Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

Just in time for Christmas, I've just finished the next unstable build for you guys. This one introduces a few optimizations, bug fixes, miscellaneous tweaks and most importantly, an upgradable Lumber Mill, Crystillery and Stone Cuttery! This is also the first patch to officially introduce the new game title, Rise to Ruins! :)

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

InDev 24 Unstable 2 Change Log

Upgrade and Village Efficiency System
  • Added the new upgrades for the Lumber Mill, Crystillery and Stone Cuttery.
  • When upgraded, the Lumber Mill, Crystillery and Stone Cuttery increase their respected worker counts, storage space and work speeds.

Miscellaneous Changes
  • Removed the 1 worker per building refining cap.
  • Doubled the refining and manufacturing production time. (To offset allowing multiple workers to work at once)
  • Workers can now store resources in buildings while they're mid-upgrade.
  • Screenshake can now be disabled in the settings menu.
  • Weather is no longer enabled on the main menu.
  • Game officially renamed to "Rise to Ruins".
  • Fixed a bunch of typos in the help system.
  • Fixed a bug that would cause the game to try to "draw" roads on void tiles.
  • Improved the AI performance of harvesting tasks. (Was also included in InDev 23c)
  • Optimized the particle rendering system. (Was also included in InDev 23c)
  • Updated the tutorial link. (Was also included in InDev 23c)

Bug Fixes
  • Fixed a bug when trying to draw on the accent layer before ever loading the bottom layer into memory.
  • Fixed a bug that prevented the "harvest crystals" hotkey from working when the camp/castle was under construction. (Was also included in InDev 23c)
  • The grab building, pause building and dismantle building hotkeys now work correctly in play mode. (Was also included in InDev 23c)
  • Fixed a bug that would cause wind particles to not decay if they collided with the topography. (Was also included in InDev 23c)

InDev 24 Unstable 1 Change Log

Upgrade and Village Efficiency System
  • A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
  • The Lumber Shack, Mining Facility and Crystal Harvestry can now all be upgraded. Each upgrade increases storage, worker limits and increases your village's harvesting speeds for their respected resources.
  • The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
  • Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
  • Wind, rain and snow will now reduce all work speeds by 20%
  • A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
  • Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
  • Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.

Bug Fixes
  • Monster spawn points that get in range of the village no longer count towards the village's building count.

Miscellaneous Changes
  • Harvesting buildings have had their initial build costs reduced.
  • New song, Sunset, as been added!
  • Rebalanced Nomads slightly. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
  • Updated the Kitchen's description.
  • Small "Work Progress" bars now float above villager's heads when they are working.
  • The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
  • Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
  • A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.

Known Issues that will be resolved before the stable build
  • None!
Rise to Ruins - Rayvolution


Greetings fellow players,

For quite some time, I've been pondering over a very large and somewhat risky change to our beloved game, renaming Retro-Pixel Castles to something that is more suitable to what the game represents.

The decision is not something I have taken lightly. Renaming a game that's over 2 years old in a lot of ways can be considered marketing suicide, as you will always lose a decent amount of name recognition all over the internet. Some people will have no idea what this "new" game is, and others will wonder what happened to the old one.

But as I'm sure a large majority of you agree, Retro-Pixel Castles is a downright silly name for a godlike village simulator.

The game hasn't been retro for over a year since the graphics overhaul, and while the game does indeed have castles now, castles aren't the focus of the game play mechanics. I suppose the game technically still has pixel art, but usually games tend to stray away from being called "pixel art" games once the artwork is rendered directly in 1:1 resolution, as much of RPC's is now.

I've also gotten several reports that its "silly name" was probably hurting it in the long run anyway, simply because it's not the kind of name gamers take very seriously, subconsciously putting in the same category as keyword-filled shovelware before even clicking on the game's store page.

So, I finally decided to take the risk about 2 weeks ago, and started thinking up a new name. I posted many polls on twitter, asking for people to pick names they liked, and after about 2 days of spamming back and forth, a good friend and fellow developer of mine suggested "Rise to Ruins", since the idea of the game is to survive as long as possible (Rise) to eventually end up dying as the world eventually overtakes you (Ruins) and you have to try again.

So I put it up for a vote, and it was the highest rated of all of my previous selections (Apparently I suck at naming things!).

The games new official name is now "Rise to Ruins", as soon as InDev 24 is completed, you will see the Steam official store page, the official website, and the game in your Steam library all start transitioning over. For a few patches, I will have the old name subtitled to lessen the confusion.

If you're a content creator out there reading this and you cover my game, please help me out and spread the word after InDev 24 is released! :)
Rise to Ruins - Rayvolution
InDev 23b is a minor update that introduces a new updated tutorial video for InDev 23 created by The FallenShogun, and throws in a few code optimizations that should help a bit late-game.

Unstable users, please note the changes below have not yet been implemented in the unstable branch, but they will be included in InDev 24 Unstable 2.

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

InDev 23b Change Log

New Tutorial Video
  • A brand new, updated tutorial video has been added, recorded by The FallenShogun (Give him a sub as a thank you for his hard work!)

Optimizes
  • Harvesting AI has been heavily optimized, greatly reducing overhead late game caused by too much work being selected by your ever-growing population.
  • On multicore processors the particles rendering speeds have been improved roughly 20-30% in most conditions, and over 400% in a few very specific conditions.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

The first in quite a few InDev 24 Unstable builds is here! This one adds building upgrades for the harvesting buildings, as well as adds a new worker efficiency system! Check out the change logs for more details.

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

InDev 24 Unstable 1 Change Log

Upgrade and Village Efficiency System
  • A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
  • The Lumber Shack, Mining Facility and Crystal Harvestry can now all be upgraded. Each upgrade increases storage, worker limits and increases your village's harvesting speeds for their respected resources.
  • The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
  • Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
  • Wind, rain and snow will now reduce all work speeds by 20%
  • A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
  • Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
  • Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.

Bug Fixes
  • Monster spawn points that get in range of the village no longer count towards the village's building count.

Miscellaneous Changes
  • Harvesting buildings have had their initial build costs reduced.
  • New song, Sunset, as been added!
  • Rebalanced Nomads slightly. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
  • Updated the Kitchen's description.
  • Small "Work Progress" bars now float above villager's heads when they are working.
  • The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
  • Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
  • A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.

Known Issues that will be resolved before the stable build
  • None!
Rise to Ruins - Rayvolution
Yes, you read the wacky title correctly. ;)

InDev 24 will primarily be focused on fleshing out the new upgrade system introduced in InDev 23, adding upgraded phases for a large amount of the existing buildings, including all of the harvesting, manufacturing and refining buildings.

The change log for this one will look pretty straight forward, as no new mechanics are planned for this patch (Drawing all these new building phases takes a ton of time time!) but I will be doing a few balance adjustments, optimizing and minor game play tweaks as per usual. Looking forward to seeing your feedback once the first Unstable build is released. :)

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

InDev 24 Road Map

Fleshing Out The Upgrade System
  • 2 upgrade phases will be added to each harvesting, manufacturing and refining building (The Crystal Harvestry, Lumber Shack, Mining Facility, Armormsmithy, Bowyer, Toolsmithy, Tumbler, Way Maker Shack, Crystillery, Stone Cuttery and Lumber Mill)
  • Most of the initial buildings may be nerfed a bit, but also cheaper to build. So you'll be able to get job types available faster, and upgrade the buildings later as you need more workers.
  • Time permitting, the Kitchen, Clinic and some other buildings may also get 2 upgrade phases.
Rise to Ruins - Rayvolution
The Castle Update has arrived! A new upgradable camp (replacing the Village Center) has been added to the game. The new camp can be slowly upgraded into a towering castle! This update also brings in a new building limiting system, nomads, wind, a new job type, new music, a completely overhauled tile loading system, and quite a few AI tweaks. Check out the fairly extensive change log below for more details!

This update is actually the first part of a grand plan to add upgrade phases to many of the existing buildings. InDev 24 has technically already been started, and will expand on the new upgrade system mechanics, adding upgradable harvesting, manufacturing and refining buildings. So let me know down in the comments what you think of the new system!

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

InDev 23 Change Log

Upgrade System
  • Buildings can now be upgraded by clicking on the building and clicking on the "Upgrade" button in the bottom object panel GUI.
  • Currently the only building that can be upgraded is the Camp (Eventually turning into a Castle!) and the new Ancillary.
  • In the future, nearly all harvesting, refining and manufacturing buildings will be able to be upgraded, increasing how much they can store and how many workers they provide.

Construction Limits
  • You now have a maximum buildings cap, and when (or before) you reach that cap you'll need to upgrade your camp (Formally Village Center) or build an Ancillary to gain additional building slots.
  • Wall do not count to your building limit, but fire pits do!
  • All buildings count as "1" to your build cap regardless of size or functionality, so replacing less useful buildings with more efficient ones is desirable late-game (For example, replacing Tents with Hovels)

Ancillary Building
  • The Ancillary provides additional building slots for your village, as well as a new worker type called an "Organizer".
  • Organizers can store or deliver any resource in the game, but can not build, harvest or do any other work.
  • You can only build a set amount of Ancillaries, based on how upgraded your Castle is.
  • Ancillaries can store any resource in the game.
  • Each Ancillary can be upgraded 4 times, each upgrade providing additional building slots, storage space, and organizer job slots.

Nomads
  • Nomads are a new mob that will sometimes visit your region. When they do, they'll attempt to fight their way to your village, and if they survive, they'll join!
  • You can increase your chances of nomads visiting by building a large village with a strong defense and plenty of housing.
  • Nomads spawn between levels 4 and 6, and are usually well equipped.
  • Nomads tend to spawn in large groups, and those groups get larger as the days pass.

Bug Fixes
  • Fixed a crash after reloading if a mob is en route to pickup a resource that either decayed or was consumed before the mob arrived.
  • Fixed a crash when trying to find a more suitable home, but the home no longer exists when the villager arrives.
  • Fixed a crash when trying to equip a resource in a destroyed building after reloading the game.
  • Fixed a bug that would sometimes cause monsters to try to equip items in the village buildings.
  • Fixed am minor bug causing particles to be rendered half a pixel offset from their desired location.
  • Fixed a bug that would sometimes cause sound effects to not play when they should.
  • Fixed a bug that would sometimes return the wrong aggro/line of sight results.
  • Fixed a bug that would rarely cause the game to freeze if a villager was dropped in a previously inaccessible area.
  • Fixed rain looping sound effect.

Spawning System Changes
  • Overall monster spawn creation rates have been cut roughly in half.
  • All spawners now have twice as many hit points.
  • Spawners take twice as long to build.
  • Spawners no longer use an RNG, but rather charge up over time until they have enough energy to spawn.

Miscellaneous Changes
  • Fire spreading on objects has been nerfed significantly.
  • Wind has been added, including a "High Wind" weather pattern that will slow down your villagers, but also help reduce the overall average temperature.
  • Changed the Lumber Shack artwork somewhat.
  • Only up to 5 mobs at a time can attack another mob. This is to prevent massive swarming of single targets and reduce path finding lag caused by large amounts of golems.
  • Golem Combobulators have been completely rewritten and rebalanced, and they now use the same new charge up system the spawners do, but require energy to charge.
  • Raw food has been nerfed slightly, raw food only provides 3 uses instead of 4 (for 30% total rather than 40%)
  • Rations now provide only 3 uses instead of 6, but provide 15% food per use instead of 10% (For a total of 45% rather than 60%).
  • It now takes longer for villagers to consume food.
  • A notification banner is now displayed when a villager grows up.
  • Banner message are now no longer in all-caps.
  • Reduced overall reproduction rates for villagers. This is to balance out the new Nomad system bringing in a secondary source of new villagers.
  • Added three new songs; Finder, Farewell and Feather.
  • Updated the help/loading tips.
  • The camp (Formally Village Center) can now store any resource in the game.
  • The camp (Formally Village Center) can now be destroyed.
  • Fixed a crash issue if the camp (Formally Village Center) is destroyed/removed with walls in range of the village.
  • Fixed credit theme, now it correctly plays Main Theme Piano again.
  • Updated Bibiki's name in the credits.
  • All living things generate essence when destroyed.
  • Essence can now be "sucked into" the mouse, increasing the influence bar.
  • Influence regeneration is no longer tied to village happiness.
  • You now start with your influence bar 1/4th full.
  • The Dissolve spell is much more effective now, and dissolves all natural resources instead of just crystals and dead bodies.
  • Villagers break away from being confused faster.
  • Villagers now react to your godlike abilities, either getting confused or panicking when they see you casting spells or picking up things.
  • Particles in the air now have a slight shadow behind them.
  • Increased scale of the splash screen.
  • Villagers can now be knocked out if something is dropped on their head.
  • Rarely, villagers will be knocked out when you drop them.
  • Clicking reclaim on an abandoned object now properly sets its position on the priority list to the bottom.
  • Radiance pools no longer consume energy stored unless they're in-use.
  • Flipped the "take from" and "send to" limbo spell button icons in the GUI.
  • Essence now emits from decaying corpses slowly.

Performance
  • Map tiles are now loaded on-demand, rather than all at once on initial load. This significantly reduces memory usage, since only the tiles actually needed are loaded into memory.
  • Decreased overall load times.
  • Slightly improved range map generation performance.
  • The Dissolve spell particle effects have been reduced.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 23 Unstable 3 has been released! This should be the final Unstable release before pushing the stable patch. Unless something goes horribly wrong, you should be seeing the next stable release very soon. So bug test this patch to death!

The biggest highlight of this update is a cool surprise for any of you not following my twitter. This patch brings in something not on the original InDev 23 road map, Nomads! Nomads are a new mob that will sometimes visit your region and try to make their way to your village. If they survive, they'll join the village! Aside form Nomads, this patch also introduces a ton of balance changes and bug fixes, as well as the Golem AI/Combobulator rewrites. So, be sure to checkout the change logs below before jumping into your next world. :)

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

InDev 23 Unstable 3 Change Log

Nomads
  • Nomads are a new mob that will sometimes visit your region. When they do, they'll attempt to fight their way to your village, and if they survive, they'll join!
  • You can increase your chances of nomads visiting by building a large village with a strong defense and plenty of housing.
  • Nomads spawn between levels 4 and 6, and are usually well equipped.
  • Nomads tend to spawn in large groups, and those groups get larger as the days pass.

Bug Fixes
  • Fixed a bug that would sometimes allow spawners to be placed in illegal locations. This also indirectly fixed a crash when monsters tried to wander to a radiance pool that was incorrectly deleted by the spawner being illegally placed over top of it.
  • Fixed a crash after reloading if a mob is en route to pickup a resource that either decayed or was consumed before the mob arrived.
  • Fixed the worker counts for the Large Ancillary while it is under construction.
  • Fixed a minor graphics mistake in one of the Castle's upgrade phases.
  • Fixed a crash when trying to find a more suitable home, but the home no longer exists when the villager arrives.

Spawning System Changes
  • Overall monster spawn creation rates have been cut roughly in half.
  • Fire spreading on objects has been nerfed significantly.
  • All spawners now have twice as many hit points.
  • Spawners take twice as long to build.
  • Spawners no longer use an RNG, but rather charge up over time until they have enough energy to spawn.

Miscellaneous Changes
  • Only up to 5 mobs at a time can attack another mob. This is to prevent massive swarming of single targets and reduce path finding lag caused by large amounts of golems.
  • Golem Combobulators have been completely rewritten and rebalanced, and they now use the same new charge up system the spawners do, but require energy to charge.
  • Raw food has been nerfed slightly, raw food only provides 3 uses instead of 4 (for 30% total rather than 40%)
  • Rations now provide only 3 uses instead of 6, but provide 15% food per use instead of 10% (For a total of 45% rather than 60%).
  • It now takes longer for villagers to consume food.
  • A notification banner is now displayed when a villager grows up.
  • Banner message are now no longer in all-caps.
  • Reduced overall reproduction rates for villagers. This is to balance out the new Nomad system bringing in a secondary source of new villagers.
  • Added three new songs; Finder, Farewell and Feather.
  • Updated the help/loading tips.

InDev 23 Unstable 2 Change Log

Ancillary Building
  • The Ancillary provides additional building slots for your village, as well as a new worker type called an "Organizer".
  • Organizers can store or deliver any resource in the game, but can not build, harvest or do any other work.
  • You can only build a set amount of Ancillaries, based on how upgraded your Castle is.
  • Ancillaries can store any resource in the game.
  • Each Ancillary can be upgraded 4 times, each upgrade providing additional building slots, storage space, and organizer job slots.

Bug Fixes
  • Destroy terrain hotkey now works properly when your castle is under construction or upgrading.
  • Added some missing particles to a few of the upgrade stages for the castle.
  • Fixed the blocked flags on under construction walls. Walls were flagged blocked in situations they should not have been.
  • Fixed a bug that would cause builders to upgrade buildings using the wrong materials.

Miscellaneous Changes
  • Changed the Lumber Shack artwork somewhat.
  • Changed the upgrade and dismantle text and button positioning on the bottom GUI.
  • The castle can now store any resource in the game.

InDev 23 Unstable 1 Change Log

Upgrade System
  • Buildings can now be upgraded by clicking on the building and clicking on the "Upgrade" button in the bottom object panel GUI.
  • Currently the only building that can be upgraded is the Camp (Eventually turning into a Castle!).
  • In the future, nearly all harvesting, refining and manufacturing buildings will be able to be upgraded, increasing how much they can store and how many workers they provide.

Construction Limits
  • You now have a maximum buildings cap, and when (or before) you reach that cap you'll need to upgrade your camp (Formally Village Center) to gain additional building slots.
  • Wall do not count to your building limit, but firepits do!
  • All buildings count as "1" to your build cap regardless of size or functionality, so replacing less useful buildings with more efficient ones is desirable late-game (For example, replacing Tents with Hovels)

Performance Settings
  • Map tiles are now loaded on-demand, rather than all at once on initial load. This significantly reduces memory usage, since only the tiles actually needed are loaded into memory.
  • Decreased overall load times.
  • Slightly improved range map generation performance.
  • The Dissolve spell particle effects have been reduced.

Bug Fixes
  • Fixed a crash when trying to equip a resource in a destroyed building after reloading the game.
  • Fixed a bug that would sometimes cause monsters to try to equip items in the village buildings.
  • Fixed am minor bug causing particles to be rendered half a pixel offset from their desired location.
  • Fixed a bug that would sometimes cause sound effects to not play when they should.
  • Fixed a bug that would sometimes return the wrong aggro/line of sight results.
  • Fixed a bug that would rarely cause the game to freeze if a villager was dropped in a previously inaccessible area.

Miscellaneous Changes
  • The Camp (Formally Village Center) can now be destroyed.
  • Fixed a crash issue if the Camp (Formally Village Center) is destroyed/removed with walls in range of the village.
  • Fixed credit theme, now it correctly plays Main Theme Piano again.
  • Updated Bibiki's name in the credits.
  • All living things generate essence when destroyed.
  • Essence can now be "sucked into" the mouse, increasing the influence bar.
  • Influence regeneration is no longer tied to village happiness.
  • You now start with your influence bar 1/4th full.
  • The Dissolve spell is much more effective now, and dissolves all natural resources instead of just crystals and dead bodies.
  • Villagers break away from being confused faster.
  • Villagers now react to your godlike abilities, either getting confused or panicking when they see you casting spells or picking up things.
  • Particles in the air now have a slight shadow behind them.
  • Increased scale of the splash screen.
  • Villagers can now be knocked out if something is dropped on their head.
  • Rarely, villagers will be knocked out when you drop them.
  • Clicking reclaim on an abandoned object now properly sets it's position on the priority list to the bottom.
  • Radiance pools no longer consume energy stored unless they're in-use.
  • Flipped the "take from" and "send to" limbo spell button icons in the GUI.
  • Essence now emits from decaying corpses slowly.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 23 Unstable 2 has been released! This update contains most of what was planned for InDev 23, including a new Ancillary building as well as a new job to go along with it, called an Organizer.

Currently all that's left is the Golem Combobulator rewrites and a bunch of cleanup. This update mostly focuses on expanding the new upgrade and build restriction system, paving the way for InDev 24, where most buildings will be given upgrades stages.

Also, don't forget about the ongoing screenshot roundup!

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

InDev 23 Unstable 2 Change Log

Ancillary Building
  • The Ancillary provides additional building slots for your village, as well as a new worker type called an "Organizer".
  • Organizers can store or deliver any resource in the game, but can not build, harvest or do any other work.
  • You can only build a set amount of Ancillaries, based on how upgraded your Castle is.
  • Ancillaries can store any resource in the game.
  • Each Ancillary can be upgraded 4 times, each upgrade providing additional building slots, storage space, and organizer job slots.

Bug Fixes
  • Destroy terrain hotkey now works properly when your castle is under construction or upgrading.
  • Added some missing particles to a few of the upgrade stages for the castle.
  • Fixed the blocked flags on under construction walls. Walls were flagged blocked in situations they should not have been.
  • Fixed a bug that would cause builders to upgrade buildings using the wrong materials.

Miscellaneous Changes
  • Changed the Lumber Shack artwork somewhat.
  • Changed the upgrade and dismantle text and button positioning on the bottom GUI.
  • The castle can now store any resource in the game.

InDev 23 Unstable 1 Change Log

Upgrade System
  • Buildings can now be upgraded by clicking on the building and clicking on the "Upgrade" button in the bottom object panel GUI.
  • Currently the only building that can be upgraded is the Camp (Eventually turning into a Castle!).
  • In the future, nearly all harvesting, refining and manufacturing buildings will be able to be upgraded, increasing how much they can store and how many workers they provide.

Construction Limits
  • You now have a maximum buildings cap, and when (or before) you reach that cap you'll need to upgrade your camp (Formally Village Center) to gain additional building slots.
  • Wall do not count to your building limit, but firepits do!
  • All buildings count as "1" to your build cap regardless of size or functionality, so replacing less useful buildings with more efficient ones is desirable late-game (For example, replacing Tents with Hovels)

Performance Settings
  • Map tiles are now loaded on-demand, rather than all at once on initial load. This significantly reduces memory usage, since only the tiles actually needed are loaded into memory.
  • Decreased overall load times.
  • Slightly improved range map generation performance.
  • The Dissolve spell particle effects have been reduced.

Bug Fixes
  • Fixed a crash when trying to equip a resource in a destroyed building after reloading the game.
  • Fixed a bug that would sometimes cause monsters to try to equip items in the village buildings.
  • Fixed am minor bug causing particles to be rendered half a pixel offset from their desired location.
  • Fixed a bug that would sometimes cause sound effects to not play when they should.
  • Fixed a bug that would sometimes return the wrong aggro/line of sight results.
  • Fixed a bug that would rarely cause the game to freeze if a villager was dropped in a previously inaccessible area.

Miscellaneous Changes
  • The Camp (Formally Village Center) can now be destroyed.
  • Fixed a crash issue if the Camp (Formally Village Center) is destroyed/removed with walls in range of the village.
  • Fixed credit theme, now it correctly plays Main Theme Piano again.
  • Updated Bibiki's name in the credits.
  • All living things generate essence when destroyed.
  • Essence can now be "sucked into" the mouse, increasing the influence bar.
  • Influence regeneration is no longer tied to village happiness.
  • You now start with your influence bar 1/4th full.
  • The Dissolve spell is much more effective now, and dissolves all natural resources instead of just crystals and dead bodies.
  • Villagers break away from being confused faster.
  • Villagers now react to your godlike abilities, either getting confused or panicking when they see you casting spells or picking up things.
  • Particles in the air now have a slight shadow behind them.
  • Increased scale of the splash screen.
  • Villagers can now be knocked out if something is dropped on their head.
  • Rarely, villagers will be knocked out when you drop them.
  • Clicking reclaim on an abandoned object now properly sets it's position on the priority list to the bottom.
  • Radiance pools no longer consume energy stored unless they're in-use.
  • Flipped the "take from" and "send to" limbo spell button icons in the GUI.
  • Essence now emits from decaying corpses slowly.

Known Issues that will be resolved before the stable build
  • Some in-game and loading tips may be inaccurate.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 23 Unstable 1 is here! This ones a fairly decent sized patch, adding the foundation for the new upgrade system, a ton of small balance changes, adjustments to many of the existing mechanics, tons of code cleanup, and last but not least, a new upgradable Camp that will eventually become a CASTLE!

Also, don't forget about the ongoing screenshot roundup!

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

InDev 23 Unstable 1 Change Log

Upgrade System
  • Buildings can now be upgraded by clicking on the building and clicking on the "Upgrade" button in the bottom object panel GUI.
  • Currently the only building that can be upgraded is the Camp (Eventually turning into a Castle!).
  • In the future, nearly all harvesting, refining and manufacturing buildings will be able to be upgraded, increasing how much they can store and how many workers they provide.

Construction Limits
  • You now have a maximum buildings cap, and when (or before) you reach that cap you'll need to upgrade your camp (Formally Village Center) to gain additional building slots.
  • Wall do not count to your building limit, but firepits do!
  • All buildings count as "1" to your build cap regardless of size or functionality, so replacing less useful buildings with more efficient ones is desirable late-game (For example, replacing Tents with Hovels)

Performance Settings
  • Map tiles are now loaded on-demand, rather than all at once on initial load. This significantly reduces memory usage, since only the tiles actually needed are loaded into memory.
  • Decreased overall load times.
  • Slightly improved range map generation performance.
  • The Dissolve spell particle effects have been reduced.

Bug Fixes
  • Fixed a crash when trying to equip a resource in a destroyed building after reloading the game.
  • Fixed a bug that would sometimes cause monsters to try to equip items in the village buildings.
  • Fixed am minor bug causing particles to be rendered half a pixel offset from their desired location.
  • Fixed a bug that would sometimes cause sound effects to not play when they should.
  • Fixed a bug that would sometimes return the wrong aggro/line of sight results.
  • Fixed a bug that would rarely cause the game to freeze if a villager was dropped in a previously inaccessible area.

Miscellaneous Changes
  • The Camp (Formally Village Center) can now be destroyed.
  • Fixed a crash issue if the Camp (Formally Village Center) is destroyed/removed with walls in range of the village.
  • Fixed credit theme, now it correctly plays Main Theme Piano again.
  • Updated Bibiki's name in the credits.
  • All living things generate essence when destroyed.
  • Essence can now be "sucked into" the mouse, increasing the influence bar.
  • Influence regeneration is no longer tied to village happiness.
  • You now start with your influence bar 1/4th full.
  • The Dissolve spell is much more effective now, and dissolves all natural resources instead of just crystals and dead bodies.
  • Villagers break away from being confused faster.
  • Villagers now react to your godlike abilities, either getting confused or panicking when they see you casting spells or picking up things.
  • Particles in the air now have a slight shadow behind them.
  • Increased scale of the splash screen.
  • Villagers can now be knocked out if something is dropped on their head.
  • Rarely, villagers will be knocked out when you drop them.
  • Clicking reclaim on an abandoned object now properly sets it's position on the priority list to the bottom.
  • Radiance pools no longer consume energy stored unless they're in-use.
  • Flipped the "take from" and "send to" limbo spell button icons in the GUI.
  • Essence now emits from decaying corpses slowly.

Known Issues that will be resolved before the stable build
  • Some in-game and loading tips may be inaccurate.
Rise to Ruins - Rayvolution
"What? You mean Retro-Pixel Castles is finally going to have castles?" Yep! That's right. The time has finally arrived to start working on the castle and upgrade mechanics for the game. InDev 23 will mostly focus on adding a new upgradable village center, that will eventually turn into a towering castle, as well as lay the groundwork for upgradable buildings all across the village in future updates.

This update has been a long time coming, and I'm really excited to get it out to you! I've actually been working on this update through a large chunk of InDev 22's development cycle, so I already have some fun bits scattered around Twitter for you to look at, like an early work-in-progress shot of the castle artwork!

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

Also, don't forget to submit your screenshots to the latest Screenshot Roundup!

InDev 23 Road Map

The Castle and Building Upgrade System
  • The Village Center will now start off a small, extremely easy to build structure, and you'll be able to use excess materials to slowly upgrade it into a towering castle.
  • Every upgrade will allow you to place more buildings, store more resources and assign more builders.
  • Other buildings will also be able to be upgraded in the future, like the Lumber Mill, Mining Facility, Farms, etc. A few of them may make it into InDev 23, time permitting.

Building Restriction System
  • You will now only be able to place a set amount of buildings, the amount you can place will be tied to your Village Center/Castle. The more upgraded the Village Center, the more buildings you will be able to place.
  • The system is not meant to overly restrict the players, but is designed to encourage you to eventually replace low-value buildings (Like Tents) with higher-value buildings (Like Hovels) to utilize your building limits more effectively.
  • Walls and roads will not be counted against this system, and you'll still be free to place as many as you'd like.

Miscellaneous Changes
  • The Golem AI will be redesigned, making Golems less CPU intensive and hopefully a bit more intelligent. This should help fix a lag issue many players are having late-game with village designs that are mostly golem-dependent for their defenses.
  • A new tile loading system will be added, reducing memory usage and load times.
  • New shadow rendering system, that will allow for some more realistic shadows on certain terrain and objects.
  • More walls types will be added that can be used to create wall "groups", to accompany the new wall priority system added in InDev 22d. For example; red wood walls, blue wood walls, and yellow wood walls, that each have the same stats as a standard wood wall, but get their own grouping in the priority list.
  • As always, more bug fixes and small optimizations!
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