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Hey Dorfs, Steve here! I'm happy to say the in-game editor is getting some good use from the craftdwarves among you.
And with this month's patch I've published another free mod for those of you itching for more.
Before I explain more about the new world, I just wanted to say how exciting it is to see so many people experimenting with the editor. I've been keeping an eye on a few player made worlds, and some are looking very promising. If you feel good about your creation, please reach out. We can help you bug test it and have it show up alongside other moderated worlds where everyone will see it.
Anyway, let me tell you a bit more about Drumdom's Mountain.
You arrive at a desolate cold mountain to discover the entrance to Drumdom's mine. Drumdom Eartharken was a renowned figure of the Domdurumen Kingdom. He established this mine to help supply the kingdom across its vast logistical network. But now... it remains an empty hollowed out tunnel.
Osman is eager to explore the mine and setup operations to extract its resources. But something has been left behind in the deep, something sinister. Spelunk the depths of Drumdom's Mine and discover another small piece of the lost Domdurumen history.
This is a challenging little world, and you may wish to be around level 20 before jumping in. Without giving away too much, you will be able to find a unique item and even a new companion to recruit in the mines. But alas, few worlds have escaped the reach of An'Nahoom.
Last but not least, here is a summary of the more noticeable fixes and changes in today's patch 1.0.35:
- Added option to disable all tutorial notifications
- Added editor feature to toggle on/off gizmos
- re-balanced a bunch of items (Some buffs and some nerfs)
- Fixed item duping bug (Thanks to Bag!)
- Fixed inventory bug making misc items stack on top of one another
- Fixed player resistance percentages not working as intended
- Fixed some mobs with unintended-ly high physical resistances
- Fixed base damage modifiers not working quite how they seemed
- Fixed some stats not displaying correctly in the stats screen
- Fixed issue with new items in the editor sharing IDs
- Fixed Raithe quest from getting stuck when leaving the cookout
- Fixed a few areas with obscuring foregrounds
- Fixed some dialog typos
Thanks for reading to the end!
Remember to reach out if you have any questions, or jump into our discord if you'd like to chat to me directly!
Greetings kin! There's a new official mini-campaign we've published to mod.io. You can get this new content for free, in-game by visiting Scoot Manis. Scoot is the funny little "purveyor of worlds" standing outside of the Great Hall in Rivenbrook Keep. Through Scoot, you will find your way to an official mini-campaign from us called...
We don't want to spoil the details of the mini-campaign for you, but we'll say it's a small-ish (just over a dozen locations) mini-campaign. Tyranny is complete with its own full storyline, new characters, and new trials and tribulations. It's also a bit on the more challenging side for those who've already ripped through the core campaign and are end-game Whitebeards thirsting for more. So be warned! You'll probably want to visit the lands of Zarakh after you've completed the main story if you've not done so yet. (Or at the very least, have some decent late-game drip and skills) I do want to warn you ahead of time, because of the significant expense of doing so it will unfortunately not be in the cards for mod content from us such as Tyranny of the al'Batash to be localized to other languages and so our mod campaigns will only be available in English.
What we do want to get into some of the details of is the Editor.
Would it surprise you to know that we made this entire new mini-campaign essentially over a single weekend using the in-game Editor? Alright, alright, plus a few extra days to do some testing and proof through the dialog all professional-like on it, but it is an official mod campaign from the developers after all.
\ Let's take a little spin through just how easy it is to make your own locations in Regions of Ruin: Runegate using the Editor. From the main menu > click Editor > Create.
You'll be able to put in a name and description for your campaign, but don't worry- you can edit those later once you know a bit more what the story you're making is going to be. Once you hit Create, after a little load you'll be greeted by the main Editor view.
You'll find all your big important buttons up at the top! The slider changes the time of day and the buttons open various important things from your quests and flags, to your world map where you can make other locations from, to an editor for making custom items, and the settings of this location or even the overall world. Most importantly: save and test!
To the right is a list of all the parallax layers, clicking one will hide all the others so you can isolate the view to just the parallax layer you're working on right now.
To the left, you'll find a panel where you can find all the objects. This is where all the fun stuff happens. Every object in the game is in this list of people, places, and things for you to use however you'd like in making the story you would like to tell. There's a couple thousand to choose from! You can open/close this panel with \ on the keyboard to see the location cleanly.
The left panel will also fill with an inspector once you select any object in scene so that you can twiddle with it's settings.
Now, our goal here is just something very simple to start. We'll use the default location for now, though if you prefer, from the map screen you can make new locations using different biome templates or even start from scratch. Whatever you do, as long as "Is this the Runegate Level" in level settings is set to true, and there is a Runegate object present, that will be the location people land in when they first load up your content. For now let's sprinkle some decorations around. You'll have to rummage around in the left panel a bit to get a feel for all the decorations that are available, but I'm going to go right into Structures and look for some of those namesake "Ruins Dwarven -" objects. We'll scatter some ruins about and make the Runegate location have that, "forgotten since the old times," kind of look.
Some Editor tips: Once you've selected an object to place from the list, holding Left Ctrl (default on Win/Osx) will lock objects to the ground plane and you can also rotate most objects with \ before placing them. Once placed, if you then select an object several "quick action" buttons will appear near your selection- the leftmost up and down arrow buttons will let you change the object's layering order respective to other objects on that layer so you can get everything layered how you're going for.
Right! Now that we have some ruins scattered about, let's do some fun stuff. If we're calling our world "The Mistlands," I'd like some moody mist please.
In Level Settings at the top, if you scroll down and set "Biome Colors ID" to let's say Fog_Medium and then "Weather Type" to Rain, which will bring up a few more options like "Strength" which I'll set to Light. I'll also Hide Sun and Moon, just to complete that overcast dreary look. You can also set audio things in here- the soundtrack, day and night ambience loops whose mixture depends on the time of day, and while I'm here I'm going to name this location "Mistlands Runegate" in the region "The Mistlands." Those names will appear momentarily on an in-game UI banner when you travel here.
There we go! Extra misty lookin' now. Alright with vibes established- let's drop in a plot device, er ehm, I mean a character native to this world to move things onwards once you arrive here through the Runegate. From the object list we'll go in the folder Creatures and NPCs and grab a Human Npc Male and plop him down under the upper ruins segment sheltering from the rain. Once placed, you can select him to populate the left inspector panel with his tweak-able settings. I'll click through all the appearance settings until I get something I like the look of and we'll hop into the name field underneath and call him Sven. Down at the bottom I'll choose a voice pack for him, which you can hear previews of as you click through them. Sven looks to me like he might sound like a Human_Rasmus kinda' guy.
There we are and hello Sven! Let's give Sven some dialog. In the left inspector, you can see a big "Add Dialog" button, or by clicking the dialog bubble icon in the quick action buttons underneath Sven himself. That will take us to the dialog editor where we can add a new dialog tree. You can use various separate dialog trees to do more complicated things later for managing characters that have a lot of different stuff to say over time, but for now we'll just give him one tree. You can hit the cog and name that tree if you like, or you can just click the tree to open it up. Now, the dialog editor might at first seem like an intimidating place, but I promise that once you kinda' get the basics the dialog editor makes it as easy as we could think to make it to make anything from simple, to incredibly complicated conversations. Let's start easy though. At the top is the Intro Node. This is whatever they'll say when you start the conversation. The extra second line in the intro node is in case you wanted them to say something different on repeated conversations. A good use I find for the repeat intro line is to intro the dialog like you've already met at least once as seen below.
From there we add a couple "options" or player responses. When we select any of these nodes, you'll see an inspector panel on the left populate with further settings. For each player option/question, we'll want to select it and fill out the response in the left panel. Response is what the npc will say back to you when you choose that player option. This must be filled out separately inside each player option's node inspector as you could have like 3 options that just go back into the same state as you ask several things from the same set of options, so they must carry their responses along with them to inject into npc response in whatever target state it points to. Once you have some responses, you can add a new state and then click your first player option in state 0 and then put the new state's ID number (1) into the Goes To State input field in the node inspector panel. This will now route the dialog tree to the targeted state when that option is chosen in-game.
A few quick tips on special dialog tags! There are only two to remember:
Anywhere you write will be replaced with the actual player's chosen name in-game. \
Wherever a character has to say a gendered word that relies on the player's chosen sex: where anything you write on either side of the slash inside the arrow tags will be chosen based on the player's character choice. The only thing that matters is and the order being the male version / and then the female version. So if you wrote, "Ohhh, you're a bit of a crazy dwarf aren't you?" It will choose the proper completed sentence in-game based on the player playing it.
Fun fact: these tags were incredibly useful in localization when we ran into gendered languages such as Spanish, where several words in the sentence could change based on the gendering of the words used. All of that kind of stuff could be solved with this one simple tag: ! Now that we have a basic dialog, close the dialog editor and let's just see how simple it is to go from writing a few lines, to playing through that dialog in game. Save if you like \ and hit the Play button at the top. After a short load you'll be in testing mode. This is the Runegate level so you'll pop out of the Runegate playing as a testing mode dwarf with some default basic equipment. We'll jump up to our rained-on Sven and:
Voila! Just as easy as that we're already having an in-game conversation with Sven, complete with multiple player response options and from those separate branching dialogs! Now, we'd probably in this conversation have Sven point the player at somewhere else, this being the first location of the campaign. "Ah yes, we have a camp to north from here. You should probably go there and talk to Mother Olga." Something of that sort. Now obviously that's a very basic first location, but that's kind of the main point of this primer. You've already made your entire own first location, it's as simple as that. You could just as easily as have swapped Sven out for a band of bloodthirsty orcs for a much ruder welcome to your world, or any other type of situation you could imagine up. From here you'll probably want to make more locations with different things going on in them, but all of that is just a repetition of the same process of making one location at a time to varying degrees of depth and complexity. We wanted to show how simple it can be to make content with the Editor, which is what we'd like to invite you all to give a try. We have a suspicion that there are a fair few creative and tinkerer types amongst you out there who'd have a blast with writing your own little adventures. So we'll leave it at your first location for now. Try dipping your toes into the water! Some of you might find your new favorite rabbit-hole to fall down. We've put a lot of time into our Editor. It's a robust toolset that we've tried our best to distill down to the simplest-to-use form we could. We still want to do some guides that go into far greater detail than this for the Editor that dive into more complex topics, quests, flags and conditions, etc, and now that we're starting to come out of the initial launch frenzy we should have a little bit more time to start getting that stuff together. We hope you enjoy Tyranny of the al'Batash! Good luck, and happy crafting! - Mike & Steve @ Gameclaw
Greetings kin!
We've been getting a lot of wonderful comments on and interest in the soundtrack for Regions of Ruin: Runegate, so we thought the music would be a good topic for this week's dev blog!
You haven't heard from me yet in the dev blogs, but I'm Mike- the other half of the Gameclaw team as well as the composer of the score for RoR:R! Prior to being a game developer, I've pursued music in one form or another since my teen years, but I'd spent around 15 years in the audio profession as a composer in the entertainment industry and in general audio work such as foley, sound design, etc. and as an audio engineer. For those interested, I am a lifelong Steinberg Cubase enjoyer as my DAW, or digital audio workstation of choice.
(Snap of me home turf. Gotta' flex the clean minimal setup and RF swag desk mat, no? r/battlestations?)
We knew early on that we'd first be visiting the world of Otam, a place filled with norse and celt inspired cultures. In the beginning of the project I made it a point to immerse myself in a lot of norse music in the background of developing to get a good feel of the instrumentation and stylings of traditional/folk music from these cultures. Some of my personal favorites were groups the likes of Wardruna or Heilung and I quickly fell in love with the beautiful, haunting sounds of some of these traditions.
Traditional norse music has an interesting suite of instruments that are relatively uncommon outside of that part of the world, such as as the wonderfully coarse Scandinavian Tagelharpa (a kind of bowed lyre) and the Swedish Nyckelharpa. (pictured below, it's almost like a hurdy gurdy with a bow instead of a crank wheel) Drums range from thunderous large skin frame drums, mouth harps, to common practical things they just had lying around like a camp cooking pot, or a deer's jawbone leftover from a hunt.
What struck me with norse music (or at least my assuredly narrow, modern experience of it) is that much of what I was listening to felt largely bardic in tradition, or that the main point was the telling of a tale, or famous deed, set to music. \ The music itself wasn't the real centerpiece, the tale was- and with it the speaker/singer. That lies a little at odds with some common wisdom of soundtracks. Lyrical music tends to take the spotlight in your mind when you hear it. As humans we're all wired instinctively to pay attention when we hear speech, so it doesn't often make for great background music that's there to support something else that you're meant to be paying attention to, unless the whole point is to be the focus purposefully.
("A Minstrel Sings of Famous Deeds," by J.R. Skelton, c. 1910)
It was really quite a challenge to find a way to distill the sound and feel of this style of music without being able to make use of its main attraction. In the end, I settled on a nice spread of Scandinavian instruments from Eduardo Tarilonte's wonderful Scandinavian instrument collection, ERA: Dark Ages, studied the stylings and cadences of the music that was played with them and incorporated that back into a place I have a lot more experience with- backing it with an orchestra. (largely Spitfire Audio's incredible BBC Symphonic Orchestra) I endeavored to write the orchestral arrangements in such a way that it supported the feel and movements of the norse elements, though careful not to overwhelm them, while nicely filling in the hole left by the absence of a voice singing their tale.
Most of the way there, but wanting to still capture some part of the vocal aspects of the music, I sought out a good instrument library for non-lyrical voices and came across a company called Zero-G out of the UK who had two incredible libraries I was pretty blown away by- Ethera Gold Prometheus and Ethera Gold Atlantis. (male & female libraries respectively) These proved to be the missing ingredient, keeping the vocal flavor while remaining light on actual lyrics.
Prometheus in particular lent everything I used it on that axe-swinging dwarven testosterone with its booming deep voices and soaring bardic highs, such as used in the Main Theme or the Fjukamann theme, "Riders of the Wind." Atlantis also features prominently on several pieces, filled with character and bathed in reverb, creating some beautiful vocal passages such as in the back half of the Sveitland theme, "The Northlands."
Overall, I had a blast writing the music for RoR:R. I've written a lot of music in my life, but professionally so much of it was contracted work for other companies' projects, other people's visions, or even just the commercial work that makes up the bulk of so many composers jobs, day-to-day. I always gave everyone who contracted me my best of course, but it's vanishingly rare that's you're ever left feeling much of it was truly your own with so many hands guiding it along the way.
I will say that I had a particular proud dad moment at the end of it all when exporting out the final masters for the soundtrack and going through and setting up all the ID3 tags for the mp3s and such that can honestly only be summed up with a proper Jeremiah Johnson nod.
I hope you've all enjoyed this meander with me through some of the process behind the music of Otam. The response so many of you have had to the soundtrack has been really lovely to hear of my work, truly. If you guys found the topic interesting, perhaps we can do a part two sometime about the very different music of Ealam! Cheers! - Mike
Calling all mighty dwarves! We're looking for some playtesters for the upcoming Regions of Ruin: Runegate starting on Jan 26th and lasting until Feb 15th! Players should be willing to play for 15 hours in total and as a reward for completing the full 15 hours you'll be added to the credits list of the game upon launch & be able to request a released Raw Fury game of your choice AS WELL AS be entered into a raffle every Friday during the playtest period to win a Steam key to one of our games! If this seems like something you'd be interested in, please head over to this survey to submit your application for the playtest: https://docs.google.com/forms/d/1IcnDBYDbv3YOqDlYO0o35Z-2xdzGF-1TFpS07obbBXI/edit Successful applicants will be contacted within a few days with further details and an NDA. Your participation is greatly appreciated and we cannot wait to hear your thoughts! Many thanks, Paige
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This page aggregates Steam news feeds, patch notes, and developer announcements for Regions of Ruin: Runegate, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Regions of Ruin: Runegate statistics page.
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