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

The big Unstable 2 patch has finally arrived! This patch introduces a large majority of the new hunting mechanics, and a ton of miscellaneous changes I hope you guys will love. Check out the change log for the juicy details!

NOTE: This patch makes extensive chances to your save data, I highly recommend backing up your profile before playing. When you launch the game, a warning panel will pop up, when it does, click "Open Install Folder" and then make a backup copy of the /profiles/ folder!

InDev 34 Unstable 2 Change Log

Rangers and Hunting System
  • Renamed the barracks to ranger station.
  • Renamed guards to rangers.
  • Two new buildings added, the animal pen and the clucker coop. Both buildings house animals that the hunters capture and return to the village. When full, excess animals are then taken by the cooks and slaughtered for meat in the kitchen.
  • Rangers will now hunt for animals during midday, capturing them and taking them to animal pens or clucker coops.
  • Rangers no longer patrol the perimeter of the village during the day time.
  • Rangers no longer can post at outposts or barracks.
  • Rangers now patrol the village during a blood moon, rather than the front lines.
  • Rangers outside the village are no longer called when a village is in danger.
  • Moved rangers lodge and outpost to the food and water category.

Animals and Cooking
  • Four new animals have been added to the game, the clucker, entler, beefalo and rous. All four can be hunted by the rangers.
  • Tons of new resources have been added, including raw meat, cooked meat, eggs, boiled eggs, raw hide, and feathers. Feathers currently serve no purpose, but will in unstable 3.
  • Most non-monster mobs now drop meat and byproducts like raw hide upon death, including villagers and doggos.
  • Doggos now only spawn on the edges of the map.
  • Animals also spawn on the edges of the map.
  • Wild animals try to seek out safe locations with food and water to congregate.
  • Rebalanced all food.
  • Doggos and other animals now require less food and water to sustain themselves.
  • Doggos and other animals can no longer die of overheating or freezing.

Balance Changes
  • Elders can no longer turn into zombies when blighted.
  • Rebalanced zombies very slightly.
  • Removed intelligence from the game.
  • Removed happiness from the game.
  • Completely overhauled entire resource storage system, now buildings can store fixed amounts of each resource type rather than a total of any resource types they can store.
  • Completely rebalanced storage limits of nearly all buildings.
  • It is now easier to push back the corruption.
  • Maintaining infinite refined resources will now manufacture them regardless if storage space exists.

Miscellaneous Changes
  • Raw food renamed to raw vegetables.
  • Slightly optimized mob rendering code.
  • Perimeter generation code completely removed from the game.
  • Changed Doofy Wild Doggo to Wild Doofy Doggo.
  • Armorsmiths can now make leather armor.
  • Wooden shield renamed to leather shield, and can also now be made by armorsmiths.
  • The toolsmith can now make wooden swords.
  • Villagers no longer enter a home when they claim it for the first time.
  • Console banners are now smaller, 6 can be displayed at once, and they decay faster when there's a backlog.
  • Tweaked the storage priority of many buildings.
  • Resources can no longer be paused or banished from a building.

Bug Fixes
  • Fixed a bug that could cause object data to not load correctly on custom user maps.
  • Fixed a minor bug in damage calculations RNG that could throw an error if the mob's stats were too low.
  • Fixed a very minor layer color issue with the doggo sprite animations.
  • Barracks can now store ballista bolts when at max upgrade.
  • Outpost can no longer store ballista bolts until its at max upgrade.
  • Placing walls for construction no longer automatically deletes the topography under it.
  • Fixed a crash when nomads tries to visit a village and the camp/castle was destroyed.
  • Sleeping AI branches now obeys the booleans that dictates if they can sleep inside or outside.
  • Fixed a bug where sleep and incapacitated animations would not reset properly.
  • Fixed an issue with refine AI if no storage exists anywhere for the refined material (even if the building would make space once a resource is refined) production would halt.
  • Fixed a crash related to the clear out resources AI by deleting the clear out resources AI.
Rise to Ruins - Rayvolution
Greeting everyone! Every once and a while I have to revise my road map plans. This is one of those times! After some extensive thoughts on the future of Rise to Ruins I've decided to rearrange the development scheduled a bit, and drop fishing from the next update, replacing it with some heavy rebalancing, trash system changes and AI adjustments to prepare for Rise to Ruins' launch in October!

Don't worry though, fishing is still planned. It'll likely happen after Rise to Ruins releases in the many free content patches you guys will get post launch.

Rise to Ruins development will not end when the game leaves Early Access in October.
So be sure to keep posting your suggestions and opinions! I will be supporting the game and continuing on with additional 100% free content patches well after Rise to Ruins has left Early Access. :rtrheart:

You guys have been amazing over the years, and I thank you for all your support on discord and twitter! This has been an amazing experience, and I have you guys to thank for it!

I encourage you to post your nitpicky tweaks/gripes/suggestions below! Now that the game is moving into its home stretch to launch, all future patches will have a heavy focus on fixing/polishing "the little things" as I go. So now is the time to complain about all those "little things" that bug you, no matter how small! :)

InDev 34 Revised Road Map

Hunting
  • Guards will be completely redesigned into a new Ranger job This new job class will combine the functions of the new rangers and the function of guards into a single job. During the day time, they will hunt animals out in the wilderness, and during night they will defend the village.
  • The current outposts and barracks will be re-purposed and the barracks renamed to a ranger's station. Functionally they will remain fairly similar. This is a rename/reskin of the building to make it suitably themed with the new hunter job.
  • 4 new animals will be added to the game, to be hunted. The Beefalo, The Entler, the Rous and The Clucker. They will spawn on uncorrupted land in and outside the village.
  • To complement the new hunting systems, new complex foods will be added. The kitchen will be able to combine multiple combinations of foods into more complex and nutrient rich dishes.
  • A new farm type will be added to house captured animals, to be slaughtered, bred or farmed as needed.
  • The kitchen will now be able to slaughter animals for meats and byproducts like raw leather and feathers.
  • The toolsmiths and armorsmiths will now be able to make wooden and leather tools, weapons and equipment.

Corruption Changes
  • Due to rioting with pitchforks popular demand, the corruption mechanics will be altered, allowing you to completely annihilate the corruption in a region if you're skilled enough. (But it won't be easy!)
  • Monster spawn rate will be slightly re-balanced, opting to spawn higher level monsters rather than higher amounts of monsters. Although spawn counts will still increase, just at a lower rate.
  • A nightly spawn cap will be reintroduced (Similar to InDev 32's mechanics), but instead, when the nightly spawn cap is reached the game will start to greatly increase monster levels.

Trash System and Resource Changes
  • Resources will now take twice as long (and some, 3 times as long) to decay into trash.
  • Less trash is generated overall.
  • A new harvest/refine to storage limits setting will be added to the production panel, allowing your workers to only generate more resources when there is a place to store them in the village.
  • The entire resource storage system will be redesigned to store specific amounts of specific resources rather than totals of all resources. For example, the lumber mill will no longer store 36 wood or boards in total, rather it can store 12 boards and 24 wood.
  • Due to the above changes, many buildings will get their storage heavily buffed or nerfed accordingly.

Miscellaneous Changes
  • The object/building data will be completely overhauled, reducing overall memory usage, and decreasing save and load times.
  • All building perks will now be retroactive.
  • Tons of miscellaneous AI and balance improvements.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

The first unstable patch for InDev 34 has arrived! This patch introduces a ton of improvements to the save system, lower memory usage, and faster save/load times. In addition it also brings in a ton of balance changes to trash and the corruption mechanics as well as some other nice tidbits. Check out the change log!

NOTE: This patch makes extensive chances to your save data, I highly recommend backing up your profile before playing. When you launch the game, a warning panel will pop up, when it does, click "Open Install Folder" and then make a backup copy of the /profiles/ folder!

InDev 34 Unstable 1 Change Log

Save System Optimizations
  • The entire save system for object/building data has been completely rewritten, significantly reducing memory usage and save data size.
  • Numerous changes and improvements to tons of modules have been done to drastically decrease save file size, save time, load time, and memory usage. (Note: The first time you load an old save it may take some additional time as it converts the data to the new format. I also strongly recommend loading and then saving and exiting at least once on every region just to decrease overall load time and memory usage on the world map.)

Balance Changes
  • Less monsters now spawn overall, but their levels increase more rapidly.
  • Monster level increases extremely fast when the corruption is highly threatened. (Warning: If you pinned the corruption in your save, the difficulty may be unexpectedly much higher suddenly.)
  • The corruption can now be completely destroyed, but it's extremely hard and time consuming.
  • Doubled resource decay times for most resources, and tripled others.
  • It now takes less trashy trash to make a trashy cube.
  • Reduced farm range to 24.
  • A fourth dark purple work selection color has been added to signal when a work selection has been threatened.
  • When pushing back the corruption, it becomes more resistant and slower to push back the more pinned it is.

Miscellaneous Changes
  • Building perks are now retroactive.
  • Wolfmere is no longer connected to Deepnesse
  • Added a new "Make/Maintain until storage is full" option for all resources.
  • Harvesting tasks are now set to maintain to storage limits by default, rather than infinite. Although the infinite option still exists if you want to use it.
  • Made loot boxes more encouraged to teleport closer to the village.
  • Added a "backup your saves" warning to old profiles loading InDev 34 for the first time.

Bug Fixes
  • Send villagers goal now counts correctly.
  • Year calculations fixed (Yes, again)
  • Fixed a string key call in the trash AI task list.
  • Fixed a bug where a monsters "breakaway chance" would fire too rapidly in the day time, possibly causing some lag at dawn.
Rise to Ruins - Rayvolution
Just slightly over 5 years ago (May 3rd, 2014), I decided to make a simple pathfinding tech demo, to prove you can design a large scale pathfinding system for thousands of creatures all at once on a large, complex map. Well, that tech demo sparked an idea, an idea that turned into what you're currently playing; Rise to Ruins.

Now, after 5 years of solo development, the final InDev release is underway! (Actually, it has been underway for about 2 weeks, but hey!) Your support has been amazing over these 5 years, and I'm proud to announce InDev 34 will be the last content update before Rise to Ruins leaves Early Access In October!

This primary focus of this update is (you guessed it!) to add new hunting and fishing to the game. Part of that will also mean reworking guards and adding more complex food options. There will also be a ton of tweaks and improvements done to the new save system, corruption mechanics, as well as the usual general optimizations and improvements.

Rise to Ruins development will not end when the game leaves Early Access in October.
So be sure to keep posting your suggestions and opinions! I will be supporting the game and continuing on with additional 100% free content patches well after Rise to Ruins has left Early Access. :rtrheart:

You guys have been amazing over the years, and I thank you for all your support on discord, twitter and writing reviews on Steam! This has been an amazing experience, and I have you guys to thank for it!

I encourage you to post your nitpicky tweaks/gripes/suggestions below! Now that the game is moving into its home stretch to launch, all future patches will have a heavy focus on fixing/polishing "the little things" as I go. So now is the time to complain about all those "little things" that bug you, no matter how small! :)

InDev 34 Road Map

Hunting and Fishing
  • Guards will be completely redesigned into a new hunter job (Name pending, suggest one below!) This new job class will combine the functions of the new hunters and the function of guards into a single job. During the day time, they will hunt animals out in the wilderness, and during night they will defend the village.
  • The current outposts and barracks will be re-purposed into hunters guilds/lodges (Again, name pending! Suggest something!). Functionally they will remain fairly similar. This is a rename/reskin of the building to make it suitably themed with the new hunter job.
  • New animals will be added to the game, to be hunted. They will spawn on uncorrupted land in and outside the village.
  • A new fishing hut will be added, allowing you to fish in nearby waters.
  • Dev time permitting, the new fishing hut will be able to be built on the water.
  • To complement the new fishing and hunting systems, new complex foods will be added. The kitchen will be able to combine multiple combinations of foods into more complex and nutrient rich dishes.
  • A new farm type will be added to house captured animals, to be slaughtered, bred or farmed as needed.

Corruption Changes
  • Due to rioting with pitchforks popular demand, the corruption mechanics will be altered, allowing you to completely annihilate the corruption in a region if you're skilled enough. (But it won't be easy!)
  • Monster spawn rate will be slightly re-balanced, opting to spawn higher level monsters rather than higher amounts of monsters. Although spawn counts will still increase, just at a lower rate.
  • A nightly spawn cap will be reintroduced (Similar to InDev 32's mechanics), but instead, when the nightly spawn cap is reached the game will start to greatly increase monster levels.

Miscellaneous Changes
  • The object/building data will be completely overhauled, reducing overall memory usage, and decreasing save and load times.
  • All building perks will now be retroactive.
  • Dev time permitting, workshop support will be added for custom maps.
  • Dev time permitting, bridges will be added to the game.
Rise to Ruins - Rayvolution
The last planned content patch of InDev 33 is here, introducing 9 brand new maps in a brand new biome, and created by a member of the community no less! The Red Sands biome, by Shade (Give him a follow on Twitter as a thank you!)

In addition to the new biome, I've also fixed a ton of bugs and improved the AI. So be sure to check out the change log!

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord!

InDev 33e Change Log

Miscellaneous Changes
  • 9 new maps have been added to the world map, creating a brand new "Red Sands" biome to explore!
  • Increased the threat range of hostile towers and mobs.
  • Added several community contributors to the credits page.
  • Monsters can no longer spawn from incomplete buildings.
  • "Clear Resources from Road" AI added that will prevent incorrect resources from sitting on a road and stopping your way makers from upgrading it.
  • New builder AI improvements that should help avoid the "Waiting for one last hit of work" taking forever because the worker tasked with the job is on the other side of the village.
  • All other panels on the world map now close when the player attempts to open a chest or complete a goal.
  • The total available storage resource counts on the resource bar and panel no longer count buildings with paused or banned resources.

Bug Fixes
  • Fixed a crash if you tried to place a building or draw terrain with a very tall shadow on the most-eastern or southern edge of the map.
  • "Ready to migrate" no longer pops up on already established villages with migrants en route.
  • Fixed a rare bug if a mob was killed while another mob was attacking it, and you saved and exited the game before the other mob's AI reset, it could cause a crash on reload.
  • Fixed total years being offset by 1 day.
  • Workers no longer repair abandoned buildings.
  • Fixed a bug where water harvesting will not respect if a building's storage if paused or disabled when deciding to harvest more water, possibly causing an over harvesting problem.
  • Fixed an issue where the game would crash with no sound device active.
  • Fixed an issue where sometimes some goals that has map specific requirements on maps you didn't yet occupy would cause the game to crash.
Rise to Ruins - Rayvolution
This is a fairly small bug fix patch, correcting a few issues that creeped up in InDev 33. If you're looking for the previous "Passive Tips" update, check out InDev 33c's change log.

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord!

InDev 33d Change Log

Miscellaneous Changes
  • Clearing terrain, roads, digging and all harvest AI now obey the new threat map introduced in InDev 33c, and should drastically cut down on villager's suicidal behavior when new work becomes available after pushing back the corruption.
  • Increased the rate trash decays in the corruption.
  • Decreased the rate corruption destroys natural resources like trees and food.

Bug Fixes
  • Fixed a crash if you assigned road work to upgrade to a path, and before the road was actually upgraded to a path one was generated naturally on the same tile, causing a loop in the road AI and eventually crashing the game when the AI tried to interact with that tile.
  • Guards posting at a building being upgraded no longer has a very small chance of crashing the game.
  • Implemented a possible fix for the rare bug that could sometimes cause resources to be generated in a building that was just destroyed, causing the game to crash next reload.
  • Fixed a rare bug that would corrupt a save file if you saved and exited while you were carrying a resource your hand.
  • Fixed a bug that could cause organizers to accidentally place the wrong resources in the wrong buildings, mainly keys. Credit to Veldrin on Discord.
Rise to Ruins - Rayvolution
InDev 33c has arrived, introducing a new passive tip system that should help newbies out a bunch. Now you guys get the same information, but more on your terms, rather than the prior "interrupt your game and slap you in the face with a wall-o-text" method. Now, tips will pop up when conditions are met, and float around the area that triggered them, so you can click on them when you're ready.

This patch also introduces a mess of bug fixes, balance changes to trash, and the first half of a new "threat awareness" system that will greatly cut down on workers doing things in unsafe areas of the map.

As per usual, check out the change log! :)

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord!

InDev 33c Change Log

Passive Tip System
  • Most tips now pop up and hover around what triggered them, waiting for the player to click on them.
  • New tip sound has been added.
  • New tips have been added related to over harvesting, resource decay and walls being attacked.

Trash Re-balance
  • All trash is worth 50% less "trash points", meaning it will be burned/destroyed faster.
  • Trashy cubes are still worth the same trash points, but with trashy trash worth half as much, that means it takes 2x more trashy trash to make a single cube. Buffing cubes indirectly because now you can condense more trash into one cube.
  • Burners are roughly 20% faster, but since trash is also worth 50% less trash will also be destroyed 60% faster (50% less points, 20% faster rate). eg; it consumes "trash points" 20% faster, and trash is worth 50% less points.
  • Trashy Loot Boxes spawn rates reduced 66%.

Miscellaneous Changes
  • The custom resource bar can now list up to 32 items.
  • Greatly reduced the memory footprint of the new save system.
  • Migration Way Station can no longer store trash.
  • New threat map system implemented, that will help prevent workers from getting near towers and monsters to collect resources or build and repair roads. In a future patch, it will be utilized for many other work tasks as well.

Bug Fixes
  • Fixed a bug that was preventing water bottle refining from progressing in the goals system.
  • Fixed a bug that was causing some fight or flight mechanics to miscalculate.
  • Fixed a bug that could cause paths to not generate on commonly walked tiles.
  • Fixed processing trash goal.
  • The game will no longer crash if you try to move the world map with WASD controls or edge scrolling when a game mode has not yet been selected.
  • Game no longer crashes when a monster tries to spawn and no corruption exists.
  • Implemented a possible fix for a very rare crash if the dedicated threads are in the middle of work when the player exits the region.
  • Fixed a bug where the game would crash if couriers or migrants tried to leave a map and couldn't find an exit.
  • Fixed an issue where empty profile folders from previously deleted cloud save data would be listed as "Corrupted".
Rise to Ruins - Rayvolution
Greetings fellow and future deities!

Rise to Ruins is on sale for the next 48 hours at its lowest historic price on Steam, only $3.40 (or, 66% off)! This will be the lowest price point you will see Rise to Ruins on Steam for a very long time, so if you're interested in buying, now is the time!

This is part of the ultimate plan to launch the game out of Early Access later this year. After tons, and tons of community feedback between the discord, twitter, and the official forums I have settled down a game plan for Rise to Ruins' road to release.

Phase one starts with this blowout sale, giving everyone "one last hurrah" to get the game at a great price and we blast our way through to leaving Early Access. After the sale is over, the game's price will increase to $14.99 for the remainder of Early Access.

Phase two starts with the next two major content patches. InDev 34, the "Bio and Hygiene" update and InDev 35/Release 1, the "Fishing and Hunting" update.

Phase three, one month prior to leaving Early Access, the game will hit its final price point collectively agreed on within the community; $19.99, and then have a launch discount of 30% when the game finally leaves Early Access.

After release, development will not stop. As I've said in the past, these sort of games are never truly finished, there's always more to add! You will continue to get completely free content patches as long as the community is still active. Reaffirming my policy there will be no paid DLC. You will all have all the content the game will ever contain, for the single one-time asking price. It's the way I've always done things with Rise to Ruins, and that will not change. So hopefully, for the years to come Rise to Ruins will continue to expand and grow, and at absolutely no additional costs to you, you'll continue to get more and more content.

I thank you all for your great reviews, feedback, suggestions, and everything else you've provided over the years during Early Access. I am looking forward to launching the game this year, and I hope you'll all stick around during and after the launch for years to come. It's because of your support that I am privileged to do my dream job, and I will continue to do my best not to let you down on the road ahead. :rtrheart:
Rise to Ruins - Rayvolution
Introducing InDev 33, a landmark patch on the road to release later this year! This patch introduces sweeping balance changes to corruption, an entire new trash system, tons of UI improvements and one of the most important additions to prepare for release; a new robust save system that from here on out, will no longer invalidate save data!

While this patch has a ton of new content and balance changes, the real highlight here is the new save system. From here on forward to the best of my abilities, saves should no longer break between patches. So you can press on, enjoying the game with no fear of the next patch around the corner wiping your progress.

Because the changes in this patch are so extensive, I urge everyone to read the change log in its entirety. Many of the changes, like the corruption and trash system, will fundamentally change how you play the game.

Because this patch invalidates your save data, a "Previous Stable" branch on steam has been added. If you'd like to continue playing InDev 32e and finish out your existing game before moving on, opt into that branch!

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord!

InDev 33 Change Log

New Save System
  • The entire save system has been converted to a more backwards compatible format, that should help saves stay valid for much longer than before.
  • The save is much better multi-threaded out, dropping save time on the main thread down to less than 30ms even in end game saves for most machines.
  • Many random save corruption bugs have been eliminated, due to newer more robust save validity checks.

Corruption and Spawning Rewrite
  • Corruption and spawning power is now based on the current day and how much space in the region the corruption desires and cannot have because you've blocked it, rather than the old system where spawn rates were determined by the overall size of the corruption. This means that if you allow the corruption to cover half the map, the spawn rates will be lower than if you box them in a corner.
  • Corruption's desired amount of land is based on the current day and total amount of buildings the corruption has built.
  • Corruption resistance stats no longer exist, rather, the corruption now always avoids being near your village no matter the resistance level. It will just never enter your village, and it will very quickly recede if you try to expand into it.
  • Reduced rate corruption tiles eat away at resources.
  • Completely removed all global/world corruption mechanics from the game.
  • A new corruption threat bar has been added above the influence bar. This bar determines the additional spawn rate increase from the baseline for the current day. The bar will increase as the corruption becomes "boxed in" and desires more land than you will allow it to have. The higher the bar, the harder the game will be.
  • Corruption tiles that get pushed back may spawn monsters, regardless of time of day.
  • The entire spawn rate curve has been smoothed out, and there should no longer be any significant "surprise difficulty increases", unless you purposely try to box in the corruption and make the corruption threat level skyrocket.

Trash System
  • When a resource is destroyed, created or manufactured, there will be a small chance trash will be left behind. This can happen in many ways, including harvesting, building, refining, dismantling, etc.
  • There are many types of trash, like "Woody Trash" and "Rocky Trash". These various trash types have some value, and can be processed at the new processor for a chance to gain some free materials.
  • New Worker: "Trasher", their job will be to clean up the trash found on the ground and take it to landfills, burners and processors.
  • Trash can only be stored in small, cheap to build trash bins, a landfill, in the processor, or a burner.
  • New Monster: "Trashy Slimes". Trash on the ground can spawn these slimes if you don't keep up with it.
  • New Building: Trash Bin. A small building that stores a small amount of trash, but when stored it can no longer spawn trashy slimes. All workers will be allowed to take trash to this building.
  • New Building: Landfill. A large building for storing larger amounts of trash. But only trashers can bring trash to this building.
  • New Building: Processor. Can store a small amount of trash, and when the trashers are not busying cleaning up trash, they can process certain trash types at this building, destroying it entirely, or sometimes getting free resources or "trashy trash" (worthless trash) back.
  • New Building: Burner. Similar to a processor, but it will automatically (and very, very slowly) destroy trash and once fully charged, generate essence. It can not store very much trash and will never return free materials.
  • Cube-E Golems have been added to the game, and are built at the new Cube-E Golem Combobulator.
  • Cube-E Golems are completely automated, and will process Trashy Trash anywhere in the village into more compact Trashy Cubes, that can be used in some limited construction options (listed below), or burned in a burner.
  • New Building: Cube-E Golem Combobulator. Just like other combobulators, stores up energy and spawns a golem, but consumes iron rather than wood, rock or crystal.
  • New Wall: Trashy Cube Wall. Similar to stone walls, except made of trashy cubes processed by the Cube-E Golems. These walls are only built by Cube-E Golems, and not by your regular builders.
  • New Building: Trashy Cube Pile. This new building serve no functional purpose, but cost an excessive amount of Trashy Cubes to build. This building can be constructed to purposely consume large amounts of Trashy Cubes. Like Trashy Cube Walls, they can only be built by Cube-E Golems.
  • Rebalanced decay rates of all resources. Resources like rocks now last longer, where as resources like raw food last shorter.
  • When a resource decays, it now becomes trash rather than gets removed from the game.
  • New trash processing goal added.

New Road UI
  • The entire old road UI has been removed, and a new one has been put in place under the new "Roads" tab on the right hand GUI.
  • You can now select what road you'd like to upgrade a tile to rather than only being able to select the next possible road for that tile.
  • You can now hold the accent key (X by default) to select all roads of the same type that are connected together, and upgrade them all at once in one click.

Revamped Resource Bar and New Resource List Panel
  • The resource bar has been completely redesigned, and can now be customized.
  • A new resource list panel has been added, inside the panel you can see the resource counts of every resource in the village, this is also where you customize the resources listed on the new resource bar.
  • In both the new resource list panel and new resource bar, you can now see the total remaining storage space for that resource.

Miscellaneous Changes
  • Default key for unassigning changed to "Q"
  • Updated corruption tip.
  • Reduced the overall autosave rate.
  • All combobulators now require crylithium.
  • All golem combobulators now require small amounts of energy to operate the already spawned golems.
  • Golems that spawn from combobulators will slowly start to die if the combobulator runs out of energy for too long and cannot operate them.
  • When a corrupted building is completely ignored by drones, or the drones cannot reach it and it has 0 maximum health, it will eventually delete itself.
  • Renamed Official Maps to Legacy Maps
  • Added new "Workshop Maps" pack for future workshop support.
  • Removed the "WIP" pack.
  • You can no longer select default map sizes as the settings were mostly pointless.
  • Survival, Peaceful, and Sandbox mode now all have a season length of 7 days, instead of 5.
  • Nightmare now has a season length of 7 days in the Spring and Autumn, and 10 in Summer and Winter.
  • Traditional now has a season length of 8 days in the Spring and Autumn, and 6 in Summer and Winter.
  • Survival, Peaceful, and Sandbox mode full moon cycles are now every 9 days, instead of 7.
  • Nightmare mode full moon cycles are now every 12 days, instead of 8.
  • Ancillary building cap increase provided increased by 2.
  • Castle building cap increase provided increased by 4.
  • New interaction tile flag system is implemented, allowing multiple interaction points on a single building, making work look more natural.
  • Clearing terrain can now generate a limited amount of free resources, but also generates excess trash.
  • The world tooltips now have descriptions where applicable, like when hovering over a building, or a harvestable resource.
  • All resources now have tooltip descriptions.
  • Crystillers can now use hammers and pick axes.
  • Added the final list of patreon names to the name pool.
  • Combobulators can now store a very small amount of the resource they use to spawn.
  • Improved the builder's clearing AI so they will prioritize clearing terrain blocking construction.
  • Removed the day length multiplier from the custom mode settings.
  • Increased the amount of nomads that can spawn, when they do.
  • Golems can no longer enter the corruption for any reason.
  • Non-combat golems now provide god XP and goal progressions when completing tasks.
  • Labor golems now live a little longer.
  • Optimized the object module's work efficiency update speeds.
  • Localization mods no longer load strings with old revision numbers.
  • When loading a localization mod, a missing strings text file is generated in the mod's folder, listing out all missing or modified strings the modder needs to check out to get their mod back to 100% after a patch.
  • Added trash tip.
  • Removed "Smooth Particles" setting as it is no longer used in the new particle system.
  • Removed the map size art from the GUI
  • Corrected a few object's description lengths.

Bug Fixes
  • Fixed a bug that could sometimes cause villagers to try to wander outside the village to pickup a resources.
  • Fixed a minor typo in the harvesting goal description.
  • Fixed the dirty water description and headers being flipped on some of the object panels.
  • Crystal Harvesty building count in the right hand GUI now counts properly.
  • Experimental fix for the color binding crash related to setting colors of newly generated particles implemented.
  • Fixed some incorrect or missing shadows on the lumber mill and gates.
  • Fixed a bug that would cause migrants to not arrive in a day if couriers happened to arrive first.
  • Fixed mining facility construction phase shadows.
  • Fixed a crash if you tried to start a new game with debug mode running.
  • Added missing particles for wall construction outlines.
  • Fixed a typo on the "Generate Mob Sheet" dev tool button.
  • Fixed the bonus nomads rate from being off by 1 making the first perk ineffective.
  • Season switch date has been offset by one, where the next season would have started on the 5th day in the previous patch, it now starts on the 6th. (Note that season length has also changed, so pre-bug fix the it would have started on the 7th day, but now properly starts on the 8th)
  • Fixed an extremely rare save corruption bug caused by workers completing refining/manufacturing resource work at a building at the exact moment it is destroyed.
  • Harvesting raw food from a farm now counts to the harvesting goals on the world map.
  • Fixed problem panel attacking building count from counting the wrong data.
  • Farm's farming speed reduction bonus is now properly applied to farmers.
  • Crystal Golem Combobulators are now considered a way point for golems.
  • Fixed some particle over-generation issues when you increase game speed.
  • Fixed a bug where you can't sell resources to a provisioner unless you happen to have at least one of that resource in storage somewhere in the village.
  • Implemented a possible fix for way makers running off and leaving the village to repair a road right as the game loads.
  • Fixed an issue that could make the world map load slower with very large maps, and rarely cause GC Overlimit crashes.
  • Fixed a bug that could cause courier golems to crash the game if they have no way to leave the map.
  • Fixed a lag/memory issue at dawn when monsters tried to go home, if too many monsters existed on the map.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

This is a fairly small cleanup patch, if you're looking for the recent juicy bits see the 26th's InDev 33 Unstable 4 release!

This release is effectively a pre-release of InDev 33 Stable, barring any issues. So please make sure to play test the hell out of it! If you're waiting for InDev 33 Stable to be released, you can go ahead and start playing this one as currently no new content and changes are planned before release (Likely on the April 30th or May 1st). Exceptions being fixing any bug that may creep up.

(NOTE: Current existing combobulators will need to be upgraded or rebuilt, old save combobulators do not work correctly in Unstable 4 and 5!)

InDev 33 Unstable 5 Change Log

Miscellaneous Changes
  • Optimized the object module's work efficiency update speeds.
  • Localization mods no longer load strings with old revision numbers.
  • When loading a localization mod, a missing strings text file is generated in the mod's folder, listing out all missing or modified strings the modder needs to check out to get their mod back to 100% after a patch.
  • Added trash tip.
  • Removed "Smooth Particles" setting as it is no longer used in the new particle system.
  • Removed the map size art from the GUI
  • Corrected a few object's description lengths.

Bug Fixes
  • Fixed an out of range bug with the road tool that would crash the game is you scroll off the map.
  • Fixed a lag/memory issue at dawn when monsters tried to go home, if too many monsters existed on the map.
  • Implemented possible fix for map data going slightly out of sync with other save data during autosaves.
  • Fixed an issue where world map save data wouldn't reset when changing profiles.
  • Fixed road counts on the road panel.
  • Fixed old golems crashing the game if their combobulator was dismantled.
...

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