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13,704 registered users and 5,718 supporters as of December, 17!

Thanks to your support, we can keep adding new fun to Blockade Runner!

Blockade Runner



The Blockade Runner project is an on-going prototype for a multiplayer space adventure game that will feature fully destructible, operational, crewable 'living' starships in a procedurally generated galaxy.

Designed and developed by a group of six siblings, Blockade Runner is a labor of love we'd only dreamed we would be able to build in our younger days, and thanks to the early funding support of a whole group of unflappable Founders we've steadily been able to build this game right, by taking our time and fixing mistakes with the game engine early on.

2011 was our initial launch just to get BR kicked off, 2012 was our prototype for some usual techniques for handling voxels and multiplayer, and 2013 required us to re-build the engine for SharpDX and to take advantage of modern 2D/3D/Mplay pipelines.

Now in 2014 our focus is on tightening up the new engine, improving mod capabilities, and finally on to the actual game!  It's been a long journey, but we've learned time and again from better than developers than ourselves that it pays to focus on quality and to make sure you've got your foundation firmly in place before you go jumping into the game features. ^^

If you're interested in the past year's overhaul, check out the development timeline infographic below!

We'd like to thank both Zach Barth for inspiring us with Infiniminer, and Markus "Notch" Persson
for creating Minecraft. Without either, Blockade Runner would not exist!

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Today's development update! (December 6th)

Friday, December 05, 2014

This past week Nathan's been trying to finish up the chunk fusor.  A couple of hitches that had to be sorted, but it's on its way now!  Tomorrow we're hoping to give it a whirl. In the event it does work we'll be doing some timing checks to see how muc...

Today's development update! (November 24th)

Tuesday, November 25, 2014

Over the weekend Nathan attempted to resolve an issue with the "chunk fusor" caused by multiple render surfaces.  Today after discussing it, we decided to just do a bit of a cheap hack but make it work well in a single render surface.  It'll do for wha...

Today's development update! (November 20th)

Friday, November 21, 2014

Quick update:  While away from the office I've been able to work with Micah on the Unity standalone, compiling more lists of bugs.  Micah's worked through a great deal of the bugs over the week and is aiming to finish it up, we'd just done some scope c...


Development Timeline

Monthly Progress Reports





Today's Progress! IndieDB, Multiplayer test screenshot, Characters and Voting!

Apr 27

Written by:
Friday, April 27, 2012  RssIcon


Today had a great deal of work accomplished! A successful multiplayer test, sonic screw drivers discussed and modeled, human character faces with early textures, and a revisiting of first person interfaces we'd drawn up last Fall!

Thank you IndieDB!

IndieDB put Blockade Runner into the headlines for the main page! We appreciate it immensely, thank you IndieDB!

Nathan the Blob in Multiplayer!

Zack, Nathan and Gabe rocked the server/client of Blockade Runner! That green blob below is Nathan in the captain's chair of the basic shuttle you begin with on the server!

First test of

Of course, there's still a lot to do, but we've got a big grin on our faces from the pure awesomeness of multiplayer.

This is what we started the game for together 56 weeks ago, and we're honored that you've all joined us and contributed to the development so we could get to this point! Thank you!

Terah's Faces

Terah's been studying from an old "Bridgman's Complete Guide to Drawing From Life" for help on the facial detail of the characters. Below, is her story. *CHUNG CHUNG!*

When it comes to making textures for interiors and pre-fabs, its fairly straight forward.

You've got to have a background, a foreground and details for the foreground that look pleasant all together and have that extra something that makes it different from other interiors or pre-fabs. Making a texture look like a human, however, is frigin' annoying.

Blockade Runner Human

You have got to make sure you've got proportions, shadows and lines correct or else it will just end up looking like a flat monster, and nothing like a human. When I did some preliminary textures for the head below, I hated it.

I was ready to give up and move on to another art task till I could get some help when Micah pointed out just two tools to me in Photoshop.

Those tools were the burn tool and the dodge tool, and they made all the difference. Its funny how people can agonize over something to the point of exhaustion and then find the simplest solutions.

- Terah


More details on characters, sonic screw drivers, and a soon-to-be-realized mockup of the first person interface!

Voting results!

We promised the voting results today and here they are!

  1. O - Add glass ( plates of glass in numerous angles )
  2. R - Patch Updater (you no longer have to download new copies)
  3. K - Improve framerate with larger ships
  4. A - Make Plating/Interiors appear around prefabs
  5. L - Add mipmaps (no more grainy ships from far away)
  6. N - Add more frame angles ( 22.5 degrees, 11.25 degrees,and more!)
  7. F - Prefabs made less irritating to place
  8. E - Editor tool belt (assign blocks / tools to 1-9 keys)
  9. M - Add shadowmap (directional light casts shadows across the outside of the ship!)
  10. S - Simpler to use Interior Editor (point and click easy)
  11. B - Editor easier to use
  12. H - Fix Alt+Tab causing crashes
  13. T - Interior tiles working on angles better
  14. W - Ship previews in the loading screen centered properly
  15. U - Control over which interior tiles are placed
  16. C - Editor menus cleaner
  17. P - Overall Presentation (spit & polish)
  18. D - More editor hotkeys (i.e. tools like symmetry etc)
  19. V - Add tool to take screenshots in-game
  20. Q - Sound Effects (improved 3d sound effects)
  21. I - Remove Symmetry glitches (specify)
  22. J - Remove plating glitches (specify)
  23. G - Externalize text ( game's in-game text made editable from .xml files [ allows for translation ] )
  24. X - Bug fixes (specify)

Next time we'll probably forgo the letters, as some (albeit hilarious) spellings were possibly favored over a completely truthful vote. *cough*KLOBRN*cough*ROMULANS*cough*. (thanks guys! ;D)

An honest surprise is the spit & polish being a lower priority, with a kind of no-brainer being the addition of glass blocks.

Thanks everyone, we'll have a new vote soon!


2 comment(s) so far...


Re: Today's Progress! IndieDB, Multiplayer test screenshot, Characters and Voting!

Y'know, even the list has some spellings - ORK

By ZacmanTheDamned on   Friday, April 27, 2012

Re: Today's Progress! IndieDB, Multiplayer test screenshot, Characters and Voting!

O.o Did bugs seriously get picked last?

By zolamee on   Saturday, April 28, 2012

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Right-side Photo Module


Older Builds:

A look back at the builds from the old W71 version of Blockade Runner. Since then, an entirely new engine has been built and is undergoing debugging by the original supporters right now!

Niwantaw's Seanchan Shipyard

Use intuitive tools like the rectangle tool to build starships!

Arrow Class Long Range Bomber

Multiplayer was prototyped in W50-W71, with the upcoming W1xx update representing a rebuild of the engine built entirely for multiplayer.

Community Prefab by LordDarkHelmet!

More than just blocks, BR is being built to allow complex geometry to work in any direction. There is no "up" in space.

Inside the Lethan Freighter

"Interiors" in W71 allow rich details for corridors that automatically detail the floors walls and ceilings.

Terracotta Docking Station

Size is no obstacle; design a ship as big as your imagination! (Or your PC's RAM...)

Dwarven Landing Ship

The Symmetry Tool prototyped back in W59 makes symmetrical ship building a breeze.

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