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!
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 a grumpy alcoholic sergeant with serious social issues.
That said, it should be easy to understand why Morale can be a determining factor for the success of your military campaign. Tilting the delicate balance of your men's mood is going to be extremely easy, and it can either have positive or disastrous effects. Let us then take a look at Morale, a statistics shared by your towers and by your soldiers
In game effects :
Default values :
Why did we design it so in terms of mechanics? Well, easily said. We want something that has quite a strong influence in the game, that adds a very minor touch of randomness without requiring micromanagement, but still controllable by the player. How controllable? Well, you see the modifiers, plan a battle well ahead, and you will receive positive modifiers. Meaning that the randomness will, in the worst case do nothing, and best case give you an advantage. Plan it badly and you will have to expect potential issues due to low morale. Simple as that! See you soon,
I think the beauty of seeing indie studios making games that we like is the fact that "damn, those are people like us, it could be us doing that!".
And here we go, it was time for some Magic in the battlefield of Empires in Ruins!
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