1. Ruinarch
  2. News

Ruinarch News

Demo Update!

Hi everyone,

We were supposed to be on a short break after finishing the demo but due to the influx of players thanks to TinyTeams, SplatterCat, Arch, DrHorse and other streamers, we received a significant amount of feedback and bug reports. One of the most requested is an option to skip tutorial. As the demo will only be available for a limited time only, we had to add it asap - and also squeeze in some bug fixes and tweaks. Please see below a list of what we've changed:
  • added option to skip tutorial
  • reduced abduction rate of Spiders
  • no need to kill cultists to win game
  • hid Afflict and Trigger Flaw buttons on the Necromancer
  • esc will close Settings Menu
  • various bug fixes

Ruinarch is part of Yogscast's Tiny Teams Indie Festival!

We're happy to announce that Ruinarch has been included in Yogscast's Tiny Teams Festival! This event's aim is to shine a spotlight on games from indie studios with three or less core members. Just so you know, Maccima Games have three core members from Manila - two developers and one game designer. But also we'd like to stress that we cannot have finished the game without the assistance of various talented artists from all over the world, as well as the push and support provided by our publisher Squeaky Wheel!

The Yogscast Tiny Teams Festival runs from August 9th to August 15th and will be broadcast live here on Steam and twitch.tv/yogscast.

As part of the event, we have reactivated our Steam Summer Festival Demo. It has been updated and includes significant changes we've made from the past few weeks. For one, you can find Ancient Graveyards on the map - useful for your "friendly" Necromancer:


Please do try it out and provide feedback!

Check out the Tiny Teams Festival here on Steam through the link below:

https://bit.ly/TinyTeams20

July DevLog

This will be our last DevLog before our Early Access Launch! As announced last week, Ruinarch will be released on August 25, 2020. We're getting more and more excited and anxious as the launch date approaches.

We had to finish a lot this month to ensure that there is enough content available at our Early Access Launch. Below are some of the more interesting ones we've added:

Minion Behavior Types

Previously, monsters and demons are all mostly used in the same manner. With this update, we gave different behavior types per minion - Invader, Defender, Infestor, DeMooder, Disabler, etc. So when you spawn something, its actions will depend on its behavior type.



For example, Pride Demons are Invader-type so when you spawn one, it will go and attack the nearest Villages. Meanwhile, bred Giant Spiders are Infestor-type. When you spawn one, it will just stay where you placed it and keep laying eggs to multiply. When there are enough of them, they may attack nearby Villages. This is intended to give the players variety and options, especially if he has access to breeding via the Kennel.

More Behavior Types will be added after launch. We can't wait to hear what behaviors you'd like to have us implement!

Succubus Update

One of the suggestions we got from our demo feedback is for Succubus to disguise itself and tempt men. Seems simple enough but it was actually a serious headache to implement! We're still fixing a lot of issues it inadvertently caused but it's pretty funny when a disguised Succubus meets face to face with the one it copied!



Other Monsters

We also managed to add a few more monsters - Trolls, Wurms, Dragons and Revenants. Each one has a unique behavior.

Ankh of Anubis

This already exists but previously it just makes Quicksands around it when the player activates it. We thought that was boring so we reworked it to have some major effects. I think it would be better if the players find out its effects in actual playthroughs so we won't say anymore!

Excalibur

Another artifact that is better experienced than explained!

Party System

Villagers can now group up and perform actions as a party. For example, someone may start an Exploration Party and others interested may join up. They may then move together to explore different locations.



Faction UI

This one is a long time coming. Players can now view more details about the different factions in the world. You can now see who their faction leader is, their ideologies, relationships, members, etc.



What's Next

We wished this month was longer as there are so much more we planned to add that we weren't able to finish. Some things we would just have to add later - Caravan Traders, Village Expansions and the Meddler Demonic Structure. We still have around 3 weeks to go before the launch but most of it will be reserved for completing a Streamer build, finalizing our Save/Load system as well as tweaking game balance. We also have to reserve time for bug fixing and polish so we won't be putting any more major features moving forward.

We look forward to having the game finally available to everyone next month and we're excited for the next phase of development when we can start incorporating player feedback.

Ruinarch is Coming to Early Access on August 25!



Exultations Overlords,

We’re thrilled to finally reveal that Ruinarch will be coming to Early Access on August 25! It’s been a long and winding road to get to this point, and we’re excited to finally be able to share the game with all of you. We'll be filling you in with more details on what's coming in the Early Access build with a new devlog at the end of the month. In the meantime to whet your evil appetites, why not check out a video we made of the demo we released a few months ago:

https://youtu.be/rpyF6XjX9G8

We’re super pumped to watch you guys weave destruction across the land. If you’re just as pumped as we are, do share the game with your friends (and enemies)!

June DevLog

Now that the Steam Games Festival is over, we are focusing all our efforts to completing our Early Access Launch build. We've started growing our Discord community and we got a lot of interesting feedback and suggestions from there. It's fun hearing what players expect/want to see. Our task queue up to our Early Access launch is pretty much brimming so it's unfortunate that we won't be able to accommodate many of the suggestions.

All this time I've actually been really proud of our dev team's pace - we only have 2 developers and I think our DevLogs show that they get a lot done each month given our small size. But reading all the great suggestions and not being able to address them immediately makes us feel that we need to do much more or they may get disappointed by the Early Access launch content. At the same time, I also think that's what the Early Access period is for, so I hope the players will have the patience to wait out on some of the features they're hoping to see!

Aside from completing the demo and taking part in the Festival, below are some of the major features we've completed this month:

Loadout Menu


We've tried various progression systems but I'm convinced that we've still not figured out the best fit for Ruinarch. Our priority when we launch is for the game to offer the player ample fun on their first playthrough. And a wrong progression system may get in the way of that.

So what we'll be having is what I call the Loadout Menu. This is where the players can choose their Archetype - Ravager, Puppetmaster or Lich. The Archetype fills in the player's Loadout with an initial set of abilities, and a few bonus slots. The bonus slots is where the player can customize that Archetype and add other powers including those that are typically only available for the other Archetypes.

We'll probably make all powers that we've completed available during the Early Access launch until we are confident we've found the progression system that would be good for the game. There are various options - including a player suggestion where some powers get unlocked only once you've managed to somehow trigger it in a playthrough.

Rumors


Villagers may now start spreading Rumors about people they dislike. This is basically fake news that a Villager would randomly produce about someone. Example: "Villager X stole a Healing Potion."

The rumor spreader will then tell somebody about this and the recipient will evaluate it and may or may not believe it. If they ended up believing it, they will react as if the event actually took place which may trigger some unexpected effects! If they did not believe it, they will slightly dislike the rumor spreader.

Assumptions


This is somewhat similar to Rumors, but it is triggered by specific scenarios. Example - a Villager that finds an item he owns in someone else's house may assume that someone from that house stole it. When someone makes an assumption, they will also react to it as if it is already true so on the preceding example, whoever they thought stole their item will be branded as a criminal!

Right now we've only introduced two assumptions - theft and murder. But this is going to be a fun mechanic to expand on - assumptions about vampires, werewolves and cultists could make for funny situations once implemented.

Defiler Structure


We've neglected our Cultist structure for a while now and it's time to give it focus to prepare it for Early Access launch. Turning someone into a Cultist is somewhat similar to how a player uses the Torture Chamber. You bring someone into a Cultist room and start a Brainwash action. How likely you are to be successful with this depends on the Cultist's Mood and Traits.

Once someone becomes a Cultist, they will reintegrate back to their faction but their behavior will be slightly modified now. From time to time, they will perform Cultist related actions. This includes:
- performing a dark ritual to produce Chaos Orbs
- performing a dark ritual to remove a Buff from a fellow villager
- place Booby Traps and poison Food

They have a "Cultist Kit" that they use for most of their actions. This could be an important tool to use for some frame-up situations :P We're still working on adding more things for Cultists to do such as eventually being able to turn them into Abominations as well as having them usurp leadership and take over a village or faction. We'd like to have these things in place by next month!

Structure Construction Rework

One of the things we've reworked after the demo. In the demo build, the player clicks on an Area, then click on the Build button then choose the structure to build. Now, there is a Structures tab on the top bar, you select a Structure from there and then click on a valid area to build it. This makes it more consistent with how Spells are casted - and also our reworked Demons/Monsters summon.