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InDev 34 Revised Road Map - The Hunting Update
So be sure to keep posting your suggestions and opinions! I will be supporting the game and continuing on with additional 100% free content patches well after Rise to Ruins has left Early Access. rtrheart You guys have been amazing over the years, and I thank you for all your support on discord and twitter! This has been an amazing experience, and I have you guys to thank for it! I encourage you to post your nitpicky tweaks/gripes/suggestions below! Now that the game is moving into its home stretch to launch, all future patches will have a heavy focus on fixing/polishing "the little things" as I go. So now is the time to complain about all those "little things" that bug you, no matter how small! :)
Hunting
[ 2019-08-24 17:51:56 CET ] [ Original post ]
Greeting everyone! Every once and a while I have to revise my road map plans. This is one of those times! After some extensive thoughts on the future of Rise to Ruins I've decided to rearrange the development scheduled a bit, and drop fishing from the next update, replacing it with some heavy rebalancing, trash system changes and AI adjustments to prepare for Rise to Ruins' launch in October! Don't worry though, fishing is still planned. It'll likely happen after Rise to Ruins releases in the many free content patches you guys will get post launch.
Rise to Ruins development will not end when the game leaves Early Access in October.
So be sure to keep posting your suggestions and opinions! I will be supporting the game and continuing on with additional 100% free content patches well after Rise to Ruins has left Early Access. rtrheart You guys have been amazing over the years, and I thank you for all your support on discord and twitter! This has been an amazing experience, and I have you guys to thank for it! I encourage you to post your nitpicky tweaks/gripes/suggestions below! Now that the game is moving into its home stretch to launch, all future patches will have a heavy focus on fixing/polishing "the little things" as I go. So now is the time to complain about all those "little things" that bug you, no matter how small! :)
InDev 34 Revised Road Map
Hunting
- Guards will be completely redesigned into a new Ranger job This new job class will combine the functions of the new rangers and the function of guards into a single job. During the day time, they will hunt animals out in the wilderness, and during night they will defend the village.
- The current outposts and barracks will be re-purposed and the barracks renamed to a ranger's station. Functionally they will remain fairly similar. This is a rename/reskin of the building to make it suitably themed with the new hunter job.
- 4 new animals will be added to the game, to be hunted. The Beefalo, The Entler, the Rous and The Clucker. They will spawn on uncorrupted land in and outside the village.
- To complement the new hunting systems, new complex foods will be added. The kitchen will be able to combine multiple combinations of foods into more complex and nutrient rich dishes.
- A new farm type will be added to house captured animals, to be slaughtered, bred or farmed as needed.
- The kitchen will now be able to slaughter animals for meats and byproducts like raw leather and feathers.
- The toolsmiths and armorsmiths will now be able to make wooden and leather tools, weapons and equipment.
- Due to [strike]rioting with pitchforks[/strike] popular demand, the corruption mechanics will be altered, allowing you to completely annihilate the corruption in a region if you're skilled enough. (But it won't be easy!)
- Monster spawn rate will be slightly re-balanced, opting to spawn higher level monsters rather than higher amounts of monsters. Although spawn counts will still increase, just at a lower rate.
- A nightly spawn cap will be reintroduced (Similar to InDev 32's mechanics), but instead, when the nightly spawn cap is reached the game will start to greatly increase monster levels.
- Resources will now take twice as long (and some, 3 times as long) to decay into trash.
- Less trash is generated overall.
- A new harvest/refine to storage limits setting will be added to the production panel, allowing your workers to only generate more resources when there is a place to store them in the village.
- The entire resource storage system will be redesigned to store specific amounts of specific resources rather than totals of all resources. For example, the lumber mill will no longer store 36 wood or boards in total, rather it can store 12 boards and 24 wood.
- Due to the above changes, many buildings will get their storage heavily buffed or nerfed accordingly.
- The object/building data will be completely overhauled, reducing overall memory usage, and decreasing save and load times.
- All building perks will now be retroactive.
- Tons of miscellaneous AI and balance improvements.
[ 2019-08-24 17:51:56 CET ] [ Original post ]
Retro-Pixel Castles
Raymond Doerr
Developer
SixtyGig Games
Publisher
2019-10-14
Release
Game News Posts:
175
🎹🖱️Keyboard + Mouse
Very Positive
(7080 reviews)
The Game includes VR Support
Get Involved in Development
Follow @RaymondDoerr on TwitterGame Concept
Retro-Pixel Castles is at heart a godlike village simulator, but it also throws in plenty of familiar game play mechanics from classic 90s era real-time strategy games like Warcraft, along with some tower defense and survival elements in an attempt to create a new kind of village simulator. The goal is to try to bridge the gap between the depth and complexity of traditional village simulators, the fun of godlikes and the simplicity of real-time strategy.Key Features
You can't win!The problem nearly all village simulators tend to face is you seem to eventually reach a point where you can't lose the game. You become so skilled at knowing exactly what to do and in exactly what order, the game loses all of it's appeal and you eventually run off to play something else. That's not the case with Retro-Pixel Castles, it aims to make a game you can't win. Every game day, the game gets progressively harder. In RPC you will eventually lose. The goal isn't to win, that's not possible, the goal is to see how long you can survive!
Build a village, and die trying!
A major part of the game is village management, and trying to discover new and creative ways to use the tools at your disposal to keep yourself alive as long as possible.
Several Game Modes
Currently, the game offers two main game modes. Survival and Peaceful, Survival is the game the way it was meant to be played, as a brutal survival style village sim. Peaceful on the other hand has nearly no monsters, and plays out much like a traditional village simulator with some godlike and RTS elements sprinkled on top. More game modes are planned like the upcoming Sandbox mode where you basically are given unlimited resources and access to play around with the engine.
Godlike Elements
Not only can you manage your village, but you also have many godlike abilities at your disposal. You can alter the terrain, blast enemies from afar, heal your villagers and speed up resource growth.
Unlock Content Through Gameplay (Coming soon!)
In RPC, you will find yourself in a harsh and unforgiving environment, constantly trying to find new ways to keep your little villagers alive for just a few more days. As you play, you'll unlock more content, like additional buildings, items and units you can use in your next attempt to see if you can survive even longer than the last!
Even though you can't beat this game, you most certainly can make progress in it! Every round you play you'll gain experience, unlocks, and other interesting goodies that will expand the game.
Tons of map set themes!
Every set of maps will follow a certain theme (Forest, Desert, Underground, etc). Most of the current screenshots only feature a few of these map sets. But many, many more are planned.
The Soundtrack!
A full original soundtrack, made by Bibiki Garcia that blends orchestral instruments in a way fans of old 1990s era PC gaming will love and remember!
DRM-FREE
SixtyGig Games is a DRM free independent game developer! Retro-Pixel Castles will not now or ever in the future have any sort of DRM! Piracy protection only hurts you guys, the loyal paying players. So you rest assured knowing that once you buy yourself a copy of Retro-Pixel Castles you'll never again have to concern yourself with nagging questions about if you can continue playing the game down the road due to something like always-online logins, lost registration codes or because you bought a new computer and you're only licensed to put the game on one. All I ask from you is to be reasonable and responsible, you can buy the game and play it as much as you like, wherever you like. Just tell your friends to support my DRM-Free philosophy and buy their own copy! Free Content Patches, no paid-DLC100% FREE CONTENT PATCHES/DLC!
I don't believe in paying for Downloaded Content. If you buy Retro-Pixel Castles you will have access to the entire game and all the content I'll ever create for this it, forever! I believe DLC is greedy, and you deserve to have the full gaming experience from day 1, right out of the (figurative) box!Have a say!
Your feedback is extremely important. You can reply here or head on over to the Official Website and help shape the direction of development! :)MINIMAL SETUP
- OS: Most 64 Bit Linux Distros (Must support Java)
- Processor: Intel i5 or equivalent (Dual Core with Hyper-Threading)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 4400 or equivalent. 1280x720 resolution or higher.
- Storage: 1 GB available spaceAdditional Notes: OracleJDK or OpenJDK 8 Required (OpenJDK bundled with product)
- OS: Most 64 Bit Linux Distros (Must support Java)
- Processor: Intel i5 or equivalent (Quad Core)Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Most Dedicated GPUs. 1G+ VRAM / OpenGL 1.3+
- Storage: 1 GB available space
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