Show/Hide Show/Hide

Rise to Ruins

 
Update 2d - Even More Minor Fixes and Balance Update - Released!Sep 19, 2023 - Community AnnouncementsThis is a small patch addressing a few bugs, as well as a few minor balance tweaks. Enjoy! :) If you want to read more about the enormous Update 2 patch, click here. Check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :) Update 2d Change Log Miscellaneous Changes Lowered "Goal Completed" sound a few decibels. Boosted praying actions to give 3 essence worth 3 energy rather than 2 essence worth 2 energy. (aka; now you get 9 total essence per action, instead of 4) Changed problem panel text for no food to also mention animal farms. Placing God Towers and God Walls no longer grants God XP for "Buildings Constructed" Corrupted buildings now spawn with a small amount of construction already completed so they can be targeted immediately. You can now exit the game entirely from the region/play view. Increased Chest Cost by 10% Increased Chest award-rate by 33%. When the game notifies you of a completed goal you completed in a previous play session, it no longer plays all the fanfare sound/particle effects, and changes "Completed!" to "Claim on Goals Panel!" Goals "Rise From The Grave" and "Was I a Good Boy?" now tick up even if the resurrection fails, resulting in a zombie. Changed "Default" crystal color to blue, so it looks less like a carrot in the UI. Wild Doofy Doggos now count for the "War Crimes" goal. Wild Doofy Doggos can now also initiate the Cullis Gate Easter Egg. Mend spell now puts out all fires on buildings when cast. Fire Elementals overall stats reduced by 33%. (The effective result is they scale 33% slower) Zombies now tend to get more STR than DEX stats. Other zombie variants now have the same stat gains as regular Zombies. Wood, Stone and Crystal Combobulators now generate golems 50% slower, but still require the same amount of total energy per golem resulting in less overall energy used day to day. Bug Fixes Fixed a rare AI crash when the AI failed to reset it's assignment during some pickup actions. (Thanks to Veldrin for the fix) "Dude, WTH Man" no longer incorrectly needs to be completed 4 times instead of 1. Removed the goal output debug information from logs. "Hands off me" goal no longer counts for any mob picked up. Fixed all tooltips, tips, and various other UI elements that suggest using crylithium for fuel, even though crylithium is no longer used that way. Problem panel no longer reports homes with food as not having them. "Touch Grass" goal now works when playing using a different language other than English. Fixed goals "Build All The Things" and "Tower Defense" incrementing when a god tower was placed. "Energy" tip no longer pops up when you build an Essence Altar. Doofy Doggos are now always named Moon Moon, even when wild. Fixed several perk names being incorrectly formatted. Fixed goal "Poor Weaponry" (Yes, again!) Corruption towers can now fire at the village again. (Note, previously constructed towers may still not fire.) Nephilim childre...Update 2c - Minor Fixes and Balance Update - Released!Aug 28, 2023 - Community AnnouncementsThis is a small patch addressing a few bugs, as well as a few minor balance tweaks. Enjoy! :) If you want to read more about the enormous patch that was just released on Saturday, click here. Check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :) Update 2c Change Log Miscellaneous Changes Trash burners now release or store 5 units of energy per tick, but the ticks are now 5 times longer. This fixes an issue where burners would cause too many particles to generate late-game. All chest open costs now reduced by 50%. (Note, already existing chests will still have their old opening costs) Temporarily disabled Twitch integration due to new API changes. Bug Fixes Fixed a few goals not progressing. Fixed a resource loading issue in the engine that caused problems with some localization mods. Fixed missing localization tag for the comet spell cost perk. Updated many aspects of the Java JRE and engine to reduce some hanging that can happen for specific configurations. Changed all .wav sound effects to .ogg to fix an additional hanging issue some users were experiencing. Update 2 - The Achievement Update - Released!Aug 26, 2023 - Community Announcementshttps://media.tenor.com/AO9kGgay3RUAAAAd/its-about-time-starcraft.gif Introducing the largest update patch ever in Rise to Ruins history. Update 2, the Achievement Update. This patch adds a massive amount of new content, bug fixes, tweaks and over 100 Steam Achievements tied into a brand new goals system. I've also started live streaming development on Twitch, if you're interested, you can follow me there. I'll mostly be streaming Rise to Ruins, Rise to Ruins 2 (Yes you just read that) and Rayvo2D Engine development. But I may also occasionally Stream gaming and other random things. In addition, my wife is now officially SixtyGig Games new art intern, and she will be working on all current and future projects. If you're interested in stalking her, you can do so on Formerly-Twitter. Head over there and send her a "thank you" for making all the new achievement icons, chat bubbles, terrains and several other additions this patch. :) Finally, check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :) Alright, let's get into this! If you have any ideas on new achievements to add, or tweaks to existing ones, let me know! Update 2 Change Log Goals and Achievements System Old goal system has been removed from the game entirely. New goals system now has 117 goals (more may be added, post your ideas!). Each goal unlocks a corresponding Steam Achievement. Every goal is on a huge web map, and as you unlock goals, more goals will become available. Like the previous goals system, all goals and their progress persist through dooming the world. Goals can now be accessed in when in the play state (Playing in a region/map). Goals no longer award perks, but award a lot of God Experience. Free Chest Slots can be unlocked, awarding, you guess it, a free chest! Chests are now gained 25% faster to offset the goals no longer rewarding perks directly. Faith and Influence System Villagers now gain and lose a new need, called faith, based on your and the world's actions. Anything they deem positive, they'll gain faith, negative, they lose it. Villagers are now less likely to panic or be confused when they have high faith and witness god doing things in the village. All spells now influence faith stats in some way or another when cast near villagers. New Building: The Essence Altar. Villagers can now be assigned as "Occultists", who will go to the altar and pray. Completing a pray action will increase the villager's faith and the villagers around them, as well as generate free essence that will be sent to an Essence Collector. New perks added for praying speeds. Lightning and Meteor (all kinds, including the spells) will now raise or lower faith depending on where it strikes, and what it hits. Villagers will now sometimes get a boost in faith when chatting with someone with significantly higher faith than they have. Villagers now gain 10 faith when they domesticate a wild doggo or take a mate. Village...Build Update 2 Unstable 4 ReleasedAug 23, 2023 - Community AnnouncementsClick here for help on accessing the Unstable branch! *Brushes dust off podium* Hello? *tap tap* Is this thing on? Hello? *clears throat* Ahem.. anyway.. Rise to Ruins Update 2 Unstable 4 has finally arrived, is content complete, and brings in the brand news goals system! Once Update 2 is out of testing, the new goals system will link up with Steam, adding one of the most requested features in Rise to Ruins history; 🎉Steam Achievements!🎉 This patch has obviously been a long time coming, and I'm hoping after a bit of play testing, I can get the full Rise to Ruins Update 2 out the door, activate the achievements in Steam and start work on Update 3. I am looking for plenty of feedback on the goals and achievement system, the balance, and ideas for more. Feel free to spam me anywhere that works for you with your ideas, and they may very well become official Steam achievements! I have also started streaming game development of Rise to Ruins, Rise to Ruins 2 (yes it's true!), and Rayvo2D, my new engine. If you're interested in following development more closely, you're welcome to either join the discord or follow me on Twitch. If you find a bug, you can report it on the Steam Bugs Forums or Discord! Previous Update 2 Unstable Change Logs: Update 2 Unstable 1 Update 2 Unstable 2 Update 2 Unstable 3 Update 2 Unstable 3c Update 2 Unstable 4 Change Log Goals and Achievements System Old goal system has been removed from the game entirely. New goals system now has 117 goals (more may be added, post your ideas!). Once Update 2 is fully released, each goal will unlock a Steam Achievement. (Note: I will try my best to get your test saves to unlock them retroactively, after Update 2 is released.) Every goal is on a huge web map, and as you unlock goals, more goals will become available. Like the previous goals system, all goals and their progress persist through dooming the world. Goals can now be accessed in when in the play state (Playing in a region/map). Goals no longer award perks, but award a lot of God Experience. Free Chest Slots can be unlocked, awarding, you guess it, a free chest! Chests are now gained 25% faster to offset the goals no longer rewarding perks directly. Miscellaneous Changes Added pale Blue trees, stumps and dead trees, white snow, teal grass and mushrooms to the game for future biome plans. They can currently be accessed in the map editor. Improved the map selection overlays in the world map. Halved the chance villagers and animals can be turned into a zombie after dying with blight. The Perk list now extends to the top and bottom of the screen. You can now use the scroll wheel on the perk list. Added x.com social button to the main menu. Added new particle effects to highlighted or selected buttons. Re-centered console panel. Cluckers can now do a rooster call at dawn. Medkits "+" symbol is now magenta-purple to avoid lawyers with too much time on their hands going after innocent developers for war crimes, or something. Reduced doggo ...Build Update 2 Unstable 3c ReleasedJun 11, 2022 - Community AnnouncementsClick here for help on accessing the Unstable branch! Update 2 Unstable 3c is a minor release addressing a few bugs and balance issues that creeped up. Check out the changelogs and enjoy! If you find a bug, you can report it on the Steam Bugs Forums or Discord! Previous Update 2 Unstable Change Logs: Update 2 Unstable 1 Update 2 Unstable 2 Update 2 Unstable 3 Update 2 Unstable 3c Change Log Miscellaneous Changes You can now set the particle movement back to "retro" by setting retroParticles=true in the settings.properties file. Houses can no longer store raw meat. Reliquary vessel spots can no longer have roads built under them. Added Easter Egg messages and sound effects when you sell a filled Vessel to a Catjeet in the marketplace. Occultists now check to make sure the body they need to reach isn't under threat before attempting to go there. Added all remaining missing perk names. Increased the pray speed across the board by 10% Boosted the amount of essence generated per pray cycle from 20-40 to 25-45. Bug Fixes Reversed a change that fixes a bug that won't allow some resources make/maintain values to be set in certain panels. Waymakers will no longer try to clear roads in locations roads shouldn't be allowed to be placed anymore anyway. (Example: If you build a reliquary over roads, and the old roads are overtop the vessel parking spots) Added test AI to help with kitchen ration output. Applied an experimental fix that should prevent courier golems and migrants to attempt to go to a region that was recently lost to the corruption. You can no longer place buildings in the red cut off area of your village range. Build Update 2 Unstable 3 ReleasedJun 1, 2022 - Community AnnouncementsClick here for help on accessing the Unstable branch! Update 2 Unstable 3 has arrived! Just like Unstable 1 and 2, this patch adds a ton bug fixes and improvements, but most importantly, new content! Some of the highlights of this patch are the brand new death/ghost mechanics, the Reliquary, Crylithium Firepits, vessels, clouds, and a ton of bug fixes and other QoL changes. Next up, Unstable 4 will be "the big one" you've all been waiting for, and easily one of the most requested features of all time. The beta release of ... achievements! 👀 Just keep in mind, I may not be able to officially enable them until full Update 2 release on the main branch. But the system will be in place, and usable. As with most of Rise to Ruins' patches, there's way too much to cover in a summary, so check out the changelogs and enjoy! If you find a bug, you can report it on the Steam Bugs Forums or Discord! Previous Update 2 Unstable Change Logs: Update 2 Unstable 1 Update 2 Unstable 2 Update 2 Unstable 3 Change Log Reliquary and The Dead New Building: The Reliquary. You can store bound souls at the reliquary, binding the ghost to the general area, and maintaining their vessel. New Resources: Empty and Filled Eerie Vessels. Empty Vessels are made by the Occultists in the Reliquary with 1 iron and 1 gold. Occultists can now "capture souls", when a villager or doggo dies, they will go to their corpse and "capture" the soul, placing it in an Eerie Vessel and take the Vessel to the reliquary to store and maintain for future resurrections. Added all of the perks, job data and speed reductions for capturing souls where required. Ghost no longer wander to random buildings. Ghost now always try to hover around their vessel, or body. New Resource: Ghost Dust, can be freely sold to Catjeet Provisioners. Who knows what they want with it though. Ghosts not bound to a body or a vessel will eventually leave the map forever, when they do a ton of essence is released and they'll drop some ghost dust. Completely rebalanced when ghosts fade in and out of view. Doggos and Doofy Doggos ghosts now fade in significantly more frequently. Doggos and Doofy Doggos ghosts are much less likely to leave the world forever. Bound ghosts are 10 times more likely to appear at night. Increased durability of god dust by 5x, the same as the new ghost dust resource. Mobs now decay 20 times slower. UI Improvements Increased the intensity of the mouse cursor light. Camp placement window now renders on the left side of the UI when the minimap is opened. Sound and music controls now have 25 volume levels rather than 10. Edge scrolling values in the settings menu now uses "O" instead of "" for the visual bar. Main menu messages now have random colors. "Mob rings" no longer appear when you mouse over dead mobs. Added a resource arrow under the mouse when you grab resources. The UI will no longer claim you can refine a resource at a building that can't carry it or its materials, even though the worker is allow...Build Update 2 Unstable 2 ReleasedApr 26, 2022 - Community AnnouncementsClick here for help on accessing the Unstable branch! Update 2 Unstable 2 has arrived! Just like Unstable 1, this patch adds a ton bug fixes and improvements, but most importantly, new content! Some of the highlights of this patch are the new upgradable doggo houses, further enhancements to the new faith system, tons and tons of new animations, the resource rate calculator, additional resource bar configurations, a new spell/disaster (a comet!), really high quality new font rendering, and a ton of bug fixes and other QoL changes. As with most of Rise to Ruins' patches, there's way too much to cover in a summary, so check out the changelogs and enjoy! If you find a bug, you can report it on the Steam Bugs Forums or Discord! Previous Update 2 Unstable Change Logs: Update 2 Unstable 1 Update 2 Unstable 2b HOTIFX Change Log Bug Fixes Mining facility's construction outline phase no longer generates a shadow. Fixed font scaling issues at scales higher than 2x. Fixed an issue where returning to the profile select screen without clicking a profile, then attempting to delete a profile, would always delete the first profile regardless of what profile appeared selected on the list. You can no longer click other buttons in the play state and map editor UI when the settings menu is open. Fixed a bug where the new flowers system wouldn't actually generate said flowers. Miscellaneous Changes Areas where range is generated, but can't be used because it doesn't reach back to the main body of the village, now show up in red when viewing the range map. Update 2 Unstable 2 Change Log Resource Bar and Panel Changes You can now set the resource filters to "rate", an experimental data view that gives you a rough idea how much of a resource is being consumed or generated over a given time period. The right hand resource bars can now be customized by opening the resource panel and selecting various types between food, water, dirty water, gold, faith and energy. The right hand resource bars now display a fill bar rather than just numbers. The right hand resource bar can now display 4 items, rather than 3. Faith and Influence System Flowers can now generate near concentrated areas of energy on the map, and where essence moves heavily through. Adjusted faith decay rates for all villagers. Increased Essence Altar's desirability stat to 3. Readjusted Cold Aura faith gains. Now all villagers lose a very small amount of faith when another villager dies from any cause that isn't old age. Villagers who witness the death lose significantly more. Standard and High Quality housing both now offer faith bonuses when upgraded. Villager's mates now lose 25% of their total faith if they die. Completely rebalanced influence amounts faith provides for all friendly mobs. Healing Aura now provides much less faith to villagers already fully healed. Now you gain additional/bonus faith if you use illuminate during an eclipse or blood moon. Spell Changes New Spell/Disaster added: Comet. A huge i...Build Update 2 Unstable 1 ReleasedMar 22, 2022 - Community AnnouncementsClick here for help on accessing the Unstable branch! A long time coming, I am happy to introduce that Update 2 Unstable 1 has arrived! This patch adds a ton bug fixes and improvements, but most importantly, new content! The biggest additions are the new essence generation and faith mechanics. Now, you no longer fuel your Essence Collectors with crylithium. Rather, you now build a new building called an Essence Altar and assign new workers called Occultists to them. These new Occultists will go to the altar and pray, upon completing a pray action, they will boost faith in the area and generate essence that can be delivered to an Essence Collector, effectively replacing the fueling mechanics that were removed with a method the player can more directly control by building additional altars and assigning more Occultists. The faith itself is a new system that bleeds over into many aspects of the game. Now villagers will gain and lose faith in you based on your or the world's actions. As their faith increases, you'll gain additional max influence to your influence bar, and they will be less likely to be confused or panic when they see you do anything. As with most of Rise to Ruins' patches, there's way too much to cover in a summary, so check out the changelogs and enjoy! If you find a bug, you can report it on the Steam Bugs Forums or Discord! Update 2 Unstable 1 Change Log Faith System Villagers now gain and lose a new need, called faith, based on your and the world's actions. Anything they deem positive, they'll gain faith, negative, they lose it. Villagers are now less likely to panic or be confused when they have high faith and witness god doing things in the village. All spells now influence faith stats in some way or another when cast near villagers. New Building: The Essence Altar. Villagers can now be assigned as "Occultists", who will go to the altar and pray. Completing a pray action will increase the villager's faith and the villagers around them, as well as generate free essence that will be sent to an Essence Collector. New perks added for praying speeds. Lightning and Meteor (all kinds, including the spells) will now raise or lower faith depending on where it strikes, and what it hits. Villagers will now sometimes get a boost in faith when chatting with someone with significantly higher faith than they have. Villagers now gain 10 faith when they domesticate a wild doggo or take a mate. Villagers now gain faith when they mate, and villagers nearby gain a very small amount. Nearby villagers gain faith when they witness a monster killed. Nearby villagers lose faith when they witness another villager killed. Nearby villagers get a bonus to faith when they witness an elder die of natural causes. (Living a "full life") Villagers now conceive Nephilim children if their combined total faith is within 90% of their maximum faith. Lightning rods can increase faith when a lightning bolt hits them. A mob resurrected from the Resurrect spell get maxi...Plans Secured.Jan 11, 2022 - Community AnnouncementsGreetings everyone, It's time to get back on the bandwagon, and explain my current plans. Although they are always subject to change, I wanted to give everyone an update on what's been going on and where I'd like to see my company, Rise to Ruins and my future projects to go in the future. As you all know, I've taken an extended break from game development as I focused on myself and my own health, my life, and the people around me. Most of you guys who follow me on Discord or Twitter have seen several of the things I've posted or said over the past year or so. A mistake I made on my previous announcement was the timeline though. I was unaware exactly how bad my mental health actually was at the time of writing it, and thus took an enormously longer time than I expected to start recovering. The previous announcement is now only half the story, the other half is perhaps fascinating, I'm not sure. But it's another half that should be told, now that it can be. The last 2 years have been quite an experience for me, good, bad and otherwise. It's hard to articulate it, because of who I am and how I am wired. But I will do my best to explain the situation and what happened. I'm not trying to make excuses, I do not care too. That's not the point. I won't bother going over my life history again as I did in my previous announcement, but I will add some fun tidbits to it that may have some drastic changes on how everything is perceived, and I hope to give a better understanding as to what happened. The first, and extremely likely most important addition to the story is on December 16th, 2021. I was officially diagnosed with ASD Level 1, or going by a (now obsolete) term more of you will recognize; I am a twice-exceptional person with Asperger's. If you want an example of what this means, I'm basically a real life Sheldon Cooper, just a bit less hyperbolic about it. (Fellow ASD: I get many people with ASD don't like this comparison, but it's very accurate for people like myself, we're just rare even among the ASD community.) What does this mean? Well for you guys, not much. For me? Again, not much. I am still who I am, labels don't change that. I'm not magically some other person. But, it does give me clarity and explain some of my past actions, behaviors and why sometimes things just aren't in sync. As well, and most importantly, what the hell happened to me sometime in 2020. What is important to understand, is why this happened. I've been working my entire adult life, non-stop in the pursuit of success to reach a level of security and stability, I achieved that in mid 2020, 20 years after first entering the workforce and 30 years too young, and my life fell apart. (Weird right?). I now can effectively retire whenever I want, although I won't. That feeling sounds great, until you realize I'm someone with Asperger's who made survival paramount. I was burned out from 15 years of non-stop work. If you've read my previous announcement, you know my life. I've been...The developer of Rise to Ruins is absolutely mad and has secured funding for their gamesMar 16, 2021 - GamingOnLinuxSometimes you read a story that's really hard to believe it's true but probably is. In this case it's Raymond Doerr of SixtyGig Games doing something absolutely nuts to secure funding for their games. Read the full article here: https://www.gamingonlinux.com/2021/03/the-developer-of-rise-to-ruins-is-absolutely-mad-and-has-secured-funding-for-their-games Funding Secured.Mar 14, 2021 - Community AnnouncementsGreetings fellow gamers! Many of you have probably noted an obvious slowdown in development since Update 1c was released last year. First and foremost, I would like to absolutely reassure you that development is, in fact, continuing and Update 2 is currently in work, with Update 3 and 4 already planned out. But why did this happen? Well, that's a story I thought I would never find myself in a position to tell, but here we are. So strap in! There's a lot of back context needed. In 2013 I decided to learn to program as it was the only remaining skill left I did not have to make a video game. I had no experience what so ever outside of doing mods/scripting for various games over the years. I spent 8-9 months of my life doing nothing but working at Lockheed Martin as an Avionics Technician 8-10 hours a day, and another 8-10 at home learning how to program in my language of choice, Java. After roughly a year it was time to go pro, and I started development on Retro-Pixel Castles, or eventually to be renamed, Rise to Ruins. I saved up (or have been saving up, more accurately) around $90k working at Lockheed, because I lived out of a suitcase moving from one military base to the next every 4-6 months for 5 straight years. So, I did the totally rational thing you do when you want to completely change career paths into a job with an extremely high rate of failure that you have literally zero professional experience what so ever in doing, I quit my current job at Lockheed Martin. Yes, you read that right. My first ever attempt to "go pro" happened within a year of learning to program and I quit my very secure job to do it. Despite all odds, I was successful in the attempt. I also got an Associates Degree in Psychology at a local community college and bought a house in cash (87k, near-condemned foreclosure) while doing all this because it was necessary. Thanks to my former military service I could go to college for free. In fact, they paid me roughly $1,200/mo to go on top of paying for books/tuition, it's how I fed myself in the early days of this. I also needed a place to live during this ridiculous adventure too, and reducing costs was key to my strategy working, so what better cost reduction than removing rent/mortgages all together? Long as I was in college for free and getting paid $1,200/mo to educate myself for the next 4 years, I could survive. Development on Rise to Ruins itself was blistering fast as a result, because this whole plan would implode within 4 years when my education benefits ran out. It's easily a whole story in of itself, but I'll gloss over that for brevity's sake because that's not the point of this already really long announcement. Basically I dedicated years to work, spending a good 10-14 hours a day usually 7 days a week at the height of it just chugging out patches during Early Access. Fast forward to Rise to Ruins officially releasing in October of 2019, right before the pandemic started. My plan was (and still is) to contin...The best building games on PCAug 25, 2020 - Rock, Paper, Shotgun ‘Building’ is a pretty broad theme. There are a lot of games where you build things, after all, and they can be very different. Helpfully, then, I’ve split this list of the 20 best building games on PC into four sections, each covering a sub-category of this big, messy genre. (more…) Update 1b - The Bug Fix and Tweaks Update - Released!Jul 19, 2020 - Community AnnouncementsThis is a smaller patch full of a ton of small quality of life improvements, bug fixes and balance changes. This patch was originally going into Update 2, but I decided to break out some of the Update 2 content and move it to a smaller patch, so you can get some of the new improvements and changes early, without having to wait for Update 2 later. Enjoy! :) Check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :) Update 1b Change Log Miscellaneous Changes Essence Collectors no longer deliver essence when out of range of the village. Drones now only harvest resources when there is not any already available within the corruption. Resources now decay twice as fast on corrupted tiles. Non-monster buildings are now slowly destroyed if they are caught in the corruption. Reduced the overall amount of resources generated when a very large or highly upgraded building is destroyed. Blood Slimes no longer can spawn boosted. Blood Slimes now die slowly when they're not on the corruption. All slimes now will no longer regain hit points unless they're inside the corruption. Blood Slimes no longer level alongside the corruption or current day. Rock now regrows at an extremely slow rate, roughly 1/20th the rate of trees. Rock now remains selected after harvesting. Added hot key support for object upgrade buttons, but the hot keys must be assigned manually. The hot key for dismantling buildings is now unassigned by default, but can still be assigned in settings. This is to prevent new players from accidentally triggering a dismantle action they can't reverse, but still allow experienced players to have a hot key if they desire. Nerfed the Flame Spell's damage by 50% Bug Fixes Range is no longer improperly generated on initial load. Fixed the never-ending god XP tally sound that sometimes occurs on the world map. Fixed a rare bug that would crash the game in the event a mob would drop off a resource to a building that has just become out of range, and still had remaining resources to drop. You can no longer start an upgrade on a building out of range of the village, causing the game to crash. Fixed a bug that would cause the mouse to move too far when you increased or decreased the priority of a building on the building list panel. Fixed some overlaying text on the building upgrade panel on some buildings. Fixed an issue where several mob related perks would not apply correctly to the mobs. Blight settings are now properly saved in custom game mode templates. If a blessed villager has twins or triplets, all of the children will be born nephilims. Fixed a few typos in the tool tips. Fixed an extremely rare bug where sometimes mobs would reset their AI, and no longer be "dead" even if they have no hit points. Fixed a bug that could sometimes trigger invulnerable slimes. Slightly optimized the building destruction code. Rise to Ruins Soundtrack Now Available All Over The Internet.May 17, 2020 - Community AnnouncementsThe Rise to Ruins soundtrack is now uploaded all over the internet, including Spotify, Amazon Music, Youtube, Google Play and more! All revenue (Less various store fees) from purchasing or listening to the soundtrack does not go to me, rather it goes to Rise to Ruins' composer, José Ramón "Bibiki" García. So if you want to support him directly by throwing a few bucks his way, be sure to buy the soundtrack! :) If you're interested in listening or purchasing the soundtrack on various platforms, you can click here to get started! Additionally, if you just want to jam out on youtube, you can find the full OST here. And finally, always remember, the full sound track is always available unobfuscated within the game files, in .ogg format, just poke around the /res/music folder. But buying the soundtrack online is a way to support RtR's awesome composer, and get the files in a more appropriately organized format for easy listening on multiple devices. :)Update 1 - The Magic Update - Released!Mar 22, 2020 - Community AnnouncementsThe first free post release content patch has arrived, introducing The Magic Update! This update includes a complete and total overhaul of the spell casting mechanics, as well as a ton of new spells. It also includes double the perks the game released with, a ton of bug fixes, balance changes, and general improvements. Specter mechanics have been changed quite a bit in this patch as well, so be sure to checkout the "New Walls and Specter Mechanics" category below and read it carefully! ːrtrheartː Check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :) Update 1 Change Log New Walls and Specter Mechanics Added Crylithium Curtain Walls, Crylithium Walls and Crylithium Gates to the game. They all can block specters and ghosts from passing through them. Specters and Ghosts can no longer cross crystal patches. Regular Curtain Walls no longer block specters and ghosts from passing through them. All old saves before this patch get their Curtain Walls updated to Crylithium Curtain Walls automatically and free, so late game villages don't get overrun with specters after this change. Reorganized the walls category into two subcategories. New Perks Labor Golem and Holy Golem Duration perk removed as they serve no purpose anymore. Tons of new perks added, more than doubling the original perk list. There are too many to list here, so just take my word for it and enjoy! :) Removed "perk rarity" from the game. This feature used to determine how common certain perks were, now all perks have an equal chance of being unlocked. Spell and Influence Overhaul New Spell: Construct. Uses your godly powers to assist in constructing buildings, but requires the resources to already be delivered to the build site. New Spell: Divine Blessing. Bless a villager, causing their next born child to be a Nephilim with superior strength, dexterity and lifespan. New Spell: God Tower. Summons a magic bow tower with unlimited ammo. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell. New Spell: God Wall. Summons a magic wall that will help block all types of monsters, including specters, from crossing. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell. New Spell: Harvest. Automatically harvests resources from the region, dropping them on the ground for your villagers to quickly collect. Make sure you cast this in range of your village, else nobody will come pick anything up! New Spell: Holy Potatoes. Sprouts magic potatoes from the ground, really handy if you've just completely run out of food or want to create a new patch elsewhere in the village! New Spell: Holy Wood. Sprouts large erections of wood from the ground, really handy if you've just completely run out of wood or want to create a new patch elsewhere in the village! New Spell: Dispel Golem. Dispel a previously summoned or combobulated golem...100 Free Copies for People Staying Inside!Mar 16, 2020 - Community AnnouncementsI am giving out up to 100 FREE copies of Rise to Ruins to anyone who Follows, RTs and replies to this post on Twitter with their "proof" they are staying at home during the #CoronavirusOutbreak! I'm not telling you what the proof is, just have fun with it. ːlunar2020ratinablanketː Have fun, and wash your hands!Build Update 1 Unstable 2 ReleasedMar 13, 2020 - Community AnnouncementsClick here for help on accessing the Unstable branch! Update 1 Unstable 2 has arrived! This patch adds tons and tons of new perks (more than double!) as well as tosses in several bug fix and other general improvements. This is also the "Feature complete" build of Update 1. Barring any issue, Update 1 should be fully released very soon. So make sure you dig deep for those bugs! ːrtrheartː Enjoy! Update 1 Unstable 2 Change Log New Perks Labor Golem and Holy Golem Duration perk removed as they serve no purpose anymore. Tons of new perks added, more than doubling the original perk list. There are too many to list here, so just take my word for it and enjoy! :) Removed "perk rarity" from the game. This feature used to determine how common certain perks were, now all perks have an equal chance of being unlocked. Miscellaneous Changes New range generation "trimming" system, that will remove generated range in areas not connected to the village. Added to cut down on villagers straying away from the village and getting killed. Note that corruption resistance will still generate even if range does not. Increased the storage counts of equipment storage. Added "blessed" icon to the mob select and population panels. Slightly reduced influence regeneration rates. Buffed conjure essence spell, it can now produce more resources per cast, and perks can boost it further. Slightly reduced influence generation rates. Bug Fixes Fixed a interface scaling issue with some ultrawide monitors that would cause buttons to be hidden under the UI. Charm spell works again. Fixed a very minor bug where the save system would claim it's converting old road map save data when it wasn't, and the data was already converted. Fixed a bug that could crash the game if a blessed regular male villager impregnated a nephilim and the nephilim tried to give birth. Put in temporary fix for blessed nephilim child birth crashes so old Unstable 1 players already inflicted with the bug can continue to play their saves. If the father of a child is re-blessed after the father impregnates the mother, the father will not become unblessed when the mother gives birth. Fixed a bug that would allow you to attempt to cast some spells you don't meet the conditions for and not consuming the influence, but triggering the cooldown. Nephilim now properly live an average of 10 days longer than their regular counterparts. Resurrect spell cooldown now doesn't reset when you don't cast it in a ghost. Human Nephilim migrants no longer "become" regular humans after they arrive at the new region. Nephilim elders and children are no longer counted as unassigned workers list in the population list panel. Catjeet Children are now counted in the children total on the population totals panel. Nephilim are now counted in the children total on the population totals panel Nephilim are now tracked in the statistics panel. Blood Moon and Eclipse countdown delay timers are now properly saved. Divine Blessing no longer counts to...Build Update 1 Unstable 1 ReleasedJan 19, 2020 - Community AnnouncementsClick here for help on accessing the Unstable branch! Update 1 Unstable 1 has arrived! This patch adds a ton of small improvements and bug fixes, some balance changes, and most importantly a completely overhauled spell system! :) This patch introduces a ton of new mechanics that can greatly impact the overall balance of the game. So be sure to let me know in the comments what you think of all the new mechanics and how they're impacting your gameplay so I can fine tune them for the eventual full release. Enjoy! Update 1 Unstable 1 Change Log New Walls and Specter Mechanics Added Crylithium Curtain Walls, Crylithium Walls and Crylithium Gates to the game. They all can block specters and ghosts from passing through them. Specters and Ghosts can no longer cross crystal patches. Regular Curtain Walls no longer block specters and ghosts from passing through them. All old saves before this patch get their Curtain Walls updated to Crylithium Curtain Walls automatically and free, so late game villages don't get overrun with specters after this change. Reorganized the walls category into two subcategories. Spell and Influence Overhaul New Spell: Construct. Uses your godly powers to assist in constructing buildings, but requires the resources to already be delivered to the build site. New Spell: Divine Blessing. Bless a villager, causing their next born child to be a Nephilim with superior strength, dexterity and lifespan. New Spell: God Tower. Summons a magic bow tower with unlimited ammo. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell. New Spell: God Wall. Summons a magic wall that will help block all types of monsters, including specters, from crossing. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell. New Spell: Harvest. Automatically harvests resources from the region, dropping them on the ground for your villagers to quickly collect. Make sure you cast this in range of your village, else nobody will come pick anything up! New Spell: Holy Potatoes. Sprouts magic potatoes from the ground, really handy if you've just completely run out of food or want to create a new patch elsewhere in the village! New Spell: Holy Wood. Sprouts large erections of wood from the ground, really handy if you've just completely run out of wood or want to create a new patch elsewhere in the village! New Spell: Dispel Golem. Dispel a previously summoned or combobulated golem. Will work on any golem in the village, including the ones you did not summon yourself. Typically should be used to dispel labor or holy golems to regain some of your maximum influence. New Spell: Dispel God Structure. Dispel a previously summoned structure to regain some of your maximum influence. A new type of influence mechanic has been added. Now some spells can last forever, but they take up a portion of your maximum influence to maintain. For example, Labor Golems now last forever, but...Free Content Patches: What to expect as we move beyond Early Access.Jan 1, 2020 - Community AnnouncementsGreetings everyone! Now that Rise to Ruins has left Early Access, it's time to talk about how development will progress from here on out. As I've stated in the past, development will not end when the game leaves Early Access. But, I would like to change how patches work from here. In the past I tried to release giant major patches. A huge part of this was up until 2019 major patches broke your save data, so I wanted to be sure I added enough content all at once to make it worthwhile to start over. But, for a large majority of 2019 save files are no longer broken when new patches are releases, and I of course don't plan to break them moving forward from here. So, what I'm going to start doing is stop releasing future patch Road Maps outlining huge patches with tons of content. Rather, I'm going to start releasing much smaller, more frequent patches and people interested in following very closely with development can either follow me on twitter, or join our discord. Although there will still be occasional big patches, it really depends on what mechanics are being added. Some new mechanics may simply be so extensive they would be nonsensical broken up into smaller parts. For example, the recent hunting patch would not have made much sense if I broke it up into smaller pieces where I added just animals, then just hunting, then just animal pens, and then just butchering/slaughtering mechanics all individually as separate smaller patches. None of those mechanics would have functioned correctly without the other parts. Just a reminder, as I said in the past all future patches will not be DLC. All future content will be 100% free, and included in the base game. Rise to Ruins will continue to get free content patches as long as I am selling enough copies to support myself and development.Unknown Pleasures: 'tis not the seasonOct 25, 2019 - Rock, Paper, ShotgunThere’s a coat in a window on my way home and I want it. Or possibly a blazer, I was in a hurry. It is purple and the shop had put a sign saying “VAMPIRE” over it, but I don’t need to use the cover of the worst holiday as an excuse. Which reminds me: when did we agree that Halloween was an entire bloody month and not a single day? The Pleasuredome does not recognise this false season (also I coincidentally booked half of next week off anyway). It is time, then, for a resolutely pumpkin-free Unknown Pleasures, our regular selection of the very best games on Steam that aren’t getting their due. Styling it out this week: Bickering nobles, micro planets, and robotic angels. (more…)