1. Ruinarch
  2. News

Ruinarch News

Glyphica Early Access Now Available!



Hello Folks! The day has finally come! Glyphica : Typing Survival is now out in Early Access! If you are intrigued by minimalist design or want to see what a typing roguelite survival game actually looks like, have a look at the store page and see what it's about!

More information here:
https://store.steampowered.com/news/app/2400160/view/4686648941196507635

Ruinarch V1.2

Hello Everyone,

We know it has been a while since our last update. After the 1.1 update, our intention was to keep pushing out updates to address the issues raised by our players. Unfortunately the truth is that the sales of the game were impacted by our poor V1 launch, and we had to make a hard decision to secure funding and focus on our next game to keep the company afloat. I’m sure a lot of you are aware of the layoffs and company closures happening in the industry right now, and we’re trying our best not to become a part of the casualty list.

That said, although we recognize its flaws, we are still proud of Ruinarch and what we achieved with our first release on Steam. To the folks who saw past those flaws and enjoyed themselves and left a positive review, we humbly thank you and are so happy you shared that experience with us. Reading these is what makes game development worthwhile.

To those who are, again, understandably disappointed because they saw the potential in the game, we see you as well. While we will not be able to update the game at the same consistency and speed as we did before, we will try to budget some time on the game occasionally to push out a small update to target big issues and make small improvements to the game.

It is in that spirit that we release this small update that adds new localizations, additional achievements, trading cards, and a few critical bug fixes.

[h3]New Features[/h3]
- Added 10 new Achievements
- Babyarch - Finish a game in Eradication with Omnipotent.
- Teenarch - Finish a game in Eradication without Omnipotent.
- Adultarch - Finish a game in Progression.
- Ruinarch - Finish a game in Attainment.
- Undead Supremacy - Complete all tasks under the Undead Supremacy goal in a single playthrough.
- Creatures of the Night - Complete all tasks under the Creatures of the Night goal in a single playthrough.
- Idol Worship - Complete all tasks under the Idol Worship goal in a single playthrough.
- Terrorized Villagers - Complete all tasks under the Terrorized Villagers goal in a single playthrough.
- Outbreak - Complete all tasks under the Outbreak goal in a single playthrough.
- Death and Destruction - Complete all tasks under the Death and Destruction goal in a single playthrough.
- Added Steam Trading cards
- Added new Languages (Chinese (Traditional), Indonesian, Vietnamese, Italian, Spanish, Thai, Russian, Ukrainian)

[h3]Bug Fixes[/h3]
- Fixed: Eradication not ending properly if playthrough has a Priest or Great Witch.
- Fixed: Some extermination quests become unending.
- Fixed: Animal Dens being destroyed by Brimstones and Iceteroids.
- Fixed: Critical error triggered when a destroyed Animal Den is still trying to spawn new animals.
- Fixed: Critical error caused by a dead character still processing events.
- Fixed: Critical error triggered when an eating character triggers the Septic Shock Plague fatality.
- Fixed: Critical error triggered when trying to launch a Raid and a Monster Spawner is placed in the Legendary Forge.
- Fixed: Villagers getting stuck trying to carry resource pile to lumberyard/mine if lumberyard/mine is already full.
- Fixed: Eradication automatic villager migration sometimes does not spawn new migrants if all village spots are occupied.
- Fixed: Ratmen that are recruited by a Human/Elven faction always own resource piles they haul, making them unusuable by the settlement.
- Fixed: Game sometimes triggers an IOException when clicking on a tutorial tip

1.1 Update

Hello everyone! It's been about a month since launch. It wasn't a very smooth ride to say the least but we've taken the feedback seriously. We hope the changes added on this new update is a great step towards a more positive player experience.

Victory Conditions

Based on recent feedback, the current overall progression and Victory Condition is not enjoyable for some players, particularly those Early Access players who preferred the previous versions. We're reintroducing varied Victory Conditions to accommodate different preferences.
Eradication

This is for new Ruinarch players and those who prefer a more sandbox and quicker gameplay. The goal is to simply wipe out hostile Villagers. The player starts with a bigger but fixed loadout based on chosen Archetype. There is no Portal upgrade in this mode but players can still obtain some powers from other Archetypes through Portal Release or by sacrificing Cultists.

This is a fairly easy and laid-back mode (except for Puppetmaster) that's also great if you just want to play around and experiment. Retaliation is disabled. Migration has also been tweaked so that there is a fixed number of Villagers that will arrive at a fixed repeating schedule. Demonic Tiles, Walls and Decors still have limited charges but have no Spirit Energy cost.

Progression

This is for players who want a longer and slower-paced gameplay. The goal is to upgrade the Portal to Level 7. The player starts with a small loadout based on chosen Archetype and must upgrade the Portal by getting Spirit Energy to obtain more Powers.

Attainment

This is the previous Victory Condition which is best suited for experienced Ruinarch players. The goal is to complete 13 Tasks. Like in Progression, the player starts with a small loadout based on chosen Archetype and must upgrade the Portal to obtain more Powers. There are various Tasks that they can complete to win the game.

New Player Powers

We've added 4 new powers to expand the player's control over events.

Refresh - This is a new Puppetmaster ability that will replenish a target's Needs.
Gloom - This is a new Lich ability that afflicts the target with a temporary Gloomy status that reduces their Mood.
Clear Village - This is an ability available to all Archetypes that would allow the player to wipe out an empty Village.
Found Faction - This is an ability available to all Archetypes that would allow the player to force a vagrant Villager to create a new Faction.


Major Rebalances

One other major complaint since launch is the slow and nerfed feeling compared to previous Early Access iterations. We've introduced significant reworks to improve on this as well as other balance tweaks:
  • Mana cap is now set to 600. In addition, Mana now regenerates 70 every half hour so the base hourly gain has been increased from 100 to 140.
  • Mana Pit now increases the cap by 100 and increases the hourly gain by 60. It's build cost has also been increased to 600. There will only be 1 Mana Pit at most available for all Victory Conditions.
  • When player upgrades a Power, its Mana Cost now gets reduced rather than increased. Most also gain additional charges on the 2nd or 3rd upgrade and have their Cooldown reduced.
  • Hellspawn now only spawns 1 Imp on Level 1 and 2 Imps on Level 2.
  • Stampede has been completely reworked. It now generates a line of monsters that will damage and will knockout characters on its path. It doesn't deal a lot of damage but it's great for stopping a group of targets such as a party on its way to attack your territory.
  • Lure is now already available on Lvl 1 Manifest Food.
  • Finger of Death's Cooldown and Mana Costs have been significantly increased.
  • Lvl 3 and 4 Zap will cause a Villager to forget recently witnessed unreported crimes. This was added as a means to prevent a character from reporting a crime.
  • Protection now increases all Resistances by the same amount: Lvl 1 - 20, Lvl 2 - 30, Lvl 3 - 40, Lvl 4 - 50.
  • Heal values have been adjusted: Lvl 1 - 50%, Lvl 2 - 65%, Lvl 3 - 80%, Lvl 4 - 100%.
  • Empower's damage increase has been adjusted: Lvl 1 - 50%, Lvl 2 - 65%, Lvl 3 - 80%, Lvl 4 - 100%.


Tweaks

- Villagers will no longer visit other Villages that are too far away.
- Reduced Village preference of building additional Dwellings if there are still a couple or more unoccupied Dwellings.
- Reduced Cultist Kit cost to 2.
- Demon Cultists will no longer perform Dark Rituals when it can no longer produce Chaos Orbs.
- Villagers will now more frequently use run speed on various actions.
- Angry characters are now less likely to attack random objects while doing important tasks.
- Ratmen will no longer relocate to a cave that already has a mine of an active Village.
- Villagers regenerate more HP when eating.
- A Villager that attacks an unpunished Criminal will be less likely to be accused of Assault.
- Even smaller negative opinion change may now cause Villagers a small chance to retaliate with various actions such as poisoning food, placing traps, burning home or spreading rumors.
- Burnt now only lasts for 24 hours and can be removed on a Hospice.
- Burning tiles will revert to its original state after 48 hours.
- Tiles replaced by structures will also revert to its original state after 24 hours once the structure has been destroyed.
- Vents can now be picked up using Seize Object.
- Displayed Drain Values of Feeble, Ravenous and Forlorn Spirits on its tooltip.
- Spire upgrade texts have been reworked so that upgraded effects replace previous ones instead of being added as a separate line.
- Added visual effect when structures are destroyed.

Bug Fixes

- [FIXED] Combatants carrying Resource Piles ignore hostiles on sight.
- [FIXED] Vampires sometimes refuse to drink blood even when there are valid options nearby.
- [FIXED] Monsters spawned by a Monster Spawner that has been instructed to snatch a target may sometimes ignore rescuing Villagers.
- [FIXED] Temporary Status Effects on characters that were seized may stay on them permanently.
- [FIXED] Small Spiders may sometimes no longer grow into a Giant Spider after being seized by the player.
- [FIXED] A seized Monster Spawner may sometimes no longer spawn any more monsters when placed back on land.
- [FIXED] Snatch Party may be unable to take its target if some other character is already performing an action on it.
- [FIXED] A paralyzed character who becomes heartbroken will refuse to entertain self very frequently.
- [FIXED] You can bypass the 1 prisoner per prison limit via Snatch.
- [FIXED] A Ratman may still try to abduct a character that is already a prisoner of the Ratman faction.
- [FIXED] Monsters gain gold when completing player instructed actions.
- [FIXED] You can still trigger a Critical Break on incapacitated characters.
- [FIXED] If a criminal knocks out a Villager trying to apprehend them, they may try to help them back up.
- [FIXED] Ravager Archetype is missing Empower in its initial loadout.
- [FIXED] Ratmen may place blueprints when they occupy a Village.
- [FIXED] Psychopaths may sometimes bury their victim inside Village structures.
- [FIXED] Lure sometimes does not work if the produced Food is inside a Village.
- [FIXED] A Demon Cult leader declares war if you tell them that you have imprisoned one of their loved ones.
- [FIXED] Camera may get stuck after triggering a Critical Break. Can't zoom in, pan or move in any way.
- [FIXED] Poison cloud shows HP bar when hit by other damage spells.
- [FIXED] Character context menu Charge Values may not refresh on reload.
- [FIXED] Demonic Structures can get pulled out by a Tornado.
- [FIXED] A druid may try to neutralize a Tornado that is no longer in the game.
- [FIXED] Sometimes unable to switch tab in Villagers UI.
- [FIXED] Missing Necromancer dead sprite.

Beyond 1.0

Hello! There seems to be a misunderstanding regarding our switch from Early Access to 1.0. This doesn't mean an end to the development but merely a state where most features are in stable condition and updates will be at a slightly slower pace. This has caused a significant amount of negative reviews so we wanted to make sure we address the situation in a more timely manner.

We were supposed to split dev work on May, one on the new project while another continues work on Ruinarch. But in order to much more quickly improve the game, we have instead decided to extend full development of Ruinarch a bit more. For the next update, we'll be working on new content and tweaks instead of focusing on mod support like originally planned. Please expect our first post-launch sometime in the middle of June.

In the meantime, here are a few more bug fixes and tweaks:

Bug Fixes

- [FIXED] Saving gets stuck forever. NOTE: There can be multiple causes of this. Please submit a bug report if you still encounter something similar after this update.
- [FIXED] All characters stopped moving due to a pathfinding issue related to extra large maps.
- [FIXED] NullReference error triggered when a Villager attempts to remove Cursed status from a Villager that was cursed by touching a mummified body.
- [FIXED] Lesser Demons get trapped if a Prison is built on top of them.
- [FIXED] Player's defenders have limited roam area.
- [FIXED] Visitors from a different faction may wake up knocked-out berserked Villagers.
- [FIXED] Gaining excess charges of Imp if there are 2 or more Imp Huts.
- [FIXED] Various Alert tutorial bug fixes.

Tweaks

- Vagrants will no longer roam too far from their current location.
- Monsters that kidnap or hunt will also no longer hunt distant targets.
- CONTINUE button should not be enabled if the latest Saved Game is no longer compatible with the current game version.

1.0 Hotfix

Hello everyone! We would like to apologize for the subpar 1.0 release. We definitely needed a bit more time to test the enormous amount of little tweaks we added in this update. We've spent the last few days squashing major bugs and we'll be doing more fixes over the coming days.

We notice and acknowledge the significant number of negative reviews. Honestly, a lot of these are valid complaints. In hindsight, we now recognize the current state does not meet many players expectations and we should have considered extending our Early Access phase rather than rushing 1.0. We are discussing what we should do next about these player concerns and we hope to remedy the situation as much as we can.

For now, we have a hotfix that should resolve some critical bugs:
- [FIXED] Game stuck on saving due to memory cleanup.
- [FIXED] Game freeze related to factions with Blood Sacrifice ideology.
- [FIXED] Placing a Triton in a Kennel triggers an error, which prevents the related Achievement from being completed.
- [FIXED] Character may get stuck due to a Psychopath victim profiling error.
- [FIXED] Characters may get stuck if the criminal they are hunting is already in a tombstone.
- [FIXED] Some destroyed cave walls may still be considered impassable by characters.
- [FIXED] Cult Towns do not summon Bone Golems.
- [FIXED] Demon Cultist's Hospice has impassable entrance.

[h3]Tweaks[/h3]
- Aside from the Cult Leader, other cultists can now also summon the Bone Golem.
- Added a toggle for Autosave. For now, we disabled this by default while improving the its execution time on bigger maps.
- Adjusted Eat costs so they are less likely to eat other people's Food.