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!
The rebellion you deal with in Empires in ruins spans across the whole population of the Western Marches. While the more physical and brutish types deal with the blunt of the fight itself, some other sneakier individuals contribute to it with their own abilities. A rebellion always has incitators and ruffians that gather the crowd with strong emotional words and channel its wrath towards the right target, and that role falls on the Provokers.
Part of the brutal bourgeoisie of the Marches, the provokers are merciless educated men, most of them with their own personal agenda and no scruples in using the unruly crowd to achieve it. Noble feelings? Forget about that, you're playing Empires in Ruins, wrong era and place for that. And if the rebelling crowd is easily moved by the Provokers' speeches, the same can be said about your ragtag army. Underpaid, underfed and badly equipped, it's really easy to tilt the loyalty of many of your men. The right words, the right (mostly false) promises, and your best defenders will reach behind you to backstab you mercilessly.
Beside being a brilliant swordsmen with their rapiers (2 attacks per combat round, 6 points of damage per attack), the Provokers otherwise have very average statistics and low armor. The real pain in the neck they cause you is of a different type: their special skill: "We, the Folks!".
With a cooldown of 20 seconds, the skill is activated when ready and with available targets in the area around the Provoker. Both Player's Soldiers and Towers in the area need to check agains their halved morale (a % check that succeeds if minor or equal to the value). Towers with the Iron Discipline ability or under the protection of the Temple power "Thou Shalt Not", or soldiers in the area of the same temple power, are immune to the effects.
A failed check on a Tower will cause the Tower crew to temporarily revolt and be blocked from shooting for 8 seconds. A failed check on a Soldier will be much worse because it will permanently turn the Soldier into a deserter, immediately following the Provoker in attacking your own castle and defenses.
So, here you go, with another threat to defend against, you will "love" the Provoker ;)
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...
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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