Retro-Pixel Castles is a brutal village/town simulator with RPG and roguelike elements. Some Key Features: You CAN'T win! Yeah, that's right. Not being able to win is a feature! Survival. In Castles, you'll find yourself in a harsh and unforgiving environment, constantly trying to find new ways to keep your little villagers alive for just a few more days. Build a village... A major part of the game is village management, and trying to discover new ways to keep yourself alive as long as possible. Huge, hand crafted maps! Each map is 512x512 tiles wide, leaving tons of space to play on. Built-in map editor. Included in the game engine itself is a very robust, feature filled map editor. The game will be released completely DRM free, and all content created for the game will come with your initial purchase. There will be absolutely no paid DLC and tons of free content patches! (See www.retropixelcastles.com for more details!)
I've decided to simplify the game versioning system, making is a lot easier for people to identify what version is what, and it also helps me talk about...
Retro-Pixel Castles is now available on Early Access on Steam! Come fetch a copy. :)
Retro-Pixel Castles now has a price on Steam, and a new feature-filled release is now up for download! Come get it!
Retro-Pixel Castles is now over 100% funded on Kickstarter, and Greenlit on steam! This is an amazing day. Thank you guys for all your support. Next up...
Working on adding children to the game, and balancing breeding mechanics some more.
Some new building mechanic features for you to have fun with! We've also reached a third of our Kickstarter goal, and we're a quarter of the way there...
Updates on Kickstarter, Greenlight and generally how awesome you guys are! Tons of stats included for you to gawk at. :)
This biggest Retro-Pixel Castles update ever! We've launched Greenlight, Kickstarter, a brand new stable tech demo *and* a new video! Come see what all...
For the second Mechanics Blog I will be discussing the building and workers mechanics. In Retro-Pixel Castles, you place buildings in a similar fashion...
An in-depth explanation of the range map system and what it means to your survival.
A whole bunch of new floating status icons, and an excuse to bombard you with .gifs!
I try to keep you guys posted every few days about the work in RPC, usually giving you a nice news bit at every landmark. But this landmark is a biggie...
After the feedback from some of the RPC fans here and around the web about how they were disappointed that the new hard shadows were no longer dynamic...
I've changed gears a bit and decided it was time to overhaul the shadow engine. The game is reaching a point I can start adding several new buildings...
I've been mostly working on the GUI in the play mode over the past few days, really polishing it up and adding in all the missing buttons. The great thing...
The last few days have been well spent working on the new farming and hunger mechanics. As with everything in RPC, farming had a ton of AI work that needed...
A lot has been added over the past few days, mostly I've been working on the villagers themselves, developing their AI to be much more intelligent and...
Our first video! Finally! In this video, I highlight some of the technical features of RPC.
I'm proud to announce RPC now has a musician! "Bibiki" GarcĂa has just officially signed on as RPC's music producer/composer, and he will be doing all...
Resource gathering is now mostly completed, the remaining work is just minor AI cleanup and testing. But, during the process I've started working on making...
I've been spending the past few days working on a quick, smart(ish?) system for assigning your villagers to work in the various buildings on the map...
Latest release: 7-17-2014! Included in this release: Huge memory improvements, can run with -Xmx96M (yes, M!) in the JVM, also added a new resource, Mana...