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Ruza News

Ruza - Half Year Devlog

Hello!

I hit me head.
Took a few months to recover, nothing to scoff!
Yet, I'm not dead!
Now to continue where we left off!

Soon™
  • Chapter 2 release
  • Improved Website
  • Community
  • TV Commercial
Conclusion




Best regards,
Stroj

Ruza - Summer Devlog

Hello!

Chapter 2 is about 70% complete! It's currently in a "rough draft" phase, meaning that most of the game events and dialogues are implemented. However, there is still a lot of placeholder content that needs to be finished. In the following paragraphs I will go into more details on what's left to do until release.

Time for one last swim and then we jump into the spookiest season!




Chapter 2 Development


[h2]The Peak[/h2]

As many of you already know from the previous devlogs, Chapter 2 will consist of a dangerous climb. You will be traversing the rocky terrain of the Mushroom Cliffs in search for the mysterious Gloomshroom. As you slowly inch yourself closer to the peak, the time draws near for some of the most dramatic and eventful moments in the game!

A serene place... which holds horrors beyond your wildest nightmares!




[h2]Cinematics[/h2]

Chapter 2 will have some of the best cutscenes thus far! Ranging from heartwarming to outright nightmare fuel! The characters will get a chance to show their true colors, as actions often times speak louder than words. I will spend the following months working and polishing them to perfection. They will be a bit lengthier than usual as well. Also for all of you romance enjoyers out there, you're in for a treat! A good bunch of them are really fun!








Conclusion


The initial plan was to release the new chapter by the end of the year, sadly I will have to delay it until Q1 2024. I apologize for this inconvenience. Please note that while I always try to give my best estimates, they can be shorter or longer than expected. Currently I'm working on one of the most important parts of the game and I want to make sure they're done right. It is also to ensure that everything is bug free and polished. I ask you all for a bit more patience, it will be worth the wait!

Thank you all for your continued support!

Best regards,
Stroj

Ruza - Chapter 1 Update and Spring Devlog

Hello!

Chapter 2 is halfway done! To celebrate this milestone, I have a surprise! While working on the next chapter, I have also been adding improvements and 1~ hour of new content to Chapter 1! The update is available for download right now! More details about it at the end of this post, but first the Spring Devlog!


Chapter 2 Development


[h2]Nightmare World[/h2]

During spring I have been focusing on the scary nightmare world that both Jeremy and Ada will revisit once again. However, this time they will get a chance to explore it in more detail and meet various new denizens and some old faces. They will also go through an internal struggle which will lead to more information about the nature of the chain that binds them.

The journey will not be without conflict, three new common enemies and two terrifyingly scary bosses await you! Here is one of the denizens, referred to as "Stenographer" and one of the bosses named "T.O.L".






[h2]Purrfect Introduction[/h2]

Chapter 2 will also have an interesting story arc featuring Gin's sister, Tonika. At first I planned her as a secondary character to help move the story forward, but due to the pawsitive reception she got, I decided to make her one of the central characters to the main plot. Thanks to all your wonderful comments I have stumbled into some very interesting ideas and some unexpected story twists! Like the main cast, she will also have her own romance route that leads to one of the many story endings based on player choices.

Elegant, curious and a bit naughty, her shenanigans are one of my favorite things about Chapter 2!






Chapter 1 Update


Like previously mentioned, I have improved some segments of Chapter 1 and added some brand new content. Just update the game through Steam and you're good to go! I highly recommend starting a new game, since some of the new stuff is at the very beginning. All of the new content is part of the main storyline, so if you play Chapter 1 from start to finish, you can't miss it! When combined with all the improvements, this small update offers roughly 1 hour of fresh new content.

Here's is a short list of all the notable changes:

  • Introduced Tonika through three new story segments
  • Added new character sprites for other story scenes
  • Changed Ruza's npc and dialogue sprites a bit
  • Changed some old and added a bunch of new dialogue lines to various story segments
  • Cleaned up art on some maps
  • Improved TV screen controls, no longer need to face the levers
  • Normalized a few sound effects, some of them were too loud
  • Fixed a few typos



Conclusion


A good deal of Chapter 2 is done, but there is still a lot more to do. My rough estimate would be another six months of development at the very least. Thank you all for your continued support!

Best regards,
Stroj

Ruza - Winter Devlog

Hello!

A lot has happened since the combat update! To keep you all updated, I decided to post quarterly devlogs until the next chapter releases! The topics will range from development news to less notable but still fun and interesting pieces of info!

Without further ado, let's get into it!


Chapter 2 Development


The first chapter was an introduction to the world and characters. The second chapter will further expand on the established themes. Lastly, everything will be wrapped up in chapter three, the grand finale!

As soon as I finished the combat update and fixed some bugs, I got working on the Mushroom Cliffs! Chapter 2 will feature a purple theme filled with mystery, buried horrors and astral secrets! Home to the Cortinar, the sister race of the Pixies and Nymphs!

The whole place is shrouded in a strange fog! What is bellow the cliffs? Nobody knows! What is at the top? Nobody knows! Currently working on the nightmare stages with lots of scary enemies and bosses! There will also be a big gameplay segment where Jeremy and Ada will return to the strange monochrome world and explore it even further! Can't say much, that will be for the next devlog at the end of spring!

Here are a few WIP screenshots and a wireframe depiction of all the maps in the new chapter.








Detailed FAQ


At the beginning of the year I have created a dedicated FAQ thread in the Steam community hub, to answer a few common questions. In the meantime I got a few more, so I expanded and reorganized it a bit to answer them as well.

Check it out here: Ruza FAQ


Conclusion


There is still a lot of work to be done, but I'll do my best to finish the chapter by the end of the year. The Spring Devlog will feature development info about the horror themes of Chapter 2! Thank you all for your continued support!

Best regards,
Stroj

Ruza - Combat Update

Hello!

The combat and stat progression update is here! Thank you all for the amazing feedback these last couple of weeks, this update wouldn't be possible without it!

Here is a list of all the new features, changes to existing ones and some bug fixes. I will go into details regarding these changes so you can get a better understanding of why I added them.

Combat


[h3]Health[/h3]
  • Removed square and diamond health gems
  • Removed color picking mechanic

One of the most requested change no doubt! By removing the different gem types, I have removed a few extra clicks needed for every combat round. This makes combat faster and less tedious.

[h3]Modifiers[/h3]
  • Removed "Ignore" modifier. Attacks no longer stop, but can now jump on gems with different colors.
  • Added new "Augment" modifier mechanic. Every unit, gear and items now has augmented battle actions.
  • Drain modifier mechanics have been reworked. Now when you attack the enemy with the Drain modifier, all your health gems are healed by 50% of their total value.
  • When using the "Area" modifier, your next combat move can't miss.

Every unit, item and gear now have additional "augmented" values that can be triggered during combat by using the Augment Modifier.

[h3]RNG[/h3]
  • If the enemy is doing a special attack, it can't crit and battle conditions will be disabled for that round.
  • If a unit has the attack condition that multiplies damage by x2, they will not crit that round.
  • Enemies can't miss their buff/heal moves in general.
  • When the speed gem difference goes above 10 it will yield diminishing returns until it hits the new crit/miss limit.
  • The chance to miss is now limited and can't go above 35% in total.
  • The chance to crit is now limited and can't go above 50% in total.

There were certain scenarios where units could rack up to x8 damage values which would one-shot their opponents. Also, the difference between your and the enemy's speed gems sometimes caused a snowball effect where you couldn't claw yourself out of high miss chances.

[h3]Action Calculations[/h3]
  • Buff/Debuff and other status effects have been reworked and are more important now.
  • Buffing Attack (red) gems increases the damage you deal, debuff reduces it.
  • Buffing Speed (yellow) gems increases your chance to land a crit and lowers your chance to miss. Debuff does the opposite.
  • Buffing Defence (brown) gems reduces incoming damage, debuff increases it.
  • Removed miss calculation when health gems reach zero for Attack and Defence gems.
  • If Attack gems reach 0, damage output is halved.
  • If Defence gems reach 0, healing output is halved.
  • If Speed gems reach 0, you can't crit.
  • Damage and healing values can't go bellow 1, meaning each attack will always deal at least 1 point of damage and healing will always heal 1 point of health.

Another issue was that by only picking damage upgrades you could easily brute-force your way through most combat scenarios. Certain enemies and bosses now have special abilities where they buff their speed or defence. Now it's very difficult or near impossible to kill them without proper buff/debuff management. The goal is to stock up on important items or equip your team with specialized gear that can handle these new combat scenarios.

[h3]Character Stats Progression[/h3]
  • Changed the current 11 stats to 6
  • Now they are: Attack, Speed, Defence, Damage, Healing and Utility.
  • At the start of each battle, your party member initiatives are sorted by the amount of Speed gems they have. The unit with the highest amount of speed gems goes first and the lowest goes last.
  • The skills menu now has two points pools to use: Health Points and Skill Points. Whenever you level up you will get 1 point for each pool.

The old stat system was needlessly complex, so I reduced the amount of stats and made the remaining ones more important.

[h3]Status Effects[/h3]
  • Consecutive status effect stacking increased from 30% to 50% of original values, lowest possible value that will always be applied is 1.

This is just one of the supporting mechanics that is making buff/debuff management more important in the new combat systems.

[h3]Power Bar[/h3]
  • Every enemy now has a "Power Bar Buildup" value range. For example, the value can be 1-5, meaning that every turn a roll happens that takes a value between 1 and 5 and adds that much power points to the enemy to get closer to their special attack.
  • The power bar gain on crits was overpowered, reduced additional point gain from 3 points to 1 point.
  • If you attack during your turn, you get an additional power point.

In the old system, due to ridiculously high crit output, most of the time you would finish off an enemy squad before they can trigger their special attacks even once. Now power management is much more important and enemies can quickly power up their special attacks. This encourages you to think ahead and plan around the enemies special attack timings.

[h3]Combat Features[/h3]
  • Reduces feature damage bonus from 20% to 10% per feature.

Combined with crit and battle conditions, a lot of times it lead to overpowered values.

[h3]Items[/h3]
  • Items now have additional augmented values that can be activated during combat by using the new Augment Modifier.
  • The values of all items now scale with the party level in three categories: normal, non-directional and augmented.
  • Normal = value + (party_level
  • 0.35)
  • Direct = value + (party_level
  • 0.3)
  • Augmented = value + (party_level
  • 0.2)

The goal is to make items useful throughout the journey, not just in early levels of the game.
These multipliers will be adjusted if need be, depending if this new scaling system is either overpowered or underpowered.

[h3]Gear[/h3]
  • Artefacts now has additional augmented values that can be activated during combat by using the new Augment Modifier.
  • Artefacts can no longer be shared. Now only one artefact can be equiped per party member.

While it was an experimental feature, it was too overpowered and lead to pure damage scenarios that are boring to play.

Tutorials


Only three tutorials now, the rest can be accessed via the game menu.
Remaining tutorials have been drastically reduced, up to 70% in most cases.
Now that the systems are less complex and easier to understand from the get go, there is no longer need for lengthy and complex tutorials, which in most cases bothered the player more than helped them.

User Interface


The Skills and Gear menus has been reorganized to implement the new Augmented stats.
The Skills and Gear menus now have two left/right arrows indicating that you can change your party members when assigning skills and equiping gear.
The Defend battle condition icon has been changed from a shield to a healing cross. The Defend battle condition gives x2 healing, but the shield icon can lead one into thinking it reduces incoming damage which is not the case.
Unit count orbs now display a unit's total health and show small up/down arrows on them if that unit has any buff/debuffs on them. It's now easier to track if your party members are severely debuffed or very low on health.
Some quality of life changes to the user interface.

World


If the player dies during combat, the Game Over screen is now shorter and gives the player the option to load a save file right away instead of going back to the title screen.
The wait period when healing your party on lodestones has been removed and I've added a short dialogue message when healing.
Some quality of life changes to the overall gameplay experience.

Bug Fixes


There were a bunch of healing glitches when using the "Area" modifier.
Fixed a bug where you could stack features in the same feature category.
Fixed status effects not being applied in certain situations.
Fixed a few dialogue typos.

Conclusion


There are a lot more minor changes to internal calculations, small graphical improvements to graphics and lighting, user interface cleanup etc. Combined with the new major combat changes, I hope they will provide a more enjoyable experience.

Of course, I will apply any necessary balance patches and bug fixes if needed.

Going forward, I will now focus all my attention and free time on developing Chapter 2.

Best regards,
Stroj