I've decided to simplify the game versioning system, making is a lot easier for people to identify what version is what, and it also helps me talk about upcoming updates a bit clearer. With the old system I could talk about "the upcoming update", but because version numbers were assigned based on the date released I couldn't say "The 11-5-2014 update" or something to that effect, because I would have no idea what the release date actually was. The new system will be a lot more clear for everyone.

As I said previously, the original system was done by release date. Meaning the official current version is "InDev 10-31-2014", released October 31st 2014. I've decided to go with a much more simple system, where stable releases are just going to be numbered, the first version being InDev 1, then InDev 2 and so forth with hot fixes or minor revisions being listed as InDev 2b, 2c and so on. One we move into deeper phases of development it'll reset back to Alpha 1, Alpha 2 then to Beta 1, Beta 2 then to Release 1 and so forth.

As for unstable builds, they will be marked as something along the lines of "InDev 10 U1" for "InDev 10, Unstable Release 1". But currently I do not have a system in place to give you direct access to these unstable builds, but I'll probably set something up in the future so that all Steam users can access the bleeding-edge versions just to toy around with them and find bugs. Keep in mind most unstable builds have serious flaws and many half coded elements in the game. It is a very bad idea to any serious gaming with them.

I've gone back down the history of past builds and put together where we should be based on this new system. So here's the conversion chart if anyone is interested;

InDev 6-21-2014 is now, Indev 1.
InDev 6-21-2014b is now, Indev 1b.
InDev 6-21-2014c is now, Indev 1c.
InDev 6-22-2014 is now, Indev 2.
InDev 7-10-2014 is now, Indev 3.
InDev 7-17-2014 is now, Indev 4.
InDev 9-22-2014 is now, Indev 5.
InDev 10-14-2014 is now, Indev 6.
InDev 10-14-2014b is now, Indev 6b.
InDev 10-26-2014 is now, Indev 7. (Note: This was the first Steam Release)
InDev 10-28-2014 is now, Indev 8.
InDev 10-28-2014b is now, Indev 8b.
InDev 10-31-2014 is now, Indev 9. (Note: The version you're on now)

and finally, this all means the upcoming version I am working on will now be referred to InDev 10. :)

Retro-Pixel Castles Now On Steam + New GUI Work/Saving

Retro-Pixel Castles Now On Steam + New GUI Work/Saving

1 year ago News 0 comments

Retro-Pixel Castles is now available on Early Access on Steam! Come fetch a copy. :)

New Build Released, Steam Price Confirmed and More!

New Build Released, Steam Price Confirmed and More!

1 year ago News 0 comments

Retro-Pixel Castles now has a price on Steam, and a new feature-filled release is now up for download! Come get it!



1 year ago News 0 comments

Retro-Pixel Castles is now over 100% funded on Kickstarter, and Greenlit on steam! This is an amazing day. Thank you guys for all your support. Next up...

Children and Reproduction Tweaking

Children and Reproduction Tweaking

1 year ago News 4 comments

Working on adding children to the game, and balancing breeding mechanics some more.

Retro-Pixel Castles - InDev 10-14-2014b

Retro-Pixel Castles - InDev 10-14-2014b

1 year ago Demo 0 comments

The 10-14-2014b stable build of Retro-Pixel Castles.

Retro-Pixel Castles 5-Month Tech Demo

Retro-Pixel Castles 5-Month Tech Demo

1 year ago Demo 1 comment

The 5 month mark technical demo, showing off many of the game play mechanics going into the final game! Simply extract, then double click on the jar...

Post comment Comments  (0 - 10 of 23)
Arethrid Nov 5 2014 says:

Looks great. Tracking.

+1 vote     reply to comment
AndreiMolnar Nov 1 2014 says:

This game really managed to get the retro feel that warcraft 2 has, for whatever reason, when I first saw this small game, I thought about warcraft 2. As far as the graphics go this one looks older than dirt without giving the sensation of trying too hard, which is awesome. The gameplay is still lacking but meh, this is the first release so I didn0t expect much, pretty good too but it feels a little bit dull, would it be possible to control military units and leave the village management to the village?

+1 vote     reply to comment
PetrenkaPie Oct 20 2014 says:

I like how it is fully modable. I fiddled around with settlers 2 graphics and warcraft I+II =)

+1 vote     reply to comment
PowergloveNinja Oct 17 2014 says:

Wow this game looks awesome. Would love to see a Wii U port.

+1 vote     reply to comment
Horogorn Oct 5 2014 says:

That looks great man , hope it get greenLit cause I want it!
keep up the awesome work on getting it released!
By the way what programming language did you use to develop it? just a little curious

+1 vote     reply to comment
Rayvolution Creator
Rayvolution Oct 5 2014 replied:

Thanks for the support!

.. and Java, for the ease of multiplatform support. ;)

+1 vote   reply to comment
Christonian Sep 25 2014 says:

Keep it up hope this gets full finding

Kickstarter Showcase Bellow


+1 vote     reply to comment
PetrenkaPie Sep 23 2014 says:

Voted on Greenlight and i also would like to back this on kickstarter but they use creditcards only if i'm right. Any other method?

+1 vote     reply to comment
Rayvolution Creator
Rayvolution Sep 23 2014 replied:

Not to get it on Kickstarter, no. :(

+1 vote   reply to comment
Eldrac101 Sep 17 2014 says:

This game look so awesome =D
For some reason it remind me of AOE 1 =)
And if you dont mind me asking, what's the price on relase?

+1 vote     reply to comment
Rayvolution Creator
Rayvolution Sep 17 2014 replied:

For the upcoming Kickstarter, the lowest backer reward that comes with a free copy of the game is $7. :)

For the actual retail price; I honestly have no idea yet, When you get Greenlit on Steam they recommend a price to you, so I was going to go from there.

+1 vote   reply to comment
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Retro-Pixel Castles
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Latest tweets from @raymonddoerr

7hours 7mins ago

@gamingonlinux I'm looking forward to releasing it :D

7hours 8mins ago

Finally nearly completion of the new artwork tileset. Only a few buildings and terrains left! #indiedev #pixelart T.co

8hours 12mins ago

@_papen_ It's the very first "working" version of RPC's map engine, rendering tile ID numbers instead of the actual tiles. ;)

23hours 9mins ago

Yaay! New dead tree art finally done! #indiedev #gamedev #pixelart T.co

23hours 56mins ago

@cebarks the tl;dr is I rewrote the module system so the game only uses one copy of the module program-wide and resets it as-needed.

Nov 27 2015

@MC_MAN165 Ungodly awesome magicness, obviously. (And a complete rewrite of some of the core code that took a solid week)

Nov 27 2015

RT @hippy_jon: Quite possibly the best squirrel feeder you'll see this afternoon. T.co

Nov 27 2015

This was Retro-Pixel Castles, May 14th, 2014. T.co

Nov 27 2015

What if I told you I made InDev 17 run even faster than InDev 16, while quadrupling the texture resolution? ;)

Nov 27 2015

RT @QCon: First law of software quality T.co

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Retro-Pixel Castles
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