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
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!
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!
Rise to Ruins - Rayvolution
Hey everyone! It's time for another screenshot round up! Every few updates I revamp the Steam store page, adding more recent screenshots. One of my favorite things to do is to take screenshots that you guys have made and put them up on the store. I feel they're a more personal, realistic representation of the game and it's fun to get the community involved!

This round is very important, because I'm probably going to scrap the entire store page and rebuild it from the ground up. So I urge all of you to submit your coolest, best work!

If you want to submit your screenshot to the event, the higher quality the better! I'm looking for screenshots that really show off all the features of the game. These screenshots can be of anything you want, any mode, anywhere.

I will also be tweeting (and retweeting) screenshots as they come in on my Twitter feed. So if you want a retweet, follow and mention me (@RaymondDoerr) in a tweet with your screenshots!

For the Steam Store page
  • Must be version InDev 22d or higher!
  • 1920x1080 resolution. 1280x720 or higher can be acceptable too, but 1920x1080 is best!
  • Take them in full screen mode if you can (F10 to toggle in-game).
  • You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
  • Upload them to the Steam Community Hub, or upload them to a image sharing service of your choosing (imgur, for example). Make sure the images are as least compressed as possible! I can't use over-compressed images.
  • Please post a link to your image in the comments below so I can find them easier!

  • Must be version InDev 22d or higher!
  • 1920x1080 resolution is ideal, but any resolution will do! Videos/GIFs are also accepted. (Let's Plays and Review videos are also fine!)
  • You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
  • Submit them to @RaymondDoerr on Twitter by just following and then mentioning me in a Tweet with your screenshots!

The images selected for the store will be put up on the store page, with your username on it. If you don't want your username posted, please inform me in the comments below when submitting.

You can submit as many or as few as you like to both the Community Hub and Twitter, and you can have multiplies selected. The higher quality the better!

Have fun! Looking forward to your submissions.
Rise to Ruins - Rayvolution
Hey everyone! It's time for another screenshot round up! Every few updates I revamp the Steam store page, adding more recent screenshots. One of my favorite things to do is to take screenshots that you guys have made and put them up on the store. I feel they're a more personal, realistic representation of the game and it's fun to get the community involved!

This round is very important, because I'm probably going to scrap the entire store page and rebuild it from the ground up. So I urge all of you to submit your coolest, best work!

If you want to submit your screenshot to the event, the higher quality the better! I'm looking for screenshots that really show off all the features of the game. These screenshots can be of anything you want, any mode, anywhere.

I will also be tweeting (and retweeting) screenshots as they come in on my Twitter feed. So if you want a retweet, follow and mention me (@RaymondDoerr) in a tweet with your screenshots!

For the Steam Store page
  • Must be version InDev 22d or higher!
  • 1920x1080 resolution. 1280x720 or higher can be acceptable too, but 1920x1080 is best!
  • Take them in full screen mode if you can (F10 to toggle in-game).
  • You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
  • Upload them to the Steam Community Hub, or upload them to a image sharing service of your choosing (imgur, for example). Make sure the images are as least compressed as possible! I can't use over-compressed images.
  • Please post a link to your image in the comments below so I can find them easier!

  • Must be version InDev 22d or higher!
  • 1920x1080 resolution is ideal, but any resolution will do! Videos/GIFs are also accepted. (Let's Plays and Review videos are also fine!)
  • You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
  • Submit them to @RaymondDoerr on Twitter by just following and then mentioning me in a Tweet with your screenshots!

The images selected for the store will be put up on the store page, with your username on it. If you don't want your username posted, please inform me in the comments below when submitting.

You can submit as many or as few as you like to both the Community Hub and Twitter, and you can have multiplies selected. The higher quality the better!

Have fun! Looking forward to your submissions.
Rise to Ruins - Rayvolution
Alrighty, enough of you pulled my leg. I've bumped up the long awaited improved font update! The entire game's font has been completely redone from scratch, using new properly anti-aliased true type fonts.

I've also taken the time to do several other user requested features, like bundling walls into one category on the building list, adding more scroll wheel functionality and a few other small things.

I hope you like all the new improvements! Almost this entire update is based on your feedback. :)


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

InDev 22d Change Log

Interface Changes
  • Completely new, fully antialiased, easier to read font.
  • Added error messages to the GUI when you try to build a building you lack resources for.
  • You can now scroll through the building and population list with the mouse wheel.
  • If all tabs are closed and nothing is selected, the cancel button (Escape) will open the main menu.
  • Sound and music volume change as you move the dial now.
  • A "test sound" is played when sound is adjusted.
  • Fixed tip box positioning on low resolution displays.

Miscellaneous Changes
  • Walls are now grouped by type in the building priority list, and their group can be internally sorted by 4 different priority orders. Either outer walls first (Default), inner walls first, first to last placed, or last to first placed.
  • Added a new "Rain" sound that loops smoother.
  • New song; Flight on a Leaf.
Rise to Ruins - Rayvolution
Alrighty, enough of you pulled my leg. I've bumped up the long awaited improved font update! The entire game's font has been completely redone from scratch, using new properly anti-aliased true type fonts.

I've also taken the time to do several other user requested features, like bundling walls into one category on the building list, adding more scroll wheel functionality and a few other small things.

I hope you like all the new improvements! Almost this entire update is based on your feedback. :)


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

InDev 22d Change Log

Interface Changes
  • Completely new, fully antialiased, easier to read font.
  • Added error messages to the GUI when you try to build a building you lack resources for.
  • You can now scroll through the building and population list with the mouse wheel.
  • If all tabs are closed and nothing is selected, the cancel button (Escape) will open the main menu.
  • Sound and music volume change as you move the dial now.
  • A "test sound" is played when sound is adjusted.
  • Fixed tip box positioning on low resolution displays.

Miscellaneous Changes
  • Walls are now grouped by type in the building priority list, and their group can be internally sorted by 4 different priority orders. Either outer walls first (Default), inner walls first, first to last placed, or last to first placed.
  • Added a new "Rain" sound that loops smoother.
  • New song; Flight on a Leaf.
Rise to Ruins - Rayvolution
InDev 22b is here, wrapping up a few loose ends from the last stable release as well as implementing a ton of small interface changes based on your guy's feedback! This patch also fixes several small bugs and implements a new bundled version of Java that may help out Intel HD users.

Intel HD users; Let me know down in the comments if you have any issues!

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

InDev 22b Change Log

Interface Changes
  • Added new hotkeys to the settings menu.
  • Settings added to disable clouds and the background.
  • Added map writer and save button back to map editor GUI.
  • Added new music track player to the game.
  • Changed the page up, down and back buttons on the left and right tabs.
  • Fixed positioning of the "Outdated profile" message.
  • Added priority buttons to the object tab.
  • Fixed destroy terrain hotkey.

Miscellaneous Changes
  • Clear/Destroy Terrain now overrides all other selections.
  • Improved game loading system memory management.
  • Experimental fix implemented to correct the "Pixel Format not Accelerated" crash with older Intel HD chips.
  • Invisible monsters (ie; ghosts) no longer generate "running" particles at their feet.
  • Running particles now are only generated when the mob is on-screen.
  • Improved emitter performance by roughly 20%
  • Bundled JRE for all operating systems changed to Java 8u51.
Rise to Ruins - Rayvolution
InDev 22b is here, wrapping up a few loose ends from the last stable release as well as implementing a ton of small interface changes based on your guy's feedback! This patch also fixes several small bugs and implements a new bundled version of Java that may help out Intel HD users.

Intel HD users; Let me know down in the comments if you have any issues!

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

InDev 22b Change Log

Interface Changes
  • Added new hotkeys to the settings menu.
  • Settings added to disable clouds and the background.
  • Added map writer and save button back to map editor GUI.
  • Added new music track player to the game.
  • Changed the page up, down and back buttons on the left and right tabs.
  • Fixed positioning of the "Outdated profile" message.
  • Added priority buttons to the object tab.
  • Fixed destroy terrain hotkey.

Miscellaneous Changes
  • Clear/Destroy Terrain now overrides all other selections.
  • Improved game loading system memory management.
  • Experimental fix implemented to correct the "Pixel Format not Accelerated" crash with older Intel HD chips.
  • Invisible monsters (ie; ghosts) no longer generate "running" particles at their feet.
  • Running particles now are only generated when the mob is on-screen.
  • Improved emitter performance by roughly 20%
  • Bundled JRE for all operating systems changed to Java 8u51.
...