Empires in Ruins - Grim battles in a corrupted world
Empires in Ruins - Grim battles in a corrupted world
A Turn based strategy/Tower defense/Empire management hybrid, with a black humour infused plot, set in a grim, disillusioned world.
A Turn based strategy/Tower defense/Empire management hybrid, with a black humour infused plot, set in a grim, disillusioned world. Read more
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.
- Plot driven campaign - betrayals, diplomacy and nasty twists
- Turn based strategy - quell the rebellion, kick back the enemy and restore the law.
- Empire management - conquer back the provinces, strengthen your command, chose your best governors and grant your military campaign a steady flow of resources
- Tower defense-based combat - fight your battles in a new, advanced tower defense style that winks at advanced real time strategy
- Dark humor, dark humor everywhere! - Don't smile, it's punishable.
Empires in Ruins has a clearly defined personality and plot, the latter element, too often, a trait that has been relegated to a lower near nonexistent priority in Tower Defense games.
- Empires in Ruins will be released in December 2015 on Steam, Windows, Mac and Linux platforms.
- A DRM-free version of the game will be also available on GOG and Desura.
- Depending on what stretch goals are met, iOS and Android will also see the light after that .
What setsEmpires 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
- Erect your buildings in real time and avoid having your workers killed if they walk the wrong path
- More than 20 towers with unique special abilities and feats
- Combine the special abilities of your towers to obtain even deadlier effects (Ever tried a flaming arrow on an oil covered enemy?)
- Manage multiple resources, productive and special buildings
- Deploy heroes to command and enhance your towers
- Beware of nasty, canny enemies. They will open new unexpected paths, sabotage your towers, blow your production and get through your defenses in surprising ways.
- Ground, air, water, amphibian and secret enemies paths to defend against.
Play Empires in Ruins Combat Map early Alpha on GameJolt (Unity Web Player and Windows 7 standalone).
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.
- Expand, fortify and expand further taking advantage of the conquered regions reach and infrastructures
- Improve the regions' production, increase the flow of resources to fund your brutal military campaign. Don't expect much help from above.
- Handle diplomacy - Like a bull in a china shop
- Assign trusted men to govern the regions. Beware of betrayals.
- Manage research - More than 100 technologies to research and implement in your war
- Each decision you take will influence the course of the story
Empires in Ruins is now also live on Steam Greenlight, fighting its way to get access to the most popular gaming platform in the world! (Click on the banner for details)
Few things make progression in a game as interesting as unlocking new techonologies 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.
We currently have approx. 90 techs already implemented, but we plan to extend it even further so that research will be interesting during the whole campaign.
For the people not into micro management, we're designing an optional AI assistant that can take care of that on behalf of the player.
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?
Despite his gritty exterior and this rough introduction lies a web of complex reasons and events, in time you will get to know him.
For now, additional main campaign characters include:
- Corporal Frederick Turg, unfortunate subordinate of Sgt.Heimer
- General H. Von Toder, supreme commander of the Koth Army
- Archbishop Ador Von Kossemberg, leader of the Church of Kaer
- Major Anton Kostorov, field commander of the enemy army of Krovan
- Mireno da Domrano, smuggler and mercenary from the Republic of Valmasso
Along with several others, not yet ready to be disclosed... One hint: "The depravity of man knows no bounds."
The current settings and campaign book is a 623(!!) pages book written in the last 3 years by Emiliano, that probably contains material enough for 10 games.
All the in-game graphics consist of high-res 2D sprites obtained by the rendering of very well detailed 3d models.
2D represents a more comfortable environment for strategic games: compared to 3D it allows a faster visual understanding and easier interaction.
Additionally, with 2D we can maintain very high visual quality even on low performing devices.
NO POOR BANDITS WERE HURT DURING THE MAKING OF THIS GAME.
Our illustrator, Giacomo, is a hell of an artist, able to draw exactly what we have in mind out of a 2 lines description. We believe that his drawings are not only technically sufficient, but they are alive with the true spirit with which Empires in Ruins was born, making them excellent for this project.
At the end of the Kickstarter campaign he will be the one in charge of drawing the portraits for the backers, in order to become Heroes, Governors or Characters of the game.
If you want, check some of his work at www.giacomomarzona.com for a better overview of his skills
When it comes to soundtrack, developers face two choices:
- having a background nicely fitting music or
- make the music a focal point of the whole product.
Being ourselves at H&R huge music lovers, the second option was the only way to go.
Two bands of skilled professional musicians are therefore in charge of the game soundtrack:
Red Dew Hellpipes (folk metal) will be in charge of the grim metallic sounds of battles. Here you can hear the title track they wrote for the game. Part of the funding will also go into a proper recording studio and audio technician to make their songs shine.
Tribauta (Keltic folk sound) will take care of the softer melodic sounds used for region management, taverns and marketplaces environments. Inspired by traditional Irish music, their songs represent the perfect opposite and complementary component to the Red Dew Hellpipes grim brutality.
Their last album can be listened to on Soundcloud :
We are two-men team spread across Europe, from Greece to Estonia, working passionately and unrelentingly on a dream.
Starting July,Empires in Ruins will become our only, and full time project until its release.
You can write to us trhough email@example.com, or if you want a more "human" contact, reach Emiliano through his facebook page or through skype (hogan_sptl). For additional details about us, who we area and what we do (and why) please read the first Update of the Kickstarter campaign.
The following charts summarizes the whole base stretch expenses. Should we reach additional stretches, we will provide further data. What we really want to point out in this section, is that we need the funds to make the game, not to live while we are making the game.
We are promising a quality product and quality costs.
In the case of the stretches, each of them enriches the game features, and therefore requires additional work. This means that in order to deliver on time, we need additional team members. We have already selected the ones we want, now we just need the money to pay them.
If you wanna know further details about the costs of Empires in Ruins production, please follow this link to a more detailed post in our website.
You get to live in the game!
Giacomo's pencils are ready to paint full color beautiful fantasy portraits out of your pictures so we can make you a protagonist of Empires in Ruins. As a Hero, a regional Governor or as a Plot character, players all over the world will be seeing you and interacting with you. Ain't that quite a unique chance we are offering?
Hand-sculpted crossbow tower resin model
Our friends at GhullARTS are giving life, with their skilled hands, to a collector edition series of hand-sculpted Koth Crossbow Towers. Limited to 50 elements, certified and numbered.
And take a look at their DungeoNEXT products, because if you pledge on a perk that includes the Tower model, you will receive a 10% DISCOUNT CODE to spend on all their other products. Take a look at the quality we are talking about!
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 : http://www.hammerandravens.com
H&R Twitter Page (@Ham_Rav) : http://twitter.com/Ham_Rav
Empires in Ruins Twitter Page (@EiR_TD) : http://twitter.com/EiR_TD
Empires in Ruins FB Page : http://www.facebook.com/EmpiresInRuins
Live on : http://kickingitforward.org
Risks and challenges
The risks with Empires in Ruins are the same, as every software project in development worldwide.
Delays can always arise from the unexpected such as; Hardware failures (electricity doesn't mingle with flooding), unexpected problems in the development engine (Unity is a great engine, just not as thoroughly tested as other older engines), health problems (good riddance, let's hope not ☺), etc.
We take all possible precautions (we are even on the paranoid side of it), unfortunately, the unexpected can always happen.
We've been working on this side project the last two years, while never being able to fully immerse ourselves into Empires in Ruins, it did give us a great insight into the challenges it might present, and we're confident, we will be able to face up to them, in any technical aspect.
Those we intend to hire and help us with this project, have already been thoroughly whetted, and therefore we're absolutely certain about their skill set and reliability.
Should the Kickstarter be successful (even though we will not get any salary out of the funding), Empires in Ruins will become a full time job for us, from the end of June. We will therefore have all the necessary time, to manage all aspects.
The chance for small delays always exist, but considering the level of advancement, when we had to work on other jobs, we believe by focusing solely on Empires in Ruins, we will have everything under control, maybe even enough time to add something extra.Learn about accountability on Kickstarter
- (30 days)