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

InDev 11 Unstable 6 has been released, this a release candidate build, meaning a full InDev 11 stable release is just around the corner! All of the planned content for InDev 11 has been added, and all of the known the bugs game been patched. Please thoroughly bug test this build, and try to report as many issues as you can. You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 11 Unstable 6b HOTFIX Change Log
- Fixed missing Essence Collector buttons in the GUI.
- Slimes no longer power level to extreme levels almost instantly.

InDev 11 Unstable 6 Change Log
- Fire Bolt Tower now has proper range detection, and will stop firing if a mob goes out of range.
- Towers now have energy levels, and when completely depleted they stop firing.
- New time of day system, now there are 6 times of day that are transitioned though; Midnight, Dawn, Morning, Midday, Evening and Dusk.
- Spawning rates reduced, but slowly increases each day.
- Torches no longer think they're Fire Towers.
- Monsters no longer pop up on the villager population list.
- Dead villagers are no longer counted on the total population.
- Dead mobs no longer show up on the minimap.
- Fixed a bug that was stopping villagers from partnering up unless they're dead (Necrophilia much?)
- Monster selection box is now red.
- "Essence" is now dropped when a mob dies.
- New "Essence Collector" building that collects essence and uses it to charge other buildings that use energy.
- Rewrote and spruced up the disclaimer page.
- Monsters can now have "pack animal" behavior, grouping up into small packs that will sometimes attack you all at once.
- Changed stats on level up to generally give you more stat points, and higher hit points.
- When villagers are in their house, the are still visible in the GUI.
- Fixed hovering name bug with mobs.
- 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.
- Improved the map "Survival Island".

(Previous Unstable Change Logs)

InDev 11 Unstable 5 Change Log
- Optimized the emitter system, fixing a performance hit from Unstable 4 that was preventing lower end machines from playing the game.
- Added the Fire Bolt tower, your first ever line of defense against monsters!
- Added more particle effects here and there.
- Temporary fix for the lighting being too dim.
- Added a few new sound effects. New wood chopping and mining sounds, also some building sounds.

InDev 11 Unstable 4 Change Log
- "Emergency" icon when a mob is startled.
- Fixed a bug where monsters wouldn't spawn if the void was right on the edge 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).
- Re-added starvation to the game (Has been disabled since Unstable 1)
- Slimes can now split in to two, or even three slimes when killed.
- Completely brand spanking new particle system, with blood, water, fire, smoke and more.
- Improved fleeing AI.
- Mobs get stunned for a moment when hit.

InDev 11 Unstable 3 Change Log
- New monster, Slime (Missing most of it's animations still)
- Monsters can now spawn on the edges of the map, where the void is. More void means higher spawn rates.
- 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.
- 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.
- Added health bars, and removed many of the floating status icons.

InDev 11 Unstable 2 Change Log
- Completed the new modular AI system.
- Children work again.
- Increased the build/harvesting speed across the board.

InDev 11 Unstable 1 Change Log
- Completely new modular AI system for villagers and all the future mobs.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 11 Unstable 6 has been released, this a release candidate build, meaning a full InDev 11 stable release is just around the corner! All of the planned content for InDev 11 has been added, and all of the known the bugs game been patched. Please thoroughly bug test this build, and try to report as many issues as you can. You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 11 Unstable 6b HOTFIX Change Log
- Fixed missing Essence Collector buttons in the GUI.
- Slimes no longer power level to extreme levels almost instantly.

InDev 11 Unstable 6 Change Log
- Fire Bolt Tower now has proper range detection, and will stop firing if a mob goes out of range.
- Towers now have energy levels, and when completely depleted they stop firing.
- New time of day system, now there are 6 times of day that are transitioned though; Midnight, Dawn, Morning, Midday, Evening and Dusk.
- Spawning rates reduced, but slowly increases each day.
- Torches no longer think they're Fire Towers.
- Monsters no longer pop up on the villager population list.
- Dead villagers are no longer counted on the total population.
- Dead mobs no longer show up on the minimap.
- Fixed a bug that was stopping villagers from partnering up unless they're dead (Necrophilia much?)
- Monster selection box is now red.
- "Essence" is now dropped when a mob dies.
- New "Essence Collector" building that collects essence and uses it to charge other buildings that use energy.
- Rewrote and spruced up the disclaimer page.
- Monsters can now have "pack animal" behavior, grouping up into small packs that will sometimes attack you all at once.
- Changed stats on level up to generally give you more stat points, and higher hit points.
- When villagers are in their house, the are still visible in the GUI.
- Fixed hovering name bug with mobs.
- 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.
- Improved the map "Survival Island".

(Previous Unstable Change Logs)

InDev 11 Unstable 5 Change Log
- Optimized the emitter system, fixing a performance hit from Unstable 4 that was preventing lower end machines from playing the game.
- Added the Fire Bolt tower, your first ever line of defense against monsters!
- Added more particle effects here and there.
- Temporary fix for the lighting being too dim.
- Added a few new sound effects. New wood chopping and mining sounds, also some building sounds.

InDev 11 Unstable 4 Change Log
- "Emergency" icon when a mob is startled.
- Fixed a bug where monsters wouldn't spawn if the void was right on the edge 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).
- Re-added starvation to the game (Has been disabled since Unstable 1)
- Slimes can now split in to two, or even three slimes when killed.
- Completely brand spanking new particle system, with blood, water, fire, smoke and more.
- Improved fleeing AI.
- Mobs get stunned for a moment when hit.

InDev 11 Unstable 3 Change Log
- New monster, Slime (Missing most of it's animations still)
- Monsters can now spawn on the edges of the map, where the void is. More void means higher spawn rates.
- 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.
- 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.
- Added health bars, and removed many of the floating status icons.

InDev 11 Unstable 2 Change Log
- Completed the new modular AI system.
- Children work again.
- Increased the build/harvesting speed across the board.

InDev 11 Unstable 1 Change Log
- Completely new modular AI system for villagers and all the future mobs.
Rise to Ruins - Rayvolution
Steam is trying out something new! Up until the start of the Holiday sale, you can bid on select Steam titles, including Retro-Pixel Castles by recycling your old inventory items, like cards, backgrounds and emoticons into gems that can be used to bid on games that have opted in to be part of the event.

I've made 100 copies of Retro-Pixel Castles available for the event, so if you want to fetch yourself a copy of RPC for (basically) free, try your luck and go bid!

#Discussions_QuoteBlock_Author
Recycle Steam Community items like Trading Cards, backgrounds, and emoticons from your Inventory into Gems and use them to bid on games up for auction. The first auction round ends on Dec 15 @ 9:45am with a new round ending every 45 minutes until the last auction round ends on Dec 18 @ 12:00pm. At the end of each auction round, the top bidder for each title wins.

Here's the link directly to Retro-Pixel Castle's auction page, if you're interested:
http://steamcommunity.com/auction/item/1273-Retro-Pixel-Castles
Rise to Ruins - Rayvolution
Steam is trying out something new! Up until the start of the Holiday sale, you can bid on select Steam titles, including Retro-Pixel Castles by recycling your old inventory items, like cards, backgrounds and emoticons into gems that can be used to bid on games that have opted in to be part of the event.

I've made 100 copies of Retro-Pixel Castles available for the event, so if you want to fetch yourself a copy of RPC for (basically) free, try your luck and go bid!

#Discussions_QuoteBlock_Author
Recycle Steam Community items like Trading Cards, backgrounds, and emoticons from your Inventory into Gems and use them to bid on games up for auction. The first auction round ends on Dec 15 @ 9:45am with a new round ending every 45 minutes until the last auction round ends on Dec 18 @ 12:00pm. At the end of each auction round, the top bidder for each title wins.

Here's the link directly to Retro-Pixel Castle's auction page, if you're interested:
http://steamcommunity.com/auction/item/1273-Retro-Pixel-Castles
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

Yes, already! InDev 11 Unstable 5 has been released. I pushed this build out a bit early because of the emitter bug that was preventing some of you guys from testing out the last build. Aside from that though, this build does have one great new feature I think you will all love; a tower! You can now actually defend yourselves from the relentless horde of monsters. The tower's AI is still a bit glitchy, but it gets the job done. Enjoy, and Have fun blasting zombies and slimes. :)

If you have any trouble with the build, let me know!

InDev 11 Unstable 5 Change Log
- All of the changes from Unstable 1 through 4
- Optimized the emitter system, fixing a performance hit from Unstable 4 that was preventing lower end machines from playing the game.
- Added the Fire Bolt tower, your first ever line of defense against monsters!
- Added more particle effects here and there.
- Temporary fix for the lighting being too dim.
- Added a few new sound effects. New wood chopping and mining sounds, also some building sounds.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

Yes, already! InDev 11 Unstable 5 has been released. I pushed this build out a bit early because of the emitter bug that was preventing some of you guys from testing out the last build. Aside from that though, this build does have one great new feature I think you will all love; a tower! You can now actually defend yourselves from the relentless horde of monsters. The tower's AI is still a bit glitchy, but it gets the job done. Enjoy, and Have fun blasting zombies and slimes. :)

If you have any trouble with the build, let me know!

InDev 11 Unstable 5 Change Log
- All of the changes from Unstable 1 through 4
- Optimized the emitter system, fixing a performance hit from Unstable 4 that was preventing lower end machines from playing the game.
- Added the Fire Bolt tower, your first ever line of defense against monsters!
- Added more particle effects here and there.
- Temporary fix for the lighting being too dim.
- Added a few new sound effects. New wood chopping and mining sounds, also some building sounds.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 11 Unstable 4 has been released. This build features the first release of the new particle system, refined AI, and a new monster, the zombie! As with Unstable 3, this build is brutally hard, since you really don't have many ways to defend yourself yet. Hopefully soon I'll get some towers added. We're inching closer to a stable release every day! :)

If you have any trouble with the build, let me know!

InDev 11 Unstable 4 Change Log
- All of the changes from Unstable 1, 2 and 3.
- "Emergency" icon when a mob is startled.
- Fixed a bug where monsters wouldn't spawn if the void was right on the edge 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).
- Re-added starvation to the game (Has been disabled since Unstable 1)
- Slimes can now split in to two, or even three slimes when killed.
- Completely brand spanking new particle system, with blood, water, fire, smoke and more.
- Improved fleeing AI.
- Mobs get stunned for a moment when hit.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 11 Unstable 4 has been released. This build features the first release of the new particle system, refined AI, and a new monster, the zombie! As with Unstable 3, this build is brutally hard, since you really don't have many ways to defend yourself yet. Hopefully soon I'll get some towers added. We're inching closer to a stable release every day! :)

If you have any trouble with the build, let me know!

InDev 11 Unstable 4 Change Log
- All of the changes from Unstable 1, 2 and 3.
- "Emergency" icon when a mob is startled.
- Fixed a bug where monsters wouldn't spawn if the void was right on the edge 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).
- Re-added starvation to the game (Has been disabled since Unstable 1)
- Slimes can now split in to two, or even three slimes when killed.
- Completely brand spanking new particle system, with blood, water, fire, smoke and more.
- Improved fleeing AI.
- Mobs get stunned for a moment when hit.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 11 Unstable 3 has been released. This build is the first ever public build to add monsters, and the largest Unstable release of InDev 11! Right now the game is brutally hard, since you really don't have many ways to defend yourself yet. So good luck!

Much of the build has focused on getting the combat AI working, and polishing some of the upcoming mechanics. This build is probably the most fun version of RPC yet, even if it is brutally and unrealistically hard right now. Good luck living more than 3 or 4 days! :)

If you have any trouble with the build, let me know!

InDev 11 Unstable 3 Change Log
- All of the changes from Unstable 1 and 2
- New monster, Slime (Missing most of it's animations still)
- Monsters can now spawn on the edges of the map, where the void is. More void means higher spawn rates.
- 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.
- 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.
- Added health bars, and removed many of the floating status icons.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 11 Unstable 3 has been released. This build is the first ever public build to add monsters, and the largest Unstable release of InDev 11! Right now the game is brutally hard, since you really don't have many ways to defend yourself yet. So good luck!

Much of the build has focused on getting the combat AI working, and polishing some of the upcoming mechanics. This build is probably the most fun version of RPC yet, even if it is brutally and unrealistically hard right now. Good luck living more than 3 or 4 days! :)

If you have any trouble with the build, let me know!

InDev 11 Unstable 3 Change Log
- All of the changes from Unstable 1 and 2
- New monster, Slime (Missing most of it's animations still)
- Monsters can now spawn on the edges of the map, where the void is. More void means higher spawn rates.
- 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.
- 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.
- Added health bars, and removed many of the floating status icons.
...