- Early Access Content Update #2 - [Infestation] - 18 October 2021
Dead trees stand sparse along the path to the red forest. The incessant skittering beneath the arid earth belies the stillness of the land above. The time has come again for an update, and you only had to wait nearly an entire year! Let's face it though, none of you were holding your breath. Or so I hope. It would be awkward if you were. 'Cause you'd be straight up dead. Look, patch notes! Note: Old saves (no older than 0.1.5.0) should all be compatible - no easy feat, I might add - but starting a new game is always recommended in order to experience most of the changes and additions. NEW: New Area, New Dungeon! Home to small threats in large numbers, the entrance to this medium-sized dungeon can be found on the way to the Corrupted Orchard. The goal here was to smooth out the difficulty spike that occurred when moving on from the first area, and while it does come with its own threats,…
- 0.1.5 Changelog - 7 November 2020
Time for an update! This one mostly consists of fixes and improvements, a couple new features here and there, but nothing major in terms of brand new content. I expect the focus to switch between these things as I move ahead with each individual update. Note: Due to the extensive changes to the save system, old saves won't be compatible this time around. Sorry for the inconvenience! NEW: Added Save Slots, allowing for up to five characters! The player can now name their characters as well. Added Relic Tiers, and the Accursed Reliquary. All relics can now be upgraded to increase the potency of their effects. Many relics have been given new, additional effects to allow for this. For this first implementation, upgrading relics will be easier and faster than what is to be expected in later versions. Added a new enemy: Mimic Added 15 new armor pieces (Mostly footwear) Added a quick-stack but…
- Update 0.1.4.2 - 25 February 2020
Well, it would seem the content update has been received well! As I understand, the new area is a welcome change of pace, and the new threats are keeping things interesting for the Ruine veterans out there. Which is exactly what I like to hear! For today I've prepared a handful of fixes, as there were a few things that slipped through (of course,) as well as a couple of important balance tweaks. Oh and if you're wondering about the version number, 0.1.4.1 was put out on the day of the update, but wasn't actually big enough to warrant it's own announcement. Just in case anyone was concerned I forgot how to count. Changelog: Axe Traps turned out to be rather trivial to avoid, so to reduce the number of "solutions" to this trap and make sure they are a unique threat, crouching down is no longer a guaranteed dodge. (The player was previously impervious to traps when crouched. Now whether th…
- Early Access Content Update #1 - [The Path] - 20 February 2020
A path has opened up, leading to a place even darker than the one before. If it is challenge that you seek, then embrace the unknown once more... Ruine's first content update is live! Let's go through the major changes together, shall we? (The following changelog may contain spoilers) NEW THINGS Added a brand new area with a longer, more challenging dungeon! These can be accessed by traveling to the right after defeating the boss of the Forgotten Tunnelways at least once. New spell: Magic Missile The player is guaranteed to start the game with this spell, and one other spell chosen at random. Added: 1 new NPC 2 new enemies 6 new Foods 5 new Potions 18 new Weapons 23 new Armor Pieces 20 new Relics 12 Relic Variants (more info below) 7 new original songs to the OST, +remastered an existing track 2 new weapon prefixes: "Small" & "Large" Silver coins to allow items to have
- 0.1.4 Release Date Announcement! - 15 February 2020
Are you free on Thursday? Because the first early access content update for Ruine is landing on the 20th of February! And it's a fairly sizable one. Here's a short little trailer for it: Special thanks to the amazing Jabber for the exceptional voice talent, I've been waiting for a good opportunity to use those lines and it just so happens this trailer would be nothing without it! One thing that will likely coincide with this update is a small price increase to account for the added content. I'm only willing to charge so much for the game at this stage, but I've also been told not to undervalue my work, so I hope the new figure will prove agreeable. Aside from that I don't think there's much that needs to be said at this point. Thank you all for being so patient! I look forward to hearing what you all think, as always the discussion forums are a great place to put any and all thoughts an…
- End of Year Status Report - 31 December 2019
Happy new year, everyone! That's right, although it feels like Ruine just released in early access yesterday, the reality is, that day was over 7 months ago. Time sure is a funny thing! *nervous laughter* I couldn't let the year run out without at least giving you all an update on Ruine's progress as we move into the next decade, so here's a bit of a recap on what's been going on. I've also included one of the new songs for the Official Soundtrack at the end, so be sure to give it a listen! Alright, let's get to it. THE REPORT While the initial release back in May was quickly followed by a number of small patches to keep things fresh and relatively bug-free, this pace was not maintained throughout the year. Now I know what you're thinking, something terrible must have happened. Maybe the developer got lost in the woods and experienced an untimely death? Worry not! I would not let someth…
- 0.1.3 Changelog [The Tide] - 2 June 2019
Time for another patch! This one addresses a few pesky bugs, early game balance issues, as well as the issue of save corruption between updates. New chunks of content and requested features such as spell / potion cooldown are being worked on, but require more time in order to be done right. In the meantime, here's 0.1.3: https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34995442%2F3abf6a3c524742bf7884b6e8c3a8b06ca17934d1.png NEW: Added water to the environment, using a shader by GamingReverends Added basic backwards compatibility to the save system, making it possible to carry saves over to new versions (in theory) CHANGES: Visual improvements to the surface environment Adjusted the rate at which enemies scale. Tougher enemy types are slightly less common and start spawning 1-2 levels later. Adjusted surface enemy spawn rates Wolves now have a 100% chance to drop a pelt o…
- 0.1.2 Changelog [Build-mode!] - 22 May 2019
NEW: Toggle build-mode by pressing 'B' While in build-mode, click to construct objects. Currently limited to wooden chests. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F34995442%2F2208aeab0975148b57228cb6c52136dd81fc704c.gif CHANGES: Alt-clicking now works in shops (= buy & equip) Adjusted the spawn rates of large gems, ingredients, and some armor pieces Placed a fallen tree to block the way to the right so players don't wander too far, for now Range from which a chest can be opened has been reduced. Nearest chest in range is now highlighted. Tweaks to chest ID assignment Version number is now displayed in the menu BUGFIXES: Character appearance got wiped after choosing it at the beginning of the game Chest types are now saved correctly and will spawn the loot they're supposed to. Fixed a crash when opening a chest that had not saved it's storage correctly Dying near…
- 0.1.1 Changelog [Day-One Patch!] - 16 May 2019
And we're off! Not looking to waste any time, I prepared a handful of fixes and tweaks to improve the launch experience for everyone, and hopefully alleviate any fps issues that users running on low-end machines may encounter. Radiant Blast now restores 20% torch level Saving of weapon surfaces added. (Blood, slime, etc. persists across play sessions) Storage inventories are now loaded when opened, and auto-saved when closed. The player inventory is also saved in conjunction, but only outside of dungeons. Tweaked some code to prevent various item duplication methods Made weapon hitboxes more consistent Small slimes jump from further away Firebolts now collide with the ground outside Sound added for Firebolt impact XP orbs create some light Applying a status effect now creates a floating text indicator Armor sets may now come with different colored pants (very important!) Attacking is pr…