Retro-Pixel Castles InDev 13b

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Added on March 12, 2015 by Squollin Games > PC
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Retro-Pixel Castles InDev 13b (Size: 423.52 MB)
 retro-pixels_castles.exe423.52 MB

Description

Title: Retro-Pixel CastlesGenre: Indie, Simulation, Strategy, Early AccessDeveloper: Raymond Doerr Publisher: SixtyGig Games	Release Date: 27 Oct, 2014

Retro-Pixel Castles is at heart a village simulator. But, where most village simulators focus mostly on balancing your village, RPC also throws in a heavy blend of raw survival and tactical gameplay. If you could imagine a roguelike village sim, that's what this game is all about! In RPC you will lose. Endless survival is impossible, the goal is to see how long you will survive. RPC takes it's inspiration from other village management games like Dwarf Fortress and Banished and mixes them together with elements of survival games like Don't Starve with a sprinkling of some RTS elements seen in games like Command and Conquer there are even some classic Tower Defense concepts to help you bottleneck and handle the onslaught of monsters trying to kill off your poor little villagers.


InDev 13b HOTFIX Change Log
- Fixed issue with OSX not reading text files correctly, causing the game to crash.
- Fixed credits roll being blank on OSX.

InDev 13 Change Log
- New 256x256 map size.
- Added a console based map converter, to convert your maps from the old 512x512 to the new 256x256 system. It can be found in the Retro-Pixel Castles install folder.
- Due to the decreased map size, frame rate, memory usage, and system requirements have dropped dramatically.
- Added new "Wheat Wind" track.
- Converted "The Quiet Forest" and "Hunted" into 8 smaller maps.
- Removed all of the Developer's Choice Maps, except the ones that were originally "Small" or "Medium" sized maps. (Others will be re-added once the authors convert them to their liking.)
- Added a bunch of new tile sets; Sandstone (In Red, Black and Tan), new Rock (in Black, Brown, Red and White).
- Added two new foods, Turnips and Potatoes. But they currently still think they're carrots.
- New map tiles property loader, that helps decrease load time.
- Fixed a bug where sometimes walls would not connect together correctly.
- Drawing in the map editor now no longer replaces the same tile if it already exists.
- Main Menu now loads random maps from the Official Maps pack.
- Added a "Recent News and Announcements" box on the main menu.
- "Stone" resources renamed to "Rock".
- New resources: Boards (Refined logs), Stone (Refined rock) and Crylithium (Refined Crystals).
- Harvesting buildings can now refine the resources brought in into the new refined resources listed above. For example, the Lumber Mill will manufacture boards, and the Crystillery will manufacture Crylithium.
- Completely rebalanced all the building requirements. Many advanced buildings require the new refined resources.
- Added the Small and Regular Crystillary, used for harvesting crystals.
- Added the Cullis Gate, a large Essence Collector like building that will build up and discharge large amounts of energy attempting to summon new villagers into the game ... or other things.
- Rebalanced many of the building costs, and magic based buildings like the Essence Collector and Fire Bolt tower now require crystals to be built.
- Added some new particle effects to the game to use with the new Cullis Gate.
- Added some blue fire flickers to the Essence Collector.
- Essence Collectors and Fire Bolt towers no longer generate essence.
- Essence Collectors and the new Cullis Gate are now fueled with Crylithium.
- Essence Collector's maximum energy reduced to 250.
- Re-added the "Category" frame icons to the Play and Map Editor GUIs.
- Added a pause button for buildings.
- Completely redrawn the bottom pop out GUI in the play mode.
- Completely recoded and redrawn the population tab. The new population tab now lists how many villagers are not employed, homeless, have a mate, or are pregnant along with some other miscellaneous information.
- Added a new buildings tab, based off the new populations tab. The new building tab lists how much total housing you have, how many total workers you have and many other useful tidbits.
- You can click on buildings or villagers in either of the two new tabs to center on them. (Note: Currently, in low resolutions sometimes the center may be under the GUI)
- Many miscellaneous GUI artwork improvements.
- New Mob: The Skeleton. They do not have much health, or hit hard. But they're extremely fast and can sometimes run past your towers.
- Lowered the monster spawn rate substantially.
- Fixed a bug in the map editor's info panel that would not detect if you're trying to use a map name already taken.
- Moved the resource bar in the play mode to above the top GUI.
- Removed the water sparkle trail from Essence.
- Added a new objects tab, when you select an object to build in play mode a small description of that object and the requirements to build it will be displayed.
- Fixed a bug that was causing lag when looking for resources on ground.
- Fixed a bug where villagers would pick up resources to use they shouldn't need, and set them back on the ground.
- Added the Kickstarter Backer's names to the villager name pool.
- Updated the Credits page, adding the additional Kickstarter Backers who submitted their surveys late.
- Added all the Kickstarter Backer's quotes to the game.
- Fixed the lag some users experienced in the credits page.
- Fixed a localization issue that would cause some user's copy of the game to crash attempting to find game resources (Thanks to: khadgar.rumnheim for finding the solution!)
- Tons of under the hood code cleanup.


Key Features
You can't win!
Yeah, that's right. Not being able to win is a feature! The problem with nearly all village sims is you tend to reach an inevitable point where you can't lose the game. You just become so skilled at knowing exactly what to do, and in exactly what order, the game loses all of it's appeal and you run off to play something else. That's not the case with Retro-Pixel Castles! RPC aims to make a game you can't win. Every game day, the game gets progressively harder with no end in sight. The goal of the game isn't to win, but to survive as long as humanly possible.

Build a village, and die trying!
A major part of the game is village management, and trying to discover new and creative ways to keep yourself alive as long as possible. In RPC, you will plan many days in advance how you're going to build your village and survive the inevitable onslaught of the monsters that will attack you!

Unlock Content Through Gameplay
In RPC, you will 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. As you play, you'll unlock more content, like additional buildings, items and units you can use in your next attempt to see if you can survive even longer than the last!

Even though you can't beat this game, you most certainly can make progress in it! Every round you play you'll gain experience, unlocks, and other interesting goodies that will expand the game.
Massive maps!

Massive maps!
Each map is a massive 512x512 tiles in size, and a typical play through you may find yourself only playing in a small area, usually about 128x128 in size. Each time you play, you start at a different location on the map, and each location has it's own challenges! So each of these massive maps are like having multiple maps all in one!

Tons of map set themes!
Every set of maps will follow a certain theme (Forest, Desert, Underground, etc). Most of the current screenshots only feature ONE of these map sets, the Forest! But many, many more are planned.

Orchestration-Retro Hybrid Soundtrack!
A full, original soundtrack, made by Bibiki Garcia that blends orchestral instruments and old 8 and 16 bit retro era music together in a beautiful blend that fits Retro-Pixel Castles perfectly!

DRM-FREE
SixtyGig Games is a DRM free independent game developer! Retro-Pixel Castles will not now or ever in the future have any sort of DRM! Piracy protection only hurts you guys, the loyal paying players. So you rest assured knowing that once you buy yourself a copy of Retro-Pixel Castles you'll never again have to concern yourself with nagging questions about if you can continue playing the game down the road due to something like always-online logins, lost registration codes or because you bought a new computer and you're only licensed to put the game on one. All I ask from you is to be reasonable and responsible, you can buy the game and play it as much as you like, wherever you like. Just tell your friends to support my DRM-Free philosophy and buy their own copy! Smiley Free Content Patches, no paid-DLC


System Requirements
MINIMUM:
OS: Windows XP
Processor: Core 2 Duo or equivalent
Memory: 4 GB RAM
Graphics: Intel HD 4400 or equivalent
Hard Drive: 512 MB available space
Additional Notes: Java 7 or Higher Required
RECOMMENDED:
OS: Windows 7
Processor: Core i3, i5, i7 or equivalent
Memory: 8 GB RAM
Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
Hard Drive: 1 GB available space



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Retro-Pixel Castles InDev 13b

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