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Name

 Retro-Pixel Castles 

 

Developer

 Raymond Doerr 

 

Publisher

 SixtyGig Games 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

Release

 2019-10-14 

 

Steam

 6,24€ 5,69£ 7,49$ / 50 % 

 

News

 175 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 48 

 

Steam Rating

 Very Positive 

Steam store

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

 

SteamSpy

Peak CCU Yesterday

  

Owners

 200,000 .. 500,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 310  

Average playtime (last 2 weeks)

 1 

Median playtime (forever)

 391 

Median playtime (last 2 weeks)

 1 



LINUX STREAMERS (0)




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

Hey again everyone,

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

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

Here's some of the hottest topics;

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

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

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

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

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

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

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

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

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

This is wrong.

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

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

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

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

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

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

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

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

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

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

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


[ 2017-10-24 21:40:16 CET ] [ Original post ]