There's been a long, dark silence from our end, as we've been doing a ton of redevelopment on Lord of Rigel. While it's been a long road, we're quite pleased with our progress and we expect to have some big updates for you quite soon! In the meantime, we wanted to take a look back, at the history of our work on this game...
Work on Lord of Rigel in one form or another has been ongoing for nearly eight years. One spring weekend in 2014, we were discussing 4X space strategy games. At that time there had not been many in development for years. A few we had followed in the early crowdfunding era changed scopes or didn’t appear that they would ever release. So we sat down and worked out the basic outlines for what we wanted to see in Lord of Rigel, drawing on influences including Babylon 5 and Star Trek Deep Space Nine. We wanted a more in-depth tactical combat system, and some ideas that might help with pacing the end game such as adding in elder species locked in a cold war and grand menaces.
Early Unity Version
In July of 2014 we started Rhombus Studios LLC formally and started sending out game pitches. We assembled a small team and work began in early 2015 in earnest in the Unity engine. Art and music for the project moved at a good pace and programming wise we had basic galaxy generation, economy, and the basics for a turn based tactical system.
In fall of 2015 we launched a Kickstarter campaign with our galaxy generator and tactical demo ...which did not meet its goals. We reached out to Iceberg Interactive in 2016 and partnered up! As we made some adjustments based on their feedback, the interface style changed and tactical turned to real time combat.
In June 2018 we began First Access testing with a small group of testers. One issue we faced was relying on third party tools in Unity, some of which were obsolete. We had to choose between engine updates to fix critical issues, and losing backwards compatibility on tools we were relying on. As time went on, it became increasingly difficult to fix minor issues as we were implementing systems, like the AI. This took a significant strain on the team.
Main Menu 2018 Unity version (Left), 2022 Early Access 1 (Right)
Planet View 2018 Unity version (Left), 2022 Early Access 1 (Right)
Over 2019 we had been experimenting in Unreal 4 for what would hopefully be a future project. In the fall of 2019 we had built galaxy generation and the core data structures in Unreal for a revamped version of Lord of Rigel. With the challenges we were facing with maintaining the Unity codebase we started fresh. We had a few ground rules such as using UE’s blueprint system and not relying on third party plugins or tools. C++ is used for some functions such as galaxy generation and data sorting -- but Lord of Rigel is built from blueprints and made it possible for non-professional programmers to prototype and flesh out a complex game. The transition let us rework art assets, and rebuild systems from the ground up.
Galaxy Map 2018 Unity version (Left), 2022 Early Access 1 (Right)
We worked slowly but surely through the COVID-19 pandemic, and by the end of 2021 reached the end of our build schedule. Our First Access testers for the Unity version have been present through redevelopment. Early 2022 was marked by adding a tutorial system, QA/QC testing, and preparing a demo version for the public.
We are pleased to announce that after two and a half years of redevelopment, we will release the Lord of Rigel demo to the public together with a Steam Early Access date soon!
As multiplayer still remains untested, it won't hit the live game for a while longer. But in the meantime, patch 1.2 should spice up the game a lot and increase the difficulty to another whole level.
Settlers can get diseased, and cured for moderate amount of resources
Sometimes within the settlement and sometimes a settler returning from an expedition can get one of the 4 fatal diseases: wither, dust poisoning, common cold and clay skin.
Diseased units will have their benefits reduced as well as movement and combat finesse.
Unit portraits are now displayed on detail panels.
New settlement outskirts improvements
New tower improvements
Equipped items can now be removed through the population panel.
Modus Games and Reply Game Studios today announced that the gorgeous, stylized action game Soulstice is available now across PlayStation®5, Xbox Series X|S and PC. An all-new trailer showcasing Soulstice’s lightning-fast combat and striking visuals has also been released in support of the highly anticipated title:
The fantasy-inspired world of Soulstice will transport players to places filled with danger and beauty. As sisters Briar and Lute race toward a Tear in the sky that has formed high atop the city of Ilden, increasingly horrific beings known as the Spawn of Chaos continue to pour into their world from the other side of the Veil. Only a Chimera, a powerful living weapon born from the union of two souls, can oppose these vile and ravenous beings.
Humanity’s most devoted protectors can purchase Soulstice’s physical Deluxe Edition, featuring a digital soundtrack containing 13 high-energy tracks, a digital artbook filled with more than 70 pages of stunning art, and the in-game consumable Ashen Blade Item Pack at leading retailers worldwide or at: https://store.maximumgames.com/products/soulstice-deluxe-edition
With an arsenal of weapons and customization options, Briar and Lute will have a near-endless array of stylish and creative ways to dispatch their enemies as they explore a city under siege. However, as the duo fight to reach the Tear above Ilden, their challenges will become greater and their surroundings more hostile and twisted.
For the latest details on Modus Games’ full lineup, visit its official site or chat with the team in their Discord server at https://modus.games/discord.
About Reply Game Studios
Reply Game Studios is the development studio of the Reply Group, a team of dedicated professionals who work hard to present players with exciting AA games that feature high production values, deep experiences, and engaging stories on PC and next-gen consoles. For more information, visit www.replygamestudios.com
ILEX is not a wild goat. That's 'ibex'. Ilex is holly: a glossy, pretty plant that takes no nonsense from anyone, with glossy, pretty berries that occasionally murder people. And it means Christmas. I'm very fond of holly. I'm also very fond of JUNIPER, because it's what makes gin taste like gin.
Holly was sacred to thunder gods, and juniper to fertility goddesses. So the Thunderskin is the official sponsor of the ILEX patch, which we released today, and the Red Grail is the official sponsor of JUNIPER, which is now on the beta branch. Let's talk about what you can find in each one. Chelnoque wrote the patch notes, and [my comments are in italic brackets]
ILEX: MAIN BRANCH
Improved performance and display of card timers
Aspects were counted twice for cards in the Verb output.
Upgrading lore sometimes destroyed innocent bystander cards. [So sometimes you might lose a Health when you were trying to upgrade Heart lore. Thanks to Xardis for bringing this one up.]
Incorrect chance of getting an Exultation when preaching with Passion is fixed. [Apparently this had been there since 2019. Now I think about it, I vaguely remember the bug report, and I vaguely remember fixing it, long ago. Maybe I forgot to commit ]
Formula: Elixir Zeboim cannot be consumed in a rite. [Elixir Zeboim, as any ghoul kno, is something you consume that helps you get value out of consuming dead bodies. It's not real. Don't eat dead people. Anyway it was getting used up if you put it in the consumption slot of a rite.]
MODDING: In-game debug panel now allows to manually xtrigger present cards. [When I saw Chelnoque had added this, I grunted appreciatively. If you use the dev console, you might grunt appreciatively too. If it means nothing, think of it as pleasant background noise, like the Shipping Forecast, or a bumblebee in a holly tree.]
JUNIPER: BETA BRANCH
An inability to interact with certain UI elements that occurred in windowed mode at widescreen resolutions is fixed. [This one was actually a Unity bug, and it's fixed by 'updating to the latest version of Unity']
In addition, due to a hiccup in update releases, several DLC-related fixes were declared, but weren't properly present. [And this is just a fancy way of saying 'we didn't run the right scripts'. There's an extra step to updating DLC on Steam that's easy to forget, and we forgot it :)]
When devouring a reckoner, Ligeians no longer consume the content of the Reckoner verb slot. [e.g. if you had just fended off the Reckoner with your Edge lore, the Ligeian would eat the Edge lore too. Ligeians don't play fair, but this was _particularly_ unfair. ]
The game will no longer suggest you relax or negotiate when you're trying to start an operation in Exile.
Buying a profane weapon with another profane weapon does not result in mutual annihilation. [[i]This was an unbelievably obscure and complicated bug that only cropped up in a rare exploit where someone tried to buy a loaded gun with an unloaded gun. I would never have noticed it
[/i]]
MODDING: Mods now can self-define their tags through \"tags\" property in synopsis.json. Consult with MODDING_README.txt in StreamingAssets folder for the details. [This is also of most interest to modders... but it's important to everyone who uses mods too.]
[/list] [You'll notice there aren't many tags populated here. That's because I didn't realise there's no way for modders to update their own tags via the Steam front end! Anyway, from JUNIPER onwards, they'll be able to set the tags themselves.]
Crikey, we're up to 130+ mods now. You're an inventive crowd.
Dream furiously, all
AK
PS ILEX is sponsored by the Thunderskin, JUNIPER by the Grail, but this post is sponsored by cats. This is the SIXTH BUG REPORT of cats corrupting saves that I've received this year.
Steam Workshop support Added keyboard shortcut for switching camera in View Mode Added a camera to view the ball from a fixed point. Fixed a bug that sound does not work in View Mode.