Empire In Ruins presents a new take at strategy by merging the Tower Defense genre's detailed, recognizable gameplay with elements of Turn-Based Empire Management, in a hybrid never before seen.
Conquer, build, defend and lead Sgt. Hans Heimer in his own personal vendetta against everybody and everything.
What sets Empires in Ruins' gameplay apart from other games is the fusing of the Turn based strategy & Empire Management components (Main Map & Research) along with Tower Defense enriched mechanics (Combat maps)
Combat Maps Features
Empires in Ruins main map is based on turn based strategy and empire management gameplay.
The whole plot-driven campaign will be managed through here. From the main map you will access the single combat maps (according to the plot flow or in order to defend/replay maps), manage diplomacy and access regions to improve or study their assets.
Few things make progression in a game as interesting as unlocking new technologies to empower your troops, weapons and economies.
Each owned region of the main map, according to its assets (libraries, blacksmiths, etc),produces every turn a certain amount of research points that are used to unlock the technology you'll need.
We’re working hard on making the system as easy to understand as possible, with the automated queuing of the requirement needed to reach the technology you want, tooltips and visual feedback to never run the risk of confusion.
Mirroring modern day society, Empires in Ruins settings dwell in corruption, betrayals and vices of the seeming noble societies. Under the gilded plating, the only truth that remains, are the Ruins.
What begins as a simple uproar in the western peripheral regions of the Principality of Koth, might in truth hide far more dangerous realities. Who's really behind the rebellion of the poor sods of the Western Marches? Who in their right mind would choose an unruly soul like Sgt. Heimer for this campaign?
If you like what you saw so far, you can reach for us, and take a look at the past, present and future progress of Empires in Ruins on the following places:
H&R Official Website : Hammerandravens.com
H&R Twitter Page (@Ham_Rav) : Twitter.com
Empires in Ruins Twitter Page (@EiR_TD) : Twitter.com
Empires in Ruins FB Page : Facebook.com
Thanks for reading till here, we really appreciate it. Empires in Ruins is also live on Steam Greenlight. If you think it that what we are doing is worth the effort we are putting into it, please give us a yes vote to help us moving on further!
First of all a little premise. We are making Empires in Ruins with pre-rendered 3d models that are turned into sprites and sprites sheets before getting into Unity. Long story short, this involves a pretty long and slow production pipeline, but allows us to use very high res textures to provide very sharp visuals. This style winks at the 90s strategy games of AoE (and ofc a lot of other ones), mixes it with Baldur's gate production workflow and then adds some sharp modern style and the option for the player to zoom in a LOT. Basically we love to show off.
I have to say, we ABSOLUTELY love the results this far, and people all across the web seem to like it as well, but there is a higher chance of us deciding to gold plate our crotches than making another game with this style after this one. The reasons are simple: the results can be amazing, but it's harder to find a slower workflow. So, for our very first game, it's taking forever and we are loving it, ok lesson learned. For the future instead we forecast the need of producing maybe more than one game every five years.
For those still not believing me, here we go with a set of reasons that are behind my words. I would suggest reading them if you're thinking about making an old school isometric-like strategy game with Unity3D.
I am sure you made all of your homeworks, and you finally know all the suggested (and usually very helpful) optimization technique for Unity production. Time to apply them to your new game, and see them failing one after another.
And in the very end, to summarize a bit :
Now ok, I might be coming out of a very nasty week in which i had to charge face first against most of the above topics in the attempt to optimize the game. This might have not helped me in being nice or in sounding optimistic, even though i gotta admit that a lot of stuff got heavily improved now in these last few days.
If I said something wrong, please, really please, prove me wrong and give me a link to something that shows what I can do better. I really hope to be wrong and to find new ways to optimize further our game!
Cheers, Emiliano, H&R
It was a hectic year of assets production. Our George, with the collaboration of Alessio, worked around the clock to get all the battle maps buildings...
Empires in Ruins is not about shiny heroes and well trained armies, that we already made it clear. It's more about a motley underdog armee captained by...
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Archbishop Alberich Von Siemens-Gotsler - Field leader of the Church of Kaer
Sergeant Hans Heimer - 1st Sergeant of the Kothian Army
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