We're back again with a new plushie from our friends at Makeship... This time it's a very bulbous boy - a super special Super Sapper that glows in the dark!
Added small Thanksgiving event with big rewards. Found in Zone 1
Akumi Native skin and Native with Headdress skin - You choose one.
Drone Turkey Head and Pilgrim Hat skins
Skeez Turkey Head and Pilgrim Hat skins
Turkumi skin
New Character: Akumi Star Ranger
New Character: Turkey Welp
New skill - Supersmash: When activated, hits for 1000% of attack stat and does 56% damage of target's lost health and it greatly increases your critical chance for 2 turns. (Passive: Increases critical damage 15%.) Causes extinction and knockdown Cooldown: 3
New Skill: Star Bubbler: Will frequently activate a bubble shield on you while you are below 50% health. It has no cooldown but that doesn’t mean it works all the time.
Base Game Patch Notes:
New enemy reward at Colosseum. Who could it be? After losing her gig at Stoneshore, she found work as a gladiator. It’s beneath her but she’s got babies to feed.
Buddy is now a possible drop at the Training Zone.
Arcane Blast skill now increases your magic defense 50% stacks 3 times. Activating the skill will cast a projectile at your target doing 500% of your magic defense as damage. Cooldown: 3 Now usable by all characters.
Arcane Scythe now does 300% of your magic defense as damage. Cooldown: 3 Now usable by all characters.
Shield Generator will shield you when receiving a heal (Cooldown: 1) Activates a shield equal to 100% of your max health when you are at 50% health. (Cooldown: 2)
Added Ironhide skill to zone 1-3 shops
Fixed Lifesteal upgrade. Was unable to upgrade Lifesteal skills.
Fixed Chas’s 1st skill to cause knockdown as stated in description.
Fixed Lester Pirate’s 1st skill to cause knockdown as stated in description.
Changed Witch Akumi’s damage label to magic and her Witch gun now applies burning. Wasn’t applying burn.
Removed mist vfx from Nyssa encounter. Was causing slow-down even on my high end computer…
Chad’s Protection now lasts 4 turns and gives the caster invincibility for 2 turns.
-Increased Overall amount of zombies alive at one time -Increased spawn rate of zombies -Increased zombie spawn locations -Fixed damage for rocket launcher and grenade launcher -Removed Halloween costumes -Added holiday features to main menu
Work on the new map, weapons and features still continues. this is just a small update to improve overall game play.
Travelers, the sacred Blue Oak is ready to bloom, and with it comes the much-anticipated Oak Blossom Festival! The countdown ends tomorrow, so here’s everything you need to know to make the most of this grand celebration:
🎁 Login Bonus: Start your adventure by logging in tomorrow to claim 5 Heliolite Dice as a gift! 🖼️ Acron of Fortune: Participate to unlock a special festival-exclusive avatar that celebrates the season. 🔼 Oak Blessing Buff: Gain powerful bonuses to enhance your journeys throughout the event. 🌸 Blossom Summons: Choose your favorite elements summon pool to get powerful heroes 🦸 Epic Hero Selectable Chest: Choose the Epic Hero you need to strengthen your lineup. And much more!
📅 The festival begins tomorrow, December 2—join us in celebrating the renewal and strength of the Blue Oak. ✨ Together, let’s make this an unforgettable event! 🌸 #dragonheir #dragonheirsilentgods
Hello all, it's Cassel, developer of <Ratopia>. This November, we worked on tasks related to the Shaman theme. Since development has only progressed to a prototype level for one of the two religions, Umbran, we decided it would be better to delve into topics related to Shamans after more progress has been made.
As a result, we contemplated what topic to cover in this Development Diary. It occurred to us that we hadn’t yet shared details about the new intro video we worked on 2–3 months ago. So, we thought this would be a great opportunity to share the production process behind creating the intro video.
Note: I am not professionally trained in screenwriting! Please understand that my approach to creating the intro video may be somewhat unpolished.
October 2021: Intro Planning
The planning for <Ratopia>'s intro dates back to October 2021. Similar to the previous game, <Ratropolis>, the goal was to use an intro video at the start of the game to briefly introduce the story and system, sparking the player’s curiosity, immersion, and enthusiasm.
I spent considerable time pondering what kind of intro scenario could achieve this effect. To find inspiration, I researched opening sequences from other city-building games and intro videos created with 2D animation, replaying the clips I collected repeatedly.
Through this process, one idea came to mind: showcasing how various rat cities thrived and eventually fell. Such a narrative could naturally hint at the game’s content and challenges while motivating players to think about the kind of city they want to build and how they will prepare for crises. This seemed like an intro video concept well-suited for <Ratopia>, which features multiple endings.
After outlining the general flow in my head, I started creating a storyboard to solidify the concept. I first considered how many shots would be needed and what atmosphere and emotions each shot should convey. I gathered reference images to help shape these ideas. Then, I began noting down what elements, direction, and dialogue each scene would include.
Reference images often came from memorable scenes in impactful movies that immediately came to mind.
As I worked on the storyboard, the world and story of <Ratopia> naturally became more detailed. Later, to better convey my ideas visually, I attempted to sketch out some scenes despite my lack of drawing skills.
Hand-drawn sketches I eagerly photographed with a smile, thinking they might someday appear in a DevDiary.
The final part of the intro received particular attention. I wanted it to seamlessly transition into the title screen, just like in the previous game, <Ratropolis>. This approach was heavily influenced by my personal experiences with games that used similar techniques. The smooth conclusion often left me with heightened anticipation and excitement for the game.
However, at the time, <Ratopia> was still in a prototype stage without even a title screen. This meant I had to simultaneously conceptualize the title screen to align with the end of the intro. While linking the intro to the title screen was a challenging task, I felt it was worth attempting, considering the synergy it could create upon completion.
Some of you may wonder why we started planning a video that would likely be added far in the future so early. This was due to the unique challenges often faced by small development teams like ours. We require more time for technical implementation and research than for graphic work. As a result, there can occasionally be work gaps where art team members have little to do for certain periods.
To prevent such situations, it’s essential to prepare tasks in advance that can be worked on regardless of development progress. The intro was a perfect fit for this purpose, and having a prepared plan meant we could use it whenever needed. Fortunately, in 2021, we didn’t have to put this plan into action.
February 2022: Prototype Production
However, the peaceful development life was short-lived... Before long, the intro work faced a crisis (of progress, that is), leading to its full-scale development. This time, we moved beyond simple planning and ventured into prototype production. Before starting the production, it became necessary to refine details such as camera movements, scene timings, required direction, sound effects, and more.
Some directions were difficult to convey through text alone, and certain scenes required validation to determine if they were even feasible with our technical limitations. To address these challenges, we created simple animations to visually represent our intended direction.
An animation example illustrating camera movements.
Whether it was helpful or not, based on the organized storyboard and reference materials, our art team member began working directly on the prototype. The key to prototype production was speed and efficiency, so the focus was on completing it quickly and succinctly. During this process, resources from both <Ratopia> and <Ratropolis> were utilized extensively.
The art team member’s touch brings forth new results.
However, as we reviewed the completed prototype, additional concerns began to surface:
- Would showcasing the collapse of each city distort the message of “What kind of city will you build?” - Could we achieve natural visuals by adding a sticker-like feel to the resources used in the game? - Should we emphasize core game elements such as taxes, wages, and other economic factors more prominently in the intro? - Would it be acceptable to have the dialogue script in the intro narrated with human voices? - What if we replaced the intro with a scenario mode and prepared opening videos for each scenario instead? - Is it okay to reference the names of other leaders in the intro? - Does the overall tone of the intro feel too dark compared to the title screen?
Perhaps my attachment to the project made me overly critical, noticing only its shortcomings. Overall, as we focused on emphasizing the story in the intro, it felt increasingly disconnected from the gameplay. It seemed like the opening wasn’t fully highlighting the unique characteristics of <Ratopia>.
At the time, however, we couldn’t come up with a clear solution to improve this. Coincidentally, new tasks emerged, and we decided to temporarily halt the intro work. We concluded that revisiting it in the future with better-planned scenarios could yield a more satisfying result.
August 2024: Video Production
Despite the passage of 2 years and 6 months, no alternative scenarios emerged to replace the original. With so many tasks to develop, creating new intro scenarios had naturally fallen down the priority list. Before we knew it, the time to prepare for the official release had arrived, and we decided to carve out time to draft additional new scenarios.
This time, we worked on three different types of scenarios, each emphasizing a unique aspect: the first version focused on highlighting the game’s core mechanics and features, the second showcased cute or impressive scenes to accentuate the game’s atmosphere, and the third delved into the protagonist’s backstory, explaining why they decided to build a city, placing an emphasis on the story.
However, after reviewing all the scenarios together, the consensus was that the original draft was the best. Upon reflection, the original draft had a balanced blend of the key elements, and refining these strengths seemed to be the optimal approach. Since we already had a prototype for the original draft, it was relatively easy to outline the necessary tasks. But the challenge lay in figuring out how to make it more captivating within its established framework.
Artifact-like records of brainstorming how to execute the scenes.
A storyboard recreated for higher quality.
Direction check~!
After completing the storyboard, we enlarged it to its actual size and began full-scale production. However, various unforeseen issues arose, and the process ended up taking about two months. For instance, the style of the video’s beginning and end became slightly inconsistent due to the extended development time, requiring adjustments. Additionally, we hadn’t properly considered the placement of subtitles, the pacing of narration, and the transition to the title screen, which caused further trouble. Revisiting and revising a partially completed video was a particularly taxing task.
There were also numerous considerations regarding the sound design. One of the biggest dilemmas was whether to use human voices for the rats’ dialogue in the intro. Since the rats in the game don’t speak with human voices, incorporating human voices into the intro seemed like it might feel out of place. On the other hand, completely removing human voices or replacing them with odd noises would significantly hinder the clarity of the intended message.
We decided to test various sample sound effects and finalize the decision based on the results. Ultimately, the rats’ dialogue in the opening was replaced with the same voices used for the rats in the game, creating the impression that the narrator—a third party—was explaining the scene. Though, to most players, it might still feel like it’s the protagonist’s voice.
The narration has already been recorded by a voice actor, but the background music and sound effects are still in production. The background music is being composed once again by Remi, who created all the tracks for <Ratopia>. Once all the sound design is completed, we plan to update the game so that the intro plays at the start. We hope the intro video will leave a strong first impression on new players.
The final scene of the completed intro—"Become a hero in <Ratopia>."
We plan to continue improving the areas where the game falls short. While updates may sometimes be slow or disorganized due to development constraints, we are always deeply grateful for your patience and support. We promise to keep showing you our progress and growth.
In the next Development Diary, we hope to share updates on the progress of the Shaman theme. Until then, thank you for all your hard work this year, and we wish you a joyful holiday season!
VIP - Platinum; Be at the top of the bi-weekly leaderboard.
Somebody Has to Flip the Burgers; At any time, have a total of $100,000 in chips.
Achievement Modifications
Bubbles! ; increased chances of achievement dropping by 50%
Bug Fixes
$10 -> $10 million glitch ; Fixed an issue where when betting $10, sometimes the game would recognize it as $10 million
Train Mode Infinite Lightning Glitch ; Fixed an issue where if given 2x consecutive Blackjacks, a never-ending barrage of lightning strikes would hit the timer forcing the player to quit.
News
Leaderboard Rewards I have established a foundation for rewards based on player position on the leaderboards. Expect to see leaderboard rewards soon!
BlackJack Split Function Will be available next update!
Early Access Rewards Will be available next update!
Golden Wealth Feature (Store Item, Replaces Lightning) Will be available next update!
Steam leaderboards have been added so you can compare you times (any % and 100%) against the global top 10. Which right now is just me, and in order to not make it too challenging, I've intentionally only submitted a few slower run times, for a few levels.
At least that's my cover story.
Check out the Science Lab level to see leaderboards for every level that you've finished.
PS. the game is not *just* about speed running. It's an option. Seriously, go slow if you want. In fact, I'm torn about printing the best global times every time you finish a level. I don't want casual chillaxing players to feel like they aren't doing it right. I just want to fully support the people who want the extra challenge (and, admittedly, the collectable layout is partially designed for speed running).
So here's the question: should I print out the global ranking on the level end screen too, or only in the science lab?
-game crash bug fix when grinding -MTB hardtail working a bit again -MTB hardtail seat grab tricks hands will meet seat -Session marker placing for MTB hardtail fixed