The bastard son of 4X and Tower defense (what?!?), with a black humor infused plot, set in a grim, disillusioned world.
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 the grumpy Sgt. Hans Heimer in his own personal vendetta against "the system".
In a corrupted little Principality governed by spruced up popinjays, snobby clergymen and power greedy army officers, something just happened. A god forgotten borderland, the Western Marches, just got inflamed with rebellion, cutting every contact with the capital and declaring independence.
And in such a critical moment, who to send in order to quell the rebellion if not a grumpy alcoholic sergeant with discipline problems and bad bad temper?
Why him? And what is the neighboring kingom, the Krovans, plotting to do with the Principality of Koth?
Empires in Ruins is composed of two main parts. The turn based Main Map, where the campaign develops and you are called to managed the conquered provinces and the Battlefield, where the real time blood flows and you need to kick the enemy in the arse or be the one kicked.
Empires in Ruins whole plot-driven campaign of turn based strategy and empire building, is managed in the main map.
Through it you will access the single combat maps (according to the plot flow or in order to defend/replay maps), manage diplomacy and access the single province to improve or check their assets and governors.
Battles are fought in real time, using a hybrid of Tower Defense and RTS mechanics. Tactically extremely challenging and often open to more than one solution, the battle engine has been tested in multiple beta rounds throughout the last 2 years.
COMBAT MAP FEATURES
The path to victory is paved with opponents with badly planned research trees. [cit. Gottfried Megler]
Few things make progression in a game as interesting as unlocking new technologies to empower your troops, weapons and economies. Provided your hated engineer chief, Gottfried Megler, with the tools to evolve your ragtag army against all odds.
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What a week to be alive guys! We finally released Empires in Ruins, and overall we're stoked by the positive feedback. Sure, a lot of you want first to see how the game will evolve and go through early access, and that's fair enough.
In the years far too many project got in early access and never left, with the devs disappearing in the night. We're not like that, and we're gonna report weekly to prove it!
Keep on supporting us, keep on sharing on social medias, join our Discord or write us on the forum if you have problems or questions, and we will fix them!
And above all, keep on using the F11 tool to send in-game feedback, because that one makes it at lot easier and faster for us to investigate issues and fix them!
That said, here's the Release notes of the week, divided per update!
And with this first entry of the EADiary, on we go!
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.
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Play both part of the campaign and arcade mode in vertical sliced demo with the chance to test all the towers and enemies of the final version!
v.0845_12 * Enlarged ability icons on towers UIs * Removed Damage and Firerate upgrades from Scouts towers UI * Added info buttons on quick building menu...
A new revamped beta with 5 battle maps, lots of fixes and improvements!
Our latest public beta, with fixes, dialogs, updates and zeppelins!
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