Using voxels doesn't make this game a clone or a rip-off of Minecraft... If you go that way, MW3 is a clone of Doom. Virtua Tennis is a rip-off of Pong. Any MMORPG is a clone of WoW. It just makes no sense at all. Minecraft just had the luck of being the first to provide a gameplay based 100% on using voxels, but voxels have existed for much longer than you think (ever heard of Comanche from NovaLogic?)... This game uses RTS gameplay mechanics (units micro/macro), which is nowhere near what Minecraft has to offer. Please, there's a huge difference between a clone/rip-off and something using the same technology and/or gameplay mechanics. ;)
Anyway, their game project looks fun. And since they're in Montreal I think I'll pay them a visit pretty soon... If they have a job to offer it would be perfect for me, I'm about to leave Europe for a year and that's where I'm heading.
Nice concept, I'm curious to know what will be the point of building your castle. Maybe it will be something like dungeon keeper 3 that never came out. The point should have been to build rooms inside your castle (instead of underground) and to attack the enemy castle.
We need a MineCraft-Like game for StarCraft 2, but the only thing closest to that so far is Cortex Roleplay which is for more roleplaying, than building, but it can be used for both as easily as well ¯\_(ツ)_/¯
You misunderstand, I didn't say it's a rip-off, I just said it's toned down. There's a difference. By toned down, I mean it's not as complex. Which I do fancy. Simple is best IMO.
My bad then.
Back on topic, we won't see a Minecraft-like gameplay in SC2 until the pathing method is entirely redone to accept units walking over AND above doodads... Sad, but true. The SC2 engine is not done for such games and you can't have access to its SDK. There is also the matter of cliff heights: In WC3, you basically could add as much cliff heights as you wanted, in SC2 you can't have more than 3 (4 if you include pits as a cliff height).