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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. :)
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. :)
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!
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
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
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 ... [spoiler]achievements! [/spoiler] 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
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
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!
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. :)
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.
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. :)
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. :)
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. :)
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!
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!
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!
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.
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.
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!
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]
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. :)
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!
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!
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.
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!
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.
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!
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 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!
Today's Deal: Save 66% on Rise to Ruins!*
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*Offer ends Saturday at 10AM Pacific Time
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
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!
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!)
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!)
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! :)
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!
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 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! :)
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
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. :)
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.
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!
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
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!
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! :)
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'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.
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. :)
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.
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.
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!
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!
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!
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! :)
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!
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;
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!
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. :)
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
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 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 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!
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!
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! :)
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. :)
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. :)
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. :)
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. :)
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. :)
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!
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. :)
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.
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!
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. :)
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!
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! :)
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! :)
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.
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!
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.
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.
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;
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!
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;
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.
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. :)
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. :)
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. :)
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. :)
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. :)
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. :)
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. :)
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. :)
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. :)
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.
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.
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. :)
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. :)
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. :)
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!
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.
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. :)
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!
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.
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. :)
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. :)
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. :)
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. :)
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. :)
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. :)
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!
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. :)
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! :)
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.
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. :)
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. :)
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!
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. :)
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. :)
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. :)
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. :)
[img=http://risetoruins.com/junk/nes/1.jpg] 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: [img=http://risetoruins.com/junk/nes/2.jpg] [img=http://risetoruins.com/junk/nes/3.jpg] [img=http://risetoruins.com/junk/nes/4.jpg]
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 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!
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. :)
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!
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. :)
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. :)
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. :)
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. :)
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. :)
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! :)
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. :)
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. :)
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. :)
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. :)
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. :)
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. :)
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. :)
"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!
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!
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 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 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. :)
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. :)
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. :)
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. :)
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. :)
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!
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.
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. :)
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. :)
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 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. :)
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:
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. :)
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. :)
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. :)
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. :)
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.
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. :)
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. :)
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. :)
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;
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. :)
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. :)
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. :)
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 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.
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. :)
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
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. :)
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. :)
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. :)
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. :)
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