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Author Topic: Rise to Ruins  (Read 293 times)

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Rise to Ruins
« on: May 11, 2019, 03:20:18 PM »


A challenging godlike village simulator designed to bridge the gap between the complexities of village simulation with the simplicity of classic 90s real-time strategy. Inspired by games like Towns, Gnomoria, Banished and Dwarf Fortress but not quite like any of them. Updated frequently.



Home-page
Steam
Official forum
Youtube


Single-player


Rise to Ruins InDev 30 Official Gameplay Trailer




About



Rise to Ruins is at heart a godlike village simulator, but it also throws in plenty of familiar game play mechanics from classic 90s era real-time strategy games like Settlers, along with some tower defense and survival elements in an attempt to create a new kind of village simulator. The goal is to try to bridge the gap between the depth and complexity of traditional village simulators, the fun of godlikes and the simplicity of real-time strategy.




Build a village, and die trying!
A major part of the game is village management, and trying to discover new and creative ways to use the tools at your disposal to keep yourself alive as long as possible. In this game, you will lose frequently, but with every failure you learn a little bit more about how to survive and apply that knowledge to your next attempt.

Several Game Modes
Currently, the game offers three game modes. Survival, Sandbox and Peaceful.

Survival is the game the way it was meant to be played, as a brutal survival style village sim, you will probably die often trying to figure out the best way to survive, but that's half the fun right?!

Peaceful is very similar to Survival, but it's balanced much like a traditional village simulator with some godlike and RTS elements sprinkled on top. The monster spawn rates are much lower, and the main focus is keeping your village happy and fed. It's a very easy mode, designed for casual players, or players just wanting to experiment.

Sandbox, like the name implies, is a mode where you can play around with the game mechanics. Change the time of day, weather, spawn monsters or villagers, or even edit the map while you're playing on it. This is the ultimate "Screw around" mode for players wanting to play with the game mechanics.

Godlike Elements
Not only can you manage your village, but you also have many godlike abilities at your disposal. You can alter the terrain, blast enemies from afar, pick up objects or creatures, heal your villagers, speed up resource growth and all sorts of other fun godly stuff.

Tons of map set themes!
Every set of maps will follow a certain theme (Forest, Desert, Underground, etc). Most of the current screenshots only feature a few of these map sets. But many more are planned.

The Soundtrack!
A full original soundtrack, made by Bibiki Garcia that blends orchestral instruments in a way fans of old 1990s era PC gaming will love and remember!



SixtyGig Games is a DRM free independent game developer! Rise to Ruins will not now or ever in the future have any sort of DRM! Piracy protection only hurts you guys, the loyal paying players. So you rest assured knowing that once you buy yourself a copy of Rise to Ruins you'll never again have to concern yourself with nagging questions about if you can continue playing the game down the road due to something like always-online logins, lost registration codes or because you bought a new computer and you're only licensed to put the game on one. All I ask from you is to be reasonable and responsible, you can buy the game and play it as much as you like, wherever you like. Just tell your friends to support my DRM-Free philosophy and buy their own copy! Free Content Patches, no paid-DLC



I don't believe in paying for Downloaded Content. If you buy Rise to Ruins you will have access to the entire game and all the content I'll ever create for it, forever! I believe DLC is greedy, and you deserve to have the full gaming experience from day 1, right out of the (figurative) box!



Your feedback is extremely important. You can reply here or head on over to the Official Website and help shape the direction of development! :)





































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Online Asid

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Re: Rise to Ruins
« Reply #1 on: May 11, 2019, 03:21:24 PM »
RISE TO RUINS Tutorial: Crash Course Tutorial for Rise to Ruins Basics


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Offline SystemInShock

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Re: Rise to Ruins
« Reply #2 on: May 11, 2019, 09:24:09 PM »
I need to stay off this forum.  Too many good games that I just have to buy after seeing them here.

Someday I might even catch up playing them all.
When in Danger, When in Doubt; run in circles, scream and shout.

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Re: Rise to Ruins
« Reply #3 on: May 12, 2019, 12:13:28 AM »
I need to stay off this forum.  Too many good games that I just have to buy after seeing them here.

Someday I might even catch up playing them all.

The list is loooong


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Re: Rise to Ruins
« Reply #4 on: May 13, 2019, 01:44:52 PM »
InDev 33d - Miscellaneous Bug Fixes and AI Improvements Update - Released!
12 May @ 9:58pm - Rayvolution

This is a fairly small bug fix patch, correcting a few issues that creeped up in InDev 33. If you're looking for the previous "Passive Tips" update, check out InDev 33c's change log.


If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord[discord.gg]!

InDev 33d Change Log

Miscellaneous Changes
   Clearing terrain, roads, digging and all harvest AI now obey the new threat map introduced in InDev 33c, and should drastically cut down on villager's suicidal behavior when new work becomes available after pushing back the corruption.
   Increased the rate trash decays in the corruption.
   Decreased the rate corruption destroys natural resources like trees and food.

Bug Fixes
   Fixed a crash if you assigned road work to upgrade to a path, and before the road was actually upgraded to a path one was generated naturally on the same tile, causing a loop in the road AI and eventually crashing the game when the AI tried to interact with that tile.
   Guards posting at a building being upgraded no longer has a very small chance of crashing the game.
   Implemented a possible fix for the rare bug that could sometimes cause resources to be generated in a building that was just destroyed, causing the game to crash next reload.
   Fixed a rare bug that would corrupt a save file if you saved and exited while you were carrying a resource your hand.
   Fixed a bug that could cause organizers to accidentally place the wrong resources in the wrong buildings, mainly keys. Credit to Veldrin on Discord.


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Re: Rise to Ruins
« Reply #5 on: May 22, 2019, 12:06:25 AM »
InDev 33e - The Red Sands Biome Update - Released!
21 MAY @ 3:10AM - RAYVOLUTION


The last planned content patch of InDev 33 is here, introducing 9 brand new maps in a brand new biome, and created by a member of the community no less! The Red Sands biome, by Shade(Give him a follow on Twitter as a thank you!)

In addition to the new biome, I've also fixed a ton of bugs and improved the AI. So be sure to check out the change log!

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord[discord.gg]!

InDev 33e Change Log

Miscellaneous Changes
   9 new maps have been added to the world map, creating a brand new "Red Sands" biome to explore!
   Increased the threat range of hostile towers and mobs.
   Added several community contributors to the credits page.
   Monsters can no longer spawn from incomplete buildings.
   "Clear Resources from Road" AI added that will prevent incorrect resources from sitting on a road and stopping your way makers from upgrading it.
   New builder AI improvements that should help avoid the "Waiting for one last hit of work" taking forever because the worker tasked with the job is on the other side of the village.
   All other panels on the world map now close when the player attempts to open a chest or complete a goal.
   The total available storage resource counts on the resource bar and panel no longer count buildings with paused or banned resources.

Bug Fixes
   Fixed a crash if you tried to place a building or draw terrain with a very tall shadow on the most-eastern or southern edge of the map.
   "Ready to migrate" no longer pops up on already established villages with migrants en route.
   Fixed a rare bug if a mob was killed while another mob was attacking it, and you saved and exited the game before the other mob's AI reset, it could cause a crash on reload.
   Fixed total years being offset by 1 day.
   Workers no longer repair abandoned buildings.
   Fixed a bug where water harvesting will not respect if a building's storage if paused or disabled when deciding to harvest more water, possibly causing an over harvesting problem.
   Fixed an issue where the game would crash with no sound device active.
   Fixed an issue where sometimes some goals that has map specific requirements on maps you didn't yet occupy would cause the game to crash.


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Re: Rise to Ruins
« Reply #6 on: June 07, 2019, 12:02:47 AM »
InDev 34 Road Map - The Fishing and Hunting Update
6 JUN @ 8:16AM - RAYVOLUTION


Just slightly over 5 years ago (May 3rd, 2014), I decided to make a simple pathfinding tech demo, to prove you can design a large scale pathfinding system for thousands of creatures all at once on a large, complex map. Well, that tech demo sparked an idea, an idea that turned into what you're currently playing; Rise to Ruins.

Now, after 5 years of solo development, the final InDev release is underway! (Actually, it has been underway for about 2 weeks, but hey!) Your support has been amazing over these 5 years, and I'm proud to announce InDev 34 will be the last content update before Rise to Ruins leaves Early Access In October!

This primary focus of this update is (you guessed it!) to add new hunting and fishing to the game. Part of that will also mean reworking guards and adding more complex food options. There will also be a ton of tweaks and improvements done to the new save system, corruption mechanics, as well as the usual general optimizations and improvements.

Rise to Ruins development will not end when the game leaves Early Access in October.

So be sure to keep posting your suggestions and opinions! I will be supporting the game and continuing on with additional 100% free content patches well after Rise to Ruins has left Early Access. 

You guys have been amazing over the years, and I thank you for all your support on discord[discord.gg], twitter and writing reviews on Steam! This has been an amazing experience, and I have you guys to thank for it!

I encourage you to post your nitpicky tweaks/gripes/suggestions below! Now that the game is moving into its home stretch to launch, all future patches will have a heavy focus on fixing/polishing "the little things" as I go. So now is the time to complain about all those "little things" that bug you, no matter how small! :)

InDev 34 Road Map

Hunting and Fishing
   Guards will be completely redesigned into a new hunter job (Name pending, suggest one below!) This new job class will combine the functions of the new hunters and the function of guards into a single job. During the day time, they will hunt animals out in the wilderness, and during night they will defend the village.
   The current outposts and barracks will be re-purposed into hunters guilds/lodges (Again, name pending! Suggest something!). Functionally they will remain fairly similar. This is a rename/reskin of the building to make it suitably themed with the new hunter job.
   New animals will be added to the game, to be hunted. They will spawn on uncorrupted land in and outside the village.
   A new fishing hut will be added, allowing you to fish in nearby waters.
   Dev time permitting, the new fishing hut will be able to be built on the water.
   To complement the new fishing and hunting systems, new complex foods will be added. The kitchen will be able to combine multiple combinations of foods into more complex and nutrient rich dishes.
   A new farm type will be added to house captured animals, to be slaughtered, bred or farmed as needed.

Corruption Changes
   Due to rioting with pitchforks popular demand, the corruption mechanics will be altered, allowing you to completely annihilate the corruption in a region if you're skilled enough. (But it won't be easy!)
   Monster spawn rate will be slightly re-balanced, opting to spawn higher level monsters rather than higher amounts of monsters. Although spawn counts will still increase, just at a lower rate.
   A nightly spawn cap will be reintroduced (Similar to InDev 32's mechanics), but instead, when the nightly spawn cap is reached the game will start to greatly increase monster levels.

Miscellaneous Changes
   The object/building data will be completely overhauled, reducing overall memory usage, and decreasing save and load times.
   All building perks will now be retroactive.
   Dev time permitting, workshop support will be added for custom maps.
   Dev time permitting, bridges will be added to the game.


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Re: Rise to Ruins
« Reply #7 on: June 25, 2019, 12:50:32 PM »
Build InDev 34 Unstable 1 Released
25 Jun @ 2:28am - Rayvolution

Click here for help on accessing the Unstable branch! https://risetoruins.com/index.php?/topic/263-how-to-access-unstable-builds-on-steam/

The first unstable patch for InDev 34 has arrived! This patch introduces a ton of improvements to the save system, lower memory usage, and faster save/load times. In addition it also brings in a ton of balance changes to trash and the corruption mechanics as well as some other nice tidbits. Check out the change log!

NOTE: This patch makes extensive chances to your save data, I highly recommend backing up your profile before playing. When you launch the game, a warning panel will pop up, when it does, click "Open Install Folder" and then make a backup copy of the /profiles/ folder!
InDev 34 Unstable 1 Change Log

Save System Optimizations
   The entire save system for object/building data has been completely rewritten, significantly reducing memory usage and save data size.
   Numerous changes and improvements to tons of modules have been done to drastically decrease save file size, save time, load time, and memory usage. (Note: The first time you load an old save it may take some additional time as it converts the data to the new format. I also strongly recommend loading and then saving and exiting at least once on every region just to decrease overall load time and memory usage on the world map.)

Balance Changes
   Less monsters now spawn overall, but their levels increase more rapidly.
   Monster level increases extremely fast when the corruption is highly threatened. (Warning: If you pinned the corruption in your save, the difficulty may be unexpectedly much higher suddenly.)
   The corruption can now be completely destroyed, but it's extremely hard and time consuming.
   Doubled resource decay times for most resources, and tripled others.
   It now takes less trashy trash to make a trashy cube.
   Reduced farm range to 24.
   A fourth dark purple work selection color has been added to signal when a work selection has been threatened.
   When pushing back the corruption, it becomes more resistant and slower to push back the more pinned it is.

Miscellaneous Changes
   Building perks are now retroactive.
   Wolfmere is no longer connected to Deepnesse
   Added a new "Make/Maintain until storage is full" option for all resources.
   Harvesting tasks are now set to maintain to storage limits by default, rather than infinite. Although the infinite option still exists if you want to use it.
   Made loot boxes more encouraged to teleport closer to the village.
   Added a "backup your saves" warning to old profiles loading InDev 34 for the first time.

Bug Fixes
   Send villagers goal now counts correctly.
   Year calculations fixed (Yes, again)
   Fixed a string key call in the trash AI task list.
   Fixed a bug where a monsters "breakaway chance" would fire too rapidly in the day time, possibly causing some lag at dawn.


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