Researcher in Virtual Reality and Scientific visualization with a secret, uncontrollable passion for gamedev.
Another weekly Q&A about Ale Abbey, game dev, and beer! This week: the theme, the pixels, the player, the brew... almost poetic!
The journey has began for real with our Early Access release. We've now got 12 months to gather feedback, polish and evolve the game, created a community...
At the gates of release day, let us tell you a few words about when did Empires in Ruins begin, how, and where it's now going!
We're only two days away from your Early Access release, after 5+ years of work. You guys obviously have the right what's coming next, when and how!
Barely 3 months from early access release, we added an ingame system to simplify feedback and bugs report.
For the last several months, we've been working on the game campaign and main map mechanics. Defining the specific genre of Empires in Ruins is quite...
Even though battles are a core component of Empires in Ruins, in order to satisfy different types of gamer, and not to impose our own style on each run...
It was about time we did update the project ot the latest unity, but we knew it was not gonna be completely painless. But it could have been worse nevertheless...
How does level design happens in Empires in Ruins? How and what does Dr.H think of when he works on a new map, and how does Jephyr makes that design come...
Empires in Ruins campaign is strongly plot-driven. While not planning to spoil anyhow the progression, we thought it might be nice to offer a bit of summary...
We did survive taking Empires in Ruins to Rezzed (London) and GDD (Tallinn) and we came back with a little report about how it went!
Each turn during the EiR campaign, the provinces tend to lose more or less stability to the Rebellion according to the way they are managed. Rebellion...
A new beta is out with 4 new additional maps where to test your steel, new fixes, new improvements, and lots of news about us, about EGX and about Sergeant...
Whereas the base towers we did present the last time are the foundation of your defenses, they will hardly be enough to bring you victory once the situation...
While during the short and frenetic campaign in the Western Marches a long-term classic 4X-like research system would be out of place, Chief engineer...
In Empires in Ruins, Towers do constitute the bulk of your military force. Given the lack of men for a real army and all-in attack, Sarge needs to resort...
While far from being an RPG game, Empires in Ruins puts quite some focus on Sergeant Hans Heimer, the main character. During the campaign, battles, characters...
It's the year 475 after the fall of the Cassadian Empire in the Young Kingdoms. The focus of our story is the Principality of Koth, a small realm ruled...
In Empires in Ruins, provinces do have some geographical features that can't be changed and that do imbue the province with some peculiarities. Scouting...
While the Rebels are the one that got all this started, they might not be the biggest treat you will be facing in the Western Marches...
The clan's are marching 'gainst the law, bagpipers play the tunes of war, Death or glory I will find, Rebellion on my mind.
From the 20th to the 23rd of September 2018 you find Empires in Ruins as a publicly playable beta at EGX Rezzed (Birmigham, UK) booth RZ25:4, wanna come...
I would say that Empires in Ruins can certainly be defined a 4X game, but with the same certainty it is quite an atypical one at that.
I admit it, it took us quite some time, but what can we do, we're quality freaks. While not fully ready, the battle system is not open for testing, single...
Even though we would postpone forever because we're never happy enough of the results, we are about to enter a new beta round with Empires in Ruins, and...
Few things (well, more than few, but these are among the star ones) can make or break a game as easily as the quality of its UIs. Whereas a smart, clean...
It took us a while, blame it on our fussiness of never feeling ready enough to make the Steam page public. Do we now? Of course not! But we couldn't keep...
RWNW was born in the end of october as many things, not just as game. It was borns as a design and optimization workbench, it was born as a motivational...
I did it, the game finally made it to steam! A couple of weeks more of polish and integration, then RWNW will release.
How a timed working pattern is helping me in keeping productivity high in a fixed duration project.
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