Hey there everyone!
I wanted to get in touch with you all to let you know that our games are in the demo festival! Justice.exe Justice.exe is a dialogue-heavy dystopian legal drama in which you defend sentient AI in court. Discover key story elements in dialogue, build your case by studying arguments, and engage the opposing counsel in wits, charisma and skullduggery. Small choices might alter the fate of your clients. Obsidian Prince Fight through endless dungeons in a tactical, turn-based roguelike where choices have real consequences. Recruit diverse heroes and steer them to their death... *ahem*... glory. Explore and rebuild the overworld to boost your heroes and discover hidden quests and new dungeons to master. Both titles will be available on the Steam Demo Festival which goes live at 10 am PST (in 10 minutes as of this update!) Please, feel free to try the titles and wishlist them if interested! We are hard at work on the games and are happy to hear your feedback! -The Gameclaw Team
Hey guys just a super duper quick update to show you all an amazing Kickstarter campaign I just found online. I have nothing to do with the campaign itself (YET!) but feel you all should at least wishlist this amazing looking game. It reminds me of Banished but with loads more depth going for it. Here's the link! https://www.kickstarter.com/projects/songsofsyx/songs-of-syx Just check out the video for yourselves and let me know what you think in the comments below! Also, ROR 2 is underway... spoiler alert, it's gonna be awesome!
After just over two years we have finally launched our game Meeple Station. It's been a wild ride, with many ups and downs, but we're finally here. We're so proud of our little game and wanted to give everyone the opportunity to play it, so as of right now it's on a 25% discount AND an additional 25% off for anyone who has a copy of Regions of Ruin! (That's like 50% off dawg!) Our RoR community has always stuck by us and been mega supportive, so here's to you guys! (And the lucky scoundrels who grabbed a copy for free!) Select the RoR / Meeple bundle on the store page: https://store.steampowered.com/app/900010/Meeple_Station/ We feel truly blessed to have such an amazing and supportive community of players following us and helping us every step of the way, we definitely wouldn't have been able to get so far if it weren't for you all! Thank you from the bottom of our hearts Stephen, Mike and Alex (And pau from music!)
We are stoked! There was 1,337,423 individual units claimed on the steam store FOR FREE! To be honest I wasn't expecting a million people to be playing Regions of Ruin this week. But couldn't be happier! It's humbling to think so many people have been affected by a simple gesture. And thanks everyone for your kind words! It's been a great weekend. If you loved Regions of Ruin you're always welcome to stop by our Community group on Discord and say hello (Well maybe not all 1.3 million of you, that would be a bit insane!) You can chat to myself and other fans as well, if you have questions, suggestions or feedback that would also be appreciated. Stay safe and have fun people! (Discord Group Here)
Found myself scrolling through my Steam library looking to kill time and thought "Well hey, I bet heaps of people are bored as well". Here's to all our fellow bored gamers out there looking to kill time. Grab a copy of our game completely free, no strings attached, just get it for free and have some fun! We're all weathering COVID, let's at least have some fun in the meantime. Enjoy! (Now I'm gonna go play some more games)
Today's Deal: Save 90% on Regions Of Ruin!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Wednesday at 10AM Pacific Time
We've prepared a special gift for you all. Regions of Ruin is now available on Nintendo Switch thanks to the kind help of the Christmas Elfs at Jandusoft!
It's been a long time coming but we've finally brought Regions of Ruin to Switch and at a low low price!
We wanted to thank each of our almost HALF A MILLION (holy wow!) players that have trusted us and we'd also like to take the chance to mention that we're hard at work (or hardly working? I forget?) on Regions of Ruin 2! Expect more info on that in 2020 once we wrap Meeple Station up (soon!). So, what do you all think of RoR on Switch, Ps4 and Xbox? Will you be playing? Feel free to post feedback below and let us know what you think! Have a Happy Holiday, stay safe, and be nice to your loved ones! Cheers!
Stephen, Alex and Mike!
Hey there everyone! It's with great excitement that I bring you the following announcement! We'll be launching Regions of Ruin on Switch on the 23rd of December (With PS4 launching as well!) Work on ROR 2 is underway and the Switch port was handled by the kind people at Jandusoft, an awesome Spanish company located in Barcelona. As always, feel free to comment below and let us know what you think! Also, hop into our discord if you like! Cheers! -Alex
Hey there everyone! Would you like a free copy of Meeple Station? We are having a giveaway right here!
https://imgur.com/gallery/1f0twZZ
Hop in and help spread the word!
Today's Deal: Save 90% on Regions Of Ruin!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
Hey fellow dorfs! Dev here,
This has been a long time coming, and from all of the support we've received we knew it had to be done. We're excited to be working on our favourite little game again! And thrilled to announce that we will begin development next month.
It has been exactly one year since we released Regions of Ruin to 1.0, so today is a very fitting day to announce development on the sequel.
Development
As some of you may know, I'm the sole dev here at Vox games, and I'm working day and night on our other project, Meeple Station. We still have a long way to go, it could be another year before the lion share of work is done, however, we're financially secure enough to hire an additional developer. Which means, starting next month we will commence development on Regions of Ruin 2! And we hope to get a beta before the end of the year.
Why a sequel?
If you've completed the story in Regions of Ruin you know there is premise for another segment of the story. Some of you may also be asking "What will be so different in Regions of Ruin 2?" well I'm glad you asked, in short: a lot. Now to extrapolate on that: Regions of Ruin was my very first project, a hobby and a means to learn more about game development. I had no intention of ever selling it or making money, it was simply a love letter to my favourite game, Dwarf Fortress. However, the scope grew and grew to the point where I realised it was becoming an actual game. As you can imagine, the coding behind Regions of Ruin has been very stiff, it's inflexible and extremely rigid, so any content or features we want to implement are very troublesome and painfully difficult to introduce. This means, despite all of the incredible feedback and ideas we've had for ROR, we just can't practically get them all in. Now this brings us to Regions of Ruin 2, we now have an exciting chance to start all over, write it from the ground up with far more flexible coding.
What can you expect from ROR 2?
Firstly one of my biggest heartaches in Regions of Ruin is that we could never get a map editor into the game, I always wanted players to create their own maps to share with others. One of the key features in ROR2 will be exactly that. We will create an in-game map editor so players from all over the world can create and share their own dwarven adventures! Secondly, the entire RPG system in ROR is extremely unbalanced. I sorely regret that I haven't been able to properly balance the progression and difficulty of the game. A lot of you have noticed this, as the further you get the more over powered you become. This is a real mess and too complicated to explain here, but it's an important feature we want to fix in ROR2, which means levelling from 1- 100 (or more) and a steady, predictable (linear) levelling curve with careful balancing to items and mobs. This also means a large overhaul to the skill tree, we want to change this up to be completely flexible from level 1, so you can switch your skills around at anytime and not get locked out of any content (Also a much larger skill tree). Thirdly, destructible and customisable terrain. Yes yes, there are lots of things that you can smash apart and beat into oblivion in Regions of Ruin, but that's not enough, we want to make as much of the terrain destructible as we can. Possibly even the ground itself. Also, buildings and constructions, we want to make them modular, so you can literally build your structures where and how you want. Lastly, we want to improve on just about everything in some way or another. From town building, to combat, we want everything to be polished into a much finer experience, and give players the chance to create and introduce their very own content, whether it be mods for new enemies, items, terrain or entire maps.
Our Goal
Currently in Regions of Ruin there is around 20 hours of total content to get through, but once you've finished it, there really isn't much more to do. Our goal for ROR2 is that once you finish the 20 hours of main content, you can then select your hero and travel to a new land and explore a new map with new enemies and new quests. We hope when the community gets together we'll see enough user made maps to keep you occupied for a lifetime. We are very excited for the future of Regions of Ruin, and hope you are too!
Hey Dorfs! Dev here,
We've finally removed those resilient Santa hats! We updated the game four times in an attempt to remove them, but each time they kept crawling back in. But this time it looks like they're gone for good!
We're gearing up for some huge developmental changes this year, and are very excited to announce some new ventures! Stay tuned :D
Oh, and sorry (not really) to all of you who hated the seasonal apparel :P
Hey there everyone!
We just wanted to let you know that our next game, Meeple Station has just launched! It's been covered all over and people are currently enjoying it. We wanted to let you guys know that you can purchase it here https://store.steampowered.com/app/900010/Meeple_Station/
Our upcoming super top secret ROR announcement will be soon (cough... on the anniversary of our launch cough cough...) Expect it to be two good to be true. And yes, I know I wrote two instead of too. CYA!
Happy New Year!
First off, for all Regions of Ruin fans, we have something HUGE waiting just around the corner, but that's all we'll say until after we launch Meeple Station! Hey there everyone! Vox games here with a brief but significant update for you all. Here it goes. WE LAUNCH ON THE 17th OF THIS MONTH!!!! Now, that'll be in Early Access, and people on Itch currently have access to the game early and they are getting their steam keys now. We'd love to take this opportunity to thank you all for the appretiation we've gotten from you all! It's humbling to see such positivity surrounding Meeple Station's upcoming launch! Next up, let's talk MODDING! We've added a very, very, very broad and deep mod suite to Meeple station so you'll be able to make anything you like with a few clicks! Total conversions where the game turns into a fallout-esque bunker? SURE! Star wars TC's? You bet! The sky's the limit and we have gone all out here! Finally, Translations. Thanks to a few very wholesome fans, we are translating the game into multiple languages for launch. Expect Spanish, Italian, Hungarian, German, Polish and even Dutch to make it in the mix, hopefully by launch on the 17th! If you would like to help translate the game please let me know via our discord here https://discord.gg/eGhaPva You can wishlist and eventually purchase Meeple Station right here https://store.steampowered.com/app/900010/Meeple_Station/ Once again, Happy new years everyone!
Hey guys Dev here! We've just pushed an update to fix the map issues from UI scaling in the last patch. I'm sorry about the trouble its caused. If you are still seeing some misplaced explored regions on your map, they are due to areas that may have been explored during the 1.1.79 patch. All of the exploring done before and after 1.1.79 should behave as intended! Thanks everyone for vigilantly reporting bugs! please dont hesitate to let us know!
Hey guys, Dev here!
As per many requests we now have UI Scaling. You'll find it in the options settings on the right hand side. Play around with it, and if you experience any serious issues or bugs please let us know :)
Tis' the season 'n all that, so we've also added a little bit of seasonal joy for your dwarves to wear. Enjoy!
We also have some exciting news for the future of Dwarves! er... Regions of Ruin rather! Stay tuned! ~(8^D&
Hey guys! Just a quick update to let you know you'll be seeing loads of movement on the ROR front soon! We're setting ourselves up with an extra developer who'll be pushing content out soon next year! Expect a ROR 2 in the coming future as well, wink wink!
ALSO!
IndieDB is publishing Meeple Station, and you can now purchase the title at www.meeplestation.com . People who purchase now will get a hefty discount as well as a steam key once the game goes live on steam (in January). So if you are up for playing Meeple Station before everyone else have a look
Meeple Station
Feel free to join us on discord Discord
Hey there everyone, Alex from Vox Games here. I wanted to write a little post about how we almost gave up working on our upcoming game because of a series of issues we've had. Our space station sim has always been a project of love for Stephen and I, and we've been hard at work on it for the past year.
We launched a successful game this year, Regions of Ruin and followed up on it by making Meeple Station.
With the renown we had gotten from ROR, we figured that getting a Publisher (something relatively important in this case, as BRANDING and PRODUCT PLACEMENT on the market are critical to VISIBILITY nowadays)
Days turned into months, and months went by, we spoke to dozens of Publishers and every time, every one of them came back with the same scenario. They loved the game, they loved the concept, but they wouldn't take the risk as they felt a Rimworld Like with Coop gameplay was too risky. Below is a working representation of our morale being chipped away every time a Publisher said no. Hell, I even physically flew out to Poland with my wife to meet up with a Publisher who GUARANTEED a yes, we celebrated it, ate at a nice restauraunt and I flew home content just to be slammed in the gut with a "Nah we're no longer interested" within 48 hours.
In September we launched a Kickstarter Campaign and it had all the impact of a wet fart. Seriously, you can look it up, it had zero impact and it took an inordinate amount of work to put together. I was running a different kickstarter at the same time and that one went super well, so you can imagine the one-two gut punch that it was to the feels to miss the mark on this one. Things were certainly getting to the point where we felt we needed to wonder if we were just making the game nobody wanted.
We explored many concepts, opened up the game's design, opted to put an overworld map in and modding support. And suddenly saw a large influx of popularity. We were slowly churning along, but money was(is) tight, and we were running out fast. Our only option was to find a publisher at this point and there was no telling if anyone would say yes. We had to think outside of the box.
We had been speaking to a good friend from the industry, someone who isn't a publisher but does run a very large series of businesses in the industry whom many allready know, and we kind of fell in together. At first it was just a series of short chats, but something about them got us thinking, we suppose it got him thinking as well because here we are, a few short weeks later, announcing we're going to be sponsored and working hand in hand with a really great group. While we can't announce it yet, we will be doing so soon and would love to hear whom you think it is in the comments below!
If you like what we are doing, the work we are putting in and would like to hear a bit more about the title, please go to
https://store.steampowered.com/app/900010/Meeple_Station/ Our steam page
http://www.meeplestation.com/ Our website where you can find the DEMO
https://discord.gg/eGhaPva Our discord where you can speak with us directly!
Thank you so much for reading! If you enjoyed the read please comment below, I'll read each and every one and respond to them!
Hey there everyone! Vox games here. We'd like to show you just a few of the MANY ways to die in our upcoming Cooperative Rimworld Like Meeple Station. The above is a bombing run by space pirates or enemy factions that just don't like your stupid face.
Space depression is something you need to be VERY wary of in Meeple Station!
Next up (but certainly not LAST!) are meteor strikes. You'll be able to create shield generators to counteract most strikes on your station and help your meeple with their suicidal tendencies, but we're keeping a lid on all the other (many, many, MANY) ways your meeple could die spectacularly.
Hunger, oxygen depravation, toxic fumes, heck, even radioactive face eating space squids are a danger! Keep in mind, however, that there's always a way to combat these types of deaths so they are never silly or mindless, you'll be able to protect yourself with hazmat suits, shield generators, and a myriad of different helpful meeple that'll keep your little guys going longer and stronger!
http://www.meeplestation.com/demo.html Grab the Demo here!
https://store.steampowered.com/app/900010/Meeple_Station/ Wishlist here
https://discord.gg/eGhaPva Join our discord here!
Hey there everyone! Due to an mistake on my part (I meant to type 45% instead of 75% lol) Regions of Ruin is currently available at a whopping 75% off! Take advantage of it while it lasts, it won' tbe available at this price any more! Kind Regards Vox Games
Hey guys, we want to cross promote the game Between the Stars and share the link with you guys!
Here's a special link to the kickstarter just for the people following us on Regions of Ruin!
Support Between the Stars via Kickstarter
We are LIVE everyone! Our kickstarter campaign is now live and there are early bird special rewards for the first 500 people who show up! If you like Rimworld and are looking for a Cooperative experience why don't you stop by and take a look! Meeple Station Kickstarter Please feel free to stop by and let us know what you think of our next game! Thank you all for helping this dream come true! It means so much to us that you'd be a part of this!
Hey there everyone! We're about to launch our Kickstarter page for Meeple Station, our next game! It's a cooperative Rimworld-Like set in space and we'd love to take the opportunity to exclusively share the KS page here with you all so you can take a look, comment on it (in the KS page there's a comment button!) and click the ever-so-handy HEART button in the top left (That let's you be notified when the project goes live!. We've taken the liberty of making 500 early bird purchasers be able to get the game at a very low price, and we'll be offering the game's rewards as soon as the campaign ends, so you won't have to wait very long to get the game! There's dozens of youtube videos online about the game, and even a demo right here Demo We'd love for you all to be the first in the world to participate in our upcoming adventure in just two days, so here's the link itself.
KICKSTARTER PREVIEW PAGE
Feel free to share it around, tweet it, send it to your nearest senator, whatever! Remember, we wouldn't even BE here without your help. So we felt we owe it to you to become a part of this from the start. We love you all guys! -Vox Games
Hello to all our German speaking friends! We just fixed a bug that caused GERMAN translation to not function correctly. It now works as intended. Please restart the game and update, click the flag button on the bottom left and select your language! Let us know if it works in the comments below! 1.1.76 fixes - achievement fixes - translation fixes - missing dialog references fixed - added translated texts to various languages - updated input manager for linux users (hopefully fixed) -Vox
Hey everyone, dev here! Thanks to a lot of hard work from our volunteers we are finally introducing partial translations for Regions of Ruin! - We currently have 10 languages supported in-game. We are kicking off this new milestone with a 65% discount for the next seven days! Tell your friends! Now's the best time to grab it! Japanese, Chinese and Portuguese are nearly complete. And if anyone else would like to help contribute, or add another language, please let us know, we'd be glad to put it in! In other news, we've finally overcome some technical issues with the Nintendo Switch Dev-kit and porting is back on it's way! Stay tuned! The current supported languages include: English German French Russian Italian Spanish Japanese Chinese Portuguese Polish
Hey everyone, Dev here! Just a quick update, Thanks to everyone's feedback, I believe all of the achievements are fully functioning as of this patch. I've also added one more, just to make it a round 20 in total ;D A few other minor fixes and preparations for translations, coming very soon! And porting to Nintendo Switch is still underway. Stay tuned!
Finally! It's been a long time coming but better late than never eh? This latest patch introduces achievements into Regions of Ruin, and prepares the groundwork for translations, as well as fixing a few minor bugs. There are 20 achievements currently in the game, try and get them all! We only just got them working, so if one or two don't work let us know please, we did thorough testing but something may have slipped through the cracks! -Alex
Hello there everyone! We just wanted to send you all a quick reminder that ROR is currently available on the Steam Summer Sale at 60% off! Thanks! -Stephen and Alex
Hey there everyone! We are hard at work on getting Steam Achievments working! Expect those very very soon. As an aside, Stephen and I have been working on our new youtube channel COOPED UP, where we play cooperative titles together to just chill and have fun. COOPED UP YOUTUBE Here is our channel in case you are wondering! Feel free to join in on the fun on our discord and give us feedback! Don't be strangers :D. -Alex and Steve
Hey Dwarfs, Dev here again! Good news! The Nintendo Switch dev kit has finally arrived, so I'll be picking up the previously mentioned plans for development. I'm currently finishing up achievements, and thankfully it all seems to be working and will be ready before the end of the week. There will be some balance and minor bug fixes as well, thanks to everyone's feedback. And of course, getting this game ported to Nintendo Switch, which has been an enormous request now for several months, I'm excited to finally get it out there!
Hey Dwarfs! Developer here, Since release we've had phenomenal responses and feedback! Huge thanks to everyone! I just wanted to drop a quick post to let you know where the future is headed for ROR. First up, now that we're a few months past our initial launch date, we're feeling a lot more comfortable with our current build of the game. That said, there are still more things to come! I'm currently waiting on a Nintendo Switch dev kit to be delivered (they're backed up, yes, still!), so that I can begin porting ROR for the Nintendo Switch. Upon doing so, I'll also be tackling a few other major things you've all been mentioning: - Translations (we have a few complete versions, but we'll start inputting semi-complete translations as well - Thanks volunteers!) - Achievements! (Long overdue, i'll be picking this up as well, your comments have not been ignored!) - Some minor bug fixes noted in our forums - And another little content patch, just for the heck of it! In the interim, I have been keeping busy with another project. Which I'll be showing off on my twitter @VoxGamesAU. But as soon as the dev kit arrives, I'll be switching gears and covering all of the mentioned topics for ROR. Thanks everyone! And have a Dwarfy day!
Hey everyone! Alex Poysky here. We're working hard on our new projects, and hot on the release of ROR's first DLC we've announced work on Between The Stars https://store.steampowered.com/app/727130/Between_the_Stars/ I was fiddling with the event system today and I realized that it's SUPER easy to make events. I'd like to find a few fans that want to be named in the credits of the game who'd like to join me in making events for the title. Here is the Between the Stars Discord feel free to enter the Between The Stars chat and find me there. I'm alexpoysky. Basically it'd require notepad/word/notepad++ and we'd be looking for about 10 events to get your name in the credits! I think it's a proactive and awesome way to count on our fans and get you involved! I have a document that we can share to help you guys get started, Ask me for it! I just want to thank you guys so much for this in advance, we'll get it done in any case but it's just a way to involve the community in the game's production and get to know you all better! Hope to see you guys there soon!
Hey guys, Dev here, I've just uploaded another quick fix for the NPC an AI detection bug that occurred in the last patch, sorry about that! Enjoy!
Hey Dorfs! dev here, thanks once again to everyone and your quick feedback and reports, here is another round of quick fixes. Obviously the stealth issue being the predominant fix, along with a few other minor fixes. notes: - fixed more text size issues (refinery, journal, market) - fixed mage companions getting stuck on 'nothing' - fixed dwarvish difficulty from not unlocking for some users (Thank you Macbeth0, you have meaning!) - fixed sneaking gauge getting stuck and not resetting - fixed enemies from never seeing you when stealthing - fixed companions from not helping fight neutral mobs
hey guys, dev here! thanks for all the prompt feedback, I've just released a patch to fix some of the bugs reported the last two days. Here you go! :D - Fixed sieges from not ending properly - Fixed sieges from blocking travel when loading a save - Fixed the resources p/m display in worker manager - Created a 3 minute timeout at the end of sieges to force completion - fixed multiple text size issues (Please let this be the last time) - fixed failed quest markers from not disappearing - can use 'Cancel' to exit dialogs as well as the interact key - fixed a bug where you can open multiple instances of the mini-game keep the bug reports coming! much appreciated to everyone giving the time to let me know what needs fixing! -
"EDIT : The dlc should automatically update on your game, you'll be able to access the new siege areas (BIG symbols on the map) once you discover them! The DLC is up, just close steam and open it again, it should update!" Hello there everyone, Alex Poysky here. I wanted to go over a few things with you in hopes that you will help me help someone I feel deserves a shot! The game Between The Stars http://store.steampowered.com/app/727130/Between_the_Stars/ is made by a friend of mine I met a few months ago who we've been helping in our spare time. We want to save up money to help him launch his amazing looking title and in order to do so we'd like to offer our first Regions of Ruin DLC (Sieges) completely free of charge, and compound that with a whopping 60% discount for the next few weeks starting the 12th of april until the 26th of april. We don't ask anything of you except to pay it forward by spreading the word. We just want to help a fellow developer out and quite honestly, don't like the practice of charging for DLC. The dlc is the fruit of a month of hard work and testing, so it's not just some slapshod thing either! We really hope you enjoy it as much as we enjoyed making it! Feel free to follow between the star's development and let Francesc know I sent you at @isolated_games As always, you can reach me @alexpoysky any time you wish! We hope you have a great week everyone! Vox Games
Hey everyone, Dev here! After preparing ROR for translation, supported fonts and text sizes, a few other issues appeared. Thankfully I believe they've all been weeded out in the current patch! - please let us know if you find anymore! This week's patch has some large performance improvements, combat should now feel much smoother in large groups. - performance improvements in way of combat - AI now have slight reaction/detection delays - re-balanced multiple companion types - lots of font and text size fixes - multiple workers in the same location now work slower You may also notice some new locked regions on the map, if you click on one, you'll see what they're for ;D
Hey Dorfs! Dev here, Cloud saving is now available, and in this patch I've also addressed some other bugs brought to my attention. - fixed wound messages from not creating a new line - fixed companion names from not saving/overwriting one another - fixed some dialog box resizing issues - fixed some font issues - fixed an issue where mini-game exploration progress is lost - a few other minor fixes and typos Due to the enormous decrease in bug reports, (Which is a good thing I hope) I'll no longer do weekly updates. Fortunately, this frees me up to do some more work on some upcoming content we have planned. The Regions of Ruin Official Soundtrack will also be available shortly! If you'd like to know who our amazing musician and composer is, check him out here: paudamiariera.com I appreciate all your feedback (even negatives), so please keep it coming! - and don't be shy to report bugs, or jump onto our discord channel! :)
Greetings, Dwarven friends!
Currently we have several things ongoing: translation work, preparing the OST, and working on cloud saves. Cloud saving is now ready on our test branch, the OST is likely to be ready at the end of the upcoming week, and the translation work will be an ongoing project.
Since cloud saving has the potential to break saves, we are asking for volunteers to opt in to verify whether or not it’s working properly. Obviously, we do not want to see anyone lose progress, and do not want to add it to the main branch untested. Here is how to opt in and help us test the cloud save branch:
*In your library, right click on Regions of Ruin
*Click properties, then betas
*From the dropdown menu, choose cloudtesting, and enter password imadwarftester
The game will then update you to the cloud testing branch. If you want to keep any saves that you create while testing, we recommend remaining on the cloud save branch. Players that want to ensure there is no chance of file loss should avoid opting in or trying the feature until we fully update the main game with the cloud save update. If you encounter issues with the cloud saving branch (or the main game, as at any other time!) please report the bugs to us so that we can get them tackled as soon as possible.
Greetings, Dwarven friends! This week’s work has had a primary focus on localizations, something we know that many of you are waiting for! Stephen has gathered up all of the game’s text into a localization kit, and we have now established a translations channel on our Discord server for those interested in participating. For each language, we will be looking for a “captain” to lead the way and help distribute the workload for those working on that language. Individual Discord channels will be added for languages as we get volunteers to work on them. You can sign up for translations, or just come and hang out with us! Our Discord server can be found here: Discord Server To prepare for localization, the game now reads text from .txt files, and we are on the lookout for any inconsistencies that arise as a result of that change. If you see text out of place, please report it to us right away! 1.1.60 patch notes - numerous UI adjustments in preparation for translations - all in game text now reads from .txt files (preparation for localisation) - increased dialog boxes and fonts for readability - added a cave scene slide for the title screen - lowered the cost of library upgrades - a few other minor fixes
Greetings, Dwarven friends!
The last 10 days since launch have blazed right by, but that hasn’t slowed us down! We’ve been pouring over the feedback and bug reports, and continuing to fix the most pressing issues discovered by the community. This week’s patch brings in a sizeable list of changes and improvements, and we will be continuing to watch for any new issues that arise. We appreciate everyone taking the time to report bugs and issues to us, please keep them coming!
1.1.59 patch notes
- fixed the mini-game from crashing after hours of use
- multiple UI adjustments for quality of life
- added more tooltips and tutorial messages
- fixed more typos
- fixed multiple map markers from not going away
- worker manager popup will now come up once per game
- added more help to the rune forge, can now see max essence when enchanting
- increased the max essence for each level of the rune forge
- decreased the amount of essence gleaned from disenchanting items
- added map marker for final quest path
- moved some npcs out of the way of buildings
- map cursor will now respond to controller when game is paused
- "Cancel" on controllers will no longer invoke power hits
- upgraded books now have a visual queue
- fixed gold drop/pickup to correct number (bounty rewards especially)
- increased bounty rewards by 50%
- weapon critical chance now affects throwing axes
- fixed a bug that decreased critchance for throwing axes
- added more coal and increased some cave resources
- increased quantity of some earlier stone regions
- increased quantity of cotton resource pools
- changed market upgrade recipes to no longer require cotton
- added a keybinding for rallying companions (unbound by default)
- added a keybinding for strafing (unbound by default)
- nerfed market prices (you greedy dwarves!!!)
- map markers will continue to blink when game is paused
- many other minor fixes and balances
Hey guys! Dev here, Sincerest apologies for the hiccup earlier. The hot fix now should resolve shops and recruiting. Thanks for all the quick feedback and reports! We're doing our best to keep on top things. now... back to rebuilding your Dwarven Kingdoms!!!
Hello there everyone! I wanted to thank you all for playing our game and enjoying it so much! We've had a blast this week seeing our little project turn into a full-fledged 1.0. A special thanks goes out to all who purchased the game in Early Access! We wouldn't be here without you, and there's a lot more to come! This week's patch notes revolve around QUALITY OF LIFE and USER FRIENDLYNESS. We'll call it the fluffy bunny patch! Here are the notes, remember, you can reach us on our discord here https://discord.gg/kVAu6X or on my personal twitter here @alexpoysky We Love you guys! 1.1.58 patch notes - fixed multiple UI texts from cutting off - fixed some typos (thanks guys!) - changed the font for the intro (for better readability) - changed new game intro popups to better adjust control schemes - spaced out some build sites so tavern/library dont interfere with each other - fixed power hitting from not executing 1/3 of the time - dialog will now stop when entering shop/map/recruit UI - can now use the interact key to leave dialog - lowered player gravity scale by a further 20% (to help with platforming) - can skip intro's and titles with Space bar (cancel/menu buttons on controller) - fixed issues where options don't save between sessions - fixed issue where selecting difficulty on start game reverts to default - reduced mini-game forge bonus from 100% to 50% - added new options settings, as follows: - opt-out of using a controller in settings (even when plugged in) - disable slow motion on critical this - enable camera shifting when aiming throwing-axes long distances - enable extra tooltips (active by default) - added more tooltips - changed blue skill tree ability (half power hit damage) to half injury chance - slightly increased the chance of completing earlier books first - can now unlock the dwarvish difficulty - many other minor fixes and balances
Greetings, Dwarven Friends!
Today is a huge milestone for Regions of Ruin as we cross from Early Access to the “1.0” version of the game! We are so grateful for the support from the community, and all of the feedback, ideas, suggestions and bug reports you guys have submitted. The game wouldn’t be what it is today without our players, you’ve helped shape and polish the game into something we are incredibly proud of!
Over the last few months in Early Access, the game has seen 16 weekly patches, along with multiple hotfixes. These have brought in loads of new areas to explore (175 new maps!), new content, features, even the arrival of the clicker mini game hosted by our stalwart tavern keep. New mobs, bosses, and our dreaded Goblin King have also shown themselves. The game now features controller support, achievements, trading cards, and so much more!
What does the future hold for Regions of Ruin? We can’t wait to find out! We have plenty of content and features that we want to see make their way into the game, and as long as we have the support to continue building the game, we will be working to bring those things to reality. This would include things such as localizations, further game modes, further content, etc. We hope that together with our ever growing player base, we will be able to work on the game for a long time to come!
In the coming days we will be eagerly listening to the feedback of players new and old, eliminating as many bugs as possible, and then heading back to our to-do list to choose our first post launch goals from among the plans we’ve laid out. We encourage everyone to keep the reports coming, and sharing your thoughts with us as we forge ahead into post-launch development! We are always available on our Discord server to hang out, answer questions, and hear from the community!
Once again, thank you from the bottom of our hearts for bringing us this far. Stay awesome!
1.1.57 patch notes
- added help button to skills menu (to re-read tutorial message)
- added info on hover for stats (strength, dexterity, constitution)
- fixed some quests from being too easily 'un-finishable'
- fixed some quests from interfering with other irrelevant ones
- fixed a few UI mishaps
- fixed some UI to be more readable
- increased min-max damage of forged weapons
- capped critical chance/damage of forged weapons
- changed some gold chests will always drop at least one rare item
- added visual and sound queue for rarer item drops
- book drops are twice as common
- book drops are semi-consecutive (drops earlier segments first)
- triple strike ability now consumes more stamina
- can now dialog with skeleton butler in town
- fixed upgrade-button from sometimes not working
- many other minor fixes
Greetings, Dwarven friends!
With only 3 days to go before launch, this week’s patch is a simple balance pass. We’re making last minute adjustments to a number of areas, in order to improve the overall feel of combat mechanics.
We are incredibly excited to cross this milestone to the full launch version of the game, and want to invite all of you to please keep offering your feedback, ideas, and suggestions. Launching from Early Access is not the end of development, and we will be working on a number of long term goals for the game. If you have been with us in Early Access, please consider leaving a Steam review. Positive or negative, we know that reviews are very important to customers considering the game, and appreciate all those who have taken the time to share their thoughts!
On a personal note, we hope that all of you will join us in congratulating our developer, Stephen Lucerne, who just welcomed a new addition to his family last weekend! It has certainly made life busy as he now balances development of the game alongside his bustling family life.
1.1.56 patch notes:
- capped and lowered element resistance on generated items
- implemented damage reduction on Triple strike and shield break ability
- nerfed the triple strike ability (-30% damage)
- shield bash damage now scales with constitution (armour rating as base)
- reflection ability is now 100% instead of 20%
- slightly increased mob damage in further areas
- quick throw ability now aims quicker (for longer throws)
- dexterity will now help regenerate stamina
- many other minor fixes and balances
Greetings, Dwarven friends!
This week we bring in another much-sought-after feature, map markers for quest turn-in! No more wandering the world, in search of that pesky quest giver! We’ve also added map markers for newly revealed areas, since they had been tricky to find at times previously.
As we approach launch, we will be continuing to wrap up polish and fixes, and preparing the launch build of the game. Please keep the reports coming in, as we want to kill every bug possible before the big day!
1.1.55 patch notes
- more controller support optimisations
- (exiting UI should no longer execute player actions)
- Added map markers to show quest turn-ins
- Added map markers to revealed locations via rumours
- contracts now show up as skulls on the map
- NEW FEATURE teleport companions to yourself from their menu
- fixed another refinery duping exploit
- book segments now drop more often
- stamina is now infinite on cleared areas
- improved grapple axes (uses physics now = more fun!)
- many other minor fixes
Friday's update created an issue for new players where the start game button wouldn't work on the very first attempt. You would need to restart the game to solve the problem. This should be fixed in the current version, 1.1.54f. Sincerest apologies to anyone this caused heartache to. PS: if this DOES happen to anyone in the current version, please let me know ASAP. It is hard to replicate since you need to have a completely wiped game, not even remnants of deleted saves. Hence why it only happened to new players.
Greetings Dwarven friends!
The pre-launch polish continues, but that isn’t stopping us from adding in new locations, books, and improvements as we prepare to leave Early Access. This week, the dreaded Goblin King makes his appearance, along with his Throne Room location. Several buildings also receive new upgrades. As always, we greatly appreciate everyone’s feedback, bug reports, and the amazing support from all of you!
1.1.54 patch notes
- more controller support optimisations
- added controller support to the journal/compendium
- fixed multiple compendium/journal bugs
- combat AI and NPC optimisations
- fixed options from not saving between sessions
- added multiple new sound effects
- added healing potions (lvl 3 apothecary)
- added weapon weight to display (light, medium, heavy)
- changed melee poison skill to include stealth bonus
- added 3 more books
- added level 4 library building
- added level 4 refinery (adamantine)
- added level 5 blacksmith building (adamantine)
- increased trade depot stock quality
- added map flares to help see markers
- added soundtrack for final boss
- added new mob 'Goblin King'
- added one cave location (the throne room)
- added final scene (credits)
- many other minor fixes
Greetings, Dwarven friends!
We’ve got lots of fixes and improvements coming your way this week, as we continue to polish the game up for launch in early February! These fixes incorporate a lot of community feedback, so please keep the suggestions, ideas, and feedback posts coming. It’s hard to believe that our Early Access journey is nearly at an end, and we are so excited to delve into the post-launch future for Regions of Ruin!
1.1.53 patch notes
- more controller support optimisations
- (pressing 'B' / 'O' will BACK from UI)
- throwing axes now scale with overall level (they're way better)
- increased the speed of double throwing axes
- lowered the stamina cost for all throwing axes
- capped idle town workers to 20
- workers no longer dialog, stopping other interactions
- added more leather and food to map
- can now exchange at a loss to get shopkeeper's max gold
- companions are now permanent with 4x cost to hire
- can now dismiss unwanted companions
- the 'defensive' order now reduces companion's received damage
- (for reference the 'aggressive' order stops companions from hesitating in combat)
- shop gold will now increase with player level
- shop item quality will increase slightly with player level
- rare items in shops are more common
- forged items are now much better (like, A LOT)
- dissolving items no longer destroys the item, it disenchants them
- changed runeforge construction recipe (level 2 is easier)
- doubled the max imbue amount for each level of the rune forge
- changed clicker achievement from double imbue amount, to +1,000 imbue amount
- storage items will now save item name properly
- hard capped the 'dash' enchantment to +100 (excess stats wont count)
- dropping through platforms now works properly
- fixed crazy librarian (death animation and exp ;D )
- the tribeacon no longer blocks passage (reveals a new location)
- balanced some artefacts' stats
- market no longer provides infinite money
- added new mob 'goblin ballista'
- added new mob 'goblin berserker'
- added new mob 'goblin trident'
- added four forest locations
- added six cave locations
- many other minor fixes
Greetings, Dwarven friends! 2018 is off to a big start for us, as we move rapidly toward our February 8th launch date for leaving Early Access. While many titles raise their price at launch, we bring you some very different news today: we’re lowering the price of the game! The new price for Regions of Ruin will be $11.99 USD. Don’t worry, we haven’t been at the leftover New Year’s champagne, we just want to stand by our word of offering the game at a low enough price point for as many people to enjoy it as possible! The next few weeks will be so important for us as we polish the game, tackle bugs left and right, and work to ensure the game is where we want it for launch. The community’s help will be so much appreciated, definitely keep reporting any bugs or issues you find! As always, we also want to hear feedback on the game, and ideas for making Regions of Ruin the best experience it can be. If you have any thoughts, feedback, or issues to report, please come see us on Discord, we’re always there to hang out and listen to what you guys have to say. We look forward to launch and beyond, and thank all of our players and supporters for being part of our journey!
Happy New Year, Dwarven friends! Our first patch of 2018 has arrived, and we are excited to say that launch is just over a month away now! Leading up to release, we will be shifting focus from content to primarily polish and bug fixes, and we ask the community’s help in continuing to report any bugs and issues that pop up. 2018 is going to be a big year, and we’re happy to have the community behind us as we forge Regions of Ruin into a launch ready game! 1.1.52 patch notes - more controller optimisation for UI - some default keymap changes - fixed startup default binding option - NEW storage chest to hold player items in town - fixed some unending/not starting quests - added six desert locations - added one forest location - added three cave locations - added five snow locations - load time performance improvements - other minor bug fixes
Because why rest when we can work?
Stephen needed an excuse to not take lead on all the post-Christmas cleanup, so naturally we went with a new update! We now have a new soundtrack for the tavern, three new mobs, continued improvements for controller support, and more!
Hope you're all having a great holiday season and we all wish you an awesome 2018!
And now, the patch notes for 1.1.51:
- added more controller support optimisation
- NEW soundtrack for the tavern
- slowed jumping speed for easier platforming
- fixed interact bug stopping player using caches/dialog
- fixed shop exchange amounts unbalancing after mini-game achievement
- fixed shield bash ability from not working
- fixed title screen navigation selector resetting
- fixed startup keybinding bugs
- added new mob 'worg rider'
- added new mob 'beserker'
- added new mob 'evil pylon!'
- added 'shockwave' special weapon active effect
- added 'stunning' special weapon active effect
- added three unique artefacts
- added more resources to locations
- added two town locations
- added five ruins locations
- added three swamp locations
- added four fort locations
- added four desert locations
- other minor bug fixes
Happy Holidays, Dwarven friends! This week we bring you one of the most content heavy patches yet, featuring 6 new mobs, new terrain, 30 new levels (yes, you read that right, THIRTY!), new artefacts, and more! Stephen has really outdone himself this week, to be sure that everyone has plenty to delve into over the holiday weekend. For those who are on the fence, or waiting to buy the game, now is the time. With the Steam Winter sale upon us, the game is now 75% off! Tell your friends, your family, strangers, anyone! Feast your eyes on these holiday patch notes! 1.1.50 patch notes - changes for default controller bindings - mini-game resources will now save properly - unhid several cave locations - added snow loading screen biome - added new mob 'undead human javelin thrower' - added new mob 'undead human warrior' - added new mob 'ice crawler' - added new mob 'crawler queen' - added new mob 'dangerous fire plump helmets' - added new mob 'dangerous poison plump helmets' - added new puzzle terrain - added one town location - added one fort location - added four swamp locations - added three desert locations - added eight snow locations - added seven ruins locations - added six cave locations - added 'converting' stat to special items - added 'stunning' stat to special items - added three new artefacts - improved target finding/tracking AI - fixed refinery bug (after unlocking mini-game achievement) - fixed jumping bug (increasing max velocity) - fixed jumping leeway, more forgiving jump/ledges
Greetings, Dwarven friends!
It has been a busy time for us since launch, and the game has made amazing progress in the 10 weeks since arriving on Steam Early Access. With our weekly updates, the game is blazing along, and today we want to give an overview on what that has meant for Regions of Ruin. We currently have 98% positive reviews on Steam, with the most recent being 100% positive. The response has been humbling, and with the community behind us, this is just a glimpse at the updates over the last 10 weeks:
-82 new areas
-15 new mobs
-10 building upgrades
-2 new building types
-New artifacts
-Bounty contract system
-Clicker mini game
-Trading cards
-Achievements framework
-Controller support
-Numerous balance improvements to combat and overall gameplay
-Numerous bug fixes
-Numerous quality of life enhancements
-Mini bosses
-Improvements to the companion system
-Improvements to worker management
-Improvements to forging and crafting
-Implemented status effects on weapons, such as bleed, poison, ice, etc
As we continue to surge toward our full release early in 2018, we won’t be slowing down. We are offering the game on the Steam Winter sale for a jaw-dropping 75% off! Why? Because we want to increase the access to Regions of Ruin, and ensure that anyone who wants to enjoy the game is able to do so. For us, the objective has never been about money, but about creating an experience that is genuinely fun, and offers the player continued enjoyment for a long time to come. We want to hear feedback and suggestions from as many of you as possible, allowing us to polish and expand the game and improve it all the way to full release and beyond. Our team is always available on Discord to chat with players, take bug reports, listen to feedback, and to continue to build something truly special as a community. We encourage everyone to stop by and talk to us, and to offer your thoughts and ideas.
We wish everyone a healthy, safe, and happy holiday season, and from the bottom of our hearts, thank each and every one of you for being part of our journey!
Greetings, Dwarven friends!
We’ve made it to our 10th weekly patch! For those who haven’t been watching closely, the last few weeks have been packed with all sorts of fun. Trading cards were brought in, and achievements are in the works as well. Last week brought in the new mini-game, and we hope that everyone is having fun with that! New areas are still being added, with 10 more coming in this week. With the holidays upon us, we’re not slowing down! We’re still plugging away at bug fixes, new content, pouring over community feedback, and continuing to improve and polish Regions of Ruin. We appreciate the many reports, suggestions, feedback posts, and Discord conversations with all of you, the game wouldn’t be where it is today without our community!
Without further ado, here are this week’s notes:
- more controller optimisations
- some default keybinding adjustments
- preparations for steam achievements
- added six ruins locations
- added two snow locations
- added one forest location
- added one desert location
- some UI bug fixes
- added an EXP bar
- added specific ore priority to the tavern mini-game
- other minor bug fixes with the mini-game
- added a new artefact
- some animation fixes for NPCs
- will no longer pickup resources when full
Greetings, Dwarven friends!
We are happy to announce that our Steam Trading cards are now live! There are 8 to collect, and we know that many of you have been waiting to add a shiny new Regions of Ruin badge to your profiles. Happy collecting to all of you!
Dev here, just a quick mention, I've uploaded a patch to crack down on some bugs that have been popping up with the new clicker game. It should be more readable now, and should burn less calories for your computer. Enjoy!
This patch should be exciting, as we've added an entirely new game in the game. Head to your local tavern to check it out! Let us know in the comments what you think about it! 1.1.48 patch notes - more controller support optimisations - re-drew the map and added last placeholders - added an entire new game (free) inside the game to the tavern, you heard us right... - added five cave locations - added two desert location - added two ruins location - added one town location - added new mobs 'slug Queens' - added two new artefacts lots of minor fixes and a lot of controller support additions as well
Greetings, Dwarven friends!
This week’s patch brings even more new areas, continued improvements to controller support, and a number of other fixes. The community continues to delight us with the steady stream of reports that help us nail down problems and eliminate them, we couldn’t be more proud of you guys! It’s hard to believe that it’s been just under 2 months since launch, and looking back, the game has grown so much in such a short time! Over 60 (70 as of this patch!) new areas have been added, many new enemies, artefacts, building upgrades, and so much more. The journey is still just getting started and there is so much more to come. We thank each and every one of you for your support for Regions of Ruin, and helping us get where we are today!
Without further ado, here are this week’s notes:
1.1.47 patch notes
- more controller support optimisations
- added one snow location
- added one cave location
- added three desert locations
- added two town lcoations
- added two forest location
- added level 3 runeforge
- added level 4 market
- added worg companions
- added new artefact armour set (black steel)
- lowered the max cap on market prices
- increased he min cap on market prices
- fixed companion death bug removing the wrong companions
- poisoned attacks will no longer pass through shielding
- other minor fixes
Hello there! Alex Poysky and Stephen Lucerne here. We've been giving a lot of thought, and as good wholesome people that we are, we feel the need to give back to our community during the holiday season. The game will be available at a 50% discount during the winter sales, but for anyone out there that simply won't be able to purchase the game we ask you join our discord https://discord.gg/EH8fEUc and speak with either of us. We are doing this not because we have made a lot of money off of Regions of Ruin (in fact, we aren't making enough to have this be our main job currently and are seeking work in order to fund the game). Remember, if you enjoy the game, SPREAD THE WORD and maybe, just maybe, buy a copy for a friend! We are going to generate a number of keys to be able to gift to anyone who's able to explain to us why they cannot purchase our game. The only thing we ask in return, is for you to tweet, mention on a forum, reddit, etc this offer. That way we can accomplish two goals. First we can help people in need, people that you may know don't have the funds, live in a precarious economic situation (like ours!), we simply want to pay it forward. If you are able to, post this around wherever you want. This game is a labor of love, and even though we aren't seeing the money we feel we should be out of it, we ARE feeling the community's love and support. Please, spread the word! Best holiday wishes Alex, Stephen, Lisa, Daniel and Gustav
Hey everyone, Dev here, Due to the high number of requests, I've made some slight adjustments that will overall help you combat magic user enemies. You can now deflect magic projectiles by hitting them, and I've increased some element resistances when shielding, to null the effects overall. Hope this helps! We'd love to continue getting your feedback! Come join the fun on our discord! https://discord.gg/D7Ggaa
Hey folks, Bringing you 1.1.46 a few days early! Enjoy! As we've mentioned before, we're still working on controller support. There is still optimisation to be done, and the feedback you all give on discord goes a long way to getting it on track. This week we have a few new artefacts and a bunch of new scenes or you to enjoy. Patch notes:
- more UI controller/mouse-free navigation optimisation
- contract menu is now controller supported
- skill tree is more controller friendly
- refinery/market/other smaller UI's controller optimised
- added three forest locations
- added one ruin location
- added one cave location
- added two desert location
- added two snow location
- added new mob 'blue skin shaman"
- added 'burn' weapon effects
- added two new artefacts (new weapon types)
- can no longer move/attack whilst menu is open
- worker manager button will now pulse if idle workers
- fixed orc crossbow walk animation not starting
- fixed dropping through platform bug
- fixed the refinery shift+click resource bug
- many other minor typos and visual fixes
Hey everyone, Dev here! Sincerest apologies for the hiccup with 1.1.45 earlier this week, but we've just updated a fix to solve some of the quirks of the last patch. Controller support has been our main agenda these last two weeks, ripping the guts out of our input manager and piecing it back together. We're still optimising all of the UI to make controller support more comfortable, and there are some quirks, but nonetheless controllers will now work if you choose to use one. If you do use a controller, please let us know if you find anything troubling, or just not ergonomic to your liking, there will certainly be cleaning up as we continue working. Furthermore, here are the notes for this patch!
- (more controller optimisation)
- groundwork for controller support and mouse free navigation
- added two forest locations
- added one ruins location
- added four cave locations
- added one fort location
- added two desert locations
- added mob 'thorn plant'
- added ice slugs!
- added three new artefacts
- implemented 'freezing' to special items
- fixed some building upgrade transition bugs
- changed rune forge level 2 recipe
- no more flying caravans!
- fixed perpetual camera zooming
- fixed the bug that blocks all interactions
- fixed contract reward amount (and gold coin value)
- fixed mouse-free vendor navigation
- fixed time delayed caches (e.g. cages) from not opening
- using doorways will no longer open caches simultaneously
QUICK EDIT! We've detected a few extraneous bugs in this version so we are rolling it back until we get it straightened out in the morning. It's 3 AM in australia and stephen has a crying baby to tend to, sorry ladies and gents! He'll get to it over the week end. Greetings, Dwarven friends! Our 6th weekly patch is here, bringing the framework for one of our most requested features: controller support! There will still be a couple of instances which require the mouse, but the remaining work on it will be completed soon. This patch brings in the majority of the work, and players should be able to experience the game using a controller.
This week we also have a special announcement! We will be teaming up with Snowpeak Studios to bring you exclusive access to their upcoming title, Blood Ancestors! All owners of Regions of Ruin, both present and future, will get two Steam keys to the game to enjoy (while supplies last!)! We will be featuring a new chat room on our Discord for those who want to hang out. You can also join Snowpeak on their server here. Watch our social accounts for news about when and how to collect your keys!
With that exciting news out of the way, we bring you the notes for this week: - groundwork for controller support and mouse free navigation - added two forest locations - added one ruins location - added four cave locations - added one fort location - added two desert locations - added mob 'thorn plant' - added ice slugs! - added three new artefacts - implemented 'freezing' to special items - fixed some building upgrade transition bugs - changed rune forge level 2 recipe - no more flying caravans! - fixed perpetual camera zooming - fixed the bug that blocks all interactions - fixed contract reward amount (and gold coin value)
Hey there everybody! Alex Poysky here with a clear head and a new wife! Well, my ONLY wife that is, it isn't like I swapped out an old wife for a newer model or anything, but I digress.... Work's been going pretty well on the development front, with Stephen churning out content patch after content patch, all while helping at home with a pregnant wife. It's pretty awesome to see such ambition and form a part of it. I'm used to being the only workaholic around but seeing the entire team so into what we are doing makes it clear that we're making something memorable here. That leads me on to the next point, the current state of affairs. We're VERY pleased with the general reception of the game at this point, a 98% is by far the best score I've had on any game I've ever worked on, and it's exciting that it's happening on the first game I'm running hand in hand with Stephen, so on that end we are both pleased and humbled. As for what we need right now that YOU the player base can provide? More eyes on the game. We know it's just an EA game at this point, that means we'll be hard pressed to reach the press (stupid pun intended), but that doesn't mean you can't point out the game to a friend or two, or mention it on a forum! Anything you could do to help get the word our can and will personally help two people working their hardest to get this dream off the ground! (Plus all the people working with us, community managment, publishing, sound, etc!). Where are we heading? Well, currently we want to offer at least a 25 hour base game with a very broad siege based end game that will serve as a platform for further REGIONS. Each region will be an entirely new map, with new features and basically augment the base game exponentially. We will bill them as expansions, as I wouldn't dream of offering a dlc pack with just a splash of new content and call it a day. We'll be working on swathes of content and are commited to making this project an enjoyable and broad experience. Memorable is the word I'm going for, and it's what we are striving to achieve, a MEMORABLE title, a MEMORABLE effort, all for you, a MEMORABLE user. It's why I'm giving you this long winded post instead of just going silent and pumping out weekly content patches. I personally want you to be invested in the game and it's success. I would love to see you in our discord speaking with us. I'd love to hear you tell me how much you like or dislike ROR for whatever reason and speak with you one on one to understand why and why not. I need you to be a part of this because you deserve to be. If anyone from the press is reading this, you can help a great deal as well if you want by contacting me. We're always happy to get the word out and it'd mean a great deal to us! Same for youtube and twitch, we love you guys and just because I can't reach each and every one of you in an e-mail or a personalized keymailer invite doesn't mean we aren't appreciative! Heck, we have some pretty big name youtubers and streamers hanging out in our discord at all times, you all are more than welcome, ALWAYS! I'm going to link the discord here, I want to do a little something. If you enter our discord from this link and using this post, just say @alexpoysky sent me when you hop in and that way I'll be pinged and speak with you asap! https://discord.gg/EH8fEUc Thanks for all the support everyone! -The entire ROR team!
Hey everyone, the Developer here! This week we've added 20 new locations to explore, amongst some new additions to item stats, and a few new mobs. Development is trucking along as strong as ever, and for those of you who have been waiting for Controller Support, it looks like it will be ready for next week's patch! And here are today's patch notes: 1.1.44 patch notes
- added one cave location
- added one desert location
- added five fort locations
- added four forest location
- added five ruins locations
- added three snowforest locations (new soundtrack for snow regions)
- added one town location
- added new mob 'Worg'
- added new mob 'enslaver' (orc)
- added dwarf crossbow companions
- added two new artefacts
- minus stats on items can no longer exploit enchanting
- fixed runeforge from being able to enchant nothing (empty slots)
- runeforge is now explained in more detail, and has quest to build
- fixed another unending quest (for real this time)
- fixed 100% block ability from not working on harder difficulties
- fixed brekar quest item drop duping
- put a maximum demand cap on market buy/sell
- market resource demand equalises over time
- implemented push force bonus on special weapons
- implemented bleed bonus on special weapons
- implemented poison bonus on special weapons
- implemented dashing bonus on special items
- increased gold coins worth from 10 to 50
- reduced gold coin and silver coin drop rates
- barrels and stone pile resources can now be used as cover
- can no longer toggle sneak when the game is paused
- fixed power attack -> normal attack animation transition
- other minor bugs
Greetings, Dwarven friends!
The holiday season is just around the corner, but work on the game is in full swing. In our 4th weekly update, we bring you more levels, the addition of the market and rune forge, plenty of fixes, and continued balancing and adjustments on combat. As always, we appreciate the community’s help in finding the bugs, you guys are awesome! Without further ado, here are this week’s patch notes:
- added new market building (levels 1 - 3)
- added new runeforge building (levels 1 - 2)
- added two forest locations
- added four ruin locations
- added two desert locations
- added new mob - armoured blue goblin
- added three new unique items
- added a 'cleanup' button to organise inventory
- implemented cold effect on special weapons
- changed one of the shielding skill tree abilities
- buffed the orcbane (again)
- 'area cleared' is now much more readable
- fixed bug companions locked into walking one direction
- strength now affects max stamina by half
- constitution now affects stamina regeneration (instead of strength)
- now move faster with shield ability for 100% block
- 100% block-ability movement speed doesn't get overridden with other skills
- minor changes to resistances and stats
- health regen (out of Combat) will only stop if hits create health loss
- burn damage is slightly slower, and less damaging
- you no longer get 2x critchance on stuns
- you now get 2x critchance on attacks from behind
- throwing axes now get crit and damage bonuses from hitting behind
- slightly increased the radius of shield-bash/charge
- some balancing of contract mobs and minions
- some more fixes to resistances (Thanks Lorebot!)
- fixed some quest items from duping
- NPCs will now break down barricades
- Fixed some unending quests
Greetings, Dwarven friends!
Hard to believe this is already our 3rd weekly update since launch! This week we introduce the first instance of random gen to the game, in the form of bounty missions. These will be randomly generated missions that you can pick up at the tavern, which will send you to track down bad guys that are lurking in areas you’ve already cleared. We’ll be watching for bug reports for this new feature and looking to iron those issues out as quickly as possible. We’ll be adding to this over time, including different reward types.
Here are the notes for this week’s update:
- new Feature bounty contracts (tavern level 2 and up) - still being balanced
- added five forest locations
- added one fort location
- added two town locations
- added two ruins location
- added a few new artefacts
- added blue skin goblins
- added druids (hippies!)
- implemented life steal ability on special weapons
- trolls no longer attack from the grave
- lots of minor fixes
Hey there everyone. Alex Poysky here. There's nothing major to report, but be that as it may, I don't want to keep you all in the dark. We're still on for our friday patch, which will contain a bit in the way of game randomization that should give you guys some more playtime in the form of random contracts you can take from the tavernkeep. Currently I'm sick as a dog with a flu I'm going to have to nurse before this saturday, because I'm getting married in 4 days, and Ladyaijou is getting married later on this month as well! (Pure coincidence!). Stephen is hard at work on Daddy duty at home, but he's making time for the game every day for at least a few hours. My wife and I will be storyboarding on our honeymoon (we're taking a short cruise throughout the medditerranean), and I'll make sure to update every so often there. If you guys want to chat feel free to hop into discord or follow me on facebook (it's alexpoysky there). We're really happy with our player base for being so friendly, positive, nice and genuinely helpful! Also, I want to acknowledge all the petitions for localization we are getting, ESPECIALLY towards our huge german community. We have heard you and we will eventually (before launch!) get a translation up in working order. We can't do it just now because a localization kit would require all the game's base text and we haven't finished the main story yet. If we make a localization kit now we'd have to update it basically every week, meaning that the translation would take ten times as many resources to get done as doing it all in one go, besides all the odds and ends we'd have to change around due to that kit, so we've decided to do it when we are closer to launch. My fever is kicking in again so I'm going to head out for a while. I'll check in here every so often if you like, but remember, https://discord.gg/EH8fEUc is where we usually hang out! Have a great week everyone, expect the update 3 pm my time (spain) on FRIDAY.
Hey folks, Noticing a few bugs that some of you may be seeing after yesterday's patch, so we've just done a quick update today to cover them. - shouldn't be more than 2 or 3MB. Notes for the more obvious issues: - rescued dwarves will stay longer before running off - the shop exchange/tagging bug is fixed, for large exchanges - halved cost of companions added hire duration - some dialog typos - AI will no longer get glued and bunched when trying to climb a ladder - Companion AI will track ladders more intuitively - critical hit slow motion cool downs should now work - fixed ghost items in vendors Don't worry! Friday's patch will still be happening as per usual, with a bunch of new content. Thanks again for everyone's support so far :D
Greetings, Dwarven friends! It’s Friday! That means another weekly update, and plenty more to check out in Regions of Ruin! This week brings new building upgrades, new enemies, improvements to the companion system, new areas, and more. We’re smashing bugs left and right, and are so grateful for all the reports, ideas, and feedback coming in from the community. It’s really helping to make the game shine! Here are the notes for this week, expect controller support sometime in the near future as well: Remember, if you want to form a part of our community you can join our discord here https://discord.gg/EH8fEUc , Stephen , Alex, and Lisa are very active on there, and happy to see new faces (dwarven or otherwise!) One more thing, all our patches are SAVE GAME COMPATIBLE
- added another artefact 'Rodenrens Plate'
- added another artefact 'Rodenrens Ring'
- added three new books to gather
- added some new visuals
- fixed the increasing page tally on library menu
- cleaned cave ground/edges to black space
- can no longer talk to NPCs when you have a menu open
- talking to a trader while upgrading depot will no longer freeze dialog
- added hints to get the 'Grondularis' artefact
- added level 3 trade depot
- added level 3 refinery
- added level 3 Library
- added level 4 Tavern
- added level 4 Blacksmith
- added level 4 Storage
- added three forest locations
- added five ruins locations
- added two new cave locations
- added red kobolds
- added purple kobolds
- added rare black bunnies
- added orc mage (introducing cold damage)
- added sentinels (Electric damage)
- added stone to more regions
- implemented boosted health regeneration on special items
- implemented weapon % damage boosts (throwing/overall damage)
- implemented the % overall resistance boost on rare drops
- boosted the stats on the orcbane (again)
- companions have double base health when generating
- companions have more base damage when generating
- companions are - even more - cheaper to hire
- forging weapons now creates the weapon you selected (not random ones)
- bandages should now heal as intended (one wound at a time)
- added health bars to boss-like mobs
- added cooldown on critical hit slow motions
- rescued workers will now stay for 12 seconds before running off
- fixed the free money bug from quick saving/loading <.<
- fixed the shop click/spam free money bug
Hello there everyone. We caught a bug that's causing people's buildings to dissapear. What a pain. We're working on remedying the situation ASAP. It'll bea few hours still but expect something up in the next 12 hours or so. SUPER sorry about this! EDIT NEVERMIND we found it. Stupid brain, FIXED! Everything is as it should be now! Thanks for the support everyone! And sorry about that!
Greetings, Dwarven friends! As we said earlier in the week, our updates will begin dropping weekly, on Fridays, at 10PM AEDT. Today is our first such update, bringing with it new areas to explore, new enemies, plenty of bug fixes, balance changes and more! We want to thank the community for the bug reports, feedback, and suggestions that are pouring in via Discord and our Steam forums. We may not be able to personally reply to every thread, but we read them all, and are seeing so many great ideas! Please keep those threads coming, or stop in to see us on Discord! https://discord.gg/EH8fEUc Fun fact 1 Our wishlists for the game have grown 20 times in the past week more than in the past 4 months! Fun fact 2: We've sold more copies in the past week than in our estimates for the entire month. Suffice to say, we are pleased to be rocking that 96% (current as of 13/10/2017) rating! Thank you all so much for all your support and kind words. We won't be stopping any time soon, if anything this is pushing us to work faster, harder and better! Here are the notes for today’s patch:
- added six new cave locations
- added three new forest locations
- added two new ruin locations
- added more graphics and visuals
- added campfire level 3
- added trade depot level 3
- added a new artefact 'Grondularis'
- (blue slugs)!
- (red slugs)!
- (sneaky crawlers)!
- (troll boss)!
- large wounds are removed properly from large bandages
- enemies will no longer charge power attacks when stunned
- companions will no longer get stuck chasing dead targets
- slightly reduced the length of stuns for several enemies (mainly orcs)
- companions are slightly stronger
- clicking an icon on the map will tell you immediately if it is under development or not
- no longer start each scene with slightly less health
- reduced the delay time for some enemies between attacks
- lowered crit chance generating on sword drops
- improved accuracy of mob projectiles
- companions will now follow by using ladders and dropping through platforms
- can no longer use cave walls to propel into the void!
- new Death SFX for player
- increased the speed of dashes, and reduced its cool-down (to make dash/backstab tactic quicker and easier)
- increased dash stamina cost by 10%
- can no longer dodge orc attacks by standing still
- made the crazy librarian a tad bit stronger
- reduced the lag in large mob groups
- the player can now receive burning damage over time
- fixed adamantine armour animation on player jumping
- many minor fixes!
Greetings, Dwarven friends!
We just want to thank you all again for the amazing reception the game is getting, and also fill you in on the plans we have going forward. While a typical “roadmap” would be difficult to maintain, (we can’t keep up with Stephen!), we do have a number of ideas planned and are listening carefully to the ideas and suggestions the community is sharing. A few of the things in the works right now include:
Controller support: Work on this has begun, and it’s a top priority of ours to get the controller support in and working.
Balance: Balancing the game is definitely a focus right now, as we get things feeling better and creating a smoother progression through the game. This will be an ongoing task for us as the game grows and we continue to add more content.
Combat mechanics: We’ve been listening to feedback and adjusting combat where necessary to provide the best experience in such a critical aspect of the game. We will continue to tune it as we hear more from the community!
Quest Auto-complete: We realize it can be hard at times to remember who you took what quest from, and that you don’t always want to track those quest givers down. Quest auto-complete will take that bit of tedium out of finishing quests as you go, which will keep gameplay smoother especially as the game expands!
Cloud saves: We definitely understand the desire to hop from one machine to another, and cloud saves are on the to-do list for Stephen.
Bug fixes everywhere!: We’re continuing to pound on bugs, and are so thankful to everyone hopping into Discord and the Steam forums to report those issues to us! We couldn’t do it without our loyal dwarven legions!
More content: The content is a big part of what’s coming during Early Access, and the plan is to see new content with every weekly patch. How much it amounts to will depend on the load for bugs and other work during that week.
Randomization: We have definitely heard the community asking for random content to extend replay value, it seems every game goes in that direction. In the case of Regions of Ruin, we are committed to completing the game’s main campaign and story before looking at randomly generated content. We do want to let the community know we are looking into ways we could do that, but that it will be awhile before randomization is on the table. In short, it is under consideration, and we do agree it would be a cool feature!
Regarding our update plans now that we’re on Early Access, we have settled on a system of weekly updates, to be deployed on Fridays at 10PM AEDT (Stephen lives in Australia, and we want to accommodate his schedule for easier workflow for patches!) Those in the US and elsewhere will be waking up to patches before the sun rises, and can look forward to hopping out of bed to see what surprises Stephen has left overnight! Additionally, you can also expect bug fix or hotfix patches to be deployed at his convenience, you never know when the Wizard could strike again! This is going to be an exciting journey, and we’re so happy to have you all on board with us!
Hello there everyone! Alex Poysky here. For those of you who don't know me, I'm the Exec. Producer behind Regions of Ruin.
I'm going to go into detail about what we've been up to since launch, but I'll spoiler it in case you just want to get to the patchnotes! As always, you can speak with us directly and hang out/game with us on our discord here https://discord.gg/EH8fEUc , there's a lot to do here, feel free to stop by!
The short of it. WE WOULD NOT BE HERE WITHOUT YOU. Thank you, from the bottom of our hearts, thank you for making this a reality! [spoiler] I may be the face of the operation but that does NOT mean by a longshot that I'm the one you should be thanking for all the hard work being put into the game. Those kudos should be reserved for Stephen Lucerne, the game's Developer, LadyAijou, the Community Manager, PHANGD, our awesome Publisher, the kind folks at HUMBLE, with a very special thank you to John Polson and Jeff Rosen. It's been quite an adventure so far, and the heartfelt thanks and feedback we have been getting has been humbling to say the least. We are truly thankful to each and every one of you for the support, the thousands of people playing the game in just three days have far exceeded any of our expectations for Early Access. Brass tacks, as a Producer my role is to estimate among other things, the success we can garner. So far all of my estimates have been broken at least threefold, and I'm having to make adjustments across the board for how to handle that. Mind you, this is a GOOD problem to have! Without further dilation, let me post the patch notes for this week. Stephen has been working on balance and general polish, so expect next week's update to contain a bit more in the way of content! [/spoiler] Update 1.1.38 fixes and changes: - Dialog box loads in correct position on moved npc when save/load - npcs no longer do idle walking when player is talking to them (combat or task movement only) - level 3 apothecary can now make large bandages - large bandages recipe now hidden on level 1 apothecary - various minor typos and visual placements - fixed a bug making forge/apothecary not open on rare occasions - refinery bronze recipe requires ore instead of iron now (Easier craft) - reduced the effectiveness of strength, but increased base damage (slightly more damage in the beginning, slower progression later) - increased rare item drops by 50% - changed armour generation (no elemental resistance unless rare) - increased stats armours and rarity of steel and adamantine armour - companions will now spawn near the player when reloading (not at the beginning of the scene) - some enemy mobs have been buffed - physical resistances display stops at 2 decimal points not infinite - levelling requires slightly more exp - resistances from constitution stat are reduced by half - player gains twice as much max health with each level up - fixed the hovering alert-indicators when reloading scenes (? And !) - reduced stamina cost for jumping by half - stamina regenerating no longer increases by 10% per point in strength, but instead 1% - added stamina spending to regular attacks - throwing axes no longer 'pull' enemies toward you when throwing right to left - caches and mobs indoors will save/load now (no longer infinite books from indoor bookshelves) - can rename companions to whatever you want - can hold shift to add/minus 10 units at a time to the refinery - dexterity no longer boosts default movement speed - right click anywhere on the map to hide dialog boxes - can no longer enter buildings when they are being upgraded - dismantle UI text size increase - corrected armour penetration to not increase % of dmg if penetration > resistance of enemies
Greetings, Dwarven friends!
Today we begin our journey through Early Access! We are incredibly excited for the chance to continue to flesh out Regions of Ruin, and finish the game Stephen envisions. These past months have been crazy, busy, and a lot fun as the game has taken shape, and the core gameplay has gotten more and more polished. We have focused strongly on the main elements of the game, and making it feel tight and polished. One of our main priorities during the Early Access period will be to take that solid foundation and build in more and more content, filling out the story, the map, and much more. We will be eagerly listening to the community as you guys play, and report back to us what your experience with RoR is like. Hearing feedback, suggestions, and your ideas will help polish the game into a true work of art!
As with all Early Access launches, we know there will be bugs and issues that can creep up on you guys. As you find those, please be sure to report them to us so that we can handle them and get them patched out of the game. You can report via our Steam forums, as well as on our Discord server. We’re always there to hang out and answer questions for you, and help out with bugs and issues. You can help us so much by being as detailed as possible in your reports, and giving us any relevant logs and screenshots to support your information!
We want to thank everyone for their support, for being part of our community, and for the tremendous reception the game has already received as content creators have helped us spread the word. We are both humbled and grateful for every player that joins us on this quest to bring the game to a successful 1.0 launch early next year. Today is only the beginning, and we look forward to showing you all what the future holds for Regions of Ruin!
Greetings, Dwarven friends! The team have been incredibly busy this week with only one week left till the game launches on Steam, Humble, and other outlets. We’ve been speaking with press, Youtubers, Twitch streamers and eager fans alike, and are truly humbled by the amazing response we’ve gotten so far! For those looking for gameplay coverage to decide if the game is right for you, we got a fantastic Let’s Play from Paul Soares, Jr, and would recommend checking that out! You can find the video here: Paul Sores, Jr. Plays Regions of Ruin On the development side of things, Stephen hasn’t slowed down a bit, and has been busy implementing the game’s new book and lore system. This will allow us to unleash a huge wave of lore and story-related content for you to collect. The story in Regions of Ruin will bring greater depth and understanding for the player, and help flesh out the experience. For those less drawn to the lore itself, collecting books will eventually also reap other rewards, allowing you to unlock various perks such experience or skills. Our latest update to the game features plenty of changes and additions including:
- More building level upgrades
- Additional areas to explore
- New lore and story content
- The addition of the book/library system
- New cave troll enemies (watch out!!)
- AoE ground slam attack replacing the former type of power hit
- Mob health scales to player level
- Improvements to tutorial tooltips
- UI improvements
- More smashable scenery
- Boss theme soundtrack added
- Much more!
Greetings, Dwarven friends! If you're wondering whether or not Regions of Ruin is for you, checking out gameplay footage is always a great way to get an outside opinion. Paul Soares, Jr. took a look at the game, and shares his thoughts and impressions of the game. Paul Soares, Jr. Plays Regions of Ruin If you like what you see, and want to come hang out with us, or you have questions, you can join us on our Discord!
Hey there everyone, Alex Poysky here today with an update on our work leading up to launch. In the latest version of the game we added a whopping 10 new areas, 1 new legendary weapon along with it's own quest line, a sneaking animation a myriad of polish done. What else are we up to you might ask? The marketting side of the team (Phangd, our CM LadyAijou, and I) are contacting the press by the hundreds. We've spoken to loads of youtubers, twitch streamers and influencers in general and are feeling pretty happy with the feedback we've been getting. The game's retention rate is pushing 40 minutes now. Now this means nothing to you guys but that means the amount of time a player wil "normally" sit down is 40 minutes. Why is this important? Because the MEAN time of both of the last games I worked on was 3 and 8 minutes respectively. In general terms, that means this game "clicks" more with you guys more than anything I've had the pleasure to work ok, and that is super important. We're seeing a lot of new wishlist reporting from the organic growth caused by the facebook/indiedb/twitter time we've had, and a significant bump thanks to youtube videos from influencers. On the livelyhood side of things, Stephen is doing all the development work himself in his spare time. He takes care for his little daughter (dinosaur) and develops while taking care of things at home. I usually don't break the fourth wall and speak about people on a human level here but I have to say that he's not only a kind person and good friend, but he's a very profoundly wise person who has helped me with many personal issues I've had as of late. Lisa, ladyaijou, is a great friend who's both overworked (she has multiple projects) and energetic to an extreme. Thanks so much for all the work you do, it's amazing stuff. Phangd are more reserved, and don't want their identities revealed (yet), but they are directly responsible for my career, they gave me the shot in the industry and years later we set Phangd up as a way to help other developers! I also want to mention our musician, Pau, who's work on the game is an integral part of how "aural" it feels, lives in Barcelona, and is also getting married next year! As for me. I've been living bit of a whirlwind as of late. On the 28th of october I marry the love of my life, but as with everything in life, one can mess up and upset the balance a bit. I've done so and we're sorting it all out. Work helps a lot and makes things more bearable (in terms of stress! Weddings are stressful events!) So that's a bit about us on a personal level. We're always available on Discord https://discord.gg/EH8fEUc and I'm almost always there. Feel free to chat with me whenever you like! -Alex
Greetings, Dwarves! Welcome to the Regions of Ruin community! Let's start with a little about the game, and the quest you're about to undertake a couple of weeks from now. Your people are enslaved, captured by invading goblins and orcs, and you must rescue them from captivity. Once freed, your dwarven brothers will join your newly founded settlement, and will help you build a thriving community. You will be tasked with gathering resources, managing workers, defeating foes, and exploring the sprawling continent. We’re very excited to be here on Steam, and to be able to update everyone on how the game is doing. Stephen, our lone game dev wizard, has been updating at breakneck speed, and shows no signs of slowing down. Here are just a few of the recent highlights:
- Balance changes and fixes
- Improvements to AI and combat
- Loads of bug fixes
- Text and UI improvements
- Additional areas to explore
- New enemies
- New area types
- Can now break boxes and chests by hitting them instead of interacting
Hey there everyone! Alex Poysky here. It's so great to speak with you guys about our upcoming project Regions of Ruin. We've been hard at work on it for quite some time, and we're pleased to announce it's going to be available for Early Access quite soon on the fifth of october! If you want to join our discord channel feel free to hop in and speak with us! https://discord.gg/EH8fEUc The game's price will be 16.99 USD on early access launch, with a 15% discount for the first week after launch. The price WILL go up the further along we go, so pick it up while it's cheap! Remember, we're almost always online on our discord and it's great having you there. I'm a HUGE fan of our fans and would love to speak with you, game and mess around there! Oh, and if you want to do us a personal favor, maybe click the wishlist button on the storepage! Kind Regards -Alex
Regions Of Ruin
Vox
Poysky Productions
2018-02-05
Indie Strategy RPG Adventure Simulation Singleplayer
Game News Posts 81
🎹🖱️Keyboard + Mouse
Very Positive
(1909 reviews)
http://regionsofruin.com/
https://store.steampowered.com/app/680360 
The Game includes VR Support
Regions Of Ruin Linux [465.51 M]Regions Of Ruin Sieges Linux [701.16 M]
Regions of Ruin - Official Sound Track
Regions of Ruin:Sieges
Regions of Ruin is a 2D side-scrolling RPG with town-building where you are introduced to an open world that progressively challenges your hero and settlement the further you delve into the vast continent.
You will discover a foreboding land ravaged by hundreds of years of hardship. Where, kingdoms have risen and fallen, settlements have been laid to waste and overrun by warring groups, and great mysteries lay hidden and waiting to be unearthed - assuming you can defeat their jealous guardians.
Main Features include:
• Styled combat system with stats and levelling
• Skill tree to focus your fighting style
• Extensive loot and rare items to discover
• Forge your own equipment or smelt it for resources
• Open world exploration with a hand crafted environment, no randomized maps or levels, everything you see has been made with care
• Customised town building and expansion
• Rescue and recruit dwarves for your township (save them from extinction!)
• Send workers to harvest resources from explored regions
• Hire Mercenaries to help in battle
• Multitude of Quests and a main storyline
- OS: ubuntu 16.04
- Processor: 1 GHZ intelMemory: 512 MB RAM
- Memory: 512 MB RAM
- Graphics: 1 GHZ intel
- Storage: 1 GB available space
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