/palisades/siege engines, rain douses, X ammo-cycle; plus the carriable TORCH (held light + melee-range arson). Anti-cheat fixes: no melee hits or trade offers through walls (occlusion gates). World & economy Alchemy grew a lot: mushrooms → health/stamina/swiftness potions, underwater algae → water breathing, swamp POISON blade-coating + ANTITOXIN, and the mana potion. PvE bandits: shoddy part-worn gear (camp farming can't beat crafting) + the shaman flavour. Building, onboarding & meta Z style-cycle for masonry variants, gate door-swing animation, schematics refuse floating pieces. Server integrity: per-peer RPC rate limits + a periodic dupe/invariant audit. Demo, polish & perf The demo siege now plays out end-to-end (closed gates, working ram/catapult crews, paced fire arrows, a perpetual self-reseeding siege line). Perf: MultiMesh pooling for props, distant-leaf LOD; calm-sea swell/whitecaps; low-health music sting; ~20 new SFX batches (wands, abilities, poison, gems, biome ambience). Notable fixes: drowning no longer leaves you semi-alive, two-cell bed rotation, loose blocks crush grass/snow layers.Read full article on Community Announcements (Innershed)Patch NotesOfficial
FrontierCraft — Progress Update, 4 July
Big week. Here's what landed:Combat got deeperTwo new skills: Melee & Archery. Fighting trains them — every level adds damage, up to +30%. Same use-to-improve system as mining.Leg shots. An arrow to the legs cripples the target for a couple of seconds. Headshots still crit — now flanks and low shots matter too.Weapon identity. A sword crit opens a bleed. An axe crit sunders armor. Pick your tool for the fight, not just the tier.New stagger effects.Gems & JewelryMining stone and ore can now turn up raw rubies, sapphires, emeralds and diamonds — better odds deep underground. Cut them at the anvil, set them in gold, and wear rings and amulets with real bonuses: ruby = damage, sapphire = stamina, emerald = carry weight, diamond = a bit of everything. Gold finally has a job besides coins.AlchemyForage mushrooms in the forest and brew health, stamina and swiftness potions at the workbench. Two new biomes + a better desertJungle — dense palm groves, and coconuts that both feed you and quench thirst.Swamp — willows, murky pools, reeds to gather, and mud that slows you down.The desert got dunes and rare hidden oases.Quality of lifeProspecting — hold a pick, press E on rock, and get a rough read of what the region holds ("Iron — RICH"). No exact spots.Tutorial — new players get a short objective chain from first tree to first copper ingot.Lifetime stats — kills, deaths, blocks mined, playtime and more, on your character panel. /inspect another player to size them up.Steam achievements are wired up — 15 to start, from your first tree to breaching a gate.Under the hoodNew music: a low-health danger sting and fresh night tracks, plus ambient sound for the new biomes.Anti-cheat hardening: spam rate limits and an automatic item-duplication audit on the server.More next week.Read full article on Community Announcements (contact)Patch NotesOfficial
The Castle Update
Build a castle that actually looks like one. This update is all about making your strongholds characterful and defensible.Build with character- Every crafted building block now carries colour & texture variants — mossy, cracked, dark, and weathered finishes on stone brick, cobble, planks, plaster, slate, beams, and thatch. Mix them freely for walls that read as ancient instead of flat.- New base materials: cut stone, roof tile, and stained glass.New craftable castle pieces (11 new recipes)- Pillars, arches, and crenellations (battlements), arrow slits, iron bars, gates, tapestries, chandeliers, and gargoyles — all sculpted in detail.- Claim totems are now a proper sculpt, not a plain block.Functional clan gates- Gates open and close, and respect your clan's claim — your walls finally have a front door you control.A real siege castle- The showcase battle map has been rebuilt as a concentric fortress: outer and inner curtain rings, a gatehouse with gates in both rings, corner towers and roofed bastions, and a tall ashlar keep crowned with a pitched slate roof, an oculus, and a stained-glass great hall — grand staircase and weathered masonry included.- Defending bots navigate the two rings and climb the walls to hold the battlement archer posts.Raise your banners. 🚩Read full article on Community Announcements (contact)






