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

InDev 12 Unstable 2 has been released, this build introduces the new Profile System, and a few bug fixes. If all goes well, Unstable 3 will start showing signs of a save system!

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

InDev 12 Unstable 2 Change Log
- New Profile System, now multiple users can use the same computer and have their own settings configurations, save files, statistics and unlocks.
- Fixed bug that wouldnt allow burshes to cycle in the map editor with the hot key.
- Fixed transition module, it now fades out correctly in high-usage situations (Like Save and Exit in the map editor).
- Fixed a bug that was causing some of the settings buttons to be activated, even if the settings menu was not being displayed.
- Time of day is no longer saved in the map editor, and carried over to the play mode.
- Map editor now starts in Midday instead of Dawn.

InDev 12 Unstable 1 Change Log
- New Map, "Hunted"
- New Map, "Tiny Test Map"
- Settings Menu added, allowing you to adjust volume, change the interface scaling, toggle full screen, toggle v-sync and bind keys.
- Along with the new key bindings, many new hot keys have been added, including brush size adjustments, brush shape cycling and tab controls.
- Days cycle twice as fast. (5,000 ticks instead of 10,000 per full day cycle)
- Tweaked memory settings for windows machines.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 12 Unstable 2 has been released, this build introduces the new Profile System, and a few bug fixes. If all goes well, Unstable 3 will start showing signs of a save system!

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

InDev 12 Unstable 2 Change Log
- New Profile System, now multiple users can use the same computer and have their own settings configurations, save files, statistics and unlocks.
- Fixed bug that wouldnt allow burshes to cycle in the map editor with the hot key.
- Fixed transition module, it now fades out correctly in high-usage situations (Like Save and Exit in the map editor).
- Fixed a bug that was causing some of the settings buttons to be activated, even if the settings menu was not being displayed.
- Time of day is no longer saved in the map editor, and carried over to the play mode.
- Map editor now starts in Midday instead of Dawn.

InDev 12 Unstable 1 Change Log
- New Map, "Hunted"
- New Map, "Tiny Test Map"
- Settings Menu added, allowing you to adjust volume, change the interface scaling, toggle full screen, toggle v-sync and bind keys.
- Along with the new key bindings, many new hot keys have been added, including brush size adjustments, brush shape cycling and tab controls.
- Days cycle twice as fast. (5,000 ticks instead of 10,000 per full day cycle)
- Tweaked memory settings for windows machines.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 12 Unstable 1 has been released, although this is technically classified as unstable release, this build is actually very stable since the only addition programming wise was the settings menu and that has very little impact on the game mechanics.

This build also features two new maps! One of the maps is simply a test map, but the other is a fun fan-service to Starcraft fans everywhere, and I think you'll all enjoy it. Even if you're not fans, it's still a great new map. :)

Presenting "Hunted", a fun full sized map based on Blizzard's popular Starcraft map, Big Game Hunter.



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

InDev 12 Unstable 1 Change Log
- New Map, "Hunted"
- New Map, "Tiny Test Map"
- Settings Menu added, allowing you to adjust volume, change the interface scaling, toggle full screen, toggle v-sync and bind keys.
- Along with the new key bindings, many new hot keys have been added, including brush size adjustments, brush shape cycling and tab controls.
- Days cycle twice as fast. (5,000 ticks instead of 10,000 per full day cycle)
- Tweaked memory settings for windows machines.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 12 Unstable 1 has been released, although this is technically classified as unstable release, this build is actually very stable since the only addition programming wise was the settings menu and that has very little impact on the game mechanics.

This build also features two new maps! One of the maps is simply a test map, but the other is a fun fan-service to Starcraft fans everywhere, and I think you'll all enjoy it. Even if you're not fans, it's still a great new map. :)

Presenting "Hunted", a fun full sized map based on Blizzard's popular Starcraft map, Big Game Hunter.



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

InDev 12 Unstable 1 Change Log
- New Map, "Hunted"
- New Map, "Tiny Test Map"
- Settings Menu added, allowing you to adjust volume, change the interface scaling, toggle full screen, toggle v-sync and bind keys.
- Along with the new key bindings, many new hot keys have been added, including brush size adjustments, brush shape cycling and tab controls.
- Days cycle twice as fast. (5,000 ticks instead of 10,000 per full day cycle)
- Tweaked memory settings for windows machines.
Rise to Ruins - Rayvolution
Hey everyone! Now that InDev 11 is finally completed I'll be starting work on InDev 12. InDev 11 mostly focused on adding the new monster mechanics to the game, and now that the foundation for the new system is finally in I'll be changing gears a bit to add a feature I know everyone is dying for; a save system!

As with all updates more will be added than what is actually on the road map, but the road map will let you know what the overall major goal of the update is, and how that functionality should work.

InDev 12 Road Map
Save System
- The goal for the release of InDev 12 is to get the save functionality added, this is priority one. The new save system as currently planned will allow you to have one save per profile per map. You will have one save per map that is automatically saved for you every few minutes. You can not reload an old save if you make a mistake. No backsies! If you've played games like Don't Starve, or nearly any roguelike, that's basically the plan. :)
Profile System
- As part of the save system, the profile system will allow multiple players on the same computer to have their own set of saves, stats, progression and unlocks. It'll be a pretty standard system that you're all probably used to seeing. When you launch Retro-Pixel Castles the first thing that will pop up when loading the game will be the profile select page, where you'd select a profile to play on, or start a new one.
Settings Menu
- The long-awaited settings menu will be added, allowing you to lock GUI scaling, adjust volume settings, key settings, etc.
Rise to Ruins - Rayvolution
Hey everyone! Now that InDev 11 is finally completed I'll be starting work on InDev 12. InDev 11 mostly focused on adding the new monster mechanics to the game, and now that the foundation for the new system is finally in I'll be changing gears a bit to add a feature I know everyone is dying for; a save system!

As with all updates more will be added than what is actually on the road map, but the road map will let you know what the overall major goal of the update is, and how that functionality should work.

InDev 12 Road Map
Save System
- The goal for the release of InDev 12 is to get the save functionality added, this is priority one. The new save system as currently planned will allow you to have one save per profile per map. You will have one save per map that is automatically saved for you every few minutes. You can not reload an old save if you make a mistake. No backsies! If you've played games like Don't Starve, or nearly any roguelike, that's basically the plan. :)
Profile System
- As part of the save system, the profile system will allow multiple players on the same computer to have their own set of saves, stats, progression and unlocks. It'll be a pretty standard system that you're all probably used to seeing. When you launch Retro-Pixel Castles the first thing that will pop up when loading the game will be the profile select page, where you'd select a profile to play on, or start a new one.
Settings Menu
- The long-awaited settings menu will be added, allowing you to lock GUI scaling, adjust volume settings, key settings, etc.
Rise to Ruins - Rayvolution
After just over one month of development, I'm proud to announce that InDev 11 has been released. It features all kinds of new systems including monsters, new buildings, particles and a completely rewritten AI system.

This is a huge update, that completely changes the way you'll play the game. I look forward to your feedback! If you find any bugs, please be sure to report them over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 11 Change Log
- Completely new modular AI system for villagers and all the future mobs.
- New monster, Slime - Can split in to two or even three slimes when killed.
- New monster, Zombie - Little slower than villagers, but has a much higher health regeneration rate.
- Villager's health regenerates faster.
- Monsters can now spawn on the edges of the map, where the void is. More void means higher spawn rates.
- Changed stats on level up to generally give you more stat points, and higher hit points.
- Dead mobs no longer show up on the mini map.
- Monsters can now have "pack animal" behavior, grouping up into small packs that will sometimes attack you all at once.
- Fixed numerous path finding glitches causing mobs to overlap buildings and other blocked tiles.
- Fixed a crash when attempting to path find to a recently completely blocked off area of the map.
- Added tons of new animations for all mobs where applicable, including; Get hit, attack, sleep, death, flee, hold and face(stand/idle).
- Fight of Flight, and other combat AI added, mobs now decide based on their stats, and how many friends or foes are around them if they should fight or run away.
- Added health bars, and removed many of the floating status icons.
- Increased the building and harvesting speed across the board.
- New "Essence Collector" building that collects essence and uses it to charge other buildings that use energy.
- "Essence" is dropped when a mob dies.
- Added the Fire Bolt tower, your first ever line of defense against monsters!
- Reduced Food Storage building's stores to 50.
- Fixed a crash that would cause villagers to crash the game if they try to eat food in a house that was recently dismantled.
- Fixed a bug that would allow the player to place multiple village centers when he exited and restarted a game.
- New time of day system, now there are 6 times of day that are transitioned though; Midnight, Dawn, Morning, Midday, Evening and Dusk.
- Rewrote and spruced up the disclaimer page.
- Improved the map "Survival Island".
- "Emergency" icon when a mob is startled.
- Added a few new sound effects. New wood chopping and mining sounds, also some building sounds.
- New particle system, with blood, water, fire, smoke and more.
- New GUI auto scaling, now displays will have their interface automatically adjust between 1x and 4x scaling instead of the default 2x. This should make the game playable from resolutions of 800x600 all the way up to 4096 x 2160 without any tweaking.
- In addition to the GUI auto scaling, a world scaling doubler has been added, if you're on an UltraHD display, the entire world scaling will lock into using between 3x -> 10x scaling instead of the default 1x -> 8x, making the game feel a lot less "microscopic" on high resolution displays.
- Fixed a crash that was caused by particles or floating icons when exiting a game.
Rise to Ruins - Rayvolution
After just over one month of development, I'm proud to announce that InDev 11 has been released. It features all kinds of new systems including monsters, new buildings, particles and a completely rewritten AI system.

This is a huge update, that completely changes the way you'll play the game. I look forward to your feedback! If you find any bugs, please be sure to report them over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 11 Change Log
- Completely new modular AI system for villagers and all the future mobs.
- New monster, Slime - Can split in to two or even three slimes when killed.
- New monster, Zombie - Little slower than villagers, but has a much higher health regeneration rate.
- Villager's health regenerates faster.
- Monsters can now spawn on the edges of the map, where the void is. More void means higher spawn rates.
- Changed stats on level up to generally give you more stat points, and higher hit points.
- Dead mobs no longer show up on the mini map.
- Monsters can now have "pack animal" behavior, grouping up into small packs that will sometimes attack you all at once.
- Fixed numerous path finding glitches causing mobs to overlap buildings and other blocked tiles.
- Fixed a crash when attempting to path find to a recently completely blocked off area of the map.
- Added tons of new animations for all mobs where applicable, including; Get hit, attack, sleep, death, flee, hold and face(stand/idle).
- Fight of Flight, and other combat AI added, mobs now decide based on their stats, and how many friends or foes are around them if they should fight or run away.
- Added health bars, and removed many of the floating status icons.
- Increased the building and harvesting speed across the board.
- New "Essence Collector" building that collects essence and uses it to charge other buildings that use energy.
- "Essence" is dropped when a mob dies.
- Added the Fire Bolt tower, your first ever line of defense against monsters!
- Reduced Food Storage building's stores to 50.
- Fixed a crash that would cause villagers to crash the game if they try to eat food in a house that was recently dismantled.
- Fixed a bug that would allow the player to place multiple village centers when he exited and restarted a game.
- New time of day system, now there are 6 times of day that are transitioned though; Midnight, Dawn, Morning, Midday, Evening and Dusk.
- Rewrote and spruced up the disclaimer page.
- Improved the map "Survival Island".
- "Emergency" icon when a mob is startled.
- Added a few new sound effects. New wood chopping and mining sounds, also some building sounds.
- New particle system, with blood, water, fire, smoke and more.
- New GUI auto scaling, now displays will have their interface automatically adjust between 1x and 4x scaling instead of the default 2x. This should make the game playable from resolutions of 800x600 all the way up to 4096 x 2160 without any tweaking.
- In addition to the GUI auto scaling, a world scaling doubler has been added, if you're on an UltraHD display, the entire world scaling will lock into using between 3x -> 10x scaling instead of the default 1x -> 8x, making the game feel a lot less "microscopic" on high resolution displays.
- Fixed a crash that was caused by particles or floating icons when exiting a game.
Rise to Ruins - Rayvolution
Hey everyone! I'm going to be updating the store front for the release of InDev 11, and I need your help!

Rather than doing what most developers do and making my own screenshots, I thought I'd have some fun and get the community involved! To enter the mini-event you must post screenshots from InDev 11 Unstable 6 or later. The best screenshots will be stolen pulled from the community hub and used on the game's store front with your names printed on them.

An ideal screenshot should be somewhere around 1920x1080 resolution, it can be higher or lower. 1920x1080 is just the best fit. Mainly I'm looking for a variety of very active high quality shots showing off some of the major features of the game like the particles, monsters, building, combat, map editor, etc.

To enter, simply take screenshots in game by hitting F12 then, upload them to the Steam Community Hub with "InDev 11 Screenshot Event" somewhere in the description. If you do not want me to use your Steam account name, please put an alternative name you'd like used in the description somewhere.

For information on how to use Steam's screenshot system, and how to upload it to the community hub, visit this link:
http://steamcommunity.com/sharedfiles/filedetails/?id=181142704

I look forward to seeing your beautiful screenshots! :)
Rise to Ruins - Rayvolution
Hey everyone! I'm going to be updating the store front for the release of InDev 11, and I need your help!

Rather than doing what most developers do and making my own screenshots, I thought I'd have some fun and get the community involved! To enter the mini-event you must post screenshots from InDev 11 Unstable 6 or later. The best screenshots will be stolen pulled from the community hub and used on the game's store front with your names printed on them.

An ideal screenshot should be somewhere around 1920x1080 resolution, it can be higher or lower. 1920x1080 is just the best fit. Mainly I'm looking for a variety of very active high quality shots showing off some of the major features of the game like the particles, monsters, building, combat, map editor, etc.

To enter, simply take screenshots in game by hitting F12 then, upload them to the Steam Community Hub with "InDev 11 Screenshot Event" somewhere in the description. If you do not want me to use your Steam account name, please put an alternative name you'd like used in the description somewhere.

For information on how to use Steam's screenshot system, and how to upload it to the community hub, visit this link:
http://steamcommunity.com/sharedfiles/filedetails/?id=181142704

I look forward to seeing your beautiful screenshots! :)
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