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Banners of Ruin News

Banners of Ruin - Hunters

The good news: We've been busy working on loads of new content!
The bad news: You're being hunted.

This update introduces several new features, including epic new Challenges and dozens of new scenarios and cards - read below for more!

[h3]The Hunters![/h3]

Introducing, The Hunters Castor, Scourge and Fenra. These bounty hunters are looking to pick up a high price for you Blackfoot infiltrators! After you beat the Warden, one of these three new mini-boss enemies will now spawn in the second street. They each offer a unique weapon card matching their skillsets, but can output some high damage if given the chance.



[h3]8 new scenarios![/h3]

These will start popping up from Level 3 and Level 5 (global XP) onwards, and offer a variety of new outcomes. Spend your gold to hire a character with a specific set of cards, view specific categories of weapons, or enter some tough fights for big rewards.



[h3]8 new Weapon Cards![/h3]
(+3 Hunter weapons!)

A fresh delivery! Now you have lots of new tools at your disposal, and extra scenarios to find them in - among these are 4 new Shields, each offering different defensive abilities.



[h3]A total of 15 new Skills and Talents![/h3]

These do a whole host of different things, with card-draw being a common theme, and many are introduced in...



[h3]Epic Challenges![/h3]

Along with Oaths and Hunters, these are unlocked after beating the Warden for the first time. When you start a new campaign, you'll be able to select any one of 10 different challenges. These are specific goals you must achieve over the course of a run, paired with different Oaths, that unlock a new card when completed. Lots of the new Skills, Weapons and Talents are up for grabs here! Let us know if these are too easy or too tough!



Thanks to everyone who's been enjoying and supporting the game! We really hope you enjoy this update!


[h4]Unfortunately the content of this update is not yet available in Portuguese (Brazilian) - we are hoping to make this available soon![/h4]

[h2]Feedback / Bugs[/h2]

With each update, we encourage you to discuss new features alongside your fellow players, either here on the steam forums, or in our discord: https://discord.gg/HXdVQHb. The discord has dedicated channels for submitting feedback and bugs, as well as a very helpful and active community. If you're a Supporter, there's also a private channel you can check out to find out how to access the private Supporter beta.

[h3]Once again, thank you![/h3]

[1.0.18] First Patch - Informant updates!

[1.0.18] - Patch


Firstly, thanks to everyone for playing! The response has been quite overwhelming, and brought a welcome burst of enthusiasm to the playerbase.

We've been listening to all your feedback since our launch into full release, and this patch aims to address much of that.

[h2]Informant Escape Scenario[/h2]
One thing that became clear was that our intent for the design of the new Informant Escape scenario was not being well communicated, causing some frustration among players. This, along with many fixes, is the focus of this update.

The Escape scenario was meant to test your card draw, however it became clear that the fight was insufficiently difficult, meaning if you lacked the necessary draw, you would enter into a long and drawn out fight that could even lead to an impossible stalemate. This obviously isn't how we want any combat in the game to play out, so we've made some changes!

The gate no longer ticks down, and you will start with 2x Chains by default. To offset this decrease in difficulty, it must now be raised to 15, the combat will begin with opponent barricades, and up to 3 Ender Guardians will take their place when they are destroyed. New enemies will spawn after this, but only whilst the gate is below the threshold value of 15, after which they will stop spawning, and the fight will work like any regular combat.

We had some other design changes in mind for this fight, but we wanted to address the immediate issues and alleviate the frustration for now. This probably won't be the last tweak we make to that combat, and we'll continue to listen to feedback about whether we need to increase its difficulty further, or make other adjustments.

[h2]Quality of Life[/h2]
Feedback concerning certain Quality of Life features also hasn't gone unnoticed! Some of these issues require changes that aren't as simple as they seem, so haven't made it into this update, but rest assured, we've heard you! Improvements in this area are planned and on their way.

For those playing on controllers, we're also hoping to bring some of the improvements we're currently making to the Switch build over to the PC version in the coming weeks.

Overall, we hope you enjoy the update!


[h2]Full release notes below[/h2]

[h3][Changes][/h3]
- Characters no longer show "The Hammer" underneath their surname.
- Recruitable characters will no longer spawn with Heavy armour unless their Stamina is greater than or equal to 4.
- Spitter and his Gang Bruisers now have reduced Max Vitality.
- Barricades in the fight with Spitter now start with 20 Defence.
- The Informant Escape scenario (sewer gate combat) now behaves differently. The gate no longer ticks down, and you will start with 2x Chains by default. To offset this decrease in difficulty, it must now be raised to 15, the combat will begin with opponent barricades, and up to 3 Ender Guardians will take their place when they are destroyed. However, new enemies will only spawn whilst the gate is below the threshold value of 15.
- Removing an upgraded card from your deck will now automatically store the token in your token book, avoiding the need to do it by hand.

[h3][Fixes][/h3]
- Fix for three Hare talents (Pivot, PlanOfAttack and Urgency) spawning as Skills. This does mean loading a run with these cards will load them with a dead wielder, so they will be removed from your deck after your next combat.
- Fix for Spymaster TrueStrike intent causing a softlock if the Spymaster is targeting the character in front of the shadow, and they evade the Shadow's attack
- Fix for the bonus campaign cards being added to the beginning of the run before they would have been unlocked by the player.
- Fix for statuses still alternating the turns on which they tick in "that" fight.
- Subtle fix / change for Zealot, where it will now trigger if the character with Zealot has a status effecting them that banishes cards (e.g. Exertion).
- Fix for Grave passive not triggering if your banish pile reaches 12 by cards banishes that happen during cleanup (stashed weapons, or cards with dead wielders). Cleanup may now also trigger any other similar banish related effects.
- Fix for Akimbo consuming Charge prematurely when dual wielding, and therefore not working with the Mouse Racial Ability correctly.
- Fix for a lockup in the second combat tutorial if you chose a card that already appears in your deck (e.g. Rush) as a reward for the first combat.
- Fix for statuses still alternating their effects based on rank, even when both ranks are active
- Fix for input bug that would cause the opening Informant card to be selected along with Forgotten Tunnel, meaning after the first combat, you would return to find the Informant card missing.
- Fix for screen prompts (shown by campaign cards that require selecting a lane) being left on-screen when exiting to the main menu.
- Fix for being locked out of the tutorial if you quit to the main menu before the "Party Screen" prompt.
- Fix for Provoked blocking Beavers from selecting their barricades (e.g. using Craftsman)
- Fix for Greataxe not dealing additional adjacent damage if the target had a status/passive that gave them more defence when their defence was broken (e.g. The Warden).
- Fix for preselecting a talent allowing for that talent to appear twice in the final selection.
- Fix for HiddenStrike intent setting the spawned card's wielder to a null character (appearing dead) when targeting barricades. HiddenStrikes targeting barricades will now set the wielder to a random party member.
- Fix for cards with special per-instance values (e.g. Oathkeeper) displaying "PARSE_FAILED" when they were obtained by re-rolling or transforming.
- Fix for being able to hover campaign cards over certain hot spots when viewing the party screen.
- Fix for an issue where defeating The Warden in a run from an older version of the game could move to the Unlocks Screen without awarding XP, and without deleting the save game. Players who have encountered this can now Continue their campaign, and should now be awarded appropriate XP for the run.
- Fix for Akimbo working inconsistently with weapon-handing.
- Fix for RecklessCleave only dealing a base damage of 15
- Fix for Charge not being consumed correctly with certain cards, e.g. DancingBlades
- Fix for a soft-locking exception under very specific circumstances, for intent-dependent cards/passives (e.g. Battleaxe).


Bug report info here: https://www.montebearo.co.uk/bor-bug-report/

Banners Of Ruin is Wind In The Willows crossed with Slay The Spire

After a day short of a year in early access, turn-based anthro-animal battler Banners Of Ruin has launched in full. It's Wind In The Willows crossed with Slay The Spire, or Animals Of Farthing Wood crossed with Game Of Thrones. Check out the launch trailer below.


Read more

Banners of Ruin - Full Release!

[h3]We're in the end game now![/h3]

On the 30th of July last year, we launched into Early Access - we're super excited to launch into our full release just a day shy of one year later!

Banners of Ruin has changed a lot since its initial launch, and we'd like to thank all of our players - and most especially our Beta Testers + Supporters - for their feedback and encouragement. It wouldn't be the same game without you!

[h3]Here's the highlights of everything that's been added since the Early Access release:[/h3]
  • A whole new progression system for unlocking new characters and cards.
  • Each race now has its own unique ability that fundamentally changes gameplay.
  • An entirely new End Game, which you can access by completing the three "Informant Tasks" in each street. This changes the course of your run, and unlocks the final 2 bosses of the game! (More on this below).
  • Card Upgrade Tokens, which apply additional effects after playing a card.
  • End of Street Elite variants and several new enemies.
  • So much new art! We even got a fancy cutscene in there!
  • The Stash system, so you can hold onto Weapons and Armour for later use, and swap at any time.
  • Over 20 new Scenarios, including some that let you recruit new characters, take on missions, or let you swap equipment at the start of a run.
  • Oaths! These difficulty modifiers will earn you more XP in each run, and also drastically impact gameplay.
  • Full Controller Support!
  • A total of over 300 cards and Passives, and a Compendium to view them all!

On top of that, we're also excited to launch on Nintendo Switch, so you can play on the go!

It's been a long road, and the last couple of months have been pretty stressful - but ultimately we're pretty proud of what our first game has grown into, and the community that's grown around it. We'd like to thank our friends, family, and the wonderful folks at Goblinz for all their help on this strange little journey.

[h3]With that out of the way - let's check out what's new in this update![/h3]



Spitter is a new End of Street Elite variant for the first street - which we're now calling "The Outer Districts".



He's a dastardly little mouse with a few tricks up his sleeve. He's got some potent attacks, and likes to hide behind cover! Watch out for him and his gang in The Outer Districts!



After you beat the Warden, you will now unlock The Informant. He has a task for you to complete in each street. Succeed in all three, and he'll find you a way into the Inner Keep of Dawn's Point, to fight the last line of the Ender defence. Be prepared for some tough fights along the way, and a need to adapt your playstyle to overcome unique challenges. Make sure to keep an eye out for each task as you make your way through the streets and pay attention to each task's objective - skipping any will forfeit the end game!



[h3]Endgame Bosses[/h3]

Once you've completed each Informant Task, and beat the Warden to gain access to the Keep, you'll enter The End Game. There's two new bosses here that we don't want to spoil - but it's safe to say they each have some mechanics that are radically different to anything we've added to the game before.

Completing the end game also unlocks a set of unique openings to the campaign, that will widen your deckbuilding options across future runs.

You may find the last bosses to be a really tough challenge, but we're sure you can do it. Keep your wits about you, bring your best builds - and finish the fight.

This update also adjusts the balance of the meta progression - levelling each race was looking like more of a grind than we wanted, so we've lowered the XP thresholds of their unlocks. As a result, you may find after your next run you've unlocked a bunch of stuff, even for races who weren't in your party. Additionally, in an ongoing run, you may be offered Talents / Passives that are then shown as Unlocked when you end the campaign. This is to be expected, as the game will consider those items unlocked but hasn't displayed a notification to you yet - it shouldn't cause any later issues.

Thanks again to those who have supported the game over the course of Early Access - we hope you've enjoyed your time with the game, and continue to do so! For now, we're off to have a cup of tea!



[h2]Feedback / Bugs[/h2]

With each update, we encourage you to discuss new features alongside your fellow players, either here on the steam forums, or in our discord: https://discord.gg/HXdVQHb. The discord has dedicated channels for submitting feedback and bugs, as well as a very helpful and active community. If you're a Supporter, there's also a private channel you can check out to find out how to access the private Supporter beta.

[h3]Once again, thank you![/h3]

Big announcements for Goblinz 5th Anniversary!

Hello everyone,

Today is a special day for Goblinz, as the studio is already celebrating its 5th anniversary!
For the past 5 years, we have been developing and publishing games we believe in. It's been quite an adventure, but this is just the beginning!

For the occasion, we have surprises for you including new games announcement and big sales on all our games!



New published games: Diluvian Winds & Defend the Rook


We are so excited to announce the addition of Diluvian Winds and Defend the Rook in the Goblinz catalogue!

Diluvian Winds is a sail punk city builder developed by Alambik Studio.
In a context of exile due to the rising waters, survive as you expand your community in your lighthouse!

https://store.steampowered.com/app/1561040/Diluvian_Winds/

Defend the Rook is a roguelike tactics board combat combined with tower defense elements developed by One Up Plus.
Defeat the invading hoards to stay alive and save the land! Enjoy more tactics than a normal TD game, combined with the added challenge of building towers and fighting off waves of enemies!

https://store.steampowered.com/app/1531250/Tactics_Tower_Mayhem/

Add these games to your wishlist and follow Goblinz Publishing on Twitter so you don't miss any of their respective news!

All our games on sale!




Take part in our publisher sale and save up to 90% on our games until March 25th!
From Legend of Keepers to As Far As The Eye or the recently released ski resort tycoon Snowtopia, it's more than ever time to get the Goblinz games!

Check out our sale page: https://store.steampowered.com/publisher/goblinz_publishing/sale/publishersale

Neurodeck is OUT NOW!


In case you missed it, our psychological deckbuilding card game is finally out!
Build your deck and capacities by answering personality tests, visiting rooms or meditating. Face your phobia and defeat them through the power of life-inspired cards!

https://store.steampowered.com/app/1253860/Neurodeck__Psychological_Deckbuilder/#app_reviews_hash

Thank you all for your enthusiasm for our games! 💚

And don't hesitate to join us on Discord if you haven't already: https://discord.com/invite/goblinzstudio

Cheers,
The Goblinz Team