TUXDB - LINUX GAMING AGGREGATE
 NEWS TOP_PLAYED GAMES ITCH.IO CALENDAR CHAT WINE SteamDeck
 STREAMERS CREATORS CROWDFUNDING DEALS WEBSITES ABOUT
 PODCASTS REDDIT 

 

SUPPORT TUXDB ON KO-FI

MENU

ON SALE

New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Retro-Pixel Castles 

 

Developer

 Raymond Doerr 

 

Publisher

 SixtyGig Games 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

Release

 2019-10-14 

 

Steam

 6,24€ 5,69£ 7,49$ / 50 % 

 

News

 175 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 48 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/328080 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 200,000 .. 500,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 310  

Average playtime (last 2 weeks)

 1 

Median playtime (forever)

 391 

Median playtime (last 2 weeks)

 1 



LINUX STREAMERS (0)




Update 2d - Even More Minor Fixes and Balance Update - Released!

This is a small patch addressing a few bugs, as well as a few minor balance tweaks. Enjoy! :)

If you want to read more about the enormous Update 2 patch, click here.

Check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :)

Update 2d Change Log

Miscellaneous Changes


  • Lowered "Goal Completed" sound a few decibels.
  • Boosted praying actions to give 3 essence worth 3 energy rather than 2 essence worth 2 energy. (aka; now you get 9 total essence per action, instead of 4)
  • Changed problem panel text for no food to also mention animal farms.
  • Placing God Towers and God Walls no longer grants God XP for "Buildings Constructed"
  • Corrupted buildings now spawn with a small amount of construction already completed so they can be targeted immediately.
  • You can now exit the game entirely from the region/play view.
  • Increased Chest Cost by 10%
  • Increased Chest award-rate by 33%.
  • When the game notifies you of a completed goal you completed in a previous play session, it no longer plays all the fanfare sound/particle effects, and changes "Completed!" to "Claim on Goals Panel!"
  • Goals "Rise From The Grave" and "Was I a Good Boy?" now tick up even if the resurrection fails, resulting in a zombie.
  • Changed "Default" crystal color to blue, so it looks less like a carrot in the UI.
  • Wild Doofy Doggos now count for the "War Crimes" goal.
  • Wild Doofy Doggos can now also initiate the Cullis Gate Easter Egg.
  • Mend spell now puts out all fires on buildings when cast.
  • Fire Elementals overall stats reduced by 33%. (The effective result is they scale 33% slower)
  • Zombies now tend to get more STR than DEX stats.
  • Other zombie variants now have the same stat gains as regular Zombies.
  • Wood, Stone and Crystal Combobulators now generate golems 50% slower, but still require the same amount of total energy per golem resulting in less overall energy used day to day.


Bug Fixes

  • Fixed a rare AI crash when the AI failed to reset it's assignment during some pickup actions. (Thanks to Veldrin for the fix)
  • "Dude, WTH Man" no longer incorrectly needs to be completed 4 times instead of 1.
  • Removed the goal output debug information from logs.
  • "Hands off me" goal no longer counts for any mob picked up.
  • Fixed all tooltips, tips, and various other UI elements that suggest using crylithium for fuel, even though crylithium is no longer used that way.
  • Problem panel no longer reports homes with food as not having them.
  • "Touch Grass" goal now works when playing using a different language other than English.
  • Fixed goals "Build All The Things" and "Tower Defense" incrementing when a god tower was placed.
  • "Energy" tip no longer pops up when you build an Essence Altar.
  • Doofy Doggos are now always named Moon Moon, even when wild.
  • Fixed several perk names being incorrectly formatted.
  • Fixed goal "Poor Weaponry" (Yes, again!)
  • Corruption towers can now fire at the village again. (Note, previously constructed towers may still not fire.)
  • Nephilim children now count to the "OMG" goal.
  • Fixed a minor UI glitch on building overlays that would cause some health stats to render outside of the background bounds.


[ 2023-09-20 00:29:11 CET ] [ Original post ]

Update 2c - Minor Fixes and Balance Update - Released!

This is a small patch addressing a few bugs, as well as a few minor balance tweaks. Enjoy! :)

If you want to read more about the enormous patch that was just released on Saturday, click here.

Check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :)

Update 2c Change Log

Miscellaneous Changes


  • Trash burners now release or store 5 units of energy per tick, but the ticks are now 5 times longer. This fixes an issue where burners would cause too many particles to generate late-game.
  • All chest open costs now reduced by 50%. (Note, already existing chests will still have their old opening costs)
  • Temporarily disabled Twitch integration due to new API changes.


Bug Fixes

  • Fixed a few goals not progressing.
  • Fixed a resource loading issue in the engine that caused problems with some localization mods.
  • Fixed missing localization tag for the comet spell cost perk.
  • Updated many aspects of the Java JRE and engine to reduce some hanging that can happen for specific configurations.
  • Changed all .wav sound effects to .ogg to fix an additional hanging issue some users were experiencing.


[ 2023-08-29 02:36:04 CET ] [ Original post ]

Update 2 - The Achievement Update - Released!



Introducing the largest update patch ever in Rise to Ruins history. Update 2, the Achievement Update.

This patch adds a massive amount of new content, bug fixes, tweaks and over 100 Steam Achievements tied into a brand new goals system.

I've also started live streaming development on Twitch, if you're interested, you can follow me there. I'll mostly be streaming Rise to Ruins, Rise to Ruins 2 (Yes you just read that) and Rayvo2D Engine development. But I may also occasionally Stream gaming and other random things.

In addition, my wife is now officially SixtyGig Games new art intern, and she will be working on all current and future projects. If you're interested in stalking her, you can do so on Formerly-Twitter. Head over there and send her a "thank you" for making all the new achievement icons, chat bubbles, terrains and several other additions this patch. :)

Finally, check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :)

Alright, let's get into this! If you have any ideas on new achievements to add, or tweaks to existing ones, let me know!

Update 2 Change Log

Goals and Achievements System


  • Old goal system has been removed from the game entirely.
  • New goals system now has 117 goals (more may be added, post your ideas!).
  • Each goal unlocks a corresponding Steam Achievement.
  • Every goal is on a huge web map, and as you unlock goals, more goals will become available.
  • Like the previous goals system, all goals and their progress persist through dooming the world.
  • Goals can now be accessed in when in the play state (Playing in a region/map).
  • Goals no longer award perks, but award a lot of God Experience.
  • Free Chest Slots can be unlocked, awarding, you guess it, a free chest!
  • Chests are now gained 25% faster to offset the goals no longer rewarding perks directly.


Faith and Influence System

  • Villagers now gain and lose a new need, called faith, based on your and the world's actions. Anything they deem positive, they'll gain faith, negative, they lose it.
  • Villagers are now less likely to panic or be confused when they have high faith and witness god doing things in the village.
  • All spells now influence faith stats in some way or another when cast near villagers.
  • New Building: The Essence Altar. Villagers can now be assigned as "Occultists", who will go to the altar and pray. Completing a pray action will increase the villager's faith and the villagers around them, as well as generate free essence that will be sent to an Essence Collector.
  • New perks added for praying speeds.
  • Lightning and Meteor (all kinds, including the spells) will now raise or lower faith depending on where it strikes, and what it hits.
  • Villagers will now sometimes get a boost in faith when chatting with someone with significantly higher faith than they have.
  • Villagers now gain 10 faith when they domesticate a wild doggo or take a mate.
  • Villagers now gain faith when they mate, and villagers nearby gain a very small amount.
  • Nearby villagers gain faith when they witness a monster killed.
  • Nearby villagers lose faith when they witness another villager killed.
  • Nearby villagers get a bonus to faith when they witness an elder die of natural causes. (Living a "full life")
  • Villagers now conceive Nephilim children if their combined total faith is within 90% of their maximum faith.
  • Lightning rods can increase faith when a lightning bolt hits them.
  • A mob resurrected from the Resurrect spell get maximum faith instantly upon resurrection.
  • Completely rewrote how max influence is calculated, each villager now provides a minimum and maximum amount, depending on the type of villager they are. Children offer less, while elders offer more, and Nephilims offer additional bonuses.
  • All domesticated animals other than Doggos now provide 5 max influence each.
  • Doggos now provide 20 max influence each.
  • Doofy Doggos now provide 50 max influence each.
  • The amount of total influence to the max influence bar each mob provides is now based on their faith. For example, if their faith is only 50% full, they will only provide 50% of their potential maximum influence. (Note: This only counts for mobs with faith stats, like villagers. Doggos for example, will always provide max faith as they have no faith stats.)
  • New perks added for minimum influence, influence per animal and influence per villager.
  • Flowers can now generate near concentrated areas of energy on the map, and where essence moves heavily through.
  • Adjusted faith decay rates for all villagers.
  • Standard and High Quality housing both now offer faith bonuses when upgraded.


Essence and Essence Collector Changes

  • Significantly increased the speed newly spawned "resting" essence becomes active.
  • Greatly improved essence colors and trails.
  • Essence Collectors can no longer be fueled with or store crylithium.
  • Essence Collectors now hold much more energy.
  • Recolored and tweaked the Essence Collector art.
  • Essence Collectors construction requirements have been increased, and now require crylithium for the first upgrade, and iron ingots for the second.
  • Flowers can now be dissolved or cleared for a small amount of essence.


Reliquary and The Dead

  • New Building: The Reliquary. You can store bound souls at the reliquary, binding the ghost to the general area, and maintaining their vessel.
  • New Resources: Empty and Filled Eerie Vessels. Empty Vessels are made by the Occultists in the Reliquary with 1 iron and 1 gold.
  • Occultists can now "capture souls", when a villager or doggo dies, they will go to their corpse and "capture" the soul, placing it in an Eerie Vessel and take the Vessel to the reliquary to store and maintain for future resurrections.
  • Added all of the perks, job data and speed reductions for capturing souls where required.
  • Ghost no longer wander to random buildings.
  • Ghost now always try to hover around their vessel, or body.
  • New Resource: Ghost Dust, can be freely sold to Catjeet Provisioners. Who knows what they want with it though.
  • Ghosts not bound to a body or a vessel will eventually leave the map forever, when they do a ton of essence is released and they'll drop some ghost dust.
  • Completely rebalanced when ghosts fade in and out of view.
  • Doggos and Doofy Doggos ghosts now fade in significantly more frequently.
  • Doggos and Doofy Doggos ghosts are much less likely to leave the world forever.
  • Bound ghosts are 10 times more likely to appear at night.
  • Increased durability of god dust by 5x, the same as the new ghost dust resource.
  • Mobs now decay 20 times slower.


Spell Changes

  • Banish spell now only confuses friendly mobs in the area if it actually banishes something.
  • Banish confusion is now triggered from around the mob that was teleported away, rather than where the spell was cast.
  • Dispel God Structures and Dispel Golem now can cause villagers to be confused upon seeing it cast.
  • Dispel God Structures no longer panics villagers when cast.
  • "Confusion" area of effect of Cold Aura increased.
  • Generate Essence now has 1/4th the confusion/panic range.
  • Generate Essence now costs twice as much to cast, but generates twice as much essence per cast.
  • Conjure Material spell can now panic or confuse villagers.
  • God Tower and God Wall spells now cause villagers to be confused or panic when cast around them.
  • Grab spell now positively influences faith when you grab resources, and negatively when you grab mobs.
  • Grab spell now no longer makes villagers panic when you grab resources (Note: Still will for grabbing mobs)
  • Grab spell's panic/confusion range doubled.
  • Harvest Spell can now cause villagers to panic if a resource is spawned right next to them.
  • Harvest Spell's panic and confusion is now based on the location the resource spawned, rather than where the spell was cast.
  • Holy Potatoes and Holy Wood spells can now cause panic and confusion to nearby villagers.
  • Illuminate spell cost doubled.
  • Illuminate spell now increases faith when cast and active, but only if cast at dusk or night.
  • Recall spell now causes confusion and influences faith based on the location the actual mobs and resources left/arrived than where the spell was cast.
  • Resurrect spell now only causes villagers to panic if the resurrection fails and creates a zombie. (Note: They will still be "confused" if the spell is successful.)
  • Dissolve spell now has a chance to panic villagers.
  • Blessing villagers no longer triggers Nephilim to be born. Now, blessing villagers guarantees that they will become pregnant the next time they coitus.
  • Greatly optimized Cold Aura's CPU usage.
  • Slightly optimized Flame Spell's CPU usage.
  • Slightly optimized the Healing Aura spell.
  • New Spell/Disaster added: Comet. A huge ice comet can now fall from the sky, causing catastrophic damage around it and digging a deep hole in the ground.
  • Tripled cost of God Wall spell.
  • Increased the cost, and cooldown, of the Holy Potatoes and Holy Wood spells
  • Increased the cost of the Harvest spell.
  • God Tower now has a 5 second cooldown.
  • God Tower now also has a new spell cooldown perks.
  • Harvest spell can now rarely generate trash when harvesting.


Temperature Influences

  • Adjusted several spell descriptions to mention their impact on region temps.
  • Meteor strikes can now slightly heat up the region for a short time.
  • Blood Moons now make the region excessively hot.
  • Full Moons now make the region slightly cooler.
  • Eclipses now make the region very cold.
  • Flame spell extremely slightly increases region temps.
  • Cold aura now slightly lowers region temps.
  • Storm spell now reduces the temperature when cast.


Loot box Changes

  • Poking a loot box "circle" will confuse villagers and slightly increase faith, regardless if anything is uncovered.
  • Moving a loot box will cause confusion at both locations, negative faith in the departing location and positive in the arrival location.
  • Loot boxes being opened now positively influence faith (even when they're trashy!)
  • Loot boxes idle in the village will sometimes confuse a villager.
  • Loot box "circles" (before the box is uncovered) will now confuse villagers sometimes, as well as provide a tiny amount of faith.
  • Uncovered loot boxes and keys now give a burst of faith, but also can cause villagers to panic or be confused in a wide area.
  • Increased distance loot boxes cause panic and confusion when opening.
  • Villagers now panic if a resource from a loot box right next to them, but also gains additional faith.
  • Chances of a loot box being uncovered on click changed from 1 in 4 to 1 in 6.
  • Slightly adjusted where resources spawn when a loot box is opened.


UI Improvements

  • You can now set the resource filters to "rate", an experimental data view that gives you a rough idea how much of a resource is being consumed or generated over a given time period.
  • The right hand resource bars can now be customized by opening the resource panel and selecting various types between food, water, dirty water, gold, faith and energy.
  • The right hand resource bars now display a fill bar rather than just numbers.
  • The right hand resource bar can now display 4 items, rather than 3.
  • Increased the intensity of the mouse cursor light.
  • Camp placement window now renders on the left side of the UI when the minimap is opened.
  • Sound and music controls now have 25 volume levels rather than 10.
  • Edge scrolling values in the settings menu now uses "O" instead of "[]" for the visual bar.
  • Main menu messages now have random colors.
  • "Mob rings" no longer appear when you mouse over dead mobs.
  • Added a resource arrow under the mouse when you grab resources.
  • The UI will no longer claim you can refine a resource at a building that can't carry it or its materials, even though the worker is allowed to refine that material.
  • Fixed several UI issues related to the new Essence Altars and Reliquary.
  • Areas where range is generated, but can't be used because it doesn't reach back to the main body of the village, now show up in red when viewing the range map.
  • You can now change your worker's job colors to anything you want by clicking on the new color picker icon on the left hand workforce or resource management panel.
  • Adjusted (hopefully) all blessed villager descriptions throughout the GUI.
  • Birth console banner now displays what mob type was born.
  • Easter egg logo is now 20 times more likely to appear.
  • Updated silk's description to mention its use in bows.
  • Improved the tooltip render boundaries math. (Note: There is an existing/known bug in high-res displays that may cause some overlap issues)
  • Tweaked the Hide Topography view's red grid slightly.
  • You can now view the corrupted tiles on the data map tab, including tiles under rocks, trees, etc.
  • Villagers who are repairing structures will stop automatically if the building becomes fully repaired before they finish their work.
  • Reworked the total gold, water, and dirty water resource counters (as well as the new faith counter) to all also show resource maximums on hover over, as well as fill bar.
  • Updated copyright date on main menu.
  • Completely overhauled the entire font rendering system to greatly reduce texture bleeding at some interface scale settings, and added ultra high resolution fonts for users who use 2x scaling or higher. This should mostly be apparent with 4k and similar displays.
  • Added kills counter stats to mobs and objects. (Note: Known bug exists where sometimes if a mob is killed on top of a building, that building gets a "kill")
  • The Perk list now extends to the top and bottom of the screen.
  • You can now use the scroll wheel on the perk list.
  • Added x.com social button to the main menu.
  • You can now draw road selections overtop harvest resource selections.
  • "Needs" thought bubbles added, rather than seeing occasional floating icons when a villager has a dire need (starving, homeless, sleepy) there is now a thought bubble that follows around the villager.
  • Added new particle effects to highlighted or selected buttons.
  • Re-centered console panel.
  • Changed the missing icon icon to a better icon that you should never see unless I missed an icon and need to load a missing icon icon.


Miscellaneous Changes

  • Clouds! A completely new clouds system has been written from scratch.
  • New Building: Crylithium Firepits. Crylithium Firepits cannot be crossed by ghosts (Like Crylithium Walls), and provide more range than their regular Firepit counterparts.
  • Rations now require cooked meat rather than raw.
  • Rations food value increased from 100 to 120.
  • Initial spawn in villagers now spawn in pre-equipped with one ration and one water bottle.
  • Initial spawn in now spawns in cooked meat rather than raw.
  • Improved how range and corruption resistance is generated by buildings, offering more consistent results. (And in many cases, increasing range)
  • Wind and temp variations are now calculated instantly on load of a new game.
  • Changed Terminate Animal Pregnancy to Tending Animals in preparation for new tending mechanics in a future update.
  • "Wiser Elders" perk now also influences faith sharing.
  • Mobs now make cracking/squishy sounds when they decay.
  • Mobs now "pop" when poked a bit too many times, are dissolved with the dissolve spell or their soul is captured by an occultist.
  • Increased the villager initial spawn in to up to 20.
  • Nomads are much, much more likely to appear between days 1 and 3 to help avoid "bad RNG luck" early game.
  • Nomads can no longer spawn during the morning of day 1 to prevent new players from being overwhelmed with new information. (Note: They should almost-always arrive Midday day 1 now)
  • Replaced the particle effect that would generate above a resource about to be picked up, to an arrow that points down. The arrow gets increasing brighter green the closer the mob gets to the resource.
  • Significantly lowered the volume of rain in the game.
  • Villagers now are much less likely to work when their condition is compromised (Low hunger, thirst, overheating, etc). They also now factor in their hit points, poison and many other conditions and are less likely to work the more injured they are.
  • Recompiled executable to hopefully avoid some memory allocation issues on certain machines.
  • Increased animal slaughter speed.
  • Reduced screenshake when smaller buildings are destroyed (Mostly for walls)
  • The energy maintenance requirement for most golems is now 5 times higher. (sorry)
  • The energy maintenance requirement for Cube-E golems has been doubled.
  • Courier golems now have a small maintenance requirement.
  • All golems now die twice as fast when the comboulator runs out of energy to maintain them.
  • Doubled the amount Catjeet Provisioners restock daily.
  • Made Wilhelm scream slightly over twice as likely to happen.
  • You can now increase or decrease the brush size in both the play state and map editor by holding the axis lock key (Default: Left Shift)
  • Wilhelm Scream is now more common when throwing male villagers into Cullis Gates.
  • Throwing doggos (and especially Doofy Doggos) into a Cullis Gate is a REALLY bad idea.
  • Adjusted nearly all of the panic and confusion chances in the villager's AI.
  • Lightning and Meteor's panic/confusion range has been adjusted to more realistic values.
  • Tons of new animations added for villagers digging, picking up and dropping resources, and many old ones tweaked slightly.
  • Skirmish mode now starts with 20 +- 2 villages.
  • Slightly increased how much trash is generated when builders harvest rather than the dedicated harvester jobs.
  • The initial spawn in villagers now start with max hunger and thirst bars.
  • Initial resource spawn in can also spawn in food and water now.
  • Increased the initial spawn in resources from up to 32, to up to 64.
  • There is now a 1 in 50 chance your entire initial spawn in of villagers will be catjeet.
  • There is now a 1 in 200 chance your initial spawn in of villagers will also include doggos.
  • Doggo houses are now upgradable, and have new art.
  • Increased the amount of storage of all villager housing.
  • Changed "Ellen Page" to "Elliot Page" in the villager's name list (Thanks to ArcticFox011 for catching it)
  • Added tons of new speech bubbles to the game.
  • Changed death subtitle "Sometimes you eat the bear and sometimes the bear eats you." to "Sometimes you eat the rous and sometimes the rous eats you."
  • Tons of new death messages added.
  • Farmers can now terminate animal pregnancies when the village is completely out of proper housing for them.
  • Towers and projectiles now rotate smoothly.
  • Nomads can no longer spawn on day 1, to avoid overwhelming new players with too much information.
  • Doggos are now more rare.
  • Very slightly optimized the animal spawn rate code.
  • Digging, clearing and removing road work now picks more randomized standing coordinates to work at.
  • The AI now automatically resets itself when you load an old save.
  • Updated the cut stone resource artwork so it looks more distinct from iron ingots.
  • Added pale Blue trees, stumps and dead trees, white snow, teal grass and mushrooms to the game for future biome plans. They can currently be accessed in the map editor.
  • Improved the map selection overlays in the world map.
  • Halved the chance villagers and animals can be turned into a zombie after dying with blight.
  • Cluckers can now do a rooster call at dawn.
  • Medkits "+" symbol is now magenta-purple to avoid lawyers with too much time on their hands going after innocent developers for war crimes, or something.
  • Reduced doggo bark frequency.
  • Added a diminishing returns to all idle sound effects. The more of that type of mob in the area, the less each of them will make idle sound effects.
  • Reduced the volume of the doggo barks.


Bug Fixes

  • Corrected a minor typo in the Trashy Trash description.
  • Population list panel no longer shows farm animals as unemployed.
  • "Captured Animal" fake resource no longer shows up on the courier panel.
  • Steamworks4j will now forcefully load the .dll files in the install folder's native library.
  • "Review The Game" popup no longer appears when nonSteamMode is true. (eg; Won't show up on Utomik or GOG copies of the game.)
  • Animal pens and clucker coops UI overlap issues in the building panel have been fixed.
  • When an animal is slaughtered, the damage is now correctly recorded as coming from the cook.
  • Fixed a bug where work decay ticks in MobBase.doWork() was not actually utilizing the input values.
  • Fixed a bug that caused the Holy Golem speed perk to actually slow down the golems, rather than increase their speed.
  • Hide Topography button no longer can glitch out and leave the topography partially transparent.
  • Market buy and sell prices can no longer be less than 1 gold per item.
  • Crash issue when trying to buy a resource from the marketplace for 0 gold fixed (See above change.)
  • Fixed a bug where building's art wouldn't update when essence was sent from it.
  • Lightning Rod no longer incorrectly reports it requires a rain catcher, purifier or well.
  • Nephilim children now properly spawn a child Nephilim ghost when they die, rather than an adult Nephilim ghost.
  • Nephilim are now properly counted in the migration system.
  • Fixed an issue where Nephilim children sometimes wouldn't get their bonus lifespan stats.
  • Fixed several totaling errors on the population panel.
  • Mining facility's construction outline phase no longer generates a shadow.
  • Fixed font scaling issues at scales higher than 2x.
  • Fixed an issue where returning to the profile select screen without clicking a profile, then attempting to delete a profile, would always delete the first profile regardless of what profile appeared selected on the list.
  • You can no longer click other buttons in the play state and map editor UI when the settings menu is open.
  • Fixed a longstanding bug that could sometimes crash the game if a mob attempted to flee, and could not find flee coordinates (Thanks to Veldrin for the fix)
  • Devine Blessing no longer shows an incorrect cast radius when selected.
  • The spell (blast) radius of meteors is now properly displayed.
  • Fixed a spelling error in the blessed descriptions.
  • Newly born nephilim children are now properly recorded in the birth stats.
  • Animals no longer constantly escape being slaughtered. Although they can still escape rarely.
  • The description of the small and large fountains no longer call Water Masters "Well" Masters.
  • Fixed a few crashes related to deselecting road work outside map bounds.
  • Fixed a bug that would prevent spell cooldowns from saving.
  • Fixed stray pixel on energy icon.
  • Fixed upgrading essence collector's values being slightly off.
  • Fixed (some) overlapping tool tips when the interface scale is higher than 1.
  • Slightly optimized how the courier AI finds work.
  • Fixed a minor bug in the road construction delivery AI that would misflag the current job task.
  • Slaughter Animal AI now checks for the correct TileX/Y coordinates before picking up the animal.
  • Armor and helmets now take damage when struck.
  • Dying mobs that get healed, or regenerate a hit point right at the exact moment of death no longer display a health bar when decaying.
  • Tweaked the god XP tally sound effects slightly, and implemented a possible fix to the "endless sound effects" bug that rarely occurs.
  • Fixed the very tiny freebie XP gains for "Villager Leveling Up" that the player would get every time the world map is reloaded.
  • Villagers and golems (and other mobs, where possibly applicable) retain their proper layer colors upon death now.
  • Fixed an issue with storage limits on housing being wrong while it's upgrading.
  • Fixed a bug that could cause the migration system to crash the game if no valid coordinates were found based on the angle of entry.
  • Fixed a bug that could reduce the amount of spawn in resources and villagers at the start of the game if the camp is too enclosed.
  • Fixed a minor bug in the courier delivery AI that could make an AI misfire and deliver resources a golem could not carry.
  • Fixed a typo in one of the death messages.
  • Fixed several data map font rendering glitches, mostly related to debug and dev tool views.
  • Fixed a crash when you use a mouse with more than 10 buttons, and press any button over button #10.
  • Fixed a minor issue where on >1080p displays sometimes the game window would launch overlapping the Window's start bar.
  • Miscellaneous Storage no longer claims to recommend a Bowyer and Rock Tumbler before building.
  • Drones no longer show work progress bars.
  • "God XP jingle" stops playing when you exit the main menu.
  • Fixed a bug where 2 resources could spawn in the same spot during initial spawn in, possibly crashing the game shortly after.
  • Added tooltip on settings menu in the play state informing the player they need to exit to the main menu to change hotkeys.
  • Cube-E Golems no longer become invisible when repairing their spawn points.
  • Tweaked wood resources art slightly.
  • Fixed a minor bug where migrants were counted as arriving nomads in the statistics panel.
  • Decreased the background load time for sound effects for most multicore CPUs.
  • Reduced the bitrate of zoomwind.wav


[ 2023-08-26 21:02:14 CET ] [ Original post ]

Build Update 2 Unstable 4 Released

Click here for help on accessing the Unstable branch!

*Brushes dust off podium*
Hello? *tap tap*
Is this thing on? Hello?
*clears throat*
Ahem.. anyway..

Rise to Ruins Update 2 Unstable 4 has finally arrived, is content complete, and brings in the brand news goals system! Once Update 2 is out of testing, the new goals system will link up with Steam, adding one of the most requested features in Rise to Ruins history; Steam Achievements!

This patch has obviously been a long time coming, and I'm hoping after a bit of play testing, I can get the full Rise to Ruins Update 2 out the door, activate the achievements in Steam and start work on Update 3.

I am looking for plenty of feedback on the goals and achievement system, the balance, and ideas for more. Feel free to spam me anywhere that works for you with your ideas, and they may very well become official Steam achievements!

I have also started streaming game development of Rise to Ruins, Rise to Ruins 2 (yes it's true!), and Rayvo2D, my new engine. If you're interested in following development more closely, you're welcome to either join the discord or follow me on Twitch.

If you find a bug, you can report it on the Steam Bugs Forums or Discord!

Previous Update 2 Unstable Change Logs:
Update 2 Unstable 1
Update 2 Unstable 2
Update 2 Unstable 3
Update 2 Unstable 3c

Update 2 Unstable 4 Change Log

Goals and Achievements System


  • Old goal system has been removed from the game entirely.
  • New goals system now has 117 goals (more may be added, post your ideas!).
  • Once Update 2 is fully released, each goal will unlock a Steam Achievement. (Note: I will try my best to get your test saves to unlock them retroactively, after Update 2 is released.)
  • Every goal is on a huge web map, and as you unlock goals, more goals will become available.
  • Like the previous goals system, all goals and their progress persist through dooming the world.
  • Goals can now be accessed in when in the play state (Playing in a region/map).
  • Goals no longer award perks, but award a lot of God Experience.
  • Free Chest Slots can be unlocked, awarding, you guess it, a free chest!
  • Chests are now gained 25% faster to offset the goals no longer rewarding perks directly.


Miscellaneous Changes

  • Added pale Blue trees, stumps and dead trees, white snow, teal grass and mushrooms to the game for future biome plans. They can currently be accessed in the map editor.
  • Improved the map selection overlays in the world map.
  • Halved the chance villagers and animals can be turned into a zombie after dying with blight.
  • The Perk list now extends to the top and bottom of the screen.
  • You can now use the scroll wheel on the perk list.
  • Added x.com social button to the main menu.
  • Added new particle effects to highlighted or selected buttons.
  • Re-centered console panel.
  • Cluckers can now do a rooster call at dawn.
  • Medkits "+" symbol is now magenta-purple to avoid lawyers with too much time on their hands going after innocent developers for war crimes, or something.
  • Reduced doggo bark frequency.
  • Added a diminishing returns to all idle sound effects. The more of that type of mob in the area, the less each of them will make idle sound effects.
  • Reduced the volume of the doggo barks.


Bug Fixes

  • Added tooltip on settings menu in the play state informing the player they need to exit to the main menu to change hotkeys.
  • Cube-E Golems no longer become invisible when repairing their spawn points.
  • Tweaked wood resources art slightly.
  • Fixed a minor bug where migrants were counted as arriving nomads in the statistics panel.


[ 2023-08-23 20:12:29 CET ] [ Original post ]

Build Update 2 Unstable 3c Released

Click here for help on accessing the Unstable branch!

Update 2 Unstable 3c is a minor release addressing a few bugs and balance issues that creeped up. Check out the changelogs and enjoy!

If you find a bug, you can report it on the Steam Bugs Forums or Discord!

Previous Update 2 Unstable Change Logs:
Update 2 Unstable 1
Update 2 Unstable 2
Update 2 Unstable 3

Update 2 Unstable 3c Change Log

Miscellaneous Changes


  • You can now set the particle movement back to "retro" by setting retroParticles=true in the settings.properties file.
  • Houses can no longer store raw meat.
  • Reliquary vessel spots can no longer have roads built under them.
  • Added Easter Egg messages and sound effects when you sell a filled Vessel to a Catjeet in the marketplace.
  • Occultists now check to make sure the body they need to reach isn't under threat before attempting to go there.
  • Added all remaining missing perk names.
  • Increased the pray speed across the board by 10%
  • Boosted the amount of essence generated per pray cycle from 20-40 to 25-45.


Bug Fixes

  • Reversed a change that fixes a bug that won't allow some resources make/maintain values to be set in certain panels.
  • Waymakers will no longer try to clear roads in locations roads shouldn't be allowed to be placed anymore anyway. (Example: If you build a reliquary over roads, and the old roads are overtop the vessel parking spots)
  • Added test AI to help with kitchen ration output.
  • Applied an experimental fix that should prevent courier golems and migrants to attempt to go to a region that was recently lost to the corruption.
  • You can no longer place buildings in the red cut off area of your village range.


[ 2022-06-12 01:23:58 CET ] [ Original post ]

Build Update 2 Unstable 3 Released

Click here for help on accessing the Unstable branch!

Update 2 Unstable 3 has arrived! Just like Unstable 1 and 2, this patch adds a ton bug fixes and improvements, but most importantly, new content!

Some of the highlights of this patch are the brand new death/ghost mechanics, the Reliquary, Crylithium Firepits, vessels, clouds, and a ton of bug fixes and other QoL changes.

Next up, Unstable 4 will be "the big one" you've all been waiting for, and easily one of the most requested features of all time. The beta release of ... achievements! Just keep in mind, I may not be able to officially enable them until full Update 2 release on the main branch. But the system will be in place, and usable.

As with most of Rise to Ruins' patches, there's way too much to cover in a summary, so check out the changelogs and enjoy!

If you find a bug, you can report it on the Steam Bugs Forums or Discord!

Previous Update 2 Unstable Change Logs:
Update 2 Unstable 1
Update 2 Unstable 2

Update 2 Unstable 3 Change Log

Reliquary and The Dead


  • New Building: The Reliquary. You can store bound souls at the reliquary, binding the ghost to the general area, and maintaining their vessel.
  • New Resources: Empty and Filled Eerie Vessels. Empty Vessels are made by the Occultists in the Reliquary with 1 iron and 1 gold.
  • Occultists can now "capture souls", when a villager or doggo dies, they will go to their corpse and "capture" the soul, placing it in an Eerie Vessel and take the Vessel to the reliquary to store and maintain for future resurrections.
  • Added all of the perks, job data and speed reductions for capturing souls where required.
  • Ghost no longer wander to random buildings.
  • Ghost now always try to hover around their vessel, or body.
  • New Resource: Ghost Dust, can be freely sold to Catjeet Provisioners. Who knows what they want with it though.
  • Ghosts not bound to a body or a vessel will eventually leave the map forever, when they do a ton of essence is released and they'll drop some ghost dust.
  • Completely rebalanced when ghosts fade in and out of view.
  • Doggos and Doofy Doggos ghosts now fade in significantly more frequently.
  • Doggos and Doofy Doggos ghosts are much less likely to leave the world forever.
  • Bound ghosts are 10 times more likely to appear at night.
  • Increased durability of god dust by 5x, the same as the new ghost dust resource.
  • Mobs now decay 20 times slower.


UI Improvements

  • Increased the intensity of the mouse cursor light.
  • Camp placement window now renders on the left side of the UI when the minimap is opened.
  • Sound and music controls now have 25 volume levels rather than 10.
  • Edge scrolling values in the settings menu now uses "O" instead of "[]" for the visual bar.
  • Main menu messages now have random colors.
  • "Mob rings" no longer appear when you mouse over dead mobs.
  • Added a resource arrow under the mouse when you grab resources.
  • The UI will no longer claim you can refine a resource at a building that can't carry it or its materials, even though the worker is allowed to refine that material.
  • Fixed several UI issues related to the new Essence Altars and Reliquary.


Miscellaneous Changes

  • Clouds!
  • Rations now require cooked meat rather than raw.
  • Rations food value increased from 100 to 120.
  • Initial spawn in villagers now spawn in pre-equipped with one ration and one water bottle.
  • Initial spawn in now spawns in cooked meat rather than raw.
  • Improved how range and corruption resistance is generated by buildings, offering more consistent results. (And in many cases, increasing range)
  • New Building: Crylithium Firepits. Crylithium Firepits cannot be crossed by ghosts (Like Crylithium Walls), and provide more range than their regular Firepit counterparts.
  • Wind and temp variations are now calculated instantly on load of a new game.
  • Flowers spawn chance is now 10 times slower.
  • Essence buildup (for flower spawning mechanics) is now 3 times slower.
  • Changed Terminate Animal Pregnancy to Tending Animals in preparation for new tending mechanics.
  • "Wiser Elders" perk now also influences faith sharing.
  • Elders sharing faith now provides a small amount of XP
  • Flowers can now be dissolved or cleared for a small amount of essence.
  • Mobs now make cracking/squishy sounds when they decay.
  • Mobs now "pop" when poked a bit too many times, are dissolved with the dissolve spell or their soul is captured by an occultist.


Bug Fixes

  • Fixed a bug that could cause the migration system to crash the game if no valid coordinates were found based on the angle of entry.
  • Fixed a bug where the faith calculations were reversed, causing blessed children to be born more often.
  • Fixed a bug that could reduce the amount of spawn in resources and villagers at the start of the game if the camp is too enclosed.
  • Fixed a minor bug in the courier delivery AI that could make an AI misfire and deliver resources a golem could not carry.
  • Fixed a bug that can cause the new flower system to crash the game if flowers attempted to generate along the edges of the map.
  • Fixed an issue where flower generation would crash the game if the flower tilesets were never loaded.
  • Fixed a typo in one of the death messages.
  • Fixed several data map font rendering glitches, mostly related to debug and dev tool views.
  • Fixed a crash when you use a mouse with more than 10 buttons, and press any button over button #10.
  • Fixed a minor issue where on >1080p displays sometimes the game window would launch overlapping the Window's start bar.
  • Miscellaneous Storage no longer claims to recommend a Bowyer and Rock Tumbler before building.
  • Drones no longer show work progress bars.
  • "God XP jingle" stops playing when you exit the main menu.
  • Fixed a bug where 2 resources could spawn in the same spot during initial spawn in, possibly crashing the game shortly after.


[ 2022-06-02 00:44:41 CET ] [ Original post ]

Build Update 2 Unstable 2 Released

Click here for help on accessing the Unstable branch!

Update 2 Unstable 2 has arrived! Just like Unstable 1, this patch adds a ton bug fixes and improvements, but most importantly, new content!

Some of the highlights of this patch are the new upgradable doggo houses, further enhancements to the new faith system, tons and tons of new animations, the resource rate calculator, additional resource bar configurations, a new spell/disaster (a comet!), really high quality new font rendering, and a ton of bug fixes and other QoL changes.

As with most of Rise to Ruins' patches, there's way too much to cover in a summary, so check out the changelogs and enjoy!

If you find a bug, you can report it on the Steam Bugs Forums or Discord!

Previous Update 2 Unstable Change Logs:
Update 2 Unstable 1

Update 2 Unstable 2 Change Log

Resource Bar and Panel Changes


  • You can now set the resource filters to "rate", an experimental data view that gives you a rough idea how much of a resource is being consumed or generated over a given time period.
  • The right hand resource bars can now be customized by opening the resource panel and selecting various types between food, water, dirty water, gold, faith and energy.
  • The right hand resource bars now display a fill bar rather than just numbers.
  • The right hand resource bar can now display 4 items, rather than 3.


Faith and Influence System

  • Flowers can now generate near concentrated areas of energy on the map, and where essence moves heavily through.
  • Adjusted faith decay rates for all villagers.
  • Increased Essence Altar's desirability stat to 3.
  • Readjusted Cold Aura faith gains.
  • Now all villagers lose a very small amount of faith when another villager dies from any cause that isn't old age. Villagers who witness the death lose significantly more.
  • Standard and High Quality housing both now offer faith bonuses when upgraded.
  • Villager's mates now lose 25% of their total faith if they die.
  • Completely rebalanced influence amounts faith provides for all friendly mobs.
  • Healing Aura now provides much less faith to villagers already fully healed.
  • Now you gain additional/bonus faith if you use illuminate during an eclipse or blood moon.


Spell Changes

  • New Spell/Disaster added: Comet. A huge ice comet can now fall from the sky, causing catastrophic damage around it and digging a deep hole in the ground.
  • Tripled cost of God Wall spell.
  • Increased the cost, and cooldown, of the Holy Potatoes and Holy Wood spells
  • Increased the cost of the Harvest spell.
  • God Tower now has a 5 second cooldown.
  • God Tower now also has a new spell cooldown perks.
  • Harvest spell can now rarely generate trash when harvesting.


Temperature Influences

  • Adjusted several spell descriptions to mention their impact on region temps.
  • Meteor strikes can now slightly heat up the region for a short time.
  • Blood Moons now make the region excessively hot.
  • Full Moons now make the region slightly cooler.
  • Eclipses now make the region very cold.
  • Flame spell extremely slightly increases region temps.
  • Cold aura now slightly lowers region temps.
  • Storm spell now reduces the temperature when cast.


Miscellaneous Changes

  • Completely overhauled the entire font rendering system to greatly reduce texture bleeding at some interface scale settings, and added ultra high resolution fonts for users who use 2x scaling or higher. This should mostly be apparent with 4k and similar displays.
  • Tons of new animations added for villagers digging, picking up and dropping resources, and many old ones tweaked slightly.
  • Skirmish mode now starts with 20 +- 2 villages.
  • Slightly increased how much trash is generated when builders harvest rather than the dedicated harvester jobs.
  • The initial spawn in villagers now start with max hunger and thirst bars.
  • Initial resource spawn in can also spawn in food and water now.
  • Increased the initial spawn in resources from up to 32, to up to 64.
  • There is now a 1 in 50 chance your entire initial spawn in of villagers will be catjeet.
  • There is now a 1 in 200 chance your initial spawn in of villagers will also include doggos.
  • Doggo houses are now upgradable, and have new art.
  • Increased the amount of storage of all villager housing.
  • Changed "Ellen Page" to "Elliot Page" in the villager's name list (Thanks to ArcticFox011 for catching it)
  • Added tons of new speech bubbles to the game.
  • Changed death subtitle "Sometimes you eat the bear and sometimes the bear eats you." to "Sometimes you eat the rous and sometimes the rous eats you."
  • Tons of new death messages added.
  • Farmers can now terminate animal pregnancies when the village is completely out of proper housing for them.
  • You can now draw road selections overtop harvest resource selections.
  • "Needs" thought bubbles added, rather than seeing occasional floating icons when a villager has a dire need (starving, homeless, sleepy) there is now a thought bubble that follows around the villager.
  • Changed the missing icon icon to a better icon that you should never see unless I missed an icon and need to load a missing icon icon.
  • Towers and projectiles now rotate smoothly.
  • Nomads can no longer spawn on day 1, to avoid overwhelming new players with too much information.
  • Doggos are now more rare.
  • Very slightly optimized the animal spawn rate code.
  • Digging, clearing and removing road work now picks more randomized standing coordinates to work at.
  • The AI now automatically resets itself when you load an old save.
  • Updated the cut stone resource artwork so it looks more distinct from iron ingots.


Bug Fixes

  • Fixed a longstanding bug that could sometimes crash the game if a mob attempted to flee, and could not find flee coordinates (Thanks to Veldrin for the fix)
  • Corrected Essence Altar tooltips.
  • Devine Blessing no longer shows an incorrect cast radius when selected.
  • The spell (blast) radius of meteors is now properly displayed.
  • Fixed a spelling error in the blessed descriptions.
  • Newly born nephilim children are now properly recorded in the birth stats.
  • Animals no longer constantly escape being slaughtered. Although they can still escape rarely.
  • Added missing revision tag to essenceCollector.makeshift.description
  • Fixed a UI error that would make praying speed bonuses not display in some cases.
  • Added perk category localization for faith perks.
  • The description of the small and large fountains no longer call Water Masters "Well" Masters.
  • Fixed a few crashes related to deselecting road work outside map bounds.
  • Fixed a bug that would prevent spell cooldowns from saving.
  • Corrected the Crystillery's description, so that it no longer mentions fueling essence collectors.
  • Fixed stray pixel on energy icon.
  • Fixed upgrading essence collector's values being slightly off.
  • Removed previous fix that would stop sounds from playing if the sound is too far away or too quiet to be audible and re-re-calculated sound effect distance math.
  • Fixed overlapping tool tips when the interface scale is higher than 1.
  • Removed some debug loading data from the logs.
  • Slightly optimized how the courier AI finds work.
  • Fixed a minor bug in the road construction delivery AI that would misflag the current job task.
  • Slaughter Animal AI now checks for the correct TileX/Y coordinates before picking up the animal.
  • Armor and helmets now take damage when struck.
  • Dying mobs that get healed, or regenerate a hit point right at the exact moment of death no longer display a health bar when decaying.
  • Tweaked the god XP tally sound effects slightly, and implemented a possible fix to the "endless sound effects" bug that rarely occurs.
  • Fixed the very tiny freebie XP gains for "Villager Leveling Up" that the player would get every time the world map is reloaded.
  • Villagers and golems (and other mobs, where possibly applicable) retain their proper layer colors upon death now.
  • Fixed an issue with storage limits on housing being wrong while it's upgrading.


[ 2022-04-27 00:23:17 CET ] [ Original post ]

Build Update 2 Unstable 1 Released

Click here for help on accessing the Unstable branch!

A long time coming, I am happy to introduce that Update 2 Unstable 1 has arrived! This patch adds a ton bug fixes and improvements, but most importantly, new content!

The biggest additions are the new essence generation and faith mechanics. Now, you no longer fuel your Essence Collectors with crylithium. Rather, you now build a new building called an Essence Altar and assign new workers called Occultists to them. These new Occultists will go to the altar and pray, upon completing a pray action, they will boost faith in the area and generate essence that can be delivered to an Essence Collector, effectively replacing the fueling mechanics that were removed with a method the player can more directly control by building additional altars and assigning more Occultists.

The faith itself is a new system that bleeds over into many aspects of the game. Now villagers will gain and lose faith in you based on your or the world's actions. As their faith increases, you'll gain additional max influence to your influence bar, and they will be less likely to be confused or panic when they see you do anything.

As with most of Rise to Ruins' patches, there's way too much to cover in a summary, so check out the changelogs and enjoy!

If you find a bug, you can report it on the Steam Bugs Forums or Discord!

Update 2 Unstable 1 Change Log

Faith System


  • Villagers now gain and lose a new need, called faith, based on your and the world's actions. Anything they deem positive, they'll gain faith, negative, they lose it.
  • Villagers are now less likely to panic or be confused when they have high faith and witness god doing things in the village.
  • All spells now influence faith stats in some way or another when cast near villagers.
  • New Building: The Essence Altar. Villagers can now be assigned as "Occultists", who will go to the altar and pray. Completing a pray action will increase the villager's faith and the villagers around them, as well as generate free essence that will be sent to an Essence Collector.
  • New perks added for praying speeds.
  • Lightning and Meteor (all kinds, including the spells) will now raise or lower faith depending on where it strikes, and what it hits.
  • Villagers will now sometimes get a boost in faith when chatting with someone with significantly higher faith than they have.
  • Villagers now gain 10 faith when they domesticate a wild doggo or take a mate.
  • Villagers now gain faith when they mate, and villagers nearby gain a very small amount.
  • Nearby villagers gain faith when they witness a monster killed.
  • Nearby villagers lose faith when they witness another villager killed.
  • Nearby villagers get a bonus to faith when they witness an elder die of natural causes. (Living a "full life")
  • Villagers now conceive Nephilim children if their combined total faith is within 90% of their maximum faith.
  • Lightning rods can increase faith when a lightning bolt hits them.
  • A mob resurrected from the Resurrect spell get maximum faith instantly upon resurrection.


Influence System

  • Completely rewrote how max influence is calculated, each villager now provides a minimum and maximum amount, depending on the type of villager they are. Children offer less, while elders offer more, and Nephilims offer additional bonuses.
  • All domesticated animals other than Doggos now provide 5 max influence each.
  • Doggos now provide 20 max influence each.
  • Doofy Doggos now provide 50 max influence each.
  • The amount of total influence to the max influence bar each mob provides is now based on their faith. For example, if their faith is only 50% full, they will only provide 50% of their potential maximum influence. (Note: This only counts for mobs with faith stats, like villagers. Doggos for example, will always provide max faith as they have no faith stats.)
  • New perks added for minimum influence, influence per animal and influence per villager.


Essence and Essence Collector Changes

  • Significantly increased the speed newly spawned "resting" essence becomes active.
  • Greatly improved essence colors and trails.
  • Essence Collectors can no longer be fueled with or store crylithium.
  • Essence Collectors now hold much more energy.
  • Recolored and tweaked the Essence Collector art.
  • Essence Collectors construction requirements have been increased, and now require crylithium for the first upgrade, and iron ingots for the second.


Spell Changes

  • Banish spell now only confuses friendly mobs in the area if it actually banishes something.
  • Banish confusion is now triggered from around the mob that was teleported away, rather than where the spell was cast.
  • Dispel God Structures and Dispel Golem now can cause villagers to be confused upon seeing it cast.
  • Dispel God Structures no longer panics villagers when cast.
  • "Confusion" area of effect of Cold Aura increased.
  • Generate Essence now has 1/4th the confusion/panic range.
  • Generate Essence now costs twice as much to cast, but generates twice as much essence per cast.
  • Conjure Material spell can now panic or confuse villagers.
  • God Tower and God Wall spells now cause villagers to be confused or panic when cast around them.
  • Grab spell now positively influences faith when you grab resources, and negatively when you grab mobs.
  • Grab spell now no longer makes villagers panic when you grab resources (Note: Still will for grabbing mobs)
  • Grab spell's panic/confusion range doubled.
  • Harvest Spell can now cause villagers to panic if a resource is spawned right next to them.
  • Harvest Spell's panic and confusion is now based on the location the resource spawned, rather than where the spell was cast.
  • Holy Potatoes and Holy Wood spells can now cause panic and confusion to nearby villagers.
  • Illuminate spell cost doubled.
  • Illuminate spell now increases faith when cast and active, but only if cast at dusk or night.
  • Recall spell now causes confusion and influences faith based on the location the actual mobs and resources left/arrived than where the spell was cast.
  • Resurrect spell now only causes villagers to panic if the resurrection fails and creates a zombie. (Note: They will still be "confused" if the spell is successful.)
  • Dissolve spell now has a chance to panic villagers.
  • Blessing villagers no longer triggers Nephilim to be born. Now, blessing villagers guarantees that they will become pregnant the next time they coitus.
  • Greatly optimized Cold Aura's CPU usage.
  • Slightly optimized Flame Spell's CPU usage.
  • Slightly optimized the Healing Aura spell.


Loot box Changes

  • Poking a loot box "circle" will confuse villagers and slightly increase faith, regardless if anything is uncovered.
  • Moving a loot box will cause confusion at both locations, negative faith in the departing location and positive in the arrival location.
  • Loot boxes being opened now positively influence faith (even when they're trashy!)
  • Loot boxes idle in the village will sometimes confuse a villager.
  • Loot box "circles" (before the box is uncovered) will now confuse villagers sometimes, as well as provide a tiny amount of faith.
  • Uncovered loot boxes and keys now give a burst of faith, but also can cause villagers to panic or be confused in a wide area.
  • Increased distance loot boxes cause panic and confusion when opening.
  • Villagers now panic if a resource from a loot box right next to them, but also gains additional faith.
  • Chances of a loot box being uncovered on click changed from 1 in 4 to 1 in 6.
  • Slightly adjusted where resources spawn when a loot box is opened.


Miscellaneous Changes

  • You can now change your worker's job colors to anything you want by clicking on the new color picker icon on the left hand workforce or resource management panel.
  • Adjusted (hopefully) all blessed villager descriptions throughout the GUI.
  • Birth console banner now displays what mob type was born.
  • Increased the villager initial spawn in to up to 20.
  • Nomads are much, much more likely to appear between days 1 and 3 to help avoid "bad RNG luck" early game.
  • Nomads can no longer spawn during the morning of day 1 to prevent new players from being overwhelmed with new information. (Note: They should almost-always arrive Midday day 1 now)
  • Replaced the particle effect that would generate above a resource about to be picked up, to an arrow that points down. The arrow gets increasing brighter green the closer the mob gets to the resource.
    Significantly lowered the volume of rain in the game.
  • Villagers now are much less likely to work when their condition is compromised (Low hunger, thirst, overheating, etc). They also now factor in their hit points, poison and many other conditions and are less likely to work the more injured they are.
  • Easter egg logo is now 20 times more likely to appear.
  • Recompiled executable to hopefully avoid some memory allocation issues on certain machines.
  • Increased animal slaughter speed.
  • Added kills counter stats to mobs and objects.
  • Reduced screenshake when smaller buildings are destroyed (Mostly for walls)
  • Updated silk's description to mention it's use in bows.
  • The energy maintenance requirement for most golems is now 5 times higher. (sorry)
  • The energy maintenance requirement for Cube-E golems has been doubled.
  • Courier golems now have a small maintenance requirement.
  • All golems now die twice as fast when the comboulator runs out of energy to maintain them.
  • Improved the tooltip render boundaries math. (Note: There is an existing/known bug in high-res displays that may cause some overlap issues)
  • Tweaked the Hide Topography view's red grid slightly.
  • You can now view the corrupted tiles on the data map tab, including tiles under rocks, trees, etc.
  • Villagers who are repairing structures will stop automatically if the building becomes fully repaired before they finish their work.
  • Doubled the amount Catjeet Provisioners restock daily.
  • Made Wilhelm scream slightly over twice as likely to happen.
  • You can now increase or decrease the brush size in both the play state and map editor by holding the axis lock key (Default: Left Shift)
  • Wilhelm Scream is now more common when throwing male villagers into Cullis Gates.
  • Throwing doggos (and especially Doofy Doggos) into a Cullis Gate is a REALLY bad idea.
  • Adjusted nearly all of the panic and confusion chances in the villager's AI.
  • Added a faith counter to the resource panel UI.
  • Reworked the total gold, water, and dirty water resource counters (as well as the new faith counter) to all also show resource maximums on hover over, as well as fill bar.
  • Lightning and Meteor's panic/confusion range has been adjusted to more realistic values.
  • Updated copyright date on main menu.


Bug Fixes

  • Corrected a minor typo in the Trashy Trash description.
  • Population list panel no longer shows farm animals as unemployed.
  • "Captured Animal" fake resource no longer shows up on the courier panel.
  • Steamworks4j will now forcefully load the .dll files in the install folder's native library.
  • "Review The Game" popup no longer appears when nonSteamMode is true. (eg; Won't show up on Utomik or GOG copies of the game.)
  • Animal pens and clucker coops UI overlap issues in the building panel have been fixed.
  • When an animal is slaughtered, the damage is now correctly recorded as coming from the cook.
  • Fixed a bug where work decay ticks in MobBase.doWork() was not actually utilizing the input values.
  • Fixed a bug that caused the Holy Golem speed perk to actually slow down the golems, rather than increase their speed.
  • Hide Topography button no longer can glitch out and leave the topography partially transparent.
  • Market buy and sell prices can no longer be less than 1 gold per item.
  • Crash issue when trying to buy a resource from the marketplace for 0 gold fixed (See above change.)
  • Fixed a bug that would cause sounds out of range to still play, but at zero volume. (Note: There is a known issue with extremely low volume levels causing issues with this new system.)
  • Fixed a bug where building's art wouldn't update when essence was sent from it.
  • Lightning Rod no longer incorrectly reports it requires a rain catcher, purifier or well.
  • Nephilim children now properly spawn a child Nephilim ghost when they die, rather than an adult Nephilim ghost.
  • Nephilim are now properly counted in the migration system.
  • Fixed an issue where Nephilim children sometimes wouldn't get their bonus lifespan stats.
  • Fixed several totaling errors on the population panel.


[ 2022-03-23 02:40:09 CET ] [ Original post ]

Plans Secured.

Greetings everyone,

It's time to get back on the bandwagon, and explain my current plans. Although they are always subject to change, I wanted to give everyone an update on what's been going on and where I'd like to see my company, Rise to Ruins and my future projects to go in the future.

As you all know, I've taken an extended break from game development as I focused on myself and my own health, my life, and the people around me. Most of you guys who follow me on Discord or Twitter have seen several of the things I've posted or said over the past year or so. A mistake I made on my previous announcement was the timeline though. I was unaware exactly how bad my mental health actually was at the time of writing it, and thus took an enormously longer time than I expected to start recovering.

The previous announcement is now only half the story, the other half is perhaps fascinating, I'm not sure. But it's another half that should be told, now that it can be.

The last 2 years have been quite an experience for me, good, bad and otherwise. It's hard to articulate it, because of who I am and how I am wired. But I will do my best to explain the situation and what happened. I'm not trying to make excuses, I do not care too. That's not the point.

I won't bother going over my life history again as I did in my previous announcement, but I will add some fun tidbits to it that may have some drastic changes on how everything is perceived, and I hope to give a better understanding as to what happened.

The first, and extremely likely most important addition to the story is on December 16th, 2021. I was officially diagnosed with ASD Level 1, or going by a (now obsolete) term more of you will recognize; I am a twice-exceptional person with Asperger's. If you want an example of what this means, I'm basically a real life Sheldon Cooper, just a bit less hyperbolic about it. (Fellow ASD: I get many people with ASD don't like this comparison, but it's very accurate for people like myself, we're just rare even among the ASD community.)

What does this mean? Well for you guys, not much. For me? Again, not much. I am still who I am, labels don't change that. I'm not magically some other person. But, it does give me clarity and explain some of my past actions, behaviors and why sometimes things just aren't in sync. As well, and most importantly, what the hell happened to me sometime in 2020.

What is important to understand, is why this happened. I've been working my entire adult life, non-stop in the pursuit of success to reach a level of security and stability, I achieved that in mid 2020, 20 years after first entering the workforce and 30 years too young, and my life fell apart. (Weird right?). I now can effectively retire whenever I want, although I won't. That feeling sounds great, until you realize I'm someone with Asperger's who made survival paramount.

I was burned out from 15 years of non-stop work. If you've read my previous announcement, you know my life. I've been on turbo for most of it, and I don't know how to not be on turbo. But I am not on turbo anymore, regardless I don't know how not to be. There in is the problem. In 2020, I suffered a complete emotional breakdown. I was never suicidal, but something was "super wrong". I couldn't articulate it, but something was, in fact, "super wrong". Things kept getting worse and worse, day after day.

Well, I figured out what it was more recently. It was a severe Autistic Burnout brought on by probably a decade of pushing forward non-stop.

I had no idea what this felt like, because I've been on turbo for so long I didn't even recognize I burned out (probably) over 5 years ago, yet I just kept on going anyway. People even asked me "How do you deal with burnout?" and my answer was a hilariously now-myopic "I just don't burn out I guess? I don't know how to stop." The first part was apparently a lie, the second was the truth.

I won't pretend I can handwave away the last two years, I won't even bother trying. But now I better understand how I went from a powerhouse, doing the work of 5 developers across probably a dozen skillsets, to so mentally exhausted and broken I couldn't even open my compiler or Photoshop without feeling tired.

That is ending. I feel much better, I am alive, me and getting back on track. I recognize what happened, and now I am working to a much better work/life balance, that doesn't involve me doing the work of 5 developers.

Course the next and most obvious question is a resounding "What the frick now then?!" Well, gamedev stuff obviously! I have been working on a plan over the past few months for my company, and what direction I'd like to take everything. As with all good plans, it absolutely won't go to said plan, but this is what's on the board:

- Reignite work on Rise to Ruins Update 2, adding achievements, a new goals/reward system, and a new essence generation/praying system.
- Release the entire Rise to Ruins source code in the semi-near future, so anyone and everyone can learn, edit, or do whatever they want with RtR's base code and share it openly with others. (Note: This is NOT mod support in the traditional sense, programmers in the known probably get what I mean by this.)
- A complete redesign of the Rise to Ruins website. Effectively turning it into a basic splash page, and removing the forum. (Will probably update the Steam store page too*)
- Launch of the Project Mary website, my next major project that will likely take 3-5 years to complete.
- Working on smaller projects, that will be done between RtR and Project Mary, these are smaller games. Things you'd normally expect to pay like $2-$5 on Steam. These won't be seen anytime soon though.
- Building a new Java-based 2D Engine that is faster than literally anything else gaming related that exists in Java right now. (and yes, I already have a working prototype that is multithreaded, faster than every single Java engine that exists, and uses 'modern' OGL.) This is the engine Project Mary and my smaller projects will be based on.

I will not ask for your support, but I will ask for your patience as I work through restarting work, and seeking a healthy life/work balance that will avoid all this crap from happening again in my life.

Have fun gaming! I look forward to your feedback on the eventual release of Rise to Ruins Update 2. :)


[ 2022-01-11 23:33:43 CET ] [ Original post ]

Funding Secured.

Greetings fellow gamers!

Many of you have probably noted an obvious slowdown in development since Update 1c was released last year. First and foremost, I would like to absolutely reassure you that development is, in fact, continuing and Update 2 is currently in work, with Update 3 and 4 already planned out.

But why did this happen? Well, that's a story I thought I would never find myself in a position to tell, but here we are. So strap in! There's a lot of back context needed.

In 2013 I decided to learn to program as it was the only remaining skill left I did not have to make a video game. I had no experience what so ever outside of doing mods/scripting for various games over the years. I spent 8-9 months of my life doing nothing but working at Lockheed Martin as an Avionics Technician 8-10 hours a day, and another 8-10 at home learning how to program in my language of choice, Java. After roughly a year it was time to go pro, and I started development on Retro-Pixel Castles, or eventually to be renamed, Rise to Ruins. I saved up (or have been saving up, more accurately) around $90k working at Lockheed, because I lived out of a suitcase moving from one military base to the next every 4-6 months for 5 straight years. So, I did the totally rational thing you do when you want to completely change career paths into a job with an extremely high rate of failure that you have literally zero professional experience what so ever in doing, I quit my current job at Lockheed Martin.

Yes, you read that right. My first ever attempt to "go pro" happened within a year of learning to program and I quit my very secure job to do it. Despite all odds, I was successful in the attempt. I also got an Associates Degree in Psychology at a local community college and bought a house in cash (87k, near-condemned foreclosure) while doing all this because it was necessary. Thanks to my former military service I could go to college for free. In fact, they paid me roughly $1,200/mo to go on top of paying for books/tuition, it's how I fed myself in the early days of this. I also needed a place to live during this ridiculous adventure too, and reducing costs was key to my strategy working, so what better cost reduction than removing rent/mortgages all together? Long as I was in college for free and getting paid $1,200/mo to educate myself for the next 4 years, I could survive.

Development on Rise to Ruins itself was blistering fast as a result, because this whole plan would implode within 4 years when my education benefits ran out. It's easily a whole story in of itself, but I'll gloss over that for brevity's sake because that's not the point of this already really long announcement. Basically I dedicated years to work, spending a good 10-14 hours a day usually 7 days a week at the height of it just chugging out patches during Early Access. Fast forward to Rise to Ruins officially releasing in October of 2019, right before the pandemic started. My plan was (and still is) to continue to support the game post release. Rise to Ruins has done me very well financially, supporting my and my wife's lives without either of us having to get outside jobs.

But there's a problem. While Rise to Ruins does in fact currently support my livelihood and the entire 4 year plan became irrelevant by year 2 because Rise to Ruins' income started to support me and my wife by itself, it still isn't enough to finance the next game. The next game, code named "Project Mary", is another project that will likely take me multiple years to complete with a very long Early Access cycle. I cannot guarantee I can duplicate Rise to Ruins' Early Access success again, and Rise to Ruins' sales revenue will eventually dwindle. It must, it's just the nature of how it works in this business.

So, how do I get around this problem? Money. Lots of money. Well, Rise to Ruins makes decent money, but still not enough, I can't assure it will be there forever and I am against taking money from publishers and what not.

Coronavirus has entered chat.

In 2020 one of the worst pandemics in human history began and to my disadvantage, only a few months after Rise to Ruins released. I was faced with an awkward problem as I was locked in my home. I needed to find proper funding for my second game and I absolutely abhor taking money from publishers. I'm a solo developer and it's going to stay that way. The pandemic amplified this problem because it limited what I could do to solve my funding issue.

I knew Rise to Ruins profits couldn't sustain development for the multiple years needed to complete Project Mary, and a Kickstarter also wouldn't be right as an already successful company running a Kickstarter for funding is bad optics in my opinion. Even with full continued patch support, Rise to Ruins will eventually drop under the bar its sales support me, that's just how it works unless you have a mega-ultra-hit like Stardew Valley, Rimworld, etc that generates so much cash on the front end it doesn't matter. Rise to Ruins still had done me well, at the time of making this decision I had no debts of any kind, house and car paid off in full, and over $200,000 in my savings account. That sounds great, but it still wasn't enough to accomplish my goals and as I said previously, I felt a Kickstarter would be in bad tastes (and potentially not raise enough money anyway). I had to figure out how to generate even more cash during a pandemic without relying on Rise to Ruins, so I could work on the game without any future cash flow fears.

Repeating my normal methodology of throwing my whole-everything into a problem, I dedicated a ridiculous amount of time in one of the places I thought I'd never find myself; The soulless depths of the stock market. I studied, studied, and studied more. My whole life existed for one reason and one reason alone; Learn the market and use it to secure funding for Project Mary.

So uh, yeah, again in my life, against all odds, I did it.

As of writing this, I have turned $200k into $2.5 million dollars. That was actually higher before the recent tech crash in February and early March, where I broke a staggering $3 million. I am now pulling back from active investing, and transitioning to a semi-active-passive thing, so I can refocus on what's important; Rise to Ruins continued development, and starting development full time on Project Mary. I should hopefully have a minimum sustained additional income of $10k/month (that's not a typo) throughout all of Project Mary's development without actually touching the $2.5 million. That's not assured, but it seems likely.

This process impacted everything in my life, including my own mental health, that I'm still recovering from as I write this. Trust me folks, money doesn't buy happiness and while I have a lot of it now, the past 8 months have been absolutely exhausting and downright destructive to my mental health. I will simply need time to recover.

I hope you guys can forgive the lack of patches over the last year as I went through this adventure, and have gained some understanding as to why I did it at all in the first place. But, one thing is now certain for Rise to Ruins', Project Mary's and most importantly SixtyGig Games' future as a whole:

Funding Secured.


[ 2021-03-15 01:03:20 CET ] [ Original post ]

Update 1b - The Bug Fix and Tweaks Update - Released!

This is a smaller patch full of a ton of small quality of life improvements, bug fixes and balance changes. This patch was originally going into Update 2, but I decided to break out some of the Update 2 content and move it to a smaller patch, so you can get some of the new improvements and changes early, without having to wait for Update 2 later. Enjoy! :)

Check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :)

Update 1b Change Log

Miscellaneous Changes


  • Essence Collectors no longer deliver essence when out of range of the village.
  • Drones now only harvest resources when there is not any already available within the corruption.
  • Resources now decay twice as fast on corrupted tiles.
  • Non-monster buildings are now slowly destroyed if they are caught in the corruption.
  • Reduced the overall amount of resources generated when a very large or highly upgraded building is destroyed.
  • Blood Slimes no longer can spawn boosted.
  • Blood Slimes now die slowly when they're not on the corruption.
  • All slimes now will no longer regain hit points unless they're inside the corruption.
  • Blood Slimes no longer level alongside the corruption or current day.
  • Rock now regrows at an extremely slow rate, roughly 1/20th the rate of trees.
  • Rock now remains selected after harvesting.
  • Added hot key support for object upgrade buttons, but the hot keys must be assigned manually.
  • The hot key for dismantling buildings is now unassigned by default, but can still be assigned in settings. This is to prevent new players from accidentally triggering a dismantle action they can't reverse, but still allow experienced players to have a hot key if they desire.
  • Nerfed the Flame Spell's damage by 50%


Bug Fixes

  • Range is no longer improperly generated on initial load.
  • Fixed the never-ending god XP tally sound that sometimes occurs on the world map.
  • Fixed a rare bug that would crash the game in the event a mob would drop off a resource to a building that has just become out of range, and still had remaining resources to drop.
  • You can no longer start an upgrade on a building out of range of the village, causing the game to crash.
  • Fixed a bug that would cause the mouse to move too far when you increased or decreased the priority of a building on the building list panel.
  • Fixed some overlaying text on the building upgrade panel on some buildings.
  • Fixed an issue where several mob related perks would not apply correctly to the mobs.
  • Blight settings are now properly saved in custom game mode templates.
  • If a blessed villager has twins or triplets, all of the children will be born nephilims.
  • Fixed a few typos in the tool tips.
  • Fixed an extremely rare bug where sometimes mobs would reset their AI, and no longer be "dead" even if they have no hit points.
  • Fixed a bug that could sometimes trigger invulnerable slimes.
  • Slightly optimized the building destruction code.


[ 2020-07-19 23:33:12 CET ] [ Original post ]

Rise to Ruins Soundtrack Now Available All Over The Internet.

The Rise to Ruins soundtrack is now uploaded all over the internet, including Spotify, Amazon Music, Youtube, Google Play and more!

All revenue (Less various store fees) from purchasing or listening to the soundtrack does not go to me, rather it goes to Rise to Ruins' composer, Jos Ramn "Bibiki" Garca. So if you want to support him directly by throwing a few bucks his way, be sure to buy the soundtrack! :)

If you're interested in listening or purchasing the soundtrack on various platforms, you can click here to get started!

Additionally, if you just want to jam out on youtube, you can find the full OST here.

[previewyoutube=jOvSL2YhA4I;full][/previewyoutube]

And finally, always remember, the full sound track is always available unobfuscated within the game files, in .ogg format, just poke around the /res/music folder. But buying the soundtrack online is a way to support RtR's awesome composer, and get the files in a more appropriately organized format for easy listening on multiple devices. :)


[ 2020-05-17 19:14:37 CET ] [ Original post ]

Update 1 - The Magic Update - Released!

The first free post release content patch has arrived, introducing The Magic Update!

This update includes a complete and total overhaul of the spell casting mechanics, as well as a ton of new spells. It also includes double the perks the game released with, a ton of bug fixes, balance changes, and general improvements.

Specter mechanics have been changed quite a bit in this patch as well, so be sure to checkout the "New Walls and Specter Mechanics" category below and read it carefully! rtrheart

Check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :)

Update 1 Change Log

New Walls and Specter Mechanics


  • Added Crylithium Curtain Walls, Crylithium Walls and Crylithium Gates to the game. They all can block specters and ghosts from passing through them.
  • Specters and Ghosts can no longer cross crystal patches.
  • Regular Curtain Walls no longer block specters and ghosts from passing through them.
  • All old saves before this patch get their Curtain Walls updated to Crylithium Curtain Walls automatically and free, so late game villages don't get overrun with specters after this change.
  • Reorganized the walls category into two subcategories.


New Perks

  • Labor Golem and Holy Golem Duration perk removed as they serve no purpose anymore.
  • Tons of new perks added, more than doubling the original perk list. There are too many to list here, so just take my word for it and enjoy! :)
  • Removed "perk rarity" from the game. This feature used to determine how common certain perks were, now all perks have an equal chance of being unlocked.


Spell and Influence Overhaul

  • New Spell: Construct. Uses your godly powers to assist in constructing buildings, but requires the resources to already be delivered to the build site.
  • New Spell: Divine Blessing. Bless a villager, causing their next born child to be a Nephilim with superior strength, dexterity and lifespan.
  • New Spell: God Tower. Summons a magic bow tower with unlimited ammo. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell.
  • New Spell: God Wall. Summons a magic wall that will help block all types of monsters, including specters, from crossing. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell.
  • New Spell: Harvest. Automatically harvests resources from the region, dropping them on the ground for your villagers to quickly collect. Make sure you cast this in range of your village, else nobody will come pick anything up!
  • New Spell: Holy Potatoes. Sprouts magic potatoes from the ground, really handy if you've just completely run out of food or want to create a new patch elsewhere in the village!
  • New Spell: Holy Wood. Sprouts large erections of wood from the ground, really handy if you've just completely run out of wood or want to create a new patch elsewhere in the village!
  • New Spell: Dispel Golem. Dispel a previously summoned or combobulated golem. Will work on any golem in the village, including the ones you did not summon yourself. Typically should be used to dispel labor or holy golems to regain some of your maximum influence.
  • New Spell: Dispel God Structure. Dispel a previously summoned structure to regain some of your maximum influence.
  • A new type of influence mechanic has been added. Now some spells can last forever, but they take up a portion of your maximum influence to maintain. For example, Labor Golems now last forever, but permanently reserve 300 points of influence on your influence bar until you dispel them, or they are killed by monsters.
  • Some spells like Conjure Essence and Flame can now be continuously casted, meaning you can hold down the mouse button to continue casting them rather than clicking.
  • Many of the old spells now have cooldowns, but have also been buffed or rebalanced accordingly.
  • Labor and Holy Golems no longer die slowly over time, but do require influence to be maintained.
  • Slightly reduced how much maximum influence the player gets per villager.
  • Uncorked the influence absolute maximum, there is no longer a maximum cap on how much total influence you can have.
  • Your maximum influence now uses the entire bar (visibly), but the amount of maximum influence still increases per villager.
  • Influence gained per tick is now based on a percentage of maximum influence rather than a fixed amount.
  • The spell select panel and spell descriptions panel have been completely overhauled.
  • Revised many of the spell descriptions.
  • Added a spell radius display when you have a spell selected.
  • Reduced the particle count on the influence bar.
  • Buffed conjure essence spell, it can now produce more resources per cast, and perks can boost it further.
  • Slightly reduced influence generation rates.


Miscellaneous Changes

  • New range generation "trimming" system, that will remove generated range in areas not connected to the village. Added to cut down on villagers straying away from the village and getting killed. Note that corruption resistance will still generate even if range does not.
  • Increased the storage counts of equipment storage.
  • Screenshot files are now tagged with the version number of the game they were taken with.
  • Cleaned up some of the mouse tooltip message positions.
  • Added pointer lines from selected buildings to the building's occupants or workers.
  • Added lavender color trees to the game. Currently only used for the Holy Wood spell.
  • Added holy potatoes to the game. Currently only used for the Holy Potatoes spell.
  • A new mob type called "Nephilim" to the game, that is currently created via the new Divine Blessing spell. These new villagers have longer lifespans and boosted stats.
  • Changed the pregnancy icon to look more like a rattle.
  • Kitchen now increases worker's cooked meat and boiled egg refine time when upgraded.
  • Updated the graveyard's tooltips.


Bug Fixes

  • Added fix to buildings to prevent them from being stuck at >100% completed on load after receiving a perk that reduces construction resource requirements.
  • Fixed several minor typos.
  • Fixed a rare endless loop crash that could happen if monsters tried to spawn from a completely blocked in corrupted fire pit.
  • Fixed a minor bug that would cause villagers to not lose hunger points when they mated.
  • Fixed some animal mating issues.
  • Fixed the construction outline and abandoned graphics for all gates.
  • Fixed a very rare crash caused by an endless loop in the trajectory calculation code.
  • Fixed a bug that was causing work speed reductions due to high wind to be calculated twice.
  • Fixed a bug that wouldn't allow any golems to get their level increase perk unless the player had the wood golem level perk.
  • Charmed monsters no longer threaten tiles.
  • Fixed an issue where mobs would actually lose hunger, thirst and energy slower when working, rather than faster.
  • Fixed a minor bug that could cause newborn animals to spawn the wrong color.
  • Fixed a minor bug where catjeet elders would not show up on the population panel when the filter was set to "Elder".
  • Fixed a bug where sometimes specters could be banished to inside your village.
  • You can no longer upgrade the outpost while it's already being upgraded.
  • Fire pit construction can now be paused.
  • Fixed purple color crystals minimap color.
  • Slightly modified Casas, Wyvernedge and Death Pass to add more valid animal spawn locations.
  • Burner no longer trigger the energy usage tip when built.
  • Doggos now count on the domesticated stats panel.
  • Fixed the upgrade description panel text from overflowing on the Established Ranger Lodge description.
  • Ranger lodges no longer count on the problem panel as homes with no food.
  • Fixed the missing blank panels on the combobulator category on the right panel.
  • Fixed a interface scaling issue with some ultrawide monitors that would cause buttons to be hidden under the UI.
  • Fixed a very minor bug where the save system would claim it's converting old road map save data when it wasn't, and the data was already converted.
  • Catjeet children are now counted in the children total on the population totals panel.
  • Blood Moon and Eclipse countdown delay timers are now properly saved.
  • Fixed a rounding issue on the perk list totals.


[ 2020-03-23 02:20:57 CET ] [ Original post ]

100 Free Copies for People Staying Inside!

I am giving out up to 100 FREE copies of Rise to Ruins to anyone who Follows, RTs and replies to this post on Twitter with their "proof" they are staying at home during the #CoronavirusOutbreak!

I'm not telling you what the proof is, just have fun with it. lunar2020ratinablanket

Have fun, and wash your hands!


[ 2020-03-17 00:58:50 CET ] [ Original post ]

Build Update 1 Unstable 2 Released

Click here for help on accessing the Unstable branch!

Update 1 Unstable 2 has arrived! This patch adds tons and tons of new perks (more than double!) as well as tosses in several bug fix and other general improvements. This is also the "Feature complete" build of Update 1. Barring any issue, Update 1 should be fully released very soon. So make sure you dig deep for those bugs! rtrheart

Enjoy!

Update 1 Unstable 2 Change Log

New Perks


  • Labor Golem and Holy Golem Duration perk removed as they serve no purpose anymore.
  • Tons of new perks added, more than doubling the original perk list. There are too many to list here, so just take my word for it and enjoy! :)
  • Removed "perk rarity" from the game. This feature used to determine how common certain perks were, now all perks have an equal chance of being unlocked.


Miscellaneous Changes

  • New range generation "trimming" system, that will remove generated range in areas not connected to the village. Added to cut down on villagers straying away from the village and getting killed. Note that corruption resistance will still generate even if range does not.
  • Increased the storage counts of equipment storage.
  • Added "blessed" icon to the mob select and population panels.
  • Slightly reduced influence regeneration rates.
  • Buffed conjure essence spell, it can now produce more resources per cast, and perks can boost it further.
  • Slightly reduced influence generation rates.


Bug Fixes

  • Fixed a interface scaling issue with some ultrawide monitors that would cause buttons to be hidden under the UI.
  • Charm spell works again.
  • Fixed a very minor bug where the save system would claim it's converting old road map save data when it wasn't, and the data was already converted.
  • Fixed a bug that could crash the game if a blessed regular male villager impregnated a nephilim and the nephilim tried to give birth.
  • Put in temporary fix for blessed nephilim child birth crashes so old Unstable 1 players already inflicted with the bug can continue to play their saves.
  • If the father of a child is re-blessed after the father impregnates the mother, the father will not become unblessed when the mother gives birth.
  • Fixed a bug that would allow you to attempt to cast some spells you don't meet the conditions for and not consuming the influence, but triggering the cooldown.
  • Nephilim now properly live an average of 10 days longer than their regular counterparts.
  • Resurrect spell cooldown now doesn't reset when you don't cast it in a ghost.
  • Human Nephilim migrants no longer "become" regular humans after they arrive at the new region.
  • Nephilim elders and children are no longer counted as unassigned workers list in the population list panel.
  • Catjeet Children are now counted in the children total on the population totals panel.
  • Nephilim are now counted in the children total on the population totals panel
  • Nephilim are now tracked in the statistics panel.
  • Blood Moon and Eclipse countdown delay timers are now properly saved.
  • Divine Blessing no longer counts to the resurrection count goal.
  • Fixed a few of the new spells not providing god XP or increasing spell cast counts for goals.
  • Nephilim are now properly counted on the population panel (Yes, again)
  • Fixed a rounding issue on the perk list totals.


[ 2020-03-13 20:48:15 CET ] [ Original post ]

Build Update 1 Unstable 1 Released

Click here for help on accessing the Unstable branch!

Update 1 Unstable 1 has arrived! This patch adds a ton of small improvements and bug fixes, some balance changes, and most importantly a completely overhauled spell system! :)

This patch introduces a ton of new mechanics that can greatly impact the overall balance of the game. So be sure to let me know in the comments what you think of all the new mechanics and how they're impacting your gameplay so I can fine tune them for the eventual full release.

Enjoy!

Update 1 Unstable 1 Change Log

New Walls and Specter Mechanics


  • Added Crylithium Curtain Walls, Crylithium Walls and Crylithium Gates to the game. They all can block specters and ghosts from passing through them.
  • Specters and Ghosts can no longer cross crystal patches.
  • Regular Curtain Walls no longer block specters and ghosts from passing through them.
  • All old saves before this patch get their Curtain Walls updated to Crylithium Curtain Walls automatically and free, so late game villages don't get overrun with specters after this change.
  • Reorganized the walls category into two subcategories.


Spell and Influence Overhaul

  • New Spell: Construct. Uses your godly powers to assist in constructing buildings, but requires the resources to already be delivered to the build site.
  • New Spell: Divine Blessing. Bless a villager, causing their next born child to be a Nephilim with superior strength, dexterity and lifespan.
  • New Spell: God Tower. Summons a magic bow tower with unlimited ammo. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell.
  • New Spell: God Wall. Summons a magic wall that will help block all types of monsters, including specters, from crossing. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell.
  • New Spell: Harvest. Automatically harvests resources from the region, dropping them on the ground for your villagers to quickly collect. Make sure you cast this in range of your village, else nobody will come pick anything up!
  • New Spell: Holy Potatoes. Sprouts magic potatoes from the ground, really handy if you've just completely run out of food or want to create a new patch elsewhere in the village!
  • New Spell: Holy Wood. Sprouts large erections of wood from the ground, really handy if you've just completely run out of wood or want to create a new patch elsewhere in the village!
  • New Spell: Dispel Golem. Dispel a previously summoned or combobulated golem. Will work on any golem in the village, including the ones you did not summon yourself. Typically should be used to dispel labor or holy golems to regain some of your maximum influence.
  • New Spell: Dispel God Structure. Dispel a previously summoned structure to regain some of your maximum influence.
  • A new type of influence mechanic has been added. Now some spells can last forever, but they take up a portion of your maximum influence to maintain. For example, Labor Golems now last forever, but permanently reserve 300 points of influence on your influence bar until you dispel them, or they are killed by monsters.
  • Some spells like Conjure Essence and Flame can now be continuously casted, meaning you can hold down the mouse button to continue casting them rather than clicking.
  • Many of the old spells now have cooldowns, but have also been buffed or rebalanced accordingly.
  • Labor and Holy Golems no longer die slowly over time, but do require influence to be maintained.
  • Slightly reduced how much maximum influence the player gets per villager.
  • Uncorked the influence absolute maximum, there is no longer a maximum cap on how much total influence you can have.
  • Your maximum influence now uses the entire bar (visibly), but the amount of maximum influence still increases per villager.
  • Influence gained per tick is now based on a percentage of maximum influence rather than a fixed amount.
  • The spell select panel and spell descriptions panel have been completely overhauled.
  • Revised many of the spell descriptions.
  • Added a spell radius display when you have a spell selected.
  • Reduced the particle count on the influence bar.


Miscellaneous Changes

  • Screenshot files are now tagged with the version number of the game they were taken with.
  • Cleaned up some of the mouse tooltip message positions.
  • Added pointer lines from selected buildings to the building's occupants or workers.
  • Added lavender color trees to the game. Currently only used for the Holy Wood spell.
  • Added holy potatoes to the game. Currently only used for the Holy Potatoes spell.
  • A new mob type called "Nephilim" to the game, that is currently created via the new Divine Blessing spell. These new villagers have longer lifespans and boosted stats.
  • Changed the pregnancy icon to look more like a rattle.
  • Kitchen now increases worker's cooked meat and boiled egg refine time when upgraded.
  • Updated the graveyard's tooltips.


Bug Fixes

  • Added fix to buildings to prevent them from being stuck at >100% completed on load after receiving a perk that reduces construction time.
  • Fixed several minor typos.
  • Fixed a rare endless loop crash that could happen if monsters tried to spawn from a completely blocked in corrupted fire pit.
  • Fixed a minor bug that would cause villagers to not lose hunger points when they mated.
  • Fixed some animal mating issues.
  • Fixed the construction outline and abandoned graphics for all gates.
  • Fixed a very rare crash caused by an endless loop in the trajectory calculation code.
  • Fixed a bug that was causing work speed reductions due to high wind to be calculated twice.
  • Fixed a bug that wouldn't allow any golems to get their level increase perk unless the player had the wood golem level perk.
  • Charmed monsters no longer threaten tiles.
  • Fixed an issue where mobs would actually lose hunger, thirst and energy slower when working, rather than faster.
  • Fixed a minor bug that could cause newborn animals to spawn the wrong color.
  • Fixed a minor bug where catjeet elders would not show up on the population panel when the filter was set to "Elder".
  • Fixed a bug where sometimes specters could be banished to inside your village.
  • You can no longer upgrade the outpost while it's already being upgraded.
  • Fire pit construction can now be paused.
  • Fixed purple color crystals minimap color.
  • Slightly modified Casas, Wyvernedge and Death Pass to add more valid animal spawn locations.
  • Burner no longer trigger the energy usage tip when built.
  • Doggos now count on the domesticated stats panel.
  • Fixed the upgrade description panel text from overflowing on the Established Ranger Lodge description.
  • Ranger lodges no longer count on the problem panel as homes with no food.
  • Fixed the missing blank panels on the combobulator category on the right panel.


[ 2020-01-19 22:54:26 CET ] [ Original post ]

Free Content Patches: What to expect as we move beyond Early Access.

Greetings everyone! Now that Rise to Ruins has left Early Access, it's time to talk about how development will progress from here on out. As I've stated in the past, development will not end when the game leaves Early Access. But, I would like to change how patches work from here.

In the past I tried to releases giant major patches. A huge part of this was up until 2019 major patches broke your save data, so I wanted to be sure I added enough content all at once to make it worthwhile to start over. But, for a large majority of 2019 save files are no longer broken when new patches are releases, and I of course don't plan to break them moving forward from here.

So, what I'm going to start doing is stop releasing future patch Road Maps outlining huge patches with tons of content. Rather, I'm going to start releasing much smaller, more frequent patches and people interested in following very closely with development can either follow me on twitter, or join our discord.

Although there will still be occasional big patches, it really depends on what mechanics are being added. Some new mechanics may simply be so extensive they would be nonsensical broken up into smaller parts. For example, the recent hunting patch would not have made much sense if I broke it up into smaller pieces where I added just animals, then just hunting, then just animal pens, and then just butchering/slaughtering mechanics all individually as separate smaller patches. None of those mechanics would have functioned correctly without the other parts.

Just a reminder, as I said in the past all future patches will not be DLC. All future content will be 100% free, and included in the base game. Rise to Ruins will continue to get free content patches as long as I am selling enough copies to support myself and development.


[ 2020-01-02 03:26:58 CET ] [ Original post ]

Release 1 - The Milestone Update - Released!

Introducing the most important patch in the history of Rise to Ruins, Release 1! It's been a long ride, but I'm proud to bring you this milestone update.

In less than 24 hours, Rise to Ruins leaves Early Access. But development isn't over! Expect more free content patches over the years as Rise to Ruins continues to evolve and expand into an even more complex game with deeper mechanics.

For now though, check out the most extensive and important change log in Rise to Ruins history.

If you're looking for the recently released "Hunting Update" change log for InDev 34, check it out here.

Release 1 Change Log
Miscellaneous Changes


  • Released the game.


[ 2019-10-13 22:23:25 CET ] [ Original post ]

InDev 34 - The Hunting Update - Released!

It's time to hunt! The final InDev version of Rise to Ruins has been released! On October 14th the game will launch out of Early Access and the next big content update you'll see after will be called the free "Content Update 1". Exciting times are ahead! :)

This update introduces a massive amount of balance changes, a new hunting system, new mobs, and a ton more. The list is simply too long to summarize properly, so check out the change logs!

InDev 34 Change Log

Rangers and Hunting System


  • Renamed the barracks to ranger station.
  • Renamed guards to rangers.
  • Two new buildings added, the animal pen and the clucker coop. Both buildings house animals that the hunters capture and return to the village. When full, excess animals are then taken by the cooks and slaughtered for meat in the kitchen.
  • Rangers will now hunt for animals during midday, capturing them and taking them to animal pens or clucker coops.
  • Rangers no longer patrol the perimeter of the village during the day time.
  • Rangers no longer can post at outposts or barracks.
  • Rangers now patrol the village during a blood moon, rather than the front lines.
  • Rangers outside the village are no longer called when a village is in danger.
  • Moved rangers lodge and outpost to the food and water category.


Animals and Cooking

  • Four new animals have been added to the game, the clucker, entler, beefalo and rous. All four can be hunted by the rangers.
  • Tons of new resources have been added, including raw meat, cooked meat, eggs, boiled eggs, raw hide, and feathers.
  • Most non-monster mobs now drop meat and byproducts like raw hide upon death, including villagers and doggos.
  • Doggos now only spawn on the edges of the map.
  • Animals also spawn on the edges of the map.
  • Wild animals try to seek out safe locations with food and water to congregate.
  • Rebalanced all food.
  • Doggos and other animals now require less food and water to sustain themselves.
  • Doggos and other animals can no longer die of overheating or freezing.


Save System Optimizations

  • The entire save system for object/building data has been completely rewritten, significantly reducing memory usage and save data size.
  • Numerous changes and improvements to tons of modules have been done to drastically decrease save file size, save time, load time, and memory usage. (Note: The first time you load an old save it may take some additional time as it converts the data to the new format. I also strongly recommend loading and then saving and exiting at least once on every region just to decrease overall load time and memory usage on the world map.)


Balance Changes

  • Cooks and bottlers can now manufacture with their entire workforce again.
  • Doubled both the speed and damage of bows. (Resulting in 4x more DPS)
  • Tripled the ammo capacity of quivers.
  • Villagers now use hostile towers and corruption in their fight or flight mechanics.
  • Tools now require wood boards and iron.
  • Bows now require silk and wood.
  • Iron armor now requires raw hide and iron ingots.
  • Medkits now require silk and wood.
  • Quivers now require feathers and wood.
  • Heavily buffed rations.
  • Rations now require a raw meat and a raw vegetable.
  • All buildings that make the above mentioned resources now have had their storage changed to store those resources.
  • Elders can no longer turn into zombies when blighted.
  • Rebalanced zombies very slightly.
  • Removed intelligence from the game.
  • Removed happiness from the game.
  • Completely overhauled entire resource storage system, now buildings can store fixed amounts of each resource type rather than a total of any resource types they can store.
  • Completely rebalanced storage limits of nearly all buildings.
  • It is now easier to push back the corruption.
  • Maintaining infinite refined resources will now manufacture them regardless if storage space exists.
  • Less monsters now spawn overall, but their levels increase more rapidly.
  • Monster level increases extremely fast when the corruption is highly threatened. (Warning: If you pinned the corruption in your save, the difficulty may be unexpectedly much higher suddenly.)
  • The corruption can now be completely destroyed, but it's extremely hard and time consuming.
  • Doubled resource decay times for most resources, and tripled others.
  • It now takes less trashy trash to make a trashy cube.
  • Reduced farm range to 24.
  • A fourth dark purple work selection color has been added to signal when a work selection has been threatened.
  • When pushing back the corruption, it becomes more resistant and slower to push back the more pinned it is.



Miscellaneous Changes

  • Workers now try to equip the best tools or food available rather than anything they can find.
  • Loading tips moved to the main game, and now the game starts paused.
  • Top popup panels no longer overlap the left panel's category buttons.
  • Reduced the overlay font size slightly.
  • Raw food renamed to raw vegetables.
  • Slightly optimized mob rendering code.
  • Perimeter generation code completely removed from the game.
  • Changed Doofy Wild Doggo to Wild Doofy Doggo.
  • Armorsmiths can now make leather armor.
  • Wooden shield renamed to leather shield, and can also now be made by armorsmiths.
  • The toolsmith can now make wooden swords.
  • Villagers no longer enter a home when they claim it for the first time.
  • Console banners are now smaller, 6 can be displayed at once, and they decay faster when there's a backlog.
  • Tweaked the storage priority of many buildings.
  • Resources can no longer be paused or banished from a building.
  • Building perks are now retroactive.
  • Wolfmere is no longer connected to Deepnesse
  • Added a new "Make/Maintain until storage is full" option for all resources.
  • Harvesting tasks are now set to maintain to storage limits by default, rather than infinite. Although the infinite option still exists if you want to use it.
  • Made loot boxes more encouraged to teleport closer to the village.
  • Added a "backup your saves" warning to old profiles loading InDev 34 for the first time.
  • Changed the disclaimer page to remove mention of Early Access.



Bug Fixes

  • Implemented possible fix for the "lazy bowyer" problem.
  • Fixed a few incorrect tips and tooltip descriptions.
  • Processed leftover trashy trash at the trash processor can no longer go over the storage limits.
  • Fixed a typo in the Total Home Occupancy tooltip.
  • Twitch integration text box now properly loses focus when you close the settings panel.
  • Fixed a bug that could cause object data to not load correctly on custom user maps.
  • Fixed a minor bug in damage calculations RNG that could throw an error if the mob's stats were too low.
  • Fixed a very minor layer color issue with the doggo sprite animations.
  • Placing walls for construction no longer automatically deletes the topography under it.
  • Fixed a crash when nomads tries to visit a village and the camp/castle was destroyed.
  • Sleeping AI branches now obeys the booleans that dictates if they can sleep inside or outside.
  • Fixed a bug where sleep and incapacitated animations would not reset properly.
  • Fixed an Ancillary on Black Coast that could not be dismantled or reclaimed.
  • Implemented bandaid fix for the resourceCount crash.
  • Fixed an issue with refine AI if no storage exists anywhere for the refined material (even if the building would make space once a resource is refined) production would halt.
  • Fixed a crash related to the clear out resources AI by deleting the clear out resources AI.
  • Send villagers goal now counts correctly.
  • Year calculations fixed (Yes, again)
  • Fixed a string key call in the trash AI task list.
  • Fixed a bug where a monsters "breakaway chance" would fire too rapidly in the day time, possibly causing some lag at dawn.


[ 2019-10-11 18:29:20 CET ] [ Original post ]

It's The Final Countdown!

The light at the end of the tunnel is arriving rapidly. Rise to Ruins will be launching out of Early Access on October 14th. But this ride isn't over yet, Rise to Ruins will continue to get new content as long as you're still around to support and play it.

This has been an amazing several years, and the support from the entire community over all this time has been absolutely amazing. It's very rare a one man developer can launch a game of this magnitude all by himself, and if it wasn't for the support of every one of you Rise to Ruins never would have reached this milestone.

Launching a game is one of the biggest moments in a developer's life, and can make or break their entire career. But, no matter what happens during the launch, thank you for allowing me to follow my dreams.

Here's to more years of completely free Rise to Ruins content, and someday, more SixtyGig Games!



[previewyoutube=9jK-NcRmVcw;leftthumb][/previewyoutube]


[ 2019-10-07 04:21:51 CET ] [ Original post ]

Build InDev 34 Unstable 4 Released

Click here for help on accessing the Unstable branch!

Unstable 4 has arrived! This patch introduces mostly small bug fixes in preparation for InDev 34 Stable to be released in early October. The game is officially in "Feature lock", all additional changes will be to gear up for the big "Release" patch on October 14th. So post all your nitpicks in the comments! Exciting times are coming. :)

InDev 34 Unstable 4 Change Log

Balance Changes


  • Buffed the stats and levels of all animals except the doggos.
  • Quadrupled the rate cluckers produce eggs.


Miscellaneous Changes

  • Animal pens and clucker coops no longer store dirty water.
  • Changed the disclaimer page to remove mention of Early Access.
  • Warning panel can now be translated.


Bug Fixes

  • Fixed some errors in the way point module that would cause animals to not seek out locations with both food and water.
  • Fixed offset construction art on the Clucker Coop.
  • Fixed the speed control tip not properly displaying the shortcut key name.
  • Fixed an issue that would cause builders to "lock up" if they had a clear terrain task in a threatened area that was required to complete a building.


[ 2019-09-28 14:36:12 CET ] [ Original post ]

Build InDev 34 Unstable 3 Released

Click here for help on accessing the Unstable branch!

Unstable 3 has arrived! This patch introduces a ton of small changes, AI improvements and general preparation for the game's launch in October! For the next month, all additional changes will be to gear up for the big "Release" patch on October 14th. So post all your nitpicks in the comments! Exciting times are coming. :)

NOTE: This patch makes extensive chances to your save data, I highly recommend backing up your profile before playing. When you launch the game, a warning panel will pop up, when it does, click "Open Install Folder" and then make a backup copy of the /profiles/ folder!

InDev 34 Unstable 3 Change Log

Balance Changes


  • Cooks and bottlers can now manufacture with their entire workforce again.
  • Doubled both the speed and damage of bows. (Resulting in 4x more DPS)
  • Tripled the ammo capacity of quivers.
  • Villagers now use hostile towers and corruption in their fight or flight mechanics.
  • Tools now require wood boards and iron.
  • Bows now require silk and wood.
  • Iron armor now requires raw hide and iron ingots.
  • Medkits now require silk and wood.
  • Quivers now require feathers and wood.
  • Heavily buffed rations.
  • Rations now require a raw meat and a raw vegetable.
  • All buildings that make the above mentioned resources now have had their storage changed to store those resources.


Miscellaneous Changes

  • Rangers now hunt animals in the morning.
  • Cluckers can now lay eggs.
  • Animals being slaughtered no longer plays the death sound.
  • Workers now try to equip the best tools or food available rather than anything they can find.
  • Loading tips moved to the main game, and now the game starts paused.
  • Top popup panels no longer overlap the left panel's category buttons.
  • Reduced the overlay font size slightly.


Bug Fixes

  • Implemented possible fix for the "lazy bowyer" problem.
  • Animal domesticated this period now properly ticks up when you capture an animal.
  • Fixed a few incorrect tips and tooltip descriptions.
  • Missing water bottle drinking flags for new animals added.
  • Processed leftover trashy trash at the trash processor can no longer go over the storage limits.
  • Fixed a typo in the Total Home Occupancy tooltip.
  • Twitch integration text box now properly loses focus when you close the settings panel.
  • Problems panel now properly detects all food types when checking if the village has food.
  • Fixed numerous areas where the game AI was only looking at raw food and rations rather than all new food types.
  • Fixed an Ancillary on Black Coast that could not be dismantled or reclaimed.
  • Implemented bandaid fix for the resourceCount crash.
  • Domesticated animals no longer count on the population panel's unassigned workers.


[ 2019-09-11 20:45:56 CET ] [ Original post ]

Build InDev 34 Unstable 2 Released

Click here for help on accessing the Unstable branch!

The big Unstable 2 patch has finally arrived! This patch introduces a large majority of the new hunting mechanics, and a ton of miscellaneous changes I hope you guys will love. Check out the change log for the juicy details!

NOTE: This patch makes extensive chances to your save data, I highly recommend backing up your profile before playing. When you launch the game, a warning panel will pop up, when it does, click "Open Install Folder" and then make a backup copy of the /profiles/ folder!

InDev 34 Unstable 2 Change Log

Rangers and Hunting System


  • Renamed the barracks to ranger station.
  • Renamed guards to rangers.
  • Two new buildings added, the animal pen and the clucker coop. Both buildings house animals that the hunters capture and return to the village. When full, excess animals are then taken by the cooks and slaughtered for meat in the kitchen.
  • Rangers will now hunt for animals during midday, capturing them and taking them to animal pens or clucker coops.
  • Rangers no longer patrol the perimeter of the village during the day time.
  • Rangers no longer can post at outposts or barracks.
  • Rangers now patrol the village during a blood moon, rather than the front lines.
  • Rangers outside the village are no longer called when a village is in danger.
  • Moved rangers lodge and outpost to the food and water category.


Animals and Cooking

  • Four new animals have been added to the game, the clucker, entler, beefalo and rous. All four can be hunted by the rangers.
  • Tons of new resources have been added, including raw meat, cooked meat, eggs, boiled eggs, raw hide, and feathers. Feathers currently serve no purpose, but will in unstable 3.
  • Most non-monster mobs now drop meat and byproducts like raw hide upon death, including villagers and doggos.
  • Doggos now only spawn on the edges of the map.
  • Animals also spawn on the edges of the map.
  • Wild animals try to seek out safe locations with food and water to congregate.
  • Rebalanced all food.
  • Doggos and other animals now require less food and water to sustain themselves.
  • Doggos and other animals can no longer die of overheating or freezing.


Balance Changes

  • Elders can no longer turn into zombies when blighted.
  • Rebalanced zombies very slightly.
  • Removed intelligence from the game.
  • Removed happiness from the game.
  • Completely overhauled entire resource storage system, now buildings can store fixed amounts of each resource type rather than a total of any resource types they can store.
  • Completely rebalanced storage limits of nearly all buildings.
  • It is now easier to push back the corruption.
  • Maintaining infinite refined resources will now manufacture them regardless if storage space exists.


Miscellaneous Changes

  • Raw food renamed to raw vegetables.
  • Slightly optimized mob rendering code.
  • Perimeter generation code completely removed from the game.
  • Changed Doofy Wild Doggo to Wild Doofy Doggo.
  • Armorsmiths can now make leather armor.
  • Wooden shield renamed to leather shield, and can also now be made by armorsmiths.
  • The toolsmith can now make wooden swords.
  • Villagers no longer enter a home when they claim it for the first time.
  • Console banners are now smaller, 6 can be displayed at once, and they decay faster when there's a backlog.
  • Tweaked the storage priority of many buildings.
  • Resources can no longer be paused or banished from a building.


Bug Fixes

  • Fixed a bug that could cause object data to not load correctly on custom user maps.
  • Fixed a minor bug in damage calculations RNG that could throw an error if the mob's stats were too low.
  • Fixed a very minor layer color issue with the doggo sprite animations.
  • Barracks can now store ballista bolts when at max upgrade.
  • Outpost can no longer store ballista bolts until its at max upgrade.
  • Placing walls for construction no longer automatically deletes the topography under it.
  • Fixed a crash when nomads tries to visit a village and the camp/castle was destroyed.
  • Sleeping AI branches now obeys the booleans that dictates if they can sleep inside or outside.
  • Fixed a bug where sleep and incapacitated animations would not reset properly.
  • Fixed an issue with refine AI if no storage exists anywhere for the refined material (even if the building would make space once a resource is refined) production would halt.
  • Fixed a crash related to the clear out resources AI by deleting the clear out resources AI.


[ 2019-08-26 01:20:17 CET ] [ Original post ]

InDev 34 Revised Road Map - The Hunting Update

Greeting everyone! Every once and a while I have to revise my road map plans. This is one of those times! After some extensive thoughts on the future of Rise to Ruins I've decided to rearrange the development scheduled a bit, and drop fishing from the next update, replacing it with some heavy rebalancing, trash system changes and AI adjustments to prepare for Rise to Ruins' launch in October!

Don't worry though, fishing is still planned. It'll likely happen after Rise to Ruins releases in the many free content patches you guys will get post launch.

Rise to Ruins development will not end when the game leaves Early Access in October.
So be sure to keep posting your suggestions and opinions! I will be supporting the game and continuing on with additional 100% free content patches well after Rise to Ruins has left Early Access. rtrheart

You guys have been amazing over the years, and I thank you for all your support on discord and twitter! This has been an amazing experience, and I have you guys to thank for it!

I encourage you to post your nitpicky tweaks/gripes/suggestions below! Now that the game is moving into its home stretch to launch, all future patches will have a heavy focus on fixing/polishing "the little things" as I go. So now is the time to complain about all those "little things" that bug you, no matter how small! :)

InDev 34 Revised Road Map

Hunting


  • Guards will be completely redesigned into a new Ranger job This new job class will combine the functions of the new rangers and the function of guards into a single job. During the day time, they will hunt animals out in the wilderness, and during night they will defend the village.
  • The current outposts and barracks will be re-purposed and the barracks renamed to a ranger's station. Functionally they will remain fairly similar. This is a rename/reskin of the building to make it suitably themed with the new hunter job.
  • 4 new animals will be added to the game, to be hunted. The Beefalo, The Entler, the Rous and The Clucker. They will spawn on uncorrupted land in and outside the village.
  • To complement the new hunting systems, new complex foods will be added. The kitchen will be able to combine multiple combinations of foods into more complex and nutrient rich dishes.
  • A new farm type will be added to house captured animals, to be slaughtered, bred or farmed as needed.
  • The kitchen will now be able to slaughter animals for meats and byproducts like raw leather and feathers.
  • The toolsmiths and armorsmiths will now be able to make wooden and leather tools, weapons and equipment.


Corruption Changes

  • Due to rioting with pitchforks popular demand, the corruption mechanics will be altered, allowing you to completely annihilate the corruption in a region if you're skilled enough. (But it won't be easy!)
  • Monster spawn rate will be slightly re-balanced, opting to spawn higher level monsters rather than higher amounts of monsters. Although spawn counts will still increase, just at a lower rate.
  • A nightly spawn cap will be reintroduced (Similar to InDev 32's mechanics), but instead, when the nightly spawn cap is reached the game will start to greatly increase monster levels.


Trash System and Resource Changes

  • Resources will now take twice as long (and some, 3 times as long) to decay into trash.
  • Less trash is generated overall.
  • A new harvest/refine to storage limits setting will be added to the production panel, allowing your workers to only generate more resources when there is a place to store them in the village.
  • The entire resource storage system will be redesigned to store specific amounts of specific resources rather than totals of all resources. For example, the lumber mill will no longer store 36 wood or boards in total, rather it can store 12 boards and 24 wood.
  • Due to the above changes, many buildings will get their storage heavily buffed or nerfed accordingly.


Miscellaneous Changes

  • The object/building data will be completely overhauled, reducing overall memory usage, and decreasing save and load times.
  • All building perks will now be retroactive.
  • Tons of miscellaneous AI and balance improvements.


[ 2019-08-24 19:51:56 CET ] [ Original post ]

Build InDev 34 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The first unstable patch for InDev 34 has arrived! This patch introduces a ton of improvements to the save system, lower memory usage, and faster save/load times. In addition it also brings in a ton of balance changes to trash and the corruption mechanics as well as some other nice tidbits. Check out the change log!

NOTE: This patch makes extensive chances to your save data, I highly recommend backing up your profile before playing. When you launch the game, a warning panel will pop up, when it does, click "Open Install Folder" and then make a backup copy of the /profiles/ folder!

InDev 34 Unstable 1 Change Log

Save System Optimizations


  • The entire save system for object/building data has been completely rewritten, significantly reducing memory usage and save data size.
  • Numerous changes and improvements to tons of modules have been done to drastically decrease save file size, save time, load time, and memory usage. (Note: The first time you load an old save it may take some additional time as it converts the data to the new format. I also strongly recommend loading and then saving and exiting at least once on every region just to decrease overall load time and memory usage on the world map.)


Balance Changes

  • Less monsters now spawn overall, but their levels increase more rapidly.
  • Monster level increases extremely fast when the corruption is highly threatened. (Warning: If you pinned the corruption in your save, the difficulty may be unexpectedly much higher suddenly.)
  • The corruption can now be completely destroyed, but it's extremely hard and time consuming.
  • Doubled resource decay times for most resources, and tripled others.
  • It now takes less trashy trash to make a trashy cube.
  • Reduced farm range to 24.
  • A fourth dark purple work selection color has been added to signal when a work selection has been threatened.
  • When pushing back the corruption, it becomes more resistant and slower to push back the more pinned it is.


Miscellaneous Changes

  • Building perks are now retroactive.
  • Wolfmere is no longer connected to Deepnesse
  • Added a new "Make/Maintain until storage is full" option for all resources.
  • Harvesting tasks are now set to maintain to storage limits by default, rather than infinite. Although the infinite option still exists if you want to use it.
  • Made loot boxes more encouraged to teleport closer to the village.
  • Added a "backup your saves" warning to old profiles loading InDev 34 for the first time.


Bug Fixes

  • Send villagers goal now counts correctly.
  • Year calculations fixed (Yes, again)
  • Fixed a string key call in the trash AI task list.
  • Fixed a bug where a monsters "breakaway chance" would fire too rapidly in the day time, possibly causing some lag at dawn.


[ 2019-06-25 03:28:20 CET ] [ Original post ]

InDev 34 Road Map - The Fishing and Hunting Update

Just slightly over 5 years ago (May 3rd, 2014), I decided to make a simple pathfinding tech demo, to prove you can design a large scale pathfinding system for thousands of creatures all at once on a large, complex map. Well, that tech demo sparked an idea, an idea that turned into what you're currently playing; Rise to Ruins.

Now, after 5 years of solo development, the final InDev release is underway! (Actually, it has been underway for about 2 weeks, but hey!) Your support has been amazing over these 5 years, and I'm proud to announce InDev 34 will be the last content update before Rise to Ruins leaves Early Access In October!

This primary focus of this update is (you guessed it!) to add new hunting and fishing to the game. Part of that will also mean reworking guards and adding more complex food options. There will also be a ton of tweaks and improvements done to the new save system, corruption mechanics, as well as the usual general optimizations and improvements.

Rise to Ruins development will not end when the game leaves Early Access in October.
So be sure to keep posting your suggestions and opinions! I will be supporting the game and continuing on with additional 100% free content patches well after Rise to Ruins has left Early Access. rtrheart

You guys have been amazing over the years, and I thank you for all your support on discord, twitter and writing reviews on Steam! This has been an amazing experience, and I have you guys to thank for it!

I encourage you to post your nitpicky tweaks/gripes/suggestions below! Now that the game is moving into its home stretch to launch, all future patches will have a heavy focus on fixing/polishing "the little things" as I go. So now is the time to complain about all those "little things" that bug you, no matter how small! :)

InDev 34 Road Map

Hunting and Fishing


  • Guards will be completely redesigned into a new hunter job (Name pending, suggest one below!) This new job class will combine the functions of the new hunters and the function of guards into a single job. During the day time, they will hunt animals out in the wilderness, and during night they will defend the village.
  • The current outposts and barracks will be re-purposed into hunters guilds/lodges (Again, name pending! Suggest something!). Functionally they will remain fairly similar. This is a rename/reskin of the building to make it suitably themed with the new hunter job.
  • New animals will be added to the game, to be hunted. They will spawn on uncorrupted land in and outside the village.
  • A new fishing hut will be added, allowing you to fish in nearby waters.
  • Dev time permitting, the new fishing hut will be able to be built on the water.
  • To complement the new fishing and hunting systems, new complex foods will be added. The kitchen will be able to combine multiple combinations of foods into more complex and nutrient rich dishes.
  • A new farm type will be added to house captured animals, to be slaughtered, bred or farmed as needed.


Corruption Changes

  • Due to rioting with pitchforks popular demand, the corruption mechanics will be altered, allowing you to completely annihilate the corruption in a region if you're skilled enough. (But it won't be easy!)
  • Monster spawn rate will be slightly re-balanced, opting to spawn higher level monsters rather than higher amounts of monsters. Although spawn counts will still increase, just at a lower rate.
  • A nightly spawn cap will be reintroduced (Similar to InDev 32's mechanics), but instead, when the nightly spawn cap is reached the game will start to greatly increase monster levels.


Miscellaneous Changes

  • The object/building data will be completely overhauled, reducing overall memory usage, and decreasing save and load times.
  • All building perks will now be retroactive.
  • Dev time permitting, workshop support will be added for custom maps.
  • Dev time permitting, bridges will be added to the game.


[ 2019-06-06 09:16:23 CET ] [ Original post ]

InDev 33e - The Red Sands Biome Update - Released!

The last planned content patch of InDev 33 is here, introducing 9 brand new maps in a brand new biome, and created by a member of the community no less! The Red Sands biome, by Shade (Give him a follow on Twitter as a thank you!)

In addition to the new biome, I've also fixed a ton of bugs and improved the AI. So be sure to check out the change log!

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord!

InDev 33e Change Log

Miscellaneous Changes


  • 9 new maps have been added to the world map, creating a brand new "Red Sands" biome to explore!
  • Increased the threat range of hostile towers and mobs.
  • Added several community contributors to the credits page.
  • Monsters can no longer spawn from incomplete buildings.
  • "Clear Resources from Road" AI added that will prevent incorrect resources from sitting on a road and stopping your way makers from upgrading it.
  • New builder AI improvements that should help avoid the "Waiting for one last hit of work" taking forever because the worker tasked with the job is on the other side of the village.
  • All other panels on the world map now close when the player attempts to open a chest or complete a goal.
  • The total available storage resource counts on the resource bar and panel no longer count buildings with paused or banned resources.


Bug Fixes

  • Fixed a crash if you tried to place a building or draw terrain with a very tall shadow on the most-eastern or southern edge of the map.
  • "Ready to migrate" no longer pops up on already established villages with migrants en route.
  • Fixed a rare bug if a mob was killed while another mob was attacking it, and you saved and exited the game before the other mob's AI reset, it could cause a crash on reload.
  • Fixed total years being offset by 1 day.
  • Workers no longer repair abandoned buildings.
  • Fixed a bug where water harvesting will not respect if a building's storage if paused or disabled when deciding to harvest more water, possibly causing an over harvesting problem.
  • Fixed an issue where the game would crash with no sound device active.
  • Fixed an issue where sometimes some goals that has map specific requirements on maps you didn't yet occupy would cause the game to crash.


[ 2019-05-21 04:10:46 CET ] [ Original post ]

InDev 33d - Miscellaneous Bug Fixes and AI Improvements Update - Released!

This is a fairly small bug fix patch, correcting a few issues that creeped up in InDev 33. If you're looking for the previous "Passive Tips" update, check out InDev 33c's change log.

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord!

InDev 33d Change Log

Miscellaneous Changes


  • Clearing terrain, roads, digging and all harvest AI now obey the new threat map introduced in InDev 33c, and should drastically cut down on villager's suicidal behavior when new work becomes available after pushing back the corruption.
  • Increased the rate trash decays in the corruption.
  • Decreased the rate corruption destroys natural resources like trees and food.


Bug Fixes

  • Fixed a crash if you assigned road work to upgrade to a path, and before the road was actually upgraded to a path one was generated naturally on the same tile, causing a loop in the road AI and eventually crashing the game when the AI tried to interact with that tile.
  • Guards posting at a building being upgraded no longer has a very small chance of crashing the game.
  • Implemented a possible fix for the rare bug that could sometimes cause resources to be generated in a building that was just destroyed, causing the game to crash next reload.
  • Fixed a rare bug that would corrupt a save file if you saved and exited while you were carrying a resource your hand.
  • Fixed a bug that could cause organizers to accidentally place the wrong resources in the wrong buildings, mainly keys. Credit to Veldrin on Discord.


[ 2019-05-12 22:58:59 CET ] [ Original post ]

InDev 33c - The Passive Tips Update - Released!

InDev 33c has arrived, introducing a new passive tip system that should help newbies out a bunch. Now you guys get the same information, but more on your terms, rather than the prior "interrupt your game and slap you in the face with a wall-o-text" method. Now, tips will pop up when conditions are met, and float around the area that triggered them, so you can click on them when you're ready.

This patch also introduces a mess of bug fixes, balance changes to trash, and the first half of a new "threat awareness" system that will greatly cut down on workers doing things in unsafe areas of the map.

As per usual, check out the change log! :)

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord!

InDev 33c Change Log

Passive Tip System


  • Most tips now pop up and hover around what triggered them, waiting for the player to click on them.
  • New tip sound has been added.
  • New tips have been added related to over harvesting, resource decay and walls being attacked.


Trash Re-balance

  • All trash is worth 50% less "trash points", meaning it will be burned/destroyed faster.
  • Trashy cubes are still worth the same trash points, but with trashy trash worth half as much, that means it takes 2x more trashy trash to make a single cube. Buffing cubes indirectly because now you can condense more trash into one cube.
  • Burners are roughly 20% faster, but since trash is also worth 50% less trash will also be destroyed 60% faster (50% less points, 20% faster rate). eg; it consumes "trash points" 20% faster, and trash is worth 50% less points.
  • Trashy Loot Boxes spawn rates reduced 66%.


Miscellaneous Changes

  • The custom resource bar can now list up to 32 items.
  • Greatly reduced the memory footprint of the new save system.
  • Migration Way Station can no longer store trash.
  • New threat map system implemented, that will help prevent workers from getting near towers and monsters to collect resources or build and repair roads. In a future patch, it will be utilized for many other work tasks as well.


Bug Fixes

  • Fixed a bug that was preventing water bottle refining from progressing in the goals system.
  • Fixed a bug that was causing some fight or flight mechanics to miscalculate.
  • Fixed a bug that could cause paths to not generate on commonly walked tiles.
  • Fixed processing trash goal.
  • The game will no longer crash if you try to move the world map with WASD controls or edge scrolling when a game mode has not yet been selected.
  • Game no longer crashes when a monster tries to spawn and no corruption exists.
  • Implemented a possible fix for a very rare crash if the dedicated threads are in the middle of work when the player exits the region.
  • Fixed a bug where the game would crash if couriers or migrants tried to leave a map and couldn't find an exit.
  • Fixed an issue where empty profile folders from previously deleted cloud save data would be listed as "Corrupted".


[ 2019-05-10 03:49:28 CET ] [ Original post ]

Daily Deal - Rise to Ruins, 66% Off

Today's Deal: Save 66% on Rise to Ruins!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Saturday at 10AM Pacific Time


[ 2019-05-02 19:06:00 CET ] [ Original post ]

The Road to Release, Historic Low Discount, Current Plans, Pricing, and Thank Yous.

Greetings fellow and future deities!

Rise to Ruins is on sale for the next 48 hours at its lowest historic price on Steam, only $3.40 (or, 66% off)! This will be the lowest price point you will see Rise to Ruins on Steam for a very long time, so if you're interested in buying, now is the time!

This is part of the ultimate plan to launch the game out of Early Access later this year. After tons, and tons of community feedback between the discord, twitter, and the official forums I have settled down a game plan for Rise to Ruins' road to release.

Phase one starts with this blowout sale, giving everyone "one last hurrah" to get the game at a great price and we blast our way through to leaving Early Access. After the sale is over, the game's price will increase to $14.99 for the remainder of Early Access.

Phase two starts with the next two major content patches. InDev 34, the "Bio and Hygiene" update and InDev 35/Release 1, the "Fishing and Hunting" update.

Phase three, one month prior to leaving Early Access, the game will hit its final price point collectively agreed on within the community; $19.99, and then have a launch discount of 30% when the game finally leaves Early Access.

After release, development will not stop. As I've said in the past, these sort of games are never truly finished, there's always more to add! You will continue to get completely free content patches as long as the community is still active. Reaffirming my policy there will be no paid DLC. You will all have all the content the game will ever contain, for the single one-time asking price. It's the way I've always done things with Rise to Ruins, and that will not change. So hopefully, for the years to come Rise to Ruins will continue to expand and grow, and at absolutely no additional costs to you, you'll continue to get more and more content.

I thank you all for your great reviews, feedback, suggestions, and everything else you've provided over the years during Early Access. I am looking forward to launching the game this year, and I hope you'll all stick around during and after the launch for years to come. It's because of your support that I am privileged to do my dream job, and I will continue to do my best not to let you down on the road ahead. rtrheart


[ 2019-05-02 18:56:26 CET ] [ Original post ]

InDev 33 - The Corrupted Trashy Saves Update - Released!

Introducing InDev 33, a landmark patch on the road to release later this year! This patch introduces sweeping balance changes to corruption, an entire new trash system, tons of UI improvements and one of the most important additions to prepare for release; a new robust save system that from here on out, will no longer invalidate save data!

While this patch has a ton of new content and balance changes, the real highlight here is the new save system. From here on forward to the best of my abilities, saves should no longer break between patches. So you can press on, enjoying the game with no fear of the next patch around the corner wiping your progress.

Because the changes in this patch are so extensive, I urge everyone to read the change log in its entirety. Many of the changes, like the corruption and trash system, will fundamentally change how you play the game.

Because this patch invalidates your save data, a "Previous Stable" branch on steam has been added. If you'd like to continue playing InDev 32e and finish out your existing game before moving on, opt into that branch!

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord!

InDev 33 Change Log

New Save System


  • The entire save system has been converted to a more backwards compatible format, that should help saves stay valid for much longer than before.
  • The save is much better multi-threaded out, dropping save time on the main thread down to less than 30ms even in end game saves for most machines.
  • Many random save corruption bugs have been eliminated, due to newer more robust save validity checks.


Corruption and Spawning Rewrite

  • Corruption and spawning power is now based on the current day and how much space in the region the corruption desires and cannot have because you've blocked it, rather than the old system where spawn rates were determined by the overall size of the corruption. This means that if you allow the corruption to cover half the map, the spawn rates will be lower than if you box them in a corner.
  • Corruption's desired amount of land is based on the current day and total amount of buildings the corruption has built.
  • Corruption resistance stats no longer exist, rather, the corruption now always avoids being near your village no matter the resistance level. It will just never enter your village, and it will very quickly recede if you try to expand into it.
  • Reduced rate corruption tiles eat away at resources.
  • Completely removed all global/world corruption mechanics from the game.
  • A new corruption threat bar has been added above the influence bar. This bar determines the additional spawn rate increase from the baseline for the current day. The bar will increase as the corruption becomes "boxed in" and desires more land than you will allow it to have. The higher the bar, the harder the game will be.
  • Corruption tiles that get pushed back may spawn monsters, regardless of time of day.
  • The entire spawn rate curve has been smoothed out, and there should no longer be any significant "surprise difficulty increases", unless you purposely try to box in the corruption and make the corruption threat level skyrocket.


Trash System

  • When a resource is destroyed, created or manufactured, there will be a small chance trash will be left behind. This can happen in many ways, including harvesting, building, refining, dismantling, etc.
  • There are many types of trash, like "Woody Trash" and "Rocky Trash". These various trash types have some value, and can be processed at the new processor for a chance to gain some free materials.
  • New Worker: "Trasher", their job will be to clean up the trash found on the ground and take it to landfills, burners and processors.
  • Trash can only be stored in small, cheap to build trash bins, a landfill, in the processor, or a burner.
  • New Monster: "Trashy Slimes". Trash on the ground can spawn these slimes if you don't keep up with it.
  • New Building: Trash Bin. A small building that stores a small amount of trash, but when stored it can no longer spawn trashy slimes. All workers will be allowed to take trash to this building.
  • New Building: Landfill. A large building for storing larger amounts of trash. But only trashers can bring trash to this building.
  • New Building: Processor. Can store a small amount of trash, and when the trashers are not busying cleaning up trash, they can process certain trash types at this building, destroying it entirely, or sometimes getting free resources or "trashy trash" (worthless trash) back.
  • New Building: Burner. Similar to a processor, but it will automatically (and very, very slowly) destroy trash and once fully charged, generate essence. It can not store very much trash and will never return free materials.
  • Cube-E Golems have been added to the game, and are built at the new Cube-E Golem Combobulator.
  • Cube-E Golems are completely automated, and will process Trashy Trash anywhere in the village into more compact Trashy Cubes, that can be used in some limited construction options (listed below), or burned in a burner.
  • New Building: Cube-E Golem Combobulator. Just like other combobulators, stores up energy and spawns a golem, but consumes iron rather than wood, rock or crystal.
  • New Wall: Trashy Cube Wall. Similar to stone walls, except made of trashy cubes processed by the Cube-E Golems. These walls are only built by Cube-E Golems, and not by your regular builders.
  • New Building: Trashy Cube Pile. This new building serve no functional purpose, but cost an excessive amount of Trashy Cubes to build. This building can be constructed to purposely consume large amounts of Trashy Cubes. Like Trashy Cube Walls, they can only be built by Cube-E Golems.
  • Rebalanced decay rates of all resources. Resources like rocks now last longer, where as resources like raw food last shorter.
  • When a resource decays, it now becomes trash rather than gets removed from the game.
  • New trash processing goal added.


New Road UI

  • The entire old road UI has been removed, and a new one has been put in place under the new "Roads" tab on the right hand GUI.
  • You can now select what road you'd like to upgrade a tile to rather than only being able to select the next possible road for that tile.
  • You can now hold the accent key (X by default) to select all roads of the same type that are connected together, and upgrade them all at once in one click.


Revamped Resource Bar and New Resource List Panel

  • The resource bar has been completely redesigned, and can now be customized.
  • A new resource list panel has been added, inside the panel you can see the resource counts of every resource in the village, this is also where you customize the resources listed on the new resource bar.
  • In both the new resource list panel and new resource bar, you can now see the total remaining storage space for that resource.


Miscellaneous Changes

  • Default key for unassigning changed to "Q"
  • Updated corruption tip.
  • Reduced the overall autosave rate.
  • All combobulators now require crylithium.
  • All golem combobulators now require small amounts of energy to operate the already spawned golems.
  • Golems that spawn from combobulators will slowly start to die if the combobulator runs out of energy for too long and cannot operate them.
  • When a corrupted building is completely ignored by drones, or the drones cannot reach it and it has 0 maximum health, it will eventually delete itself.
  • Renamed Official Maps to Legacy Maps
  • Added new "Workshop Maps" pack for future workshop support.
  • Removed the "WIP" pack.
  • You can no longer select default map sizes as the settings were mostly pointless.
  • Survival, Peaceful, and Sandbox mode now all have a season length of 7 days, instead of 5.
  • Nightmare now has a season length of 7 days in the Spring and Autumn, and 10 in Summer and Winter.
  • Traditional now has a season length of 8 days in the Spring and Autumn, and 6 in Summer and Winter.
  • Survival, Peaceful, and Sandbox mode full moon cycles are now every 9 days, instead of 7.
  • Nightmare mode full moon cycles are now every 12 days, instead of 8.
  • Ancillary building cap increase provided increased by 2.
  • Castle building cap increase provided increased by 4.
  • New interaction tile flag system is implemented, allowing multiple interaction points on a single building, making work look more natural.
  • Clearing terrain can now generate a limited amount of free resources, but also generates excess trash.
  • The world tooltips now have descriptions where applicable, like when hovering over a building, or a harvestable resource.
  • All resources now have tooltip descriptions.
  • Crystillers can now use hammers and pick axes.
  • Added the final list of patreon names to the name pool.
  • Combobulators can now store a very small amount of the resource they use to spawn.
  • Improved the builder's clearing AI so they will prioritize clearing terrain blocking construction.
  • Removed the day length multiplier from the custom mode settings.
  • Increased the amount of nomads that can spawn, when they do.
  • Golems can no longer enter the corruption for any reason.
  • Non-combat golems now provide god XP and goal progressions when completing tasks.
  • Labor golems now live a little longer.
  • Optimized the object module's work efficiency update speeds.
  • Localization mods no longer load strings with old revision numbers.
  • When loading a localization mod, a missing strings text file is generated in the mod's folder, listing out all missing or modified strings the modder needs to check out to get their mod back to 100% after a patch.
  • Added trash tip.
  • Removed "Smooth Particles" setting as it is no longer used in the new particle system.
  • Removed the map size art from the GUI
  • Corrected a few object's description lengths.


Bug Fixes

  • Fixed a bug that could sometimes cause villagers to try to wander outside the village to pickup a resources.
  • Fixed a minor typo in the harvesting goal description.
  • Fixed the dirty water description and headers being flipped on some of the object panels.
  • Crystal Harvesty building count in the right hand GUI now counts properly.
  • Experimental fix for the color binding crash related to setting colors of newly generated particles implemented.
  • Fixed some incorrect or missing shadows on the lumber mill and gates.
  • Fixed a bug that would cause migrants to not arrive in a day if couriers happened to arrive first.
  • Fixed mining facility construction phase shadows.
  • Fixed a crash if you tried to start a new game with debug mode running.
  • Added missing particles for wall construction outlines.
  • Fixed a typo on the "Generate Mob Sheet" dev tool button.
  • Fixed the bonus nomads rate from being off by 1 making the first perk ineffective.
  • Season switch date has been offset by one, where the next season would have started on the 5th day in the previous patch, it now starts on the 6th. (Note that season length has also changed, so pre-bug fix the it would have started on the 7th day, but now properly starts on the 8th)
  • Fixed an extremely rare save corruption bug caused by workers completing refining/manufacturing resource work at a building at the exact moment it is destroyed.
  • Harvesting raw food from a farm now counts to the harvesting goals on the world map.
  • Fixed problem panel attacking building count from counting the wrong data.
  • Farm's farming speed reduction bonus is now properly applied to farmers.
  • Crystal Golem Combobulators are now considered a way point for golems.
  • Fixed some particle over-generation issues when you increase game speed.
  • Fixed a bug where you can't sell resources to a provisioner unless you happen to have at least one of that resource in storage somewhere in the village.
  • Implemented a possible fix for way makers running off and leaving the village to repair a road right as the game loads.
  • Fixed an issue that could make the world map load slower with very large maps, and rarely cause GC Overlimit crashes.
  • Fixed a bug that could cause courier golems to crash the game if they have no way to leave the map.
  • Fixed a lag/memory issue at dawn when monsters tried to go home, if too many monsters existed on the map.


[ 2019-04-30 15:11:00 CET ] [ Original post ]

Build InDev 33 Unstable 5 Released

Click here for help on accessing the Unstable branch!

This is a fairly small cleanup patch, if you're looking for the recent juicy bits see the 26th's InDev 33 Unstable 4 release!

This release is effectively a pre-release of InDev 33 Stable, barring any issues. So please make sure to play test the hell out of it! If you're waiting for InDev 33 Stable to be released, you can go ahead and start playing this one as currently no new content and changes are planned before release (Likely on the April 30th or May 1st). Exceptions being fixing any bug that may creep up.

(NOTE: Current existing combobulators will need to be upgraded or rebuilt, old save combobulators do not work correctly in Unstable 4 and 5!)

InDev 33 Unstable 5 Change Log

Miscellaneous Changes


  • Optimized the object module's work efficiency update speeds.
  • Localization mods no longer load strings with old revision numbers.
  • When loading a localization mod, a missing strings text file is generated in the mod's folder, listing out all missing or modified strings the modder needs to check out to get their mod back to 100% after a patch.
  • Added trash tip.
  • Removed "Smooth Particles" setting as it is no longer used in the new particle system.
  • Removed the map size art from the GUI
  • Corrected a few object's description lengths.


Bug Fixes

  • Fixed an out of range bug with the road tool that would crash the game is you scroll off the map.
  • Fixed a lag/memory issue at dawn when monsters tried to go home, if too many monsters existed on the map.
  • Implemented possible fix for map data going slightly out of sync with other save data during autosaves.
  • Fixed an issue where world map save data wouldn't reset when changing profiles.
  • Fixed road counts on the road panel.
  • Fixed old golems crashing the game if their combobulator was dismantled.


[ 2019-04-28 22:48:18 CET ] [ Original post ]

Build InDev 33 Unstable 4 Released

Click here for help on accessing the Unstable branch!

InDev 33 Unstable 4 is here, and it is considered the "Feature complete" build before releasing stable very soon! There may be some more tweaks and adjustments before releasing stable but this build includes all planned content coming to InDev 33, so jump in and break it for me please!

This build's highlight is the brand new, very long overdue, and totally awesome road UI, as well as a handful of balance changes, tweaks, and bug fixes. As per usual, check out the change log below for all the details.

Let me know in the comments what you think of all the changes. Especially the new game balance. Too easy, too hard, just right? Just please note, your old save's balance may be totally out of whack, so please reframe from reporting balance issues until you start a new region! :)

(NOTE: Current existing combobulators will need to be upgraded or rebuilt, old save combobulators do not work correctly in Unstable 4!)

InDev 33 Unstable 4 Change Log

New Road UI


  • The entire old road UI has been removed, and a new one has been put in place under the new "Roads" tab on the right hand GUI.
  • You can now select what road you'd like to upgrade a tile to rather than only being able to select the next possible road for that tile.
  • You can now hold the accent key (X by default) to select all roads of the same type that are connected together, and upgrade them all at once in one click.


Miscellaneous Changes

  • Added new corruption settings to the custom game mode menu and fixed spawn rate settings limits.
  • Default key for unassigning changed to "Q"
  • Updated corruption tip.
  • Reduced the overall autosave rate.
  • All combobulators now require crylithium.
  • All golem combobulators now require small amounts of energy to operate the already spawned golems.
  • Golems that spawn from combobulators will slowly start to die if the combobulator runs out of energy for too long and cannot operate them.


Bug Fixes

  • Fixed a bug where you can't sell resources to a provisioner unless you happen to have at least one of that resource in storage somewhere in the village.
  • Implemented a possible fix for way makers running off and leaving the village to repair a road right as the game loads.
  • Fixed an issue that could make the world map load slower with very large maps, and rarely cause GC Overlimit crashes.
  • Fixed trash processing goal.
  • Fixed a bug that could cause courier golems to crash the game if they have no way to leave the map.


[ 2019-04-26 19:37:33 CET ] [ Original post ]

Build InDev 33 Unstable 3 Released

Click here for help on accessing the Unstable branch!

Introducing the most ambitious balance change in a long time; the brand new corruption and spawning system!

Many players have complained the corruption system wasn't quite working as they wanted it to. So, this re-balance is entirely based on community feedback trying to fix many of the issues you guys complained about. The old corruption system just wasn't up to snuff, it was either too hard (if you let the corruption grow on its own), or too easy (if you exploited it).

As a result, this patch introduces a complete and total rewrite of the entire spawning and corruption system. Also, the world/global corruption level system was quite simply a bad game design, and has also been completely removed from the game.

This patch technically will not break your save data, but be ready for a totally different experience next time you load the game. Those of you who like to "pin" the corruption may die very quickly, I suggest giving the corruption some breathing room as fast as humanly possible, if you can. If you don't pin the corruption the spawn rates will likely be very high for a few days, but smooth out as the corruption claims the land it should have had.

In addition to the sweeping corruption and spawn system changes, I've also rebalanced the trash system a bit, fixed several bugs and completely redesigned the resource bar!

Let me know in the comments what you think of all the changes. Especially the new game balance. Too easy, too hard, just right? Just please note, your old save's balance may be totally out of whack, so please reframe from reporting balance issues until you start a new region! :)

InDev 33 Unstable 3b *HOT FIX* Change Log

Bug Fixes


  • Fixed a bug that could sometimes cause villagers to try to wander outside the village to pickup a resources.


InDev 33 Unstable 3 Change Log

Corruption and Spawning Rewrite

  • Corruption and spawning power is now based on the current day and how much space in the region the corruption desires and cannot have because you've blocked it, rather than the old system where spawn rates were determined by the overall size of the corruption. This means that if you allow the corruption to cover half the map, the spawn rates will be lower than if you box them in a corner.
  • Corruption's desired amount of land is based on the current day and total amount of buildings the corruption has built.
  • Corruption resistance stats no longer exist, rather, the corruption now always avoids being near your village no matter the resistance level. It will just never enter your village, and it will very quickly recede if you try to expand into it.
  • Reduced rate corruption tiles eat away at resources.
  • Completely removed all global/world corruption mechanics from the game.
  • A new corruption threat bar has been added above the influence bar. This bar determines the additional spawn rate increase from the baseline for the current day. The bar will increase as the corruption becomes "boxed in" and desires more land than you will allow it to have. The higher the bar, the harder the game will be.
  • Corruption tiles that get pushed back may spawn monsters, regardless of time of day.
  • The entire spawn rate curve has been smoothed out, and there should no longer be any significant "surprise difficulty increases", unless you purposely try to box in the corruption and make the corruption threat level skyrocket.


Trash System

  • Slightly reduced the rate Trashy Slime spawn.
  • Increased the rate trash in the corruption decays.
  • Trashy Slime no longer spawn from trash of on the corruption.
  • Rebalanced several areas where trash is generated, increasing or decreasing the rate as needed.
  • Water purifiers can now generate trash.
  • Decreased the spawn rate of suspiciousy trash.
  • Non-trashy trash or trashy trash cubes can now decay into trashy trash over a very long period of time. (eg; Woody trash will decay into trashy trash.)
  • You can no longer build/dismantle trashy cube buildings to get rid of trash.
  • Boosted Cube-E golem strength and reduced dexterity.
  • Trashy slimes no longer spawn in peaceful mode.
  • Processors now have speed boosts.


Revamped Resource Bar and New Resource List Panel

  • The resource bar has been completely redesigned, and can now be customized.
  • A new resource list panel has been added, inside the panel you can see the resource counts of every resource in the village, this is also where you customize the resources listed on the new resource bar.
  • In both the new resource list panel and new resource bar, you can now see the total remaining storage space for that resource.


Miscellaneous Changes

  • Improved the builder's clearing AI so they will prioritize clearing terrain blocking construction.
  • Removed the day length multiplier from the custom mode settings.
  • Increased the amount of nomads that can spawn, when they do.
  • Golems can no longer enter the corruption for any reason.
  • Cube-E, Labor, and Courier golems now provide god XP and goal progressions when completing tasks.
  • Labor golems now live a little longer.


Bug Fixes

  • Fixed several missing text strings from the trash system.
  • Fixed problem panel attacking building count from counting the wrong data.
  • Water Bottlers no longer place trash in the bottler.
  • Farm's farming speed reduction bonus is now properly applied to farmers.
  • Crystal Golem Combobulators are now considered a way point for golems.
  • Fixed some particle over-generation issues when you increase game speed.
  • Cullis gates now overloads properly.
  • Fixed a few minor GUI errors.
  • Process Trashy Cubes goal now works correctly.


[ 2019-04-20 23:09:07 CET ] [ Original post ]

Build InDev 33 Unstable 2 Released

Click here for help on accessing the Unstable branch!

Trash has arrived! This build introduces tons of new buildings and mechanics all related to the trash system, as well as the usual mess of bug fixes and balance changes.This is also the first build ever released after the new save system changes, and if all goes well this version should be completely compatible with your Unstable 1 saves even though it introduces a ton of new mechanics that would have previous invalided them!

The end results of the trash system came out quite a bit differently than the original road map. So as per usual, check out the change log for all the juicy details! Be sure to let me know if you encounter any issues, especially with old save data!

InDev 33 Unstable 2 Change Log

Trash System


  • When a resource is destroyed, created or manufactured, there will be a small chance trash will be left behind. This can happen in many ways, including harvesting, building, refining, dismantling, etc.
  • There are many types of trash, like "Woody Trash" and "Rocky Trash". These various trash types have some value, and can be processed at the new processor for a chance to gain some free materials.
  • New Worker: "Trasher", their job will be to clean up the trash found on the ground and take it to landfills, burners and processors.
  • Trash can only be stored in small, cheap to build trash bins, a landfill, in the processor, or a burner.
  • New Monster: "Trashy Slimes". Trash on the ground can spawn these slimes if you don't keep up with it.
  • New Building: Trash Bin. A small building that stores a small amount of trash, but when stored it can no longer spawn trashy slimes. All workers will be allowed to take trash to this building.
  • New Building: Landfill. A large building for storing larger amounts of trash. But only trashers can bring trash to this building.
  • New Building: Processor. Can store a small amount of trash, and when the trashers are not busying cleaning up trash, they can process certain trash types at this building, destroying it entirely, or sometimes getting free resources or "trashy trash" (worthless trash) back.
  • New Building: Burner. Similar to a processor, but it will automatically (and very, very slowly) destroy trash and once fully charged, generate essence. It can not store very much trash and will never return free materials.
  • Cube-E Golems have been added to the game, and are built at the new Cube-E Golem Combobulator.
  • Cube-E Golems are completely automated, and will process Trashy Trash anywhere in the village into more compact Trashy Cubes, that can be used in some limited construction options (listed below), or burned in a burner.
  • New Building: Cube-E Golem Combobulator. Just like other combobulators, stores up energy and spawns a golem, but consumes iron rather than wood, rock or crystal.
  • New Wall: Trashy Cube Wall. Similar to stone walls, except made of trashy cubes processed by the Cube-E Golems. These walls are only built by Cube-E Golems, and not by your regular builders.
  • New Building: Trashy Cube Pile. This new building serve no functional purpose, but cost an excessive amount of Trashy Cubes to build. This building can be constructed to purposely consume large amounts of Trashy Cubes. Like Trashy Cube Walls, they can only be built by Cube-E Golems.
  • Rebalanced decay rates of all resources. Resources like rocks now last longer, where as resources like raw food last shorter.
  • When a resource decays, it now becomes trash rather than gets removed from the game.
  • New trash processing goal added.


Miscellaneous Changes

  • Survival, Peaceful, and Sandbox mode now all have a season length of 7 days, instead of 5.
  • Nightmare now has a season length of 7 days in the Spring and Autumn, and 10 in Summer and Winter.
  • Traditional now has a season length of 8 days in the Spring and Autumn, and 6 in Summer and Winter.
  • Survival, Peaceful, and Sandbox mode full moon cycles are now every 9 days, instead of 7.
  • Nightmare mode full moon cycles are now every 12 days, instead of 8.
  • Ancillary building cap increase provided increased by 2.
  • Castle building cap increase provided increased by 4.
  • New interaction tile flag system is implemented, allowing multiple interaction points on a single building, making work look more natural.
  • Clearing terrain can now generate a limited amount of free resources, but also generates excess trash.
  • The world tooltips now have descriptions where applicable, like when hovering over a building, or a harvestable resource.
  • All resources now have tooltip descriptions.
  • Crystillers can now use hammers and pick axes.
  • Added the final list of patreon names to the name pool.
  • Combobulators can now store a very small amount of the resource they use to spawn.


Bug Fixes

  • Fixed a save backwards compatibility issue loading resource color types stores in objects.
  • Fixed mining facility construction phase shadows.
  • Fixed a crash if you tried to start a new game with debug mode running.
  • Added missing particles for wall construction outlines.
  • Fixed a typo on the "Generate Mob Sheet" dev tool button.
  • Fixed the bonus nomads rate from being off by 1 making the first perk ineffective.
  • Season switch date has been offset by one, where the next season would have started on the 5th day in the previous patch, it now starts on the 6th. (Note that season length has also changed, so pre-bug fix the it would have started on the 7th day, but now properly starts on the 8th)
  • Fixed an extremely rare save corruption bug caused by workers completing refining/manufacturing resource work at a building at the exact moment it is destroyed.
  • Harvesting raw food from a farm now counts to the harvesting goals on the world map.


[ 2019-04-12 02:19:17 CET ] [ Original post ]

Build InDev 33 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The first working build of the new Rise to Ruins save system has arrived! This is a major first step in bringing backwards compatibility to your save systems, so future patches will greatly minimize the risk of your saves becoming obsolete. It also opens the door to add Steam Cloud support when InDev 33 stable is completed.

It is very likely this new system may have save bugs to work out, and could even corrupt your saves, or crash. Keep in mind a lot of this system is designed specifically to keep your saves from corrupting in the future, as an oddball side effect of that, that means a lot of times you can load the game with corrupted or missing data and it'll still load just fine (resetting the corrupted or missing data back to default so you can chug forward). Thus, you need to do more than just check if the save loads. Make sure everything is just as you left it. So please, if you find anything "wrong" in your data when you reload, please let me know as soon as possible, even if it has no direct impact on your game play.

In addition to the save system, this patch also includes a bunch of random small fixes. So be sure to check out the change log. :)

InDev 33 Unstable 1 Change Log

New Save System


  • The entire save system has been converted to a more backwards compatible format, that should help saves stay valid for much longer than before. (Note: Due to still being in development, there's a risk that Unstable 2, 3, etc, may still break data as kinks are worked out.)
  • The save is much better multi-threaded out, dropping save time on the main thread down to less than 30ms even in end game saves for most machines.
  • Many random save corruption bugs have been eliminated, due to newer more robust save validity checks.


Miscellaneous Changes

  • When a corrupted building is completely ignored by drones, or the drones cannot reach it and it has 0 maximum health, it will eventually delete itself.
  • Renamed Official Maps to Legacy Maps
  • Added new "Workshop Maps" pack for future workshop support.
  • Removed the "WIP" pack.
  • You can no longer select default map sizes as the settings were mostly pointless.


Bug Fixes

  • Fixed a minor typo in the harvesting goal description.
  • Fixed the dirty water description and headers being flipped on some of the object panels.
  • Crystal Harvesty building count in the right hand GUI now counts properly.
  • Experimental fix for the color binding crash related to setting colors of newly generated particles implemented.
  • Fixed some incorrect or missing shadows on the lumber mill and gates.
  • Fixed a bug that would cause migrants to not arrive in a day if couriers happened to arrive first.


[ 2019-03-22 20:46:57 CET ] [ Original post ]

InDev 33 Road Map - The Trashy Saves Update

InDev 33 development has been underway since the release of InDev 32e a few weeks ago. But now's the time to tell you what it's all about!

This primary focus is to update the save system, bringing in a much more robust, faster and more backwards compatible system. I can not guarantee that this new system will make all your saves backwards compatible forever, but it will help tremendously in keeping them valid for much longer than before. Hopefully the average player will never have to deal with obsolete saves again. Sadly and ironically though, this is such a fundamental rewrite it will destroy all your save data when the patch is finally released.

This patch is also going to introduce a few new mechanics and some UI rework. One being a complete redesign of the road UI, making the entire system much more streamlined and easy to use. The other, is a new "Trash system", as part of the first phase of the hygiene update you'll be seeing more of in InDev 34.

As usual, check out the road map below for the details! As always, there will be some additional content added outside of the road map, time permitting.

I encourage you to post your nitpicky tweaks/gripes/suggestions below! Now that the game is moving into its home stretch to launch this year, all future patches will have a heavy focus on fixing/polishing "the little things" as I go. So now is the time to complain about all those "little things" that bug you, no matter how small! :)

InDev 33 Road Map

New Save System


  • The entire save system will be converted to a more backwards compatible format, that should help saves stay valid for much longer than before.
  • The save system will be better multi-threaded out, dropping save time on the main thread down to less than 30ms even in end game saves for most machines.
  • Many random save corruption bugs will be eliminated, due to newer more robust save validity checks.
  • Steam Cloud saving will be enabled.


Trash System

  • When a resource is destroyed, created or manufactured, there will be a small chance trash will be left behind.
  • A new "Waste Collector" (Name pending) worker will be added, their job will be to clean up the trash found on the ground and take it to trash bins, landfills and processors.
  • Trash can only be stored in small, cheap to build trash bins, a landfill, in the processor, or a grinder.
  • Trash slows down movement speed as well as lowers constitution if they're around too much trash for too long.
  • New Building: Trash Bin. A small building that stores a small amount of trash, but when stored inside it does not cause any penalties to the villagers around it. All workers will be allowed to take trash to this building.
  • New Building: Trash landfill. A large building for storing larger amounts of trash. But only "Waste Collectors" can bring trash to this building.
  • New Building: Processor. Can store a small amount of trash, and when the waste collectors are not busying cleaning up trash, they can process trash at this building, destroying it entirely. Sometimes, the process will give the player back some free resources.
  • New Building: Grinder. Similar to a processor, but it will automatically (and very, very slowly) destroy trash and generate essence but can not store very much trash and will never return free materials.


New Road System UI

  • You will be allowed to select a specific road type when placing road work down, rather than one type at a time. You could place up to what you want built and they will continue to work until they've reached that upgrade level.
  • A new "upgrade all connected of this type" tool will be added, where you can select a single road type, and all roads of that same type connected to it will automatically be selected for upgrade.
  • (Time Permitting) Better traffic data will be added, so you can see where high traffic areas are and plan your roads more effectively.


[ 2019-03-11 19:20:48 CET ] [ Original post ]

The Road to Release 1, leaving Early Access, and the future of Rise to Ruins.

Greetings fellow deities,

Rise to Ruins is planning to launch out of Early Access this year. Release 1 will be a huge milestone for Rise to Ruins' nearly 5 year development cycle! I've put a ton of work into this game, and I'm proud to finally see it complete enough I can call it a "ready" in 2019.

But here's the thing; Development won't end. I have no intention on stopping development once the game leaves Early Access, nor do I plan to stop anytime soon. As long as you are all here supporting my work, I will be here to support it too. After Release 1 expect plenty of additional content over, hopefully, years of future development.

Before release, I have a few more major patches planned, one of the most important ones being a complete redesign of the save system that will hopefully nearly eliminate your saves becoming "obsolete" and having to reset your progress. As for content, I am planning a bio, hygiene, trash, fishing, hunting, and cooking systems, as well as workshop support for custom skirmish maps and a fundamental redesign of the corruption system before release. All of these will likely span 3-4 major patches throughout the year, starting with InDev 33, introducing the new save system.

As for post release content, I'm still planning a procedural map generator, more holy/religion things, bridges, building walls on water, more equipment, spells, monsters, per-map difficulty/weather, more goals, perks and a ton of other content I couldn't even begin to list out in a single post. So while the game is going to be released this year, it'll never be done. There's always more to add, and I'll be here to add it.

For the nitty gritty business side of things, roughly a month prior to release, Rise to Ruins will increase it's price and the standard 50% discount price will change to 33%. Although what that price will be is still somewhat up in the air, and I'd love to hear your feedback down in the comments what you think the price should be.

I thank all of you that have stuck with this long journey, working alone has been both an overwhelming challenge and very rewarding, I am grateful for all of your support all along the way. Without your support, I couldn't have made this game what it is today. It's because of you I get to live my lifelong dream of being a game developer. rtrheart


[ 2019-02-24 06:41:21 CET ] [ Original post ]

InDev 32c - Particles Overhaul and Optimizations Update - Released!

The likely final InDev 32 series patch has been released! This patch is mostly optimizations and a complete overhaul of the entire particle system. Although it does include several gameplay tweaks and bug fixes, so checkout the change log for all the juicy details!

Early reports from some "In-house" testers on discord are claiming great frame rate improvements! Let me know down in the comments how much better (or worse?) the game is running for you compared to InDev 32b. :)

InDev 32d *HOT FIX* Change Log

Bug Fixes


  • Fixed a crash when trying to upgrade roads before the tile set data for the next upgraded road type was loaded into the game.


InDev 32c Change Log

Particle Engine

  • Particles can now be more than just 1x1 pixels/dots, they can be all shapes and sizes, and even animations. As a result, almost all the particle effects in game have been updated/improved.
  • Particle data is no longer saved with your save data, previously, some "long lasting" particles like blood splatters were saved.
  • All particle and emitter logic has been shuffled off to a new dedicated thread, users with at least 4 CPU threads (Dual Cores with Hyperthreading, Quad Cores or better) should see a very nice performance boost as a result.



Miscellaneous Changes

  • An eclipse and a blood moon can no longer happen on the same day.
  • Workshop Uploader tool now allows you to select predefined tags.
  • Fire Elementals now take much more damage when it's raining, or when thrown in water.
  • Fire Elementals no longer take water damage when being grabbed and hovering over water.
  • Initial batch of migrant and courier spawns when starting a new region are now arrive nearly 3 times faster than before.
  • The Barracks, Outposts and Equipment Storage can now all store wood swords and wood shields.
  • Mobs no longer "Scream" when they die of natural causes.
  • Hide Topography button re-enabled.
  • Hide Topography now shows a "ghost image" of the topography rather than hiding it completely.
  • The hide topography shortcut now works in play mode.
  • Added building and tile counts to the right panel.
  • You can now use the farm and road tools as soon as you place the building for construction.


Bug Fixes

  • Static tower damage is now correct in the GUI.
  • Implemented a short term fix to prevent translation mods from corrupting save data if there's a comma in a goal description.
  • Red Crystals generate particles again.
  • Missile, Combobulator and several other particles are no longer generated when not in view of the camera.
  • Fixed a theoretical crash related to lighting striking outside the map.
  • Road type upgrade text when using the road upgrade tools are now properly translated when a language pack is loaded.
  • The perk "Dundar's Determination" now displays correctly in game.
  • Fixed a bug where migrants could crash the game trying to leave the village if there's no available space tiles on the map to leave.
  • Fixed a minor statistics bug for courier resources delivered per day.
  • Tweaked the text color coding system slightly so it does not crash when incomplete color codes are inputted at the end of a string. (This only applies to localization mods with incorrectly formatted strings)
  • When the migration panel is manually active, selecting a Courier Station now properly overrides it with the Courier panel.
  • Game will no longer crash when you try to change game states while the debug menu (F3) is enabled.
  • The farm and road work tools no longer gray out when your only building is being upgraded.



[ 2019-02-22 21:14:25 CET ] [ Original post ]

InDev 32b - Minor Bug fixes and Localization Tweaks Update - Released!

This patch is fairly small, it just covers a few hiccups from InDev 32's release.

If you're looking for the big change log from InDev 32, check out this announcement.

Note that this patch also allows localization modders to translate the loading tips, and as a result, all previously 100% completed translations are now hovering around the mid 98% range.

InDev 32b Change Log

Localization Modding


  • All loading tips can now be translated.


Miscellaneous Changes

  • Adjusted red sands terrain slightly.
  • Mobs "complain" more when grabbed.


Bug Fixes

  • You can no longer place abandoned buildings or auto-built buildings on topography, without the topography being auto-erased.
  • Fixed a rare bug where a mob can get "stuck" on the player's hand when grabbed.
  • Fixed a bug where you could not draw the accent layer on the base terrain.
  • Fixed several minor text key errors. Note that some of these errors, if occurred in your save before, may still exist when you load the game. Next time the game calls for the text they'll be generated correctly.


[ 2019-02-06 02:54:49 CET ] [ Original post ]

InDev 32 - The Localization Modding Update - Released!

After months of toiling, one of the most ambitious code overalls in Rise to Ruins history has been completed, and I am proud to introduce full localization modding support on the Steam Workshop! If English isn't your primary language, or, if you don't speak English at all, you can now easily download a user made language pack and play the game in your native tongue!

That's not all either, this patch has a plethora of miscellaneous improvements, from better render performance, bug fixes, new tile art, a new shadow engines and a ton more! Check out the change log below for detail.

If you're interested in checking out some of the new localization mods, here's a few highlights of several 100% or practically 100% completed localization mods made by the community!

https://steamcommunity.com/sharedfiles/filedetails/?id=1632036634&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1633739624&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1638986110&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1639348623&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1631870896&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1634275992&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1633693835&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1633130908&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1633031151&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1632152097&searchtext=

If you've made one that isn't listed above, feel free to spam it down in the comments. :)

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord!

InDev 32 Change Log

Localization Modding


  • All game text can now be edited by players to be made into mods.
  • Steam workshop support has been added for localization mods.
  • The game now supports any TrueTypeFont, and should support all kinds of character sets, including Russian, Chinese, Japanese, etc.
  • A new Steam Workshop tool, created by BeepDog has been included in the game install, allowing you to upload your mods to the new workshop.
  • Tons of default flags have been added to the game, created by Crowbob, for you to use in your mods. They are located in /localization/flags/.
  • Word wrapping system now much more accurate.


Visual Improvements

  • All terrain, roads and walls have been given over 150% more transition tiles, giving the terrain much more complexity and depth. This fixes all kinds of visual ugliness, like double-width roads "grid patterns", or 1x? trails of terrain "dotting" along the map.
  • Shadow generation has been greatly improved, allowing for much more visually complex shadows in the game.
  • All mobs now cast more realistic shadows.


Miscellaneous Changes

  • You can now place buildings on top of most topography, and workers will clear it before starting construction.
  • Building construction phases now no longer change until construction has actually began.
  • The map and shadow rendering speed has been greatly improved.
  • The game now uses less overall VRAM.
  • Maximum game speed controls can now be changed by editing "maximumGameSpeed" in the settings.properties file. (Use at your own risk!)
  • New preferred village pathfinding has been added. Villagers will now be extremely unwilling to leave the village, opting for longer paths to get to their destination, if the longer path allows them to remain in the village at all times.
  • Added the finalized version of the sound track, with many improved/remastered tracks.
  • Updated the bundled JRE for all operating systems to Java 8u202.
  • Dropped support for 32-Bit Windows (Note: In theory, Win32 users can still launch the game via RtR.bat)
  • Updated RtR64.exe's launch icon.
  • Changed out several of the text based "floaters" with icons, like pregnancy and equipping items.
  • Countless minor changes to various text all over the game.
  • Selecting a profile now has a button click sound.
  • Patreon links and icons removed from the game.
  • Lowered flash rate of buttons.
  • Removed the tip counter on the tip page when you have multiple tips.
  • Temporarily disabled the hide topography button. (They'll be back next patch!)


Balance Changes

  • Migrants now award god XP doing actions.
  • Slowed down Fire Elementals movement speed, but increased their hit points.
  • Night time in the Winter has been made slightly shorter, to help nerf the large bump in monsters on the 15th and 16th day.


Bug Fixes

  • Fixed the announcement page URL so announcements will correctly load on the main menu again.
  • Fixed a bug where departing migrants were not granting god experience or ticking up the "send villagers" goal.
  • The dedicated data thread very rarely crashing on exit has been fixed.
  • Implemented an experimental save validation check to avoid save corruption issues on some machines.
  • You can now press the "Abandon Region" button when debug view is on and you lose a region.
  • Fixed a bug where resources inside the corruption's buildings were being counted in the player's totals.
  • Statistics page tooltips for resources and mobs no longer show a description block containing the same value as the title.
  • Fixed a few node reset issues on various A* algorithms.
  • Fixed world data being wiped out if you attempted to forcefully exit the game on the loading screen.
  • Added additional save validity checks to the save system


[ 2019-02-03 10:10:14 CET ] [ Original post ]

So Long (Patreon), and Thanks For All The Fish!

Greetings guys, after some very, very careful consideration. I've decided to shut down the Patreon. The reason being Rise to Ruins easily sustains my livelihood and a nice rainy day account that can keep SixtyGig Games running through the hard times now, so I don't feel right taking additional money from you guys! Your support has and always will be appreciated and I thank you all for your pledges, reviews and of course, buying the game.

Rise to Ruins has been doing increasingly well over the last 6 months or so, and to return the thanks you gave me by pledging, I would like to return to you 2 times the amount you pledged to me since the Patreon began. Meaning, if you've pledged $10, I'll return $20!

Anyone who wants to take me up on this offer, simply send me a message on Patreon with your PayPal information (Or post a comment in the Patreon announcement linked below) and I'll handle the rest! If you don't have a PayPal. I can also offer Steam gift card codes.

Please, don't look at this as a negative, I greatly appreciate everything you guys have and will do! This is actually a great thing; as Rise to Ruins has become so successful a rainy day fund this Patreon set out to build is no longer necessary. :)

Thank you guys for everything! I look forward to your messages.

The original post can be found here:
https://www.patreon.com/posts/24404678


[ 2019-02-02 06:56:58 CET ] [ Original post ]

Build InDev 32 Unstable 2 Released

Click here for help on accessing the Unstable branch!

Another huge step towards moving out of Early Access this year, Rise to Ruins Unstable 2 is finally here, and supports localization mods on the Steam workshop!!

Players may now create their own localization mods and upload them to the Steam workshop to share with others. But in order to access the workshop before InDev 32 Stable is released, you must be a member of the Rise to Ruins Workshop Alpha group.

I am also paying a bounty to translators. Anyone who can 100% translate the game accurately before InDev 32 Stable is release I will pay $200 or $300 USD (depending on the language) via paypal, or in Steam gift cards. For more information/rules/requirements check out the announcement in the work shop group!

This patch also introduces a ton of small tweaks and improvements. So be sure to checkout the change log. :)

Bonus; Unlike most new unstable builds, your InDev 31e saves still work with this patch!

InDev 32 Unstable 2 Change Log

Localization Modding


  • All game text can now be edited by players to be made into mods.
  • Steam workshop support has been added for localization mods, in order to use the workshop you must join the Rise to Ruins Workshop Alpha group.. Documentation is location in Rise to Ruins' new /localization/ folder.
  • The game now supports any TrueTypeFont, and should support all kinds of character sets, including Russian, Chinese, Japanese, etc.
  • A new Steam Workshop tool, created by BeepDog has been included in the game install, allowing you to upload your mods to the new workshop.
  • Tons of default flags have been added to the game, created by Crowbob, for you to use in your mods. They are located in /localization/flags/.


Miscellaneous Changes

  • New preferred village pathfinding has been added. Villagers will now be extremely unwilling to leave the village, opting for longer paths to get to their destination, if the longer path allows them to remain in the village at all times.
  • Added the finalized version of the sound track, with many improved/remastered tracks.
  • Updated the bundled JRE for all operating systems to Java 8u202.
  • Dropped support for 32-Bit Windows (Note: In theory, Win32 users can still launch the game via RtR.bat)
  • Updated RtR64.exe's launch icon.
  • Changed out several of the text based "floaters" with icons, like pregnancy and equipping items.
  • Countless minor changes to various text all over the game.
  • Selecting a profile now has a button click sound.
  • Patreon links and icons removed from the game.
  • Lowered flash rate of buttons.


Bug Fixes

  • Fixed a bug where resources inside the corruption's buildings were being counted in the player's totals.
  • Statistics page tooltips for resources and mobs no longer show a description block containing the same value as the title.
  • Fixed a few node reset issues on various A* algorithms.


[ 2019-01-22 01:01:34 CET ] [ Original post ]

InDev 32 Revised Road Map - The Localization Modding Update

After careful thought, I have decided to re-prioritize a bit. InDev 32 is no longer the "Improvements Update", it is now the "Localization Modding" update. The patch will still include many improvements from the original roadmap, but some of them are being pushed to InDev 33, and my original plans for InDev 33 (the hygiene update) are now being pushed to 34.

I am really excited about this one! I am introducing workshop support for localization modding and time permitting, map sharing! You will be able to create your own localization mods into any language you wish, and upload them to the Steam workshop for your fellow native speakers to download.

Currently, InDev 32 Unstable 1 is already released, and includes a few of the items in the road map below already. InDev 32 Unstable 2 is introducing alpha testing of the new localization mod support, hopefully coming out in about a week or two.

Sadly, the biggest loss to the revision is pushing the much-requested road upgrade tools to InDev 33, but they're still planned! You'll still get them in roughly the same timeline as before, it'll just be officially in the next patch. Basically, nothing is being delayed, I am just restructuring my plans so I can push a stable release to you sooner, then work on what is effectively "InDev 32 part 2" as InDev 33 shortly after.

Just like the original road map, I encourage you to post your nitpicky tweaks/gripes/suggestions below! InDev 32 (and now 33) are both squarely focused on general improvements and polish. So now is the time to complain about all those "little things" that bug you! :)

InDev 32 Road Map

Localization Mod Support


  • The entire game will be completely modifiable to be localized for any language, including Chinese, Japanese, Korea, Russian, and other difficult to localize languages.
  • Font will also be customizable, so you can pick the font that works best for your language.
  • Full True Type Font and Unicode support will be added. The modder can customize the font settings in their mods configuration file, to fine tune it for their needs.
  • Workshop support will be added for players to create, upload and update/support their own custom language files.


Miscellaneous Changes

  • Time permitting, map sharing will also be added to the workshop, so players can share their custom maps.
  • All terrain, roads and walls will get more transition tiles, fixing a ton of minor visual issues, like 1x? length water tiles just being a series of dots, or large areas of roads having a weird "grid pattern".
  • The foundation of the code required to add bridges, as well as build future walls and some buildings on the water.
  • Completely redesigned rendering engine for the map and shadows, reducing GPU load.
  • New shadow system that has a 2-depth system, allowing for more refined and detailed shadows.
  • Tons of minor GUI improvements.


[ 2018-12-14 19:25:06 CET ] [ Original post ]

Build InDev 32 Unstable 1 Released

Click here for help on accessing the Unstable branch!

Wohoo! After 2 solid months of drawing new artwork, InDev 32 Unstable 1 has arrived! This patch is almost entirely a polishing patch, but also has a ton of minor fixes and tweaks.

Part of this patch was re-designing the entire shadow engine, making shadows a bit more realistic, but some of the shadow data (particularly on buildings) has not been fully converted to the new system. So, if you see any visual errors on buildings, don't worry about it! They'll be gone in Unstable 2.

I hope you enjoy the improvements! Check out the change logs for all the details! The change log may be a bit short, but the changes are quite extensive to the underlining code. :)

Bonus; Unlike most new unstable builds, your InDev 31e saves work with this patch!

InDev 32 Unstable 1 Change Log

Visual Improvements


  • All terrain, roads and walls have been given over 150% more transition tiles, giving the terrain much more complexity and depth. This fixes all kinds of visual ugliness, like double-width roads "grid patterns", or 1x? trails of terrain "dotting" along the map.
  • Shadow generation has been greatly improved, allowing for much more visually complex shadows in the game. (Note: Many buildings are still not using the new system. They will next patch.)
  • All mobs now cast more realistic shadows.


Miscellaneous Changes

  • You can now place buildings on top of most topography, and workers will clear it before starting construction.
  • Building construction phases now no longer change until construction has actually began.
  • The map and shadow rendering speed has been greatly improved.
  • The game now uses less overall VRAM.
  • Maximum game speed controls can now be changed by editing "maximumGameSpeed" in the settings.properties file. (Use at your own risk!)


Balance Changes

  • Migrants now award god XP doing actions.
  • Slowed down Fire Elementals movement speed, but increased their hit points.
  • Night time in the Winter has been made slightly shorter, to help nerf the large bump in monsters on the 15th and 16th day.


Bug Fixes

  • Fixed the announcement page URL so announcements will correctly load on the main menu again.
  • Fixed a bug where departing migrants were not granting god experience or ticking up the "send villagers" goal.
  • The dedicated data thread very rarely crashing on exit has been fixed.
  • Implemented an experimental save validation check to avoid save corruption issues on some machines.
  • You can now press the "Abandon Region" button when debug view is on and you lose a region.


[ 2018-12-05 23:51:20 CET ] [ Original post ]

InDev 32 Road Map - The Improvements Update

InDev 32's development has begun! Every so often, I plan one of these polishing and improvement updates. The main focus of this update isn't to add any new core mechanics, but to improve on the existing foundation.

Unlike regular updates, these improvement updates do not have extensive detailed road maps. Most of the updates are miscellaneous changes that just make things "better", and a lot of it comes from your feedback. So, be sure to post down in the comments with your minor gripes and nitpicks about, well, anything!

The following road map is not a complete list in any way, this is just the "Big stuff" I'll be working on in addition to a ton of optimizations and small improvements, as well as what you suggest down in the comments that I can find time to work in.

InDev 32 Road Map

Miscellaneous Changes


  • All terrain, roads and walls will get more transition tiles, fixing a ton of minor visual issues, like 1x? length water tiles just being a series of dots, or large areas of roads having a weird "grid pattern".
  • A new road UI will be added, that allows the player to much more easily place roads.
  • The foundation of the code required to add bridges, as well as build future walls and some buildings on the water.
  • Time permitting, walls and gates that can be built on the water.
  • Completely redesigned rendering engine for the map and shadows, reducing GPU load.
  • New shadow system that has a 2-depth system, allowing for more refined and detailed shadows.
  • Tons of minor GUI improvements.


[ 2018-10-03 16:18:27 CET ] [ Original post ]

Steam Gift Card Giveaway Event

Greeting everyone,

To both celebrate a wonderful week long sale (Thanks guys! ːrtrheartː), and to kickoff the new Steam Broadcaster box I've setup on the store page, I'm giving away $10 Steam gift card codes every 4 hours 3 times a day, starting at noon, every day until I run out!

The codes will be pasted in the steam broadcast chat roughly around Noon, 4PM and 8PM every day, central standard time.

If you're interested, simply stick around on the store or broadcast page chat and wait for the code-drop! Both chats are linked, so pick whatever works best for you.

Store Page link

Broadcast Link

As of writing this, the first code will be released in about 20 minutes! Good luck guys. :)


[ 2018-09-26 18:39:46 CET ] [ Original post ]

InDev 31b - The Balance and Fixes Update - Released!

Greetings everyone! InDev 31b has just been released, and it includes a bunch of small balance adjustments and bug fixes, most of it based on your feedback! Check out the change log for all the details. :)

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord! By player demand, I have also recently setup a Patreon to support SixtyGig Games' "Buy once own everything forever" no paid DLC philosophy, if you'd like to check it out.

InDev 31b Change Log

Miscellaneous Changes


  • Uncompressed all resource data, decreasing load times and fixing some issues with certain malware and virus scanners.
  • Re-positioned some tool tips to prevent them from overlapping relevant data.
  • You can now manually disable mouse map zooming in the settings.property file.
  • Increased how many migrations per day the migration way stations provide by 2.
  • Increased the bonus levels of all golems.


Bug Fixes

  • Fixed an issue where sometimes very rarely migrants and courier golems could get trapped behind the corruption.
  • Fixed a bug where some sound effects wouldn't completely mute when the sound was muted in the settings menu.
  • Fixed a minor typo on the selected mob panel.
  • Changed the way interaction point coordinates are given, to prevent situations where the mob can reach the building, but not the interaction point causing AI slowdowns/freezes.
  • Fixed a bug with road delivery that can cause an endless loop in the AI if the road worker can not reach the road tile he was assigned to.
  • Fixed a rare bug that would sometimes cause goals to not progress.
  • Fixed an issue where en route migrants were sometimes not being displayed in the world map on some maps.
  • Fixed the XP gain amount for courier delivery goals.
  • Resurrection goal now awards god XP properly.
  • Fixed bugged crystal harvestry on Whestcastle map.
  • Fixed an issue where some sound effects would partially ignore the sound settings.
  • The camp now shows up on the world map again.
  • Fixed an issue where placing the camp incorrectly would "Start" a region even if nothing was actually started.


[ 2018-09-26 00:38:44 CET ] [ Original post ]

InDev 31 - The World Update - Released!

It's here! The culmination of nearly 4 solid months of hitting the grind stone, introducing the largest patch in the history of Rise to Ruins; InDev 31! This patch is a major step forward to reaching Rise to Ruins "Release 1", and leaving Early Access!

This patch introduces so much new content I'm not even sure where to start. But, for a short list, we've got; Goals, Perks, Chests, God Experience, Migration, Couriers, new tool tips, more music, borderless full screen, resolution settings, a hardware cursor, a metric crap ton of bug fixes, balance changes, huge improvements to all of the worker's AI and so much more I probably forgot to mention in this huge run on sentence. So, check out the change log!

InDev 31 is a huge balance changer, so let me know in the comments or on the forums what you think, and give me your suggestions where you think balance could use a little tweak. If necessary, I'll see what I can do in InDev 31b to further improve the balance of all the new mechanics.

Rise to Ruins' light at the end of the tunnel is finally showing. I hope that the game will leave Early Access in the first quarter of 2019. But that does not mean development will stop. As long as all of you awesome players are still around playing my game, I will still be adding content to it. But, I think we're reaching a point the game can be called "release ready". A very proud moment for me, as Rise to Ruins will be my first game shipped, and I've loved the crazy ride.

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord! By player demand, I have also recently setup a Patreon to support SixtyGig Games' "Buy once own everything forever" no paid DLC philosophy, if you'd like to check it out.

InDev 31 Change Log

Chests, Goals, God Experience and Perk System


  • You now gain a reward chest for every 5 days of gameplay on any region.
  • Chests have random perks in them, like "Farelle's Constitution" offers a global 5% max hit points bonus to all your villagers, on all regions.
  • Chests are opened with "God Experience". This experience is gained through normal gameplay. The better your village is doing, the more experience you'll gain.
  • There are 5 levels of chests, each level cost +80% more experience to open than the previous level, but has more perks.
  • You can only have 8 chests unopened total, once you fill your chest bar you must open a chest to gain more.
  • All perks, chests and experience gained is persistent through resetting your world with the Doom World panel. Meaning you get to keep all your perks even if you reset your progress! If you want to reset your perks progress, you must delete your entire profile.
  • You now have 10 goals slot, that will unlock slowly as you play.
  • Unlocking a goal will reward god experience, and completing unlocked goals will award perks, god experience and can reduce global corruption levels.
  • Goals you do not wish to complete can be reset, and the unlock counter for a new goal will start.
  • You can beat the game now. Assuming you figure out how to survive at least 1 year, on every single region in the entire game without losing any of them. >:)


Corruption System

  • Corruption has been completely rewritten. Corruption spawn and spread rates are now based on the global world day, not the individual region's day.
  • A new corruption threat bar has been added to the world map view, the higher the bar fills, the more dangerous the entire world is.
  • A local corruption threat bar has been added to the region select screen on the world map, giving you a general idea how strong the corruption is on that specific region.
  • Completing some goals and migrating to new regions reduces the corruption world wide.
  • Baseline spawn rates have been slightly increased, to help offset the corruption reduction when migrating and completing goals.
  • Monster spawn levels and types are now based on the world day.


Migration System

  • You can now send villagers from one village to another connecting village or new region via the new migration tab on the left panel.
  • You now will only get "freebie" villagers and resources on your first region. After, you must send migrants to connecting regions to establish them.
  • When starting a new connected regions you will get up to 25 migrants as soon as you place your camp. After, you will get anywhere between 10 and 15 a day until all incoming migrants have been completely exhausted. During this time you can still receive nomads as usual.
  • New Building; The Migration Way Station. It enables access to the new migration tab so you can send villagers to nearby regions as well as increases your maximum amount you may send per day.
  • When sending migrants to new regions, the villagers will become migrants in the morning, and actually leave at midday.
  • The village will only send healthy, young and single adult villagers out of the village.
  • The world map now allows you to start anywhere you want for your first region, but blocks expanding into other regions unless you send migrants there first.


Courier System

  • New Building: Courier Station. This new building will spawn courier golems that can be used to deliver resources to nearby regions. Upgrading the building will increase how many parking spots the station has, how many golems it can spawn, as well as reduce spawning costs.
  • New Job: Courier supplier. These new workers will bring resources to the spawned courier golems that are parked in the courier stations, to eventually be delivered to nearby regions.
  • You can send an unlimited amount of resources every day assuming you have enough golems, and the resource is set on the new courier panel on the left hand side of the screen. Setting the "Daily" value will cause the golems to try to send as many resources as you selected out every day, where as the "Send" value will try to send that many resources in addition to what you have daily sent at that day.
  • Courier suppliers will supply parked golems in the courier stations with resources to deliver all day long, but courier golems can only leave the village during the midday.
  • When a courier golem arrives at the connected region, they will drop off their resources and try to park at that region's courier station. If a courier station does not exist or there is no parking available, they will destroy themselves.
  • Both organizers and labor golems can also supply courier golems.


AI Improvements

  • Way Makers can now carry multiple resources at once to roads.
  • Workers will no longer steal resources assigned to road construction.
  • The Way Makers, Provisioners, Farmers, and the behavior for equipping resources in general now are much better at finding the nearest resource to work with.
  • Farmers now plant resources in the closest available open farm tile.
  • Villagers no longer steal food from other starving villagers.
  • Tweaked and cleaned up the storage AI a bit.
  • Cleaned up several AI branches, removing some unneeded fail states.
  • Added experimental path finding movement costs that attempts to reduce how often monsters and villagers walk in a "single file line", trying to make them spread out more naturally.
  • Villagers will now ignore "threatened" resources in dangerous areas. (Like mob drops at your front lines, during the night)
  • Improved stuck pathfinding to avoid getting trapped as often.
  • Villagers no longer work to the point of bursting into flames when doing refining jobs.
  • Decreased the chance guards will flee.
  • Completely rewrote panic and flee mechanics to pick more intelligent coordinates. (AKA: They run to the village now)
  • Completely rewrote builder construction AI to be much more intelligent where it decides to pick up resources to deliver, as well as when to harvest.
  • Farmers can now plant new seeds during the extreme heat in the summer.
  • Minor improvements to several AI branches, making them fast-fail if their destination buildings are destroyed.
  • Cleaned up some of the coordinates selection code in the AI.


Save Rollback

  • Completely rewrote how save data is handled, allowing for rolled back up to 8 saves.
  • This system is not used to correct game play mistakes, this is used to fix corrupted save files! Rolling back a perfectly working save is not advised and can cause other problems. The intent of this system is an emergency quick fix if your save data is completely ruined.
  • To access the save rollback menu, hold left shift while viewing your region on the world map, or in the skirmish load menu.


Display Modes

  • The game can now be played in borderless full screen. Although on Mac and Linux, some versions may still display your task bars.
  • When using traditional full screen (the old style), you can now change the game resolution.


Interface Changes

  • The mouse is now a hardware cursor.
  • Added a completely new tool tip system, nearly all buttons in the game now have descriptive tool tips explaining what that button does.
  • Map tile tool tips no longer can pop up behind the GUI.
  • The catjeet laborer hire menu is now displayed even if no laborers are available.
  • Reworked a large amount of the world map GUI to support the new data in migration system.
  • Hid the mouse and overlays when you use the hide GUI button.
  • You can now move the map and zoom on the main menu.
  • Removed the splash screen from the game entirely.
  • Re-added the save-only, data views and hide topography buttons to map editor.
  • Added the required building's name to enable a tab to the disabled tabs on the left panel.
  • Fixed render ordering of the map buttons so they are not under the buildings on the world map.
  • Reworked the "You Lose/Abandon Region" GUI.
  • Updated program icon.
  • Added the unemployed villagers panel to the migration tab.
  • The grab button now properly shows the grave key ` itself, and no longer spells out "GRAVE".
  • When the catjeet are out of resources to sell, the sell values now turn red rather than say "Empty".
  • Changed motivate land spell description.
  • The workers supplied and build range provided is now side by side in the object panel GUI if both exist.
  • Aid building category has been renamed to Civics.
  • Way Maker Shack moved to the Civics panel.
  • Added more death messages.


Miscellaneous Changes

  • All new Patreons names added to the game.
  • When your population hits zero, you now "lose" the region and are ejected to the world map.
  • Nomads and provisioners now arrive and leave on the edges of the map rather than random locations.
  • Nomads and provisioners can no longer arrive in locations that can not reach the village, unless the village is completely blocked off.
  • Nomads are now slightly more willing to pathfind to the village once they spawn.
  • Removed Limbo from the game entirely, as it has been replaced by the migration system.
  • Main theme on the main menu no longer loops.
  • The game will no longer save until the region has actually been "started" by placing down your camp.
  • Time is now frozen until you place your camp.
  • Added new world map tips for the migration system.
  • When starting a new game, the game now picks a random location in the center of the map as the default map position.
  • Added better essence return coordinates data, making everything look more visually centered on the buildings as essence is being brought in.
  • Improved all of the out of bounds code for the game.
  • Added a new food type, melons, but it is currently not used on any official map.
  • Buffed guards defense and damage a bit.
  • Resources on the ground now sparkle if a mob is en route to pick it up.
  • Slightly remastered the SixtyGig sound, Goodbye Retro Sky, Lost Soul and Sunken Hope tracks.
  • Added new tracks; A Way to Freedom, Crops of Nowhere, Endless Drought and Wild Desert.
  • Improved the load time transitioning between game modes slightly.
  • Old Lootbox sparkle locations now slowly vanish over time if you don't uncover them.
  • Nomad spawn counts are now based on the world day rather than regional day, meaning in new villages you should be getting larger batches of nomads in earlier days.
  • Holy Golem's spawn level is now based on the world day, not regional day.
  • Tons of improvements to how system modules are loaded into the game.
  • Buffed the conjure essence spell a bit.
  • Boosted how much intelligence affects work speeds.
  • Villagers now gain a small XP bonus when awarded XP, based on their intelligence level.
  • Made monsters slightly less likely to attack walls and topography to offset the new AI spreading behavior.
  • Static tower energy cost has been increased.
  • Doubled doggo spawn rates in all game modes.
  • Slightly buffed wood and crystal golems.
  • Flipped the damage modifier lean of ranged damage to make DEX more important than STR.
  • Slightly nerfed motivate land spell, increasing cost and reducing effectiveness.
  • Farms now grow food roughly 12.5% faster.
  • Rewrote how death messages are loaded, putting them in an external text file.
  • Completely rebalanced the static tower. It now shoots slower and consumes more energy, but does much more damage per shot.
  • Upgraded golem combobulators now spawn much higher level golems on average, but their maximum level was reduced slightly.
  • Wood golem combobulators now can spawn an extra golem.
  • Stone golems take a little longer to spawn.


Bug Fixes

  • Fixed a crash if lake water levels dropped while a road was under the water.
  • Max upgraded and filled crystal harvestry light map fixed.
  • Fixed some minor font rendering issues on the world map.
  • Fixed some minor collision map issues on the golem combobulators.
  • Fixed some very minor size issues on the left panel GUI.
  • Corrected some page buttons on the GUI from double-rendering.
  • Fixed a few typos in the help system.
  • Fixed a typo on the kitchen description.
  • Doggos will no longer freeze the game if they try to deliver a resource to a building covered in corruption.
  • Fixed a typo in the attract tower description.
  • Monsters can no longer spawn on top of topography.
  • Fixed numbers in village efficiency panel from not rounding off correctly.
  • Fixed the "ghost building" bug that would sometimes cause the tilesets of destroyed buildings to not be removed from the game.
  • The organizer job description no longer flies off the GUI.
  • Fixed a bunch of incorrect plural resource names.
  • Fixed plural name for drones.
  • Fixed a bug where adult catjeet were not counted in the villager totals on the population list panel.
  • Fixed a very rare crash when a villager is seeking medical attention and the posted medic's building is destroyed before the medic unassigns itself from their posting job.
  • When a labor golem carries a resource, it is now counted in the village totals.
  • You can no longer use zoom while the game is paused.
  • Fixed golems showing up with gendered name colors in the population list.
  • Loot Boxes can no longer be moved while they are opening.
  • Fixed a bug where sometimes a villager would crash the game if he was trying to coitus but couldn't reach his home.
  • You can no longer attempt to start a new game in skirmish without a map selected.
  • Fixed a crash when trying to use recall on resources and the castle has been destroyed.
  • Fixed a crash when right clicking on the world map before selecting a game mode, if no game mode has ever been selected in the past.
  • You can no longer click off the custom game mode configuration page when you have not actually accepted a configuration yet.
  • Fixed a rare crash when dismantling towers near an active attract tower.
  • Fixed a bug that allowed static towers to shoot targets on the opposite sides of curtain walls and topography.
  • Fixed recombobulator build requirements.


[ 2018-09-16 16:09:49 CET ] [ Original post ]

Build InDev 31 Unstable 6 Released

Click here for help on accessing the Unstable branch!

This is (hopefully) the final Unstable release for InDev 31, and best of all, it does not break your Unstable 5 saves! InDev 31 Stable is due out on September 16th. Unstable 6 is bringing in a ton of balance changes, bug fixes, and fleshes out the goals and perks system a bit. Many of the balance changes are thanks to your guy's feedback!

Your feedback is vital! I need feedback on all of the new systems introduced in InDev 31 as a whole. There's a lot of new mechanics in play here, and it will no doubt be completely out of whack in some areas and need some adjustments. Post down in the comments or on the forums with your experience. Did you gain chests too fast? God experience too fast? Goals are too hard, too easy? Not enough or too many perk rewards? Let me know so InDev 31 Stable can be as balanced as possible. :)

I hope you guys are all enjoying the new systems brought into InDev 31. I think it's a huge step forward to finally leaving Early Access!

Bonus: I may continue to add more goals and perks before InDev 31 is released, so feel free to give some suggestions for both down in the comments!

InDev 31 Unstable 6b *HOTFIX* Change Log

Bug Fixes


  • Fixed a few goal configurations that would not count any progression.
  • Villagers can now mate again.


InDev 31 Unstable 6 Change Log

Chests, Goals and Perks System

  • The amount of perks and goals has been roughly doubled since Unstable 5.
  • Changed "win" requirements to a full year per region.
  • God XP is now gained when a courier leaves the region.
  • Nearby connected regions can now be pulled for the goals system goals.
  • Stockpile goal greatly reduced when selecting manufactured resources, and slightly reduced when selecting harvestable materials.
  • Tons of small balance changes to the existing goals were made.


Miscellaneous Changes

  • Added a completely new tool tip system, nearly all buttons in the game now have descriptive tool tips explaining what that button does.
  • Map tile tool tips no longer can pop up behind the GUI.
  • The new hardware mouse can now scale to 2x and 3x based on the set interface scale.
  • God XP is now gained by throwing resources and mobs into the cullis gate.
  • The catjeet laborer hire menu is now displayed even if no laborers are available.
  • When the catjeet are out of resources to sell, the sell values now turn red rather than say "Empty".
  • Changed motivate land spell description.


Balance Changes

  • Increased maximum initial migrant spawns from 15 to 25.
  • Increased maximum migrants per day from 5-10 to 10-20.
  • Buffed the conjure essence spell a bit.
  • Boosted how much intelligence affects work speeds.
  • Villagers now gain a small XP bonus when awarded XP, based on their intelligence level.
  • Made monsters slightly less likely to attack walls and topography to offset the new AI spreading behavior.
  • Static tower energy cost has been increased.
  • Reduced the amount of couriers that can arrive at once, to prevent resources from being dropped off and decaying before they are used.
  • Doubled doggo spawn rates in all game modes.
  • Courier golems now only bring wood and rock on day 1, if available.
  • Slightly buffed wood and crystal golems.
  • Flipped the damage modifier lean of ranged damage to make DEX more important than STR.
  • Slightly nerfed motivate land spell, increasing cost and reducing effectiveness.
  • Farms now grow food roughly 12.5% faster.


Bug Fixes

  • Fixed wording of the grab resources goal.
  • Fixed a bug where adult catjeet were not counted in the villager totals on the population list panel.
  • Fixed corruption power math. Some cases villages were being locks at abnormally high level corruption power.
  • Fixed the headless-only spawns when you reload a save.
  • Fixed "Spell Cost" perk display from displaying that it increases, rather than decreases, spell cost.
  • Drop spell no longer shows up on the "Cast Spells" goal.
  • Housing no longer provides house slots before it is constructed, if you have the efficient housing perk.
  • Fixed a bug where the grab resources goal wasn't being counted in most situations.
  • Fixed a very rare crash when a villager is seeking medical attention and the posted medic's building is destroyed before the medic unassigns itself from their posting job.
  • When a labor golem carries a resource, it is now counted in the village totals.
  • You can no longer use zoom while the game is paused.
  • Fixed golems showing up with gendered name colors in the population list.
  • Loot Boxes can no longer be moved while they are opening.
  • Fixed a bug where sometimes a villager would crash the game if he was trying to coitus but couldn't reach his home.
  • You can no longer attempt to start a new game in skirmish without a map selected.
  • Implemented possible fix for the incorrect GUI positioning on initial load.
  • Fixed a rare crash caused by a courier golem's building being destroyed while they are en route to park.
  • Fixed a crash when trying to use recall on resources and the castle has been destroyed.
  • Fixed a bug causing the ranged damage perk to not work if you don't have the melee damage perk.


[ 2018-09-07 17:35:02 CET ] [ Original post ]

Build InDev 31 Unstable 5 Released

Click here for help on accessing the Unstable branch!

With this release, InDev 31 is now feature-complete! Introducing Unstable 5, and the new goals system! InDev 31 Stable will likely be released September 16th. Over the next two weeks and some change, I will be fleshing out the new goals and perks systems, as well as balancing all the new systems introduced Unstable 1 through 5.

This means over the next two weeks your feedback is vital! I need feedback on all of the new systems introduced in InDev 31 as a whole. There's a lot of new mechanics in play here, and it will no doubt be completely out of whack in some areas and need some adjustments. Post down in the comments or on the forums with your experience. Did you gain chests too fast? God experience too fast? Goals are too hard, too easy? Not enough or too many perk rewards? Let me know so InDev 31 Stable can be as balanced as possible. :)

Bonus: I will be adding more goals and perks before InDev 31 is released, so feel free to give some suggestions for both down in the comments!

InDev 31 Unstable 5b and 5c *HOTFIX* Change Log

Bug Fixes


  • Fixed a bunch of incorrect plural resource names.
  • Fixed some spawn rate math in the corruption module.
  • Fixed a crash when receiving certain goals while playing on some regions.


Miscellaneous Changes

  • Due to already being partially completed at the time of this patch, added the first draft of the new tool tip system to the left hand panel of the game. The rest of the GUI will get the same treatment in Unstable 6.
  • Reduced chest opening costs an additional 25%.


InDev 31 Unstable 5 Change Log

Goals System

  • You now have 10 goals slot, that will unlock slowly as you play.
  • Unlocking a goal will reward god experience, and completing unlocked goals will award perks, god experience and reduce global corruption levels.
  • Goals you do not wish to complete can be reset, and the unlock counter for a new goal will start.
  • You can beat the game now. Assuming you figure out how to reach day 10, on every single region in the entire game without losing any of them. >:)


Corruption System

  • Corruption has been completely rewritten. Corruption spawn and spread rates are now based on the global world day, not the individual region's day.
  • A new corruption threat bar has been added to the world map view, the higher the bar fills, the more dangerous the entire world is.
  • A local corruption threat bar has been added to the region select screen on the world map, giving you a general idea how strong the corruption is on that specific region.
  • Completing goals and migrating to new regions reduces the corruption world wide.
  • Baseline spawn rates have been slightly increased, to help offset the corruption reduction when migrating and completing goals.
  • Monster spawn levels and types are now based on the world day.


Miscellaneous Changes

  • Nomad spawn counts are now based on the world day rather than regional day, meaning in new villages you should be getting larger batches of nomads in earlier days.
  • Tons of improvements to the save system underlining code.
  • Tons of improvements to how system modules are loaded into the game.
  • Holy Golem's spawn level is now based on the world day, not regional day.
  • Reduced chest open costs by 25%
  • Added god experience gains when a villager dies of old age.
  • Added god experience gains when you open a loot box.


Bug Fixes

  • Fixed efficient housing perk.
  • Fixed nomad amount perk.
  • Fixed plural name for drones.


[ 2018-08-30 21:39:40 CET ] [ Original post ]

Build InDev 31 Unstable 4 Released

Click here for help on accessing the Unstable branch!

Unstable 4 is here and as per usual, full of all kinds of goodies. This is the second-to-last content patch before finishing InDev 31, with Unstable 5 being the new goals system. Unstable 4 is introduces the new "Perks" system. Now, you will gain reward chests slowly as you play, that can be opened with god experience that is rewarded on how well you play. Inside, are perks to help out your village like "+5% maximum hit points" and other bonuses. These bonuses are global, and you keep them when you doom your world and start over!

In addition, there were also a ton of AI chances, bug fixes and a new revamped save system. So make sure to check out the change logs for all the juicy details.

The changelog may look a little light on words, but this is actually a huge patch, so be sure to provide feedback on the new perk system! There's a lot of new mechanics in play here, and it will no doubt be a little out of balance and need some adjusting. Post down in the comments your experience. Did you gain chests too fast? God experience too fast? Not enough perks, too many perks? Let me know!

InDev 31 Unstable 4b and 4c *HOTFIX* Change Log

Bug Fixes


  • Fixed marketplace stock not loading correctly. (Note: To force reset your provisioner's stock, open profiles/profileX/saves/worldMap/ and delete all files ending in .resourceData)
  • Chests can no longer be opened if you lack the god experience required.
  • Monsters can no longer spawn on top of topography.
  • Fixed a bug when you hit the "escape" key when exiting the world map it wouldn't save your world map data properly.
  • Fixed a few minor save loading issues with the chest system when switching game modes.
  • Fixed numbers in village efficiency panel from not rounding off correctly.


Miscellaneous Changes

  • Improved the load time transitioning between game modes slightly.
  • Re-balanced chest perk amounts and costs a bit. (Note: Existing chests won't be affected)
  • Tweaked the opening chest GUI a bit.


InDev 31 Unstable 4 Change Log

Chests, God Experience and Perk System

  • You now gain a reward chest for every 5 days of gameplay on any region.
  • Chests have random perks in them, like "Farelle's Constitution" offers a global 5% max hit points bonus to all your villagers, on all regions.
  • Chests are opened with "God Experience". This experience is gained through normal gameplay. The better your village is doing, the more experience you'll gain.
  • There are 5 levels of chests, each level cost +80% more experience to open than the previous level, but has more perks.
  • You can only have 8 chests unopened total, once you fill your chest bar you must open a chest to gain more.
  • All perks, chests and experience gained is persistent through resetting your world with the Doom World panel. Meaning you get to keep all your perks even if you reset your progress! If you want to reset your perks progress, you must delete your entire profile.


Save Rollback

  • Completely rewrote how save data is handled, allowing for rolled back up to 8 saves.
  • This system is not used to correct game play mistakes, this is used to fix corrupted save files! Rolling back a perfectly working save is not advised and can cause other problems. The intent of this system is an emergency quick fix if your save data is completely ruined.
  • To access the save rollback menu, hold left shift while viewing your region on the world map, or in the skirmish load menu.


Miscellaneous Changes

  • Added the unemployed villagers panel to the migration tab.
  • Added new song, Endless Drought.
  • Old Lootbox sparkle locations now slowly vanish over time if you don't uncover them.
  • The grab button now properly shows the grave key ` itself, and no longer spells out "GRAVE".
  • Minor improvements to several AI branches, making them fast-fail if their destination buildings are destroyed.


Bug Fixes

  • Fixed the "ghost building" bug that would sometimes cause the tilesets of destroyed buildings to not be removed from the game.
  • Fixed a crash when a monster drops equipment on the main menu.
  • The organizer job description no longer flies off the GUI.
  • Fixed courier golem parked icon on the courier panel.
  • Fixed glitch where if you go into the settings menu and click "ok" while borderless full screen is already enabled, it'll disable it regardless of what settings are set.


[ 2018-08-19 01:43:46 CET ] [ Original post ]

Build InDev 31 Unstable 3 Released

Click here for help on accessing the Unstable branch!

Unstable 3 has arrived, and is chalk full of AI improvements galore! The focus of this patch was to refine a lot of the AI behavior trying to fix some of the annoying issues that creep up occasionally. I hope you guys enjoy it all!

The change log may be short, but the code behind all these AI changes are quite extensive, so be sure to report any issues you may have! :)

InDev 31 Unstable 3 Change Log

AI Improvements


  • Way Makers can now carry multiple resources at once to roads.
  • Workers will no longer steal resources assigned to road construction.
  • The Way Makers, Provisioners, Farmers, and the behavior for equipping resources in general now are much better at finding the nearest resource to work with, similar to the changes seen for builders in Unstable 2.
  • Farmers now plant resources in the closest available open farm tile.
  • Villagers no longer steal food from other starving villagers.
  • Tweaked and cleaned up the storage AI a bit.
  • Cleaned up several AI branches, removing some unneeded fail states.
  • Added experimental path finding movement costs that attempts to reduce how often monsters and villagers walk in a "single file line", trying to make them spread out more naturally.
  • Villagers will now ignore "threatened" resources in dangerous areas. (Like mob drops at your front lines, during the night)
  • Improved stuck pathfinding to avoid getting trapped as often.
  • Villagers no longer work to the point of bursting into flames when doing refining jobs.


Miscellaneous Changes

  • Buffed guards defense and damage a bit.
  • Cleaned up some of the coordinates selection code in the AI.
  • Resources on the ground now sparkle if a mob is en route to pick it up.
  • Slightly remastered the SixtyGig sound, Goodbye Retro Sky, Lost Soul and Sunken Hope tracks.
  • Added new tracks; A Way to Freedom, Crops of Nowhere and Wild Desert.
  • Updated program icon.


Bug Fixes

  • Doggos will no longer freeze the game if they try to deliver a resource to a building covered in corruption.
  • Fixed migration data not saving during an autosave.
  • Fixed courier station upgrade descriptions.
  • Fixed a typo in the attract tower description.
  • Fixed missing tile flags on melons.


[ 2018-07-28 06:02:10 CET ] [ Original post ]

Build InDev 31 Unstable 2 Released

Click here for help on accessing the Unstable branch!

The courier system has arrived! InDev 31 Unstable 2 is here, and in addition to the new courier system, also comes packed with a bug of improvements to the AI, some bug fixes, and quite a few other things. Check out the change log!

InDev 31 Unstable 2 Change Log

Courier System


  • New Building: Courier Station. This new building will spawn courier golems that can be used to deliver resources to nearby regions. Upgrading the building will increase how many parking spots the station has, how many golems it can spawn, as well as reduce spawning costs.
  • New Job: Courier supplier. These new workers will bring resources to the spawned courier golems that are parked in the courier stations, to eventually be delivered to nearby regions.
  • You can send an unlimited amount of resources every day assuming you have enough golems, and the resource is set on the new courier panel on the left hand side of the screen. Setting the "Daily" value will cause the golems to try to send as many resources as you selected out every day, where as the "Send" value will try to send that many resources in addition to what you have daily sent at that day.
  • Courier suppliers will supply parked golems in the courier stations with resources to deliver all day long, but courier golems can only leave the village during the midday.
  • When a courier golem arrives at the connected region, they will drop off their resources and try to park at that region's courier station. If a courier station does not exist or there is no parking available, they will destroy themselves.
  • Both organizers and labor golems can supply courier golems.


Migration System

  • Rebalanced the requirements for villagers to be able to migrate away from the village. Many more villagers should now be available.
  • Migration way station migrations per day have been increased.


Miscellaneous Changes

  • Completely rewrote builder construction AI to be much more intelligent where it decides to pick up resources to deliver, as well as when to harvest.
  • All new Patreons names added to the game.
  • Added better essence return coordinates data, making everything look more visually centered on the buildings as essence is being brought in.
  • The workers supplied and build range provided is now side by side in the object panel GUI if both exist.
  • Improved all of the out of bounds code for the game.
  • Aid building category has been renamed to Civics.
  • Way Maker Shack moved to the Civics panel.
  • Added a new food type, melons, but it is currently not used on any official map.
  • Decreased the chance guards will flee.
  • Completely rewrote panic and flee mechanics to pick more intelligent coordinates. (AKA: They run to the village now)
  • Farmers can now plant new seeds during the extreme heat in the summer.


Bug Fixes

  • Fixed some minor collision map issues on the golem combobulators.
  • Fixed map editor not saving maps on exit.
  • Fixed some very minor size issues on the left panel GUI.
  • Corrected some page buttons on the GUI from double-rendering.
  • Fixed a few typos in the help system.
  • Fixed a bug that would cause some of the AI to crash if a building or target resource was nearly out of bounds of the map.
  • Fixed a typo on the kitchen description.


[ 2018-07-17 05:30:43 CET ] [ Original post ]

Lets talk about Graphical User Interface!

Greetings fellow deities,

I've decided to do some GUI overhauls after InDev 31 Stable has been released, and I'd love to get some feedback from you on what you would improve!

Rise to Ruins has a ton of mechanics. It's somewhat the bane of this genre's existence that we all seem to have cluttered and over complicated GUIs, but I've always strived to make it as streamlined as possible, and I think it's about due for some improvements.

Here are some tentative plans coming down the pipeline after InDev 31 is released;


  • The resources bar on the top of the GUI will be compressed down to only one row, and only display harvestable and low level refined materials by default. (Wood, rock, crystal, boards, stone and crylithium), but will have a "Customize" button that can be clicked to add/remove any resource you want.
  • New, larger, tooltips will be added all over the GUI, allowing you to highlight over some of the more confusing areas and get a description of what the GUI is trying to explain to you. For example, if you moved your mouse over the "Maintain" text in the production panel, it will say something like "This is the total amount of resources you want to always keep on hand in the village, keep in mind this also counts resources that are currently equipped by your workers."
  • The harvesting button on the bottom left will be compressed down into a single button you can click on, opening a context menu to select specific resource types, but will remember the last selection so you can single click to reselect a previous selection.
  • The "Harvest Food" and "Harvest Water" will be broken up into two buttons.
  • a "Harvest All" button will be added.
  • The entire road system's GUI will be rewritten. More on that later! :)


GUI work is complicated from a development standpoint, and it is excessively difficult for someone used to using said GUI all day everyday (aka: me!) to see the less obvious flaws and nitpicks. As such, I'd love to hear your gripes and solutions to those said gripes. If it's something I can reasonably manage, I'll move it into the UI patches. :)

So, give me that feedback! ːrtrpickaxeː


[ 2018-07-11 08:22:43 CET ] [ Original post ]

Summer Sale Live Streaming!

Greeting everyone, throughout the Steam Summer Sale I will be live streaming Rise to Ruins game play. You're welcome to check it out on Twitch or on the Steam Store Page.

If you're interested in chatting, I highly recommend heading over to twitch, I'll be chatting with the fans the entire time. If your focus is just checking out gameplay, the Steam side will be chat/webcam free streaming pure unedited gameplay. :)

Oh, and Rise to Ruins is 50% off! ;)

Hope to see you there throughout the week!


[ 2018-06-21 19:06:25 CET ] [ Original post ]

Build InDev 31 Unstable 1 Released

Click here for help on accessing the Unstable branch!

InDev 31 Unstable 1 has arrived, this is the first release of the InDev 31 series, covering the brand new migration system, and tossing in a ton of technical changes to the game's various display modes. Check out the change log for details!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 31 Unstable 1 Change Log

Migration System


  • You can now send villagers from one village to another connecting village or new region via the new migration tab on the left panel.
  • You now will only get "freebie" villagers and resources on your first region. After, you must send migrants to connecting regions to establish them.
  • When starting a new connected regions you will get up to 15 migrants as soon as you place your camp. After, you will get anywhere between 5 and 10 a day until all incoming migrants have been completely exhausted. During this time you can still receive nomads as usual.
  • New Building; The Migration Way Station. It enables access to the new migration tab so you can send villagers to nearby regions as well as increases your maximum amount you may send per day.
  • When sending migrants to new regions, the villagers will become migrants in the morning, and actually leave at midday.
  • The village will only send healthy, young and single adult villagers out of the village.
  • The world map now allows you to start anywhere you want for your first region, but blocks expanding into other regions unless you send migrants there first.
  • When visiting a new expanding region you get up to 15 migrants as soon as the camp is placed.


Display Modes

  • The game can now be played in borderless full screen. Although on Mac and Linux, some versions may still display your task bars.
  • When using traditional full screen (the old style), you can now change the game resolution.


Interface Changes

  • Reworked a large amount of the world map GUI to support the new data in migration system.
  • The mouse is now a hardware cursor.
  • Hid the mouse and overlays when you use the hide GUI button.
  • You can now move the map and zoom on the main menu.
  • Removed the splash screen from the game entirely.
  • Re-added the save-only, data views and hide topography buttons to map editor.
  • Added the required building's name to enable a tab to the disabled tabs on the left panel.
  • Fixed render ordering of the map buttons so they are not under the buildings on the world map.
  • Reworked the "You Lose/Abandon Region" GUI.


Miscellaneous Changes

  • When your population hits zero, you now "lose" the map and are ejected to the world map.
  • Nomads and provisioners now arrive and leave on the edges of the map rather than random locations.
  • Nomads and provisioners can no longer arrive in locations that can not reach the village, unless the village is completely blocked off.
  • Nomads are now slightly more willing to pathfind to the village once they spawn.
  • Removed Limbo from the game entirely, as it has been replaced by the migration system.
  • Main theme on the main menu no longer loops.
  • The game will no longer save until the region has actually been "started" by placing down your camp.
  • Time is now frozen until you place your camp.
  • Added new world map tips for the migration system.
  • When starting a new game, the game now picks a random location in the center of the map as the default map position.


Bug Fixes

  • Fixed a crash if lake water levels dropped while a road was under the water.
  • Max upgraded and filled crystal harvestry light map fixed.
  • Fixed some minor font rendering issues on the world map.


[ 2018-06-20 15:21:10 CET ] [ Original post ]

SixtyGig Games Publisher Page is now live!

Thanks to Valve's introduction of publisher pages yesterday, SixtyGig Games' official publisher page is now live! Please take the time to run over there and give it a nice juicy follow.

Thanks! ːrtrheartː

https://store.steampowered.com/developer/SixtyGigGames


[ 2018-06-19 14:33:09 CET ] [ Original post ]

InDev 31 Road Map - The World Update

InDev 31 development has begun! (Actually, it started about 2 weeks ago, but who's counting?). InDev 31 is going to be a major step to reaching Rise to Ruins Release 1, hopefully sometime this year.

The overall goal of InDev 31 will be introducing a new way to move resources and villagers around the world map, as well as giving the world map some purpose. The world map will now have goals the player needs to meet. The more goals that are met, the more global bonuses the player will receive for all the villages under his control. The idea is to encourage the player to spread out and eventually take over the entire map as part of an overall endgame/metagame that will be played alone-side the core gameplay in each region.

I'm really excited for this update, as I feel the mechanics being added are the last major content vacuum in the game before Release 1 is possible. Will the game be considered finish? No, of course not. There's still a ton of fish to fry before Release 1. But no worries, even after Release 1 development is not ending when the game leaves Early Access. :)

InDev 31 Road Map

World Map Goals and Mechanics Changes


  • Goals will be added to the world map for the player to accomplish. The goals will be all sorts of different things. Like "Maintain 3 villages with a population over 50", "Control an entire biome on the map", or "Have at least one village survive to day 80".
  • For every goal you achieve, you will unlock a perk. These perks can be anything from +5% harvesting, increased birth rates, increased hit points, carry capacity, unlocking new buildings/upgrades, unlocking new spells, etc.
  • Every goal achieved will lower the global corruption threat, allowing older villages to survive much longer than before.
  • You have to maintain the goals, if a goal is lost you will lose the perk you gained and the corruption will become stronger.
  • You will now only be able to visit your first region for free (Getting free villagers/resources when you place your camp). After, you will spread out from the region selected outwards using the villagers from your initial camp, and won't be allowed to visit those regions until enough villagers have been sent there to establish a new village. (See below)


Migration and Trade Systems

  • A new exploration building will be added, that will allow you to send villagers out into nearby connected regions. The more upgraded the building, the more you will be able to send each day.
  • Villagers sent to nearby regions will be in a sort of "stasis" until the player decides to visit the region they were sent to. Once they visit that region, the villagers sent will pop up as soon as it is safe. (Dawn through Midday).
  • You will be able to send villagers to a region regardless if it is or isn't occupied, allowing you to share villagers between established villagers, or start new ones.
  • A new trade outpost building will also be added, this building will open up delivering resources to other villages by way of the Catjeet (Or possibly, a new mob type, time permitting). The Catjeet will act as "delivery men" and take resources from your village to the assigned region for a small fee.
  • Same as the villagers mentioned above, Catjeet that leave the region will arrive at the delivery region next time you visit.


Miscellaneous Changes

  • Limbo will be completely removed from the game, replaced with the migration system mentioned above.
  • Skirmish Mode's initial villager spawn in will now work like the World Map does, giving you villagers only after you place the camp, and spawning them directly on the camp with some free resources.
  • Time permitting, an "abandon the region" mechanic will also be added, instantly sending the entire village out in all directions to any connecting region. How this will work is still to be determined.


Revamped Display Settings

  • Borderless full screen will be added, currently works on all tested Windows 7, 8, 8.1 and 10 machines. Linux and Mac work as well, but the task bar is still being displayed. Sadly, this may be an unavoidable issue. But I will try to work it out.
  • Fixed resolutions will be added, so you can change the full screen resolution of the game to anything you want, rather than your set desktop resolution.
  • The original full screen mode will still exist and can be toggled in the settings menu, for players who prefer non-borderless modes.
  • The game will now use a hardware cursor!


[ 2018-05-31 05:13:03 CET ] [ Original post ]

InDev 30e - The Main Menu Update - Released!

InDev 30e has been released. Barring any issues that need hot fixed, will be the final InDev 30 series release, and development on InDev 31 will be starting immediately.

Most of this patch is a complete revamp of the main menu almost entirely from scratch. But, there's also some new music, a few bug fixes and other interface changes. Check out the change log! :)

InDev 30e Change Log

Interface Changes


  • The entire main menu has been reorganized, moving a majority of the buttons to the left side.
  • Added transitional zooming to the game, now when you zoom in and out, there is a transition period that makes zooming feel smoother, as well as some sound effects if you zoom in and out quickly.
  • Interface scaling settings can now be set in the settings menu, rather than having to edit settings.properties manually.
  • The interface scaling settings now refuse to make the interface larger than what will fit in the window, preventing situations where the GUI may become unusable as a result.


Miscellaneous Changes

  • Updated song Sunken Hope.
  • Added new song Be Water My Friend.


Bug Fixes

  • Fixed a bug that still allowed players to cast spells on the edge of the map and into the void, that should have been prevented in InDev 30d.
  • Fixed a typo on the maintenance building description.
  • Walls, gates and fire pits are no longer completely invulnerable.


[ 2018-05-23 18:42:00 CET ] [ Original post ]

InDev 30d - The World Map and Player Requests Update - Released!

InDev 30d is finally here, featuring a ton of miscellaneous changes, two new buildings, and a cleanup to the world map interface to prep for some big changes in InDev 31.

A large majority of these changes were as a result of your suggestions on Twitter, these announcements and the forums. I hope you guys enjoy it all!

Some of the content in this patch was actually slated for InDev 31, but you're getting it a bit early (because why not, right?). Let me know down in the comments what you think!

InDev 30d Change Log

World Map Interface Changes


  • Active villages now have little buildings placed around the area of the region on the world map, the amount depends on the size of the village.
  • All of the region "dots" have been removed.
  • Region squares show up around the mouse as you move around the world map.
  • Clicking on a region will focus the map selection panel to it.
  • The entire map selection panel has been reworked and streamlined.
  • Now, when a region is lost, you can no longer visit it.
  • Arrows now bounce above active regions, so you can quickly find where you were playing.
  • Made minor adjustments to the region positions on the world map.


Miscellaneous Changes

  • Added all new Patreon's names to the village name pool and credits.
  • A new building has been added, the Maintenance Building. It provides Maintainers who can repair buildings, roads, dismantle things as well as clear terrain and dig holes.
  • The "Key Shack" building has been added, a dedicated storage space for suspicious keys.
  • All other buildings that could previously hold suspicious keys, can't anymore. Only the Key Shack can store Suspicious keys now.
  • Builders can now switch to the build AI as soon as they drop off a resource, streamlining building and cutting down on weird task assignment issues that would sometimes occur when a building is nearly completed.
  • Axis lock buffer setting added to settings.properties, you can now adjust how many pixels the mouse must travel before axis lock (left shift) activates.
  • You can no longer cast spells on the edge of the map and into the void.
  • Water fountains now store 4 times as much water, catch water slightly faster, but have had their range generation reduced.
  • Loot boxes now have a subtle lean towards moving in the direction of the village when poked.


Optimizing and Big Fixes

  • Fixed some AI crashes related to posted medics and guards when their host building is removed or destroyed.
  • Possible fix for the "ghost building" bug, that would leave the tiles for a building that was recently destroyed, has been implemented.
  • Fixed a bug that would cause a building that just started upgrading to be invulnerable.
  • Fixed a bug that could cause an endless loop if a provisioner could not leave the village.
  • Fixed the interaction point on the way maker shack being off by 1 during it's first upgrade.
  • Fixed a bug that would sometimes make way makers try to repair roads that don't exist.



[ 2018-05-17 15:15:45 CET ] [ Original post ]

InDev 30b - The Optimizing and Balance Update - Released!

This is one of the largest optimizing patches ever released for Rise to Ruins, featuring massive performance gains mid-late game. If you're one of the lower speced or extreme late-game users, you're going to love this update!

This patch also introduces a large number of balance tweaks based on your feedback of InDev 30. So be sure to look over the change log. :)

Let me know down in the comments how your performance is, as well as suggest additional balance changes!

InDev 30c *HOT FIX* Change Log

Big Fixes


  • Large fire pits no longer give corruption resistance.
  • Fixed lightning targeting issues causing them to "miss" lightning rods occasionally.
  • Implemented possible fix for medics posted lists returning invalid mobs that are no longer actually posted to clinics, causing crashes.
  • Ghosts now properly do not appear the moment a mob who can spawn a ghost is killed.
  • Guard flee mechanics adjusted, so they will stop running away as often.


Corruption System

  • Reduced permanent corruption amounts per day in nightmare mode.
  • Slightly increased corruption spread rates in nightmare mode.
  • Reduced permanent corruption amounts per day in traditional mode.


InDev 30b Change Log

Corruption System

  • Corruption can now push its way into low corruption resistance areas when it has been bottled up for a long time.
  • You can now see the raw value of the corruption resistance tiles when using debug view.
  • Monsters now have a 1 in 4 chance to not spawn at a building in the corruption, but rather a random coordinate inside the corruption.


Miscellaneous Changes

  • Lowered the search radius for picking up extra resources slightly.
  • Gave guards a 50% buff to defense, and a 25% buff to damage.
  • Amount a mob is lit on fire reduced 25%.
  • Adjusted the aggressiveness of most mobs.
  • Increased Laborer hire price by 50%
  • Catjeet laborers spawn 3 times less often.
  • Halved the blood slime spawn rate during a blood moon.
  • Small blood slime can now spawn during a blood moon.
  • Villagers now panic 30% more often during a blood moon.
  • Only a maximum of 2 disasters can occur in the same day.
  • Make/Maintain settings now work correctly for dirty water buckets.


Optimizing and Big Fixes

  • Optimized the ranged combat AI a bit.
  • Fixed a bunch of minor typos throughout the game.
  • Added some particle culling code to the particle system to keep particle counts from getting out of hand.
  • Reduced the duration of blood particles.
  • Optimized how resource values of buildings are stored, removing the actual resources from the game, optimizing various aspects of the code game wide.
  • Completely rewrote how a majority of mob AI flags are stored in game, reducing save time and memory usage while reducing CPU usage when initially spawning.
  • Fixed a bug in the projectile trajectory code that could cause an endless loop in some very rare scenarios.
  • You can no longer select maximum upgraded roads to upgrade.
  • Optimized the collision line of sight code in the collision module.
  • Optimized some of the essence collection and distribution code.
  • Fixed multi-threaded path finding, was not running correctly in the previous patch.
  • Added a third dedicated core for lighting and range updates.
  • Slightly optimized the lookup code for refining and harvesting data on objects.
  • Optimized a lot of the object lookup code.
  • Optimized object priority list sorting/grouping code.
  • Did some experimental changes to the game loop timing to smooth frame rates in high-load scenarios. (Note, this can cause some rubber banding effects moving around the map if your system is extremely bogged down)
  • Fixed a very rare crash bug when a villager tries to pickup more resources while the destination building becomes no longer available.
  • Villagers will no longer remove banned resources from a building under construction, if the building requires those resources.


[ 2018-05-04 21:12:05 CET ] [ Original post ]

InDev 30 - The Life is Precious Update - Released!

I'm proud to bring you one of the biggest, beefiest content filled game changer patches in Rise to Ruins history; The Life is Precious update!

This update has a metric crap ton of changes, including many that were suggested by you guys. Villagers can now carry multiple resources, they can grow old, medics have been reworked, the spawning system has been completely gutted and replace with the new corruption system, and the entire game has been fundamentally rebalanced. Check out the ridiculously extensive change log below!

The amount of changes this patch has thrown Rise to Ruins balance in the blender, and it may not quite be where we all want it yet. I'm asking everyone to provide tons of feedback about their experience. Let me know what you think. Compared to InDev 29, is it too hard, too easy, just right? What would you change? If you want to go the extra mile, hop into custom mode and make up your own brand of what you think survival and nightmare mode should be, and share your settings! This patch is a massive balance changer, unlike any patch before it. Even after extensive tweaking on the Unstable branch, it may still need additional adjustments. So it is imperative you let me know how your play sessions are going so I can adjust things in the inevitable minor patches before starting in on InDev 31! :)

InDev 30 Change Log

Corruption System


  • The entire spawn system has been completely replaced with the new corruption system. Now, a corrupted area will spawn on the map once you place your camp, slowly consuming the world around you.
  • A new mob has been added, the "Drone". Drones are mostly harmless, but will build corrupted buildings and maintain roads inside the corruption.
  • Monsters no longer spawn or attack during the day time. They now start attacking at dusk, ramp up at night, and return back to the corruption during the day.
  • A large majority of the monsters inside the corruption will despawn during the day. (Note: Boosted monsters never despawn.)
  • Added a new "corruption resistance" range for the village that will push back and prevent corruption from spreading, that works differently than normal range and ignores all blocked tiles. Some buildings do not provide this range at all, like fire pits. You can see your village's corruption resistance using the data views panel.
  • Monster spawn rates are now tied to how many days you have survived, the size of the corruption, and how many buildings are in the corruption.
  • Several new corrupted buildings have been added, including hostile towers inside the corruption that will fire on villagers and golems.
  • You can not cast spells inside the corruption.
  • Monsters spawn when graveyards are damaged by the player.
  • Skeletons now do not start spawning until day 5.
  • Specters now do not start spawning until day 12.
  • Fire Elementals now do not start spawning until day 16.
  • Small slimes now no longer spawn until day 2.
  • Regular slimes now no longer spawn until day 4.
  • Zombies now no longer spawn until day 3.


Multi-Carry and Worker AI

  • All villagers can now hold between 2 and 8 resources at a time based on their strength. They will gain 1 additional resource per 50 strength, and always be able to carry a minimum of at least 2. The formula is (STR/50)+2. This applies to labor golems as well.
  • Harvesting AI has been modified to sometimes drop a resource on the ground. The chance they'll take resources home increases the more resources are in the area.
  • Rearranged the farming AI to make it a much higher priority to do farm harvesting and tending tasks.
  • Medics have been completely rewritten, they now "post" themselves at clinics, barracks and outposts and wait for injured and sick villagers to arrive.
  • All of the delivery and construction harvest AI branches have been reworked and rearranged to better manage resources and make sure buildings get completed in the correct priority order if the resources are available to do so.
  • Lowered the priority of dirty water in the farm to high, so the water purifier gets more dirty water.
  • Reworked some AI branching that made some AI branches not fire as often as they should, like water bottle refining.
  • Changed priority of clean water buckets in fountains and house from very high to high, to encourage more water buckets to make it to the bottlers.
  • Cooks can now distribute rations again.
  • Chanced all housing and barracks raw food priority to "high" so that kitchens get food before housing.
  • Mobs will now abandon their task if the building they are in route to is destroyed or removed.


Aging System

  • Human villagers can now live up to a maximum 40 days, catjeet 35, and doggos 15.
  • Villagers can now become wise elders late in their life, for humans this is age 35 and catjeet 30. Doggos never become wise, and will remain young hearted goofballs until they die.
  • Elder villagers can chat with lower level villagers, offering them a massive XP bonus so they can level up faster.
  • A new Life Expectancy statistic has been added, and as you'd expect, how long your villager should live.
  • A new Lifetime Constitution stat has also been added, that starts at maximum, and anytime your villager's well being is poor either from thirst, hunger, unhappiness, healing from injuries, taking damage, poisoned and a million other factors, their lifetime constitution will go down permanently. When this happens, it can lower their Life Expectancy.
  • You can never recover constitution or life expectancy, so take care of your villagers!
  • Villagers can die before they become elders if they live an extremely hard life and their life expectancy drops below the minimum age to become an elder.
  • Rarely, when nomads spawn some of them can arrive already as elders.
  • Mothers can now die giving childbirth if their lifelong constitution is low, unless they visit a clinic to give birth.
  • There is a small chance the child can die during child birth.
  • Mothers now take 25% of their total current hit points in damage during child birth.
  • Mothers have a 50% chance of losing 1 day of life expectancy during child birth unless they visit a clinic.


Lootbox Changes

  • You can no longer find keys harvesting resources.
  • The chance you can find a loot box harvesting resources has been increased.
  • Finding keys when trying to uncover lootboxes is now slightly more common.
  • Lootbox settings can now be customized in the custom game mode menu.


Sweeping Balance Changes

  • Doubled the length of a day.
  • Rebalanced the stats of nearly every friendly mob in the game.
  • Reduced the amount of nomads that spawn, as well as their chance to spawn.
  • Starting villagers in a new region on the world map have been reduced to about 12.
  • Starting resources in a new region on the world map have increased to 32.
  • Starting villagers in skirmish mode reduced to 10-14.
  • The amount of starting villagers in Limbo have been reduced to 19-29 in survival and nightmare.
  • The monster spawn rates in survival, nightmare and traditional have been reduced.
  • Farms now grow slower.
  • Wild food now grows and spreads 2 times slower.
  • All food items now provide more overall food.
  • Almost all job slots provided by all work buildings has been cut in half.
  • Occupancy maximum for housing has been cut in half.
  • You now gain twice as much maximum influence per villager.
  • Halved the doggo spawn rates.
  • Rebalanced the length of nighttime in both Summer and Winter. Summer nights are now longer, and Winter nights are now shorter.
  • The mob level hard cap has been raised to 200.
  • Reduced the speed health is regenerated when in a house.
  • Tripled the duration of poison, blight and dysentery, but also reduced damage taken by them by two thirds, resulting in the same amount of damage over a much longer period of time.
  • Increased Cold Aura spell cost.
  • Charm spell cost has been reduced by 25%, and the failure chance removed.
  • An eclipse can no longer happen the same day as a full moon.
  • Slimes now heal 3 times slower.
  • Blood slimes now heal 2 times slower.
  • Reduced range generated by outposts.
  • Housing now requires rock for the first and second upgrades.


Miscellaneous Changes

  • Added all new Patreons' rewards to the game.
  • Monsters no longer wander to radiance pools.
  • The base village range of all towers provide has been increased by about 50%. (Note: This is not firing range)
  • Reworked how the interface autoscaling works to get slightly better results.
  • There are now a small amount of particles that generate when a mob gains XP.
  • When a mob gains a level, there is no longer a message in the console, and the sound is localized to where they leveled instead of being global.
  • There are now some particle effects when a mob levels.
  • Changed how essence is generated from objects, making the output more varied in appearance.
  • When the game needs to find an open space to force drop a resource, the location is a bit more randomized now.
  • Increased the rate light levels transition.
  • You can now advance the passage of time in sandbox mode if you enable debug mode.
  • You can now set the clock to 16x speed if you enable debug mode.
  • Survival Island map tweaked slightly.
  • Removed map "Bottleneck" from the Official Maps list.
  • Increased the range provided by the forge.
  • Nomad settings can now be customized in the custom game mode menu.
  • There is now a 1 in 50 chance that a fire elemental will spawn when a meteor hits.
  • Radiance pools now slowly generate energy the player can steal with their hand.
  • Radiance pools no longer use cut stone, but require more rock and crystal.
  • Removed the single-threaded settings from the game, as they caused more trouble than they helped in almost all scenarios.
  • Updated many of the tips.


Interface Changes

  • A new statistics panel has been added to the game, showing tons of daily statistics about your village.
  • All GUI code has been completely gutted and reorganized, most of the changes will be transparent to the player. But pretty much everything under the hood was redone.
  • Updated the mouse lock icon.
  • Spells on the spell bar will no longer stay highlighted even if no spell is selected.
  • Right clicking to add/remove workers now adds and removes plus or minus 5, rather than 10.
  • Lowered the "low villager count" warning in the problem panel from 10 to 5 villagers.
  • Changed the description of the crystillery so it fits in the description box.
  • You can now access the reset AI function by holding down left shift on the selected region panel in world map view, and the load game menu in skirmish.
  • Tips popping up now cancel the current task, to prevent accidental clicking.
  • Pausing the game hides the entire GUI now, but you can interact with the new statistics panel, the main menu panel, settings, and see the clock.
  • Keys are no longer listed as "Rare wood drops" in the resource production panel.
  • Players now get subtle warnings the time of day period before a full moon, eclipse or blood moon.
  • Updated copyright date on main menu.


Optimizing and Big Fixes

  • Multithreaded the autosave system, reducing save time substainally for multicore processors.
  • Removed even more erroneous names from the name list.
  • Wrote in a system to remove erroneous names during runtime, preventing them from causing problems.
  • Catjeet nomad children are now in the correct mob group.
  • Fixed a bug that would allow workers to "overfill" the farm while it is being upgraded.
  • Heavily optimized the provisioner price update and stock increase code. This should completely eliminate the "New day" lag some players have been having.
  • Fixed a rare crash when a mob is harvesting a resource and it the tile decays before he completes his work.
  • Fixed crash when casting mend on walls that were completely blocked on all sides.
  • Fixed a minor bug that would make laborers leave the marketplace too quickly sometimes.
  • Fixed a minor shadow generation glitch on the construction phase of the rain catcher.
  • Fixed a few minor errors in the water artwork.
  • Compressed all sound effects a bit, increasing load times and shrinking the game's initial install size.
  • Tons of code cleanup to the input code for the game.
  • Reworked all the code related to coloring mob sprites in game, cleaning up a lot of minor issues with recoloring mobs.
  • Fixed the statistics panel from rendering incorrectly with interface scale settings other than 1.
  • When selecting a terrain while making a new map, you no longer unselect the map size.
  • Fixed mining facility upgrade descriptions.
  • Fixed a minor typo in the catjeet laboror's tasking AI.
  • Fixed a typo in the debug screen, that was showing the topography layers flipped.


[ 2018-04-22 15:11:44 CET ] [ Original post ]

Build InDev 30 Unstable 5 Released

Click here for help on accessing the Unstable branch!

InDev 30 Unstable 5 has been released, this patch is a feature complete build of what will practically be InDev 30 stable, due out on April 22nd. This patch is fairly small, mostly tying up loose ends and fixing last minute bugs, as well as throwing in additional balance tweaks and adjustments. This patch is also still compatible with both Unstable 4 and 4b saves!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 30 Unstable 5 Change Log

Corruption System


  • Increased the range of all corruption towers.
  • Increased the amount and rate of monsters that spawn from the graveyards when attacked.
  • Monsters that are spawned from attacking graveyards will now auto-attack the attacker.
  • Monsters will no longer spawn from graveyards when damaged by any other means that are not from towers or mobs. (eg; Disasters)


Miscellaneous Changes

  • Reworked how the interface autoscaling works to get slightly better results.
  • Added elderly lists to the population panel.
  • Updated many of the tips.
  • Pregnant villagers now use clinics to give birth, removing the chance of death and losing lifetime expectancy.
  • Average age and life expectancy added to population list GUI.


Bug Fixes

  • Fixed an endless loop bug because of range generation errors on low-desirability buildings.
  • Fixed day length setting in custom mode.
  • Fixed radiance pool essence coming from the wrong tile.
  • Fixed radiance pool firing the "Energy" tip.


InDev 30 Unstable 4b *HOT FIX* Change Log

Aging System

  • Villagers all have been given an additional 10 years of life.
  • Doggos have been given an additional 5 years of life.
  • Rebalanced/Nerfed the rate constitution drops.
  • Halved the chance villagers can die from child birth.
  • Now mothers have a 50% chance of losing 1 day of life expectancy during child birth, rather than a guaranteed chance of losing 1 or 2.


Big Fixes

  • Fixed world map edge scrolling settings.
  • Fixed a minor range generation issue that could result in some AI getting stuck in an endless loop trying to deliver something.


InDev 30 Unstable 4 Change Log

Aging System

  • Human villagers can now live up to a maximum 30 days, catjeet 25, and doggos 15.
  • Villagers can now become wise elders late in their life, for humans this is age 25 and catjeet 20. Doggos never become wise, and will remain young hearted goofballs until they die.
  • Elder villagers can chat with lower level villagers, offering them a massive XP bonus so they can level up faster.
  • A new Life Expectancy statistic has been added, and as you'd expect, how long your villager should live.
  • A new Lifetime Constitution stat has also been added, that starts at maximum, and anytime your villager's well being is poor either from thirst, hunger, unhappiness, healing from injuries, taking damage, poisoned and a million other factors, their lifetime constitution will go down permanently. When this happens, it can lower their Life Expectancy.
  • You can never recover constitution or life expectancy, so take care of your villagers!
  • Villagers can die before they become elders if they live an extremely hard life, and their life expectancy drops below the minimum age to become an elder.
  • Rarely, when nomads spawn some of them can arrive already as elders.
  • Mothers can now die giving childbirth if their lifelong constitution is low.
  • There is a small chance the child can die during child birth.
  • Mothers now take 25% of their total current hit points in damage during child birth.
  • Giving birth instantly lowers the mother's life expectancy by 1 or 2 days.


Corruption System

  • Added a new "corruption resistance" range for the village, that works differently than normal range and ignores all blocked tiles. Some buildings do not provide this range at all, like fire pits, making them useless to push back the corruption.
  • You can see your village's corruption resistance using the data views panel.
  • Global monster spawn rates have been reduced by about 33%.
  • Corruption no longer creates new spots on the map.
  • When monsters despawn, they drop all their equipped items on the ground so the next spawn cycle of monsters can pick them back up.
  • Skeletons now do not start spawning until day 5.
  • Specters now do not start spawning until day 12.
  • Fire Elementals now do not start spawning until day 16.
  • Small slimes now no longer spawn until day 2.
  • Regular slimes now no longer spawn until day 4.
  • Zombies now no longer spawn until day 3.


Miscellaneous Changes

  • Patreon credits/names data updated.
  • Medics have been completely rewritten, they now "post" themselves at clinics, barracks and outposts and wait for injured and sick villagers to arrive.
  • Rebalanced the length of nighttime in both Summer and Winter. Summer nights are now longer, and Winter nights are now shorter.
  • The mob level hard cap has been raised to 200.
  • There are now a small amount of particles that generate when a mob gains XP.
  • When a mob gains a level, there is no longer a message in the console, and the sound is localized to where they leveled instead of being global.
  • There are now some particle effects when a mob levels.
  • Raised the doggo spawn rates back to what they were in Unstable 2.
  • Rearranged the farming AI to make it a much higher priority to do farm harvesting and tending tasks.
  • Slightly increased farm growth rate.
  • All villagers, catjeet and doggos stats have been halved. (Roughly back to what they are in InDev 29f)
  • Carry max now goes up by one per every 50 STR rather than 100.
  • The base village range of all towers provide has been increased by about 50%. (Note: This is not firing range)
  • Removed the single-threaded settings from the game, as they caused more trouble than they helped in almost all scenarios.
  • Reduced the speed health is regenerated when in a house.
  • Tripled the duration of poison, blight and dysentery, but also reduced damage taken by them by two thirds, resulting in the same amount of damage over a much longer period of time.


Optimizing and Big Fixes

  • Reworked all the code related to coloring mob sprites in game, cleaning up a lot of minor issues with recoloring mobs.
  • Permanent corruption increase per day settings are now properly saved in custom mode.
  • Fixed a bug that can cause the game to enter an endless loop if a monster despawns while being attacked.
  • Fixed the statistics panel from rendering incorrectly with interface scale settings other than 1.


InDev 30 Unstable 3 Change Log

Corruption System

  • Decreased traditional mode spawn and corruption spread rates.
  • Increased spawn rate of monsters in survival and nightmare mode.
  • The amount per spawn multiplier has been decreased, coupled with the above change, this should show a more steady and consistent increase in spawn rates.
  • Increased the amount of "starting spread" corruption has, making the initial starting corruption spot a bit bigger.
  • Monsters now spawn when graveyards are damaged, except from hail.
  • Corrupted fire pits are now built less often, causing other corruption buildings to be built more often.
  • Made some minor tweaks to how corruption picks a start spot, encouraging them to spawn farther away from the village that previously.


Miscellaneous Changes

  • Now you can interact with the speed controls, settings, save and exit or look at stats while paused.
  • Charm spell cost has been halved, and the failure chance removed.
  • Reworked some AI branching that made some AI branches not fire as often as they should, like water bottle refining.
  • Changed priority of water buckets in fountains and house from very high to high, to encourage more water buckets to make it to the bottlers.


Optimizing and Big Fixes

  • Fixed blood moons from not triggering blood rain/slimes.
  • Compressed all sound effects a bit, increasing load times and shrinking the game's initial install size.
  • An eclipse can no longer happen the same day as a full moon.
  • Fixed some tips not correctly popping up at the right time.
  • Tons of code cleanup to the input code for the game.
  • Fixed a crash if a monster tried to despawn but was trapped in a 1x1 open area.
  • Fixed a bunch of AI flow issues.
  • Fixed a bug when a mob died carrying a resource the resource on the ground would be ignored by all other workers until the game was reloaded.
  • Halved the doggo spawn rates.


InDev 30 Unstable 2 Change Log

Corruption System

  • Now, the game will randomly corrupt your save files. The chance this happens increases the longer you survive, in an attempt to increase end game difficulty.


Better Corruption System

  • Due to overwhelming negative feedback, the game no longer will randomly corrupt your save files the longer you survive in an attempt to increase difficulty.
  • The entire spawn system has been completely replaced with the new corruption system. Now, a corrupted area will spawn on the map once you place your camp, slowly consuming the world around you.
  • A new mob has been added, the "Drone". Drones are mostly harmless, but will build corrupted buildings and maintain roads inside the corruption.
  • Monsters no longer spawn or attack during the day time. They now start attacking at dusk, ramp up at night, and return back to the corruption during the day.
  • A large majority of the monsters inside the corruption will despawn during the day. (Note: Boosted monsters never despawn.)
  • Monster spawn rates are now tied to how many days you have survived, the size of the corruption, and how many buildings are in the corruption.
  • Several new corrupted buildings have been added, including hostile towers inside the corruption that will fire on villagers and golems.
  • You can not cast spells inside the corruption.


Miscellaneous Changes

  • Doubled the length of a day.
  • All of the delivery and construction harvest AI branches have been reworked and rearranged to better manage resources and make sure buildings get completed in the correct priority order if the resources are available to do so.
  • Increased the rate light levels transition.
  • Monsters no longer wander to radiance pools.
  • You can now advance the passage of time in sandbox mode if you enable debug mode.
  • You can now set the clock to 16x speed if you enable debug mode.
  • Survival Island map tweaked slightly.
  • Nerfed food values slightly.
  • Lowered the priority of dirty water in the farm to high, so the water purifier gets more dirty water.
  • Removed map "Bottleneck" from the Official Maps list.
  • Increased the range provided by the forge.
  • Nomad settings can now be customized in the custom game mode menu.
  • There is now a 1 in 50 chance that a fire elemental will spawn when a meteor hits.
  • Radiance pools now slowly generate energy the player can steal with their hand.
  • Radiance pools no longer use cut stone, but require more rock and crystal.
  • Increased Cold Aura spell cost.


Interface Changes

  • You can now access the reset AI function by holding down left shift on the selected region panel in world map view, and the load game menu in skirmish.
  • Fixed copyright date on main menu.
  • World overlay GUI elements no longer display behind the GUI panels.
  • Tips popping up now cancel the current task, to prevent accidental clicking.
  • Pausing the game hides the entire GUI now.
  • Keys are no longer listed as "Rare wood drops" in the resource production panel.
  • Tips no longer pop up associated with monster's buildings.
  • Players now get subtle warnings the time of day period before a full moon, eclipse or blood moon.
  • Fixed a typo in the debug screen, that was showing the topography layers flipped.


Lootbox Changes

  • You can no longer find keys harvesting resources.
  • The chance you can find a loot box harvesting resources has been increased.
  • Finding keys when trying to uncover lootboxes is now slightly more common.
  • Lootbox settings can now be customized in the custom game mode menu.


Optimizing and Big Fixes

  • Heavily optimized the provisioner price update and stock increase code. This should completely eliminate the "New day" lag some players have been having.
  • Fixed some issues with sell resource and deliver resource AI branches not switching to the correct AI branches when failing.
  • Fixed a rare crash when a mob is harvesting a resource and it the tile decays before he completes his work.
  • Fixed crash when casting mend on walls that were completely blocked on all sides.
  • Fixed a minor bug that would make laborers leave the marketplace too quickly sometimes.
  • Fixed a crash when the delivery or selling AI would fail and try to repeat itself, sometimes returning incorrect values for the new assignment.
  • Fixed a minor shadow generation glitch on the construction phase of the rain catcher.
  • Fixed a few minor errors in the water artwork.
  • Fixed a bug where you could not hide the camp placement panel in sandbox.


InDev 30 Unstable 1 Change Log

Multi-Carry

  • All villagers can now hold between 3 and 8 resources at a time based on their strength. They will gain 1 additional resource per 100 strength, and always be able to carry a minimum of at least 3. This applies to labor golems as well.
  • Harvesting AI has been modified to sometimes drop a resource on the ground. The chance they'll take resources home increases the more resources are in the area.


Sweeping Balance Changes

  • Increased the stats of all friendly mobs and villagers by about 80%
  • Reduced the amount of nomads that spawn, as well as their chance to spawn.
  • Starting villagers in a new region on the world map have been reduced to 12.
  • Starting resources in a new region on the world map have increased to 32.
  • Starting villagers in skirmish mode reduced to 10-14.
  • The amount of starting villagers in Limbo have been reduced to 19-29 in survival and nightmare.
  • The monster spawn rates in survival, nightmare and traditional have been reduced.
  • Doggo spawn rates have been halved.
  • Farms now grow food 4 times slower.
  • Wild food now grows and spreads 2 times slower.
  • All food items now provide more overall food.
  • Almost all job slots provided by all work buildings has been cut in half.
  • Occupancy maximum for housing has been cut in half.
  • You now gain twice as much maximum influence per villager.


Miscellaneous Changes

  • Added all new Patreons' rewards to the game.
  • Changed how essence is generated from objects, making the output more varied in appearance.
  • When the game needs to find an open space to force drop a resource, the location is a bit more randomized now.


Interface Changes

  • A new statistics panel has been added to the game, showing tons of daily statistics about your village.
  • All GUI code has been completely gutted and reorganized, most of the changes will be transparent to the player. But pretty much everything under the hood was redone.
  • Updated the mouse lock icon.
  • When selecting a terrain while making a new map, you no longer unselect the map size.
  • Fixed mining facility upgrade descriptions.
  • Spells on the spell bar will no longer stay highlighted even if no spell is selected.
  • Fixed a minor typo in the catjeet laboror's tasking AI.
  • Right clicking to add/remove workers now adds and removes plus or minus 5, rather than 10.
  • Lowered the "low villager count" warning in the problem panel from 10 to 5 villagers.
  • Changed the description of the crystillery so it fits in the description box.


Optimizing and Big Fixes

  • Removed even more erroneous names from the name list.
  • Wrote in a system to remove erroneous names during runtime, preventing them from causing problems.
  • Catjeet nomad children are now in the correct mob group.
  • Fixed a bug that would allow workers to "overfill" the farm while it is being upgraded.


[ 2018-04-18 21:11:35 CET ] [ Original post ]

Build InDev 30 Unstable 4 Released

Click here for help on accessing the Unstable branch!

InDev 30 Unstable 4 has been released, this patch should be a near feature complete build of InDev 30. There's a few loose ends to tie up, and very likely even more balancing I'll need to do based on your guy's feedback. But we're almost there! I am planning to release InDev 30 Stable sometime around the 20th to 22nd. :)

The meat of this patch is adding the final mechanic on the road map to the game; the aging system! Now your villagers can die, but how long they live is based on how well you take care of them. Whenever they're starving, dehydrated, homeless, or even just depressed and unhappy, they will permanently lose days off their life. So it's up to you to take care of them! If they get old enough, they will become elders and stop working. But they'll be able to chat with their fellow villagers, "sharing wisdom" and giving them a nice little XP boost.

As stated the last two times, because the corruption system (and now, aging system!) has made such a large impact on the game balance, I'm asking everyone to continue to provide some feedback. Let me know what you think. Is it too hard, too easy, just right? If you want to go the extra mile, hop into custom mode and make up your own brand of what you think survival and nightmare mode should be, and share your settings!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 30 Unstable 4b *HOT FIX* Change Log

Aging System


  • Villagers all have been given an additional 10 years of life.
  • Doggos have been given an additional 5 years of life.
  • Rebalanced/Nerfed the rate constitution drops.
  • Halved the chance villagers can die from child birth.
  • Now mothers have a 50% chance of losing 1 day of life expectancy during child birth, rather than a guaranteed chance of losing 1 or 2.


Big Fixes

  • Fixed world map edge scrolling settings.
  • Fixed a minor range generation issue that could result in some AI getting stuck in an endless loop trying to deliver something.


InDev 30 Unstable 4 Change Log

Aging System

  • Human villagers can now live up to a maximum 30 days, catjeet 25, and doggos 15.
  • Villagers can now become wise elders late in their life, for humans this is age 25 and catjeet 20. Doggos never become wise, and will remain young hearted goofballs until they die.
  • Elder villagers can chat with lower level villagers, offering them a massive XP bonus so they can level up faster.
  • A new Life Expectancy statistic has been added, and as you'd expect, how long your villager should live.
  • A new Lifetime Constitution stat has also been added, that starts at maximum, and anytime your villager's well being is poor either from thirst, hunger, unhappiness, healing from injuries, taking damage, poisoned and a million other factors, their lifetime constitution will go down permanently. When this happens, it can lower their Life Expectancy.
  • You can never recover constitution or life expectancy, so take care of your villagers!
  • Villagers can die before they become elders if they live an extremely hard life, and their life expectancy drops below the minimum age to become an elder.
  • Rarely, when nomads spawn some of them can arrive already as elders.
  • Mothers can now die giving childbirth if their lifelong constitution is low.
  • There is a small chance the child can die during child birth.
  • Mothers now take 25% of their total current hit points in damage during child birth.
  • Giving birth instantly lowers the mother's life expectancy by 1 or 2 days.


Corruption System

  • Added a new "corruption resistance" range for the village, that works differently than normal range and ignores all blocked tiles. Some buildings do not provide this range at all, like fire pits, making them useless to push back the corruption.
  • You can see your village's corruption resistance using the data views panel.
  • Global monster spawn rates have been reduced by about 33%.
  • Corruption no longer creates new spots on the map.
  • When monsters despawn, they drop all their equipped items on the ground so the next spawn cycle of monsters can pick them back up.
  • Skeletons now do not start spawning until day 5.
  • Specters now do not start spawning until day 12.
  • Fire Elementals now do not start spawning until day 16.
  • Small slimes now no longer spawn until day 2.
  • Regular slimes now no longer spawn until day 4.
  • Zombies now no longer spawn until day 3.


Miscellaneous Changes

  • Patreon credits/names data updated.
  • Medics have been completely rewritten, they now "post" themselves at clinics, barracks and outposts and wait for injured and sick villagers to arrive.
  • Rebalanced the length of nighttime in both Summer and Winter. Summer nights are now longer, and Winter nights are now shorter.
  • The mob level hard cap has been raised to 200.
  • There are now a small amount of particles that generate when a mob gains XP.
  • When a mob gains a level, there is no longer a message in the console, and the sound is localized to where they leveled instead of being global.
  • There are now some particle effects when a mob levels.
  • Raised the doggo spawn rates back to what they were in Unstable 2.
  • Rearranged the farming AI to make it a much higher priority to do farm harvesting and tending tasks.
  • Slightly increased farm growth rate.
  • All villagers, catjeet and doggos stats have been halved. (Roughly back to what they are in InDev 29f)
  • Carry max now goes up by one per every 50 STR rather than 100.
  • The base village range of all towers provide has been increased by about 50%. (Note: This is not firing range)
  • Removed the single-threaded settings from the game, as they caused more trouble than they helped in almost all scenarios.
  • Reduced the speed health is regenerated when in a house.
  • Tripled the duration of poison, blight and dysentery, but also reduced damage taken by them by two thirds, resulting in the same amount of damage over a much longer period of time.


Optimizing and Big Fixes

  • Reworked all the code related to coloring mob sprites in game, cleaning up a lot of minor issues with recoloring mobs.
  • Permanent corruption increase per day settings are now properly saved in custom mode.
  • Fixed a bug that can cause the game to enter an endless loop if a monster despawns while being attacked.
  • Fixed the statistics panel from rendering incorrectly with interface scale settings other than 1.


InDev 30 Unstable 3 Change Log

Corruption System

  • Decreased traditional mode spawn and corruption spread rates.
  • Increased spawn rate of monsters in survival and nightmare mode.
  • The amount per spawn multiplier has been decreased, coupled with the above change, this should show a more steady and consistent increase in spawn rates.
  • Increased the amount of "starting spread" corruption has, making the initial starting corruption spot a bit bigger.
  • Monsters now spawn when graveyards are damaged, except from hail.
  • Corrupted fire pits are now built less often, causing other corruption buildings to be built more often.
  • Made some minor tweaks to how corruption picks a start spot, encouraging them to spawn farther away from the village that previously.


Miscellaneous Changes

  • Now you can interact with the speed controls, settings, save and exit or look at stats while paused.
  • Charm spell cost has been halved, and the failure chance removed.
  • Reworked some AI branching that made some AI branches not fire as often as they should, like water bottle refining.
  • Changed priority of water buckets in fountains and house from very high to high, to encourage more water buckets to make it to the bottlers.


Optimizing and Big Fixes

  • Fixed blood moons from not triggering blood rain/slimes.
  • Compressed all sound effects a bit, increasing load times and shrinking the game's initial install size.
  • An eclipse can no longer happen the same day as a full moon.
  • Fixed some tips not correctly popping up at the right time.
  • Tons of code cleanup to the input code for the game.
  • Fixed a crash if a monster tried to despawn but was trapped in a 1x1 open area.
  • Fixed a bunch of AI flow issues.
  • Fixed a bug when a mob died carrying a resource the resource on the ground would be ignored by all other workers until the game was reloaded.
  • Halved the doggo spawn rates.


InDev 30 Unstable 2 Change Log

Corruption System

  • Now, the game will randomly corrupt your save files. The chance this happens increases the longer you survive, in an attempt to increase end game difficulty.


Better Corruption System

  • Due to overwhelming negative feedback, the game no longer will randomly corrupt your save files the longer you survive in an attempt to increase difficulty.
  • The entire spawn system has been completely replaced with the new corruption system. Now, a corrupted area will spawn on the map once you place your camp, slowly consuming the world around you.
  • A new mob has been added, the "Drone". Drones are mostly harmless, but will build corrupted buildings and maintain roads inside the corruption.
  • Monsters no longer spawn or attack during the day time. They now start attacking at dusk, ramp up at night, and return back to the corruption during the day.
  • A large majority of the monsters inside the corruption will despawn during the day. (Note: Boosted monsters never despawn.)
  • Monster spawn rates are now tied to how many days you have survived, the size of the corruption, and how many buildings are in the corruption.
  • Several new corrupted buildings have been added, including hostile towers inside the corruption that will fire on villagers and golems.
  • You can not cast spells inside the corruption.


Miscellaneous Changes

  • Doubled the length of a day.
  • All of the delivery and construction harvest AI branches have been reworked and rearranged to better manage resources and make sure buildings get completed in the correct priority order if the resources are available to do so.
  • Increased the rate light levels transition.
  • Monsters no longer wander to radiance pools.
  • You can now advance the passage of time in sandbox mode if you enable debug mode.
  • You can now set the clock to 16x speed if you enable debug mode.
  • Survival Island map tweaked slightly.
  • Nerfed food values slightly.
  • Lowered the priority of dirty water in the farm to high, so the water purifier gets more dirty water.
  • Removed map "Bottleneck" from the Official Maps list.
  • Increased the range provided by the forge.
  • Nomad settings can now be customized in the custom game mode menu.
  • There is now a 1 in 50 chance that a fire elemental will spawn when a meteor hits.
  • Radiance pools now slowly generate energy the player can steal with their hand.
  • Radiance pools no longer use cut stone, but require more rock and crystal.
  • Increased Cold Aura spell cost.


Interface Changes

  • You can now access the reset AI function by holding down left shift on the selected region panel in world map view, and the load game menu in skirmish.
  • Fixed copyright date on main menu.
  • World overlay GUI elements no longer display behind the GUI panels.
  • Tips popping up now cancel the current task, to prevent accidental clicking.
  • Pausing the game hides the entire GUI now.
  • Keys are no longer listed as "Rare wood drops" in the resource production panel.
  • Tips no longer pop up associated with monster's buildings.
  • Players now get subtle warnings the time of day period before a full moon, eclipse or blood moon.
  • Fixed a typo in the debug screen, that was showing the topography layers flipped.


Lootbox Changes

  • You can no longer find keys harvesting resources.
  • The chance you can find a loot box harvesting resources has been increased.
  • Finding keys when trying to uncover lootboxes is now slightly more common.
  • Lootbox settings can now be customized in the custom game mode menu.


Optimizing and Big Fixes

  • Heavily optimized the provisioner price update and stock increase code. This should completely eliminate the "New day" lag some players have been having.
  • Fixed some issues with sell resource and deliver resource AI branches not switching to the correct AI branches when failing.
  • Fixed a rare crash when a mob is harvesting a resource and it the tile decays before he completes his work.
  • Fixed crash when casting mend on walls that were completely blocked on all sides.
  • Fixed a minor bug that would make laborers leave the marketplace too quickly sometimes.
  • Fixed a crash when the delivery or selling AI would fail and try to repeat itself, sometimes returning incorrect values for the new assignment.
  • Fixed a minor shadow generation glitch on the construction phase of the rain catcher.
  • Fixed a few minor errors in the water artwork.
  • Fixed a bug where you could not hide the camp placement panel in sandbox.


InDev 30 Unstable 1 Change Log

Multi-Carry

  • All villagers can now hold between 3 and 8 resources at a time based on their strength. They will gain 1 additional resource per 100 strength, and always be able to carry a minimum of at least 3. This applies to labor golems as well.
  • Harvesting AI has been modified to sometimes drop a resource on the ground. The chance they'll take resources home increases the more resources are in the area.


Sweeping Balance Changes

  • Increased the stats of all friendly mobs and villagers by about 80%
  • Reduced the amount of nomads that spawn, as well as their chance to spawn.
  • Starting villagers in a new region on the world map have been reduced to 12.
  • Starting resources in a new region on the world map have increased to 32.
  • Starting villagers in skirmish mode reduced to 10-14.
  • The amount of starting villagers in Limbo have been reduced to 19-29 in survival and nightmare.
  • The monster spawn rates in survival, nightmare and traditional have been reduced.
  • Doggo spawn rates have been halved.
  • Farms now grow food 4 times slower.
  • Wild food now grows and spreads 2 times slower.
  • All food items now provide more overall food.
  • Almost all job slots provided by all work buildings has been cut in half.
  • Occupancy maximum for housing has been cut in half.
  • You now gain twice as much maximum influence per villager.


Miscellaneous Changes

  • Added all new Patreons' rewards to the game.
  • Changed how essence is generated from objects, making the output more varied in appearance.
  • When the game needs to find an open space to force drop a resource, the location is a bit more randomized now.


Interface Changes

  • A new statistics panel has been added to the game, showing tons of daily statistics about your village.
  • All GUI code has been completely gutted and reorganized, most of the changes will be transparent to the player. But pretty much everything under the hood was redone.
  • Updated the mouse lock icon.
  • When selecting a terrain while making a new map, you no longer unselect the map size.
  • Fixed mining facility upgrade descriptions.
  • Spells on the spell bar will no longer stay highlighted even if no spell is selected.
  • Fixed a minor typo in the catjeet laboror's tasking AI.
  • Right clicking to add/remove workers now adds and removes plus or minus 5, rather than 10.
  • Lowered the "low villager count" warning in the problem panel from 10 to 5 villagers.
  • Changed the description of the crystillery so it fits in the description box.


Optimizing and Big Fixes

  • Removed even more erroneous names from the name list.
  • Wrote in a system to remove erroneous names during runtime, preventing them from causing problems.
  • Catjeet nomad children are now in the correct mob group.
  • Fixed a bug that would allow workers to "overfill" the farm while it is being upgraded.


[ 2018-04-14 17:46:09 CET ] [ Original post ]

Build InDev 30 Unstable 3 Released

Click here for help on accessing the Unstable branch!

InDev 30 Unstable 3 has been released, this patch is mostly balance changes and bug fixes based on your guy's feedback of Unstable 2.

As stated last time, because the corruption system has made such a large impact on the game balance, I'm asking everyone to continue to provide some feedback. Let me know what you think. Is it too hard, too easy, just right? If you want to go the extra mile, hop into custom mode and make up your own brand of what you think survival and nightmare mode should be, and share your settings!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 30 Unstable 3 Change Log

Corruption System


  • Decreased traditional mode spawn and corruption spread rates.
  • Increased spawn rate of monsters in survival and nightmare mode.
  • The amount per spawn multiplier has been decreased, coupled with the above change, this should show a more steady and consistent increase in spawn rates.
  • Increased the amount of "starting spread" corruption has, making the initial starting corruption spot a bit bigger.
  • Monsters now spawn when graveyards are damaged, except from hail.
  • Corrupted fire pits are now built less often, causing other corruption buildings to be built more often.
  • Made some minor tweaks to how corruption picks a start spot, encouraging them to spawn farther away from the village that previously.


Miscellaneous Changes

  • Now you can interact with the speed controls, settings, save and exit or look at stats while paused.
  • Charm spell cost has been halved, and the failure chance removed.
  • Reworked some AI branching that made some AI branches not fire as often as they should, like water bottle refining.
  • Changed priority of water buckets in fountains and house from very high to high, to encourage more water buckets to make it to the bottlers.


Optimizing and Big Fixes

  • Fixed blood moons from not triggering blood rain/slimes.
  • Compressed all sound effects a bit, increasing load times and shrinking the game's initial install size.
  • An eclipse can no longer happen the same day as a full moon.
  • Fixed some tips not correctly popping up at the right time.
  • Tons of code cleanup to the input code for the game.
  • Fixed a crash if a monster tried to despawn but was trapped in a 1x1 open area.
  • Fixed a bunch of AI flow issues.
  • Fixed a bug when a mob died carrying a resource the resource on the ground would be ignored by all other workers until the game was reloaded.
  • Halved the doggo spawn rates.


InDev 30 Unstable 2 Change Log

Corruption System

  • Now, the game will randomly corrupt your save files. The chance this happens increases the longer you survive, in an attempt to increase end game difficulty.


Better Corruption System

  • Due to overwhelming negative feedback, the game no longer will randomly corrupt your save files the longer you survive in an attempt to increase difficulty.
  • The entire spawn system has been completely replaced with the new corruption system. Now, a corrupted area will spawn on the map once you place your camp, slowly consuming the world around you.
  • A new mob has been added, the "Drone". Drones are mostly harmless, but will build corrupted buildings and maintain roads inside the corruption.
  • Monsters no longer spawn or attack during the day time. They now start attacking at dusk, ramp up at night, and return back to the corruption during the day.
  • A large majority of the monsters inside the corruption will despawn during the day. (Note: Boosted monsters never despawn.)
  • Monster spawn rates are now tied to how many days you have survived, the size of the corruption, and how many buildings are in the corruption.
  • Several new corrupted buildings have been added, including hostile towers inside the corruption that will fire on villagers and golems.
  • You can not cast spells inside the corruption.


Miscellaneous Changes

  • Doubled the length of a day.
  • All of the delivery and construction harvest AI branches have been reworked and rearranged to better manage resources and make sure buildings get completed in the correct priority order if the resources are available to do so.
  • Increased the rate light levels transition.
  • Monsters no longer wander to radiance pools.
  • You can now advance the passage of time in sandbox mode if you enable debug mode.
  • You can now set the clock to 16x speed if you enable debug mode.
  • Survival Island map tweaked slightly.
  • Nerfed food values slightly.
  • Lowered the priority of dirty water in the farm to high, so the water purifier gets more dirty water.
  • Removed map "Bottleneck" from the Official Maps list.
  • Increased the range provided by the forge.
  • Nomad settings can now be customized in the custom game mode menu.
  • There is now a 1 in 50 chance that a fire elemental will spawn when a meteor hits.
  • Radiance pools now slowly generate energy the player can steal with their hand.
  • Radiance pools no longer use cut stone, but require more rock and crystal.
  • Increased Cold Aura spell cost.


Interface Changes

  • You can now access the reset AI function by holding down left shift on the selected region panel in world map view, and the load game menu in skirmish.
  • Fixed copyright date on main menu.
  • World overlay GUI elements no longer display behind the GUI panels.
  • Tips popping up now cancel the current task, to prevent accidental clicking.
  • Pausing the game hides the entire GUI now.
  • Keys are no longer listed as "Rare wood drops" in the resource production panel.
  • Tips no longer pop up associated with monster's buildings.
  • Players now get subtle warnings the time of day period before a full moon, eclipse or blood moon.
  • Fixed a typo in the debug screen, that was showing the topography layers flipped.


Lootbox Changes

  • You can no longer find keys harvesting resources.
  • The chance you can find a loot box harvesting resources has been increased.
  • Finding keys when trying to uncover lootboxes is now slightly more common.
  • Lootbox settings can now be customized in the custom game mode menu.


Optimizing and Big Fixes

  • Heavily optimized the provisioner price update and stock increase code. This should completely eliminate the "New day" lag some players have been having.
  • Fixed some issues with sell resource and deliver resource AI branches not switching to the correct AI branches when failing.
  • Fixed a rare crash when a mob is harvesting a resource and it the tile decays before he completes his work.
  • Fixed crash when casting mend on walls that were completely blocked on all sides.
  • Fixed a minor bug that would make laborers leave the marketplace too quickly sometimes.
  • Fixed a crash when the delivery or selling AI would fail and try to repeat itself, sometimes returning incorrect values for the new assignment.
  • Fixed a minor shadow generation glitch on the construction phase of the rain catcher.
  • Fixed a few minor errors in the water artwork.
  • Fixed a bug where you could not hide the camp placement panel in sandbox.


InDev 30 Unstable 1 Change Log

Multi-Carry

  • All villagers can now hold between 3 and 8 resources at a time based on their strength. They will gain 1 additional resource per 100 strength, and always be able to carry a minimum of at least 3. This applies to labor golems as well.
  • Harvesting AI has been modified to sometimes drop a resource on the ground. The chance they'll take resources home increases the more resources are in the area.


Sweeping Balance Changes

  • Increased the stats of all friendly mobs and villagers by about 80%
  • Reduced the amount of nomads that spawn, as well as their chance to spawn.
  • Starting villagers in a new region on the world map have been reduced to 12.
  • Starting resources in a new region on the world map have increased to 32.
  • Starting villagers in skirmish mode reduced to 10-14.
  • The amount of starting villagers in Limbo have been reduced to 19-29 in survival and nightmare.
  • The monster spawn rates in survival, nightmare and traditional have been reduced.
  • Doggo spawn rates have been halved.
  • Farms now grow food 4 times slower.
  • Wild food now grows and spreads 2 times slower.
  • All food items now provide more overall food.
  • Almost all job slots provided by all work buildings has been cut in half.
  • Occupancy maximum for housing has been cut in half.
  • You now gain twice as much maximum influence per villager.


Miscellaneous Changes

  • Added all new Patreons' rewards to the game.
  • Changed how essence is generated from objects, making the output more varied in appearance.
  • When the game needs to find an open space to force drop a resource, the location is a bit more randomized now.


Interface Changes

  • A new statistics panel has been added to the game, showing tons of daily statistics about your village.
  • All GUI code has been completely gutted and reorganized, most of the changes will be transparent to the player. But pretty much everything under the hood was redone.
  • Updated the mouse lock icon.
  • When selecting a terrain while making a new map, you no longer unselect the map size.
  • Fixed mining facility upgrade descriptions.
  • Spells on the spell bar will no longer stay highlighted even if no spell is selected.
  • Fixed a minor typo in the catjeet laboror's tasking AI.
  • Right clicking to add/remove workers now adds and removes plus or minus 5, rather than 10.
  • Lowered the "low villager count" warning in the problem panel from 10 to 5 villagers.
  • Changed the description of the crystillery so it fits in the description box.


Optimizing and Big Fixes

  • Removed even more erroneous names from the name list.
  • Wrote in a system to remove erroneous names during runtime, preventing them from causing problems.
  • Catjeet nomad children are now in the correct mob group.
  • Fixed a bug that would allow workers to "overfill" the farm while it is being upgraded.


[ 2018-04-05 20:11:36 CET ] [ Original post ]

Build InDev 30 Unstable 2 Released

Click here for help on accessing the Unstable branch!

The corruption has arrived! InDev 30 Unstable 2 has been released. Like Unstable 1, this patch has massive sweeping changes to the fundamental balance of the entire game. Make sure to read over the change logs carefully!

Because the corruption system has made such a large impact on the game balance, I'm asking everyone to provide some feedback. Let me know what you think. Is it too hard, too easy, just right? If you want to go the extra mile, hop into custom mode and make up your own brand of what you think survival and nightmare mode should be, and share your settings!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 30 Unstable 2 Change Log

Corruption System


  • Now, the game will randomly corrupt your save files. The chance this happens increases the longer you survive, in an attempt to increase end game difficulty.


Better Corruption System

  • Due to overwhelming negative feedback, the game no longer will randomly corrupt your save files the longer you survive in an attempt to increase difficulty.
  • The entire spawn system has been completely replaced with the new corruption system. Now, a corrupted area will spawn on the map once you place your camp, slowly consuming the world around you.
  • A new mob has been added, the "Drone". Drones are mostly harmless, but will build corrupted buildings and maintain roads inside the corruption.
  • Monsters no longer spawn or attack during the day time. They now start attacking at dusk, ramp up at night, and return back to the corruption during the day.
  • A large majority of the monsters inside the corruption will despawn during the day. (Note: Boosted monsters never despawn.)
  • Monster spawn rates are now tied to how many days you have survived, the size of the corruption, and how many buildings are in the corruption.
  • Several new corrupted buildings have been added, including hostile towers inside the corruption that will fire on villagers and golems.
  • You can not cast spells inside the corruption.


Miscellaneous Changes

  • Doubled the length of a day.
  • All of the delivery and construction harvest AI branches have been reworked and rearranged to better manage resources and make sure buildings get completed in the correct priority order if the resources are available to do so.
  • Increased the rate light levels transition.
  • Monsters no longer wander to radiance pools.
  • You can now advance the passage of time in sandbox mode if you enable debug mode.
  • You can now set the clock to 16x speed if you enable debug mode.
  • Survival Island map tweaked slightly.
  • Nerfed food values slightly.
  • Lowered the priority of dirty water in the farm to high, so the water purifier gets more dirty water.
  • Removed map "Bottleneck" from the Official Maps list.
  • Increased the range provided by the forge.
  • Nomad settings can now be customized in the custom game mode menu.
  • There is now a 1 in 50 chance that a fire elemental will spawn when a meteor hits.
  • Radiance pools now slowly generate energy the player can steal with their hand.
  • Radiance pools no longer use cut stone, but require more rock and crystal.
  • Increased Cold Aura spell cost.


Interface Changes

  • You can now access the reset AI function by holding down left shift on the selected region panel in world map view, and the load game menu in skirmish.
  • Fixed copyright date on main menu.
  • World overlay GUI elements no longer display behind the GUI panels.
  • Tips popping up now cancel the current task, to prevent accidental clicking.
  • Pausing the game hides the entire GUI now.
  • Keys are no longer listed as "Rare wood drops" in the resource production panel.
  • Tips no longer pop up associated with monster's buildings.
  • Players now get subtle warnings the time of day period before a full moon, eclipse or blood moon.
  • Fixed a typo in the debug screen, that was showing the topography layers flipped.


Lootbox Changes

  • You can no longer find keys harvesting resources.
  • The chance you can find a loot box harvesting resources has been increased.
  • Finding keys when trying to uncover lootboxes is now slightly more common.
  • Lootbox settings can now be customized in the custom game mode menu.


Optimizing and Big Fixes

  • Heavily optimized the provisioner price update and stock increase code. This should completely eliminate the "New day" lag some players have been having.
  • Fixed some issues with sell resource and deliver resource AI branches not switching to the correct AI branches when failing.
  • Fixed a rare crash when a mob is harvesting a resource and it the tile decays before he completes his work.
  • Fixed crash when casting mend on walls that were completely blocked on all sides.
  • Fixed a minor bug that would make laborers leave the marketplace too quickly sometimes.
  • Fixed a crash when the delivery or selling AI would fail and try to repeat itself, sometimes returning incorrect values for the new assignment.
  • Fixed a minor shadow generation glitch on the construction phase of the rain catcher.
  • Fixed a few minor errors in the water artwork.
  • Fixed a bug where you could not hide the camp placement panel in sandbox.


InDev 30 Unstable 1 Change Log

Multi-Carry

  • All villagers can now hold between 3 and 8 resources at a time based on their strength. They will gain 1 additional resource per 100 strength, and always be able to carry a minimum of at least 3. This applies to labor golems as well.
  • Harvesting AI has been modified to sometimes drop a resource on the ground. The chance they'll take resources home increases the more resources are in the area.


Sweeping Balance Changes

  • Increased the stats of all friendly mobs and villagers by about 80%
  • Reduced the amount of nomads that spawn, as well as their chance to spawn.
  • Starting villagers in a new region on the world map have been reduced to 12.
  • Starting resources in a new region on the world map have increased to 32.
  • Starting villagers in skirmish mode reduced to 10-14.
  • The amount of starting villagers in Limbo have been reduced to 19-29 in survival and nightmare.
  • The monster spawn rates in survival, nightmare and traditional have been reduced.
  • Doggo spawn rates have been halved.
  • Farms now grow food 4 times slower.
  • Wild food now grows and spreads 2 times slower.
  • All food items now provide more overall food.
  • Almost all job slots provided by all work buildings has been cut in half.
  • Occupancy maximum for housing has been cut in half.
  • You now gain twice as much maximum influence per villager.


Miscellaneous Changes

  • Added all new Patreons' rewards to the game.
  • Changed how essence is generated from objects, making the output more varied in appearance.
  • When the game needs to find an open space to force drop a resource, the location is a bit more randomized now.


Interface Changes

  • A new statistics panel has been added to the game, showing tons of daily statistics about your village.
  • All GUI code has been completely gutted and reorganized, most of the changes will be transparent to the player. But pretty much everything under the hood was redone.
  • Updated the mouse lock icon.
  • When selecting a terrain while making a new map, you no longer unselect the map size.
  • Fixed mining facility upgrade descriptions.
  • Spells on the spell bar will no longer stay highlighted even if no spell is selected.
  • Fixed a minor typo in the catjeet laboror's tasking AI.
  • Right clicking to add/remove workers now adds and removes plus or minus 5, rather than 10.
  • Lowered the "low villager count" warning in the problem panel from 10 to 5 villagers.
  • Changed the description of the crystillery so it fits in the description box.


Optimizing and Big Fixes

  • Removed even more erroneous names from the name list.
  • Wrote in a system to remove erroneous names during runtime, preventing them from causing problems.
  • Catjeet nomad children are now in the correct mob group.
  • Fixed a bug that would allow workers to "overfill" the farm while it is being upgraded.


[ 2018-03-31 03:51:40 CET ] [ Original post ]

Build InDev 30 Unstable 1 Released

Click here for help on accessing the Unstable branch!

InDev 30 Unstable 1 has been released, the first official release with multi-carry support! It doesn't look like it from the change logs, but this patch has massive amounts of underlining code changes, so be sure to give it a good run down.

This is a sweeping large balance changing patch, so also be sure to provide some feedback on the new mechanics! The monster spawning may be a bit out of whack until the new spawn system is in the next unstable, but I really need feedback on the production rate/flow of the village. :)

As per usual, checkout the change log for details!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 30 Unstable 1 Change Log

Multi-Carry


  • All villagers can now hold between 3 and 8 resources at a time based on their strength. They will gain 1 additional resource per 100 strength, and always be able to carry a minimum of at least 3. This applies to labor golems as well.
  • Harvesting AI has been modified to sometimes drop a resource on the ground. The chance they'll take resources home increases the more resources are in the area.


Sweeping Balance Changes

  • Increased the stats of all friendly mobs and villagers by about 80%
  • Reduced the amount of nomads that spawn, as well as their chance to spawn.
  • Starting villagers in a new region on the world map have been reduced to 12.
  • Starting resources in a new region on the world map have increased to 32.
  • Starting villagers in skirmish mode reduced to 10-14.
  • The amount of starting villagers in Limbo have been reduced to 19-29 in survival and nightmare.
  • The monster spawn rates in survival, nightmare and traditional have been reduced.
  • Doggo spawn rates have been halved.
  • Farms now grow food 4 times slower.
  • Wild food now grows and spreads 2 times slower.
  • All food items now provide more overall food.
  • Almost all job slots provided by all work buildings has been cut in half.
  • Occupancy maximum for housing has been cut in half.
  • You now gain twice as much maximum influence per villager.


Miscellaneous Changes

  • Added all new Patreons' rewards to the game.
  • Changed how essence is generated from objects, making the output more varied in appearance.
  • When the game needs to find an open space to force drop a resource, the location is a bit more randomized now.


Interface Changes

  • A new statistics panel has been added to the game, showing tons of daily statistics about your village.
  • All GUI code has been completely gutted and reorganized, most of the changes will be transparent to the player. But pretty much everything under the hood was redone.
  • Updated the mouse lock icon.
  • When selecting a terrain while making a new map, you no longer unselect the map size.
  • Fixed mining facility upgrade descriptions.
  • Spells on the spell bar will no longer stay highlighted even if no spell is selected.
  • Fixed a minor typo in the catjeet laboror's tasking AI.
  • Right clicking to add/remove workers now adds and removes plus or minus 5, rather than 10.
  • Lowered the "low villager count" warning in the problem panel from 10 to 5 villagers.
  • Changed the description of the crystillery so it fits in the description box.


Optimizing and Big Fixes

  • Removed even more erroneous names from the name list.
  • Wrote in a system to remove erroneous names during runtime, preventing them from causing problems.
  • Catjeet nomad children are now in the correct mob group.
  • Fixed a bug that would allow workers to "overfill" the farm while it is being upgraded.


[ 2018-03-14 06:02:28 CET ] [ Original post ]

InDev 30 Road Map - The Life is Precious Update

After a nice big bloated dev cycle for InDev 29, it's time to dive in to the next big thing, InDev 30! This update will be focusing on making your villagers more important, valuable and personable as well as reduce the overall amount of monsters and villagers on the map.

A lot of the overall goals of this patch is to lower the mob count on the map, while not changing the pacing or balance of the game. But, as always, there will be fresh, new mechanics as well!

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 30 Road Map

Multi-Carry


  • Villagers will be able to carry more than one resource at a time, massively cutting down on transit time to build or deliver resources. This should compensate for the villager rebalancing mentioned below and help keep the same game pacing with less villagers working.
  • The amount they can carry will be based on their strength stats. The stronger they are, the more they can carry.


Aging / Lifelong Health System

  • Villagers will now age and die. But through providing them a healthy, happy life you can help them live longer.
  • Villagers will eventually "retire" and no longer be able to take a job, but when they chat with villagers they will impart their wisdom on them, giving them experience bonuses so they level up faster.
  • Having good housing, keeping people well fed, happy and having clinics as well as many other factors will assist in extending villager's age.
  • A slight chance the mother, or mother and child will die during child birth will be added. The chance this will happen will be based on the mother's age and health.


Redesigning Monster Spawning

  • Monster spawning will be completely redesigned, favoring "hot zones" where monsters build large amount of spawns far away from the village, rather than randomly placing spawns all over the map.
  • Much less monsters will wander around on the map in the day time, making it safer to venture out or expand.
  • When monsters spawn, they will now spawn at night and almost instantly attack the village. Any leftovers when dawn arrives will return to their spawners.


Rebalancing The Village

  • All village nomad and reproduction rates will be reduced, causing village growth to slow down quite a bit.
  • All occupancy, job slots, farm growth, storage limits, etc will all be reduced.
  • Because of the above, things like hunger and thirst will either drop slower per villager, or food and water will be worth more.
  • All building requirements will be reduced (to compensate for less villagers working).
  • Many work tasks will be buffed, for example, repairing will repair more per attempt.
  • To balance out the lower mob counts, many of the towers, golems, and other defensive mechanics may need to be rebalanced.


[ 2018-02-06 23:53:44 CET ] [ Original post ]

InDev 29e - The Minor Rebalancing Update - Released!

InDev 29e is here, this ones a small patch, mostly in response to your guy's feedback about all the balance changes introduced into the much larger InDev 29c patch.

Be sure to checkout the change log below, and if you have not played the game in the last few days you should give InDev 29c much more extensive change log a look over! Nearly all the changes in 29e are addressing 29c issues, so it's important to read them both. :)

Many of the hot keys have changed recently! Be sure to check the settings page and re-familiarize yourself!

InDev 29e Change Log

Spells Changes


  • Increased labor golem influence cost a bit.
  • You can no longer charm boosted mobs.
  • Holy golems now get stronger as the days pass.


Big Fixes and Optimizations

  • Fixed a targeting issue when a ranged mob is attacked by a tower. Sometimes it would pick an invalid target location.


Monster Changes

  • Mob title bars now say "Boosted" when a mob is boosted.
  • Reduced boosted mob levels and speed from 4x to 3x.
  • There is now a maximum firing speed cap applied to all mobs, but this mostly effects Fire Elementals to prevent them from "machine gun" firing fireballs at ultra-high levels.
  • Rebalanced Fire Elemental stats a bit, they now have less DEX on average.


Miscellaneous Changes

  • Added a few more Patreon's rewards.
  • Nerfed building on fire damage slightly.
  • Villagers now level up roughly 20% faster.
  • Increased range of Crystal golems by 50%
  • Buffed and rebalanced all combobulators, they will now spawn higher level golems when upgraded, but require more resources.
  • Rebalanced essence collector's build requirements a bit.


[ 2018-02-03 00:59:54 CET ] [ Original post ]

InDev 29c - The Spells and Rebalance Update - Released!

Barring no last minute issues, the final minor patch for InDev 29, 29c is complete! Unlike most minor patches this patch will break your save data! If you'd like to finish out your saves before moving to 29c, you can opt into the "Previous Stable" branch in steam. :)

This patch is a huge mishmash of new content, introducing 10 new spells, quadrupling the monster level caps, extended end game difficulty, and improving a bunch of the GUI as well as a bazillion other small things. Be sure to read over the change log! This isn't a normal sized minor patch, so there's a ton of new content to check out.

Many of the hot keys have changed! Be sure to check the settings page and re-familiarize yourself!

InDev 29c Change Log

New Spells, Influence and Spell Bar Changes


  • The spell bar has been completely redesigned, you now have 5 slots on the bar, and can change out the default spells.
  • All spell icons have been redesigned.
  • The maximum influence you can have is now based on your total population. For every villager you have, the bar gets slightly larger.
  • The absolute maximum influence you can have (A full bar) per village has been increased from 2,000 to 5,000.
  • New Spell: Charm - Charms a monster into attacking their friends instead, but they may not always cooperate, and could even work against you or not be very helpful. Has a high chance of failure!
  • New Spell: Cold Aura - Makes the area extremely cold, cooling, slowing down and sometimes freezing nearby creatures.
  • New Spell: Conjure Essence - Conjure essence out of thin air! Careful it doesn't get sucked back into your hand.
  • New Spell: Conjure Material - Brings forth a raw building material, sometimes similar to the topography surrounding it.
  • New Spell: Illuminate - Creates a long lasting, large light source on the map.
  • New Spell: Lightning Bolt - Zap them from the heavens! Doesn't work well around lightning rods.
  • New Spell: Magic Bolts - Zap monsters with some energy balls.
  • New Spell: Mend - Steadily repairs golems and buildings in a small area for a short period of time.
  • New Spell: Regenerate - Heals a single living creature over a short period of time. Does not work on golems, but does work on monsters! Be careful what you cast this on.
  • New Spell: Summon Labor Golem - Summons a mindless golem that will do manual labor in your village until it dies.
  • Healing aura now has a larger area of effect and damages zombies, headless and skeletons.


Hot Key, Control and Interface Changes

  • New axis lock mode added, when holding down left shift, you can drag-and-draw all kinds of things in a locked straight line along one axis. This new axis lock makes drawing walls and roads much easier. (For those familiar, it mimics Photoshop's axis lock tool when using the pencil or brush).
  • You can now click-and-hold to "paint" building placements.
  • New and improved upgrade panels have been added. When upgrading a building it will now list all of the upgrades/improvements you will receive.
  • Almost all building descriptions updated.
  • Speed up controls default keys moved to F5 and F6.
  • Harvest default keys moved from 1 through 4 to 6 through 9.
  • Spell bar hotkeys have been assigned to 1 through 5.
  • All new hot keys added over the last few patches can now be changed in the settings menu.


Big Fixes and Optimizations

  • Fixed some possible crashes when finding resource drop locations out of bounds of the map.
  • Spells can no longer be cast outside the bounds of the map.
  • Catjeet children are now counted in the children totals.
  • Fixed a bug where food was not being correctly calculated into final nomad spawn rates.
  • Catjeet now properly spawn catjeet zombies when resurrected by blight.
  • Catjeet spawn the correct ghosts when they die.
  • Catjeet children now properly grow into catjeet adults instead of human adults.
  • Slightly optimized the spawning code for monsters.
  • Fixed mob overlays when selecting buildings, it's using the currently selected mob's color rather than the building's mob's color.
  • Recombobulators no longer try to fire over curtain walls and topography.
  • Temporary fixed for the monster building attack code that was crashing the game has been implemented.
  • Holy Golems no longer visit recomoboulators to heal, but still use them as patrol routes.


Nomad Changes

  • Overpopulation now has a much larger negative impact on nomad rates.
  • Total population in general now has a negative effect on nomad rates.
  • Available water now impacts nomad rates.
  • Nomads now can never spawn in groups less than 3, but late game spawn counts have been reduced.
  • Nomads are slightly less aggressive in combat, causing them to flee more often.
  • Nomad catjeet and children, as well as nomad human children can now spawn.


Monster Changes

  • Boosted monsters have been added, that can spawn at 4 times their regular level, and 4 times faster than usual. They also glow! The frequency a boosted monster can spawn goes up gradually as the days pass.
  • Increased the level cap of all monsters by roughly 4 times their previous caps, and completely reworked the level spawning formula for mobs.
  • Global spawnrates for monsters have been slightly reduced, to compensate for the significantly higher level monsters that will appear mid-late game.


Miscellaneous Changes

  • All Patreon rewards added for December.
  • Doubled the refining and harvesting speed bonuses provided by all upgraded buildings.
  • Rebalanced housing, now standard and high quality give slightly more bonuses, but high occupancy has penalties.
  • Lightning strikes now have a higher chance of hitting their intended targets.
  • If lightning hits a building, it can no longer also hit a mob. This prevents builders from being hit while repairing lightning rods.
  • Lightning "white flash" has been removed.
  • Fire Elementals now move slower.
  • Lowered all resistances and vulnerabilities that were 90% down to 80%.
  • Now all mobs must take a minimum of 1 damage when hit, avoiding resistance calculations that result in 0 damage.
  • Doggo spawn rate reduced by roughly 50%.
  • Increased Doggo House occupancy to 6, and slightly buffed some of the home benefits.
  • Increased Doggo House build requirements to 12 wood.
  • Elemental Bolt tower now gets a slight firing speed boost when upgraded.
  • Increased the energy cost of the static tower.
  • Added bows and quivers to the equipment storage.
  • Cleaned up the debug page a bit.
  • Tons is miscellaneous GUI tweaks.
  • Disasters are slightly more common in survival mode.


[ 2018-01-31 22:20:21 CET ] [ Original post ]

InDev 29b - The Mega Sized Map Update - Released!

The first patch of 2018 has arrived! This ones classified as a minor patch, because it does not break your save data. But it's a fairly beefy minor patch, possibly one of the largest ever!

This patch almost entirely focuses on adding more maps to the game, changing some old ones, finishing off the current world map and prepping for expansion into brand new biomes in the future!

InDev 29b Change Log

New Maps


  • 11 new maps added; Azusa, Limestone, Nerstrand, Farley, Casas, Wilderock, Greyby, Goldmist, Loracre, Clearland, and Valencia.
  • 7 maps completely remade; Silvercoast, Survival Island, Arid River, Gateway, Greenham, Quiet Forest, and Black Sands.
  • 6 maps have had minor changes; Enchanted Shoreline, Springland, Strongvale, Northoak, Wheatcastle, and Merrowshore.
  • Entire world map art updated to line up with all the new maps and map changes.
  • Most of the old maps that were completely remade have been moved to the "Official Maps" map pack in skirmish mode.


Big Fixes

  • Fixed an extremely rare crash if you try to reclaim a building and you have no camp, but have enough free building slots.
  • Fixed a few illegal characters in the villager name system that could cause the game to crash.
  • Fixed a bug with the mating system that was preventing villagers from mating.
  • Implemented possible fix to AI redistribution crash.
  • Fixed a guard patrol bug that would sometimes crash the game if the guard could not find a valid coordinate to patrol in.
  • Fixed some particle position errors in the GUI when rendering golems.
  • Fixed a bug that would cause the game to crash if you cast dissolve outside the map bounds.


Miscellaneous Changes

  • Changed the bullet and spray tower descriptions.
  • Doubled the map movement distance off the edge of the map.
  • The mouse position and selection brush are now displayed on the minimap.
  • Equipment storage can no longer store water bottles, but can store shields.
  • Keys now spawn more often in place of loot boxes.


[ 2018-01-16 01:11:25 CET ] [ Original post ]

InDev 29 - The Quality of Life Update - Released!

The Quality of Life update has been released. This is another huge content patch, and an exceptionally large portion of it is player requested content! The highlights in this patch are the new upgradable housing, farms, storage and the new marketplace system. But there's a ton of other awesome new content, like $1.99 loot boxes. (Kidding, please don't kill me!)

Be sure to give the change logs a good once-over, and let me know what you think about the new patch down in the comments. I'm really excited to get this patch out to you guys, and I'd love to hear your feedback on all the changes.

Also just as a friendly reminder and not a shameless plug what so ever, by popular demand, I have launched a Patreon last week. If you're interested, head over and check it out. :)

YOU MAY NEED TO UPDATE YOUR SHORTCUTS TO LAUNCH THE GAME. Some old launcher legacy code has been removed in this update. :)

InDev 29 Change Log

The Marketplace, Gold and Catjeet


  • A new mob has been added; The Catjeet. They are similar to villagers in stats, but they have more dexterity, less strength, fur and a tail.
  • The marketplace has been added to the game. When built, you will attract Catjeet provisioners and laborers, whom you can buy and sell resources with or hire, and become a permanent part of your village.
  • Buy and sell values of items are based on supply and demand, and adjust as your or the Catjeet's stock go up and down.
  • You can hire Catjeet laborers who visit the new marketplace, becoming permanent members of your village.
  • New job added; The Provisioner. The new provisioners will interact with the Catjeet, processing all buy and sell requests, as well as keeping gold stocked in the marketplaces.
  • Catjeet's resource inventory is global. Meaning if you sell 1,000 wood in one village, you can buy the same 1,000 wood in another later. Exception is in Skirmish mode, where each save gets its own inventory.
  • Catjeet generate new stock at dawn, the more Catjeet at your marketplace, the more stock will be generated.
  • The more marketplaces you have and the more upgraded they are will encourage more Catjeet to visit. Catjeet are also more likely to visit the lower the total Catjeet you have.
  • A new trade panel has been added to the left hand GUI that can be used to interact with the new marketplace and Catjeet.
  • Gold ore can now be harvested from rock, and smelted into gold ingots that can then be processed into gold coin sacks at the forge to buy items from the new Catjeet provisioners.


Upgradable Storage and The Storage Management System

  • All old storage buildings have been removed from the game, and replaced with a new storage building that can be upgraded 4 times.
  • A new gold storage building has been added to the game, to store gold ingots and coins.
  • You can now pause or disable storage of resources in buildings by clicking on their icons in the bottom GUI. Setting a resource to pause will prevent any more from being added, setting it to disabled will cause the workers to remove any resources that are already inside.


Upgradable Housing

  • All old housing has been removed from the game, and replaced with a single "Housing" building that can be upgraded in 3 paths, 4 times per path.
  • The upgrade paths are "Occupancy", "Standard" and "Quality". "Occupancy" will only increase the buildings maximum housing size, where "Quality" will provide significantly less housing, but will give a significant boost energy, happiness and health regeneration rates for its occupants. "Standard" as you might have guessed, is a balance between the two.


Upgradable Farms

  • The "Small Farm" has been removed from the game.
  • The farm is now upgradable twice, starting with 6 crop tiles, then 9, and finally 13.
  • Crop tiles now grow twice as fast to off-set there being less actual crops in the base farm before upgrades. Meaning the new base farm with 6 crop tiles grows nearly the same rate as the old large farm with 13, and a fully upgraded farm now grows roughly twice as fast as the old farm even though it has the same amount of actual crops.


Loot Boxes

  • Loot boxes are randomly hidden all over the map, it's up to you to find them!
  • Loot boxes can be opened with a key, for only $2.99 USD. You can buy them on the main menu. Buy in bulk and save! for only $100 USD you can get 100 keys!
  • Just kidding.
  • The keys to open the loot boxes can be found randomly in the game world when harvesting wood, water or wild food. They can also be purchased from Catjeet, and very rarely found in place of a loot box spawn. When a key is found, you can drop it on the box to open it.
  • Loot boxes can get annoyed with the player and teleport away if you click on them a bunch of times.


Social System

  • Villagers (and Doggos!) now have social stats, and will no longer just chat randomly. They will chat when their social levels are low or they have nothing better to do, reducing the amount of random downtime chatting.
  • When their social stats are too low, they will be much less likely to work and their happiness will plummet.
  • Finding a mate and coitus chances are now based on their overall social level. The higher their social, the better chance they'll accept a mate or coitus with one.
  • Tons of new chatting icons have been added to the game.
  • Chat AI has been partially rewritten to do a better job of finding chat partners.
  • Villagers can now gain social if they're in a home with other villagers at the same time.


Optimizing and Big Fixes

  • Removed some legacy launcher code. YOU MAY NEED TO UPDATE ANY MANUALLY MADE SHORTCUTS
  • Redesigned the sprite loader system to support more mob sprites without going over the 4k texture limit.
  • Fixed wood golem combobulators spawn caps during upgrades.
  • Fixed a bunch of very minor errors in some of the mob sprites.
  • Fixed some minor in-game mob coloring errors, mostly with ghosts.
  • Removed a duplicate name from the names list.
  • Slightly optimized the update loop for particles.
  • Lighting now properly updates faster when speed is increased.
  • Holy golems no longer emit particles while the game is paused.
  • Optimized and rewrote the range and perimeter system.
  • Possible fix implemented for a very rare crash if a mob is shooting something with a bow they can not reach, and the bow is taken from them misfiring.
  • Fixed a rare issue where sometimes you couldn't grab or interact with a mob who was standing over a dead body.
  • Fixed a crash in the guard patrol behavior that would sometimes return way points the guard can not reach, causing lag or crashes.
  • Slightly optimized the update loop for the mob job module.
  • Heavily optimized font rendering code.
  • Optimized the light rendering code slightly during all times of the day, and greatly during midday.
  • Optimized several of the mob searching algorithms, speeding up many parts of the AI.
  • Optimized the AI interrupt system, improving all AI slightly.
  • Fixed the motivation bolt from firing the incorrect missile type, sometimes causing crashes on load.
  • Optimized many parts of the GUI.
  • Optimized the way point generation system.
  • Lightning now properly hits the center of tiles, rather than the corners.
  • Ancient cullis gates and ancient radiance pools no longer count against the building cap.
  • Villagers and doggos will no longer try to chat with monsters.
  • Optimized the map AI module that controls map regrowth and spread mechanics.
  • Optimized the aggro checks slightly.
  • Golems no longer use crystal motivators as waypoints.
  • Fixed a few minor bugs in how waypoints were generated, that may have caused some crashing issues.
  • Fixed abandoned rain catcher shadow generation.
  • Optimized the resource pre-sorting algos.
  • Fixed extremely rare "invisible villager" bug, caused when you knock a villager out while they are in their home.


Interface Changes

  • You can now selectively grab things from buildings using the grab spell, similar to how the take from limbo spell works.
  • The rotation speed for the take from limbo spell type rotation is now double.
  • "No Production" now says "No Production Set", to help clarify the player needs to do something.
  • Redesigned the mob GUI a bit, changing most data types to fill bars instead of numbers, but you can still view the numbers by scrolling over them.
  • You can now mouse over a building and mob at the same time and see both overlay GUIs.
  • Lowered the default music volume, and raised the default sound volume.
  • Tip panel no longer renders behind the other panels.
  • Patreon link added to main menu.
  • Map zoom in and out keys have been moved to the [ and ] key.
  • You can now speed up and slow down the game speed with the minus and equals key (next to backspace for most people)
  • Moved the resource values of buildings off the title bar, and is now only displayed on the left hand of the dismantle notification message.
  • Changed the loading screen a bit.
  • Cleaned up and tweaked a ton of small areas of GUI code.
  • Changed the sleep icon a bit.
  • Tooltips now render at the bottom right of the mouse.


Pathfinding Arrows

  • Redesigned the path finding arrows that display when a mob is selected. They now show actual arrows, and are colored based on their job color.
  • When a building highlighted or selected, all the mobs assigned to it are selected, light up and show their current paths. This includes buildings under construction, spawn points, homes, work buildings and many others.
  • When highlighting or selecting a mob, they now light up.


Miscellaneous Changes

  • Completely overhauled how water storage works, water no longer has a set storage value in buildings, everything is based on buckets, and buckets are created/destroyed as needed for space.
  • Removed light blocking code from all buildings.
  • Resource Limbo has been completely removed from the game, use the marketplaces!
  • Reversed changes to particle sizes, now all particles are the same size again.
  • Wild Doggos can now use gates.
  • Decreased firing rate of static tower, and increased energy cost.
  • The animation system has been completely rewritten from scratch.
  • The sprite sheet loading system has been completely rewritten from scratch.
  • Movement speed is now calculated into animation speed, so mob animations play faster or slower based on terrain.
  • Trimmed the mob overlay down a bit.
  • Slightly buffed crystal golems strength, boosting their damage and hitpoints.
  • Added map Perilous Waters to the developer's choice maps, made by Mckloshiv.
  • Combobulators will now stop producing golems when paused.
  • Tweaked confusion behavior a bit, and they now look in the direction that has caused their confusion.
  • Villagers can now get pregnant and coitus as soon as they are "generated", increasing early game reproduction rates.
  • Wild doggos are more likely to hang out in high-desirability areas, and their AI has been tweaked to prevent them from wandering off as often.
  • The maximum production settings are now 500, before switching over to infinite.
  • Villagers are now less willing to work if they're hungry, thirsty, unhappy or have low social.
  • All vegetation but crystals (Yes, the code thinks crystals are vegetation) now only spread if motivated, stopping trees from "taking over" the map extreme-late game.
  • Updated all world maps with the new upgradable housing, farming and storage.
  • The forge now uses even storage mechanics to prevent it from being clogged.


[ 2017-12-17 18:49:50 CET ] [ Original post ]

InDev 29 Screenshot Roundup Event! Get your screenshots posted on the official store page!

Hey everyone! It's time for another screenshot round up! Every few updates I revamp the Steam store page, adding more recent screenshots. One of my favorite things to do is to take screenshots that you guys have made and put them up on the store. I feel they're a more personal, realistic representation of the game, and of course, it's just fun to get the community involved!

If you want to submit your screenshot to the event, the higher quality the better! I'm looking for screenshots that really show off all the features of the game. These screenshots can be of anything you want, any mode, anywhere.

This time around I want to do something extra though, I want to throw some testimonials up there. So if you have a review you'd like me to look at to steal quotes from, don't forget to link it down below!

The nitty gritty rules


  • Must be version InDev 29 Unstable 4 or higher!
  • 1920x1080 resolution is best, but I can accept some shots that are higher or lower.
  • Take them in full screen mode if you can (F10 to toggle in-game).
  • You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
  • If you want, you can also disable the GUI by hitting F4.
  • Upload them to the Steam Community Hub, or upload them to a image sharing service of your choosing (imgur, for example). Make sure the images are as least compressed as possible! I can't use over-compressed images.
  • Please post a link to your image in the comments below so I can find them easier!
  • If you're also wanting me to use your review for testimonials, don't forget to link it as well!


The images and testimonials selected for the store will be put up on the store page, with your username on it. If you don't want your username posted, please inform me in the comments below when submitting.

You can submit as many or as few as you like, and you can have multiplies selected. The higher quality the better!

Have fun! Looking forward to your submissions. :)


[ 2017-12-14 22:45:27 CET ] [ Original post ]

Build InDev 29 Unstable 4 Released

Click here for help on accessing the Unstable branch!

InDev 29 Unstable 4 has been released, this patch is (hopefully!) the final patch before release InDev 29 Stable on December 17th. Barring any serious issues, this patch should be compatible with InDev 29 Stable saves, but I can't make any definite promises. :)

This patch introduces the upgradable housing, a crap ton of optimizing and bug fixes, some balance changes, and shameless links to the newly launched Patreon.

As per usual, checkout the change log for details!

I will also be holding another "screenshot roundup" soon, and will be accepting screenshots that are 1080p or greater of your villages to use on the official store page. (1920x1080, full screen, on default/max settings preferred) So if you muster up some nice villages, don't forget to take a screenshot to submit for later! :)

YOU MAY NEED TO UPDATE YOUR SHORTCUTS TO LAUNCH THE GAME. Some old launcher legacy code has been removed in this update. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 29 Unstable 4 Change Log

Upgradable Housing


  • All old housing has been removed from the game, and replaced with a single "Housing" building that can be upgraded in 3 paths, 4 times per path.
  • The upgrade paths are "Occupancy", "Standard" and "Quality". "Occupancy" will only increase the buildings maximum housing size, where "Quality" will provide significantly less housing, but will give a significant boost energy, happiness and health regeneration rates for its occupants. "Standard" as you might have guessed, is a balance between the two.


The Marketplace, Gold and Catjeet

  • Doubled the amount of stock Catjeet add to their inventory every day.
  • Keys now spawn in the starter stock for Catjeet
  • Catjeet starter stock is now 10 times higher.


Loot Boxes

  • Loot boxes now get annoyed with the player and teleport away if you click on them a bunch of times.
  • Natural loot box generation chances lowered by 50%.
  • Decreased suspicious key cost in the marketplace.


Miscellaneous Changes

  • Villagers can now gain social if they're in a home with other villagers at the same time.
  • Miscellaneous storage can no longer store water buckets.
  • Changed the sort priority on ancillaries and camps from very low to low, the same as storage buildings.
  • All vegetation but crystals (Yes, the code thinks crystals are vegetation) now only spread if motivated, stopping trees from "taking over" the map extreme-late game.
  • Updated all world maps with the new upgradable housing, farming and storage.


Interface Changes

  • Patreon link added to main menu.
  • Map zoom in and out keys have been moved to the [ and ] key.
  • You can now speed up and slow down the game speed with the minus and equals key (next to backspace for most people)
  • When your available stock is 0, but you have villagers with that item equipped, the marketplace now properly displays "Empty".
  • Moved the resource values of buildings off the title bar, and is now only displayed on the left hand of the dismantle notification message.
  • Hit points, energy and spawn timers on the building GUI have all been changed to progress bars.
  • Changed the loading screen a bit.
  • Cleaned up and tweaked a ton of small areas of GUI code.


Optimizing and Big Fixes

  • Chests, ancient cullis gates and ancient radiance pools no longer count against the building cap.
  • Fixed an endless loop in the provisioner AI when they have found resources to work with, but can't reach them all.
  • Villagers and doggos will no longer try to chat with monsters.
  • Villagers will now obey distance checks when chatting.
  • Tip panel no longer renders behind the other panels.
  • Gold ingots priority in the forge is now properly set to very high, so organizers will stop removing gold ingots before smelters can turn them into coins.
  • Monsters will no longer attack loot boxes when they're blocking a path.
  • Optimized the map AI module that controls map regrowth and spread mechanics.
  • Optimized the aggro checks slightly.
  • Optimized the waypoint generation system.
  • Golems no longer use crystal motivators as waypoints.
  • Fixed a few minor bugs in how waypoints were generated, that may have caused some crashing issues.
  • Fixed map writer rendering mobs incorrectly.
  • Fixed abandoned rain catcher shadow generation.
  • Marketplace can now be used even if its being upgraded or under construction.


InDev 29 Unstable 3b *HOTFIX* Change Log

Big Fixes

  • Fixed a lag issue when too many floater icons were generated at once.
  • Fixed a bug with provisioners sometimes not hiring Catjeet laborers even though a hire order was placed and the marketplace had enough gold.
  • Fixed a crash when dropping resources in the cullis gate.


InDev 29 Unstable 3 Change Log

Loot Boxes

  • Loot boxes are randomly hidden all over the map, it's up to you to find them!
  • Loot boxes can be opened with a key, for only $2.99 USD. You can buy them on the main menu. Buy in bulk and save! for only $100 USD you can get 100 keys!
  • Just kidding.
  • The keys to open the loot boxes can be found randomly in the game world when harvesting wood, water or wild food. They can also be purchased from Catjeet, and very rarely found in place of a loot box spawn. When a key is found, you can drop it on the box to open it.


Social System

  • Villagers (and Doggos!) now have social stats, and will no longer just chat randomly. They will chat when their social levels are low or they have nothing better to do, reducing the amount of random downtime chatting.
  • When their social stats are too low, they will be much less likely to work and their happiness will plummet.
  • Finding a mate and coitus chances are now based on their overall social level. The higher their social, the better chance they'll accept a mate or coitus with one.
  • Tons of new chatting icons have been added to the game.
  • Chat AI has been partially rewritten to do a better job of finding chat partners.


Optimizing and Big Fixes

  • Can now poke dead mobs again.
  • Slightly optimized the update loop for the mob job module.
  • Heavily optimized font rendering code.
  • Optimized the light rendering code slightly during all times of the day, and greatly during midday.
  • Optimized several of the mob searching algorithms, speeding up many parts of the AI.
  • Optimized the AI interrupt system, improving all AI slightly.
  • Fixed the motivation bolt from firing the incorrect missile type, sometimes causing crashes on load.
  • Optimized many parts of the GUI.
  • You can now buy and sell with catjeet even if the marketplace is being upgraded.
  • Optimized the way point generation system.
  • Lightning now properly hits the center of tiles, rather than the corners.
  • Mobs now obey terrain depth when highlighted.
  • Fixed a redistribution AI on load crash.


Interface Changes

  • You can now selectively grab things from buildings using the grab spell, similar to how the take from limbo spell works.
  • The rotation speed for the take from limbo spell type rotation is now double.
  • Spawners now show the paths of the mob types they spawn.
  • Construction projects now show the paths of the mob that are working on the building.
  • "No Production" now says "No Production Set", to help clarify the player needs to do something.
  • Redesigned the mob GUI a bit, changing most data types to fill bars instead of numbers, but you can still view the numbers by scrolling over them.
  • You can now mouse over a building and mob at the same time and see both overlay GUIs.
  • Lowered the default music volume, and raised the default sound volume.


Miscellaneous Changes

  • Added harvesting and tending speed boosts to upgraded farms.
  • You can now buy and sell water bottles.
  • Halved the catjeet laborer's price.
  • Combobulators will now stop producing golems when paused.
  • Tweaked confusion behavior a bit, and they now look in the direction that has caused their confusion.
  • Villagers can now get pregnant and coitus as soon as they are "generated", increasing early game reproduction rates.
  • Wild doggos are more likely to hang out in high-desirability areas, and their AI has been tweaked to prevent them from wandering off as often.
  • The maximum production settings are now 500, before switching over to infinite.
  • Villagers are now less willing to work if they're hungry, thirsty, unhappy or have low social.


InDev 29 Unstable 2 Change Log

Upgradable Farms

  • The "Small Farm" has been removed from the game.
  • The farm is now upgradable twice, starting with 6 crop tiles, then 9, and finally 13.
  • Crop tiles now grow twice as fast to off-set there being less actual crops in the base farm before upgrades. Meaning the new base farm with 6 crop tiles grows nearly the same rate as the old large farm with 13, and a fully upgraded farm now grows roughly twice as fast as the old farm even though it has the same amount of actual crops.


Optimizing and Big Fixes

  • Fixed a crash on load bug in the redistributing AI code.
  • Fixed a crash in the guard patrol behavior that would sometimes return way points the guard can not reach, causing lag or crashes.
  • Fixed a rare issue where sometimes you couldn't grab or interact with a mob who was standing over a dead body.
  • Re-added bow to the bow firing animation.
  • Possible fix implemented for a very rare crash if a mob is shooting something with a bow they can not reach, and the bow is taken from them misfiring.


Miscellaneous Changes

  • Redesigned the path finding arrows that display when a mob is selected. They now show actual arrows, and are colored based on their job color.
  • When highlighting or selecting a mob, they now light up.
  • When a work building or home is highlighted or selected, all the mobs assigned to it are selected, light up and show their current paths.
  • Optimized and rewrote the range and perimeter system.
  • Decreased firing rate of static tower, and increased energy cost.
  • The animation system has been completely rewritten from scratch.
  • The sprite sheet loading system has been completely rewritten from scratch.
  • Movement speed is now calculated into animation speed, so mob animations play faster or slower based on terrain.
  • Trimmed the mob overlay down a bit.
  • When a building is under construction, it'll no longer obey the storage paused and disable settings.
  • Water Masters and Organizers will now only take water from water sources if the buckets are full.
  • Slightly buffed crystal golems stength, boosting their damage and hitpoints.
  • Added map Perilous Waters to the developer's choice maps, made by Mckloshiv.


InDev 29 Unstable 1b, 1c and 1d *HOTFIX* Change Log

Optimizing and Big Fixes

  • Fixed typo in Catjeet provisioner's job title.
  • Fixed rare redistribution AI crash caused by bad save data.
  • Lighting now properly updates faster when speed is increased.
  • Holy golems no longer emit particles while the game is paused.
  • Catjeet provisioners and laborers can now use gates properly. (Note, Catjeet spawned in previous saves may still not use the gates.)


Miscellaneous Changes

  • Catjeet are more willing to leave the village when they're hot or cold.
  • Miners can now store and clearout gold ore.
  • Wild Doggos can now use gates.


InDev 29 Unstable 1 Change Log

The Marketplace, Gold and Catjeet

  • A new mob has been added; The Catjeet. They are similar to villagers in stats, but they have more dexterity, less strength, fur and a tail.
  • The marketplace has been added to the game. When built, you will attract Catjeet provisioners and laborers, whom you can buy and sell resources with or hire, and become a permanent part of your village.
  • Buy and sell values of items are based on supply and demand, and adjust as your or the Catjeet's stock go up and down.
  • You can hire Catjeet laborers who visit the new marketplace, becoming permanent members of your village.
  • New job added; The Provisioner. The new provisioners will interact with the Catjeet, processing all buy and sell requests, as well as keeping gold stocked in the marketplaces.
  • Catjeet's resource inventory is global. Meaning if you sell 1,000 wood in one village, you can buy the same 1,000 wood in another later. Exception is in Skirmish mode, where each save gets its own inventory.
  • Catjeet generate new stock at dawn, the more Catjeet at your marketplace, the more stock will be generated.
  • The more marketplaces you have and the more upgraded they are will encourage more Catjeet to visit. Catjeet are also more likely to visit the lower the total Catjeet you have.
  • A new trade panel has been added to the left hand GUI that can be used to interact with the new marketplace and Catjeet.
  • Gold ore can now be harvested from rock, and smelted into gold ingots that can then be processed into gold coin sacks at the forge to buy items from the new Catjeet provisioners.


Optimizing and Big Fixes

  • Redesigned the sprite loader system to support more mob sprites without going over the 4k texture limit.
  • Fixed wood golem combobulators spawn caps during upgrades.
  • Fixed a bunch of very minor errors in some of the mob sprites.
  • Fixed some minor in-game mob coloring errors, mostly with ghosts.
  • Removed a duplicate name from the names list.
  • Slightly optimized the update loop for particles.
  • Removed some legacy launcher code. YOU MAY NEED TO UPDATE ANY MANUALLY MADE SHORTCUTS


Storage Management System

  • All old storage buildings have been removed from the game, and replaced with a new storage building that can be upgraded 4 times.
  • A new gold storage building has been added to the game, to store gold ingots and coins.
  • You can now pause or disable storage of resources in buildings by clicking on their icons in the bottom GUI. Setting a resource to pause will prevent any more from being added, setting it to disabled will cause the workers to remove any resources that are already inside.


Miscellaneous Changes

  • Completely overhauled how water storage works, water no longer has a set storage value in buildings, everything is based on buckets, and buckets are created/destroyed as needed for space.
  • Removed light blocking code from all buildings.
  • Resource Limbo has been completely removed from the game, use the marketplaces!
  • Tooltips now render at the bottom right of the mouse.
  • Reversed changes to particle sizes, now all particles are the same size again.


Known Issues that will be resolved before the stable build

  • The farm tip uses the old farm in the tip video.


[ 2017-12-13 00:16:32 CET ] [ Original post ]

Due to overwhelming demand, SixtyGig Games now has a Patreon!

Greetings fellow gamers,

By overwhelmingly popular demand (Seriously, I get multiple requests a week!), I have setup an official Patreon for SixtyGig Games (aka the one man company behind Rise to Ruins!)

I've been resistant, because I feel like you guys already support me enough by making your initial purchase, but people keep asking to donate and are disappointed when I turn them down. So I finally caved! :)

The Spill

SixtyGig Games is a DRM, DLC and microtransaction free company now and forever. All the games SixtyGig Games will make will always fit that criteria. The problem with that, is it isn't quite as easy to maintain as other business models. Once you've sold all the copies you can, you're left high and dry. You either need to make another hit game, or go out of business. Regardless though, I feel it's the right thing to do! Gamers should never have to pay more than once for the same game.

That's where the Patreon comes in! 100% of the money pledged to this Patreon will be put into a special rainy-day account, so in a worst-case-scenario, SixtyGig Games can continue development on current and future projects even if the projects lose sustainability. As long as the current projects are profitable, absolutely none of this money will ever be touched. So your pledges are acting as an insurance, to keep me chugging along making great games at a low cost, with no sneaky underhanded tricks.

I'd also love to hear your comments below, and how you feel about all this. I was very resistant (and hesitant) setting up a Patreon for a company that sells a video game, but people really want to throw in their support!

Do not feel in any way obligated to be a patreon! But, if you're interested in supporting SixtyGig Games now and in the future, click here!


[ 2017-12-05 06:30:06 CET ] [ Original post ]

Build InDev 29 Unstable 3 Released

Click here for help on accessing the Unstable branch!

InDev 29 Unstable 3 has been released, introducing loot boxes!

The new loot boxes can be found randomly in the world as you play, and for only $2.99 USD you can buy a loot box key to ope--- kidding! The keys for the boxes are also found randomly in the world, and can be purchased from Catjeet with in-game gold. Once you obtain a key, you can drop it on a loot box to open it.

This patch also introduces the new social system, a ton of bug fixes, optimizations and a few AI and balance tweaks.

As usual, checkout the change log for all the juicy details.

YOU MAY NEED TO UPDATE YOUR SHORTCUTS TO LAUNCH THE GAME. Some old launcher legacy code has been removed in this update. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 29 Unstable 3 Change Log

Loot Boxes


  • Loot boxes are randomly hidden all over the map, it's up to you to find them!
  • Loot boxes can be opened with a key, for only $2.99 USD. You can buy them on the main menu. Buy in bulk and save! for only $100 USD you can get 100 keys!
  • Just kidding.
  • The keys to open the loot boxes can be found randomly in the game world when harvesting wood, water or wild food. They can also be purchased from Catjeet, and very rarely found in place of a loot box spawn. When a key is found, you can drop it on the box to open it.


Social System

  • Villagers (and Doggos!) now have social stats, and will no longer just chat randomly. They will chat when their social levels are low or they have nothing better to do, reducing the amount of random downtime chatting.
  • When their social stats are too low, they will be much less likely to work and their happiness will plummet.
  • Finding a mate and coitus chances are now based on their overall social level. The higher their social, the better chance they'll accept a mate or coitus with one.
  • Tons of new chatting icons have been added to the game.
  • Chat AI has been partially rewritten to do a better job of finding chat partners.


Optimizing and Big Fixes

  • Can now poke dead mobs again.
  • Slightly optimized the update loop for the mob job module.
  • Heavily optimized font rendering code.
  • Optimized the light rendering code slightly during all times of the day, and greatly during midday.
  • Optimized several of the mob searching algorithms, speeding up many parts of the AI.
  • Optimized the AI interrupt system, improving all AI slightly.
  • Fixed the motivation bolt from firing the incorrect missile type, sometimes causing crashes on load.
  • Optimized many parts of the GUI.
  • You can now buy and sell with catjeet even if the marketplace is being upgraded.
  • Optimized the way point generation system.
  • Lightning now properly hits the center of tiles, rather than the corners.
  • Mobs now obey terrain depth when highlighted.
  • Fixed a redistribution AI on load crash.


Interface Changes

  • You can now selectively grab things from buildings using the grab spell, similar to how the take from limbo spell works.
  • The rotation speed for the take from limbo spell type rotation is now double.
  • Spawners now show the paths of the mob types they spawn.
  • Construction projects now show the paths of the mob that are working on the building.
  • "No Production" now says "No Production Set", to help clarify the player needs to do something.
  • Redesigned the mob GUI a bit, changing most data types to fill bars instead of numbers, but you can still view the numbers by scrolling over them.
  • You can now mouse over a building and mob at the same time and see both overlay GUIs.
  • Lowered the default music volume, and raised the default sound volume.


Miscellaneous Changes

  • Added harvesting and tending speed boosts to upgraded farms.
  • You can now buy and sell water bottles.
  • Halved the catjeet laborer's price.
  • Combobulators will now stop producing golems when paused.
  • Tweaked confusion behavior a bit, and they now look in the direction that has caused their confusion.
  • Villagers can now get pregnant and coitus as soon as they are "generated", increasing early game reproduction rates.
  • Wild doggos are more likely to hang out in high-desirability areas, and their AI has been tweaked to prevent them from wandering off as often.
  • The maximum production settings are now 500, before switching over to infinite.
  • Villagers are now less willing to work if they're hungry, thirsty, unhappy or have low social.


InDev 29 Unstable 2 Change Log

Upgradable Farms

  • The "Small Farm" has been removed from the game.
  • The farm is now upgradable twice, starting with 6 crop tiles, then 9, and finally 13.
  • Crop tiles now grow twice as fast to off-set there being less actual crops in the base farm before upgrades. Meaning the new base farm with 6 crop tiles grows nearly the same rate as the old large farm with 13, and a fully upgraded farm now grows roughly twice as fast as the old farm even though it has the same amount of actual crops.


Optimizing and Big Fixes

  • Fixed a crash on load bug in the redistributing AI code.
  • Fixed a crash in the guard patrol behavior that would sometimes return way points the guard can not reach, causing lag or crashes.
  • Fixed a rare issue where sometimes you couldn't grab or interact with a mob who was standing over a dead body.
  • Re-added bow to the bow firing animation.
  • Possible fix implemented for a very rare crash if a mob is shooting something with a bow they can not reach, and the bow is taken from them misfiring.


Miscellaneous Changes

  • Redesigned the path finding arrows that display when a mob is selected. They now show actual arrows, and are colored based on their job color.
  • When highlighting or selecting a mob, they now light up.
  • When a work building or home is highlighted or selected, all the mobs assigned to it are selected, light up and show their current paths.
  • Optimized and rewrote the range and perimeter system.
  • Decreased firing rate of static tower, and increased energy cost.
  • The animation system has been completely rewritten from scratch.
  • The sprite sheet loading system has been completely rewritten from scratch.
  • Movement speed is now calculated into animation speed, so mob animations play faster or slower based on terrain.
  • Trimmed the mob overlay down a bit.
  • When a building is under construction, it'll no longer obey the storage paused and disable settings.
  • Water Masters and Organizers will now only take water from water sources if the buckets are full.
  • Slightly buffed crystal golems stength, boosting their damage and hitpoints.
  • Added map Perilous Waters to the developer's choice maps, made by Mckloshiv.


InDev 29 Unstable 1b, 1c and 1d *HOTFIX* Change Log

Optimizing and Big Fixes

  • Fixed typo in Catjeet provisioner's job title.
  • Fixed rare redistribution AI crash caused by bad save data.
  • Lighting now properly updates faster when speed is increased.
  • Holy golems no longer emit particles while the game is paused.
  • Catjeet provisioners and laborers can now use gates properly. (Note, Catjeet spawned in previous saves may still not use the gates.)


Miscellaneous Changes

  • Catjeet are more willing to leave the village when they're hot or cold.
  • Miners can now store and clearout gold ore.
  • Wild Doggos can now use gates.


InDev 29 Unstable 1 Change Log

The Marketplace, Gold and Catjeet

  • A new mob has been added; The Catjeet. They are similar to villagers in stats, but they have more dexterity, less strength, fur and a tail.
  • The marketplace has been added to the game. When built, you will attract Catjeet provisioners and laborers, whom you can buy and sell resources with or hire, and become a permanent part of your village.
  • Buy and sell values of items are based on supply and demand, and adjust as your or the Catjeet's stock go up and down.
  • You can hire Catjeet laborers who visit the new marketplace, becoming permanent members of your village.
  • New job added; The Provisioner. The new provisioners will interact with the Catjeet, processing all buy and sell requests, as well as keeping gold stocked in the marketplaces.
  • Catjeet's resource inventory is global. Meaning if you sell 1,000 wood in one village, you can buy the same 1,000 wood in another later. Exception is in Skirmish mode, where each save gets its own inventory.
  • Catjeet generate new stock at dawn, the more Catjeet at your marketplace, the more stock will be generated.
  • The more marketplaces you have and the more upgraded they are will encourage more Catjeet to visit. Catjeet are also more likely to visit the lower the total Catjeet you have.
  • A new trade panel has been added to the left hand GUI that can be used to interact with the new marketplace and Catjeet.
  • Gold ore can now be harvested from rock, and smelted into gold ingots that can then be processed into gold coin sacks at the forge to buy items from the new Catjeet provisioners.


Optimizing and Big Fixes

  • Redesigned the sprite loader system to support more mob sprites without going over the 4k texture limit.
  • Fixed wood golem combobulators spawn caps during upgrades.
  • Fixed a bunch of very minor errors in some of the mob sprites.
  • Fixed some minor in-game mob coloring errors, mostly with ghosts.
  • Removed a duplicate name from the names list.
  • Slightly optimized the update loop for particles.
  • Removed some legacy launcher code. YOU MAY NEED TO UPDATE ANY MANUALLY MADE SHORTCUTS


Storage Management System

  • All old storage buildings have been removed from the game, and replaced with a new storage building that can be upgraded 4 times.
  • A new gold storage building has been added to the game, to store gold ingots and coins.
  • You can now pause or disable storage of resources in buildings by clicking on their icons in the bottom GUI. Setting a resource to pause will prevent any more from being added, setting it to disabled will cause the workers to remove any resources that are already inside.


Miscellaneous Changes

  • Completely overhauled how water storage works, water no longer has a set storage value in buildings, everything is based on buckets, and buckets are created/destroyed as needed for space.
  • Removed light blocking code from all buildings.
  • Resource Limbo has been completely removed from the game, use the marketplaces!
  • Tooltips now render at the bottom right of the mouse.
  • Reversed changes to particle sizes, now all particles are the same size again.


Known Issues that will be resolved before the stable build

  • There are no new tips explaining the marketplace.


[ 2017-12-04 03:35:41 CET ] [ Original post ]

Build InDev 29 Unstable 2 Released

Click here for help on accessing the Unstable branch!

InDev 29 Unstable 2 has been released, featuring the new upgradable farms, some balance changes, AI tweaks, bug fixes, optimizations and general code improvements. Check out the change log!

YOU MAY NEED TO UPDATE YOUR SHORTCUTS TO LAUNCH THE GAME. Some old launcher legacy code has been removed in this update. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 29 Unstable 2 Change Log

Upgradable Farms


  • The "Small Farm" has been removed from the game.
  • The farm is now upgradable twice, starting with 6 crop tiles, then 9, and finally 13.
  • Crop tiles now grow twice as fast to off-set there being less actual crops in the base farm before upgrades. Meaning the new base farm with 6 crop tiles grows nearly the same rate as the old large farm with 13, and a fully upgraded farm now grows roughly twice as fast as the old farm even though it has the same amount of actual crops.


Optimizing and Big Fixes

  • Fixed a crash on load bug in the redistributing AI code.
  • Fixed a crash in the guard patrol behavior that would sometimes return way points the guard can not reach, causing lag or crashes.
  • Fixed a rare issue where sometimes you couldn't grab or interact with a mob who was standing over a dead body.
  • Re-added bow to the bow firing animation.
  • Possible fix implemented for a very rare crash if a mob is shooting something with a bow they can not reach, and the bow is taken from them misfiring.


Miscellaneous Changes

  • Redesigned the path finding arrows that display when a mob is selected. They now show actual arrows, and are colored based on their job color.
  • When highlighting or selecting a mob, they now light up.
  • When a work building or home is highlighted or selected, all the mobs assigned to it are selected, light up and show their current paths.
  • Optimized and rewrote the range and perimeter system.
  • Decreased firing rate of static tower, and increased energy cost.
  • The animation system has been completely rewritten from scratch.
  • The sprite sheet loading system has been completely rewritten from scratch.
  • Movement speed is now calculated into animation speed, so mob animations play faster or slower based on terrain.
  • Trimmed the mob overlay down a bit.
  • When a building is under construction, it'll no longer obey the storage paused and disable settings.
  • Water Masters and Organizers will now only take water from water sources if the buckets are full.
  • Slightly buffed crystal golems stength, boosting their damage and hitpoints.
  • Added map Perilous Waters to the developer's choice maps, made by Mckloshiv.


InDev 29 Unstable 1b, 1c and 1d *HOTFIX* Change Log

Optimizing and Big Fixes

  • Fixed typo in Catjeet provisioner's job title.
  • Fixed rare redistribution AI crash caused by bad save data.
  • Lighting now properly updates faster when speed is increased.
  • Holy golems no longer emit particles while the game is paused.
  • Catjeet provisioners and laborers can now use gates properly. (Note, Catjeet spawned in previous saves may still not use the gates.)


Miscellaneous Changes

  • Catjeet are more willing to leave the village when they're hot or cold.
  • Miners can now store and clearout gold ore.
  • Wild Doggos can now use gates.


InDev 29 Unstable 1 Change Log

The Marketplace, Gold and Catjeet

  • A new mob has been added; The Catjeet. They are similar to villagers in stats, but they have more dexterity, less strength, fur and a tail.
  • The marketplace has been added to the game. When built, you will attract Catjeet provisioners and laborers, whom you can buy and sell resources with or hire, and become a permanent part of your village.
  • Buy and sell values of items are based on supply and demand, and adjust as your or the Catjeet's stock go up and down.
  • You can hire Catjeet laborers who visit the new marketplace, becoming permanent members of your village.
  • New job added; The Provisioner. The new provisioners will interact with the Catjeet, processing all buy and sell requests, as well as keeping gold stocked in the marketplaces.
  • Catjeet's resource inventory is global. Meaning if you sell 1,000 wood in one village, you can buy the same 1,000 wood in another later. Exception is in Skirmish mode, where each save gets its own inventory.
  • Catjeet generate new stock at dawn, the more Catjeet at your marketplace, the more stock will be generated.
  • The more marketplaces you have and the more upgraded they are will encourage more Catjeet to visit. Catjeet are also more likely to visit the lower the total Catjeet you have.
  • A new trade panel has been added to the left hand GUI that can be used to interact with the new marketplace and Catjeet.
  • Gold ore can now be harvested from rock, and smelted into gold ingots that can then be processed into gold coin sacks at the forge to buy items from the new Catjeet provisioners.


Optimizing and Big Fixes

  • Redesigned the sprite loader system to support more mob sprites without going over the 4k texture limit.
  • Fixed wood golem combobulators spawn caps during upgrades.
  • Fixed a bunch of very minor errors in some of the mob sprites.
  • Fixed some minor in-game mob coloring errors, mostly with ghosts.
  • Removed a duplicate name from the names list.
  • Slightly optimized the update loop for particles.
  • Removed some legacy launcher code. YOU MAY NEED TO UPDATE ANY MANUALLY MADE SHORTCUTS


Storage Management System

  • All old storage buildings have been removed from the game, and replaced with a new storage building that can be upgraded 4 times.
  • A new gold storage building has been added to the game, to store gold ingots and coins.
  • You can now pause or disable storage of resources in buildings by clicking on their icons in the bottom GUI. Setting a resource to pause will prevent any more from being added, setting it to disabled will cause the workers to remove any resources that are already inside.


Miscellaneous Changes

  • Completely overhauled how water storage works, water no longer has a set storage value in buildings, everything is based on buckets, and buckets are created/destroyed as needed for space.
  • Removed light blocking code from all buildings.
  • Resource Limbo has been completely removed from the game, use the marketplaces!
  • Tooltips now render at the bottom right of the mouse.
  • Reversed changes to particle sizes, now all particles are the same size again.


Known Issues that will be resolved before the stable build

  • There are no new tips explaining the marketplace.


[ 2017-11-27 04:21:12 CET ] [ Original post ]

Build InDev 29 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The first InDev 29 patch is here! This patch brings in the new upgradable storage buildings, the marketplace, gold and the new Catjeet mobs, as well as a few other miscellaneous changes.

YOU MAY NEED TO UPDATE YOUR SHORTCUTS TO LAUNCH THE GAME. Some old launcher legacy code has been removed in this update. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 29 Unstable 1 Change Log

The Marketplace, Gold and Catjeet


  • A new mob has been added; The Catjeet. They are similar to villagers in stats, but they have more dexterity, less strength, fur and a tail.
  • The marketplace has been added to the game. When built, you will attract Catjeet provisioners and laborers, whom you can buy and sell resources with or hire, and become a permanent part of your village.
  • Buy and sell values of items are based on supply and demand, and adjust as your or the Catjeet's stock go up and down.
  • You can hire Catjeet laborers who visit the new marketplace, becoming permanent members of your village.
  • New job added; The Provisioner. The new provisioners will interact with the Catjeet, processing all buy and sell requests, as well as keeping gold stocked in the marketplaces.
  • Catjeet's resource inventory is global. Meaning if you sell 1,000 wood in one village, you can buy the same 1,000 wood in another later. Exception is in Skirmish mode, where each save gets its own inventory.
  • Catjeet generate new stock at dawn, the more Catjeet at your marketplace, the more stock will be generated.
  • The more marketplaces you have and the more upgraded they are will encourage more Catjeet to visit. Catjeet are also more likely to visit the lower the total Catjeet you have.
  • A new trade panel has been added to the left hand GUI that can be used to interact with the new marketplace and Catjeet.
  • Gold ore can now be harvested from rock, and smelted into gold ingots that can then be processed into gold coin sacks at the forge to buy items from the new Catjeet provisioners.


Optimizing and Big Fixes

  • Redesigned the sprite loader system to support more mob sprites without going over the 4k texture limit.
  • Fixed wood golem combobulators spawn caps during upgrades.
  • Fixed a bunch of very minor errors in some of the mob sprites.
  • Fixed some minor in-game mob coloring errors, mostly with ghosts.
  • Removed a duplicate name from the names list.
  • Slightly optimized the update loop for particles.
  • Removed some legacy launcher code. YOU MAY NEED TO UPDATE ANY MANUALLY MADE SHORTCUTS


Storage Management System

  • All old storage buildings have been removed from the game, and replaced with a new storage building that can be upgraded 4 times.
  • A new gold storage building has been added to the game, to store gold ingots and coins.
  • You can now pause or disable storage of resources in buildings by clicking on their icons in the bottom GUI. Setting a resource to pause will prevent any more from being added, setting it to disabled will cause the workers to remove any resources that are already inside.


Miscellaneous Changes

  • Completely overhauled how water storage works, water no longer has a set storage value in buildings, everything is based on buckets, and buckets are created/destroyed as needed for space.
  • Removed light blocking code from all buildings.
  • Resource Limbo has been completely removed from the game, use the marketplaces!
  • Tooltips now render at the bottom right of the mouse.
  • Reversed changes to particle sizes, now all particles are the same size again.


Known Issues that will be resolved before the stable build

  • There are no new tips explaining the marketplace.


[ 2017-11-18 18:35:42 CET ] [ Original post ]

InDev 29 Road Map - The Quality of Life Update

An update I've been wanting to work on for a while now is finally coming, the Quality of Life update! This update will mainly focus on fleshing out some of the mid and late game and improving upon the existing systems. The main focus will be the new upgradable farms, housing and storage. But there's also some other nice tidbits, like the new aging and trader systems!

I'm really excited for this update, as it's the first in a while that steers away from working on the defense mechanics.

This is a fairly large patch, and I may break it up into two parts depending on the timeline. A lot of the new features are not that technically-complex, but could take more time than expected.

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 29 Road Map

Aging / Lifelong Health System


  • Villagers will now age and die. But through providing them a healthy, happy life you can help them live longer.
  • Villagers will eventually "retire" and no longer be able to take a job, but when they chat with villagers they will impart their wisdom on them, giving them experience bonuses so they level up faster.
  • Having good housing, keeping people well fed, happy and having clinics as well as many other factors will assist in extending villager's age.


Social System

  • The chat system will be rewritten, adding a "social" bar, similar to health, hunger and thirst.
  • They will no longer chat somewhat randomly to boost happiness, rather, they will chat when their social bar is low. A high social bar will help boost happiness, a low one will make it drop.


Catjeet Traders, Marketplaces and Gold

  • New Catjeet traders will visit any village that has a marketplace built.
  • Catjeet traders will allow you to buy and sell goods from them, and they will stock a "global" inventory. Meaning if you sell 100 rocks from one village, you can buy the same 100 rocks in another later.
  • You will also be able to buy/hire Catjeet workers, who will join your village and become part of your workforce, offering another way to expand your population.
  • The Catjeet will deal in gold coins. You can get gold coins either by selling items to the Catjeet, or by mining gold ore, turning it into gold ingots at the forge, and turning the ingots into coins at one of the smithies.
  • Gold coins will be an actual resource in the game, so you need to make space to hold your wealth!
  • Oh, and Catjeet have tails.


Upgradable Houses

  • Houses will now be upgradable and the concept of how housing works will be changed around a bit, encouraging players to build multiple house types depending on their play preferences.
  • Rather than tents, shacks and hovels, you will now get to pick between different quality houses. Deciding if you want a low occupancy high quality home (faster energy regeneration and a happiness boost), or high occupancy low quality homes (slow energy regeneration and no happiness boost).
  • Most houses will have roughly the same cost and physical space requirements, with some exceptions. The player just decides if they want high occupancy low quality homes, or low occupancy high quality ones.


Upgradable Farms

  • Both current farms will be removed from the game.
  • The new farm will have a larger build footprint than the original Large Farm, but will have 5 upgrade phases, starting out roughly the same quality as the small farm, and upgrading into something much better than the original large farm.
  • Upgrading farms will give you more crop spaces, and possibly faster growth rates.


Upgradable Storage and Storage Management System

  • All storage buildings are being replaced with a new buildings. Similar to farms.
  • The new buildings can be upgraded 4 times. Starting out slightly worse than the original small storage, and upgrading up to being much better than the original.
  • You'll be able to click on each storage building, and enable/disable certain materials from being stored there.
  • There will still be resource-specific storage like we have now, as well as a catch all. But the catch all can not store quite as much overall as its resource-specific counterparts.
  • A new "Gold storage" building will be added, to accompany the new Catjeet trading system and currency being added to the game.


[ 2017-10-27 08:54:55 CET ] [ Original post ]

Follow Up: Let's Talk About Leaving Early Access.

Hey again everyone,

Thanks for the ridiculous amount of feedback you all provided over in the original announcement. I've read pretty much all of it, and I decided to write a nice neat follow up addressing the common feedback among all of you, since even my own comments get buried in the sea of feedback over in the other announcement.

Feel free to continue providing some follow up feedback of your own down in the comments! I'm always open for more.

Here's some of the hottest topics;

"The game needs endgame/a campaign!"
This ones an interesting one to address. Many people are requesting "endgame" content or a campaign mode of some kind. The problem is, this game isn't actually the kind of game that makes sense to have either.

I could shoehorn in a campaign, but that really is just "forcing goals" and masking areas where the content is lacking, and I don't feel that would jive well with the nature of the game. Although a scenario mode is on the drawing board and may be implemented at a later date!

Most of the time in a game like this, when people are asking for "endgame" what they're really asking is "Give me more late game content" without realizing it. That's certainly something I want to address in future patches, but that's not really "endgame". That's simply adding more late game content and pushing the content wall farther away.

My plan is to keep pushing that content wall out as far as I can, with the end goal of a player never really being able to experience everything in a single village, and if they somehow do, they're probably satisfied with the hours they put in and is ready to move on to another game in their library.

This goal simply takes time though, I can't make an "Endgame" patch, as that wouldn't make much sense and that's not really how all this works. Endgame is really just the content wall being hit and giving the player some arbitrary goal, that once hit, still circles back to the same problem; nothing left to do. The ultimate goal isn't really endgame, it's to avoid the content wall being hit all together. So my plan is to just keep on chugging out more content, endlessly, before and after the game leaves Early Access.

"The world map needs more purpose. I want a reason to expand and maintain more than 1 village."
Whole heartedly agree, and I will take any and all feedback related to accomplish that. :)

The original game design plan did not include a world map, this was something added post Early Access. I am still wrestling with a solid plan to push forward on tying all the maps together, and would love to hear your thoughts on the matter.

Keep in mind a technical limitations when providing your ideas though; The simulation can only run on one map at a time, and the passage of time can only happen on one map at a time. The villages cannot communicate with each other from a code standpoint. Each map is in "stasis" when it is not being played, only the data in the map currently being played, and the world map itself, is accessible.

"The game needs before release."
A lot of you have great ideas for future content, surprisingly a lot of your ideas are actually already planned too. But one thing I noticed quite a lot in the other announcement was many people seem to be under the impression the game's development will stop, slow down, or transition into DLC releases once the game is released.

This is wrong.

The game will continue to be developed, at the same pace it is currently being developed after release. The day Rise to Ruins is released will not be the day development stops, it will only be the day the community feels the game is worth the pricetag as-is, without any additional content. But development will keep pushing forward! :)

"The game needs , but I don't mind if it's DLC after release."
This sort of plays in with the feedback above about needing before release. The game will never have DLC (outside of the soundtrack). If you own the game, you will own all the content the game will ever have. You will never pay more for anything extra. Anything that could have been "DLC" will just be a free content patch in a later version of the game. So no worries! I have you guys covered there.

"Make saves backwards compatible before release."
It's planned, don't worry about this one. After release, saves will only break if there's literally no other option. But "never" is the ultimate plan.

"Each map feels the same.."
Agreed, and this will be partially resolved with the new per-map difficulty, weather, and mob spawning settings being added in a future patch. :)

"Needs workshop support!"
Sadly, modding is not planned as an official feature. Unofficially, the game is written in Java, and thus anyone with the technical skills can simply decompile the game and do whatever they want (Hint: Minecraft technically doesn't support modding either!).

But, workshop support is still planned for custom maps and localization support, slated for release some time after leaving Early Access.

"Game needs language!"
There's no gentle way to really say this, but I only speak English. I can't support your native language (unless it's English!). There's too many technical and logistical problems in a game like Rise to Ruins to pull it off effectively and professionally. Thus why I am adding user-made localization support to the workshop, to allow you guys to maintain them yourselves. :)

Now, before you say "But will translate the game for you!" or "I'll do it for you, no worries!", keep in mind the game is constantly in development, now and after leaving Early Access. I can't pay a professional service to retranslate parts of the game every major patch and I can't rely on fans to keep with it either, it's just not financially and logistically realistic.

I apologize for it, but it's just the way it has to be. I'm a one man dev with limited time, budget and resources in this department. The best option here is to open up the workshop and let you guys maintain localization yourself. :)

"Game needs a tutorial!"
Agreed and planned. :)

Thanks for taking the time to read this wall-o-text, see you in the comments. ːrtrzombieː


[ 2017-10-24 21:40:16 CET ] [ Original post ]

InDev 28c - The Tips Update - Released!

InDev 28c has been released. Its main focus is to flesh out the tip system a bit, adding some new tip videos to the game to help along the newbies. But it also includes a bunch of minor tweaks and bug fixes. Check out the change log for all the details!

InDev 28c Change Log

Tip System


  • The tip system has been revamped, with a bunch of old redundant tips removed, new tips added, and many tips now have short video clips that accompany them, helping new players find things a bit easier.
  • When a tip is active, the game is automatically paused, and will unpause when you close the tip.


Miscellaneous Changes

  • All specters and slimes are now vulnerable to electric damage.
  • Domesticated doggos can now be recalled.
  • Thirst drops a tiny bit faster now.
  • "Offline Mode" has been added to the game's settings file, you can now turn it on to prevent the game from loading twitch data, the announcement page or anything else related to accessing the internet. The setting can be found in your Profiles/settings.properties file.
  • AI tasks for picking up resources on the ground will now abandon if the resource is moved or destroyed before they arrive.
  • Headless now are slightly vulnerable to fire.
  • Barracks and outposts can now store shields.
  • Motivate land now works on farms.
  • When taking a screenshot, the game will now give you the output in the console.


Optimizing and Big Fixes

  • Fixed some miscellaneous typos and improved some wording around the GUI.
  • Fixed the tool tip names of the maximum upgraded golem combobulators.
  • Fixed "Crossdressing" bug where sometimes villagers would be given the wrong gender's sprite.
  • Fixed announcement category positioning.
  • Fixed bug where in extremely rare cases, the farmers would try to "plant" water buckets in the farms.
  • Fixed a bug where monsters would sometimes "attack" the void if they could not reach a target.
  • Fixed spray tower's accuracy when upgraded.
  • Fire elementals no longer attack walls, gates and fire pits if they're flagged to be dismantled.
  • Mobs using ranged attacks no longer "zigzag" between two coordinates in a few rare situations, trying to find a place to fire.
  • Fixed doggos not getting the correct names for their gender sometimes.


[ 2017-10-24 06:26:15 CET ] [ Original post ]

Let's Talk About Leaving Early Access.

Greetings everyone,

I thought I'd take a minute to write up this little announcement, and gather some feedback from fellow gamers about Rise to Ruins and eventually leaving Early Access.

First of all, I'd like to preface all of this by saying I'm not releasing Rise to Ruins this year. I'm simply curious how everyone feels about the current state of the game, where it's headed and how complete you feel it is.

Hopefully, the game will have a strong community for many several years, allowing me the freedom to continue to develop it at the same pace I always have. I love working on the game, and I love the community that has been built up around it. While all good things do eventually die, I'd like to extend the game's life as far out as possible.

Because of the game's practically endless development cycle, I have to decide when the game is far enough in development it feels like a complete product gamers would pay for, feeling satisfied they got their money's worth.

For me, the transition form Early Access to Release changes absolutely nothing in my plans, because a game like Rise to Ruins is never truly complete, there's always more cool content that could be added. Transitioning out is just a landmark moment when we tear down the ugly Early Access banner. Development will just keep chugging on as it always has, probably at the same speed it always has. But I do have to eventually leave Early Access, as game has been officially in development since May of 2014, and launched Early Access on October of 2014.

I would like to leave Early Access some time next year. But, I'd also like the community's thoughts on the current state of the game. Feel free to post whatever your opinions of the game are in its current state of development, and if you'd be happy with the product as-is if it was not in Early Access. :)

The main points I'm interested in are;


  • If you bought the game today, as a released game, would you feel you got your money's worth?
  • Does the game in its current state feel "lacking"? (Taking consideration that in this genre, there's always something to add.)
  • If the game feels lacking, what is it lacking? What is missing that makes it still feel incomplete?
  • If you were me, what would you do in my shoes with a currently successful game moving into year 4 of Early Access?


Feel free to answer all or none of the questions, they're not required, just some guidelines to get the discussion rolling. :)

I'd love to hear all your feedback on this, no matter what you have to say! ːrtrheartː


[ 2017-10-19 08:13:31 CET ] [ Original post ]

InDev 28 - The Smorgasbord Update - Released!

InDev 28 is finally here, with so many new and really great content I'm excited to release, I don't even know where to start! This patch introduces Steam trading card support, a new resource management panel, doggos, more defense mechanics, new golems, ranged attacks,
speed controls, and so much more!

Be sure to give the change logs a good once-over, and let me know what you think about the new patch down in the comments. I'm really excited to get this patch out to you guys, and I'd love to hear your feedback on all the changes.

InDev 28 Change Log

Steam Trading Card Support


  • Rise to Ruins now officially supports trading cards! Featuring 6 cards, 8 backgrounds, 10 emoticons and 6 badges!


Resource Management System

  • Resource management controls have been added. You can now adjust resource production caps in the left tab (Same area as the workforce panel)
  • When you click on a building that provides a job, or a villager with a job, the left panel now snaps to a summery view of what that job or building can manufacture, as well as a workforce panel to adjust worker counts.
  • Most production levels are set to 0 by default, and you have the option of raising the amount you want to "Make now" or the amount you want to "Maintain".
  • Setting a resource to "Maintain" tells the AI to do everything it can to keep the count at what you set. For example, if you set the AI to maintain 20 boards, it will make up to 20 boards, and only make more if the total drops below 20.
  • Setting a resource to "Make" tells the AI to immediately make the amount set. For example, if you set the AI to make 20 boards, they will attempt to make 20 additional boards regardless of what maintain is set at, then stop once 20 are produced.
  • The same system can also be used to control harvesting.
  • Setting the values of "Make" or "Maintain" over 200 will set it to "Infinity".
  • The AI still obeys storage limits, so make sure you have space or production may halt.
  • You can increment/decrement the values by plus or minus 10 by right clicking.
  • The totals listing in both the resource management panel and main resource list along the top of the GUI can now be sorted by resource locations, allowing you to see what resources are equipped, on the ground, in storage, etc.
  • You can use left shift plus left or right click to autoset the make and maintain controls to 0 or infinity.


Speed Controls

  • Speed controls have been added, you can now toggle between pause, 1x, 2x and 3x. Warning: 3x may cause performance issues on lower end machines!


Mob Ranged Attacks

  • The entire combat AI was rewritten from scratch, allowing the use of ranged attacks and opening up development for future weapon and mob types to utilize the new system.
  • Bowyers can now manufacture bows and quivers.
  • Added bows and quivers to the game, as well as a dedicated inventory slot for them. Villagers can equip and use them to shoot at monsters from across long distances and over walls.
  • Fire Elementals now can shoot fireballs.
  • Crystal Golems and max level Wood and Stone Golems can now shoot magic missiles.


Doggos

  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.
  • New Building: "The Doggo House", a very small, cheap house that houses only Doggos.


Golem Combobulators

  • All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
  • Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.
  • Golem Combobulators now start by only spawning 2 golems, but gain +1 slow per upgrade, up to 5 total.


Optimizing and Big Fixes

  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.
  • Fixed abandoned recombobulator image in map editor GUI.
  • Fixed a few minor problem panel issues.
  • Fixed 4k texture loading problem for some older GPUs.
  • Fixed a rare bug that could cause a building to be "destroyed" twice if it takes damage from two sources in the same update tick.
  • Fixed bug where you could still pull things out of limbo via the Cullis Gate.
  • Fixed crash when trying to build or destroy roads off the map.


Interface Changes

  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.


Miscellaneous Changes

  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.
  • Corrected Cullis Gate construction outline graphics.
  • Adjusted the pool color in Essence Collectors.
  • Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.
  • Shields have been added to the game with a chance to block, when a block is successful 100% of the damage is diverted to the shield's durability instead of the mob.
  • Toolsmiths can manufacture iron shields.
  • Farms can now use dirty water for crops.
  • Farmers can now harvest dirty water for their farms.
  • Changed priority of clean water in farms to very low, preventing wasting clean water on farms unless all other sources are full.
  • Arrow Bundles renamed to Ballistae Bolts Bundles so they will not be confused with the new Quivers.
  • Rewrote the entire missile system to complement the new mob range attack AI.
  • Made several minor tweaks to the AI.
  • Critical building repair AI now kicks in at half health, rather than a third health.
  • Added a bunch of fan made maps to the Developer's Choice map pack.
  • Halved the drop rate of silk.
  • Harvesting AI will now bail out if it is en route to harvest something and the resource is deselected by the player.
  • Total resource counts now count resources that are in inventories.
  • Water Masters now refine water from the nearest source.
  • Changed the Cullis Gate tip to reflect the changes in InDev 27.
  • Mobs on fire can now be put out by being dropped in water.
  • Mobs now flee to water when on fire.
  • Mobs body heat will now drop slowly while in water or if it is raining.
  • Added proper colors for the various water phases in the minimap.


[ 2017-10-15 12:22:30 CET ] [ Original post ]

Build InDev 28 Unstable 6 Released

Click here for help on accessing the Unstable branch!

Unstable 6 has arrived, chalk full of miscellaneous bug fixes, tweaks and improvements to prep for InDev 28 Stable's release on the 15th! :)

This may be the final Unstable build before InDev 28 Stable is released, so be sure to bugtest the hell out of it.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 28 Unstable 6 Change Log

Miscellaneous Changes


  • Added a positioning arrow system to the outline of the GUI. Now villagers, golems and doggos off screen will have tiny arrows point towards them along the outer edges of the GUI. If the mob's health is below 75%, they will flash to get the player's attention.
  • You can now use ALT+ENTER to toggle full screen.
  • Golems now appear as orange dots on the minimap.
  • Visible ghosts are now white dots on the minimap.
  • Minimap mob dot borders are now slightly darker.
  • Lowered arrow count of quiver to 40.
  • Weapons and tools now obey their damage types in melee combat.
  • Slashing damage added.
  • Slightly optimized some of the AI algorithms for determining if storage or refining should be done.
  • Added ranged and weapon damage to the mob GUI.
  • Added new sound set system so sound sets can be applied to specific mobs.
  • Added doggo sound effects.
  • Resources out of range of the village are no longer counted in any of the totals.
  • Added song Sunken Hope.
  • Updated soundtrack DLC with all of the new songs added in the last few versions.
  • When highlighting over a manufacturing resource in the resource management tab, the resource required is now displayed.
  • Slightly adjusted the positioning of the right panel.
  • Added smaller dismantle icons for 1x1 buildings.


Big Fixes

  • Fixed a typo in the ancillary description.
  • Fixed range bug over-placing when you placed buildings faster than the system updated.
  • Fixed "long range" melee attacks when a mob runs out of ammo mid-attack.
  • Fixed some awkward targeting bugs in the combat AI
  • Fixed a minor bug when a mob is refining a resource while another is en route to store the same resource in a building with even storage flagged, that could cause the storage count to go over.
  • Fixed a bug where the new resource management system would not "Obey" some tool and weapon requests because it determined the villagers did not need the item.
  • Fixed the map editor's map "drift" movement.
  • Removed an invalid object on map Sandy South.
  • Doggos no longer trigger the new left hand snap panel.
  • Fixed a bug that could sometimes cause mates to not be correctly assigned when a mob spawns into another mob type.
  • Fixed a bug if a doggo became owned by a child, and the child grew up, the doggo would no longer be assigned to the child.
  • Fixed a bug if a wild doggo became domesticated, their owner would "forget" who they are.
  • Holy golems are not longer counted as homeless in the GUI.
  • Fixed minor graphics glitch on the makeshift bowyer construction phase.
  • Fixed a few miscellaneous font issues in some areas of the GUI.
  • Tips are now properly enabled/disabled without restarting the game if you change the setting while playing.


InDev 28 Unstable 5 Change Log

Resource Management System

  • When you click on a building that provides a job, or a villager with a job, the left panel now snaps to a summery view of what that job or building can manufacture, as well as a workforce panel to adjust worker counts.
  • The totals listing in both the resource management panel and main resource list along the top of the GUI can now be sorted by resource locations, allowing you to see what resources are equipped, on the ground, in storage, etc.
  • You can now use left shift plus left or right click to autoset the make and maintain controls to 0 or infinity.


Miscellaneous Changes

  • Mobs on fire can now be put out by being dropped in water.
  • Mobs now flee to water when on fire.
  • Mobs body heat will now drop slowly while in water or if it is raining.
  • Added Doggo specific names.
  • Added proper colors for the various water phases in the minimap.


Big Fixes

  • Fixed a bug that prevented the player from adjusting resource management values when a building is being upgraded.
  • Changed the Cullis Gate tip to reflect the changes in InDev 27.
  • Fixed level range caps of some the golems that were causing them to sometimes spawn a slightly lower level than they were designed to.


InDev 28 Unstable 4 Change Log

Speed Controls

  • Speed controls have been added, you can now toggle between pause, 1x, 2x and 3x. Warning: 3x may cause performance issues on lower end machines!


Resource Management System

  • Resource management controls have been added. You can now adjust resource production caps in the left tab (Same area as the workforce panel)
  • Most production levels are set to 0 by default, and you have the option of raising the amount you want to "Make now" or the amount you want to "Maintain".
  • Setting a resource to "Maintain" tells the AI to do everything it can to keep the count at what you set. For example, if you set the AI to maintain 20 boards, it will make up to 20 boards, and only make more if the total drops below 20.
  • Setting a resource to "Make" tells the AI to immediately make the amount set. For example, if you set the AI to make 20 boards, they will attempt to make 20 additional boards regardless of what maintain is set at, then stop once 20 are produced.
  • The same system can also be used to control harvesting.
  • Setting the values of "Make" or "Maintain" over 200 will set it to "Infinity".
  • The AI still obeys storage limits, so make sure you have space or production may halt.
  • You can increment/decrement the values by plus or minus 10 by right clicking.


Miscellaneous Changes

  • Golem Combobulators now start by only spawning 2 golems, but gain +1 slow per upgrade, up to 5 total.
  • Halved the drop rate of silk.
  • Harvesting AI will now bail out if it is en route to harvest something and the resource is deselected by the player.
  • Total resource counts now count resources that are in inventories.
  • Water Masters now refine water from the nearest source.


Big Fixes

  • Things doggos have equipped in their inventory or are carrying are now properly counted when counting totals for resources.


InDev 28 Unstable 3 Change Log

Mob Ranged Attacks

  • The entire combat AI was rewritten from scratch, allowing the use of ranged attacks and opening up development for future weapon and mob types to utilize the new system.
  • Bowyers can now manufacture bows and quivers.
  • Added bows and quivers to the game, as well as a dedicated inventory slot for them. Villagers can equip and use them to shoot at monsters from across long distances and over walls.
  • Fire Elementals now can shoot fireballs.
  • Crystal Golems and max level Wood and Stone Golems can now shoot magic missiles.


Miscellaneous Changes

  • Shields have been added to the game with a chance to block, when a block is successful 100% of the damage is diverted to the shield's durability instead of the mob.
  • Toolsmiths can manufacture iron shields.
  • Farms can now use dirty water for crops.
  • Farmers can now harvest dirty water for their farms.
  • Changed priority of clean water in farms to very low, preventing wasting clean water on farms unless all other sources are full.
  • Domesticated animals can now be attacked by monsters.
  • Doggos are not as brave and will flee combat more often.
  • Arrow Bundles renamed to Ballistae Bolts Bundles so they will not be confused with the new Quivers.
  • Rewrote the entire missile system to complement the new mob range attack AI.
  • Made several minor tweaks to the AI.
  • Critical building repair AI now kicks in at half health, rather than a third health.
  • Added a bunch of fan made maps to the Developer's Choice map pack.


Optimizing and Big Fixes

  • Fixed a rare bug that could cause a building to be "destroyed" twice if it takes damage from two sources in the same update tick.
  • When a doggo is killed or teleported to Limbo, his previous owner correctly unassigns himself as owner.
  • Fixed spells confusing/panicking mobs even when they don't successfully cast.
  • Fixed bug where you could still pull things out of limbo via the Cullis Gate.
  • Fixed crash when trying to build or destroy roads off the map.


InDev 28 Unstable 2 Change Log

Golem Combobulators

  • All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
  • Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.


Miscellaneous Changes

  • Corrected Cullis Gate construction outline graphics.
  • Adjusted the pool color in Essence Collectors.
  • New Building: "The Doggo House", a very small, cheap house that houses Doggos.
  • Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.


Optimizing and Big Fixes

  • Fixed abandoned recombobulator image in map editor GUI.
  • Fixed a few minor problem panel issues.
  • Fixed a very rare crash bug that was corrupting profiles. (Note: This was implemented into InDev 27e as well)
  • Doggo Ghosts can now be properly resurrected.
  • Fire elementals no longer die walking on frozen tiles.
  • Fixed 4k texture loading problem for some older GPUs.
  • Fixed the map editor GUI while in debug mode.


InDev 28 Unstable 1 Change Log

Doggos

  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.


Optimizing and Big Fixes

  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.


Interface Changes

  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.


Miscellaneous Changes

  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.


Known Issues that will be resolved before the stable build

  • None.


[ 2017-10-10 04:46:07 CET ] [ Original post ]

Build InDev 28 Unstable 5 Released

Click here for help on accessing the Unstable branch!

A smaller unstable patch, but one with a critical change that is necessary after some of the feedback you guys gave me on Unstable 4's new resource management panel.

This patch adds a new left hand "snap" panel. When you click on a building or villager with a job, the left panel will now snap to a summery view showing all the manufacturing options that job provides as well as a worker assignment panel for that job, greatly reducing how much clicking around you need to do when adjusting job/building specific manufacturing. :)

This patch also includes a few minor tweaks and adjustments, with more on the way before stable is released.

Also, due to such a fast patch release, I have created an new "Old Unstable" branch that you can opt into, to continue your Unstable 4 saves until you are ready to play Unstable 5.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 28 Unstable 5 Change Log

Resource Management System


  • When you click on a building that provides a job, or a villager with a job, the left panel now snaps to a summery view of what that job or building can manufacture, as well as a workforce panel to adjust worker counts.
  • The totals listing in both the resource management panel and main resource list along the top of the GUI can now be sorted by resource locations, allowing you to see what resources are equipped, on the ground, in storage, etc.
  • You can now use left shift plus left or right click to autoset the make and maintain controls to 0 or infinity.


Miscellaneous Changes

  • Mobs on fire can now be put out by being dropped in water.
  • Mobs now flee to water when on fire.
  • Mobs body heat will now drop slowly while in water or if it is raining.
  • Added Doggo specific names.
  • Added proper colors for the various water phases in the minimap.


Big Fixes

  • Fixed a bug that prevented the player from adjusting resource management values when a building is being upgraded.
  • Changed the Cullis Gate tip to reflect the changes in InDev 27.
  • Fixed level range caps of some the golems that were causing them to sometimes spawn a slightly lower level than they were designed to.


InDev 28 Unstable 4 Change Log

Speed Controls

  • Speed controls have been added, you can now toggle between pause, 1x, 2x and 3x. Warning: 3x may cause performance issues on lower end machines!


Resource Management System

  • Resource management controls have been added. You can now adjust resource production caps in the left tab (Same area as the workforce panel)
  • Most production levels are set to 0 by default, and you have the option of raising the amount you want to "Make now" or the amount you want to "Maintain".
  • Setting a resource to "Maintain" tells the AI to do everything it can to keep the count at what you set. For example, if you set the AI to maintain 20 boards, it will make up to 20 boards, and only make more if the total drops below 20.
  • Setting a resource to "Make" tells the AI to immediately make the amount set. For example, if you set the AI to make 20 boards, they will attempt to make 20 additional boards regardless of what maintain is set at, then stop once 20 are produced.
  • The same system can also be used to control harvesting.
  • Setting the values of "Make" or "Maintain" over 200 will set it to "Infinity".
  • The AI still obeys storage limits, so make sure you have space or production may halt.
  • You can increment/decrement the values by plus or minus 10 by right clicking.


Miscellaneous Changes

  • Golem Combobulators now start by only spawning 2 golems, but gain +1 slow per upgrade, up to 5 total.
  • Halved the drop rate of silk.
  • Harvesting AI will now bail out if it is en route to harvest something and the resource is deselected by the player.
  • Total resource counts now count resources that are in inventories.
  • Water Masters now refine water from the nearest source.


Big Fixes

  • Things doggos have equipped in their inventory or are carrying are now properly counted when counting totals for resources.


InDev 28 Unstable 3 Change Log

Mob Ranged Attacks

  • The entire combat AI was rewritten from scratch, allowing the use of ranged attacks and opening up development for future weapon and mob types to utilize the new system.
  • Bowyers can now manufacture bows and quivers.
  • Added bows and quivers to the game, as well as a dedicated inventory slot for them. Villagers can equip and use them to shoot at monsters from across long distances and over walls.
  • Fire Elementals now can shoot fireballs.
  • Crystal Golems and max level Wood and Stone Golems can now shoot magic missiles.


Miscellaneous Changes

  • Shields have been added to the game with a chance to block, when a block is successful 100% of the damage is diverted to the shield's durability instead of the mob.
  • Toolsmiths can manufacture iron shields.
  • Farms can now use dirty water for crops.
  • Farmers can now harvest dirty water for their farms.
  • Changed priority of clean water in farms to very low, preventing wasting clean water on farms unless all other sources are full.
  • Domesticated animals can now be attacked by monsters.
  • Doggos are not as brave and will flee combat more often.
  • Arrow Bundles renamed to Ballistae Bolts Bundles so they will not be confused with the new Quivers.
  • Rewrote the entire missile system to complement the new mob range attack AI.
  • Made several minor tweaks to the AI.
  • Critical building repair AI now kicks in at half health, rather than a third health.
  • Added a bunch of fan made maps to the Developer's Choice map pack.


Optimizing and Big Fixes

  • Fixed a rare bug that could cause a building to be "destroyed" twice if it takes damage from two sources in the same update tick.
  • When a doggo is killed or teleported to Limbo, his previous owner correctly unassigns himself as owner.
  • Fixed spells confusing/panicking mobs even when they don't successfully cast.
  • Fixed bug where you could still pull things out of limbo via the Cullis Gate.
  • Fixed crash when trying to build or destroy roads off the map.


InDev 28 Unstable 2 Change Log

Golem Combobulators

  • All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
  • Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.


Miscellaneous Changes

  • Corrected Cullis Gate construction outline graphics.
  • Adjusted the pool color in Essence Collectors.
  • New Building: "The Doggo House", a very small, cheap house that houses Doggos.
  • Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.


Optimizing and Big Fixes

  • Fixed abandoned recombobulator image in map editor GUI.
  • Fixed a few minor problem panel issues.
  • Fixed a very rare crash bug that was corrupting profiles. (Note: This was implemented into InDev 27e as well)
  • Doggo Ghosts can now be properly resurrected.
  • Fire elementals no longer die walking on frozen tiles.
  • Fixed 4k texture loading problem for some older GPUs.
  • Fixed the map editor GUI while in debug mode.


InDev 28 Unstable 1 Change Log

Doggos

  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.


Optimizing and Big Fixes

  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.


Interface Changes

  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.


Miscellaneous Changes

  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.


Known Issues that will be resolved before the stable build

  • None.


[ 2017-10-02 01:59:15 CET ] [ Original post ]

Build InDev 28 Unstable 4 Released

Click here for help on accessing the Unstable branch!

This patch introduces two more very heavily requested features, speed and resource management controls. Both systems should be fully functional, but be sure to test the hell out of them. :)

Aside from those, the patch also features a some bug fixes and miscellaneous changes.

This patch also makes InDev 28 "Feature Complete" and nearly ready for release. I'll be spending the next few updates doing bug fixes, code cleanup and preparing for InDev 28 Stable. If you find any problems, please let me know down in the comments.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 28 Unstable 4 Change Log

Speed Controls


  • Speed controls have been added, you can now toggle between pause, 1x, 2x and 3x. Warning: 3x may cause performance issues on lower end machines!


Resource Management System

  • Resource management controls have been added. You can now adjust resource production caps in the left tab (Same area as the workforce panel)
  • Most production levels are set to 0 by default, and you have the option of raising the amount you want to "Make now" or the amount you want to "Maintain".
  • Setting a resource to "Maintain" tells the AI to do everything it can to keep the count at what you set. For example, if you set the AI to maintain 20 boards, it will make up to 20 boards, and only make more if the total drops below 20.
  • Setting a resource to "Make" tells the AI to immediately make the amount set. For example, if you set the AI to make 20 boards, they will attempt to make 20 additional boards regardless of what maintain is set at, then stop once 20 are produced.
  • The same system can also be used to control harvesting.
  • Setting the values of "Make" or "Maintain" over 200 will set it to "Infinity".
  • The AI still obeys storage limits, so make sure you have space or production may halt.
  • You can increment/decrement the values by plus or minus 10 by right clicking.


Miscellaneous Changes

  • Golem Combobulators now start by only spawning 2 golems, but gain +1 slow per upgrade, up to 5 total.
  • Halved the drop rate of silk.
  • Harvesting AI will now bail out if it is en route to harvest something and the resource is deselected by the player.
  • Total resource counts now count resources that are in inventories.
  • Water Masters now refine water from the nearest source.


Big Fixes

  • Things doggos have equipped in their inventory or are carrying are now properly counted when counting totals for resources.


InDev 28 Unstable 3 Change Log

Mob Ranged Attacks

  • The entire combat AI was rewritten from scratch, allowing the use of ranged attacks and opening up development for future weapon and mob types to utilize the new system.
  • Bowyers can now manufacture bows and quivers.
  • Added bows and quivers to the game, as well as a dedicated inventory slot for them. Villagers can equip and use them to shoot at monsters from across long distances and over walls.
  • Fire Elementals now can shoot fireballs.
  • Crystal Golems and max level Wood and Stone Golems can now shoot magic missiles.


Miscellaneous Changes

  • Shields have been added to the game with a chance to block, when a block is successful 100% of the damage is diverted to the shield's durability instead of the mob.
  • Toolsmiths can manufacture iron shields.
  • Farms can now use dirty water for crops.
  • Farmers can now harvest dirty water for their farms.
  • Changed priority of clean water in farms to very low, preventing wasting clean water on farms unless all other sources are full.
  • Domesticated animals can now be attacked by monsters.
  • Doggos are not as brave and will flee combat more often.
  • Arrow Bundles renamed to Ballistae Bolts Bundles so they will not be confused with the new Quivers.
  • Rewrote the entire missile system to complement the new mob range attack AI.
  • Made several minor tweaks to the AI.
  • Critical building repair AI now kicks in at half health, rather than a third health.
  • Added a bunch of fan made maps to the Developer's Choice map pack.


Optimizing and Big Fixes

  • Fixed a rare bug that could cause a building to be "destroyed" twice if it takes damage from two sources in the same update tick.
  • When a doggo is killed or teleported to Limbo, his previous owner correctly unassigns himself as owner.
  • Fixed spells confusing/panicking mobs even when they don't successfully cast.
  • Fixed bug where you could still pull things out of limbo via the Cullis Gate.
  • Fixed crash when trying to build or destroy roads off the map.


InDev 28 Unstable 2 Change Log

Golem Combobulators

  • All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
  • Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.


Miscellaneous Changes

  • Corrected Cullis Gate construction outline graphics.
  • Adjusted the pool color in Essence Collectors.
  • New Building: "The Doggo House", a very small, cheap house that houses Doggos.
  • Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.


Optimizing and Big Fixes

  • Fixed abandoned recombobulator image in map editor GUI.
  • Fixed a few minor problem panel issues.
  • Fixed a very rare crash bug that was corrupting profiles. (Note: This was implemented into InDev 27e as well)
  • Doggo Ghosts can now be properly resurrected.
  • Fire elementals no longer die walking on frozen tiles.
  • Fixed 4k texture loading problem for some older GPUs.
  • Fixed the map editor GUI while in debug mode.


InDev 28 Unstable 1 Change Log

Doggos

  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.


Optimizing and Big Fixes

  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.


Interface Changes

  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.


Miscellaneous Changes

  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.


Known Issues that will be resolved before the stable build

  • None.


[ 2017-09-29 04:47:47 CET ] [ Original post ]

InDev 28 Revised Road Map - The Even More Defense Update

Greetings everyone,

After some careful consideration, I am making a few changes to the InDev 28 Road Map. There's were few features originally slated for InDev 29 that I feel in light of some of the new content added in InDev 28, need to be pushed up a bit in priority.

Normally, when I do this I just keep chugging along and I won't bother revising the road map, you just get a slightly bigger update than usual with some surprise features. Although in this case, these changes are pretty big deal, and also require me to push back a few bits of content into a future update, mainly the new defensive towers. But, after reading the changes, I have a feeling you're going to really love what's coming down the pipeline in the next few weeks.

As always, if you have any suggestions, let me know in the comments! You never know what feature might sneak it's way into the next patch. :)

InDev 28 Revised Road Map

Golem Combobulators


  • Golem Combobulators will get upgrade phases, each phase will increase spawn rates, golem slots and provide higher level golems.
  • A new "Crystal Golem" combobulator will be added, that creates a very weak golem that does primarily magic damage.


Speed Controls

  • You guys finally convinced me. 2x speed controls are being added to the game, and the previously planned haste tower and spell is now being scrapped.


Resource Management System

  • A new resource management system will be added to the game, allowing the play to control resource production flow. The player will now be able to select how many resources they want created, with two different control mechanisms. A "Make Now" and a "Maintain" option.
  • The "Make Now" option will tell the village to make up to exactly how much equipment you specific. For example, if you told the system to make 10 swords, it will make exactly 10 swords and then stop production.
  • The "Maintain" option works similar to "Make Now", except instead of making up to a set amount and then stopping, it will always make sure there are at least the amount specified in the village at all times. For example, if you set the system to maintain 10 swords, the Tool Smiths will not create any swords until the total count in the village drops below 10, and then will try to make swords to bring the value back to 10. As long as the maintain settings are not changed, they will continue to always try to keep at least 10 swords in the village at all times.


Doggos

  • A new, and the first animal mob will be been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.


Combat and Ranged Attacking

  • "Ranged attack" code will be added to mob AI, laying the framework for villagers to use bows, as well as allow some monsters to use ranged attacks, like having fire elementals throw fireballs.
  • Shields will be added to the game, giving the mob holder a chance to block and advert all possible damage.


[ 2017-09-26 06:33:32 CET ] [ Original post ]

Build InDev 28 Unstable 3 Released

Click here for help on accessing the Unstable branch!

The long requested bows and arrows have arrived! (Along with ranged attacks in general). I'm happy to announce InDev 28 Unstable 3 has been released. This patch completely and fundamentally overhauled the entire combat system, mainly to add in ranged attacks. Now your villagers can equip bows and arrows, some of your golems can fire magic projectiles, and fire elementals can throw fireballs across your walls!

Check out the change log for all the juicy details. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 28 Unstable 3 Change Log

Mob Ranged Attacks


  • The entire combat AI was rewritten from scratch, allowing the use of ranged attacks and opening up development for future weapon and mob types to utilize the new system.
  • Bowyers can now manufacture bows and quivers.
  • Added bows and quivers to the game, as well as a dedicated inventory slot for them. Villagers can equip and use them to shoot at monsters from across long distances and over walls.
  • Fire Elementals now can shoot fireballs.
  • Crystal Golems and max level Wood and Stone Golems can now shoot magic missiles.


Miscellaneous Changes

  • Shields have been added to the game with a chance to block, when a block is successful 100% of the damage is diverted to the shield's durability instead of the mob.
  • Toolsmiths can manufacture iron shields.
  • Farms can now use dirty water for crops.
  • Farmers can now harvest dirty water for their farms.
  • Changed priority of clean water in farms to very low, preventing wasting clean water on farms unless all other sources are full.
  • Domesticated animals can now be attacked by monsters.
  • Doggos are not as brave and will flee combat more often.
  • Arrow Bundles renamed to Ballistae Bolts Bundles so they will not be confused with the new Quivers.
  • Rewrote the entire missile system to complement the new mob range attack AI.
  • Made several minor tweaks to the AI.
  • Critical building repair AI now kicks in at half health, rather than a third health.
  • Added a bunch of fan made maps to the Developer's Choice map pack.


Optimizing and Big Fixes

  • Fixed a rare bug that could cause a building to be "destroyed" twice if it takes damage from two sources in the same update tick.
  • When a doggo is killed or teleported to Limbo, his previous owner correctly unassigns himself as owner.
  • Fixed spells confusing/panicking mobs even when they don't successfully cast.
  • Fixed bug where you could still pull things out of limbo via the Cullis Gate.
  • Fixed crash when trying to build or destroy roads off the map.


InDev 28 Unstable 2 Change Log

Golem Combobulators

  • All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
  • Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.


Miscellaneous Changes

  • Corrected Cullis Gate construction outline graphics.
  • Adjusted the pool color in Essence Collectors.
  • New Building: "The Doggo House", a very small, cheap house that houses Doggos.
  • Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.


Optimizing and Big Fixes

  • Fixed abandoned recombobulator image in map editor GUI.
  • Fixed a few minor problem panel issues.
  • Fixed a very rare crash bug that was corrupting profiles. (Note: This was implemented into InDev 27e as well)
  • Doggo Ghosts can now be properly resurrected.
  • Fire elementals no longer die walking on frozen tiles.
  • Fixed 4k texture loading problem for some older GPUs.
  • Fixed the map editor GUI while in debug mode.


InDev 28 Unstable 1 Change Log

Doggos

  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.


Optimizing and Big Fixes

  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.


Interface Changes

  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.


Miscellaneous Changes

  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.


Known Issues that will be resolved before the stable build

  • None.


[ 2017-09-23 02:18:25 CET ] [ Original post ]

Build InDev 28 Unstable 2 Released

Click here for help on accessing the Unstable branch!

The upgradable Combobulators and Doggo Houses have arrived, along with a ton of hard-to-pin-down fixes and improvements under the hood that have now been resolved as well as some nice AI tweaks. :)

Check out the change log for all the juicy details.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 28 Unstable 2 Change Log

Golem Combobulators


  • All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
  • Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.


Miscellaneous Changes

  • Corrected Cullis Gate construction outline graphics.
  • Adjusted the pool color in Essence Collectors.
  • New Building: "The Doggo House", a very small, cheap house that houses Doggos.
  • Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.


Optimizing and Big Fixes

  • Fixed abandoned recombobulator image in map editor GUI.
  • Fixed a few minor problem panel issues.
  • Fixed a very rare crash bug that was corrupting profiles. (Note: This was implemented into InDev 27e as well)
  • Doggo Ghosts can now be properly resurrected.
  • Fire elementals no longer die walking on frozen tiles.
  • Fixed 4k texture loading problem for some older GPUs.
  • Fixed the map editor GUI while in debug mode.


InDev 28 Unstable 1 Change Log

Doggos

  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.


Optimizing and Big Fixes

  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.


Interface Changes

  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.


Miscellaneous Changes

  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.


Known Issues that will be resolved before the stable build

  • None.


[ 2017-09-10 00:28:21 CET ] [ Original post ]

Build InDev 28 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The first InDev 28 patch is here. This patch is full of minor tweaks, as most of the work was under the hood changes invisible to the player. Because of all the under the hood changes, I'd like to make sure everything is running smoothly, so I'm releasing it into the wild a bit early. The biggest change for you guys are the new doggo mobs and several of the AI tweaks I think you'll all love. Let me know what you think of the new doggos down in the comments. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 28 Unstable 1 Change Log

Doggos


  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.


Optimizing and Big Fixes

  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.


Interface Changes

  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.


Miscellaneous Changes

  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.


Known Issues that will be resolved before the stable build

  • None.


[ 2017-08-30 15:39:31 CET ] [ Original post ]

InDev 28 Road Map - The Even More Defense Update

The Even More Defense Update is now underway! This update is mostly a cleanup update. There were several planned towers and mechanics that were slated to be released between InDev 26 and 27 that didn't quite make the cut due to time constraints.

Mainly, this was due to content I had to add sooner than expected. The Gates, Dedicated Thread, and new Pathfinding systems were all features originally planned for the Quality of Life update, but ended up part of InDev 27 mostly out of necessity for the new guards to function correctly. So as such, I had to push back the content that is now being added in 28. :)

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 28 Road Map

Golem Combobulators


  • Golem Combobulators will get upgrade phases, each phase will increase spawn rates, golem slots and provide higher level golems.
  • A new "Crystal Golem" combobulator will be added, that creates a very weak golem that does primarily magic damage.


New Towers

  • Haste Tower. Increases the movement speed of all mobs (Monsters and villagers included) in the area.
  • Boost Tower. A tower that will use essence to "boost" nearby tower's firing rates.
  • Chain Lightning Tower. A tower that does pure electric damage that jumps from one mob to the next.
  • Sticky Tower. Does no damage, but will slow down anything it hits.
  • Flame Tower. Does fire damage in a small area, burning everything in its path.
  • Frost Tower. Similar to the flame tower, but fires a cloud of ice. Does low damage, but slows down the enemy.


Combat and Ranged Attacking

  • "Ranged attack" code will be added to mob AI, laying the framework for villagers to use bows, as well as allow some monsters to use ranged attacks, like having fire elementals throw fireballs.
  • Shields will be added to the game, giving the mob holder a chance to block and advert all possible damage.


[ 2017-08-26 11:54:51 CET ] [ Original post ]

PSA: Turn off Steam Cloud! Your save data is at risk.

There seems to be an issue with Rise to Ruins in the last few days, and appears to be something on Valve's end and out of my control. It is causing user's save data to be corrupted when they save and exit the game. It appears Steam Cloud is erroneously syncing corrupted data for some players.

In the mean time, I have disabled Auto-Cloud on my end within Steamworks, but it does not appear to be solving the problem for everybody. I strongly suggest you should disable Cloud Saving for Rise to Ruins and restart your client just to be safe.


1) In your Steam Library, right-click on Rise to Ruins and select "Properties."
2) Click the "Updates" tab.
3) Uncheck "Enable Steam Cloud synchronization for Rise to Ruins."
4) Click "Close."
5) Restart Stream.


Sorry in advance for anyone who loses their data! Hopefully this issue will be resolved as fast as possible. But disabling Steam Cloud should protect you. :)


[ 2017-08-18 20:16:04 CET ] [ Original post ]

InDev 27c - Dedicated Thread Fix Update - Released!

InDev 27c has been released. This is just a small patch, addressing some issues users on single and dual core processors were having with the new dedicated thread system. This patch should improve performance for users with less than 4 CPU threads, as well as give all players more control over the dedicated thread if they want to manually enable or disable it.

InDev 27c Change Log

Optimizing and Big Fixes


  • The new dedicated thread added in InDev 27 will now be disabled automatically on systems with less than 4 available CPU threads (Mostly, this only effects single and dual core processors).
  • Fixed a rare crash if a guard is trying to post at a outpost or barracks at the exact moment the building is destroyed.


Miscellaneous Changes

  • The Ancillary's range has been increased slightly.
  • You can forcibly toggle the new dedicated thread in the settings menu, but it is highly recommended you keep it set to "Auto".


[ 2017-08-16 23:28:18 CET ] [ Original post ]

InDev 27 - The Guards (and Gates!) Update - Released!

One of the most anticipated stable builds has arrived! This patch introduces two of the most requested features in the community, guards and gates. Like every major stable patch, there's simply just too much to talk about! So check out the extensive change log for details on all the new AI changes, disaster system, building mechanics and tons more!

This patch went a bit off the rails from the original road map. Originally, more towers, and golem upgrades were also planned for this patch, but instead you got a some major performance optimizations and gates instead! But no worries, InDev 28 will focus on cleaning up the last of the defense content that was planned between InDev 26 and 27.

NOTE: This patch also completely changes the Cullis Gate mechanics, Cullis Gates will now destroy any resources, or kill any villager or monsters thrown into it in return for some essence.

InDev 27 Change Log

Guards and Barracks


  • New Job: Guards. They will patrol around your village, front lines or the perimeter depending on the time of day and try to work in groups to remove any threats in and around the village. Guards will also automatically "post" themselves at the new Outposts or the Barracks, providing a lookout that will call over more guards if danger arrives.
  • Villagers can now "Call the guards" when they are attacked, causing up to the 5 nearest guards to be called over for every one monster in the area.
  • New Building: Barracks. This building provides guards, and stores a large amount of equipment for them to use and gives them an alternative place to sleep. The Barracks will also gain a small bow tower when upgraded to maximum
  • New Building: Outpost. Adds a small amount of guard slots, and has some storage for equipment. The maximum upgraded version also gains a small bow tower.
  • Outposts now take the place of Fire Pits now, providing as much range as the old Large Fire Pit, and should be considered in place of Fire Pits when expanding the village.


Gates

  • A new gate system has been added, introducing the first types of gates. The Wooden and Stone Gates. Gates allow villagers, nomads and golems to travel through them, but not monsters. This allows you to make "safe exits" in your village that circumvent your defenses.


Blood Moon

  • The Blood Moon is a new lunar event that can happen in the Spring or Autumn (by default) randomly. During a blood moon, it will rain blood, generate red "Fire" lightning and spawn new Blood Slimes in the village!


Disaster System

  • Tons of new disasters have been added, that can happen randomly as you play. Some disasters require certain weather conditions.
  • Meteor Shower - This disaster can happen at any time, and will rain meteors down from the sky on to your village.
  • Electrical Storm - This disaster can take the place of rain or snow, resulting in a massive amount of lightning and thunder, but very little rain.
  • Hail - This disaster can take the place of rain or snow, but can only happen if it's cold outside. Will rain down hail onto the village, possibly damaging all buildings and mobs outside.
  • Blight - This disaster will eat away at any living plant life in the area, including your farms!
  • Earthquake - Shake the ground and damage anything nearby!


Optimizing and Big Fixes

  • Fixed a stack overflow error with range map desirability that would cause the desirability to "roll over" on itself, returning back to 0.
  • Fixed a few miscellaneous GUI typos.
  • Removed some benchmark code from the object overlay system.
  • In the rare event a mob is hit by another friendly mob or tower, it will not attack back.
  • Fixed missing Abandoned Recombobulator Tower GUI icon.
  • Cleaned up some resource placement code, preventing resources from being placed "in air" more than once at the same time.
  • Fixed Ice Spray tower damage.
  • Fixed some erroneous names in the mob list.
  • Pathfinding is now multithreaded, boosting late game performance by offloading much of the pathfinding code to another dedicated thread.
  • Village range map system has been sent off to a dedicated thread, reducing overall CPU usage on the main thread and optimizing performance.
  • Fixed some response time issues with Twitch integration when Twitch's servers are running slow.
  • Fixed some comparator/sorting bugs.
  • Mouse wheel scrolling works in the map editor now.
  • Fixed some minor tileset flagging issues.
  • Fixed a crash bug in the follow mob AI when the path generated was generated before the map was updated.
  • Can no longer set minimum Limbo villagers in custom mode to 0.
  • Fixed some typos in the custom mode config.
  • Fixed a lightning positioning glitch during storms.
  • Implemented possible profile deletion bug fix that should do a better job of avoiding "Corrupted Profiles" after a deletion attempt.
  • Tweaked the CPU thread pool code a bit, it now threads more efficiently on dual core systems.
  • Fixed a bug where sometimes the map editor would not "clean up" the edging of the map correctly when creating a new map.
  • Fixed a bug where more workers than you requested would take a job if you assigned too many too fast.
  • Fixed a total worker counting error on the bottom pop out GUI when you had more workers than could fit into the box.


AI Changes

  • Golems now patrol around combobulators, recombobulators, and towers.
  • Golems will now visit a recombobulator if their health drops below half.
  • Fire Elementals are now damaged by water and rain.
  • Fire Elementals can now heal.
  • Builders now re-run their harvesting task if the harvested material is not something they can use.
  • Refining work is now a higher priority on the work AI branch than redistribution, making Carpenters, Stone Cutters and other refining workers more inclined to do their job.
  • In the event a path into your village is extremely long, monsters will now consider attacking nearby walls or gates to get in.
  • Fire Elementals can no longer cross water.
  • Ghosts and Spectures can now walk through walls and small objects.
  • Villagers no longer look for bandages or potions when hurt, but rather try to always keep one on hand.
  • A new trading AI branch has been added to all villagers, that will allow them to trade directly with one another to get the correct tools, weapons, armor, food or anything else they may require.
  • Refiners and manufacturers can no longer assist building projects.
  • Nomad spawning no longer checks if they can reach the village on their own. But now requires a larger movement area.
  • Slimes are no longer hostile in the daytime.
  • Lightning now scares villagers.
  • Water Bottlers and Cooks can no longer deliver rations and bottled water to homes or storage.
  • Water Masters can now store and redistribute water bottles.
  • Villagers can now flee into their home if panicked.
  • Changed around Miner, Lumberjack and Crystal Harvestry AI to sort resources evenly, by priority, rather than closest by priority.


Building Changes

  • Decreased range of Fire Pits.
  • You can now "pull" essence out of essence collectors by hovering your hand over them.
  • Nerfed Static Tower slightly.
  • Screen no longer shakes when a building is damaged, only when it is destroyed.
  • The Cullis Gate has been completely rewritten. You can now drop mobs and resources into it (Including monsters!), sacrificing them for essence. But if you're not careful they can overload and explode into a massive earthquake.
  • Reduced the construction costs of all walls.
  • Adjusted how buildings gain hit points, so weaker builders are stronger, and stronger buildings are weaker.
  • Reduced overall fire damage taken by buildings.
  • Golem Combobulators can no longer heal golems.
  • Renamed all walls to something more accurate.
  • Reduced the storage priority of Ancillaries, Camps and Large Storage to "Very low", putting specialized storage at a higher priority.


Interface Changes

  • Removed golems from the population quick tab.
  • Added barrack occupancy to various locations on the GUI.
  • Lightning rod range can now be selected in the GUI.
  • Changed "Total Buildings" in the building drop down icon to the Civic icon.
  • Added total ancillaries to the building list panel
  • Brought back the mouse on the splash screen.
  • Death messages now pop up in the console.
  • "Has been completed" and "Has been fully repaired" messages no longer pop up on the console for monster spawners.
  • Many of the new disaster and blood moon settings can now be changed in Custom Mode.
  • You can now select starting resources configurations in custom.
  • Added or updated several of the notification sound effects.


Miscellaneous Changes

  • 5 new songs: Winter is Nigh, Gloom, Sorrow, Black Raven and Underworld.
  • Spectures renamed to Specters.
  • Updated song: Goodbye Retro Sky.
  • Reworked Fire Blast spell into a new "Meteor" spell that can generate rock.
  • Tweaked and added many new particle effects.
  • Essence changes colors when attracted to your hand.
  • Specters have been made slightly less resistant to physical damage.
  • You can no longer send golems to Limbo.
  • "Take From Limbo" and "Send To Limbo" costs reduced.
  • The inventory slots have been changed, now mobs can have a new shield slot (Currently unused), and the two item slots have been replaced with 3 dedicated slots of a recovery item, a food item and a water item.
  • Thirst no longer goes down when it is raining.
  • Lightning now does more damage to mobs, and is percentage based.
  • Added a "drop resource on ground" sound effect.
  • Decreased durability of tools and weapons.
  • Decreased drop rate of items on all mobs.
  • Added "Magic" background sounds during a Full or Blood Moon.
  • Renamed some of the water tile set phases to something more accurate.


[ 2017-08-13 22:50:11 CET ] [ Original post ]

Build InDev 27 Unstable 4 Released

Click here for help on accessing the Unstable branch!

InDev 27 Unstable 4 has been released, and will likely be the final build before releasing InDev 27 Stable! This patch mostly polishes and balances the content added over Unstable 1, 2 and 3, but also includes a handful of AI tweaks and bug fixes. Be sure to test the hell out of it! Stable will likely be released sometime this weekend.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 27 Unstable 4 Change Log

Disaster System


  • Greatly reduced the chance a disaster will happen inside the village. Although it is still somewhat common.
  • Hail and Earthquakes no longer damages walls, gates and firepits.
  • Disasters now can not strike for the first 3 days.
  • Earthquake and meteor has a small change of digging a hole into the ground.
  • Earthquake, Meteor and any other events that can damage terrain can no longer "damage" water.
  • Reduced Meteor damage.


AI Changes

  • Golems now patrol around combobulators, recombobulators, and towers.
  • Golems will now visit a recombobulator if their health drops below half.
  • Fire Elementals are now damaged by water and rain.
  • Fire Elementals can now heal.
  • Builders now re-run their harvesting task if the harvested material is not something they can use.
  • Refining work is now a higher priority on the work AI branch than redistribution, making Carpenters, Stone Cutters and other refining workers more inclined to do their job.


Optimizing and Big Fixes

  • Fixed a bug that could cause the game to crash if the barracks are built too close to a wall while being updated, and a guard tries to flee home.
  • Resource Spawn Type settings are now saved in custom mode templates.
  • Implemented possible profile deletion bug fix that should do a better job of avoiding "Corrupted Profiles" after a deletion attempt.
  • Tweaked the CPU thread pool code a bit, it now threads more efficiently on dual core systems.
  • Gates are now properly rendered in the map writer. (Shift+F2)
  • Blood Rain during Blood Moon now correctly starts even if it is already raining in game.
  • Fixed a rare bug that would cause monsters to attack their own spawners.
  • Fixed a bug where sometimes the map editor would not "clean up" the edging of the map correctly when creating a new map.
  • Fixed a bug where more workers than you requested would take a job if you assigned too many too fast.
  • Fixed a total worker counting error on the bottom pop out GUI when you had more workers than could fit into the box.
  • Fixed a few miscellaneous tile set issues.


Miscellaneous Changes

  • New Songs, Black Raven and Underworld.
  • Reduced overall fire damage taken by buildings.
  • Golem Combobulators can no longer heal golems.
  • Fixed the inventory item GUI overlay text.
  • Added or updated several of the notification sound effects.
  • Added gate opening and closing sounds.
  • Added "Magic" background sounds during a Full or Blood Moon.
  • Blood moon now generates a small amount of essence.
  • Renamed all walls to something more accurate.
  • Renamed some of the water tile set phases to something more accurate.
  • Increased the amount disaster chances increment/decrement when right clicked in the custom mode settings.
  • Reduced the storage priority of Ancillaries, Camps and Large Storage to "Very low", putting specialized storage at a higher priority.


InDev 27 Unstable 3 Change Log

Disaster System

  • Tons of new disasters have been added, that can happen randomly as you play. Some disasters require certain weather conditions.
  • Meteor Shower - This disaster can happen at any time, and will rain meteors down from the sky on to your village.
  • Electrical Storm - This disaster can take the place of rain or snow, resulting in a massive amount of lightning and thunder, but very little rain.
  • Hail - This disaster can take the place of rain or snow, but can only happen if it's cold outside. Will rain down hail onto the village, possibly damaging all buildings and mobs outside.
  • Blight - This disaster will eat away at any living plant life in the area, including your farms!
  • Earthquake - Shake the ground and damage anything nearby!


Blood Moon

  • The Blood Moon is a new lunar event that can happen in the Spring or Autumn (by default) randomly. During a blood moon, it will rain blood, generate red "Fire" lightning and spawn new Blood Slimes in the village!


Optimizing and Big Fixes

  • Fixed some minor tileset flagging issues.
  • Fixed a crash bug in the follow mob AI when the path generated was generated before the map was updated.
  • Can no longer set minimum Limbo villagers in custom mode to 0.
  • Fixed some typos in the custom mode config.
  • Fixed a lightning positioning glitch during storms.


AI Changes

  • Water Bottlers and Cooks can no longer deliver rations and bottled water to homes or storage.
  • Water Masters can now store and redistribute water bottles.
  • Villagers can now flee into their home if panicked.
  • Changed around Miner, Lumberjack and Crystal Harvestry AI to sort resources evenly, by priority, rather than closest by priority.


Building Changes

  • Barracks can now store food, water and house guards.
  • Increased range of Outposts.
  • Decreased range of Fire Pits.
  • You can now "pull" essence out of essence collectors by hovering your hand over them.
  • The Stone Wall Gate has been added.
  • Nerfed Static Tower slightly.
  • Screen no longer shakes when a building is damaged, only when it is destroyed.


Miscellaneous Changes

  • Removed golems from the population quick tab.
  • Added barrack occupancy to various locations on the GUI.
  • Lightning rod range can now be selected in the GUI.
  • Reworked Fire Blast spell into a new "Meteor" spell that can generate rock.
  • Changed "Total Buildings" in the building drop down icon to the Civic icon.
  • Added total ancillaries to the building list panel
  • Tweaked and added many new particle effects.
  • New Songs: Gloom and Sorrow.
  • Updated the song "Goodbye Retro Sky"
  • Essence changes colors when attracted to your hand.
  • Brought back the mouse on the splash screen.
  • Death messages now pop up in the console.
  • "Has been completed" and "Has been fully repaired" messages no longer pop up on the console for monster spawners.
  • Lightning now does more damage to mobs, and is percentage based.
  • Added a "drop resource on ground" sound effect.
  • Village range map system has been sent off to a dedicated thread, reducing overall CPU usage on the main thread and optimizing performance.
  • Increased durability of tools and weapons.
  • Decreased drop rate of items on all mobs.
  • Many of the new disaster and blood moon settings can now be changed in Custom Mode.
  • You can now select starting resources configurations in custom.


InDev 27 Unstable 2 Change Log

Gates

  • A new gate system has been added, introducing the first type of gate. The Wooden Gate. Gates allow villagers, nomads and golems to travel through them, but not monsters. This allows you to make "safe exits" in your village that circumvent your defenses.


Optimizing and Big Fixes

  • Fixed Ice Spray tower damage.
  • Fixed some erroneous names in the mob list.
  • Pathfinding is now multithreaded, boosting late game performance by offloading much of the pathfinding code to another dedicated thread.
  • Fixed some response time issues with Twitch integration when Twitch's servers are running slow.
  • Fixed some comparator/sorting bugs.
  • Fixed a guard crash that triggers on load when it can't find a way point.
  • Mouse wheel scrolling works in the map editor now.


Pathfinding Changes

  • In the event a path into your village is extremely long, monsters will now consider attacking nearby walls or gates to get in.
  • Fire Elementals can no longer cross water.
  • Ghosts and Spectures can now walk through walls and small objects.


Miscellaneous Changes

  • Outpost build costs have been reduced slightly.
  • Spectures have been made slightly less resistant to physical damage.
  • New Song: Winter is Nigh.
  • Nomad spawning no longer checks if they can reach the village on their own. But now requires a larger movement area.
  • Slimes are no longer hostile in the daytime.
  • Refiners and manufacturers can no longer assist building projects.


InDev 27 Unstable 1b HOTFIX Change Log

Miscellaneous Changes

  • You can no longer send golems to Limbo.
  • Adjusted some wall artwork for the wood wall.


Optimizing and Big Fixes

  • Fixed a bug causing villagers to hardly ever chat, resulting in less of them pairing up and mating.


InDev 27 Unstable 1 Change Log

Guards and Barracks

  • New Job: Guards. They will patrol around your village, front lines or the perimeter depending on the time of day and try to work in groups to remove any threats in and around the village. Guards will also automatically "post" themselves at the new Outposts or the Barracks, providing a lookout that will call over more guards if danger arrives.
  • Villagers can now "Call the guards" when they are attacked, causing up to the 5 nearest guards to be called over for every one monster in the area.
  • New Building: Barracks. This building provides guards, and stores a large amount of equipment for them to use. The Barracks will also gain a small bow tower when upgraded to maximum. In a future update, guards will also be able to use the barracks as a home.
  • New Building: Outpost. Adds a small amount of guard slots, and has some storage for equipment. The maximum upgraded version also gains a small bow tower.


Optimizing and Big Fixes

  • Fixed a stack overflow error with range map desirability that would cause the desirability to "roll over" on itself, returning back to 0.
  • Fixed a few miscellaneous GUI typos.
  • Removed some benchmark code from the object overlay system.
  • In the rare event a mob is hit by another friendly mob or tower, it will not attack back.
  • Fixed missing Abandoned Recombobulator Tower GUI icon.
  • Cleaned up some resource placement code, preventing resources from being placed "in air" more than once at the same time.


Miscellaneous Changes

  • A new trading AI branch has been added to all villagers, that will allow them to trade directly with one another to get the correct tools, weapons, armor, food or anything else they may require.
  • The Cullis Gate has been completely rewritten. You can now drop mobs and resources into it (Including monsters!), sacrificing them for essence. But if you're not careful they can overload and explode into a massive earthquake.
  • "Take From Limbo" and "Send To Limbo" costs reduced.
  • The inventory slots have been changed, now mobs can have a new shield slot (Currently unused), and the two item slots have been replaced with 3 dedicated slots of a recovery item, a food item and a water item.
  • Thirst no longer goes down when it is raining.
  • Reduced the construction costs of all walls.
  • Adjusted how buildings gain hit points, so weaker builders are stronger, and stronger buildings are weaker.
  • Villagers no longer look for bandages or potions when hurt, but rather try to always keep one on hand.
  • Lightning now scares villagers.


Known Issues that will be resolved before the stable build

  • Tips are not updated.
  • Sometimes guards posted to a job will take their time before they quit.


[ 2017-08-11 00:05:03 CET ] [ Original post ]

Build InDev 27 Unstable 3 Released

Click here for help on accessing the Unstable branch!

InDev 27 Unstable 3 has been released. Get ready for the disasters! This patch brings in the new disaster system, some AI improvements, the guard housing system and a ton of other tweaks and changes! Check out the change log below for all the juicy details.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 27 Unstable 3 Change Log

Disaster System


  • Tons of new disasters have been added, that can happen randomly as you play. Some disasters require certain weather conditions.
  • Meteor Shower - This disaster can happen at any time, and will rain meteors down from the sky on to your village.
  • Electrical Storm - This disaster can take the place of rain or snow, resulting in a massive amount of lightning and thunder, but very little rain.
  • Hail - This disaster can take the place of rain or snow, but can only happen if it's cold outside. Will rain down hail onto the village, possibly damaging all buildings and mobs outside.
  • Blight - This disaster will eat away at any living plant life in the area, including your farms!
  • Earthquake - Shake the ground and damage anything nearby!


Blood Moon

  • The Blood Moon is a new lunar event that can happen in the Spring or Autumn (by default) randomly. During a blood moon, it will rain blood, generate red "Fire" lightning and spawn new Blood Slimes in the village!


Optimizing and Big Fixes

  • Fixed some minor tileset flagging issues.
  • Fixed a crash bug in the follow mob AI when the path generated was generated before the map was updated.
  • Can no longer set minimum Limbo villagers in custom mode to 0.
  • Fixed some typos in the custom mode config.
  • Fixed a lightning positioning glitch during storms.


AI Changes

  • Water Bottlers and Cooks can no longer deliver rations and bottled water to homes or storage.
  • Water Masters can now store and redistribute water bottles.
  • Villagers can now flee into their home if panicked.
  • Changed around Miner, Lumberjack and Crystal Harvestry AI to sort resources evenly, by priority, rather than closest by priority.


Building Changes

  • Barracks can now store food, water and house guards.
  • Increased range of Outposts.
  • Decreased range of Fire Pits.
  • You can now "pull" essence out of essence collectors by hovering your hand over them.
  • The Stone Wall Gate has been added.
  • Nerfed Static Tower slightly.
  • Screen no longer shakes when a building is damaged, only when it is destroyed.


Miscellaneous Changes

  • Removed golems from the population quick tab.
  • Added barrack occupancy to various locations on the GUI.
  • Lightning rod range can now be selected in the GUI.
  • Reworked Fire Blast spell into a new "Meteor" spell that can generate rock.
  • Changed "Total Buildings" in the building drop down icon to the Civic icon.
  • Added total ancillaries to the building list panel
  • Tweaked and added many new particle effects.
  • New Songs: Gloom and Sorrow.
  • Updated the song "Goodbye Retro Sky"
  • Essence changes colors when attracted to your hand.
  • Brought back the mouse on the splash screen.
  • Death messages now pop up in the console.
  • "Has been completed" and "Has been fully repaired" messages no longer pop up on the console for monster spawners.
  • Lightning now does more damage to mobs, and is percentage based.
  • Added a "drop resource on ground" sound effect.
  • Village range map system has been sent off to a dedicated thread, reducing overall CPU usage on the main thread and optimizing performance.
  • Increased durability of tools and weapons.
  • Decreased drop rate of items on all mobs.
  • Many of the new disaster and blood moon settings can now be changed in Custom Mode.
  • You can now select starting resources configurations in custom.


InDev 27 Unstable 2 Change Log

Gates

  • A new gate system has been added, introducing the first type of gate. The Wooden Gate. Gates allow villagers, nomads and golems to travel through them, but not monsters. This allows you to make "safe exits" in your village that circumvent your defenses.


Optimizing and Big Fixes

  • Fixed Ice Spray tower damage.
  • Fixed some erroneous names in the mob list.
  • Pathfinding is now multithreaded, boosting late game performance by offloading much of the pathfinding code to another dedicated thread.
  • Fixed some response time issues with Twitch integration when Twitch's servers are running slow.
  • Fixed some comparator/sorting bugs.
  • Fixed a guard crash that triggers on load when it can't find a way point.
  • Mouse wheel scrolling works in the map editor now.


Pathfinding Changes

  • In the event a path into your village is extremely long, monsters will now consider attacking nearby walls or gates to get in.
  • Fire Elementals can no longer cross water.
  • Ghosts and Spectures can now walk through walls and small objects.


Miscellaneous Changes

  • Outpost build costs have been reduced slightly.
  • Spectures have been made slightly less resistant to physical damage.
  • New Song: Winter is Nigh.
  • Nomad spawning no longer checks if they can reach the village on their own. But now requires a larger movement area.
  • Slimes are no longer hostile in the daytime.
  • Refiners and manufacturers can no longer assist building projects.


InDev 27 Unstable 1b HOTFIX Change Log

Miscellaneous Changes

  • You can no longer send golems to Limbo.
  • Adjusted some wall artwork for the wood wall.


Optimizing and Big Fixes

  • Fixed a bug causing villagers to hardly ever chat, resulting in less of them pairing up and mating.


InDev 27 Unstable 1 Change Log

Guards and Barracks

  • New Job: Guards. They will patrol around your village, front lines or the perimeter depending on the time of day and try to work in groups to remove any threats in and around the village. Guards will also automatically "post" themselves at the new Outposts or the Barracks, providing a lookout that will call over more guards if danger arrives.
  • Villagers can now "Call the guards" when they are attacked, causing up to the 5 nearest guards to be called over for every one monster in the area.
  • New Building: Barracks. This building provides guards, and stores a large amount of equipment for them to use. The Barracks will also gain a small bow tower when upgraded to maximum. In a future update, guards will also be able to use the barracks as a home.
  • New Building: Outpost. Adds a small amount of guard slots, and has some storage for equipment. The maximum upgraded version also gains a small bow tower.


Optimizing and Big Fixes

  • Fixed a stack overflow error with range map desirability that would cause the desirability to "roll over" on itself, returning back to 0.
  • Fixed a few miscellaneous GUI typos.
  • Removed some benchmark code from the object overlay system.
  • In the rare event a mob is hit by another friendly mob or tower, it will not attack back.
  • Fixed missing Abandoned Recombobulator Tower GUI icon.
  • Cleaned up some resource placement code, preventing resources from being placed "in air" more than once at the same time.


Miscellaneous Changes

  • A new trading AI branch has been added to all villagers, that will allow them to trade directly with one another to get the correct tools, weapons, armor, food or anything else they may require.
  • The Cullis Gate has been completely rewritten. You can now drop mobs and resources into it (Including monsters!), sacrificing them for essence. But if you're not careful they can overload and explode into a massive earthquake.
  • "Take From Limbo" and "Send To Limbo" costs reduced.
  • The inventory slots have been changed, now mobs can have a new shield slot (Currently unused), and the two item slots have been replaced with 3 dedicated slots of a recovery item, a food item and a water item.
  • Thirst no longer goes down when it is raining.
  • Reduced the construction costs of all walls.
  • Adjusted how buildings gain hit points, so weaker builders are stronger, and stronger buildings are weaker.
  • Villagers no longer look for bandages or potions when hurt, but rather try to always keep one on hand.
  • Lightning now scares villagers.


Known Issues that will be resolved before the stable build

  • Tips are not updated.
  • Sometimes guards posted to a job will take their time before they quit.


[ 2017-08-04 18:10:31 CET ] [ Original post ]

Build InDev 27 Unstable 2 Released

Click here for help on accessing the Unstable branch!

InDev 27 Unstable 2 has been released. This patch introduces the first part of one of the most commonly requested features; Gates! You can now build wood gates that allow villagers to cross, but not monsters. More gate types will be added before InDev 27 Stable is released, but for now, enjoy the wood variants!

This patch also completely rewrote monster pathfinding. If in the event a maze is too long, monsters will start considering attacking your walls or gates, even if an open path into your village exists. The thicker the walls (Hint: Double Thick walls!) the more likely they'll go for your maze entrance instead.

This patch is chalk full of huge code changes to the pathfinding system to complement the new multithreading, gates and monster movement restrictions. So be sure to keep an eye out for any bugs!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 27 Unstable 2 Change Log

Gates


  • A new gate system has been added, introducing the first type of gate. The Wooden Gate. Gates allow villagers, nomads and golems to travel through them, but not monsters. This allows you to make "safe exits" in your village that circumvent your defenses.


Optimizing and Big Fixes

  • Fixed Ice Spray tower damage.
  • Fixed some erroneous names in the mob list.
  • Pathfinding is now multithreaded, boosting late game performance by offloading much of the pathfinding code to another dedicated thread.
  • Fixed some response time issues with Twitch integration when Twitch's servers are running slow.
  • Fixed some comparator/sorting bugs.
  • Fixed a guard crash that triggers on load when it can't find a way point.
  • Mouse wheel scrolling works in the map editor now.


Pathfinding Changes

  • In the event a path into your village is extremely long, monsters will now consider attacking nearby walls or gates to get in.
  • Fire Elementals can no longer cross water.
  • Ghosts and Spectures can now walk through walls and small objects.


Miscellaneous Changes

  • Outpost build costs have been reduced slightly.
  • Spectures have been made slightly less resistant to physical damage.
  • New Song: Winter is Nigh.
  • Nomad spawning no longer checks if they can reach the village on their own. But now requires a larger movement area.
  • Slimes are no longer hostile in the daytime.
  • Refiners and manufacturers can no longer assist building projects.


InDev 27 Unstable 1b HOTFIX Change Log

Miscellaneous Changes

  • You can no longer send golems to Limbo.
  • Adjusted some wall artwork for the wood wall.


Optimizing and Big Fixes

  • Fixed a bug causing villagers to hardly ever chat, resulting in less of them pairing up and mating.


InDev 27 Unstable 1 Change Log

Guards and Barracks

  • New Job: Guards. They will patrol around your village, front lines or the perimeter depending on the time of day and try to work in groups to remove any threats in and around the village. Guards will also automatically "post" themselves at the new Outposts or the Barracks, providing a lookout that will call over more guards if danger arrives.
  • Villagers can now "Call the guards" when they are attacked, causing up to the 5 nearest guards to be called over for every one monster in the area.
  • New Building: Barracks. This building provides guards, and stores a large amount of equipment for them to use. The Barracks will also gain a small bow tower when upgraded to maximum. In a future update, guards will also be able to use the barracks as a home.
  • New Building: Outpost. Adds a small amount of guard slots, and has some storage for equipment. The maximum upgraded version also gains a small bow tower.


Optimizing and Big Fixes

  • Fixed a stack overflow error with range map desirability that would cause the desirability to "roll over" on itself, returning back to 0.
  • Fixed a few miscellaneous GUI typos.
  • Removed some benchmark code from the object overlay system.
  • In the rare event a mob is hit by another friendly mob or tower, it will not attack back.
  • Fixed missing Abandoned Recombobulator Tower GUI icon.
  • Cleaned up some resource placement code, preventing resources from being placed "in air" more than once at the same time.


Miscellaneous Changes

  • A new trading AI branch has been added to all villagers, that will allow them to trade directly with one another to get the correct tools, weapons, armor, food or anything else they may require.
  • The Cullis Gate has been completely rewritten. You can now drop mobs and resources into it (Including monsters!), sacrificing them for essence. But if you're not careful they can overload and explode into a massive earthquake.
  • "Take From Limbo" and "Send To Limbo" costs reduced.
  • The inventory slots have been changed, now mobs can have a new shield slot (Currently unused), and the two item slots have been replaced with 3 dedicated slots of a recovery item, a food item and a water item.
  • Thirst no longer goes down when it is raining.
  • Reduced the construction costs of all walls.
  • Adjusted how buildings gain hit points, so weaker builders are stronger, and stronger buildings are weaker.
  • Villagers no longer look for bandages or potions when hurt, but rather try to always keep one on hand.
  • Lightning now scares villagers.


Known Issues that will be resolved before the stable build

  • Tips are not updated.
  • Sometimes guards posted to a job will take their time before they quit.


[ 2017-07-23 19:58:04 CET ] [ Original post ]

Build InDev 27 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The first InDev 27 release is here. This patch introduces most of the new guard AI, some trading AI and a bunch of other new mechanics and tweaks. The guards still need some additional AI tweaking, but let me know down in the comments what you think thus far!

NOTE: This patch also completely changes the Cullis Gate mechanics, Cullis Gates will now destroy any resources, or kill any villager or monsters thrown into it in return for some essence.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 27 Unstable 1 Change Log

Guards and Barracks


  • New Job: Guards. They will patrol around your village, front lines or the perimeter depending on the time of day and try to work in groups to remove any threats in and around the village. Guards will also automatically "post" themselves at the new Outposts or the Barracks, providing a lookout that will call over more guards if danger arrives.
  • Villagers can now "Call the guards" when they are attacked, causing up to the 5 nearest guards to be called over for every one monster in the area.
  • New Building: Barracks. This building provides guards, and stores a large amount of equipment for them to use. The Barracks will also gain a small bow tower when upgraded to maximum. In a future update, guards will also be able to use the barracks as a home.
  • New Building: Outpost. Adds a small amount of guard slots, and has some storage for equipment. The maximum upgraded version also gains a small bow tower.


Optimizing and Big Fixes

  • Fixed a stack overflow error with range map desirability that would cause the desirability to "roll over" on itself, returning back to 0.
  • Fixed a few miscellaneous GUI typos.
  • Removed some benchmark code from the object overlay system.
  • In the rare event a mob is hit by another friendly mob or tower, it will not attack back.
  • Fixed missing Abandoned Recombobulator Tower GUI icon.
  • Cleaned up some resource placement code, preventing resources from being placed "in air" more than once at the same time.


Miscellaneous Changes

  • A new trading AI branch has been added to all villagers, that will allow them to trade directly with one another to get the correct tools, weapons, armor, food or anything else they may require.
  • The Cullis Gate has been completely rewritten. You can now drop mobs and resources into it (Including monsters!), sacrificing them for essence. But if you're not careful they can overload and explode into a massive earthquake.
  • "Take From Limbo" and "Send To Limbo" costs reduced.
  • The inventory slots have been changed, now mobs can have a new shield slot (Currently unused), and the two item slots have been replaced with 3 dedicated slots of a recovery item, a food item and a water item.
  • Thirst no longer goes down when it is raining.
  • Reduced the construction costs of all walls.
  • Adjusted how buildings gain hit points, so weaker builders are stronger, and stronger buildings are weaker.
  • Villagers no longer look for bandages or potions when hurt, but rather try to always keep one on hand.
  • Lightning now scares villagers.


Known Issues that will be resolved before the stable build

  • Tips are not updated.
  • Sometimes guards posted to a job will take their time before they quit.


[ 2017-07-14 02:26:13 CET ] [ Original post ]

Feedback Needed: A slight design paradigm shift into more player control.

Greetings fellow players,

For a while now, I've been debating a paradigm shift in Rise to Ruins. This is mostly a result of everyone's feedback. There are many features in Rise to Ruins that are heavily requested, but I usually respond with a polite "no" and explain myself. The reason provided is Rise to Ruins is intended to be a Godlike Village Simulator, with as little "Village Management" as I can get away with. The core philosophy of Rise to Ruins is a "Hands off" approach, similar to some of the game's grandfathers, like the game Black and White.

Many of these features requested are completely reasonable, wouldn't be hard to code in, and would make the game much more fun. They just don't fall under my vision of what a "godlike" is.

A very common counterargument I hear when I tell people "no" is that "You already have a ton of direct control, like placing buildings or assigning workers". Guess what? They're absolutely correct! Would it even take away from the godlike elements to allow a little more? Likely not.

My only concern is losing the godlike charm seen in games like Black and White while also adding some of the management roles seen in games like Town, Rimworld and Banished. But, I think it still can, and of course, the end goal is for everyone to enjoy playing anyway.

Here's a few examples of some of the requested features I get constantly, that I turn down and the reasoning behind it. These are some of the things I may change my mind on, depending on your feedback to this post.

1. "I would like to be able to select what building can, and can't store"

This one simply feels like way too much direct control. You're a god, you should not be able to explicitly tell your villagers where to store things.

2. "I would like to be able to configure my towers to attack closest, farthest, lowest hit point, or highest hit point monsters"

Like above, it feels like too much direct control. It's not up to you to decide how they fire, it's up to the villagers (in reality, the AI for each tower is configured to what I feel is best. But players may disagree with my choices and want something different)

3. "I want to control storage distribution priority."

Somewhat in line with number 1. Another reasonable setting. Again, I set these things based on my own personal opinion what is best, and again, this is something players may disagree with me on and want to change themselves, in-game.

4. "I want to control how much of items are made"

This is a big one, currently the system uses a ton of algorithms to decide how much tools, armor, items and everything else is made. The system is completely autonomous. Just like all the others, I feel this is how it should be as a godlike, because god does not get to decide what the villagers do with their resources.

Now the great thing about adding everything I mentioned, is many of these will work just like they do now anyway, the only difference is you'll be given control to change them. So while it increases micromanagement, it'll only increase micromanagement for players who decide to do it.

Going down this path may result in an even more entertaining game. But it will cause a subtle paradigm shift in the long term development, pushing it a little closer to more traditional village simulators, like Towns, Rimworld, Banished and Gnomoria.

Please, let me know down in the comments what you think, and vote in this Strawpoll with your final overall answer.


[ 2017-07-06 20:40:41 CET ] [ Original post ]

InDev 26d - The Tiny Tweaks Update - Released!

InDev 26d is now released, and likely the final patch in the InDev 26 series. InDev 27 is already under heavy development, but these are just some small quality of life changes and adjustments (mostly from your feedback) I decided to slip in a bit early. Most of these changes were slated for InDev 27 Unstable 1, but there wasn't much reason to hold them back from you guys. So here they are!

If you're looking for the behemoth sized InDev 26 change logs a few weeks ago, check out this post.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 26d Change Log

AI Changes


  • Improved farmer AI, they will now tend and water crops more often.
  • Fixed an issue where cooks would stop making rations if the ration count was greater than the population count.
  • Fixed the over harvesting of dirty water when there was no where to store it.
  • Rearranged the water job priorities to make keeping the water purifier stocked more important than refining clean water buckets.


Miscellaneous Changes

  • Minimap can now be toggled to a 2x size.
  • Nomads are now cyan colored dots on the minimap.
  • Added the new official Discord server links to the game's main menu.


[ 2017-06-26 20:58:28 CET ] [ Original post ]

Launch of the official Discord server.

Greetings everyone,

Due to overwhelming popular demand, I decided to jump on board the Discord train. If you're interested in joining the new Rise to Ruins discord, simply click here!


[ 2017-06-21 13:29:52 CET ] [ Original post ]

InDev 27 Road Map - The Guard Update

The Guard Update is now underway! This updates main focus will be, you guessed it, adding guards to the game!

Guards will be mostly autonomous, creating patrol routes inside and outside your village, trying their best to keep everyone safe. When they feel their numbers are high enough, they will head out and try to clear out the nearby area of monsters and spawners, giving you room to expand in the future. Guards will also be able to train back in their barracks, leveling up slowly in their spare time.

Time permitting, this update will also be adding in a handful of new towers, and rework Golem AI. As well as my usual random additional throughout development.

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 27 Road Map

Guards, Barracks, Watchtowers and Defense


  • A new guard job will be added, guards will work together and create patrol routes in and outside your village. They will also spar/train with each other in their spare time to level up.
  • A barracks building will be added. The barracks will provide the guard job slots, functions as an alternative location to store weapons and armor, as well as provide alternative housing for your guards.
  • Watchtowers will be added, replacing the fire pit's functionality as build range extenders, and also encouraging the guards to patrol in those areas.
  • Time permitting, "Ranged attack" code will be added to mob AI, laying the framework for villagers to use bows, as well as allow some monsters to use ranged attacks, like having fire elementals throw fireballs.
  • Golem Combobulators will get upgrade phases, each phase will increase spawn rates, golem slots and provide higher level golems.
  • A new "Crystal Golem" combobulator will be added, a very weak golem that does primarily magic damage.


New Towers

  • Haste Tower. Increases the movement speed of all mobs (Monsters and villagers included) in the area.
  • Boost Tower. A tower that will use essence to "boost" nearby towers firing rates.
  • Chain Lightning Tower. A tower that does pure electric damage that jumps from one mob to the next.
  • Sticky Tower. Does no damage, but will slow down anything it hits.
  • Flame Tower. Does fire damage in a small area, burning everything in its path.
  • Frost Tower. Similar to the flame tower, but fires a cloud of ice. Does low damage, but slows down the enemy.


Disasters

  • A disaster system will be added, full of random chance events that will cause all sorts of problems for you and your village, including meteor storms, earthquakes, drought, disease, and all manner of different issues.


Miscellaneous

  • Fire Pits will be nerfed, but still provide some range. This is to facility the change making Watchtowers the primary source of extending village range.
  • Farms will be reworked to allow them to also be supplied with dirty water, if available.


[ 2017-06-20 12:42:48 CET ] [ Original post ]

InDev 26b - The New Maps and Fixes Update - Released!

A small patch release today, mostly addressing some bugs that creeped up in InDev 26's release. This patch also introduces 3 new maps to explore and a few minor gameplay tweaks. Check out the change log!

If you're looking for the behemoth sized patch change logs from last week, check out this post.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 26b Change Log

Miscellaneous Changes


  • Three new maps added to the game, Stonerock, Silvercoast and Merrowshore.
  • Refining and manufacturing AI now allow workers to quits their job while refining even if they could keep working.
  • Buffed crystal motivators slightly by increasing effectiveness per shot, and reducing energy costs.


Optimizations and Bug Fixes

  • Fixed an extremely rare crash when a farm was removed from the game, but farmers still attempted to interact with it.
  • Did some minor optimizations to the map and shadow tile refresh speeds when the map is changed.
  • Fixed an "endless loop" crash when casting Earthquake on the edge of the map.
  • You are no longer allowed to change the priority of hostile buildings (and crashing the game when you do).
  • Possible fix for the tileset data not loading for some users.
  • Re-added missing buttons on the disclaimer page.
  • Fixed minimap colors for dirt and light brown dirt being swapped.
  • Fixed child ghosts respawning with 0 in most stats when resurrected.
  • Possible fix for ghosts living in houses if they happened to die in their home.
  • Static tower damage now displayed in the GUI


[ 2017-06-11 01:58:05 CET ] [ Original post ]

InDev 26 - The Defense Update - Released!

Possibly one of the largest content patches in Rise to Ruins history has been released. Over 2 months in the making, I'm proud to finally release The Defense Update! This update brings in a ton of new content ranging from new towers, rebalancing, improved AI, new game modes, and a bunch more. This patch also includes sweeping changes to game performance, increasing baseline frame rates by as much at 10 times what they were for some lower end machines.

Check out the change log for all the expansive changes, and let me know down in the comments what you think, as well as if you noticed any significant performance boosts!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 26 Change Log

Game Modes


  • New Game Mode: Custom. This mode lets you set a whole manner of difficulty settings, allowing you to create a game mode to fit your play style.
  • New Game Mode: Nightmare. This mode is insanely, over the top difficult. Designed specifically for masochistic veteran players. There's no spawn delay, the spawn rates are higher, monsters are pre-spawned and full moons are less frequent.
  • New Game Mode: Peaceful. While this mode carries the same name as the old removed Peaceful Mode (that was retooled into Traditional Mode), this mode is truly peaceful, with no monster spawns what so ever.
  • Traditional mode is now a bit harder, but is still fairly easy.
  • Survival mode has been very slightly nerfed, to make up for the changes making monster spawners more difficult to destroy.


Damage Type System

  • Every damage in the game now has an assigned "type". Some types, like blight or poison, have residual status effects.
  • Towers can now target a new monster before the old target is dead, if the new target is closer or more vulnerable to the tower's damage type.
  • Mobs can be resistant or vulnerable to damage certain damage types. For example, the skeleton is now highly resistant to piercing damage from the bow tower.
  • Zombies now do "Blight" damage, and can turn a villager into a zombie if they die while blighted.
  • Slimes can now poison villagers.
  • Being poisoned, on fire, frozen or blighted is now factored into fight or flight.
  • Medics can now heal blight and poison.
  • Healing aura now heals blight and poison.


Buildings and Towers

  • All 4 original towers from InDev 25 can now be upgraded, increasing their damage, firing rates and sometimes range. Their final upgrades all offer additional elemental damage of some kind. For example, the final stage bow tower can be upgraded into a fire, ice or poison bow tower.
  • The fire bolt tower has been replaced with a very similar elemental bolt tower, that can later be upgraded into a fire, ice or electric bolt tower.
  • New Tower: The Spray Tower, a slightly more powerful variant to the Bullet Tower, very inaccurate, but has high rate of fire.
  • New Tower: The Recombobulator. Will heal nearby golems. Does not work on the Holy Golem.
  • New Tower: The Attract Tower. Will pull nearby equipable items to it. Useful for fetching item drops out of a monster heavy area.
  • New Tower: The Banish Tower. A very expensive, short range tower that will banish an enemy that gets near it.
  • New Tower: The Static Tower. Does low damage to all monsters in range, consuming more energy the more monsters that are nearby.
  • New Tower: Phantom Dart Tower. A small 1x1 sized early game tower that does very low level magic damage, and can easily be built by day one or two.
  • New tower: The Ballista. The ballista is a mid-late game large bow tower, with extremely long range, high damage, and a slow firing rate. It can also shoot over anything in the game (Including terrain).
  • The kitchen is now upgradable.
  • The clinic is now upgradable.
  • New building: The Lightning Rod. This building will attract nearby lightning to it, protecting your walls and other buildings from damage. But it also has the added bonus of converting those lightning strikes into energy that can be used to power your towers and recharge your essence collectors.
  • All towers can now be paused, allowing you to stop certain towers from firing all together.
  • Completely rewrote the entire missile system's firing mechanics from scratch, creating a more dynamic tower system for future content.
  • Crystal motivator completely rewritten into the tower code.
  • Crystal motivator now costs energy to fire, and only fires at harvested crystal tiles.
  • Essence Collector's first build phase no longer requires cut stone, allowing you to build it much earlier in the game, and can now be upgraded.
  • Golem combobulators now require an Essence Collector to function.
  • Rain Catcher range extended to 6.


Spawning

  • Skeletons no longer spawn until day 4.
  • Regular sized slimes can no longer spawn until day 3. But small slimes can still spawn by day 2.
  • Fire elementals will not spawn until day 6. (Formally day 5)
  • Greatly reduced spawn rate of spawners, but increased the rates spawners themselves spawn. (Meaning more spawners, but the same amount of monsters)
  • Increased spawner build time, resource requirements and hit points.


Sound

  • Tons of new sound effects have been added for spells, towers, combat, harvesting, construction and much more!
  • Game world sound is now quieter the more zoomed out you are.
  • Sound loading is now multithreaded.


Twitch Integration

  • You can now input your Twitch channel name when you create a new profile, or in the settings menu. When your channel name is input, the game will pull your viewer's list off Twitch and use it to generate random names for your villagers based on your current viewers.


Spells

  • Dissolve spell slightly nerfed when used on corpses.
  • Tweaked a few spell effects to match the new sounds.
  • Storm spell has been buffed a bit.
  • Increased flame spell damage.


Miscellaneous Changes

  • Monsters can now slowly repair their home spawners if they are damaged.
  • Golems can repair their own combobulators.
  • Equipment storage can now store water bottles.
  • Water Bottler building now provides refining speed bonuses.
  • Removed resources on the ground from movement cost calculations.
  • Tool tips and other overlays no longer pop up under the interface when you scroll over them.
  • Can now move the map father out along the outer edges.
  • The hidden "interfaceScale" setting in settings.properties can now be set to fractional values, like 1.2, 1.3, etc.
  • Added a new Earthquake spell to the game, that will damage any mobs or buildings nearby, but can generate new rock in the epicenter of the quake.
  • Particles can now vary in sizes.
  • Many particle, projectile and spell effects have been adjusted.
  • Changed restore hunger to restore needs button in sandbox mode, healing thirst, hunger, energy and balancing body temperatures.
  • Can now fire missiles in sandbox mode under the miscellaneous tab.
  • Holy Golem now does magic damage.
  • Added some particles to the console banners.
  • Villagers can now trade food, water and bandages if they need them.
  • The console banner messages now have some particle effects.
  • You can now hit escape in the world map to bring you back to the main menu.
  • You can no longer escape out of the game mode selection screen when you visit the world map for the first time after creating a new profile.
  • Added status effects to villager pop out panel (Bottom panel, when you click on a villager).
  • Removed lightning "branching" that could cause very excessive damage in some cases.
  • Lightning can now charge whatever it hits, if the building can store energy.
  • You can now move the map with the arrow keys, as well as WASD.
  • Increased the chance mobs will wake up from being knocked out/incapacitated.
  • Reduced how often villagers stop to chat.
  • Decreased the speed that body temperature adjusts, allowing villagers to stay out in the hot or cold longer.
  • Rebalanced start stats and level up amounts for all mobs.
  • Mobs run away more often when low on health.
  • Removed 2 erroneous names from the villager name list.
  • Slowed down thirst decay rate for children.
  • Added some new death messages and new death message subtitles.
  • Generic wood GUI buttons are no longer in all caps.
  • Completely removed "Stun" effects from the game's AI.
  • Live stream message now pops up on the main menu when live streaming.
  • Twitch link added to main menu.
  • Reversed changes made that prevent building roads before the way maker shack is completed.
  • When resurrected, villagers no longer start with 0 energy, hunger, and thirst.
  • Added more surface to Survival Island in an attempt to make the map harder.
  • Gave system panel in the main menu a box.


Optimizations and Bug Fixes

  • Sweeping optimizations have been done across the entire game, giving Rise to Ruins a 4x to 10x boost in base performance mid-late game for most machines.
  • Fixed a water fill level bug when using the grab tool on water sources that would cause the water to drain sooner than it should.
  • Fixed an issue with fill phases not working correctly on buildings that only store energy.
  • Water now connects correctly while raining if you're digging holes at the same time while the rain is filling them.
  • Typing "Reset" into the Doom World input box no longer moves around the map or activates other hotkeys.
  • Fixed a minor bug where the last used game mode from one profile would be set in the next, if you changed profiles after playing and have not restarted the game.
  • Fixed some lightning generation positioning issues when new lightning is created.
  • Completely rewrote the map tileset loader, reducing memory usage and optimizing code flow.
  • Fixed overlapping data on the building priority list GUI.
  • Fixed harvest food and water shortcut assignment in the settings menu.
  • Fixed a few minor shadow and collision map issues on various buildings.
  • Energy no longer resets when upgrading a building.
  • The "No water production" tip no longer pops up when all water buildings are being upgraded or under construction.
  • Optimized golem combobulators resource search system.
  • Fixed a bug where the charge level of golem combobulators would reset on reload.
  • Fixed some minor sprite coloring issues.
  • Improved some of the mob search algorithm. Improving update logic speed game wide.
  • Reduced overall mob aggressiveness, making them search for combat less, reducing CPU usage.
  • Reduced how often the tick to look for food or water when hungry or thirsty runs, reducing CPU usage.
  • Reduced how often mobs wander aimless, to reduce CPU usage.
  • Added a slight targeting buffer/delay to tower target searching to reduce CPU usage.
  • Fixed the abandoned crystal harvestry in map Enchanted Shoreline.
  • Fixed monsters "Turning invisible" when using brute force pathfinding.


[ 2017-06-02 23:37:43 CET ] [ Original post ]

Build InDev 26 Unstable 5 Released

Click here for help on accessing the Unstable branch!

InDev 26 Unstable 5 is here! This patch is a bit light on content, but it makes up for it with absolutely huge gains in performance! This is easily one of the fastest running Rise to Ruins builds ever released, with huge gains I think you'll all love.

This is also one of the last builds before releasing InDev 26 Stable. So please, test the hell out of it! :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 26 Unstable 5 Change Log

Towers


  • New Tower: The Static Tower. Does low damage to all monsters in range, consuming more energy the more monsters that are nearby.
  • New Tower: Phantom Dart Tower. A small 1x1 sized early game tower, that does very low level magic damage, and can easily be built by day one or two.
  • Reduced the firing rate of Spray Towers.
  • Reduced the firing rate and damage of Ballista Towers.
  • Added a ring around the banish tower when it is reloaded and ready to fire.


Miscellaneous Changes

  • Monsters can now slowly repair their home spawners if they are damaged.
  • Golems can repair their own combobulators.
  • Dissolve spell slightly nerfed when used on corpses.
  • Added sound effects for all the spells in the game.
  • Tweaked a few spell effects to match the new sounds.
  • Storm spell has been buffed a bit.
  • Removed resources on the ground from movement cost calculations.
  • Tool tips and other overlays no longer pop up under the interface when you scroll over them.


Optimizing and Big Fixes

  • Sweeping optimizations have been done across the entire game, offering an after of a 4x to 6x boost in base performance mid-late game for most machines.
  • Fixed a water fill level bug when using earthquake or the grab tool on water sources that would cause the water to drain sooner than it should.
  • Fixed an issue with fill phases not working correctly on buildings that only store energy.
  • Fixed year display counter in custom and nightmare mode.
  • Fixed Cullis Gate tileset from loading incorrectly.
  • Fixed issue with weather not stopping in the map editor.
  • Water now connects correctly while raining if you're digging holes at the same time while the rain is filling them.


InDev 26 Unstable 4 Change Log

Game Modes

  • New Game Mode: Custom. This mode lets you set a whole manner of difficulty settings, allowing you to create a game mode to fit your play style.
  • New Game Mode: Nightmare. This mode is insanely, over the top difficult. Designed specifically for masochistic veteran players. There's no spawn delay, the spawn rates are higher, monsters are pre-spawned and full moons are less frequent.
  • New Game Mode: Peaceful. While this mode carries the same name as the old removed Peaceful Mode (that was retooled into Traditional Mode), this mode is truly peaceful, with no monster spawns what so ever.
  • Traditional mode is now a bit harder, but is still fairly easy.


Miscellaneous Changes

  • "Level up" sound is slightly quieter.
  • Can now move the map father out along the outer edges.
  • Equipment storage can now store water bottles.
  • Water Bottler building now provides refining speed bonuses.
  • Rain particles are now slightly larger.
  • The hidden "interfaceScale" setting in settings.properties can now be set to fractional values, like 1.2, 1.3, etc.


Bug Fixes

  • Arrow keys now work on the world map.
  • Fixed an issue with almost out of range Attract Towers stealing items from each other.
  • Fixed a possible extremely rare crash in a situation where you happen to load a game while it's raining before all of the sounds have completed loading.
  • Fixed a bug where if a villager died from blight and was brought back as a zombie, their previous job's total worker count would erroneously be reduced by 1.
  • Typing "Reset" into the Doom World input box no longer moves around the map or activates other hotkeys.
  • Fixed a minor bug where the last used game mode from one profile would be set in the next, if you changed profiles after playing and have not restarted the game.
  • Fixed a rare crash on load if an elemental bolt was en route to hit a monster that was killed and completely removed from the game before it arrived.
  • Elemental bolt splash damage is now working correctly.
  • Fixed missiles pointing the wrong direction when firing at buildings.


InDev 26 Unstable 3 Change Log

Towers

  • New Tower: The Spray Tower, a slightly more powerful variant to the Bullet Tower, very inaccurate, but has high rate of fire.
  • New Tower: The Recombobulator. Will heal nearby golems. Does not work on the Holy Golem.
  • New Tower: The Attract Tower. Will pull nearby equipable items to it. Useful for fetching item drops out of a monster heavy area.
  • New Tower: The Banish Tower. A very expensive, short range tower that will banish an enemy that gets near it.
  • All towers can now be paused, allowing you to stop certain towers from firing all together.
  • Completely rewrote the entire missile system's firing mechanics from scratch, creating a more dynamic tower system for future content.
  • Rewrote the Ballista Tower's damage and firing mechanics. It now fires at the farthest target, and will stop when it hits it, but will pierce anything along the way.
  • Decreased energy requirements for the max upgraded Bow Tower.
  • Adjusted elemental bolt physics a bit to look more magical.
  • Crystal motivator completely rewritten into the tower code.
  • Crystal motivator now costs energy to fire, and only fires at harvested crystal tiles.


Sound Effects

  • Nearly all of the original sound effects have been replaced or changed.
  • Ambient background sound based on the size of your village has been added.
  • Tons of new sound effects for all the towers, combat, harvesting and much more have been added.
  • Game world sound is now quieter the more zoomed out you are.


Optimizing and Big Fixes

  • Fixed some lightning generation positioning issues when new lightning is created.
  • Completely rewrote the map tileset loader, reducing memory usage and optimizing code flow.
  • Fixed an issue where sometimes a Twitch user's name in your stream could pop up twice.
  • Sound loading is now multithreaded.


Miscellaneous Changes

  • Essence Collector's first build phase no longer requires cut stone, allowing you to build it much earlier in the game.
  • Golem combobulators now require an Essence Collector to function.
  • Added a new Earthquake spell to the game, that will damage any mobs or buildings nearby, but can generate new rock in the epicenter of the quake.
  • Particles can now vary in sizes.
  • Many particle, projectile and spell effects have been adjusted.
  • Changed restore hunger to restore needs button in sandbox mode, healing thirst, hunger, energy and balancing body temperatures.
  • Can now fire missiles in sandbox mode until the miscellaneous tab.
  • Holy Golem now does magic damage.
  • Added some particles to the console banners.
  • Increased spawn rates slightly.
  • Villagers can now trade food, water and bandages if they need them.
  • The console banner messages now have some particle effects.
  • Lightning Rod range reduced.
  • Lightning Rod range now appears when it is selected.


InDev 26 Unstable 2 Change Log

Buildings and Towers

  • The kitchen is now upgradable.
  • The clinic is now upgradable.
  • New tower: The Ballista. The ballista is a mid-late game large bow tower, with extremely long range, high damage, and a slow firing rate. It can also shoot over anything in the game (Including terrain).
  • New building: The Lightning Rod. This building will attract nearby lightning to it, protecting your walls and other buildings from damage. But it also has the added bonus of converting those lightning strikes into energy that can be used to power your towers and recharge your essence collectors.


Twitch Integration

  • You can now input your Twitch channel name when you create a new profile, or in the settings menu. When your channel name is input, the game will pull your viewer's list off Twitch and use it to generate random names for your villagers based on your current viewers.


Optimizing and Big Fixes

  • Fixed a typo in the blight death message.
  • Optimized out some unused data in the map tile loader, speeding up tile data searching and lowering memory usage slightly.
  • Fixed overlapping data on the building priority list GUI.
  • Fixed harvest food and water shortcut assignment in the settings menu.
  • Fixed a few minor shadow and collision map issues on various buildings.
  • Energy no longer resets when upgrading a building.
  • The "No water production" tip no longer pops up when all water buildings are being upgraded or under construction.
  • Optimized golem combobulators resource search system.
  • Fixed a bug where the charge level of golem combobulators would reset on reload.


Miscellaneous Changes

  • You can now hit escape in the world map to bring you back to the main menu.
  • You can no longer escape out of the game mode selection screen when you visit the world map for the first time after creating a new profile.
  • Added status effects to villager pop out panel (Bottom panel, when you click on a villager).
  • Removed lightning "branching" that could cause very excessive damage in some cases.
  • Lightning can now charge whatever it hits, if the building can store energy.
  • You can now move the map in-game with the arrow keys, as well as WASD.


InDev 26 Unstable 1 Change Log

Tower Upgrades and Damage Types

  • All 4 base towers can now be upgraded, increasing their damage, firing rates and sometimes range. Their final upgrades all offer additional elemental damage of some kind. For example, the final stage bow tower can be upgraded into a fire, ice or poison bow tower.
  • The fire bolt tower has been replaced with a very similar elemental bolt tower, that can later be upgraded into a fire, ice or electric bolt tower.
  • Every damage in the game now has an assigned "type". Some types, like blight or poison, have residual status effects.
  • Towers can now target a new monster before the old target is dead, if the new target is closer or more vulnerable to the tower's damage type.
  • Mobs can be resistant or vulnerable to damage certain damage types. For example, the skeleton is now highly resistant to piercing damage from the bow tower.
  • Zombies now do "Blight" damage, and can turn a villager into a zombie if they die while blighted.
  • Slimes can now poison villagers.
  • Being poisoned, on fire, frozen or blighted is now factored into fight or flight.
  • Medics can now heal blight and poison.
  • Healing aura now heals blight and poison.


Optimizing and Big Fixes

  • Fixed some minor sprite coloring issues.
  • Improved some of the mob search algorithm. Improving update logic speed game wide.
  • Reduced overall mob aggressiveness, making them search for combat less, reducing CPU usage.
  • Reduced how often the tick to look for food or water when hungry or thirsty runs, reducing CPU usage.
  • Reduced how often mobs wander aimless, to reduce CPU usage.
  • Added a slight targeting buffer/delay to tower target searching to reduce CPU usage.


Spawn Rebalancing

  • The global spawn rate has been reduced by about 15%.
  • Skeletons no longer spawn until day 4.
  • Regular sized slimes can no longer spawn until day 3. But small slimes can still spawn by day 2.
  • Fire elementals will not spawn until day 6. (Formally day 5)
  • Greatly reduced spawn rate of spawners, but increased the rates spawners themselves spawn. (Meaning more spawners, but the same amount of monsters)
  • Increased spawner build time, resource requirements and hit points.


Miscellaneous Changes

  • Increased the chance mobs will wake up from being knocked out/incapacitated.
  • Reduced how often villagers stop to chat.
  • Decreased the speed that body temperature adjusts, allowing villagers to stay out in the hot or cold longer.
  • Rebalanced start stats and level up amounts for all mobs.
  • Mobs run away more often when low on health.
  • Removed 2 erroneous names from the villager name list.
  • Increased flame spell damage.
  • Slowed down thirst decay rate for children.
  • Added some new death messages and new death message subtitles.
  • Essence Collector has been slightly rebalanced and can now be upgraded.
  • Generic wood GUI buttons are no longer in all caps.
  • Completely removed "Stun" effects from the game's AI.
  • Live stream message now pops up on the main menu when live streaming.
  • Twitch link added to main menu.
  • Reversed changes made that prevent building roads before the way maker shack is completed.
  • Fixed the abandoned crystal harvestry in map Enchanted Shoreline.
  • When resurrected, villagers no longer start with 0 energy, hunger, and thirst.


Known Issues that will be resolved before the stable build

  • Tips are not updated.


[ 2017-06-01 04:40:11 CET ] [ Original post ]

Build InDev 26 Unstable 4 Released

Click here for help on accessing the Unstable branch!

"Hey wait, didn't you just release a patch?!" Yes, I did! But you're getting a nice little bonus patch before I dive into the next batch of new towers! :)

This patch introduces 3 new game modes to Rise to Ruins. Nightmare, Peaceful and Custom. This patch also rebalances Traditional mode and tosses in a bunch of minor bug fixes and tweaks.

Check out the change log for all the juicy details!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 26 Unstable 4 Change Log

Game Modes


  • New Game Mode: Custom. This mode lets you set a whole manner of difficulty settings, allowing you to create a game mode to fit your play style.
  • New Game Mode: Nightmare. This mode is insanely, over the top difficult. Designed specifically for masochistic veteran players. There's no spawn delay, the spawn rates are higher, monsters are pre-spawned and full moons are less frequent.
  • New Game Mode: Peaceful. While this mode carries the same name as the old removed Peaceful Mode (that was retooled into Traditional Mode), this mode is truly peaceful, with no monster spawns what so ever.
  • Traditional mode is now a bit harder, but is still fairly easy.


Miscellaneous Changes

  • "Level up" sound is slightly quieter.
  • Can now move the map father out along the outer edges.
  • Equipment storage can now store water bottles.
  • Water Bottler building now provides refining speed bonuses.
  • Rain particles are now slightly larger.
  • The hidden "interfaceScale" setting in settings.properties can now be set to fractional values, like 1.2, 1.3, etc.


Big Fixes

  • Arrow keys now work on the world map.
  • Fixed an issue with almost out of range Attract Towers stealing items from each other.
  • Fixed a possible extremely rare crash in a situation where you happen to load a game while it's raining before all of the sounds have completed loading.
  • Fixed a bug where if a villager died from blight and was brought back as a zombie, their previous job's total worker count would erroneously be reduced by 1.
  • Typing "Reset" into the Doom World input box no longer moves around the map or activates other hotkeys.
  • Fixed a minor bug where the last used game mode from one profile would be set in the next, if you changed profiles after playing and have not restarted the game.
  • Fixed a rare crash on load if an elemental bolt was en route to hit a monster that was killed and completely removed from the game before it arrived.
  • Elemental bolt splash damage is now working correctly.
  • Fixed missiles pointing the wrong direction when firing at buildings.


InDev 26 Unstable 3 Change Log

Towers

  • New Tower: The Spray Tower, a slightly more powerful variant to the Bullet Tower, very inaccurate, but has high rate of fire.
  • New Tower: The Recombobulator. Will heal nearby golems. Does not work on the Holy Golem.
  • New Tower: The Attract Tower. Will pull nearby equipable items to it. Useful for fetching item drops out of a monster heavy area.
  • New Tower: The Banish Tower. A very expensive, short range tower that will banish an enemy that gets near it.
  • All towers can now be paused, allowing you to stop certain towers from firing all together.
  • Completely rewrote the entire missile system's firing mechanics from scratch, creating a more dynamic tower system for future content.
  • Rewrote the Ballista Tower's damage and firing mechanics. It now fires at the farthest target, and will stop when it hits it, but will pierce anything along the way.
  • Decreased energy requirements for the max upgraded Bow Tower.
  • Adjusted elemental bolt physics a bit to look more magical.
  • Crystal motivator completely rewritten into the tower code.
  • Crystal motivator now costs energy to fire, and only fires at harvested crystal tiles.


Sound Effects

  • Nearly all of the original sound effects have been replaced or changed.
  • Ambient background sound based on the size of your village has been added.
  • Tons of new sound effects for all the towers, combat, harvesting and much more have been added.
  • Game world sound is now quieter the more zoomed out you are.


Optimizing and Big Fixes

  • Fixed some lightning generation positioning issues when new lightning is created.
  • Completely rewrote the map tileset loader, reducing memory usage and optimizing code flow.
  • Fixed an issue where sometimes a Twitch user's name in your stream could pop up twice.
  • Sound loading is now multithreaded.


Miscellaneous Changes

  • Essence Collector's first build phase no longer requires cut stone, allowing you to build it much earlier in the game.
  • Golem combobulators now require an Essence Collector to function.
  • Added a new Earthquake spell to the game, that will damage any mobs or buildings nearby, but can generate new rock in the epicenter of the quake.
  • Particles can now vary in sizes.
  • Many particle, projectile and spell effects have been adjusted.
  • Changed restore hunger to restore needs button in sandbox mode, healing thirst, hunger, energy and balancing body temperatures.
  • Can now fire missiles in sandbox mode until the miscellaneous tab.
  • Holy Golem now does magic damage.
  • Added some particles to the console banners.
  • Increased spawn rates slightly.
  • Villagers can now trade food, water and bandages if they need them.
  • The console banner messages now have some particle effects.
  • Lightning Rod range reduced.
  • Lightning Rod range now appears when it is selected.


InDev 26 Unstable 2 Change Log

Buildings and Towers

  • The kitchen is now upgradable.
  • The clinic is now upgradable.
  • New tower: The Ballista. The ballista is a mid-late game large bow tower, with extremely long range, high damage, and a slow firing rate. It can also shoot over anything in the game (Including terrain).
  • New building: The Lightning Rod. This building will attract nearby lightning to it, protecting your walls and other buildings from damage. But it also has the added bonus of converting those lightning strikes into energy that can be used to power your towers and recharge your essence collectors.


Twitch Integration

  • You can now input your Twitch channel name when you create a new profile, or in the settings menu. When your channel name is input, the game will pull your viewer's list off Twitch and use it to generate random names for your villagers based on your current viewers.


Optimizing and Big Fixes

  • Fixed a typo in the blight death message.
  • Optimized out some unused data in the map tile loader, speeding up tile data searching and lowering memory usage slightly.
  • Fixed overlapping data on the building priority list GUI.
  • Fixed harvest food and water shortcut assignment in the settings menu.
  • Fixed a few minor shadow and collision map issues on various buildings.
  • Energy no longer resets when upgrading a building.
  • The "No water production" tip no longer pops up when all water buildings are being upgraded or under construction.
  • Optimized golem combobulators resource search system.
  • Fixed a bug where the charge level of golem combobulators would reset on reload.


Miscellaneous Changes

  • You can now hit escape in the world map to bring you back to the main menu.
  • You can no longer escape out of the game mode selection screen when you visit the world map for the first time after creating a new profile.
  • Added status effects to villager pop out panel (Bottom panel, when you click on a villager).
  • Removed lightning "branching" that could cause very excessive damage in some cases.
  • Lightning can now charge whatever it hits, if the building can store energy.
  • You can now move the map in-game with the arrow keys, as well as WASD.


InDev 26 Unstable 1 Change Log

Tower Upgrades and Damage Types

  • All 4 base towers can now be upgraded, increasing their damage, firing rates and sometimes range. Their final upgrades all offer additional elemental damage of some kind. For example, the final stage bow tower can be upgraded into a fire, ice or poison bow tower.
  • The fire bolt tower has been replaced with a very similar elemental bolt tower, that can later be upgraded into a fire, ice or electric bolt tower.
  • Every damage in the game now has an assigned "type". Some types, like blight or poison, have residual status effects.
  • Towers can now target a new monster before the old target is dead, if the new target is closer or more vulnerable to the tower's damage type.
  • Mobs can be resistant or vulnerable to damage certain damage types. For example, the skeleton is now highly resistant to piercing damage from the bow tower.
  • Zombies now do "Blight" damage, and can turn a villager into a zombie if they die while blighted.
  • Slimes can now poison villagers.
  • Being poisoned, on fire, frozen or blighted is now factored into fight or flight.
  • Medics can now heal blight and poison.
  • Healing aura now heals blight and poison.


Optimizing and Big Fixes

  • Fixed some minor sprite coloring issues.
  • Improved some of the mob search algorithm. Improving update logic speed game wide.
  • Reduced overall mob aggressiveness, making them search for combat less, reducing CPU usage.
  • Reduced how often the tick to look for food or water when hungry or thirsty runs, reducing CPU usage.
  • Reduced how often mobs wander aimless, to reduce CPU usage.
  • Added a slight targeting buffer/delay to tower target searching to reduce CPU usage.


Spawn Rebalancing

  • The global spawn rate has been reduced by about 15%.
  • Skeletons no longer spawn until day 4.
  • Regular sized slimes can no longer spawn until day 3. But small slimes can still spawn by day 2.
  • Fire elementals will not spawn until day 6. (Formally day 5)
  • Greatly reduced spawn rate of spawners, but increased the rates spawners themselves spawn. (Meaning more spawners, but the same amount of monsters)
  • Increased spawner build time, resource requirements and hit points.


Miscellaneous Changes

  • Increased the chance mobs will wake up from being knocked out/incapacitated.
  • Reduced how often villagers stop to chat.
  • Decreased the speed that body temperature adjusts, allowing villagers to stay out in the hot or cold longer.
  • Rebalanced start stats and level up amounts for all mobs.
  • Mobs run away more often when low on health.
  • Removed 2 erroneous names from the villager name list.
  • Increased flame spell damage.
  • Slowed down thirst decay rate for children.
  • Added some new death messages and new death message subtitles.
  • Essence Collector has been slightly rebalanced and can now be upgraded.
  • Generic wood GUI buttons are no longer in all caps.
  • Completely removed "Stun" effects from the game's AI.
  • Live stream message now pops up on the main menu when live streaming.
  • Twitch link added to main menu.
  • Reversed changes made that prevent building roads before the way maker shack is completed.
  • Fixed the abandoned crystal harvestry in map Enchanted Shoreline.
  • When resurrected, villagers no longer start with 0 energy, hunger, and thirst.


Known Issues that will be resolved before the stable build

  • Tips are not updated.


[ 2017-05-25 06:19:04 CET ] [ Original post ]

Build InDev 26 Unstable 3 Released

Click here for help on accessing the Unstable branch!

The fairly beefy InDev 26 Unstable 3 has been released! This patch brings in some balance changes, four new towers, a couple of complete system rewrites, optimizations and an crap ton of new sound effects. Hope you like it!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 26 Unstable 3 Change Log

Towers


  • New Tower: The Spray Tower, a slightly more powerful variant to the Bullet Tower, very inaccurate, but has high rate of fire.
  • New Tower: The Recombobulator. Will heal nearby golems. Does not work on the Holy Golem.
  • New Tower: The Attract Tower. Will pull nearby equipable items to it. Useful for fetching item drops out of a monster heavy area.
  • New Tower: The Banish Tower. A very expensive, short range tower that will banish an enemy that gets near it.
  • All towers can now be paused, allowing you to stop certain towers from firing all together.
  • Completely rewrote the entire missile system's firing mechanics from scratch, creating a more dynamic tower system for future content.
  • Rewrote the Ballista Tower's damage and firing mechanics. It now fires at the farthest target, and will stop when it hits it, but will pierce anything along the way.
  • Decreased energy requirements for the max upgraded Bow Tower.
  • Adjusted elemental bolt physics a bit to look more magical.
  • Crystal motivator completely rewritten into the tower code.
  • Crystal motivator now costs energy to fire, and only fires at harvested crystal tiles.


Sound Effects

  • Nearly all of the original sound effects have been replaced or changed.
  • Ambient background sound based on the size of your village has been added.
  • Tons of new sound effects for all the towers, combat, harvesting and much more have been added.
  • Game world sound is now quieter the more zoomed out you are.


Optimizing and Big Fixes

  • Fixed some lightning generation positioning issues when new lightning is created.
  • Completely rewrote the map tileset loader, reducing memory usage and optimizing code flow.
  • Fixed an issue where sometimes a Twitch user's name in your stream could pop up twice.
  • Sound loading is now multithreaded.


Miscellaneous Changes

  • Essence Collector's first build phase no longer requires cut stone, allowing you to build it much earlier in the game.
  • Golem combobulators now require an Essence Collector to function.
  • Added a new Earthquake spell to the game, that will damage any mobs or buildings nearby, but can generate new rock in the epicenter of the quake.
  • Particles can now vary in sizes.
  • Many particle, projectile and spell effects have been adjusted.
  • Changed restore hunger to restore needs button in sandbox mode, healing thirst, hunger, energy and balancing body temperatures.
  • Can now fire missiles in sandbox mode until the miscellaneous tab.
  • Holy Golem now does magic damage.
  • Added some particles to the console banners.
  • Increased spawn rates slightly.
  • Villagers can now trade food, water and bandages if they need them.
  • The console banner messages now have some particle effects.
  • Lightning Rod range reduced.
  • Lightning Rod range now appears when it is selected.


InDev 26 Unstable 2 Change Log

Buildings and Towers

  • The kitchen is now upgradable.
  • The clinic is now upgradable.
  • New tower: The Ballista. The ballista is a mid-late game large bow tower, with extremely long range, high damage, and a slow firing rate. It can also shoot over anything in the game (Including terrain).
  • New building: The Lightning Rod. This building will attract nearby lightning to it, protecting your walls and other buildings from damage. But it also has the added bonus of converting those lightning strikes into energy that can be used to power your towers and recharge your essence collectors.


Twitch Integration

  • You can now input your Twitch channel name when you create a new profile, or in the settings menu. When your channel name is input, the game will pull your viewer's list off Twitch and use it to generate random names for your villagers based on your current viewers.


Optimizing and Big Fixes

  • Fixed a typo in the blight death message.
  • Optimized out some unused data in the map tile loader, speeding up tile data searching and lowering memory usage slightly.
  • Fixed overlapping data on the building priority list GUI.
  • Fixed harvest food and water shortcut assignment in the settings menu.
  • Fixed a few minor shadow and collision map issues on various buildings.
  • Energy no longer resets when upgrading a building.
  • The "No water production" tip no longer pops up when all water buildings are being upgraded or under construction.
  • Optimized golem combobulators resource search system.
  • Fixed a bug where the charge level of golem combobulators would reset on reload.


Miscellaneous Changes

  • You can now hit escape in the world map to bring you back to the main menu.
  • You can no longer escape out of the game mode selection screen when you visit the world map for the first time after creating a new profile.
  • Added status effects to villager pop out panel (Bottom panel, when you click on a villager).
  • Removed lightning "branching" that could cause very excessive damage in some cases.
  • Lightning can now charge whatever it hits, if the building can store energy.
  • You can now move the map in-game with the arrow keys, as well as WASD.


InDev 26 Unstable 1 Change Log

Tower Upgrades and Damage Types

  • All 4 base towers can now be upgraded, increasing their damage, firing rates and sometimes range. Their final upgrades all offer additional elemental damage of some kind. For example, the final stage bow tower can be upgraded into a fire, ice or poison bow tower.
  • The fire bolt tower has been replaced with a very similar elemental bolt tower, that can later be upgraded into a fire, ice or electric bolt tower.
  • Every damage in the game now has an assigned "type". Some types, like blight or poison, have residual status effects.
  • Towers can now target a new monster before the old target is dead, if the new target is closer or more vulnerable to the tower's damage type.
  • Mobs can be resistant or vulnerable to damage certain damage types. For example, the skeleton is now highly resistant to piercing damage from the bow tower.
  • Zombies now do "Blight" damage, and can turn a villager into a zombie if they die while blighted.
  • Slimes can now poison villagers.
  • Being poisoned, on fire, frozen or blighted is now factored into fight or flight.
  • Medics can now heal blight and poison.
  • Healing aura now heals blight and poison.


Optimizing and Big Fixes

  • Fixed some minor sprite coloring issues.
  • Improved some of the mob search algorithm. Improving update logic speed game wide.
  • Reduced overall mob aggressiveness, making them search for combat less, reducing CPU usage.
  • Reduced how often the tick to look for food or water when hungry or thirsty runs, reducing CPU usage.
  • Reduced how often mobs wander aimless, to reduce CPU usage.
  • Added a slight targeting buffer/delay to tower target searching to reduce CPU usage.


Spawn Rebalancing

  • The global spawn rate has been reduced by about 15%.
  • Skeletons no longer spawn until day 4.
  • Regular sized slimes can no longer spawn until day 3. But small slimes can still spawn by day 2.
  • Fire elementals will not spawn until day 6. (Formally day 5)
  • Greatly reduced spawn rate of spawners, but increased the rates spawners themselves spawn. (Meaning more spawners, but the same amount of monsters)
  • Increased spawner build time, resource requirements and hit points.


Miscellaneous Changes

  • Increased the chance mobs will wake up from being knocked out/incapacitated.
  • Reduced how often villagers stop to chat.
  • Decreased the speed that body temperature adjusts, allowing villagers to stay out in the hot or cold longer.
  • Rebalanced start stats and level up amounts for all mobs.
  • Mobs run away more often when low on health.
  • Removed 2 erroneous names from the villager name list.
  • Increased flame spell damage.
  • Slowed down thirst decay rate for children.
  • Added some new death messages and new death message subtitles.
  • Essence Collector has been slightly rebalanced and can now be upgraded.
  • Generic wood GUI buttons are no longer in all caps.
  • Completely removed "Stun" effects from the game's AI.
  • Live stream message now pops up on the main menu when live streaming.
  • Twitch link added to main menu.
  • Reversed changes made that prevent building roads before the way maker shack is completed.
  • Fixed the abandoned crystal harvestry in map Enchanted Shoreline.
  • When resurrected, villagers no longer start with 0 energy, hunger, and thirst.


Known Issues that will be resolved before the stable build

  • Tips are not updated.


[ 2017-05-20 09:00:18 CET ] [ Original post ]

Build InDev 26 Unstable 2 Released

Click here for help on accessing the Unstable branch!

InDev 26 Unstable 2 has been released! This patch is a smorgasbord board of random new content, tweaks and fixes. Highlights for this patch are the newly added ballista tower, the upgradable kitchen and clinic and some twitch integration features for you streamer types.

This patch's Twitch integration features are highly experimental, if you're a streamer, please report back with any issues you may have. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 26 Unstable 2 Change Log

Buildings and Towers


  • The kitchen is now upgradable.
  • The clinic is now upgradable.
  • New tower: The Ballista. The ballista is a mid-late game large bow tower, with extremely long range, high damage, and a slow firing rate. It can also shoot over anything in the game (Including terrain).
  • New building: The Lightning Rod. This building will attract nearby lightning to it, protecting your walls and other buildings from damage. But it also has the added bonus of converting those lightning strikes into energy that can be used to power your towers and recharge your essence collectors.


Twitch Integration

  • You can now input your Twitch channel name when you create a new profile, or in the settings menu. When your channel name is input, the game will pull your viewer's list off Twitch and use it to generate random names for your villagers based on your current viewers.


Optimizing and Big Fixes

  • Fixed a typo in the blight death message.
  • Optimized out some unused data in the map tile loader, speeding up tile data searching and lowering memory usage slightly.
  • Fixed overlapping data on the building priority list GUI.
  • Fixed harvest food and water shortcut assignment in the settings menu.
  • Fixed a few minor shadow and collision map issues on various buildings.
  • Energy no longer resets when upgrading a building.
  • The "No water production" tip no longer pops up when all water buildings are being upgraded or under construction.
  • Optimized golem combobulators resource search system.
  • Fixed a bug where the charge level of golem combobulators would reset on reload.


Miscellaneous Changes

  • You can now hit escape in the world map to bring you back to the main menu.
  • You can no longer escape out of the game mode selection screen when you visit the world map for the first time after creating a new profile.
  • Added status effects to villager pop out panel (Bottom panel, when you click on a villager).
  • Removed lightning "branching" that could cause very excessive damage in some cases.
  • Lightning can now charge whatever it hits, if the building can store energy.
  • You can now move the map in-game with the arrow keys, as well as WASD.


InDev 26 Unstable 1 Change Log

Tower Upgrades and Damage Types

  • All 4 base towers can now be upgraded, increasing their damage, firing rates and sometimes range. Their final upgrades all offer additional elemental damage of some kind. For example, the final stage bow tower can be upgraded into a fire, ice or poison bow tower.
  • The fire bolt tower has been replaced with a very similar elemental bolt tower, that can later be upgraded into a fire, ice or electric bolt tower.
  • Every damage in the game now has an assigned "type". Some types, like blight or poison, have residual status effects.
  • Towers can now target a new monster before the old target is dead, if the new target is closer or more vulnerable to the tower's damage type.
  • Mobs can be resistant or vulnerable to damage certain damage types. For example, the skeleton is now highly resistant to piercing damage from the bow tower.
  • Zombies now do "Blight" damage, and can turn a villager into a zombie if they die while blighted.
  • Slimes can now poison villagers.
  • Being poisoned, on fire, frozen or blighted is now factored into fight or flight.
  • Medics can now heal blight and poison.
  • Healing aura now heals blight and poison.


Optimizing and Big Fixes

  • Fixed some minor sprite coloring issues.
  • Improved some of the mob search algorithm. Improving update logic speed game wide.
  • Reduced overall mob aggressiveness, making them search for combat less, reducing CPU usage.
  • Reduced how often the tick to look for food or water when hungry or thirsty runs, reducing CPU usage.
  • Reduced how often mobs wander aimless, to reduce CPU usage.
  • Added a slight targeting buffer/delay to tower target searching to reduce CPU usage.


Spawn Rebalancing

  • The global spawn rate has been reduced by about 15%.
  • Skeletons no longer spawn until day 4.
  • Regular sized slimes can no longer spawn until day 3. But small slimes can still spawn by day 2.
  • Fire elementals will not spawn until day 6. (Formally day 5)
  • Greatly reduced spawn rate of spawners, but increased the rates spawners themselves spawn. (Meaning more spawners, but the same amount of monsters)
  • Increased spawner build time, resource requirements and hit points.


Miscellaneous Changes

  • Increased the chance mobs will wake up from being knocked out/incapacitated.
  • Reduced how often villagers stop to chat.
  • Decreased the speed that body temperature adjusts, allowing villagers to stay out in the hot or cold longer.
  • Rebalanced start stats and level up amounts for all mobs.
  • Mobs run away more often when low on health.
  • Removed 2 erroneous names from the villager name list.
  • Increased flame spell damage.
  • Slowed down thirst decay rate for children.
  • Added some new death messages and new death message subtitles.
  • Essence Collector has been slightly rebalanced and can now be upgraded.
  • Generic wood GUI buttons are no longer in all caps.
  • Completely removed "Stun" effects from the game's AI.
  • Live stream message now pops up on the main menu when live streaming.
  • Twitch link added to main menu.
  • Reversed changes made that prevent building roads before the way maker shack is completed.
  • Fixed the abandoned crystal harvestry in map Enchanted Shoreline.
  • When resurrected, villagers no longer start with 0 energy, hunger, and thirst.


Known Issues that will be resolved before the stable build

  • Tips are not updated.


[ 2017-05-02 21:44:44 CET ] [ Original post ]

Launch of the new SixtyGig Games/Rise to Ruins Livestream Channel.

Greetings All,

Back in the infancy days Rise to Ruins (Then, called Retro-Pixel Castles) long before the game was ever kickstarted or greenlit, I used to livestream development to my fairly small fan base.

Well, it was a lot of fun! I've decided to bring that back using an entirely new channel! I'll be doing somewhat regular live streams of Rise to Ruins in my brand new channel. The followership is pretty low right since I've only done a couple of test streams, but I'm ready to bolster my numbers and invite the masses in!

In the channel I'll be working on code, art, bug fixing, balancing, play testing and just about everything else related to Rise to Ruins development (or occasionally just playing games to pass the time) If you're at all interested or just want to support my work, throw me a follow! :)

Look forward to seeing you guys there!


[ 2017-04-21 21:33:27 CET ] [ Original post ]

Build InDev 26 Unstable 1 Released

Click here for help on accessing the Unstable branch!

InDev 26 Unstable 1 patch has arrived! Most of this patch's goal is sets up the framework for the patch series, adding the new damage type system, rebalancing the spawn rates and adding upgrades to all 4 of the original towers.

This patch also introduces a my shameless twitch plugs for my brand new twitch.tv channel. Whenever I am live streaming development, a indication box will pop up on your main menu. If you're interested in watching me live stream development, give me a follow!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 26 Unstable 1 Change Log

Tower Upgrades and Damage Types


  • All 4 base towers can now be upgraded, increasing their damage, firing rates and sometimes range. Their final upgrades all offer additional elemental damage of some kind. For example, the final stage bow tower can be upgraded into a fire, ice or poison bow tower.
  • The fire bolt tower has been replaced with a very similar elemental bolt tower, that can later be upgraded into a fire, ice or electric bolt tower.
  • Every damage in the game now has an assigned "type". Some types, like blight or poison, have residual status effects.
  • Towers can now target a new monster before the old target is dead, if the new target is closer or more vulnerable to the tower's damage type.
  • Mobs can be resistant or vulnerable to damage certain damage types. For example, the skeleton is now highly resistant to piercing damage from the bow tower.
  • Zombies now do "Blight" damage, and can turn a villager into a zombie if they die while blighted.
  • Slimes can now poison villagers.
  • Being poisoned, on fire, frozen or blighted is now factored into fight or flight.
  • Medics can now heal blight and poison.
  • Healing aura now heals blight and poison.


Optimizing and Big Fixes

  • Fixed some minor sprite coloring issues.
  • Improved some of the mob search algorithm. Improving update logic speed game wide.
  • Reduced overall mob aggressiveness, making them search for combat less, reducing CPU usage.
  • Reduced how often the tick to look for food or water when hungry or thirsty runs, reducing CPU usage.
  • Reduced how often mobs wander aimless, to reduce CPU usage.
  • Added a slight targeting buffer/delay to tower target searching to reduce CPU usage.


Spawn Rebalancing

  • The global spawn rate has been reduced by about 15%.
  • Skeletons no longer spawn until day 4.
  • Regular sized slimes can no longer spawn until day 3. But small slimes can still spawn by day 2.
  • Fire elementals will not spawn until day 6. (Formally day 5)
  • Greatly reduced spawn rate of spawners, but increased the rates spawners themselves spawn. (Meaning more spawners, but the same amount of monsters)
  • Increased spawner build time, resource requirements and hit points.


Miscellaneous Changes

  • Increased the chance mobs will wake up from being knocked out/incapacitated.
  • Reduced how often villagers stop to chat.
  • Decreased the speed that body temperature adjusts, allowing villagers to stay out in the hot or cold longer.
  • Rebalanced start stats and level up amounts for all mobs.
  • Mobs run away more often when low on health.
  • Removed 2 erroneous names from the villager name list.
  • Increased flame spell damage.
  • Slowed down thirst decay rate for children.
  • Added some new death messages and new death message subtitles.
  • Essence Collector has been slightly rebalanced and can now be upgraded.
  • Generic wood GUI buttons are no longer in all caps.
  • Completely removed "Stun" effects from the game's AI.
  • Live stream message now pops up on the main menu when live streaming.
  • Twitch link added to main menu.
  • Reversed changes made that prevent building roads before the way maker shack is completed.
  • Fixed the abandoned crystal harvestry in map Enchanted Shoreline.
  • When resurrected, villagers no longer start with 0 energy, hunger, and thirst.


Known Issues that will be resolved before the stable build

  • Tips are not updated.
  • Status effects, like poison and blight are not displayed anywhere in the GUI.


[ 2017-04-21 02:57:26 CET ] [ Original post ]

PSA: Bug in the latest version of NVIDIA Geforce Experience causing Rise to Ruins to crash. Temporary solution enclosed.

Greeting all,

If you running an NVIDIA card with Geforce Experience installed there was a new bug introduced on their side that is interfering with OpenGL and/or Java. You'll need to go into your NVIDIA Geforce Experience settings and disable the "Geforce Experience Share In-Game Overlay" until they fix the problem.

http://nvidia.custhelp.com/app/answers/detail/a_id/4228/~/how-to-disable-the-geforce-experience-share-in-game-overlay

If NVIDIA doesn't get around to fixing this issue in a timely manner, I will look into a work around on my end. But I suspect Rise to Ruins isn't the only game affected by this, so hopefully we'll see a hot fix on their end released soon.

Have fun! :)


[ 2017-04-12 20:38:12 CET ] [ Original post ]

InDev 26 Road Map - The Defense Update

The next major patch will focus mostly on and fleshing out the defense elements of the village. All the current towers will be getting upgrades in-line with the existing upgrade system. I will also introduce some light upgrade branching not seen in any previous buildings, where you can select what kind of upgrade you want in the tower's final upgrade stage.

For example, the Bow Tower will feature the base building, and 3 upgrades. The first two upgrades will simply boost the towers base ammo capacity, damage, and firing rate, but the final upgrade will let you to select between 3 element types, allowing your maximum upgraded bow tower to launch fire, ice or lightning arrows at your enemies depending on your personal preference.

This patch will also introduce a new damage type system adding resistances and weaknesses to all villagers, monsters and golems. Skeletons for example will be highly resistant to piercing damage (arrows), but highly vulnerable to crushing (stone balls). Making the bow tower mostly useless, but the bullet and sling towers highly effective.

But that's not all! In addition to all the new tower upgrades, brand new towers will also be added to the game! So check out the road map below for all the juicy details.

Due to the amount of towers I am planning this patch may be broken into two major stable patches (InDev 26 and 27). It mostly depends on the development time needed to add all of the new towers to the game.

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 26 Road Map

Towers Upgrades


  • All existing towers will be given 4 upgrade phases, with the final upgrade allowing you to pick from various elemental types (Fire, Ice, Poison, Acid, Lightning, etc)
  • Fire Bolt Tower will be redesigned into an "Elemental" tower, doing generic magic damage at first, then upgraded into a fire, lightning or ice bolt tower later.


New Towers

  • Longbow Tower. A new variant of the bow tower with exceptional range and damage, but very slow firing.
  • Spray Tower. A new variant of the bullet tower, very short range, extremely high rate of fire, but very inaccurate.
  • Recombobulator Tower. A tower designed to heal nearby golems.
  • Haste Tower. Increases the movement speed of all mobs (Monsters and villagers included) in the area.
  • Static Tower. A very short range, very low damage area of effect tower that will damage all hostile mobs in range.
  • Boost Tower. A tower that will use essence to "boost" nearby towers firing rates.
  • Chain Lightning Tower. A tower that does pure electric damage that jumps from one mob to the next.
  • Sticky Tower. Does no damage, but will slow down anything it hits.
  • Banish Tower. Teleports a hostile mob away from the village.
  • Attract Tower. Fetches nearby items on the ground and pulls them to the tower.
  • Flame Tower. Does fire damage in a small area, burning everything in its path.
  • Frost Tower. Similar to the flame tower, but fires a cloud of ice. Does low damage, but slows down the enemy.


Damage Type System

  • Everything in the game will be assigned a damage type (or types). Bow towers will do piercing damage, bullet towners will do crushing damage, etc.
  • Currently planned damage types are: Blunt/Crushing, Piercing/Cutting, Fire, Ice, Water, Lightning, Acid, Poison, Disease. (Suggest more in the comments!)
  • Many mobs will have resistances or vulnerabilities to various damage types. For example, a zombie may be highly resistant to disease and poison, but vulnerable to fire. While some mobs may be immune to certain damage types all together, like the Fire Elemental will be completely immune to fire, but extremely vulnerable to ice. The specter may be immune to all physical damage, but extremely vulnerable to all elemental damage.


[ 2017-04-06 14:56:59 CET ] [ Original post ]

InDev 25c - The Minor Cleanup and Bug Fix Update - Released!

Unless something goes horribly wrong, this is the last InDev 25 series patch. InDev 26 (The "Defense Update") is already in full swing, and has been the primary development focus since releasing InDev 25b. Mostly, this patch just cleans up a few minor bugs and tweaks some balance issues. Expect to see the InDev 26 road map in the new couple of days!

If you're looking for the mega-sized InDev 25 patch change log, check this announcement. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 25c Change Log

Bug Fixes


  • Villagers will no longer try to deliver to, work on, or repair monster spawners that are in range of the village.
  • Fixed a wall placement crash in the map editor when attempting to place a wall type not already loaded into memory.
  • You can no longer "Dig holes" in the void.
  • Fixed a very rare crash when way makers tried to use resources stored in an under construction building to build roads.
  • Fixed a minor bug that would allow water purifiers to create more water buckets than they were actually designed to store.


Miscellaneous Changes

  • Slightly increased water purifier speeds.
  • Improved resource distribution of dirty water when the player has multiple water purifiers.
  • Updated way maker and way maker shack descriptions to mention making man made lakes.
  • The dig tool button is now grayed out until the way maker shack has been built.
  • Clear and place roads buttons are now grayed out until the way maker shack is completed, rather than as soon as it is placed.


[ 2017-04-05 17:26:16 CET ] [ Original post ]

InDev 25b - The Animations Update - Released!

This patch is mostly a polish and cleanup patch, a majority of the work was redrawing and improving most of the existing mob animations in the game and writing a new sprite color decoder that runs under the hood, invisible to the player.

Because this patch completely rewrites the sprite coloring system as well as adds (and in some cases removes) some of the color layers for some of the mobs your existing save files may have a few mob color related anomalies when rendering some of the already existing mobs. These are not bugs, and do not need to be reported. :)

If you're looking for the mega-sized InDev 25 patch change log from last week, check this announcement. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 25b Change Log

New Animations


  • Added 2 new drinking animations for Villagers, one for drinking from fountains, the other from bottles.
  • Added 3 more eating position animations for Villagers.
  • Added a "Working without tools" animation for Villagers, that replaces attack animation that was being used as a placeholder.
  • Drawn completely new sprite sets for Zombies, Skeletons, Ghosts and Specters.
  • Zombies, Ghosts and Specters now have female and child variants.
  • Changed the death animation for Golems and Fire Elementals.
  • Tweaked a ton of existing animations.


Miscellaneous Changes

  • Minor optimizations and code improvements to the animation and sprite system, reducing memory usage.
  • Rewrote how the game generates, renders and colors mob sprite sets. Although this change was extensive, the results are invisible to the player.
  • New Monsters: Child Zombies and Child Specters. Both are slightly faster than their adult counterparts, but slightly weaker.


[ 2017-03-31 14:34:05 CET ] [ Original post ]

InDev 25 Screenshot Roundup Event! Get your screenshots posted on the official store page or shared on Twitter!

Hey everyone! It's time for another screenshot round up! Every few updates I revamp the Steam store page, adding more recent screenshots. One of my favorite things to do is to take screenshots that you guys have made and put them up on the store. I feel they're a more personal, realistic representation of the game, and of course, it's just fun to get the community involved!

If you want to submit your screenshot to the event, the higher quality the better! I'm looking for screenshots that really show off all the features of the game. These screenshots can be of anything you want, any mode, anywhere.

I will also be tweeting (and retweeting) screenshots as they come in on my Twitter feed. So if you want a retweet, follow and mention me (@RaymondDoerr) in a tweet with your screenshots!

For the Steam Store page


  • Must be version InDev 25 or higher!
  • 1920x1080 resolution is best, but I can accept some shots that are higher or lower.
  • Take them in full screen mode if you can (F10 to toggle in-game).
  • You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
  • If you want, you can also disable the GUI by hitting F4.
  • Upload them to the Steam Community Hub, or upload them to a image sharing service of your choosing (imgur, for example). Make sure the images are as least compressed as possible! I can't use over-compressed images.
  • Please post a link to your image in the comments below so I can find them easier!


For Twitter

  • Must be version InDev 25 or higher!
  • 1920x1080 resolution is ideal, but any resolution will do! Videos/GIFs are also accepted. (Let's Plays and Review videos are also fine!) but only the screenshots can make it to the store page. Although if you're after some free exposure, feel free to share anything you like!
  • You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
  • If you want, you can also disable the GUI by hitting F4.
  • Submit them to @RaymondDoerr on Twitter by just following and then mentioning me in a Tweet with your screenshots!


The images selected for the store will be put up on the store page, with your username on it. If you don't want your username posted, please inform me in the comments below when submitting.

You can submit as many or as few as you like to both the Community Hub and Twitter, and you can have multiplies selected. The higher quality the better!

Have fun! Looking forward to your submissions. :)


[ 2017-03-25 06:01:37 CET ] [ Original post ]

InDev 25 - The Hydration Update - Released!

Another major game changer patch has arrived! Introducing the super sized, InDev 25 Content Patch, the Hydration Update! This update's primary focus was to bring "thirst and water" into the game. But, as usual includes a ton of other additions, tweaks and bug fixes.

Check out the change log for all the expansive changes, and let me know down in the comments what you think!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 25 Change Log

Water and Thirst System


  • Villagers now have thirst, like hunger this stat will drop slowly. If their thirst reaches zero they will begin to lose hit points and eventually die.
  • Being overheated or overworked will cause villagers thirst to drop faster.
  • Drinking water will lower a villager's body temperature if they are overheated. Sometimes they will drink water if they're extremely hot, even if they're not thirsty.
  • New Building: Water Purifier. This building will accept dirty water (Harvested from lakes) and slowly filter it into clean water the village can use.
  • New Building: The Well. This building will slowly generate drinkable water year round, regardless of weather and temperature.
  • New Building: Rain Catcher. This building will collect rainwater, funnel it into barrels, and will work year around, assuming it is rains.
  • New Buildings: Small and Large Water Fountains. Decent sized fountains of drinkable water, villagers will visit the fountain to drink water if they don't have any water in their inventory.
  • New Building: The Bottler. This building will provide new Bottler job slots, and refine water into water bottles villagers can carry around with them.
  • New Job: Bottler. As stated above, they will refine water buckets into bottles. They will also distribute bottles to houses.
  • New Job: Water Master. Water masters will deliver buckets of water from rain catchers and wells to other sources that need them in the village, like fountains, farms, houses and bottlers.
  • Villagers will now visit water sources to replenish their thirst, they prioritize going to fountains or drinking water bottles in their inventory. If they can't find either, they will visit their house or any other water source anywhere in the village.
  • Water Masters can now harvest dirty water from lakes to be taken to the water purifiers.
  • The "Harvest Food" button is now a "Harvest Food and Water" button.
  • Lake water can now freeze in extremely cold weather (Usually only during the Winter) making it unharvestable until it thaws.
  • Water can now be drained completely from a lake, due to over harvesting.
  • Water levels in lakes replenish when it rains.
  • Way Makers can now clear all terrain, just like Builders.
  • Water can now be cleared by Way Makers and Builders with the destroy terrain tool.
  • Way Makers can now dig holes to create villager make lakes for collecting rain water, creating new water sources next time it rains. They can also be used to expand existing water sources.


Farming and Food Changes

  • Crops can now be tended to and watered to help them grow faster, or resist dying. Typically meaning the more farmers you have, the faster your food production.
  • Crops can now grow in the Summer, but must be well tended and watered. Otherwise they may stop growing, or even die.
  • Reworked how food is eaten somewhat. Now food has a much higher use-count, but each use only counts as 1 hunger point. The final actual food value is the same.


Full Moon

  • The world now has a "Full Moon" night every 7 days.
  • Monsters do not attack during a full moon, unless you get too close to them.
  • Essence spawns randomly all over the map during a full moon.
  • Ghosts (Dead villagers) pop up very frequently during a full moon.


Season and Weather Changes

  • Rebalanced weather and severe storm rates in all seasons.
  • Reduced overall amount of lightning during rain.
  • Midday is now longer, and Night is shorter in the Summer.
  • Midday is now shorter, and Night is longer in the Winter.
  • Reduced the overall amount of "High Wind".


Spawning

  • Changed starting villager summon in count in the World Map to summon up to 40 villagers, rather than 32.
  • Changed starting villager count in Skirmish from 21-27 to 28-32
  • Reduced global spawn rate in survival mode by 10%.
  • Available jobs now factor in to nomad spawn rates. The more available jobs you have (Total job slots minus Total population) the higher chance nomads will appear. If you have more villagers than job slots, it has a negative effect.
  • Nomads can no longer arrive twice in one day.
  • The nomad ticker now works in traditional mode again.
  • Traditional mode spawn rates and spawn caps have been increased.
  • Village overall population size now has a negative affect on nomad rates.


Resource Distribution Rewrite

  • The resource distribution and storage AI has been rewritten completely from scratch.
  • Each building now has a set resource priority for each resource they can store. For example, the Lumber Mill's priority for wood is "Very High", and the priority for boards is "Very Low".
  • Organizers, and most manufacturing and refining workers can now rearrange resources in the village taking resources from low priority buildings and delivering them to high priority buildings. For example, an Organizer may take wood from a Lumber Shack and deliver it to a Lumber Mill for the Carpenters to refine, and then later take boards from a Lumber Mill to the Ancillary, Camp or Wood Storage to clear up space in the Lumber Mill for additional wood.
  • All harvesters now deliver harvested resources to the highest priority buildings first, even if the building isn't the closest. For example, a Lumberjack will try to deliver freshly harvested wood to a Bowyer or Lumber Mill first, before delivering it to a Lumber Shack.
  • All construction jobs now always take resources from the lowest priority buildings first. For example, a Builder will take wood from Wood Storage, an Ancillary, or the Camp before taking it from the Lumber Mill, even if the Lumber Mill is closer. This applies to Way Maker's road construction as well.
  • Added additional AI flag to help prevent villagers from removing needed resources from buildings under construction to use elsewhere.


Miscellaneous Changes

  • Large, detailed building and working job panels have been added to the left and right tab, detailing a ton of useful information about the building or job assignment to the player when you hover over the building or job icon.
  • Improved some of the "Building Required" building overlay messages.
  • Monsters no longer auto attack when in range of the village.
  • Refining/Manufacturing villagers will now attempt to manufacture more resources in an endless loop until they're tired, run out of base materials or the building is at least 1/4th full of the refined resource in question.
  • Renamed "Stone" to "Cut Stone".
  • Adjusted the "trigger points" for fill phases in buildings somewhat.
  • Moved mouse over overlay for buildings above the building rather than on top of it.
  • Improved the particle generation when it is raining, now water will hit the ground and drip off terrain and buildings.
  • Removed essence collecting from radiance pools. They now only attract monsters.
  • Added total village energy (and now, water) to the resource bar.
  • New Song added, Maxine.
  • Hunger now drops about 20% slower, to help offset the demand for water.
  • Peaceful mode has been renamed Traditional mode to lessen confusion for new players.
  • Lowered the "rest period" essence has when it first spawns, before it is attracted to your hand/cursor.
  • The "suck in" radius of essence to your cursor has been doubled.
  • Lumberjacks can now store silk.
  • Miners can now store iron ore.
  • Slightly increased the overall resource values of most of the terrain in the game.
  • Improved resource amount generation code somewhat. Some terrain, like dead trees, now have significantly less resources.
  • Changed "Everything is peaceful" to "Everything is calm" during day 1's night cycle.
  • Grab Objects tool removed from Sandbox Mode.
  • Improved worker location selection for terrain and road clearing.
  • Page up/down and back buttons now flash on the GUI when there's a page to go to.
  • Removed the shadow behind floating particles.
  • Hunger now drops slightly slower.
  • Doubled the time between having a child and getting pregnant again is possible.
  • Decreased the pregnancy chance by 50%.
  • Slightly decreased the chance villagers will stop and chat.
  • Increased the time a villager is pregnant to one full game day.
  • Slightly deceased the chance villagers mate.
  • Recall spell now works on Nomads.
  • Tripled Tool and Armorsmith's refining speeds.
  • Children now take 2 full days to grow up.
  • Reduced the amount of high wind.
  • Cleaned up some of the resource display lists in the world map GUI.
  • Some buildings, like homes, now have fixed resource amounts per resource, always allowing space for a variety of resources so they won't be filled with just one.
  • Made all shadows a bit darker.
  • Total unassigned villagers count now factors in villagers en route to get or quit a job.
  • Decreased the body temp adjustment rates by 30%. (Meaning their temp will adjust to outside temps slower, keeping them cool or warm longer)
  • Added female villager sprites.


Optimizations

  • Overhauled the way tileset data is loaded into the game, somewhat lowering memory usage.
  • Optimized tile flag detection, increasing the general overall speed of the engine.
  • Optimized many of the mob and building search algorithms.
  • Increased the render speed of all overlay data maps.
  • A new resource loader system has been implemented, that should decrease load times.
  • Slightly optimized particle emitter system.
  • Improved random number generator speeds engine-wide.
  • Improved mob reach map generation by 30-50%
  • Slightly improved village range map generation.
  • Improved particle rendering speeds slightly.
  • Doubled the overall speed of the data module, used for generating all types of overlay data in the game (Range maps, resource maps, tower ranges, etc).
  • Improved tile loading memory usage slightly.
  • Completely removed the Trove library from the game.


Spell Changes

  • Lowered the cost of the Send to Limbo, Take From Limbo and Resurrect spells.
  • The spells Magic Torch, Distract and Spotlight have been removed from the game.
  • New Spell: Summon Holy Golem. A Summonable mid level golem you can summon anywhere in the map, and will destroy everything in sight. The golem will lose 5% of it's health every few seconds until it eventually dies.
  • New Spell: Storm. This spell will cause a terrible thunderstorm in the area cast, and should never be cast inside the village. This spell will also trigger rain or snow. Useful in summer drought.


Bug Fixes

  • Fixed the rain frequency in the early days of Spring.
  • Medic work now exhausts the mob correctly.
  • Fixed a few minor shadow and particle map issues.
  • Abandoned Crystal Harvestries can now be rebuilt properly.
  • Fixed Rain sound "Stuttering/Skipping" for some users.
  • Fixed a very rare crash caused by the object sorting algorithm when a game is first loaded.
  • Fixed a rare crash if the game tries to find a building at a specific coordinate right as the game launches.
  • Fixed resource "Hovering above head" bug when villagers are carrying something in water, tar or anything else with depth.
  • Experimental fix for resource loading lag issues some users have been having due to some picky malware and anti-virus programs.


[ 2017-03-22 22:09:35 CET ] [ Original post ]

Build InDev 25 Unstable 3 Released

Click here for help on accessing the Unstable branch!

InDev 25 Unstable 3 patch has been released. This patch is mostly rebalancing, optimizing, and bug fixing. Assuming there are no issues, this will be the last Unstable build before releasing InDev 25 Stable. So be sure to test the hell out of it! :)

This patch also includes a brand new, very experimental resource/image loader. So please be on the lookout for missing GUI elements, map tile sets, or other graphical anomalies.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 25 Unstable 3 Change Log

Water and Thirst System


  • Adjusted starting water levels slightly.
  • Water bottles now cost 20 water to create, but have a water value of 30.
  • Halved refine time of water bottlers.
  • Increased overall storage space of water bottlers, and worker counts.


Optimizing and Big Fixes

  • Greatly optimizes the new water balancing code that came along with the new water mechanics in Unstable 2.
  • Slightly optimized particle emitter system.
  • Improved random number generator speeds engine-wide.
  • Improved mob reach map generation by 30-50%
  • Slightly improved village range map generation.
  • Improved particle rendering speeds slightly.
  • Nearly tripled full tile swap speeds mostly used in the new water system when the water freezes over.
  • Slightly optimized partial tile swap speeds, mostly used when water levels change in a lake.
  • Doubled the overall speed of the data module, used for generating all types of overlay data in the game (Range maps, resource maps, tower ranges, etc).
  • Improved tile loading memory usage slightly.
  • Fixed map editor save file generation bug.


Miscellaneous Changes

  • Harvested crops drop to a third of their previous tend amount, rather than 0.
  • Farm's "Poorly tended" messages now pop less often.
  • Nomads can no longer arrive twice in one day.
  • Removed the shadow behind floating particles.
  • Village overall population size now has a negative affect on nomad rates.
  • The nomad ticker now works in traditional mode again.
  • Traditional mode spawn rates and spawn caps have been increased.
  • Hunger now drops slightly faster. (Still slower than InDev 24, but faster than InDev 25 Unstable 1)
  • Doubled the time between having a child and getting pregnant again is possible.
  • Decreased the pregnancy chance by 50%.
  • Slightly decreased the chance villagers will stop and chat.
  • Increased the time a villager is pregnant to one full game day.
  • Slightly deceased the chance villagers mate.
  • Recall spell now works on Nomads.
  • Tripled Tool and Armorsmith's refining speeds.
  • Children now take 2 full days to grow up.
  • Reduced the amount of high wind.
  • Cleaned up some of the resource display lists in the world map GUI.


InDev 25 Unstable 2 Change Log

Water and Thirst System

  • Well Master has been renamed Water Master.
  • Water Masters can now harvest dirty water from lakes to be taken to the water purifiers.
  • The "Harvest Food" button is now a "Harvest Food and Water" button.
  • New Building: Water Purifier. This building will accept dirty water (Harvested from lakes) and slowly filter it into clean water the village can use.
  • Lake water can now freeze in extremely cold weather (Usually only during the Winter) making it unharvestable until it thaws.
  • Water can now be drained completely from a lake, due to over harvesting.
  • Water levels in lakes replenish when it rains.
  • The Ancillary and Camp can no longer store water buckets.
  • Way Makers can now clear all terrain, just like Builders.
  • Water can now be cleared by Way Makers and Builders with the destroy terrain tool.
  • Way Makers can now dig holes to create villager make lakes for collecting rain water, creating new water sources next time it rains. They can also be used to expand existing water sources.
  • Made go home to eat and drink AI more logically efficient.


Resource Distribution Rewrite

  • The resource distribution and storage AI has been rewritten completely from scratch.
  • Each building now has a set resource priority for each resource they can store. For example, the Lumber Mill's priority for wood is "Very High", and the priority for boards is "Very Low".
  • Organizers, and most manufacturing and refining workers can now rearrange resources in the village taking resources from low priority buildings and delivering them to high priority buildings. For example, an Organizer may take wood from a Lumber Shack and deliver it to a Lumber Mill for the Carpenters to refine, and then later take boards from a Lumber Mill to the Ancillary, Camp or Wood Storage to clear up space in the Lumber Mill for additional wood.
  • All harvesters now deliver harvested resources to the highest priority buildings first, even if the building isn't the closest. For example, a Lumberjack will try to deliver freshly harvested wood to a Bowyer or Lumber Mill first, before delivering it to a Lumber Shack.
  • All construction jobs now always take resources from the lowest priority buildings first. For example, a Builder will take wood from Wood Storage, an Ancillary, or the Camp before taking it from the Lumber Mill, even if the Lumber Mill is closer. This applies to Way Maker's road construction as well.
  • Added additional AI flag to help prevent villagers from removing needed resources from buildings under construction to use elsewhere.


Bug Fixes

  • Fixed a minor overlay bug causing "Requires " to display when it wasn't actually required.
  • Fixed a very rare crash caused by the object sorting algorithm when a game is first loaded.
  • Implemented possible fix to the "Go home loop" bug that appeared in InDev 25 Unstable 1.
  • Lightning strikes caused by the storm spell no longer crash the game when cast outside the map bounds.
  • Fixed a rare crash if the game tries to find a building at a specific coordinate right as the game launches.
  • Fixed resource "Hovering above head" bug when villagers are carrying something in water, tar or anything else with depth.
  • Experimental fix for resource loading lag issues some users have been having due to some picky malware and anti-virus programs.


Miscellaneous Changes

  • Peaceful mode has been renamed Traditional mode to lessen confusion for new players.
  • Tending to farmland now sets the "tend amount" to maximum, instead of increasing it by 20%. This drastically reduces the amount of farmers you need to keep farms tended.
  • Lowered the "rest period" essence has when it first spawns, before it is attracted to your hand/cursor.
  • The "suck in" radius of essence to your cursor has been doubled.
  • Lumberjacks can now store silk.
  • Miners can now store iron ore.
  • Slightly increased the overall resource values of most of the terrain in the game.
  • Improved resource amount generation code somewhat. Some terrain, like dead trees, now have significantly less resources.
  • Available jobs now factor in to nomad spawn rates. The more available jobs you have (Total job slots minus Total population) the higher chance nomads will appear. If you have more villagers than job slots, it has a negative effect.
  • Changed "Everything is peaceful" to "Everything is calm" during day 1's night cycle.
  • Grab Objects tool removed from Sandbox Mode.
  • Improved worker location selection for terrain and road clearing.
  • Optimized tile flag detection, increasing the general overall speed of the engine.
  • Rebalanced weather and severe storm rates in all seasons.
  • Page up/down and back buttons now flash on the GUI when there's a page to go to.
  • Increased the render speed of all overlay data maps.
  • A new resource loader system has been implemented, that should increase load times.


InDev 25 Unstable 1 Change Log

Water and Thirst System

  • Villagers now have thirst, like hunger this stat will drop slowly. If their thirst reaches zero they will begin to lose hit points.
  • Being overheated or overworked will cause villagers thirst to drop faster.
  • Drinking water will lower a villager's body temperature if they are overheated. Sometimes they will drink water if they're extremely hot, even if they're not thirsty.
  • New Building: The Well. This building will slowly generate drinkable water year round. Once the water purifier is added to the game, the well will freeze over in the winter.
  • New Building: Rain Catcher. This building will collect rainwater, funnel it into barrels, and will work year around, assuming it is rains.
  • New Buildings: Small and Large Water Fountains. Decent sized fountains of drinkable water, villagers will visit the fountain to drink water if they don't have any water in their inventory.
  • New Building: The Bottler. This building will provide new Bottler job slots, and refine water into water bottles villagers can carry around with them.
  • New Job: Bottler. As stated above, they will refine water buckets into bottles. They will also distribute bottles to houses.
  • New Job: Well Master. Well masters will deliver buckets of water from rain catchers and wells to other sources that need them in the village, like fountains, farms, houses and bottlers.
  • Villagers will now visit water sources to replenish their thirst, they prioritize going to fountains or drinking water bottles in their inventory. If they can't find either, they will visit their house or any other water source anywhere in the village.


Farming Changes

  • Crops can now be tended to and watered to help them grow faster, or resist dying. Typically meaning the more farmers you have, the faster your food production.
  • Crops can now grow in the summer, but must be well tended and watered. Otherwise they may die.


Spell Changes

  • Lowered the cost of the Send to Limbo, Take From Limbo and Resurrect spells.
  • The spells Magic Torch, Distract and Spotlight have been removed from the game.
  • New Spell: Summon Holy Golem. A Summonable mid level golem you can summon anywhere in the map, and will destroy everything in sight. The golem will lose 5% of it's health every few seconds until it eventually dies.
  • New Spell: Storm. This spell will cause a terrible thunderstorm in the area cast, and should never be cast inside the village. This spell will also trigger rain or snow. Useful in summer drought.


Full Moon

  • The world now has a "Full Moon" night every 7 days.
  • Monsters do not attack during a full moon, unless you get too close to them.
  • Essence spawns randomly all over the map during a full moon.
  • Ghosts (Dead villagers) pop up very frequently during a full moon.


Miscellaneous Changes

  • Changed starting villager summon in count in the World Map to summon up to 40 villagers, rather than 32.
  • Changed starting villager count in Skirmish from 21-27 to 28-32
  • Reduced global spawn rate in survival mode by 10%.
  • Large, detailed building and working job panels have been added to the left and right tab, detailing a ton of useful information about the building or job assignment to the player when you hover over the building or job icon.
  • Improved some of the "Building Required" building overlay messages.
  • Monsters no longer auto attack when in range of the village.
  • Refining/Manufacturing villagers will now attempt to manufacture more resources in an endless loop until they're tired, run out of base materials or the building is at least 1/4th full of the refined resource in question.
  • Reworked how food is eaten somewhat. Now food has a much higher use-count, but each use only counts as 1 hunger point. The final actual food value is the same.
  • Renamed "Stone" to "Cut Stone".
  • Adjusted the "trigger points" for fill phases in buildings somewhat.
  • Moved mouse over overlay for buildings above the building rather than on top of it.
  • Improved the particle generation when it is raining, now water will hit the ground and drip off terrain and buildings.
  • Reduced overall amount of lightning during rain.
  • Midday is now longer, and Night is shorter in the Summer.
  • Midday is now shorter, and Night is longer in the Winter.
  • Removed essence collecting from radiance pools. They now only attract monsters.
  • Added total village energy (and now, water) to the resource bar.
  • New Song added, Maxine.
  • Overhauled the way tileset data is loaded into the game, somewhat lowering memory usage.
  • Optimized many of the mob and building search algorithms.
  • Hunger now drops about 30% slower, to help offset the demand for water.


Bug Fixes

  • Fixed the rain frequency in the early days of Spring.
  • Medic work now exhausts the mob correctly.
  • Fixed a few minor shadow and particle map issues.
  • Abandoned Crystal Harvestries can now be rebuilt properly.
  • Fixed Rain sound "Stuttering/Skipping" for some users.


Known Issues that will be resolved before the stable build

  • None!


[ 2017-03-19 23:41:26 CET ] [ Original post ]

Build InDev 25 Unstable 2 Released

Click here for help on accessing the Unstable branch!

Happy Math.PI day!

The fairly huge InDev 25 Unstable 2 patch has been released. This patch's main focus was to add the second half of the new water system to the game. But there's a ton of other optimizations and new features. Check out the change log for details! :)

This patch also includes a brand new, very experimental resource/image loader. So please be on the lookout for missing GUI elements, map tile sets, or other graphical anomalies.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 25 Unstable 2 Change Log

Water and Thirst System


  • Well Master has been renamed Water Master.
  • Water Masters can now harvest dirty water from lakes to be taken to the water purifiers.
  • The "Harvest Food" button is now a "Harvest Food and Water" button.
  • New Building: Water Purifier. This building will accept dirty water (Harvested from lakes) and slowly filter it into clean water the village can use.
  • Lake water can now freeze in extremely cold weather (Usually only during the Winter) making it unharvestable until it thaws.
  • Water can now be drained completely from a lake, due to over harvesting.
  • Water levels in lakes replenish when it rains.
  • The Ancillary and Camp can no longer store water buckets.
  • Way Makers can now clear all terrain, just like Builders.
  • Water can now be cleared by Way Makers and Builders with the destroy terrain tool.
  • Way Makers can now dig holes to create villager make lakes for collecting rain water, creating new water sources next time it rains. They can also be used to expand existing water sources.
  • Made go home to eat and drink AI more logically efficient.


Resource Distribution Rewrite

  • The resource distribution and storage AI has been rewritten completely from scratch.
  • Each building now has a set resource priority for each resource they can store. For example, the Lumber Mill's priority for wood is "Very High", and the priority for boards is "Very Low".
  • Organizers, and most manufacturing and refining workers can now rearrange resources in the village taking resources from low priority buildings and delivering them to high priority buildings. For example, an Organizer may take wood from a Lumber Shack and deliver it to a Lumber Mill for the Carpenters to refine, and then later take boards from a Lumber Mill to the Ancillary, Camp or Wood Storage to clear up space in the Lumber Mill for additional wood.
  • All harvesters now deliver harvested resources to the highest priority buildings first, even if the building isn't the closest. For example, a Lumberjack will try to deliver freshly harvested wood to a Bowyer or Lumber Mill first, before delivering it to a Lumber Shack.
  • All construction jobs now always take resources from the lowest priority buildings first. For example, a Builder will take wood from Wood Storage, an Ancillary, or the Camp before taking it from the Lumber Mill, even if the Lumber Mill is closer. This applies to Way Maker's road construction as well.
  • Added additional AI flag to help prevent villagers from removing needed resources from buildings under construction to use elsewhere.


Bug Fixes

  • Fixed a minor overlay bug causing "Requires " to display when it wasn't actually required.
  • Fixed a very rare crash caused by the object sorting algorithm when a game is first loaded.
  • Implemented possible fix to the "Go home loop" bug that appeared in InDev 25 Unstable 1.
  • Lightning strikes caused by the storm spell no longer crash the game when cast outside the map bounds.
  • Fixed a rare crash if the game tries to find a building at a specific coordinate right as the game launches.
  • Fixed resource "Hovering above head" bug when villagers are carrying something in water, tar or anything else with depth.
  • Experimental fix for resource loading lag issues some users have been having due to some picky malware and anti-virus programs.


Miscellaneous Changes

  • Peaceful mode has been renamed Traditional mode to lessen confusion for new players.
  • Tending to farmland now sets the "tend amount" to maximum, instead of increasing it by 20%. This drastically reduces the amount of farmers you need to keep farms tended.
  • Lowered the "rest period" essence has when it first spawns, before it is attracted to your hand/cursor.
  • The "suck in" radius of essence to your cursor has been doubled.
  • Lumberjacks can now store silk.
  • Miners can now store iron ore.
  • Slightly increased the overall resource values of most of the terrain in the game.
  • Improved resource amount generation code somewhat. Some terrain, like dead trees, now have significantly less resources.
  • Available jobs now factor in to nomad spawn rates. The more available jobs you have (Total job slots minus Total population) the higher chance nomads will appear. If you have more villagers than job slots, it has a negative effect.
  • Changed "Everything is peaceful" to "Everything is calm" during day 1's night cycle.
  • Grab Objects tool removed from Sandbox Mode.
  • Improved worker location selection for terrain and road clearing.
  • Optimized tile flag detection, increasing the general overall speed of the engine.
  • Rebalanced weather and severe storm rates in all seasons.
  • Page up/down and back buttons now flash on the GUI when there's a page to go to.
  • Increased the render speed of all overlay data maps.
  • A new resource loader system has been implemented, that should increase load times.


InDev 25 Unstable 1 Change Log

Water and Thirst System

  • Villagers now have thirst, like hunger this stat will drop slowly. If their thirst reaches zero they will begin to lose hit points.
  • Being overheated or overworked will cause villagers thirst to drop faster.
  • Drinking water will lower a villager's body temperature if they are overheated. Sometimes they will drink water if they're extremely hot, even if they're not thirsty.
  • New Building: The Well. This building will slowly generate drinkable water year round. Once the water purifier is added to the game, the well will freeze over in the winter.
  • New Building: Rain Catcher. This building will collect rainwater, funnel it into barrels, and will work year around, assuming it is rains.
  • New Buildings: Small and Large Water Fountains. Decent sized fountains of drinkable water, villagers will visit the fountain to drink water if they don't have any water in their inventory.
  • New Building: The Bottler. This building will provide new Bottler job slots, and refine water into water bottles villagers can carry around with them.
  • New Job: Bottler. As stated above, they will refine water buckets into bottles. They will also distribute bottles to houses.
  • New Job: Well Master. Well masters will deliver buckets of water from rain catchers and wells to other sources that need them in the village, like fountains, farms, houses and bottlers.
  • Villagers will now visit water sources to replenish their thirst, they prioritize going to fountains or drinking water bottles in their inventory. If they can't find either, they will visit their house or any other water source anywhere in the village.


Farming Changes

  • Crops can now be tended to and watered to help them grow faster, or resist dying. Typically meaning the more farmers you have, the faster your food production.
  • Crops can now grow in the summer, but must be well tended and watered. Otherwise they may die.


Spell Changes

  • Lowered the cost of the Send to Limbo, Take From Limbo and Resurrect spells.
  • The spells Magic Torch, Distract and Spotlight have been removed from the game.
  • New Spell: Summon Holy Golem. A Summonable mid level golem you can summon anywhere in the map, and will destroy everything in sight. The golem will lose 5% of it's health every few seconds until it eventually dies.
  • New Spell: Storm. This spell will cause a terrible thunderstorm in the area cast, and should never be cast inside the village. This spell will also trigger rain or snow. Useful in summer drought.


Full Moon

  • The world now has a "Full Moon" night every 7 days.
  • Monsters do not attack during a full moon, unless you get too close to them.
  • Essence spawns randomly all over the map during a full moon.
  • Ghosts (Dead villagers) pop up very frequently during a full moon.


Miscellaneous Changes

  • Changed starting villager summon in count in the World Map to summon up to 40 villagers, rather than 32.
  • Changed starting villager count in Skirmish from 21-27 to 28-32
  • Reduced global spawn rate in survival mode by 10%.
  • Large, detailed building and working job panels have been added to the left and right tab, detailing a ton of useful information about the building or job assignment to the player when you hover over the building or job icon.
  • Improved some of the "Building Required" building overlay messages.
  • Monsters no longer auto attack when in range of the village.
  • Refining/Manufacturing villagers will now attempt to manufacture more resources in an endless loop until they're tired, run out of base materials or the building is at least 1/4th full of the refined resource in question.
  • Reworked how food is eaten somewhat. Now food has a much higher use-count, but each use only counts as 1 hunger point. The final actual food value is the same.
  • Renamed "Stone" to "Cut Stone".
  • Adjusted the "trigger points" for fill phases in buildings somewhat.
  • Moved mouse over overlay for buildings above the building rather than on top of it.
  • Improved the particle generation when it is raining, now water will hit the ground and drip off terrain and buildings.
  • Reduced overall amount of lightning during rain.
  • Midday is now longer, and Night is shorter in the Summer.
  • Midday is now shorter, and Night is longer in the Winter.
  • Removed essence collecting from radiance pools. They now only attract monsters.
  • Added total village energy (and now, water) to the resource bar.
  • New Song added, Maxine.
  • Overhauled the way tileset data is loaded into the game, somewhat lowering memory usage.
  • Optimized many of the mob and building search algorithms.
  • Hunger now drops about 30% slower, to help offset the demand for water.


Bug Fixes

  • Fixed the rain frequency in the early days of Spring.
  • Medic work now exhausts the mob correctly.
  • Fixed a few minor shadow and particle map issues.
  • Abandoned Crystal Harvestries can now be rebuilt properly.
  • Fixed Rain sound "Stuttering/Skipping" for some users.


Known Issues that will be resolved before the stable build

  • The in-game tips are outdated.


[ 2017-03-14 13:23:23 CET ] [ Original post ]

Build InDev 25 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The game changer is here! Introducing the first Unstable build in the InDev 25 series. This update brings in an absolute ton of game changing mechanics, most of them centered around the new water system. This patch fleshes out the early game quite a bit, rewrites a large portion of farming, rebalances food, monsters, adds new spells, and much more.

Check out the extensive change log, and let me know what you think down in the comments.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 25 Unstable 1 Change Log

Water and Thirst System


  • Villagers now have thirst, like hunger this stat will drop slowly. If their thirst reaches zero they will begin to lose hit points.
  • Being overheated or overworked will cause villagers thirst to drop faster.
  • Drinking water will lower a villager's body temperature if they are overheated. Sometimes they will drink water if they're extremely hot, even if they're not thirsty.
  • New Building: The Well. This building will slowly generate drinkable water year round. Once the water purifier is added to the game, the well will freeze over in the winter.
  • New Building: Rain Catcher. This building will collect rainwater, funnel it into barrels, and will work year around, assuming it is rains.
  • New Buildings: Small and Large Water Fountains. Decent sized fountains of drinkable water, villagers will visit the fountain to drink water if they don't have any water in their inventory.
  • New Building: The Bottler. This building will provide new Bottler job slots, and refine water into water bottles villagers can carry around with them.
  • New Job: Bottler. As stated above, they will refine water buckets into bottles. They will also distribute bottles to houses.
  • New Job: Well Master. Well masters will deliver buckets of water from rain catchers and wells to other sources that need them in the village, like fountains, farms, houses and bottlers.
  • Villagers will now visit water sources to replenish their thirst, they prioritize going to fountains or drinking water bottles in their inventory. If they can't find either, they will visit their house or any other water source anywhere in the village.


Farming Changes

  • Crops can now be tended to and watered to help them grow faster, or resist dying. Typically meaning the more farmers you have, the faster your food production.
  • Crops can now grow in the summer, but must be well tended and watered. Otherwise they may die.


Spell Changes

  • Lowered the cost of the Send to Limbo, Take From Limbo and Resurrect spells.
  • The spells Magic Torch, Distract and Spotlight have been removed from the game.
  • New Spell: Summon Holy Golem. A Summonable mid level golem you can summon anywhere in the map, and will destroy everything in sight. The golem will lose 5% of it's health every few seconds until it eventually dies.
  • New Spell: Storm. This spell will cause a terrible thunderstorm in the area cast, and should never be cast inside the village. This spell will also trigger rain or snow. Useful in summer drought.


Full Moon

  • The game now goes into "Full moon" every 7 days.
  • Monsters do not attack during a full moon, unless you get too close to them.
  • Essence spawns randomly all over the map during a full moon.
  • Ghosts (Dead villagers) pop up very frequently during a full moon.


Miscellaneous Changes

  • Changed starting villager summon in count in the World Map to summon up to 40 villagers, rather than 32.
  • Changed starting villager count in Skirmish from 21-27 to 28-32
  • Reduced global spawn rate in survival mode by 10%.
  • Large, detailed building and working job panels have been added to the left and right tab, detailing a ton of useful information about the building or job assignment to the player when you hover over the building or job icon.
  • Improved some of the "Building Required" building overlay messages.
  • Monsters no longer auto attack when in range of the village.
  • Refining/Manufacturing villagers will now attempt to manufacture more resources in an endless loop until they're tired, run out of base materials or the building is at least 1/4th full of the refined resource in question.
  • Reworked how food is eaten somewhat. Now food has a much higher use-count, but each use only counts as 1 hunger point. The final actual food value is the same.
  • Renamed "Stone" to "Cut Stone".
  • Adjusted the "trigger points" for fill phases in buildings somewhat.
  • Moved mouse over overlay for buildings above the building rather than on top of it.
  • Improved the particle generation when it is raining, now water will hit the ground and drip off terrain and buildings.
  • Reduced overall amount of lightning during rain.
  • Midday is now longer, and Night is shorter in the Summer.
  • Midday is now shorter, and Night is longer in the Winter.
  • Removed essence collecting from radiance pools. They now only attract monsters.
  • Added total village energy (and now, water) to the resource bar.
  • New Song added, Maxine.
  • Overhauled the way tileset data is loaded into the game, somewhat lowering memory usage.
  • Optimized many of the mob and building search algorithms.
  • Hunger now drops about 30% slower, to help offset the demand for water.


Bug Fixes

  • Fixed the rain frequency in the early days of Spring.
  • Medic work now exhausts the mob correctly.
  • Fixed a few minor shadow and particle map issues.
  • Abandoned Crystal Harvestries can now be rebuilt properly.
  • Fixed Rain sound "Stuttering/Skipping" for some users.


Known Issues that will be resolved before the stable build

  • The in-game tips are outdated.


[ 2017-02-23 18:12:33 CET ] [ Original post ]

Rise to Ruins is giving away a brand new NES Classic Edition on Twitter!



I had the fortunate luck of getting my hands on not one, but two NES Classic Editions, and I'm passing that luck on to you guys and giving away one of them! :)

TO ENTER: Follow me, and Retweet this tweet on twitter.

DEADLINE: Friday, February 24th at Midnight PST

The winner will be randomly selected on Saturday the February 25th.

This drawing is for an NTSC/North American NES Classic Edition. I do not know if it will work in a PAL region.

I will cover all shipping costs, but you may be responsible for customs/import taxes in your respected country if you're living outside the United States.

A note to collectors, the box has a razor blade cut on the back, I assume from the retail store unpacking it. You can see it in the below photos. But otherwise it is in great shape!

GOOD LUCK TO EVERYONE! :)

Other photos of the actual item:







[ 2017-02-16 19:33:19 CET ] [ Original post ]

InDev 24e - The GUI Tweaking Update - Released!

Happy Half-Priced Chocolates day everyone!

I've decided to toss out one more patch in the InDev 24 series for you. These changes were originally slated for the InDev 25 release, but I've brought them to you early due to user feedback on twitter, the forums and a few negative reviews that creeped up post weeklong sale from the large influx of new players.

I believe the problem is a lot of new players are unaware of peaceful mode, and its purpose. So I've made a few changes to the world map GUI that force a first-time player to explicitly select a game mode before continuing, creating a hidden tutorial of sorts both letting them know peaceful mode exists, and that it is the recommended mode for new players. Previously the game just defaulted to Survival and you had to change the game mode with the upper right panel, but new players unaware of this would run headlong into survival mode and get slaughtered.

This should help with many of the complaints I've received from new players about the game being too hard. Survival mode is meant to be overwhelmingly hard by design. But it shouldn't be the only mode the players know about, because some people don't like it. New players should be aware of peaceful mode right from the start, and that it's a highly recommended mode to play before you delve headlong into the brutal and unforgiving survival mode! :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 24e Change Log

Interface Changes


  • You are now forced to manually select a game mode the first time you load the world map.
  • The game remembers the last game mode you selected, and selects it automatically next time you load the game.
  • The game now automatically loads the last profile loaded, so you no longer have to select your profile every time you load the game.
  • You now have a "Don't show this again" button on the disclaimer page.


[ 2017-02-15 17:32:03 CET ] [ Original post ]

InDev 25 Road Map - The Hydration Update

InDev 25 will introduce water as a new base resource to the game.

Most of the changes are mainly designed to flesh out the Summer season and differentiate it from the Winter, as currently both seasons are mostly functionally the same from the players perspective. With this patch, you'll be able to keep your farms growing throughout the summer by watering them regularly and your villagers will be able to cool down a bit by drinking water, so they don't have to return home as often.

Of course, Rise to Ruins is designed to be a challenging game, so you're not getting away with getting these new perks without the evil developer punishing you for having them! With these summer benefits also comes some new hardships. Now your villagers will have a thirst stat, and can die from dehydration year round if you run out of drinking water, most especially in the Summer. So you not only need to keep a supply of food, but also water!

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 25 Road Map

Hydration System


  • Villagers will now have a new stat, called "Thirst" that will function similarly to hunger. If their thirst hits 0, they'll start to die of dehydration. This rate the stat goes down will be based on how warm the villager is, generally speaking this means the thirst stat will drop slower in the winter, and faster in the summer.
  • Farms will now get a growth speed boost in the Spring and Autumn and in the Summer, will continue to grow at regular speeds if you keep them properly watered.
  • New Building: The Well. This building will slowly generate drinkable water in the Spring and Autumn, but will dry out in the Summer and freeze in the Winter.
  • New Building: Rain Catcher. This building will collect rain water, and funnel it into barrels, and will work year around, assuming it is rains.
  • New Building: Water Purifier. This building can be used year round, but must be built on or near water, and requires essence/energy to run. It will convert the undrinkable lake/ocean water into drinkable water the Well Masters can use. If water freezing is added this patch, it will not function if the water source is frozen.
  • New Building: Water Fountain. A decent sized fountain of drinkable water, villagers will visit the fountain to drink water if they don't have any water in their inventory.
  • New Building: The Bottler. This building will provide new Bottler job slots, and refine water buckets into water bottles.
  • Houses will be able to store water bottles.
  • New Job: Bottler. As stated above, they will refine water buckets into bottles. They will also distribute bottles to houses.
  • New Job: Well Master. Well masters will deliver buckets of water from rain catchers, wells and water purifiers to other sources that need them on the map, like fountains and bottlers.


Miscellaneous

  • Some walls will be able to be built on water.
  • Time permitting, Way makers will get the ability to reroute or create water on the map, allowing you to expand nearby water sources closer to the village, and possibly build entirely new water sources by digging ditches and waiting for it to rain.
  • Time permitting, the ability for oceans/lakes to freeze over completely may be added.


[ 2017-02-08 20:46:39 CET ] [ Original post ]

InDev 24d - The Save System and Maps Update - Released!

InDev 25 development is already in full swing, so this is likely the last patch in the InDev 24 series. This patch adds a few bug fixes, balance tweaks, edge scrolling, an overhaul to the autosave system and 4 new maps to play on. Hope you enjoy it!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 24d Change Log

Bug Fixes


  • Fixed an extremely rare crash caused by reloading a game when a villager is en route to pickup a resource, and the system checks to see what that resource is.
  • Autosave no longer causes the screen to flicker when the game is in full screen mode.
  • Fixed a bug that could cause villagers to enter in and out of combat when certain spells were cast.


Miscellaneous Changes

  • 4 new maps added to the world map; Newdragon, Black Coast, Strongvale and Death Pass.
  • Overhauled the autosave system, reducing the overall memory load, save speed and "jitter" when an autosave is executed.
  • The settings menu can now be accessed while playing.
  • Made the world map and skirmish buttons more obvious in the main menu.
  • Doubled Essence Collector's generation rates, maximum energy and slightly increased fuel duration.
  • You can now use "Edge Scrolling" map movement, as seen in Starcraft, Command and Conquer, etc. This is disabled by default, and must be enabled in the settings menu.
  • Tightened up map movement a bit.


[ 2017-02-06 15:56:11 CET ] [ Original post ]

Launch of the (Currently Very Empty) Rise to Ruins Official Wiki.

Greetings everyone,

It's finally time to start putting together an official wiki!

So, it's all-gamers-on-deck, the new Wiki has been setup, configured and ready for you guys to edit. I'll be along for the ride too, adding as much detail as I can (and cleaning up the mess) as we go.

If you want to dive in and help out in the wiki's early days, you're more then welcome to head on over and get started!

Thanks in advance for your future hard-work!


[ 2017-01-30 04:24:22 CET ] [ Original post ]

InDev 24b - The Tweaks and Profile Upload Update - Released!

In somewhat short order, InDev 24b is here! This patch is fairly small compared to the large patch released a few days ago. For the most part, this patch includes a few bug fixes, balance tweaks and a new bug reporting system that will allow you to upload your profiles directly to my server in only a few button clicks.

Hope you enjoy it!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 24b Change Log

Profile Upload System


  • You can now upload your entire profile and a copy of your logs directly to my web server, via the profile menu. Before uploading, you can select between a few generalized categories, as well as leave a short comment. When sent, I'll be notified and will look into the crash as soon as I can, and if the issue is RtR related hopefully have the issue resolved next patch.


Bug Fixes

  • Fixed a bug that would return erroneous object locations to certain parts of the AI and spell code, resulting in not being able to "see" certain buildings in range.
  • Fixed a rare crash caused by a village trying to pickup and deliver a resource on the ground to a building they can no longer reach.
  • Fixed off center small farm construction artwork.
  • Fixed a typo in the send to limbo spell description.
  • Fixed Cobble and Board Road button in sandbox and map editor mode.
  • Fixed a bug where if you draw new roads in sandbox mode, they would have no durability and immediately decay.


Miscellaneous Changes

  • Added the Apache Commons library to the game code.
  • Reduced the maximum amount of nomads that can spawn in peaceful mode from 10 to 5.
  • Disabled the "Time since last nomad arrived" arrival lean in peaceful mode, meaning that the time it's been since your last nomads arrival will not effect the chance of new nomads showing up.
  • Available food is now also factored into the chance nomads will arrive. Too much food will encourage nomads, not enough will discourage them.
  • Overlay message GUI text is now hidden when you hit F4.
  • You can now force interface scaling to a desired amount in the profiles/settings.properties file. (By editing forceInferfaceScale=-1 to 1, 2, 3 or more)
  • Updated dissolve spell description.


[ 2017-01-21 01:12:42 CET ] [ Original post ]

InDev 24 - The Upgrade Update - Released!

Spread the word! A whole new game (name) has arrived! As of this patch, Retro-Pixel Castles will now henceforth be known as Rise to Ruins!

But, not only that, this patch brings in a new worker efficiency system, a ton of new content in the form of upgradable buildings, balance tweaks and some great optimizations. Let me know down in the comments what you think!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 23 Change Log

Upgrade and Village Efficiency System


  • A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
  • All of the refining, manufacturing and harvesting buildings can now all be upgraded. Each upgrade increases storage, worker limits and increases your worker's production speeds for their respected resources.
  • The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
  • Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
  • Wind, rain and snow will now reduce all work speeds by 20%
  • A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
  • Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
  • Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.


Nomad Changes

  • Rebalanced Nomads appearance rate math. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
  • Nomads can never spawn in groups larger than 10.
  • The longer is has been since nomads have spawned, the higher the chance that they will.


Performance

  • Improved building, repairing, road repairing, critical repairing and dismantling, road delivery and medic AI performance.
  • Improved memory usage and access time to sort and collect mobs for the AI and ranged detection mechanics game wide.
  • Greatly optimized the building search algorithm, improving late-late performance in high building count scenarios.


Bug Fixes

  • Fixed a bug when trying to draw on the accent layer before ever loading the bottom layer into memory.
  • Monster spawn points that get in range of the village no longer count towards the village's building count.
  • Fixed credits theme (again!).
  • The GUI now displays the camp overlay properly if your camp is destroyed mid-game, and you try to rebuild it when your maximum building slots fall under your total building count.
  • Fixed a crash when you use the grab spell off of the map.
  • Fixed spawn rate adjustments when right clicking in sandbox mode.
  • Fixed a bug that could cause erroneous pickup and work coordinates in many of the AI functions.
  • You can no longer use the dismantle button in the GUI on an object that is not in range of the village. (Like monster spawners.)
  • Fixed an issue with resource management AI causing villagers to redistribute resources in the camp incorrectly. This caused a "supply line loop" where the organizers would take resources to a building, and the workers assigned to that building would just take it right back.
  • The zoom in and zoom out hotkeys now work in the world map.


Miscellaneous Changes

  • Game officially renamed to "Rise to Ruins".
  • Farms now grow food twice as fast.
  • Raw food regrows and spreads much slower.
  • Motivate land spell nerfed slightly.
  • Doubled the amount of influence you get when sucking in essence into your mouse/hand.
  • Way Maker Shack is now considered "Overflow" storage.
  • Reorganized the work priority for refining a bit, making it more efficient.
  • Armorsmithy and toolsmithy can no longer store iron ore.
  • Removed the 1 worker per building refining cap.
  • Doubled the refining and manufacturing production time. (To offset allowing multiple workers to work at once)
  • Workers can now store resources in buildings while they're mid-upgrade.
  • Screenshake can now be disabled in the settings menu.
  • Weather is no longer enabled on the main menu.
  • Fixed a bunch of typos in the help system.
  • Fixed a bug that would cause the game to try to "draw" roads on void tiles.
  • Nearly all now-upgradable buildings have had their initial build costs reduced.
  • New song, Sunset, has been added!
  • Updated the Kitchen's description.
  • Small "Work Progress" bars now float above villager's heads when they are working.
  • The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
  • Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
  • A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.
  • Removed the working block when a villager is starving.
  • Tweaked the refine/manufacture resource AI to be a bit more responsive.
  • Monsters can now no longer spawn a level that is greater than the current day. (For example, you can't get a level 5 skeleton on day 2.)
  • Villagers are now more willing to eat when hungry.
  • Doubled the durability of all tools, and tripled the durability of armor.
  • Updated the pre-load splash image.


[ 2017-01-16 02:46:03 CET ] [ Original post ]

Build InDev 24 Unstable 4 Released

Click here for help on accessing the Unstable branch!

Here it is, hopefully the last Unstable patch before our long time coming next stable release! This patch brings in the last of the building upgrades for this patch cycle, as well as a bunch of bug fixes, and minor adjustments. There's still a few loose ends to tie up, but the meat of InDev 24 has been completed. So test the hell out of this one!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 24 Unstable 4 Change Log

Upgrade and Village Efficiency System


  • Added the new upgrades for the Armorsmithy, Toolsmithy and Forge.
  • When upgraded, the Armorsmithy, Toolsmithy and Forge increase their respected worker counts, storage space and work speeds.


Miscellaneous Changes

  • Reorganized the work priority for refining a bit, making it a bit more efficient.
  • Armorsmithy and toolsmithy can no longer store iron ore.


Bug Fixes

  • Fixed a crash when you use the grab spell off of the map.
  • Fixed spawn rate adjustments when right clicking in sandbox mode.
  • Fixed a bug that could cause erroneous pickup and work coordinates in many of the AI functions.
  • You can no longer use the dismantle button in the GUI on an object that is not in range of the village. (Like monster spawners.)
  • Fixed a bug that wouldn't allow you to upgrade or dismantle roads if the way maker shack was being upgraded or build.
  • Fixed an issue with resource management AI causing villagers to redistribute resources in the camp incorrectly. This caused a "supply line loop" where the organizers would take resources to a building, and the workers assigned to that building would just take it right back.


InDev 24 Unstable 3 Change Log

Upgrade and Village Efficiency System

  • Added the new upgrades for the Bowyer, Rock Tumbler and Way Maker Shack.
  • When upgraded, the Bowyer, Rock Tumbler and Way Maker Shack increase their respected worker counts, storage space and work speeds.


Performance

  • Improved building, repairing, road repairing, critical repairing and dismantling, road delivery and medic AI performance.
  • Improved memory usage and access time to sort and collect mobs for the AI and ranged detection mechanics game wide.
  • Greatly optimized the building search algorithm, improving late-late performance in high building count scenarios.


Miscellaneous Changes

  • Removed the working block when a villager is starving.
  • Nomads can never spawn in groups larger than 10.
  • Changed mentions of Retro-Pixel Castles to Rise to Ruins in the game code.
  • Tweaked the refine/manufacture resource AI to be a bit more responsive.
  • Monsters can now no longer spawn a level that is greater than the current day. (For example, you can't get a level 5 skeleton on day 2.)
  • Villagers are now more willing to eat when hungry.
  • Doubled the durability of all tools, and triples the durability of armor.
  • Updated the pre-load splash image.


Bug Fixes

  • Fixed credits theme (again!).
  • The GUI now displays the camp overlay properly if your camp is destroyed mid-game, and you try to rebuild it when your maximum building slots fall under your total building count.


InDev 24 Unstable 2 Change Log

Upgrade and Village Efficiency System

  • Added the new upgrades for the Lumber Mill, Crystillery and Stone Cuttery.
  • When upgraded, the Lumber Mill, Crystillery and Stone Cuttery increase their respected worker counts, storage space and work speeds.


Miscellaneous Changes

  • Removed the 1 worker per building refining cap.
  • Doubled the refining and manufacturing production time. (To offset allowing multiple workers to work at once)
  • Workers can now store resources in buildings while they're mid-upgrade.
  • Screenshake can now be disabled in the settings menu.
  • Weather is no longer enabled on the main menu.
  • Game officially renamed to "Rise to Ruins".
  • Fixed a bunch of typos in the help system.
  • Fixed a bug that would cause the game to try to "draw" roads on void tiles.
  • Improved the AI performance of harvesting tasks. (Was also included in InDev 23c)
  • Optimized the particle rendering system. (Was also included in InDev 23c)
  • Updated the tutorial link. (Was also included in InDev 23c)


Bug Fixes

  • Fixed a bug when trying to draw on the accent layer before ever loading the bottom layer into memory.
  • Fixed a bug that prevented the "harvest crystals" hotkey from working when the camp/castle was under construction. (Was also included in InDev 23c)
  • The grab building, pause building and dismantle building hotkeys now work correctly in play mode. (Was also included in InDev 23c)
  • Fixed a bug that would cause wind particles to not decay if they collided with the topography. (Was also included in InDev 23c)


InDev 24 Unstable 1 Change Log

Upgrade and Village Efficiency System

  • A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
  • The Lumber Shack, Mining Facility and Crystal Harvestry can now all be upgraded. Each upgrade increases storage, worker limits and increases your village's harvesting speeds for their respected resources.
  • The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
  • Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
  • Wind, rain and snow will now reduce all work speeds by 20%
  • A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
  • Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
  • Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.


Bug Fixes

  • Monster spawn points that get in range of the village no longer count towards the village's building count.


Miscellaneous Changes

  • Harvesting buildings have had their initial build costs reduced.
  • New song, Sunset, as been added!
  • Rebalanced Nomads slightly. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
  • Updated the Kitchen's description.
  • Small "Work Progress" bars now float above villager's heads when they are working.
  • The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
  • Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
  • A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.


Known Issues that will be resolved before the stable build

  • None!


[ 2017-01-12 05:25:51 CET ] [ Original post ]

Build InDev 24 Unstable 3 Released

Click here for help on accessing the Unstable branch!

The first patch of 2017 has arrived! InDev 24 Unstable 3 has been released. This patch adds upgrades to the Bowyer, Way Maker Shack and Rock Tumbler, as well as a bunch of optimizations, bug fixes and balance adjustments. Hope you like it!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 24 Unstable 3 Change Log

Upgrade and Village Efficiency System


  • Added the new upgrades for the Bowyer, Rock Tumbler and Way Maker Shack.
  • When upgraded, the Bowyer, Rock Tumbler and Way Maker Shack increase their respected worker counts, storage space and work speeds.


Performance

  • Improved building, repairing, road repairing, critical repairing and dismantling, road delivery and medic AI performance.
  • Improved memory usage and access time to sort and collect mobs for the AI and ranged detection mechanics game wide.
  • Greatly optimized the building search algorithm, improving late-late performance in high building count scenarios.


Miscellaneous Changes

  • Removed the working block when a villager is starving.
  • Nomads can never spawn in groups larger than 10.
  • Changed mentions of Retro-Pixel Castles to Rise to Ruins in the game code.
  • Tweaked the refine/manufacture resource AI to be a bit more responsive.
  • Monsters can now no longer spawn a level that is greater than the current day. (For example, you can't get a level 5 skeleton on day 2.)
  • Villagers are now more willing to eat when hungry.
  • Doubled the durability of all tools, and triples the durability of armor.
  • Updated the pre-load splash image.


Bug Fixes

  • Fixed credits theme (again!).
  • The GUI now displays the camp overlay properly if your camp is destroyed mid-game, and you try to rebuild it when your maximum building slots fall under your total building count.


InDev 24 Unstable 2 Change Log

Upgrade and Village Efficiency System

  • Added the new upgrades for the Lumber Mill, Crystillery and Stone Cuttery.
  • When upgraded, the Lumber Mill, Crystillery and Stone Cuttery increase their respected worker counts, storage space and work speeds.


Miscellaneous Changes

  • Removed the 1 worker per building refining cap.
  • Doubled the refining and manufacturing production time. (To offset allowing multiple workers to work at once)
  • Workers can now store resources in buildings while they're mid-upgrade.
  • Screenshake can now be disabled in the settings menu.
  • Weather is no longer enabled on the main menu.
  • Game officially renamed to "Rise to Ruins".
  • Fixed a bunch of typos in the help system.
  • Fixed a bug that would cause the game to try to "draw" roads on void tiles.
  • Improved the AI performance of harvesting tasks. (Was also included in InDev 23c)
  • Optimized the particle rendering system. (Was also included in InDev 23c)
  • Updated the tutorial link. (Was also included in InDev 23c)


Bug Fixes

  • Fixed a bug when trying to draw on the accent layer before ever loading the bottom layer into memory.
  • Fixed a bug that prevented the "harvest crystals" hotkey from working when the camp/castle was under construction. (Was also included in InDev 23c)
  • The grab building, pause building and dismantle building hotkeys now work correctly in play mode. (Was also included in InDev 23c)
  • Fixed a bug that would cause wind particles to not decay if they collided with the topography. (Was also included in InDev 23c)


InDev 24 Unstable 1 Change Log

Upgrade and Village Efficiency System

  • A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
  • The Lumber Shack, Mining Facility and Crystal Harvestry can now all be upgraded. Each upgrade increases storage, worker limits and increases your village's harvesting speeds for their respected resources.
  • The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
  • Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
  • Wind, rain and snow will now reduce all work speeds by 20%
  • A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
  • Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
  • Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.


Bug Fixes

  • Monster spawn points that get in range of the village no longer count towards the village's building count.


Miscellaneous Changes

  • Harvesting buildings have had their initial build costs reduced.
  • New song, Sunset, as been added!
  • Rebalanced Nomads slightly. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
  • Updated the Kitchen's description.
  • Small "Work Progress" bars now float above villager's heads when they are working.
  • The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
  • Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
  • A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.


Known Issues that will be resolved before the stable build

  • None!


[ 2017-01-02 11:19:54 CET ] [ Original post ]

Build InDev 24 Unstable 2 Released

Click here for help on accessing the Unstable branch!

Just in time for Christmas, I've just finished the next unstable build for you guys. This one introduces a few optimizations, bug fixes, miscellaneous tweaks and most importantly, an upgradable Lumber Mill, Crystillery and Stone Cuttery! This is also the first patch to officially introduce the new game title, Rise to Ruins! :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 24 Unstable 2 Change Log

Upgrade and Village Efficiency System


  • Added the new upgrades for the Lumber Mill, Crystillery and Stone Cuttery.
  • When upgraded, the Lumber Mill, Crystillery and Stone Cuttery increase their respected worker counts, storage space and work speeds.


Miscellaneous Changes

  • Removed the 1 worker per building refining cap.
  • Doubled the refining and manufacturing production time. (To offset allowing multiple workers to work at once)
  • Workers can now store resources in buildings while they're mid-upgrade.
  • Screenshake can now be disabled in the settings menu.
  • Weather is no longer enabled on the main menu.
  • Game officially renamed to "Rise to Ruins".
  • Fixed a bunch of typos in the help system.
  • Fixed a bug that would cause the game to try to "draw" roads on void tiles.
  • Improved the AI performance of harvesting tasks. (Was also included in InDev 23c)
  • Optimized the particle rendering system. (Was also included in InDev 23c)
  • Updated the tutorial link. (Was also included in InDev 23c)


Bug Fixes

  • Fixed a bug when trying to draw on the accent layer before ever loading the bottom layer into memory.
  • Fixed a bug that prevented the "harvest crystals" hotkey from working when the camp/castle was under construction. (Was also included in InDev 23c)
  • The grab building, pause building and dismantle building hotkeys now work correctly in play mode. (Was also included in InDev 23c)
  • Fixed a bug that would cause wind particles to not decay if they collided with the topography. (Was also included in InDev 23c)


InDev 24 Unstable 1 Change Log

Upgrade and Village Efficiency System

  • A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
  • The Lumber Shack, Mining Facility and Crystal Harvestry can now all be upgraded. Each upgrade increases storage, worker limits and increases your village's harvesting speeds for their respected resources.
  • The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
  • Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
  • Wind, rain and snow will now reduce all work speeds by 20%
  • A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
  • Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
  • Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.


Bug Fixes

  • Monster spawn points that get in range of the village no longer count towards the village's building count.


Miscellaneous Changes

  • Harvesting buildings have had their initial build costs reduced.
  • New song, Sunset, as been added!
  • Rebalanced Nomads slightly. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
  • Updated the Kitchen's description.
  • Small "Work Progress" bars now float above villager's heads when they are working.
  • The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
  • Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
  • A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.


Known Issues that will be resolved before the stable build

  • None!


[ 2016-12-24 23:24:44 CET ] [ Original post ]

Soon, Retro-Pixel Castles will be known as Rise to Ruins.



Greetings fellow players,

For quite some time, I've been pondering over a very large and somewhat risky change to our beloved game, renaming Retro-Pixel Castles to something that is more suitable to what the game represents.

The decision is not something I have taken lightly. Renaming a game that's over 2 years old in a lot of ways can be considered marketing suicide, as you will always lose a decent amount of name recognition all over the internet. Some people will have no idea what this "new" game is, and others will wonder what happened to the old one.

But as I'm sure a large majority of you agree, Retro-Pixel Castles is a downright silly name for a godlike village simulator.

The game hasn't been retro for over a year since the graphics overhaul, and while the game does indeed have castles now, castles aren't the focus of the game play mechanics. I suppose the game technically still has pixel art, but usually games tend to stray away from being called "pixel art" games once the artwork is rendered directly in 1:1 resolution, as much of RPC's is now.

I've also gotten several reports that its "silly name" was probably hurting it in the long run anyway, simply because it's not the kind of name gamers take very seriously, subconsciously putting in the same category as keyword-filled shovelware before even clicking on the game's store page.

So, I finally decided to take the risk about 2 weeks ago, and started thinking up a new name. I posted many polls on twitter, asking for people to pick names they liked, and after about 2 days of spamming back and forth, a good friend and fellow developer of mine suggested "Rise to Ruins", since the idea of the game is to survive as long as possible (Rise) to eventually end up dying as the world eventually overtakes you (Ruins) and you have to try again.

So I put it up for a vote, and it was the highest rated of all of my previous selections (Apparently I suck at naming things!).

The games new official name is now "Rise to Ruins", as soon as InDev 24 is completed, you will see the Steam official store page, the official website, and the game in your Steam library all start transitioning over. For a few patches, I will have the old name subtitled to lessen the confusion.

If you're a content creator out there reading this and you cover my game, please help me out and spread the word after InDev 24 is released! :)


[ 2016-12-12 23:29:39 CET ] [ Original post ]

InDev 23b - New Tutorial Video and Optimizing Update - Released!

InDev 23b is a minor update that introduces a new updated tutorial video for InDev 23 created by The FallenShogun, and throws in a few code optimizations that should help a bit late-game.

Unstable users, please note the changes below have not yet been implemented in the unstable branch, but they will be included in InDev 24 Unstable 2.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 23b Change Log

New Tutorial Video


  • A brand new, updated tutorial video has been added, recorded by The FallenShogun (Give him a sub as a thank you for his hard work!)


Optimizes

  • Harvesting AI has been heavily optimized, greatly reducing overhead late game caused by too much work being selected by your ever-growing population.
  • On multicore processors the particles rendering speeds have been improved roughly 20-30% in most conditions, and over 400% in a few very specific conditions.


[ 2016-12-09 01:32:03 CET ] [ Original post ]

Build InDev 24 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The first in quite a few InDev 24 Unstable builds is here! This one adds building upgrades for the harvesting buildings, as well as adds a new worker efficiency system! Check out the change logs for more details.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 24 Unstable 1 Change Log

Upgrade and Village Efficiency System


  • A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
  • The Lumber Shack, Mining Facility and Crystal Harvestry can now all be upgraded. Each upgrade increases storage, worker limits and increases your village's harvesting speeds for their respected resources.
  • The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
  • Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
  • Wind, rain and snow will now reduce all work speeds by 20%
  • A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
  • Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
  • Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.


Bug Fixes

  • Monster spawn points that get in range of the village no longer count towards the village's building count.


Miscellaneous Changes

  • Harvesting buildings have had their initial build costs reduced.
  • New song, Sunset, as been added!
  • Rebalanced Nomads slightly. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
  • Updated the Kitchen's description.
  • Small "Work Progress" bars now float above villager's heads when they are working.
  • The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
  • Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
  • A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.


Known Issues that will be resolved before the stable build

  • None!


[ 2016-12-05 13:16:50 CET ] [ Original post ]

InDev 24 Road Map - The Upgrade Update

Yes, you read the wacky title correctly. ;)

InDev 24 will primarily be focused on fleshing out the new upgrade system introduced in InDev 23, adding upgraded phases for a large amount of the existing buildings, including all of the harvesting, manufacturing and refining buildings.

The change log for this one will look pretty straight forward, as no new mechanics are planned for this patch (Drawing all these new building phases takes a ton of time time!) but I will be doing a few balance adjustments, optimizing and minor game play tweaks as per usual. Looking forward to seeing your feedback once the first Unstable build is released. :)

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 24 Road Map

Fleshing Out The Upgrade System


  • 2 upgrade phases will be added to each harvesting, manufacturing and refining building (The Crystal Harvestry, Lumber Shack, Mining Facility, Armormsmithy, Bowyer, Toolsmithy, Tumbler, Way Maker Shack, Crystillery, Stone Cuttery and Lumber Mill)
  • Most of the initial buildings may be nerfed a bit, but also cheaper to build. So you'll be able to get job types available faster, and upgrade the buildings later as you need more workers.
  • Time permitting, the Kitchen, Clinic and some other buildings may also get 2 upgrade phases.


[ 2016-11-23 07:19:05 CET ] [ Original post ]

InDev 23 - The Castle Update - Released!

The Castle Update has arrived! A new upgradable camp (replacing the Village Center) has been added to the game. The new camp can be slowly upgraded into a towering castle! This update also brings in a new building limiting system, nomads, wind, a new job type, new music, a completely overhauled tile loading system, and quite a few AI tweaks. Check out the fairly extensive change log below for more details!

This update is actually the first part of a grand plan to add upgrade phases to many of the existing buildings. InDev 24 has technically already been started, and will expand on the new upgrade system mechanics, adding upgradable harvesting, manufacturing and refining buildings. So let me know down in the comments what you think of the new system!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 23 Change Log

Upgrade System


  • Buildings can now be upgraded by clicking on the building and clicking on the "Upgrade" button in the bottom object panel GUI.
  • Currently the only building that can be upgraded is the Camp (Eventually turning into a Castle!) and the new Ancillary.
  • In the future, nearly all harvesting, refining and manufacturing buildings will be able to be upgraded, increasing how much they can store and how many workers they provide.


Construction Limits

  • You now have a maximum buildings cap, and when (or before) you reach that cap you'll need to upgrade your camp (Formally Village Center) or build an Ancillary to gain additional building slots.
  • Wall do not count to your building limit, but fire pits do!
  • All buildings count as "1" to your build cap regardless of size or functionality, so replacing less useful buildings with more efficient ones is desirable late-game (For example, replacing Tents with Hovels)


Ancillary Building

  • The Ancillary provides additional building slots for your village, as well as a new worker type called an "Organizer".
  • Organizers can store or deliver any resource in the game, but can not build, harvest or do any other work.
  • You can only build a set amount of Ancillaries, based on how upgraded your Castle is.
  • Ancillaries can store any resource in the game.
  • Each Ancillary can be upgraded 4 times, each upgrade providing additional building slots, storage space, and organizer job slots.


Nomads

  • Nomads are a new mob that will sometimes visit your region. When they do, they'll attempt to fight their way to your village, and if they survive, they'll join!
  • You can increase your chances of nomads visiting by building a large village with a strong defense and plenty of housing.
  • Nomads spawn between levels 4 and 6, and are usually well equipped.
  • Nomads tend to spawn in large groups, and those groups get larger as the days pass.


Bug Fixes

  • Fixed a crash after reloading if a mob is en route to pickup a resource that either decayed or was consumed before the mob arrived.
  • Fixed a crash when trying to find a more suitable home, but the home no longer exists when the villager arrives.
  • Fixed a crash when trying to equip a resource in a destroyed building after reloading the game.
  • Fixed a bug that would sometimes cause monsters to try to equip items in the village buildings.
  • Fixed am minor bug causing particles to be rendered half a pixel offset from their desired location.
  • Fixed a bug that would sometimes cause sound effects to not play when they should.
  • Fixed a bug that would sometimes return the wrong aggro/line of sight results.
  • Fixed a bug that would rarely cause the game to freeze if a villager was dropped in a previously inaccessible area.
  • Fixed rain looping sound effect.


Spawning System Changes

  • Overall monster spawn creation rates have been cut roughly in half.
  • All spawners now have twice as many hit points.
  • Spawners take twice as long to build.
  • Spawners no longer use an RNG, but rather charge up over time until they have enough energy to spawn.


Miscellaneous Changes

  • Fire spreading on objects has been nerfed significantly.
  • Wind has been added, including a "High Wind" weather pattern that will slow down your villagers, but also help reduce the overall average temperature.
  • Changed the Lumber Shack artwork somewhat.
  • Only up to 5 mobs at a time can attack another mob. This is to prevent massive swarming of single targets and reduce path finding lag caused by large amounts of golems.
  • Golem Combobulators have been completely rewritten and rebalanced, and they now use the same new charge up system the spawners do, but require energy to charge.
  • Raw food has been nerfed slightly, raw food only provides 3 uses instead of 4 (for 30% total rather than 40%)
  • Rations now provide only 3 uses instead of 6, but provide 15% food per use instead of 10% (For a total of 45% rather than 60%).
  • It now takes longer for villagers to consume food.
  • A notification banner is now displayed when a villager grows up.
  • Banner message are now no longer in all-caps.
  • Reduced overall reproduction rates for villagers. This is to balance out the new Nomad system bringing in a secondary source of new villagers.
  • Added three new songs; Finder, Farewell and Feather.
  • Updated the help/loading tips.
  • The camp (Formally Village Center) can now store any resource in the game.
  • The camp (Formally Village Center) can now be destroyed.
  • Fixed a crash issue if the camp (Formally Village Center) is destroyed/removed with walls in range of the village.
  • Fixed credit theme, now it correctly plays Main Theme Piano again.
  • Updated Bibiki's name in the credits.
  • All living things generate essence when destroyed.
  • Essence can now be "sucked into" the mouse, increasing the influence bar.
  • Influence regeneration is no longer tied to village happiness.
  • You now start with your influence bar 1/4th full.
  • The Dissolve spell is much more effective now, and dissolves all natural resources instead of just crystals and dead bodies.
  • Villagers break away from being confused faster.
  • Villagers now react to your godlike abilities, either getting confused or panicking when they see you casting spells or picking up things.
  • Particles in the air now have a slight shadow behind them.
  • Increased scale of the splash screen.
  • Villagers can now be knocked out if something is dropped on their head.
  • Rarely, villagers will be knocked out when you drop them.
  • Clicking reclaim on an abandoned object now properly sets it's position on the priority list to the bottom.
  • Radiance pools no longer consume energy stored unless they're in-use.
  • Flipped the "take from" and "send to" limbo spell button icons in the GUI.
  • Essence now emits from decaying corpses slowly.


Performance

  • Map tiles are now loaded on-demand, rather than all at once on initial load. This significantly reduces memory usage, since only the tiles actually needed are loaded into memory.
  • Decreased overall load times.
  • Slightly improved range map generation performance.
  • The Dissolve spell particle effects have been reduced.


[ 2016-11-15 19:21:32 CET ] [ Original post ]

Build InDev 23 Unstable 3 Released

Click here for help on accessing the Unstable branch!

InDev 23 Unstable 3 has been released! This should be the final Unstable release before pushing the stable patch. Unless something goes horribly wrong, you should be seeing the next stable release very soon. So bug test this patch to death!

The biggest highlight of this update is a cool surprise for any of you not following my twitter. This patch brings in something not on the original InDev 23 road map, Nomads! Nomads are a new mob that will sometimes visit your region and try to make their way to your village. If they survive, they'll join the village! Aside form Nomads, this patch also introduces a ton of balance changes and bug fixes, as well as the Golem AI/Combobulator rewrites. So, be sure to checkout the change logs below before jumping into your next world. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 23 Unstable 3 Change Log

Nomads


  • Nomads are a new mob that will sometimes visit your region. When they do, they'll attempt to fight their way to your village, and if they survive, they'll join!
  • You can increase your chances of nomads visiting by building a large village with a strong defense and plenty of housing.
  • Nomads spawn between levels 4 and 6, and are usually well equipped.
  • Nomads tend to spawn in large groups, and those groups get larger as the days pass.


Bug Fixes

  • Fixed a bug that would sometimes allow spawners to be placed in illegal locations. This also indirectly fixed a crash when monsters tried to wander to a radiance pool that was incorrectly deleted by the spawner being illegally placed over top of it.
  • Fixed a crash after reloading if a mob is en route to pickup a resource that either decayed or was consumed before the mob arrived.
  • Fixed the worker counts for the Large Ancillary while it is under construction.
  • Fixed a minor graphics mistake in one of the Castle's upgrade phases.
  • Fixed a crash when trying to find a more suitable home, but the home no longer exists when the villager arrives.


Spawning System Changes

  • Overall monster spawn creation rates have been cut roughly in half.
  • Fire spreading on objects has been nerfed significantly.
  • All spawners now have twice as many hit points.
  • Spawners take twice as long to build.
  • Spawners no longer use an RNG, but rather charge up over time until they have enough energy to spawn.


Miscellaneous Changes

  • Only up to 5 mobs at a time can attack another mob. This is to prevent massive swarming of single targets and reduce path finding lag caused by large amounts of golems.
  • Golem Combobulators have been completely rewritten and rebalanced, and they now use the same new charge up system the spawners do, but require energy to charge.
  • Raw food has been nerfed slightly, raw food only provides 3 uses instead of 4 (for 30% total rather than 40%)
  • Rations now provide only 3 uses instead of 6, but provide 15% food per use instead of 10% (For a total of 45% rather than 60%).
  • It now takes longer for villagers to consume food.
  • A notification banner is now displayed when a villager grows up.
  • Banner message are now no longer in all-caps.
  • Reduced overall reproduction rates for villagers. This is to balance out the new Nomad system bringing in a secondary source of new villagers.
  • Added three new songs; Finder, Farewell and Feather.
  • Updated the help/loading tips.


InDev 23 Unstable 2 Change Log

Ancillary Building

  • The Ancillary provides additional building slots for your village, as well as a new worker type called an "Organizer".
  • Organizers can store or deliver any resource in the game, but can not build, harvest or do any other work.
  • You can only build a set amount of Ancillaries, based on how upgraded your Castle is.
  • Ancillaries can store any resource in the game.
  • Each Ancillary can be upgraded 4 times, each upgrade providing additional building slots, storage space, and organizer job slots.


Bug Fixes

  • Destroy terrain hotkey now works properly when your castle is under construction or upgrading.
  • Added some missing particles to a few of the upgrade stages for the castle.
  • Fixed the blocked flags on under construction walls. Walls were flagged blocked in situations they should not have been.
  • Fixed a bug that would cause builders to upgrade buildings using the wrong materials.


Miscellaneous Changes

  • Changed the Lumber Shack artwork somewhat.
  • Changed the upgrade and dismantle text and button positioning on the bottom GUI.
  • The castle can now store any resource in the game.


InDev 23 Unstable 1 Change Log

Upgrade System

  • Buildings can now be upgraded by clicking on the building and clicking on the "Upgrade" button in the bottom object panel GUI.
  • Currently the only building that can be upgraded is the Camp (Eventually turning into a Castle!).
  • In the future, nearly all harvesting, refining and manufacturing buildings will be able to be upgraded, increasing how much they can store and how many workers they provide.


Construction Limits

  • You now have a maximum buildings cap, and when (or before) you reach that cap you'll need to upgrade your camp (Formally Village Center) to gain additional building slots.
  • Wall do not count to your building limit, but firepits do!
  • All buildings count as "1" to your build cap regardless of size or functionality, so replacing less useful buildings with more efficient ones is desirable late-game (For example, replacing Tents with Hovels)


Performance Settings

  • Map tiles are now loaded on-demand, rather than all at once on initial load. This significantly reduces memory usage, since only the tiles actually needed are loaded into memory.
  • Decreased overall load times.
  • Slightly improved range map generation performance.
  • The Dissolve spell particle effects have been reduced.


Bug Fixes

  • Fixed a crash when trying to equip a resource in a destroyed building after reloading the game.
  • Fixed a bug that would sometimes cause monsters to try to equip items in the village buildings.
  • Fixed am minor bug causing particles to be rendered half a pixel offset from their desired location.
  • Fixed a bug that would sometimes cause sound effects to not play when they should.
  • Fixed a bug that would sometimes return the wrong aggro/line of sight results.
  • Fixed a bug that would rarely cause the game to freeze if a villager was dropped in a previously inaccessible area.


Miscellaneous Changes

  • The Camp (Formally Village Center) can now be destroyed.
  • Fixed a crash issue if the Camp (Formally Village Center) is destroyed/removed with walls in range of the village.
  • Fixed credit theme, now it correctly plays Main Theme Piano again.
  • Updated Bibiki's name in the credits.
  • All living things generate essence when destroyed.
  • Essence can now be "sucked into" the mouse, increasing the influence bar.
  • Influence regeneration is no longer tied to village happiness.
  • You now start with your influence bar 1/4th full.
  • The Dissolve spell is much more effective now, and dissolves all natural resources instead of just crystals and dead bodies.
  • Villagers break away from being confused faster.
  • Villagers now react to your godlike abilities, either getting confused or panicking when they see you casting spells or picking up things.
  • Particles in the air now have a slight shadow behind them.
  • Increased scale of the splash screen.
  • Villagers can now be knocked out if something is dropped on their head.
  • Rarely, villagers will be knocked out when you drop them.
  • Clicking reclaim on an abandoned object now properly sets it's position on the priority list to the bottom.
  • Radiance pools no longer consume energy stored unless they're in-use.
  • Flipped the "take from" and "send to" limbo spell button icons in the GUI.
  • Essence now emits from decaying corpses slowly.


[ 2016-11-14 12:02:28 CET ] [ Original post ]

Build InDev 23 Unstable 2 Released

Click here for help on accessing the Unstable branch!

InDev 23 Unstable 2 has been released! This update contains most of what was planned for InDev 23, including a new Ancillary building as well as a new job to go along with it, called an Organizer.

Currently all that's left is the Golem Combobulator rewrites and a bunch of cleanup. This update mostly focuses on expanding the new upgrade and build restriction system, paving the way for InDev 24, where most buildings will be given upgrades stages.

Also, don't forget about the ongoing screenshot roundup!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 23 Unstable 2 Change Log

Ancillary Building


  • The Ancillary provides additional building slots for your village, as well as a new worker type called an "Organizer".
  • Organizers can store or deliver any resource in the game, but can not build, harvest or do any other work.
  • You can only build a set amount of Ancillaries, based on how upgraded your Castle is.
  • Ancillaries can store any resource in the game.
  • Each Ancillary can be upgraded 4 times, each upgrade providing additional building slots, storage space, and organizer job slots.


Bug Fixes

  • Destroy terrain hotkey now works properly when your castle is under construction or upgrading.
  • Added some missing particles to a few of the upgrade stages for the castle.
  • Fixed the blocked flags on under construction walls. Walls were flagged blocked in situations they should not have been.
  • Fixed a bug that would cause builders to upgrade buildings using the wrong materials.


Miscellaneous Changes

  • Changed the Lumber Shack artwork somewhat.
  • Changed the upgrade and dismantle text and button positioning on the bottom GUI.
  • The castle can now store any resource in the game.


InDev 23 Unstable 1 Change Log

Upgrade System

  • Buildings can now be upgraded by clicking on the building and clicking on the "Upgrade" button in the bottom object panel GUI.
  • Currently the only building that can be upgraded is the Camp (Eventually turning into a Castle!).
  • In the future, nearly all harvesting, refining and manufacturing buildings will be able to be upgraded, increasing how much they can store and how many workers they provide.


Construction Limits

  • You now have a maximum buildings cap, and when (or before) you reach that cap you'll need to upgrade your camp (Formally Village Center) to gain additional building slots.
  • Wall do not count to your building limit, but firepits do!
  • All buildings count as "1" to your build cap regardless of size or functionality, so replacing less useful buildings with more efficient ones is desirable late-game (For example, replacing Tents with Hovels)


Performance Settings

  • Map tiles are now loaded on-demand, rather than all at once on initial load. This significantly reduces memory usage, since only the tiles actually needed are loaded into memory.
  • Decreased overall load times.
  • Slightly improved range map generation performance.
  • The Dissolve spell particle effects have been reduced.


Bug Fixes

  • Fixed a crash when trying to equip a resource in a destroyed building after reloading the game.
  • Fixed a bug that would sometimes cause monsters to try to equip items in the village buildings.
  • Fixed am minor bug causing particles to be rendered half a pixel offset from their desired location.
  • Fixed a bug that would sometimes cause sound effects to not play when they should.
  • Fixed a bug that would sometimes return the wrong aggro/line of sight results.
  • Fixed a bug that would rarely cause the game to freeze if a villager was dropped in a previously inaccessible area.


Miscellaneous Changes

  • The Camp (Formally Village Center) can now be destroyed.
  • Fixed a crash issue if the Camp (Formally Village Center) is destroyed/removed with walls in range of the village.
  • Fixed credit theme, now it correctly plays Main Theme Piano again.
  • Updated Bibiki's name in the credits.
  • All living things generate essence when destroyed.
  • Essence can now be "sucked into" the mouse, increasing the influence bar.
  • Influence regeneration is no longer tied to village happiness.
  • You now start with your influence bar 1/4th full.
  • The Dissolve spell is much more effective now, and dissolves all natural resources instead of just crystals and dead bodies.
  • Villagers break away from being confused faster.
  • Villagers now react to your godlike abilities, either getting confused or panicking when they see you casting spells or picking up things.
  • Particles in the air now have a slight shadow behind them.
  • Increased scale of the splash screen.
  • Villagers can now be knocked out if something is dropped on their head.
  • Rarely, villagers will be knocked out when you drop them.
  • Clicking reclaim on an abandoned object now properly sets it's position on the priority list to the bottom.
  • Radiance pools no longer consume energy stored unless they're in-use.
  • Flipped the "take from" and "send to" limbo spell button icons in the GUI.
  • Essence now emits from decaying corpses slowly.


Known Issues that will be resolved before the stable build

  • Some in-game and loading tips may be inaccurate.


[ 2016-11-10 23:29:21 CET ] [ Original post ]

Build InDev 23 Unstable 1 Released

Click here for help on accessing the Unstable branch!

InDev 23 Unstable 1 is here! This ones a fairly decent sized patch, adding the foundation for the new upgrade system, a ton of small balance changes, adjustments to many of the existing mechanics, tons of code cleanup, and last but not least, a new upgradable Camp that will eventually become a CASTLE!

Also, don't forget about the ongoing screenshot roundup!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 23 Unstable 1 Change Log

Upgrade System


  • Buildings can now be upgraded by clicking on the building and clicking on the "Upgrade" button in the bottom object panel GUI.
  • Currently the only building that can be upgraded is the Camp (Eventually turning into a Castle!).
  • In the future, nearly all harvesting, refining and manufacturing buildings will be able to be upgraded, increasing how much they can store and how many workers they provide.


Construction Limits

  • You now have a maximum buildings cap, and when (or before) you reach that cap you'll need to upgrade your camp (Formally Village Center) to gain additional building slots.
  • Wall do not count to your building limit, but firepits do!
  • All buildings count as "1" to your build cap regardless of size or functionality, so replacing less useful buildings with more efficient ones is desirable late-game (For example, replacing Tents with Hovels)


Performance Settings

  • Map tiles are now loaded on-demand, rather than all at once on initial load. This significantly reduces memory usage, since only the tiles actually needed are loaded into memory.
  • Increased overall load times.
  • Slightly improved range map generation performance.
  • The Dissolve spell particle effects have been reduced.


Bug Fixes

  • Fixed a crash when trying to equip a resource in a destroyed building after reloading the game.
  • Fixed a bug that would sometimes cause monsters to try to equip items in the village buildings.
  • Fixed am minor bug causing particles to be rendered half a pixel offset from their desired location.
  • Fixed a bug that would sometimes cause sound effects to not play when they should.
  • Fixed a bug that would sometimes return the wrong aggro/line of sight results.
  • Fixed a bug that would rarely cause the game to freeze if a villager was dropped in a previously inaccessible area.


Miscellaneous Changes

  • The Camp (Formally Village Center) can now be destroyed.
  • Fixed a crash issue if the Camp (Formally Village Center) is destroyed/removed with walls in range of the village.
  • Fixed credit theme, now it correctly plays Main Theme Piano again.
  • Updated Bibiki's name in the credits.
  • All living things generate essence when destroyed.
  • Essence can now be "sucked into" the mouse, increasing the influence bar.
  • Influence regeneration is no longer tied to village happiness.
  • You now start with your influence bar 1/4th full.
  • The Dissolve spell is much more effective now, and dissolves all natural resources instead of just crystals and dead bodies.
  • Villagers break away from being confused faster.
  • Villagers now react to your godlike abilities, either getting confused or panicking when they see you casting spells or picking up things.
  • Particles in the air now have a slight shadow behind them.
  • Increased scale of the splash screen.
  • Villagers can now be knocked out if something is dropped on their head.
  • Rarely, villagers will be knocked out when you drop them.
  • Clicking reclaim on an abandoned object now properly sets it's position on the priority list to the bottom.
  • Radiance pools no longer consume energy stored unless they're in-use.
  • Flipped the "take from" and "send to" limbo spell button icons in the GUI.
  • Essence now emits from decaying corpses slowly.


Known Issues that will be resolved before the stable build

  • Some in-game and loading tips may be inaccurate.


[ 2016-11-02 22:29:35 CET ] [ Original post ]

InDev 23 Road Map - The Castle Update

"What? You mean Retro-Pixel Castles is finally going to have castles?" Yep! That's right. The time has finally arrived to start working on the castle and upgrade mechanics for the game. InDev 23 will mostly focus on adding a new upgradable village center, that will eventually turn into a towering castle, as well as lay the groundwork for upgradable buildings all across the village in future updates.

This update has been a long time coming, and I'm really excited to get it out to you! I've actually been working on this update through a large chunk of InDev 22's development cycle, so I already have some fun bits scattered around Twitter for you to look at, like an early work-in-progress shot of the castle artwork!

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

Also, don't forget to submit your screenshots to the latest Screenshot Roundup!

InDev 23 Road Map

The Castle and Building Upgrade System


  • The Village Center will now start off a small, extremely easy to build structure, and you'll be able to use excess materials to slowly upgrade it into a towering castle.
  • Every upgrade will allow you to place more buildings, store more resources and assign more builders.
  • Other buildings will also be able to be upgraded in the future, like the Lumber Mill, Mining Facility, Farms, etc. A few of them may make it into InDev 23, time permitting.


Building Restriction System

  • You will now only be able to place a set amount of buildings, the amount you can place will be tied to your Village Center/Castle. The more upgraded the Village Center, the more buildings you will be able to place.
  • The system is not meant to overly restrict the players, but is designed to encourage you to eventually replace low-value buildings (Like Tents) with higher-value buildings (Like Hovels) to utilize your building limits more effectively.
  • Walls and roads will not be counted against this system, and you'll still be free to place as many as you'd like.


Miscellaneous Changes

  • The Golem AI will be redesigned, making Golems less CPU intensive and hopefully a bit more intelligent. This should help fix a lag issue many players are having late-game with village designs that are mostly golem-dependent for their defenses.
  • A new tile loading system will be added, reducing memory usage and load times.
  • New shadow rendering system, that will allow for some more realistic shadows on certain terrain and objects.
  • More walls types will be added that can be used to create wall "groups", to accompany the new wall priority system added in InDev 22d. For example; red wood walls, blue wood walls, and yellow wood walls, that each have the same stats as a standard wood wall, but get their own grouping in the priority list.
  • As always, more bug fixes and small optimizations!


[ 2016-10-13 08:16:55 CET ] [ Original post ]

InDev 22 Screenshot Roundup Event! Get your screenshots posted on the official store page or shared on Twitter!

Hey everyone! It's time for another screenshot round up! Every few updates I revamp the Steam store page, adding more recent screenshots. One of my favorite things to do is to take screenshots that you guys have made and put them up on the store. I feel they're a more personal, realistic representation of the game and it's fun to get the community involved!

This round is very important, because I'm probably going to scrap the entire store page and rebuild it from the ground up. So I urge all of you to submit your coolest, best work!

If you want to submit your screenshot to the event, the higher quality the better! I'm looking for screenshots that really show off all the features of the game. These screenshots can be of anything you want, any mode, anywhere.

I will also be tweeting (and retweeting) screenshots as they come in on my Twitter feed. So if you want a retweet, follow and mention me (@RaymondDoerr) in a tweet with your screenshots!

For the Steam Store page


  • Must be version InDev 22d or higher!
  • 1920x1080 resolution. 1280x720 or higher can be acceptable too, but 1920x1080 is best!
  • Take them in full screen mode if you can (F10 to toggle in-game).
  • You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
  • Upload them to the Steam Community Hub, or upload them to a image sharing service of your choosing (imgur, for example). Make sure the images are as least compressed as possible! I can't use over-compressed images.
  • Please post a link to your image in the comments below so I can find them easier!


For Twitter

  • Must be version InDev 22d or higher!
  • 1920x1080 resolution is ideal, but any resolution will do! Videos/GIFs are also accepted. (Let's Plays and Review videos are also fine!)
  • You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
  • Submit them to @RaymondDoerr on Twitter by just following and then mentioning me in a Tweet with your screenshots!


The images selected for the store will be put up on the store page, with your username on it. If you don't want your username posted, please inform me in the comments below when submitting.

You can submit as many or as few as you like to both the Community Hub and Twitter, and you can have multiplies selected. The higher quality the better!

Have fun! Looking forward to your submissions.


[ 2016-10-08 05:45:42 CET ] [ Original post ]

InDev 22d - New Font Update - Released!

Alrighty, enough of you pulled my leg. I've bumped up the long awaited improved font update! The entire game's font has been completely redone from scratch, using new properly anti-aliased true type fonts.

I've also taken the time to do several other user requested features, like bundling walls into one category on the building list, adding more scroll wheel functionality and a few other small things.

I hope you like all the new improvements! Almost this entire update is based on your feedback. :)


You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 22d Change Log

Interface Changes


  • Completely new, fully antialiased, easier to read font.
  • Added error messages to the GUI when you try to build a building you lack resources for.
  • You can now scroll through the building and population list with the mouse wheel.
  • If all tabs are closed and nothing is selected, the cancel button (Escape) will open the main menu.
  • Sound and music volume change as you move the dial now.
  • A "test sound" is played when sound is adjusted.
  • Fixed tip box positioning on low resolution displays.


Miscellaneous Changes

  • Walls are now grouped by type in the building priority list, and their group can be internally sorted by 4 different priority orders. Either outer walls first (Default), inner walls first, first to last placed, or last to first placed.
  • Added a new "Rain" sound that loops smoother.
  • New song; Flight on a Leaf.


[ 2016-10-07 02:32:12 CET ] [ Original post ]

InDev 22b - More Interface Updates and Miscellaneous Changes - Released!

InDev 22b is here, wrapping up a few loose ends from the last stable release as well as implementing a ton of small interface changes based on your guy's feedback! This patch also fixes several small bugs and implements a new bundled version of Java that may help out Intel HD users.

Intel HD users; Let me know down in the comments if you have any issues!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 22b Change Log

Interface Changes


  • Added new hotkeys to the settings menu.
  • Settings added to disable clouds and the background.
  • Added map writer and save button back to map editor GUI.
  • Added new music track player to the game.
  • Changed the page up, down and back buttons on the left and right tabs.
  • Fixed positioning of the "Outdated profile" message.
  • Added priority buttons to the object tab.
  • Fixed destroy terrain hotkey.


Miscellaneous Changes

  • Clear/Destroy Terrain now overrides all other selections.
  • Improved game loading system memory management.
  • Experimental fix implemented to correct the "Pixel Format not Accelerated" crash with older Intel HD chips.
  • Invisible monsters (ie; ghosts) no longer generate "running" particles at their feet.
  • Running particles now are only generated when the mob is on-screen.
  • Improved emitter performance by roughly 20%
  • Bundled JRE for all operating systems changed to Java 8u51.


[ 2016-10-04 02:51:46 CET ] [ Original post ]

InDev 22 - The Interface Update - Released!

InDev 22 has arrived! This update may look short and sweet in the change log, but it's the culmination of about a month and a half of work. The entire GUI has been completely reprogrammed and almost completely redrawn from scratch. Hopefully you guys all enjoy the new interface! I'll probably do a few more tweaks and adjustments based on your guy's feedback while I start up on InDev 23, so be sure to leave any suggestions down in the comment section, they might sneak there way into InDev 22b. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 22 Change Log

Interface Changes


  • Basically everything. (Seriously!)


Performance Settings

  • New particle reduction settings, allowing you to reduce the amount of total particles generated in the game.
  • New shadow settings allow you to enable/disable shadow rendering.
  • Autosave frequency can now be adjusted.


Miscellaneous Changes

  • Added bundled Linux JRE, all Linux distros should no longer have any problems launching the game regardless of their installed version of Java.
  • Re-balanced the weather temperatures slightly.
  • New Song: Stone of Joy.
  • New Song: Silky Clouds.
  • Updated Song: Settle At Dawn.
  • Updated Song: Pixel Village, and renamed it Spring Village.
  • Made silk drops less common.
  • Credit theme now loops.
  • The main theme now resumes after closing the credits screen.


[ 2016-09-26 00:00:11 CET ] [ Original post ]

Build InDev 22 Unstable 3 Released

Click here for help on accessing the Unstable branch!

InDev 22 is nearly complete. This (should) be the final Unstable release, with stable just around the corner pending some code cleanup and any last minute bug fixes. Be sure to bug-test the hell out of this one!

Also, don't forget about the hotkeys announcement. I will be adding some more hotkeys to the game either prior to the stable release or shortly after. So head over there and post your ideas!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 22 Unstable 3 Change Log

GUI Changes


  • The entire World Map has been converted to the new GUI code, but functionally remains mostly unchanged.
  • Tweaked a bunch of miscellaneous GUI elements throughout the game.


Miscellaneous Changes

  • Added new song; Silky Clouds.


InDev 22 Unstable 2 Change Log

GUI Changes

  • The entire Main Menu has been converted to the new GUI code, but functionally remains mostly unchanged.
  • Fixed a few typos in the new GUI.
  • You can now use the mouse wheel to scroll the left and right GUI panels.
  • Mouse cursor is now visible when using the harvest select tool.
  • Large storage is now selectable in the GUI again.
  • Many minor visual tweaks to the GUI.
  • The main console now has a "Half Open" or "Half Closed" mode depending on your philosophical viewpoints.


Performance Settings

  • New particle reduction settings, allowing you to reduce the amount of total particles generated in the game.
  • New shadow settings allow you to enable/disable settings.
  • Autosave frequency can now be adjusted.


Miscellaneous Changes

  • Credit theme now loops.
  • The main theme now resumes after closing the credits screen.


InDev 22 Unstable 1 Change Log

GUI Changes

  • Basically everything. (But the main menu!)


Miscellaneous Changes

  • Added bundled Linux JRE, all Linux distros should no longer have any problems launching the game regardless of their installed version of Java.
  • Re-balanced the weather temperatures slightly.
  • New Song: Stone of Joy.
  • Updated Song: Settle At Dawn.
  • Made silk drops less common.


Known Issues that will be resolved before the stable build

  • A possible memory leak may exist in the new GUI.


[ 2016-09-22 21:19:30 CET ] [ Original post ]

Build InDev 22 Unstable 2 Released

Click here for help on accessing the Unstable branch!

InDev 22's new GUI is nearly completed. This patch converts the old main menu GUI code into the new GUI system, as well as adds a few minor features here and there. The biggest beneficial changes for you guys are the new performance settings, you can now lower the particle count, disable shadows and reduce the autosave frequency!

Stable isn't too far off! I have a few more things to hammer out first though. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 22 Unstable 2 Change Log

GUI Changes


  • The entire Main Menu has been converted to the new GUI code, but functionally remains mostly unchanged.
  • Fixed a few typos in the new GUI.
  • You can now use the mouse wheel to scroll the left and right GUI panels.
  • Mouse cursor is now visible when using the harvest select tool.
  • Large storage is now selectable in the GUI again.
  • Many minor visual tweaks to the GUI.
  • The main console now has a "Half Open" or "Half Closed" mode depending on your philosophical viewpoints.


Performance Settings

  • New particle reduction settings, allowing you to reduce the amount of total particles generated in the game.
  • New shadow settings allow you to enable/disable settings.
  • Autosave frequency can now be adjusted.


Miscellaneous Changes

  • Credit theme now loops.
  • The main theme now resumes after closing the credits screen.


InDev 22 Unstable 1 Change Log

GUI Changes

  • Basically everything. (But the main menu!)


Miscellaneous Changes

  • Added bundled Linux JRE, all Linux distros should no longer have any problems launching the game regardless of their installed version of Java.
  • Re-balanced the weather temperatures slightly.
  • New Song: Stone of Joy.
  • Updated Song: Settle At Dawn.
  • Made silk drops less common.


Known Issues that will be resolved before the stable build

  • A large amount of the tips reference the old GUI button locations.


[ 2016-09-18 22:56:43 CET ] [ Original post ]

Let's add some more hotkeys!

Hey everyone, part of InDev 22's GUI update will also involve adding/changing several of the hotkeys in the game. If there's any new hotkeys you'd like to see, feel free to post in the comments below. I will try to add as many as it makes sense to add. :)


[ 2016-09-13 04:15:01 CET ] [ Original post ]

Build InDev 22 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The new GUI is here! InDev 22 Unstable 1 introduces the first draft of the brand new, completely rewritten from the ground up GUI! Hopefully you guys will enjoy it. Let me know down in the comments what you think, and ways you feel it could be improved.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 22 Unstable 1 Change Log

GUI Changes


  • Basically everything. (But the main menu!)


Miscellaneous Changes

  • Added bundled Linux JRE, all Linux distros should no longer have any problems launching the game regardless of their installed version of Java.
  • Re-balanced the weather temperatures slightly.
  • New Song: Stone of Joy.
  • Updated Song: Settle At Dawn.
  • Made silk drops less common.


Known Issues that will be resolved before the stable build

  • A large amount of the tips reference the old GUI button locations.


[ 2016-09-09 07:31:02 CET ] [ Original post ]

Calling All Linux Users: New Experimental Linux Launcher added.

Greetings Linux players!

I have created a new launcher for Linux that now uses a bundled JRE. But since I'm only one man, I can't possibly test it on all the 50 million Linux distros out there. So I need your help!

If you're a Linux user, please opt into the "experimentallinux" branch for RPC, and see if the game launches! If it does not, let me know if you have any crash logs. Once you get the game running (or not) please report back with your version of Linux and any problems you may have had.

If you don't know how to opt in to a different build branch, you can use the same tutorial I've written for opting into the Unstable branch, naturally just select the "experimentallinux" branch instead of "unstable".

Additionally, if you know anything about writing shell scripts in Linux and the game does *not* run for you. You'd be doing me a huge favor cracking opening the RetroPixelCastles.sh file and seeing if you can get it working on your distro.

Thanks in advance!


[ 2016-08-26 10:59:11 CET ] [ Original post ]

InDev 22 Road Map - The Interface Update

InDev 22 is a long overdue interface update. Possibly not the most exciting update, but certainly one that will cover a ton of player feedback and requests I've been getting over the months as the existing GUI has slowly become ever more complicated and overbloated. I'm really looking forward to completing it, and I think a lot of you guys will very happy with the results. :)

I've posted a few prototypes on twitter using temporary art over the past week or two, and I've already started coding the various elements into the game.

Concept art (Photoshopped) of the new layout design. (Note that it is in the lowest resolution the game supports, for most of you it won't look remotely as cluttered!)

Prepping the new GUI concept art for use in the game code.

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

Due to the nature of the update, I won't be posting my usual bulleted breakdown, since there's really only one all-encompassing change, the totally brand new interface!


[ 2016-08-22 05:09:23 CET ] [ Original post ]

InDev 21 - The Inventory Update - Released!

InDev 21 has been released! This update brings in a ton of gameplay balance changes, some bug fixes, and most importantly, an entirely new inventory system. I hope you guys enjoy this version, it's took almost 2 months of code overhaul and a ton of content to make happen. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 21 Change Log

Inventory System, Items and Equipment


  • Mobs can now equip items in their head, chest, tool, weapon or item slots.
  • New items/resources added: Iron and leather helmets, Iron and leather chest armor, swords, axes, pickaxes, hoes, hammers, shovels, bandages, medkits, healing potions, food rations, iron ore, iron ingots and silk.
  • You can now harvest iron ore from rock and silk from forests.
  • When a mob is equipped with the preferred tools for their job, they will do their work twice as fast.
  • Items equipped on the head and chest will reduce damage taken.
  • Weapons will increase damage given, but if no weapon is equipped and a tool is, they will use a tool to fight with instead.
  • All items have durability and uses counts, and will be destroyed when either are exhausted.
  • New Building: Toolsmithy. Used to manufacture tools and weapons from iron ingots.
  • New Building: Armorsmithy. Used to manufacture iron armor from iron ingots.
  • New Building: Forge. Used to smelt raw iron ore into iron ingots to be used at the smithy buildings.
  • New Building: Kitchen. Converts raw food into food rations, that last much longer and restore more hunger.
  • New Building: Clinic. Used to manufacture medkits and bandages, and house medics who can walk around the town with a medkit and heal seriously injured villagers.
  • New storage buildings have been added to accommodate all the new items and resources.
  • Resources now decay if left on the ground. The decay rates are faster in the summer, and frozen in the winter. The decay rate is also boosted when it's raining or snowing.
  • Monsters can now hold items, but can be looted if killed.


AI Changes

  • Villagers will no longer refine many resources (mainly equipment) that isn't actively needed in the village. For example, if you only have 4 Lumberjacks, the Toolsmith will usually never manufacture more than 4 axes even if the supplies to do so are available.
  • Removed harvest restrictions, now AI will harvest regardless if there is space to store the resource.
  • Clearing terrain AI now has priority over building.
  • Clearing and repairing road AI now has priority over building new roads.
  • Adjusted work AI priorities to favor delivering and refining resources over storing them in certain situations.


Food Changes

  • The entire hunger AI has been rewritten. Mobs can now carry around food with them in their inventories, and eat them as needed.
  • All food now restores substantially more overall hunger.
  • Food storage and homes can now hold food rations.
  • Added eating animation for villagers.
  • All raw food now takes roughly 4 times longer to grow.
  • You can now only have 2 farmers in a small farm, and 4 in a regular farm.
  • Harvesting food now takes slightly longer.


Bug Fixes

  • Fixed a bug that would cause way makers to "drain" a building's entire stock if the road they're trying to work on becomes blocked.
  • Removed errant 1.1 GB actors.list file.
  • Refine resources now properly calculates it's refine time reduction in the AI as they level up.
  • Fixed a few typos in the problem panel and help tips.


Interface Changes

  • Redesigned the bottom mob selection panel to make space for the new inventory system.
  • Tool tip now responds to resources on the ground.
  • Added a dark background to tool tips to make them easier to read.
  • Increased tool tip speed.
  • Moved resources list to left tab.
  • The assigned workers GUI color is no longer miscounting by 1, causing the text to change red prematurely.
  • Fixed a bug where children were counted as available workers in some areas of the GUI.


Miscellaneous Changes

  • Rock resources last twice as long now.
  • Spectures now start spawning at day 10, rather than 8.
  • When the game crashes, the current crash log now automatically opens up in the user's default text editor.
  • Added more Villager names, but not the complete list planned.
  • Improved particle performance by dynamically assigning threads based on particle count.
  • There are now errant particles when it is very hot or cold.
  • Added a persistent resource selection system, resources now stay selected after being completed consumed if they can regrow.
  • A "Incorrect Java Version" warning has been added to the Linux launcher if you do not have Java 8 installed. (Thanks to Lamtzas of /r/gamedev)
  • Added most of the new villager names supplied by the community to the name database.
  • Broke the storage buildings list up into categories so it will fit in the GUI.
  • Added new song "Winter is coming"


[ 2016-08-08 15:12:48 CET ] [ Original post ]

Build InDev 21 Unstable 2 Released

Click here for help on accessing the Unstable branch!

The first August patch has arrvied! Unstable 2 wraps up some loose ends with Unstable 1, fixes a few bugs, adds a ton of names you guys provided to the names database and adds a new persistent resource selection system. Now, when you select resources they'll remain selected even after they've been exhausted, so when they regrow the villagers will go back and reharvest them!

The stable release is just around the corner, so be sure to bug-test the hell out of this one. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 21 Unstable 2 Change Log

Bug Fixes


  • Fixed a bug that would sometimes cause the game to crash if a resource decayed while it was raining or snowing.
  • Healing items now properly consumed when used.
  • Removed a few stray pixels from the Way Marker's building art.
  • Fixed names of the mineral and equipment storage buildings in the GUI.
  • Applied a possible fix to a sorting error in the resource rendering code.


Miscellaneous Changes

  • Added a persistent resource selection system, resources now stay selected after being completed consumed if they can regrow.
  • A "Incorrect Java Version" warning has been added to the Linux launcher if you do not have Java 8 installed. (Thanks to Lamtzas of /r/gamdev)
  • Added eating animation for children
  • Added most of the new villager names supplied by the community to the name database.
  • Readded the top resource bar, and added more resources to it.
  • Broke the storage buildings list up into categories so it will fit in the GUI.


InDev 21 Unstable 1b *HOT FIX* Change Log

Bug Fixes

  • Fixed a crash when assigning workers to the armorsmithy.
  • Mineral Storage buildings will no longer allow you to store iron ore and ingots in them before they are completed.


InDev 21 Unstable 1 Change Log

Inventory System, Items and Equipment

  • Mobs can now equip items in their head, chest, tool, weapon or item slots.
  • New items/resources added: Iron and leather helmets, Iron and leather chest armor, swords, axes, pickaxes, hoes, hammers, shovels, bandages, medkits, healing potions, food rations, iron ore, iron ingots and silk.
  • You can now harvest iron ore from rock and silk from forests.
  • When a mob is equipped with the preferred tools for their job, they will do their work twice as fast.
  • Items equipped on the head and chest will reduce damage taken.
  • Weapons will increase damage given, but if no weapon is equipped and a tool is, they will use a tool to fight with instead.
  • All items have durability and uses counts, and will be destroyed when either are exhausted.
  • New Building: Toolsmithy. Used to manufacture tools and weapons from iron ingots.
  • New Building: Armorsmithy. Used to manufacture iron armor from iron ingots.
  • New Building: Forge. Used to smelt raw iron ore into iron ingots to be used at the smithy buildings.
  • New Building: Kitchen. Converts raw food into food rations, that last much longer and restore more hunger.
  • New Building: Clinic. Used to manufacture medkits and bandages, and house medics who can walk around the town with a medkit and heal seriously injured villagers.
  • New storage buildings have been added to accommodate all the new items and resources.
  • Resources now decay if left on the ground. The decay rates are faster in the summer, and frozen in the winter. The decay rate is also boosted when it's raining or snowing.
  • Monsters can now hold items, but can be looted if killed.


AI Changes

  • Villagers will no longer refine many resources (mainly equipment) that isn't actively needed in the village. For example, if you only have 4 Lumberjacks, the Toolsmith will usually never manufacture more than 4 axes even if the supplies to do so are available.
  • Removed harvest restrictions, now AI will harvest regardless if there is space to store the resource.
  • Clearing terrain AI now has priority over building.
  • Clearing and repairing road AI now has priority over building new roads.
  • Adjusted work AI priorities to favor delivering and refining resources over storing them in certain situations.


Food Changes

  • The entire hunger AI has been rewritten. Mobs can now carry around food with them in their inventories, and eat them as needed.
  • All food now restores substantially more overall hunger.
  • Food storage and homes can now hold food rations.
  • Added eating animation for adults (children are still missing their animation).
  • All raw food now takes roughly 4 times longer to grow.
  • You can now only have 2 farmers in a small farm, and 4 in a regular farm.
  • Harvesting food now takes slightly longer.


Bug Fixes

  • Fixed a bug that would cause way makers to "drain" a building's entire stock if the road they're trying to work on becomes blocked.
  • Removed errant 1.1 GB actors.list file.
  • Refine resources now properly calculates it's refine time reduction in the AI as they level up.
  • Fixed a few typos in the problem panel.


Interface Changes

  • Redesigned the bottom mob selection panel to make space for the new inventory system.
  • Tool tip now responds to resources on the ground.
  • Added a dark background to tool tips to make them easier to read.
  • Increased tool tip speed.
  • Moved resources list to left tab.
  • The assigned workers GUI color is no longer miscounting by 1, causing the text to change red prematurely.


Miscellaneous Changes

  • When the game crashes, the current crash log now automatically opens up in the user's default text editor.
  • Added more Villager names, but not the complete list planned.
  • Improved particle performance by dynamically assigning threads based on particle count.
  • There are now errant particles when it is very hot or cold.


Known Issues that will be resolved before the stable build

  • Many of the new jobs don't have correct clothing colors yet.
  • The resource list in the World Map view does not fit inside the GUI.


[ 2016-08-03 10:31:22 CET ] [ Original post ]

Build InDev 21 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The long awaited, massive InDev 21 Unstable 1 patch has finally arrived! This patch has loads of new content, mechanics, optimizations and features, but it's main focus was on the brand new mob inventory system!

As I've stated a few times on the forums, this is a huge patch, and a lot of the content was "all or nothing". Since the main focus was the inventory system, there was a lot of mechanics and features that had to be implemented all at once to work properly, as they relied on each other to function. For example, I needed an inventory system, item system, ways to manufacture the items, and AI related to item usage all written at the same time else none of it would work on it's own. Thus, the unusually long patch cycle. But, I can assure you all the content in this patch covers over a month of work all at once, in one big bang! :)

Luckily, Unstable 1 is almost the entire InDev 21 patch, the following Unstable patches will mainly focus on fixing bugs, polishing up the new content and adding all the new villager names you guys provided.

I look forward to hearing your feedback! There's a ton of changes, so keep on the lookout for bugs to smash!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 21 Unstable 1 Change Log

Inventory System, Items and Equipment


  • Mobs can now equip items in their head, chest, tool, weapon or item slots.
  • New items/resources added: Iron and leather helmets, Iron and leather chest armor, swords, axes, pickaxes, hoes, hammers, shovels, bandages, medkits, healing potions, food rations, iron ore, iron ingots and silk.
  • You can now harvest iron ore from rock and silk from forests.
  • When a mob is equipped with the preferred tools for their job, they will do their work twice as fast.
  • Items equipped on the head and chest will reduce damage taken.
  • Weapons will increase damage given, but if no weapon is equipped and a tool is, they will use a tool to fight with instead.
  • All items have durability and uses counts, and will be destroyed when either are exhausted.
  • New Building: Toolsmithy. Used to manufacture tools and weapons from iron ingots.
  • New Building: Armorsmithy. Used to manufacture iron armor from iron ingots.
  • New Building: Forge. Used to smelt raw iron ore into iron ingots to be used at the smithy buildings.
  • New Building: Kitchen. Converts raw food into food rations, that last much longer and restore more hunger.
  • New Building: Clinic. Used to manufacture medkits and bandages, and house medics who can walk around the town with a medkit and heal seriously injured villagers.
  • New storage buildings have been added to accommodate all the new items and resources.
  • Resources now decay if left on the ground. The decay rates are faster in the summer, and frozen in the winter. The decay rate is also boosted when it's raining or snowing.
  • Monsters can now hold items, but can be looted if killed.


AI Changes

  • Villagers will no longer refine many resources (mainly equipment) that isn't actively needed in the village. For example, if you only have 4 Lumberjacks, the Toolsmith will usually never manufacture more than 4 axes even if the supplies to do so are available.
  • Removed harvest restrictions, now AI will harvest regardless if there is space to store the resource.
  • Clearing terrain AI now has priority over building.
  • Clearing and repairing road AI now has priority over building new roads.
  • Adjusted work AI priorities to favor delivering and refining resources over storing them in certain situations.


Food Changes

  • The entire hunger AI has been rewritten. Mobs can now carry around food with them in their inventories, and eat them as needed.
  • All food now restores substantially more overall hunger.
  • Food storage and homes can now hold food rations.
  • Added eating animation for adults (children are still missing their animation).
  • All raw food now takes roughly 4 times longer to grow.
  • You can now only have 2 farmers in a small farm, and 4 in a regular farm.
  • Harvesting food now takes slightly longer.


Bug Fixes

  • Fixed a bug that would cause way makers to "drain" a building's entire stock if the road they're trying to work on becomes blocked.
  • Removed errant 1.1 GB actors.list file.
  • Refine resources now properly calculates it's refine time reduction in the AI as they level up.
  • Fixed a few typos in the problem panel.


Interface Changes

  • Redesigned the bottom mob selection panel to make space for the new inventory system.
  • Tool tip now responds to resources on the ground.
  • Added a dark background to tool tips to make them easier to read.
  • Increased tool tip speed.
  • Moved resources list to left tab.
  • The assigned workers GUI color is no longer miscounting by 1, causing the text to change red prematurely.


Miscellaneous Changes

  • Added more Villager names, but not the complete list planned.
  • Improved particle performance by dynamically assigning threads based on particle count.
  • There are now errant particles when it is very hot or cold.


Known Issues that will be resolved before the stable build

  • Children do not have an "Eating" animation yet.
  • New villager names database needs to be added.
  • Many of the new jobs don't have correct clothing colors yet.
  • The storage buildings page in the build tab no longer fits inside the GUI


[ 2016-07-29 03:51:50 CET ] [ Original post ]

InDev 21 Road Map - The Inventory Update

InDev 21 will bring an entire inventory system to the game, allowing your villagers to equip weapons, tools, armor and small consumable items to help them survive. Most of this update will be focused on getting the basic framework in place to manufacture a small handful of items, but doing so will take quite a lot of new content that I think everyone will enjoy!

Also, don't forget to submit your names list to the villager name database! Most everyone's name lists will be added over the course of this update. :)

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 21 Road Map

Inventory System


  • Nearly every mob in the game will have an inventory, depending on the mob type.
  • Most humanoid mobs will have a head, chest, tool, and weapon slot as well as 2 inventory slots.
  • Mobs will seek out the best tools or equipment for their needs on their own. For example, if your Lumberjack doesn't have an axe, and one is available, he'll go get one.
  • Workers using the correct tools for their job will get a work speed boost, increasing their overall production rates.
  • Naturally, mobs with equipped armor or weapons will be able to better defend themselves.
  • Item slots are mostly used for one-time consumables, like healing potions, small food rations, etc.
  • Some monsters will spawn randomly pre-equiped with items, making them a little bit stronger, but also allowing the villagers to get a few freebie pieces of equipment when they're slain.
  • Many new buildings will be added to assist in manufacturing the new items, including Forges, Toolsmiths, Armorsmiths, Alchemy Lab and Bakery.
  • A few new resources will be added to the game, as needed, to accompany the new manufacturing buildings that will be required to create the items.


Resources Changes

  • The basic framework for "Rare" resources will be implemented, allowing future resources like coal, iron, gold to be mined from rock, or petrified wood from forests. These rare resources will mostly be used to manufacture items, use as fuel or build special towers and buildings in future updates.
  • All harvesting AI will now be allowed to continue to harvest resources on the map even if all storage buildings are full. This is to allow the player to continue to dig for rare resources, even if they have no place to put the excess common resources.
  • Resources not inside a building will very slowly decay.


Miscellaneous Changes

  • The new names list you guys have been working so hard on will be implemented.
  • As always, more bug fixes and optimizing!


[ 2016-07-09 01:28:23 CET ] [ Original post ]

Help me build the villager name database!

Greetings players!

Part of InDev 20 was adding a new villager naming system to the game, tossing out the old "random first, random last" system that resulted in some really weird, unrealistic combinations. The new system uses full names instead and as some of you may have noticed by now, many of these names are very familiar. Most of the current names were taken from celebrities, political figures, other video games, TV shows and many other places.

Now, the problem is I'm only one person. Making the name list takes quite a bit of time that most of you probably agree I could/should probably spend elsewhere, like working on InDev 21! So this is where you come in. I'm asking you guys to make up your own list of names. They can be just about anything you want, they just have to follow a few naming convention rules. As a "Thank you" for helping me out, you can add your own name to the as well! Just put it up at the top so I know it's yours.

Rules/Info:


  • The name must have a first, and last name.
  • The name can not have prefixes, suffixes or middle names. (Joe Bob is fine, Mr. Joe Evans Bob Jr. is not)
  • The name can not have any special characters or accents.
  • All names should be prefixed with their gender, and one name per line. (Example posted below)
  • Please make sure you let me know where the names are from (A TV show, book, actors, etc)
  • You can submit as many as you want!
  • Don't worry about duplicates, I have a system in place to detect/remove any duplicate entries on my end.
  • The list is a bit male-heavy at the moment, so feel free to add a bunch of female-heavy name lists.
  • You can make up your own names as well, just as long as they're not crude, offensive, or really really silly (IE: No Ben Dover or Villy McVillagerFace.)
  • Have fun!


Here's an example of what your list should look like when you've completed one:


//My Name
M Raymond Doerr

//Starcraft Characters
M Arcturus Mengsk
M Gabriel Tosh
M Jim Raynor
M Matt Horner
F Sarah Kerrigan
M Tychus Findlay
M Valerian Mengsk
M Rory Swann

//M*A*S*H Characters
M Benjamin Pierce
M Hawkeye Pierce
F Margaret Houlihan
M Maxwell Klinger
M Francis Mulcahy
M Sherman Potter
M Walter O'Reilly
M Radar O'Reilly
F Kellye Yamato
M Charles Winchester
M Franklin Burns
M Igor Straminsky
M John McIntyre
M Henry Blake
M Roy Goldman
F Ginger Bayliss
M Sidney Freedman
M Samuel Flagg
F Nancy Griffin
M Luther Rizzo

//Actors
M Allan Arbus
M Alan Alda
F Loretta Swit
M Jamie Farr
M William Christopher
M Harry Morgan
M Mike Farrell
M Gary Burghoff
F Kellye Nakahara


Thank you guys for your help! If we all work together, we can get a huge list going. If you want to see what names are already added, you can open up /res/mobNamesList.txt in the Retro-Pixel Castles install folder. :)

If your list is excessively long, you can throw it up on www.pastebin.com or www.hastebin.com , otherwise, feel free to post them right here in the comments. :)


[ 2016-06-26 11:09:16 CET ] [ Original post ]

InDev 20 - The Worker, Limbo and Optimizing Update - Released!

InDev 20 has been released! This update is a bit light on new content, but it more than makes up for it with a huge jump in game performance! I hope everyone enjoys the update. Let me know down in the comments how the game is running for you, and if it's a major improvement over InDev 19!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 20b *HOT FIX* Change Log

Bug Fixes


  • Grab spell will no longer cast the moment the spell icon is clicked on.


InDev 20 Change Log

Workforce System

  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.
  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.


Limbo

  • New Spell: Send to Limbo. This spell will send whatever you target to Limbo with a simple quick button click, no more tediously dropping things in Cullis Gates!
  • New Spell: Take From Limbo. This spell allows you to pull stuff directly from Limbo. a new indicator has been added to the cursor that will slowly rotate through the various creatures and resources in Limbo, allowing you to pick what you want to bring in.


AI Changes

  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.


Optimizations

  • Updated bundled Java JREs to 8u29.
  • Greatly improved the internal mob sorting system, improving the game's performance across the board.
  • Improved mob aggro performance when there's are no nearby hostile targets, but a large amount of friendly mobs.
  • Improved worker assignment detection performance in large villages.
  • Improved all path finding, searching, range map generation and light map generation algorithms slightly.
  • Tons of small micro-optimizations in the AI.
  • Optimized the resource damage methods, speeding up various aspects of the engine that "damage" terrain.
  • Optimized the range map generation code slightly,
  • Reduced memory footprint of the sound module.
  • Fixed minor memory leak in the sound module.
  • Decreased sound module load time.
  • Minor optimizations to the mob reach map generation system.


Bug Fixes

  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.
  • Fixed a floating resource bug when planting resources that were stored in a building.
  • Fixed a bug where the main menu time of day would sometimes load incorrectly.
  • You can no longer accidentally click on maps in the world map mode that are behind the GUI.
  • Fixed a bug where when reloading the world map, the wrong game mode was highlighted.
  • Fast moving missiles will no longer occasionally pass straight through a target without hitting them.


Interface Changes

  • The background on tool tips are now darker.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.
  • Improved accuracy of the grab spell when grabbing mobs.
  • You can now sort the population tab by villagers, adults, children, golems or all.
  • Now when selecting harvest work, the corresponding resource highlights in-game to find it easier.


Miscellaneous Changes

  • Recall no longer can recall villagers to a work site.
  • Added two new maps, Coastbridge and Springland.
  • Added golems to the population tab and top GUI.
  • Added 2 new songs "Sun's Spirit" and "Stardust".
  • Added 2 variations to the Main Menu theme that play in the day or the night, depending on what time you launch the game.
  • The main menu theme now loops.
  • The initial warp in particles when starting a new game have been changed and the warp in speed slowed down slightly.
  • Added new mob naming system, using real world names and pop culture references.


[ 2016-06-22 08:24:21 CET ] [ Original post ]

Build InDev 20 Unstable 3 Released

Click here for help on accessing the Unstable branch!

InDev 20 Stable is just around the corner, this build should mostly be ready for a stable release. Aside from additional optimizing and some minor bug fixes, the big highlight of this build is the new Limbo system. Limbo has been redesigned, offering a new more efficient way to bring creatures and resources in and out of Limbo. I hope you guys like the new change!

I look forward to hearing your feedback on the new performance and Limbo changes. Let me know down in the comments what you think! :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 20 Unstable 3 Change Log

Limbo


  • New Spell: Send to Limbo. This spell will send whatever you target to Limbo with a simple quick button click, no more tediously dropping things in Cullis Gates!
  • New Spell: Take From Limbo. This spell allows you to pull stuff directly from Limbo. a new indicator has been added to the cursor that will slowly rotate through the various creatures and resources in Limbo, allowing you to pick what you want to bring in.


Optimization

  • Optimized the resource damage methods, speading up various aspects of the engine that "damage" terrain.
  • Optimized the range map generation code slightly,
  • Reduced memory footprint of the sound module.
  • Fixed minor memory leak in the sound module.
  • Decreased sound module load time.
  • Minor optimizations to the mob reach map generation system.


Bug Fixes

  • Fixed a floating resource bug when planting resources that were stored in a building.
  • Fixed a bug where the main menu time of day would sometimes load incorrectly.


Interface Changes

  • Improved accuracy of the grab spell when grabbing mobs.
  • You can now sort the population tab by villagers, adults, children, golems or all.
  • Desired workers interface now colors red or green depending on if the total workers exceeds available villagers.
  • Now when selecting harvest work, the corresponding resource highlights in-game to find it easier.


Miscellaneous Changes

  • Added two new maps, Coastbridge and Springland.
  • Added golems to the population tab and top GUI.
  • Added new song "Blooming".
  • Added 2 variations to the Main Menu theme that play in the day or the night, depending on what time you launch the game.
  • The main menu theme now loops.
  • The initial warp in particles when starting a new game have been changed and the warp in speed slowed down slightly.


InDev 20 Unstable 2 Change Log

Optimization

  • Greatly improved the internal mob sorting system, improving the game's performance across the board.
  • Improved mob aggro performance when there's are no nearby hostile targets, but a large amount of friendly mobs.
  • Improved worker assignment detection performance in large villages.
  • Improved all path finding, searching, range map generation and light map generation algorithms slightly.
  • Tons of small micro-optimizations in the AI.


InDev 20 Unstable 1 Change Log

Workforce System

  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.


Bug Fixes

  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.


AI Changes

  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.


Miscellaneous Changes

  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.
  • Recall no longer can recall villagers to a work site.
  • The background on tool tips are now darker.
  • Updated bundled Java JREs to 8u29.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.


Known Issues that will be resolved before the stable build

  • The in-game tip and loading screen messages have not been updated, and will reference tips from the old work system.


[ 2016-06-18 22:19:05 CET ] [ Original post ]

Build InDev 20 Unstable 2 Released

Click here for help on accessing the Unstable branch!

Unstable 2 has been released! You won't see anything in the way of content in this patch (Sorry!), but I've greatly optimized the game's underlining code. You should see huge performance improvements if your bottleneck was your CPU! Guys with lower end GPUs should also see some improvements, but the big changes are on the CPU side of the house.

I look forward to hearing your feedback on the new performance changes. Let me know down in the comments the specs of your machines, and the performance improvements you've seen! :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 20 Unstable 2 Change Log

Optimization


  • Greatly improved the internal mob sorting system, improving the game's performance across the board.
  • Improved mob aggro performance when there's are no nearby hostile targets, but a large amount of friendly mobs.
  • Improved worker assignment detection performance in large villages.
  • Improved all path finding, searching, range map generation and light map generation algorithms slightly.
  • Tons of small micro-optimizations in the AI.


InDev 20 Unstable 1 Change Log

Workforce System

  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.


Bug Fixes

  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.


AI Changes

  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.


Miscellaneous Changes

  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.
  • Recall no longer can recall villagers to a work site.
  • The background on tool tips are now darker.
  • Updated bundled Java JREs to 8u29.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.


Known Issues that will be resolved before the stable build

  • The in-game tip and loading screen messages have not been updated, and will reference tips from the old work system.


[ 2016-06-14 01:39:18 CET ] [ Original post ]

Build InDev 20 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The first InDev 20 Unstable build has arrived, featuring the new worker assignment system. This patch may seem rather small on the surface, but required quite a lot of AI and GUI rewrites to make happen. A large amount of the old code interacted directly the with worker's assigned building, but now workers are no longer assigned directly to a building, rather than they are assigned a job then find a building to work with. Because of this, it's possible you may find some AI or interface glitches you probably aren't expecting, so if you do, be sure to report them!

Let me know down in the comments if you like the new system! In some ways, it can be a bit more complicated at first. But once you're used to it, it reduces quite a bit of micromanaging. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 20 Unstable 1 Change Log

Workforce System


  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.


Bug Fixes

  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.


AI Changes

  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.


Miscellaneous Changes

  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.
  • Recall no longer can recall villagers to a work site.
  • The background on tool tips are now darker.
  • Updated bundled Java JREs to 8u29.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.


Known Issues that will be resolved before the stable build

  • The in-game tip and loading screen messages have not been updated, and will reference tips from the old work system.


[ 2016-06-11 00:01:28 CET ] [ Original post ]

InDev 20 Road Map - The Worker Update

The big two-oh is on the way! This update is going to mainly focus on the new worker system and the AI associated with it. The plan is to clean up some of the forced micromanaging of work/job assigning and pass off some more control to the villagers, making a more streamlined system that you still have a good amount of control over if you still want to micromanage it.

This update is also going to focus on optimizing the game's CPU, GPU and memory usage as well as run through a lot of code cleanup. Thus why the road map is shorter than usual, but as always you will still be seeing other smaller content additions in this patch as well.

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 20 Road Map

Worker Assignment System
The new worker assignment system will remove the per-building worker assignment system entirely, replacing it with a new global drop down panel. The new panel will allow you to set the desired amount of villagers you want, up to the maximum provided by the buildings. You'll be able to set the desired villager count higher than your actual population, and as villagers grow into adults or a worker dies they'll automatically fill the available slots doing their best to manage/balance the job assignments.


  • The entire per-building worker assignment system will be removed, replaced with a single global panel to interact with all the job controls in the entire village at once.
  • Work buildings will no longer "house" workers, instead they will provide extra slots to your global maximum workers (Example: 2 Lumber Shacks will no longer house 12 workers each, they will provide 12 worker slots to the maximum pool for a total of 24 workers that can be assigned)
  • Rather than assigning villagers directly to jobs, you will set a maximum desired workers. This number can exceed the maximum population, but not the maximum worker slots provided by the buildings.
  • Workers will be able to freely quit/change jobs as they like, based on the workers desired for each job. Meaning if a job type is extremely low on current workers, and another isn't, they may quit their current job and pickup a new one. (Example: you have 32 villagers and you've set the desired builders to 32 so they all decide to become builders. Later you build a farm and set the desired workers to 8, some of the builders will quit their job and they'll become farmers even though it would take the current builders count below the desired builders count, because they will do their best to maintain the same percentage of assigned workers to desired workers across the board.)
  • Buildings that provide worker slots will automatically set the desired worker count up by the amount they provide when they are built. This way, you will never have to increase the desired worker count unless you've previously lowered it to force workers into other jobs. (Example: You build a Lumber Shack, the game will automatically increase the desired Lumberjacks by 12, and if possible, workers will start becoming lumberjacks unless you explicitly go into the worker panel and lower the desired amount.)
  • When a worker changes or quits a job, he will first visit a work building associated with that job rather than the job being assigned instantly.


[ 2016-06-04 07:45:07 CET ] [ Original post ]

InDev 19d - Optimizing Update - Released!

InDev 19d has been released! InDev 19d's entire focus was simply to make the game run better. Let me know down in the comments if you've noticed any improvements! The game has been optimized on all fronts (CPU, GPU and Memory usage) so it should run a bit faster for everyone across the board.

NOTICE FOR 32 BIT WINDOWS USERS
I've also included an experimental launcher for 32 bit windows machines that may help a with memory allocation issues. So for the few of you still out there on 32 bit machines, you may get a decent performance bump. But, this launcher has not been thoroughly tested. All of my test machines are 64 bit, and as such while I can test the 32 bit launchers, the memory allocation works very different when launched on a 64 bit OS. As such, I can't properly test memory allocation in a 32 bit environment. So please let me know if you have any issues!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 19e *HOT FIX* Change Log

Bug Fixes


  • Fixed a bug that could cause terrain to regrow exponentially, causing the game to eventually crash.
  • "Settle At Dawn" track now plays properly when starting a peaceful or sandbox game.


InDev 19d Change Log

Optimizations

  • Added a more intelligent image loading system that will eliminate any images being loaded more than once unnecessarily.
  • Greatly optimized and reduced the memory usage of the shadow, particle, collision and depth systems.
  • Multithreaded the particle update system, now the particles will run their update logic across all cores of your processor.
  • Improved rendering performance of particles by about 20-30% on most GPUs.
  • Improved the performance of the Map AI system (Controls map-wide terrain AI, like resource growth.)
  • Updated the splash image when launching the game in Windows.
  • Added an experimental launcher for Windows32 users that could improve memory allocation.


Bug Fixes

  • Fixed a bug that would allow you to set the spawn caps/rates in sandbox mode to negative values
  • Fixed a crash in Sandbox Mode if you held shift while using grab on the terrain.
  • Fixed a slowdown when Golem Combobulators couldn't find any resources in range.


Interface Changes

  • News feed font is no longer uppercase.
  • Increased the font size of the help tips.
  • Increased font size of the spell descriptions.
  • Increased maximum particles you can spawn in sandbox mode to 1,000.
  • Changed the console banner output to display up to 4 messages at once and run faster if there's a large backlog.
  • A banner is now displayed when you change game modes.
  • Tweaked all the GUI elements slightly.
  • Reworked the top GUI bar in the world map to make it easier to change game modes.


Miscellaneous Changes

  • New Map: Wyvernedge. Located on the south side of the desert region.
  • Added Kiemm Sanctuary, created by The Runner to the developer's choice maps.
  • Added particles under mobs when they are in water, tar or any terrain with depth.


[ 2016-06-01 22:24:20 CET ] [ Original post ]

InDev 19c - Sandbox Mode - Released!

I bet you didn't see this one coming! This patch brings in an entire new game mode, Sandbox! Sandbox mode is the ultimate goof-off mode, allowing the player to do all sorts of fun things, like spawn in monsters, resources, essence, play with particles, auto-build structures, the works! Have fun breaking the game mechanics!

Let me know what you think of Sandbox mode down in the comments. :)

Also, don't forget to check out the Screenshot Roundup event for InDev 19! I want to post your best screenshots on the official Steam store page!
http://steamcommunity.com/games/328080/announcements/detail/833542562193113564

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 19c Change Log

Sandbox Mode
A new game mode that allows you to play around with the game mechanics. This mode adds tons of new tabs to the game, offering a whole mess of mechanics you can screw around with.


  • Access to all the map editor tools while playing.
  • Spawn in resources, villagers and monsters.
  • Play with the particle engine.
  • Create essence at will.
  • Turn on and off the weather.
  • Change the season, time of day, and day.
  • Mess around with the spawn rates.
  • Cast spells for free.
  • Place fully constructed buildings anywhere you want, or delete buildings entirely.


Bug Fixes

  • Fixed a crash when you tried to use the Tower Range data view with a tower near the edge of the map.
  • Fixed a crash if you tried to use the hole or patch tool with a hotkey in the map editor.
  • Fixed a rare game loading crash if a builder is en route to repair a building, the building is destroyed before the villager arrives, and the game saves.
  • Fixed a "Floating resource on head" bug that could eventually lead to a corrupted save file, caused by farmers trying to plant food in farms that were paused, being dismantled or destroyed.
  • Fixed spelling of "Arid River" in the world map.


Interface Changes

  • Updated the spotlight spell icon.
  • Changed the brush size buttons to round icons.
  • Changed the game mode select buttons in the world map to round icons.
  • Removed the disabled recycle mode buttons from the Skirmish GUI.
  • The left and right tabs are no longer locked before the village center is placed and built.


Miscellaneous Changes

  • Starting limbo villagers for Peaceful is now 64.
  • Optimized the sprite generation system for mobs, lowering memory usage.
  • Reduced the amount of particles generated by essence.
  • Removed an old loading message about heroes.
  • Lowered the memory usage of the brush tools slightly.
  • Reduced the size of the terrain files.
  • Reduced monster spawn rates by roughly 10%.
  • Banish can no longer banish monsters to a location on the village range map or a tile with any topography (Water, tar, etc).
  • Banish now teleports each monster in range to a random location rather than the same place.
  • Whole bunch of small memory optimization and tweaks.


[ 2016-05-28 04:20:50 CET ] [ Original post ]

Build InDev 19 Stable Released

It's here! The next big Retro-Pixel Castles content patch, filled up with all sorts of new fun stuff to play with. The biggest highlights of this update are the road system, new spawn system and the new golems, but this patch is filled to the brim with a bunch of new stuff, including many AI improvements and bug fixes!

Also, don't forget to check out the Screenshot Roundup event for InDev 19! I want to post your best screenshots on the official Steam store page!
http://steamcommunity.com/games/328080/announcements/detail/833542562193113564

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 19 Change Log

Roads
There are now 5 tiers of roads, you can now build roads starting from tier 1 all the way up to 5. For example, if you wanted a tier 2 road, you'd first have to create a tier 1 road and build a tier 2 road on top. The roads will be built and maintained by new workers from a new building.


  • Tier 1: Basic path. Villagers will automatically generate a basic paths in the ground in high traffic areas, offering a minor speed boost. The paths can also be built manually, for no resource cost, and function as the foundation to build roads on.
  • Tier 2: Wood path. Costs 1 log resource per tile.
  • Tier 3: Cobble and wood path. Costs 1 rock resource per tile.
  • Tier 4: Board and cobble road. Costs 1 board resource per tile.
  • Tier 5: Board and cut stone road. Costs 1 stone resource per tile.
  • Note that because you need to have the previous road built in order to build the next tier, bringing terrain from nothing to tier 5 actually costs 1 log, 1 plank, 1 rock and 1 stone per tile.
  • All road types will decay over time, requiring basic maintenance. The more traffic a road gets, the faster it will decay.
  • A new Way-Maker Shack has been added to build and maintain the roads. The workers will automatically repair the roads as they start to decay, and facilitate any new road construction you assign.
  • You can assign road work (to either construct, upgrade or dismantle) on the left hand work tab under the harvesting assignment buttons.
  • The map editor now has a full complement of buttons and tools for placing and erasing roads.


Golems
A new Golem system has been added, this system replaces the old Guard and Heroes system. Golems can be built fairly early in the game, and consume resources and energy to create, resurrect or repair golems that will defend your village.

  • New Mobs; The Stone and Wood Golems. They will defend your village to their death, and if their Golem Combobulator is powered, will be resurrected or repaired when not in combat.
  • New buildings; The Stone Golem Combobulator and Wood Golem Combobulator. These buildings will take in essence and resources, converting them into energy to create, resurrect or repair Golems defending your village.


Spawn System

  • Monsters now will not start spawning until day 2. Giving the player one free day to build in peace.
  • Monsters can now spawn anywhere on the map that has adequate space, that is not in range of the village or blocked by topography.
  • The monster's global spawn rate now never increases.
  • The monsters can create their own small spawn points that will spawn monsters locally. Meaning that while the global spawn rate never increases the spawn points will generate their own monsters. As more spawn points are generated, more monsters will spawn on the map in those areas.


Monsters

  • Added a new "headless" mob. An extremely weak mob that attacks in large groups.
  • All monsters are less hostile in the day time.
  • Small Slimes can now spawn on their own.
  • Slimes are less hostile overall.
  • Slowed Fire Elementals down slightly.
  • Added a breakaway chance for hostile monster behavior if it's no longer their ideal attack time.
  • Fire Elementals spawns now start at day 5, instead of day 3.
  • Specture spawns now start at day 8, instead of 5.
  • Changed Fire Elemental's level range from 1 to 7 to 4 to 7


AI Changes

  • Builders can now harvest crystals.
  • Improved combat targeting, now mobs will target the nearest mob that isn't being attacked first, if none exist, it'll help other mobs. This helps reduce the frequency a group of mobs will focus on only one target at a time, rather than the entire group.
  • Most harvesting and clearing work is now assigned based on the closest location to the villager, rather than at random.
  • Optimized the path finding and search algorithms, generally speeding up several areas of the game, mainly the AI.
  • Decreased hunger decay rate for villagers by 20%. (Meaning they'll need less food!)
  • Mobs now have more intelligent object, resource and mob search selections, and will not path to nearby targets that they can see, but would require a very long path finding route to reach (Example: Other side of a low wall with a long path to get around).
  • All harvested resource searching patterns now look for resources nearby, if none are found, they only check whats in range of the village. This prevents villagers from going on long hikes into unknown land to grab resources far out of reach.
  • Rewrote how starvation search works, making it much more efficient.
  • Builders now more intelligently decide when they need to harvest resources, preventing them from ignoring high priority buildings because the resources don't exist anywhere on the map, but others for lower priority buildings do.
  • Villagers no longer repair abandoned buildings in range of the village.
  • Monsters now focus on attacking buildings until they're attacked.
  • Mobs now only wander to radiance pools within a pre-set distance.
  • Completely removed the old AI Pack behavior system, and replaced it with a new more intelligent system.
  • Increased the time between pregnancy and coitus that actions can happen again.
  • Female villagers can now only have a maximum of three children in their lifetime. This is to prevent "runaway birth rates" late game, but still keep the same birth rates early game.
  • Villagers now interrupt working villagers to chat much less frequently.
  • Workers will now store refined resources in storage buildings correctly.
  • Decreased the amount of food that can be stored in homes, but increased the amount that can be stored in farms and farm storage.


Bug Fixes

  • Fixed a crash that would sometimes cause the villagers and other mobs from being told there is a mob in range to interact with, when there actually wasn't. This effected multiple branches of the AI, like chatting, finding a mate, or finding a pack leader.
  • Fixed a bug that would prevent a mob from finding something directly at its feet, sometimes causing some search algorithms to run too frequently and slow down the game.
  • Fixed a bug that would corrupt a mob's AI on load, causing the game to crash.
  • Fixed a bug where deleting an already previously loaded profile and creating a new one in the same slot would clone the settings from the old profile.
  • Fixed a bug where overlapping collision maps wouldn't merge.
  • Fixed a bug in the path finding, search and range building algorithms that was causing erroneous data on initial load.
  • Fixed a crash if you attempted to select a map in the world map while the reset world function was running.
  • Fixed a bug causing monsters to ignore non-hostile buildings.
  • Fixed a rare crash when a mob would try to walk to a 1x1 sized object that was only accessible by its corners.
  • Fixed a very rare save corruption when a tower was destroyed, but its projectiles were still active on the map when the game was last saved.
  • Fixed a bug that allowed farmers to plant and harvest farmland in paused buildings.
  • Fixed a bug that would sometimes cause object and mob bounding boxes to not be properly update, causing the player to be able to click on off screen objects and mobs.
  • Fixed a bug causing essence collectors and radiance pools to stop collecting any essence over an extended period of time.
  • Fixed a save corruption bug when a mob's AI was trying to interact with a removed/destroyed object at the moment of saving.
  • Fixed grab tool accuracy when dropping resources on small objects.
  • Fixed a minor bug that could sometimes cause mob damage to be zero.
  • Fixed a bug that could sometimes trigger a severe storm instantly.


Building Changes

  • New Tower: The Bullet Tower. Uses the same ammo as the Sling Tower, but can shoot over walls. A good close-range fast firing, low damage tower.
  • Bow Tower now requires a small amount of crystals to build. (Note: Builders can now harvest crystals)
  • Build requirements for the Mining Facility has been reduced from 64 logs and rocks to 42.
  • Farmland no longer completely dies (deletes itself) if it has been frozen or fried too long.
  • Increased the max occupants of all homes.
  • Increased Bow Tower damage from 10-20 to 20-30
  • Heroes, Guards and Guard buildings have been completely removed from the game. (Note: Replaced by the new Golem system)
  • Slightly increased tower missile accuracy.


Interface Changes

  • The debug menu (F3) is now a little prettier.
  • Minimap rendering process changed slightly to make topography more visible.
  • Increased transition fade speed moving from the main menu state to the play state, map editor state, etc.
  • Controls are now locked during transition fading.
  • Increased tool tip pop up speed, font size and moved the tool tip location over to below the mouse.
  • Added the resource requirement list on the object overlay when placing an object.
  • Moved "Hold to unselect" message to the mouse.
  • Corrected a typo in the "Overheat" tip.
  • Added sparkles to the construction outlines.
  • Added a "low energy" message to essence based buildings.
  • When the game is paused, the GUI will now freeze in place rather than closing all the tabs.
  • Buildings with multiple errors now align the warning text correctly.
  • Added the game version to the top right of the GUI.


Miscellaneous Changes

  • New Map: Applemeadow.
  • Cleaned up a lot of the mob movement cost code and velocity calculations
  • Adjusted mob tile positioning so their feet is center of a tile rather than their body.
  • The maps have been converted from a 8 layer system to a 7 layer system. The game will automatically convert old maps to the new system.
  • Rewrote all of the tile set movement costs, giving costs to many tile sets on the map, like flowers, foods, stumps.
  • Resources on the ground now increase movement costs on that tile.
  • Added shadows to cactus, flowers, crystals and all foods.
  • Optimized the load speeds of the Depth, Collision and Shadow modules.
  • Improved the memory usage of the shadow module.
  • Increased movement cost of water and tar.
  • Villagers no longer randomly spawn in unusable areas in Skirmish mode.
  • New adult villagers now randomly generate between levels 1 and 3.
  • New children (Not from parents) now generate between levels 1 and 2.
  • Map "Leaf" has been removed from the game.
  • Improved the art slightly when mobs are in water, tar or other terrain with depth.
  • Reduced the frequency of weather in all seasons.
  • All mobs are now worth slightly more essence when killed.
  • Changed how stat points are given during level up.
  • Fire Elementals now uses the new Golem's animation.
  • Added some leftover fire ember looking particles to the fire blast particle effects.
  • Radiance pools now heal more per tick, and can level monsters up to 3 levels above their level cap.
  • Early construction can no longer be damaged before it receives any resources. (Mainly by lightning)
  • Reduced the amount of rain particles by roughly 50%
  • Reduced the amount of clouds during rain by 25%
  • Decreased the spread rate of food, crystals and trees (but not the regrowth rate)


[ 2016-05-22 22:20:59 CET ] [ Original post ]

InDev 19 Screenshot Roundup Event!

Every few updates I run a screenshot round up, collecting screenshots from actual players, of actual game play and use them for the official Steam store page. I feel they represent a more accurate, and honest sample of what Retro-Pixel Castles is all about. It's also a fun chance to get you guys some recognition on Steam in the process!

It's pretty easy to get a screenshot submitted;


  • Screenshots must be taken with version InDev 19 Unstable 4 or higher.
  • You can take the screenshots using F2 or F12. F2 will place your screenshot in RPC's install folder, under /screenShots/. F12 will save it within Steam so you can easily upload it to the community hub.
  • 1920x1080 or higher resolution highly recommended, but lower resolution shots can be used.
  • If possible, take the screenshots in full screen mode (F10 to toggle)
  • Upload the screenshots to either the Steam community hub (recommended), or anywhere on the internet you can upload them without having them overly compressed or distorted.
  • Post in the comments below a link to your screenshot.
  • If you do not want your username displayed, please let me known down in the comments. :)


Feel free to upload as many as you like, and I'll pickup the best of the best for the Steam store page!


[ 2016-05-21 05:15:42 CET ] [ Original post ]

Build InDev 19 Unstable 4 Released

Click here for help on accessing the Unstable branch!

What, another patch already?! Yep, that's right. InDev 19 Unstable 4 has arrived! Assuming no last minute problems, Unstable 4 should be the last Unstable release before releasing InDev 19 Stable, keep an eye out for any game breaking bugs!

This patch mostly fixes bugs, but it also adds a new golem, a new tower and rebalances the new spawn system a bit. So let me know what you think down in the comments!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 19 Unstable 4 Change Log

Golems


  • Increased min/max level for stone golems 1 level.
  • New golem: The Wood Golem. A weaker wood based golem that respawn quickly, move fairly fast, but doesn't have much health.
  • Golem combobulators can now repair golems assigned to their building if they have enough energy reserves.


Spawn System

  • Fire Elementals spawns now start at day 5, instead of day 3.
  • Specture spawns now start at day 8, instead of 5.
  • Changed Fire Elemental's level range from 1 to 7 to 4 to 7
  • Reduced spawn point generation rate by about 50%.


Bug Fixes

  • Fixed a bug where monsters would not attack towers when shot.
  • Fixed some missing particle effects for the Way Maker Shack.
  • Fixed a bug causing essence collectors and radiance pools to stop collecting any essence over an extended period of time.
  • Fixed a save corruption bug when a mob's AI was trying to interact with a removed/destroyed object at the moment of saving.
  • Fixed a building targeting issue that would sometimes erroneously report building coordinates.
  • Fixed grab tool accuracy when dropping resources on small objects.


AI Changes

  • Increased the time between pregnancy and coitus that actions can happen again.
  • Female villagers can now only have a maximum of three children in their lifetime. This is to prevent "runaway birth rates" late game, but still keep the same birth rates early game.
  • Villagers now interrupt working villagers to chat much less frequently.
  • Workers will now store refined resources in storage buildings correctly.
  • Improved golem targeting behavior slightly.


Miscellaneous Changes

  • Range map is now visible when you assign road work.
  • Added a new "headless" mob.
  • Added some leftover fire ember looking particles to the fire blast particle effects.
  • New Tower: The Bullet Tower. Uses the same ammo as the Sling Tower, but can shoot over walls. A good close-range fast firing, low damage tower.
  • Bow Tower now requires a small amount of crystals to build. (Note: Builders can now harvest crystals)
  • Out of range objects that require energy no longer display problem messages. (Mainly the Radiance Pools)
  • Buildings with multiple errors now align the warning text correctly.
  • Added the game version to the top right of the GUI.
  • Radiance pools now heal more per tick, and can level monsters up to 3 levels above their level cap.
  • Phase 1 of wall constructions no longer block paths.


Known Issues that will be resolved before the stable build

  • Monsters can spawn on water and tar.


[ 2016-05-20 06:48:04 CET ] [ Original post ]

Build InDev 19 Unstable 3 Released

Click here for help on accessing the Unstable branch!

InDev 19 Unstable 3 has just been released, this patch is the first to introduce the new golem system, as well a a whole slew of AI tweaks and bugfixes! We're inching pretty close to a stable release, so be sure to run this update into the ground and report any issues you find!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 19 Unstable 3b HOTFIX Change Log

Golems


  • Golems now correctly target hostile monsters not in range of the golem, but in the village attacking villagers or buildings.


Bug Fixes

  • Fixed a minor bug that caused builders harvesting behavior to think the top priority building was in range, when it actually wasn't.


InDev 19 Unstable 3 Change Log

Golems

  • New Mob; The Stone Golem. They will defend your village to their death, and if your Golem Combobulator is powered, will be resurrected.
  • New building; The Stone Golem Combobulator. This building will take in essence and resources, converting them into energy to create or resurrect Golems to defend your village.


Roads

  • Roads that become blocked under other terrain now decay slowly.
  • Road workers will no longer attempt to repair blocked roads.
  • You can no longer select road construction outside of the village.
  • Assigned road work will automatically become unassigned if the tile becomes blocked.
  • Road workers are more willing to work on roads right at the pickup/dropoff point for very active buildings.


Bug Fixes

  • Fixed a very rare save corruption when a tower was destroyed, but it's projectiles were still active on the map when the game was last saved.
  • Fixed a "resource floating on head" bug when a villager was starving while carrying a resource.
  • Fixed a minor bug that would sometimes cause the village's range map to generate slowly after starting a new game or reloading.
  • Fixed a bug that would cause builders to no longer harvest anything if the top priority building required unharvestable resources.
  • Fixed a bug that allowed farmers to plant and harvest farmland in paused buildings.
  • Fixed a bug that would sometimes cause object and mob bounding boxes to not be properly update, causing the player to be able to click on off screen objects and mobs.


AI Changes

  • Builders can now harvest crystals.
  • Improved combat targeting, now mobs will target the nearest mob that isn't being attacked first, if none exist, it'll help other mobs. This helps reduce the frequency a group of mobs will focus on only one target at a time, rather than the entire group.
  • Corrected some awkward behavior in the new builder harvesting AI that would cause them to stop working until all resources are exhausted.


Miscellaneous Changes

  • New Map: Applemeadow.
  • Corrected a typo in the "Overheat" tip.
  • Heroes, Guards and Guard buildings have been completely removed from the game.
  • Updated maps to the new layer system and removed the abandoned guard buildings from them.
  • Slightly increased tower missile accuracy.
  • All mobs are now worth slightly more essence when killed.
  • Added sparkles to the construction outlines.
  • Added a "low energy" message to essence based buildings.
  • Changed how stat points are given during level up.
  • Fire Elementals now uses the new Golem's animation.
  • When the game is paused, the GUI will now freeze in place rather than closing all the tabs.
  • Optimized the range map generation slightly.


Known Issues that will be resolved before the stable build

  • Storage buildings currently will not accept any refined resources (Ammo, stones, boards, etc)


[ 2016-05-17 02:47:47 CET ] [ Original post ]

Build InDev 19 Unstable 2 Released

Click here for help on accessing the Unstable branch!

InDev 19 Unstable 2 has just been released, this patch features a metric frickton of AI changes, game play improvements, interface improvements and an entirely rewritten spawn system. Be sure to run it through the ringer!

Let me know down in the comments if you like the changes or have any problems, this patch fundamentally changes many of the game play mechanics and massively rebalances Survival and Peaceful mode.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 19 Unstable 2 Change Log

Spawn System


  • Monsters now will not start spawning until day 2. Giving the player one free day to build in peace.
  • Monsters can now spawn anywhere on the map that has adequate space, that is not in range of the village.
  • The monster's global spawn rate now never increases.
  • The monsters can create their own small spawn points that will spawn monsters locally. Meaning that while the global spawn rate never increases the spawn points will generate their own monsters. As more spawn points are generated, more monsters will spawn on the map in those areas.
  • Small Slimes can now spawn on their own.


Roads

  • Paths now generate twice as fast and decay at half the speed.
  • Increased the speed Way-Makers clear, repair and build roads.
  • Increased overall road durability.
  • Increased Way-Maker Shack workers to 12.


Bug Fixes

  • Fixed a bug where overlapping collision maps wouldn't merge.
  • Fixed a bug in the path finding, search and range building algorithms that was causing erroneous data on initial load.
  • Fixed a bug that would sometimes cause all the monsters on the entire map to attack the village when a saved game was loaded.
  • Fixed a crash when you would try to scroll off the map while in road upgrade mode.
  • Fixed a crash if you attempted to select a map in the world map while the reset world function was running.
  • Fixed a bug preventing dissolve form working on crystals.
  • Fixed a bug causing monsters to ignore non-hostile buildings.
  • Fixed a rare crash when a mob would try to walk to a 1x1 sized object that was only accessible by it's corners.


AI Changes

  • Decreased hunger decay rate for villagers by 20%. (Meaning they'll need less food!)
  • Mobs now have more intelligent object, resource and mob search selections, and will not path to nearby targets that they can see, but would require a very long path finding route to reach (Example: Other side of a low wall with a long path to get around).
  • All harvested resource searching patterns now look for resources nearby, if none are found, they only check whats in range of the village. This prevents villagers from going on long hikes into unknown land to grab resources far out of reach.
  • Rewrote how starvation search works, making it much more efficient.
  • Builders now more intelligently decide when they need to harvest resources, preventing them from ignoring high priority buildings because the resources don't exist anywhere on the map, but others for lower priority buildings do.
  • Villagers no longer repair abandoned buildings in range of the village.
  • Monsters now focus on attacking buildings until they're attacked.
  • Mobs now only wander to radiance pools within a pre-set distance.
  • Completely removed the old AI Pack behavior system, and replaced it with a new more intelligent system.
  • Way-Makers can no longer store resources.
  • Slimes are less hostile overall.
  • All monsters are less hostile in the day time.
  • Slowed Fire Elementals down slightly.
  • Added a breakway chance for hostile behavior if it's no longer their ideal attack time.


Miscellaneous Changes

  • Optimized the load speeds of the Depth, Collision and Shadow modules.
  • Improved the memory usage of the shadow module.
  • Increased movement cost of water and tar.
  • Villagers no longer randomly spawn in unusable areas in Skirmish mode.
  • New adult villagers now randomly generate between levels 1 and 3.
  • New children (Not from parents) now generate between levels 1 and 2.
  • Build requirements for the Mining Facility has been reduced from 64 logs and rocks to 42.
  • Map "Leaf" has been removed from the game.
  • Increased transition fade speed moving from the main menu state to the play state, map editor state, etc.
  • Controls are now locked during transition fading.
  • Farmland no longer completely dies (deletes itself) if it's been frozen or fried too long.
  • Improved the art slightly when mobs are in water, tar or other terrain with depth.
  • Increased the max occupants of all homes.
  • Reduced the frequency of weather in all seasons.
  • Increased Bow Tower damage from 10-20 to 20-30
  • Increased tool tip pop up speed, font size and moved the tool tip location over to below the mouse.
  • Added the resource requirement list on the object overlay when placing an object.
  • Moved "Hold to unselect" message to the mouse.


Known Issues that will be resolved before the stable build

  • Storage buildings currently will not accept any refined resources (Ammo, stones, boards, etc)


[ 2016-05-13 02:53:27 CET ] [ Original post ]

Build InDev 19 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The first unstable build of the InDev 19 series is here! Hopefully, this unstable build will actually be pretty darn'ed stable. It's main focus is fixing bugs, doing some minor optimizing, and most importantly adding an entirely new road system to the game!

Let me know what you think of the new road system down in the comments.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 19 Unstable 1 Change Log

Roads
There are now 5 tiers of roads, you can now build roads starting from tier 1 all the way up to 5. For example, if you wanted a tier 2 road, you'd first have to create a tier 1 road and build a tier 2 road on top. The roads will be built and maintained by new workers from a new building.


  • Tier 1: Basic path. Villagers will automatically generate a basic paths in the ground in high traffic areas, offering a minor speed boost. The paths can also be built manually, for no resource cost, and function as the foundation to build roads on.
  • Tier 2: Wood path. Costs 1 log resource per tile.
  • Tier 3: Cobble and wood path. Costs 1 rock resource per tile.
  • Tier 4: Board and cobble road. Costs 1 board resource per tile.
  • Tier 5: Board and cut stone road. Costs 1 stone resource per tile.
  • Note that because you need to have the previous road built in order to build the next tier, bringing terrain from nothing to tier 5 actually costs 1 log, 1 plank, 1 rock and 1 stone per tile.
  • All road types will decay over time, requiring basic maintenance. The more traffic a road gets, the faster it will decay.
  • A new Way-Maker Shack has been added to build and maintain the roads. The workers will automatically repair the roads as they start to decay, and facilitate any new road construction you assign.
  • You can assign road work (to either construct, upgrade or dismantle) on the left hand work tab under the harvesting assignment buttons.
  • The map editor now has a full complement of buttons and tools for placing and erasing roads.


Bug Fixes

  • Fixed a crash that would sometimes cause the villagers and other mobs from being told there is a mob in range to interact with, when there actually wasn't. This effected multiple branches of the AI, like chatting, finding a mate, or finding a pack leader.
  • Fixed a bug that would prevent a mob from finding something directly at it's feet, sometimes causing some search algorithms to run too frequently and slow down the game.
  • Fixed a bug that would corrupt a mob's AI on load, causing the game to crash.
  • Fixed a bug where deleting an already previously loaded profile and creating a new one in the same slot would clone the settings from the old profile.


AI Changes

  • Most harvesting and clearing work is now assigned based on the closest location to the villager, rather than at random.
  • Optimized the path finding and search algorithms, generally speeding up several areas of the game, mainly the AI.


Miscellaneous Changes

  • Cleaned up a lot of the mob movement cost code and velocity calculations
  • Adjusted mob tile positioning so their feet is center of a tile rather than their body.
  • The debug menu (F3) is now a little prettier.
  • The maps have been converted from a 8 layer system to a 7 layer system. The game will automatically convert old maps to the new system.
  • Tons of small code cleanups.
  • Minimap rendering process changed slightly to make topography more visible.
  • Rewrote all of the tile set movement costs, giving costs to many tile sets on the map, like flowers, foods, stumps.
  • Resources on the ground now increase movement costs on that tile.
  • Added shadows to cactus, flowers, crystals and all foods.


Known Issues that will be resolved before the stable build

  • If your village starts to starve and there's no food anyone on the entire map, the game can hang.


[ 2016-05-02 23:40:15 CET ] [ Original post ]

InDev 19 Road Map - The Road Update!

InDev 19 development has started, InDev 19, like 18, will be bringing in loads of new content and game changing mechanics!

This updates primary focus is on adding new defenses, roads, spawn systems and AI to the game. It will also flesh out many of the mechanics added in InDev 18. As always, the road map just highlights the biggest changes, there will always be additional smaller changes along the way.

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 19 Road Map
Roads
There will be 5 tiers of roads, you will have to start with tier 1 and work your way up to 5. For example, if you wanted a Tier 2 road, you'd first have to create a tier 1 road and build a tier 2 road on top. The roads will be built and maintained by new workers from a new building.


  • Tier 1: Basic path. Villagers will automatically generate a basic paths in the ground in high traffic areas, offering a minor speed boost. The paths can also be built manually, for no resource cost, and function as the foundation to build roads on.
  • Tier 2: Wood path. Costs 1 log resource per tile.
  • Tier 3: Cobble and wood path. Costs 1 rock resource per tile.
  • Tier 4: Board and cobble road. Costs 1 board resource per tile.
  • Tier 5: Board and cut stone road. Costs 1 stone resource per tile.
  • Note that because you need to have the previous road built in order to build the next tier, bringing terrain from nothing to tier 5 actually costs 1 log, 1 plank, 1 rock and 1 stone per tile.
  • All road types will decay over time, requiring basic maintenance. The more traffic a road gets, the faster it will decay.
  • A new "Road Worker" building will be added to build and maintain the roads. The workers will automatically repair the roads as they start to decay, and facilitate any new road construction you assign.
  • More road tiers may be added in the future when more complex resources are added to the game.


Golems and Other New Defenses!
Several new defense buildings will be added, including the new Golems system.

  • Golem Building - A basic defensive building that will generate Golems that will act similarly to guards, but are renewable. Meaning if one dies, a new one will eventually take it's place. These can be placed in heavy combat areas to keep monsters at bay and hopefully in range of your towers.
  • Boost Tower - A tower that boosts the abilities of other towers!
  • Healing Tower - A tower that very slowly heals any friendly in range.
  • Bullet Tower - A fast shooting, low damage "machine gun" like tower that uses the same ammo as the sling tower, but can shoot over walls.
  • Sniper Tower - An extremely slow shooting tower with very high range and damage. Likely will use the same ammo as the Bow Tower.


New Monster Spawning System!
A complete rewrite of the monster spawning system, opening the door for future changes.

  • Monsters will now spawn anywhere on the map that is not inside the village.
  • Monsters will only be able to spawn in open space, so they won't be trapped in tiny pockets they have to dig their way out of.
  • Monsters types will spawn based on the type of tile they spawn over, setting up map-specific monster spawns in the future.
  • Monster spawn rate settings will be added to the map, setting up for map difficulty settings in the future.


Assistant Buildings
These may not all make it into InDev 19, they will be added as time permits. If they do not make it, they'll be pushed into InDev 20!

  • A tavern - This building will be a fun place villagers can go to relax. It will boost happiness, and while in the tavern, encourage people to interact (and thus, partner up for mating)
  • A church - A place to boost happiness, and while it's being used you'll also get a boost to your influence bar. The more people there, the more influence you'll gain on top of the usual gain rates.
  • A hospital/clinic - You can assign villagers to work there and they'll become "field medics" who will run around healing fellow villagers. Later, this will also be a place pregnant villagers can go to give birth and their child will get some bonus experience for being born there, rather than at home or on the fields.
  • Schools - A place where children villagers can go get educated. Children will gain experience when they visit the school, so they might get to start their adulthood a few levels higher than what they were when they were born.


[ 2016-04-21 23:39:57 CET ] [ Original post ]

Build InDev 18d Stable Released

This update is mostly focused on polish and bug fixing. A bulk of the time working on this update was bringing in an entirely new world map to life, that had to be completely redrawn from scratch. But this update also adds new music, and several bug fixes. It's also the first update to introduce the new "Problem Panel". A handy little panel you can check out while you play that will highlight some of your village's problems.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 18d Stable Change Log


  • Added brand new world map artwork, that is quadruple the resolution of the old artwork.
  • Added map zooming to the world map.
  • Removed map centering when you click on a map.
  • Slightly modified Enchanted Shoreline and Narrow Path maps to better match the world map.
  • Added the new Problem Panel to the game, this panel will allow you to check out various issues your village may have, like how many villagers are hungry, homeless, if towers are lacking ammo, and many other things.
  • Many GUI buttons now highlight better, and can flash to get your attention.
  • Added three new songs, Settle At Dawn, Faraway and Fallen Sky.
  • Settle At Dawn only plays one time, at the beginning of a new game.
  • Updated song Goodbye Retro Sky.
  • "Dawn Arrival" melody changed.
  • Removed the drawing board from the game.
  • Added links to FallenShogun's Retro-Pixel Castles tutorial in the game's main menu.
  • Fixed a bug that would cause partner data to be saved in the AI branch incorrectly, causing save files to corrupt.
  • Fixed a bug when a villager was en-route to pick up a resource that was consumed before they arrived, sometimes corrupting save files.


[ 2016-04-14 21:42:02 CET ] [ Original post ]

NEW Retro-Pixel Castles Tutorial Video, by The FallenShogun!

FallenShogun has created a wonderful tutorial video for Retro-Pixel Castles! If you're having trouble playing the game and need some start up help, you should check it out! Coming in the next patch (InDev 18d) it will be linked to directly into the game, replacing the old official tutorial. He did this tutorial for Retro-Pixel Castles completely free, so don't forget to subscribe and thumbs up as a thank you for his hard work!

https://youtu.be/YLz6s8E_XOk

FallenShogun can be found on the various social media of your choice;
Twitter: https://twitter.com/FallenShogun
Twitch: http://www.twitch.tv/fallenshogun
Player.me: https://player.me/fallenshogun
Youtube: https://www.youtube.com/user/FallenShogun


[ 2016-04-13 03:16:43 CET ] [ Original post ]

Build InDev 18c Stable Released

Just a quick hot fix to fix an issue with the new warning overlay system.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 18c Stable Change Log


  • Fixed a small bug with the new overlay messages that would cause some towers to "not see" their ammo manufacturing counterparts and display erroneous messages.


[ 2016-03-25 20:49:37 CET ] [ Original post ]

Build InDev 18b Stable Released

I am currently working on completely redrawing the world map (and it's not quite done yet!) so this patch is a bit lightweight, but it includes a few small adjustments I think most of you will enjoy. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 18b Stable Change Log


  • Farmers can now work regardless if they are starving, fixing an issue where if your entire village was starving the farmers would refuse to farm food to feed themselves, and eventually the rest of the village.
  • Added new overlay messages on many buildings, if you build a building before it's usable, the game will warn you. For example, if you build a Stone Cuttery before you build a Mining Facility, the game will warn you that you need a Mining Facility in order to use the Stone Cuttery effectively.
  • Added a new level up sound.
  • Cullis Gate behavior is now based on time of day, at Dawn, Morning and Midday they will pull out mobs. At Evening, Dusk and Night they will pull out resources.
  • Changed around the Cullis Gate particles somewhat.
  • Moved the grab spell away from the spell bar so it looks more obvious.
  • Removed all the version detection code in the main menu and world map since the profile selection covers it now.
  • Added a Twitter icon to the main menu.


[ 2016-03-25 09:33:30 CET ] [ Original post ]

Build InDev 18 Stable Released

The biggest content patch ever has just been released! Introducing InDev 18 Stable! This patch adds so many changes, tweaks and new content I don't even know where to begin. Go read the massively extensive change log and let me know what you think of the new patch. :)

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

::NOTICE::
Due to the extensiveness of InDev 18's change log, it goes well over the character limit Steam allows in announcements, so please click here to view the change log on the Official Website!


[ 2016-03-18 22:41:14 CET ] [ Original post ]

Build InDev 18 Unstable 6 Released

Click here for help on accessing the Unstable branch!

Happy PI day!

The final unstable release for InDev 18 is here! This update cleans up a lot of leftover GUI issues, fixes a bunch of bugs and adds the new seasons system to the game. There's a few things left on my list to knockout before we can push a stable release, but this build should be mostly feature complete and ready to go. So please take the time to report any bugs or balance issues you may run into! InDev 18 Stable is due out soon, so now is the time to hammer out those last minute details. :)

You may need to delete/recreate your profile if you discover you can't start new Skirmish maps!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 18 Unstable 6 Change Log
- New Seasons system added, every 5 days the game will change from Autumn, Winter, Spring and Summer.
- Added a temperature system, villagers internal body temperatures are affected by the current region's temperatures, if they get too hot or cold they will start to move slower, take damage and possibly freeze to death or catch fire.
- Villagers will attempt go home to cool down or warm up as needed.
- Increased the cost of the Motivate Land spell.
- Motivate Land's effectiveness is based on the region's temperature. In extreme hot or cold it is less effective, but extremely effective in good weather while it is raining.
- It can now snow if the temperature drops too low.
- All vegetation and crystal growth is now affected by the temperature, in extremely cold or hot weather farm crops can die, and nothing will grow. But, they will grow twice as fast in good weather.
- Mobs will slow slightly when it rains or snows.
- Mobs who are affected by temperatures have a temperature bar on their information tab when selected.
- Hit points regeneration is mostly percentage based now, allowing extremely high hit point creatures to heal much faster.
- Max energy and hunger are now capped at 100.
- Villagers will mostly-ignore monsters if they are carrying a resource unless they are hit.
- Farmers will no longer plant resources if the weather it too cold or hot to sustain the crop.
- Farmers can now longer harvest crops when there's no where to store them.
- Added a temperature bar to the GUI.
- Large banner notifications will now pop up when night starts, the next day begins or a villager dies.
- Added a new "Data View" system, allowing you to see all kinds of geographical information about the map, including the terrain movement costs, resource values, desirability, and tower firing distances.
- You can now view a tower's firing range when hovering over, selecting or placing it.
- Slightly increased villager walk speed to compensate for the new season system affecting movement speeds.
- Two new ammo storage buildings have been added.
- Cullis Gates are now completely disabled in Skirmish mode.
- Increased the Small Hovel's occupancy from 12 to 16.
- Added some more color to the fill stages for the essence collector and radiance pool.
- Fixed a bug where if a building is under construction, on the range map, but completely inaccessible to the builders they would harvest resources endlessly.
- Fixed a bug where workers could not distribute resources inside storage buildings.
- Fixed a rare save corrupting crash when a builder tries to pickup a resource from a building that has been consumed already.
- Fixed a bug causing the "On Fire" AI from not saving correctly.
- The Guard Outpost now displays the proper information box when clicked on in the build tab.
- Fixed the overlay on the bottom panel for villagers from popping up under the mouse when you hovered over them.
- Added saved game data for towers.
- Fixed map name/author box sizes in the map editor.
- Changed default key to use accent mode or cancel work to left alt (formally left control).
- When you click on a villager on the population list the game will no longer occasionally select the wrong villager.
- Updated all the object descriptions as needed.
- Added a proper "ammo" icon for the Bow and Sling tower.
- The ammo total for the Bow and Sling tower also factor in bundled resources that have not been consumed.
- Updated the World Map's map selection GUI to make space for the new resources that were added.
- Fixed a naming issue with resources that had spaces in their names using underscores in the GUI.
- Added "Land Desirability" and "Maximum Ammo" icons to the GUI.
- Fixed an issue that would allow you to drop resources and mobs off the map, causing the game to crash.
- Added a bunch of new loading messages.

Known Issues that will be resolved before the stable build
- If your world map data is obsolete or otherwise unusable, sometimes you may not be able to start a new Skirmish game. To fix this, just reset the world map or create a new profile.


[ 2016-03-15 04:39:05 CET ] [ Original post ]