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Rise To Ruins Full Crack [cheat]


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About This Game


Rise to Ruins is at heart a godlike village simulator, but it also throws in plenty of familiar game play mechanics from classic 90s era real-time strategy games like Settlers, along with some tower defense and survival elements in an attempt to create a new kind of village simulator. The goal is to try to bridge the gap between the depth and complexity of traditional village simulators, the fun of godlikes and the simplicity of real-time strategy.

Build a village, and die trying!

A major part of the game is village management, and trying to discover new and creative ways to use the tools at your disposal to keep yourself alive as long as possible. In this game, you will lose frequently, but with every failure you learn a little bit more about how to survive and apply that knowledge to your next attempt.

Several Game Modes

Currently, the game offers three game modes. Survival, Sandbox and Peaceful.

Survival is the game the way it was meant to be played, as a brutal survival style village sim, you will probably die often trying to figure out the best way to survive, but that's half the fun right?!

Peaceful is very similar to Survival, but it's balanced much like a traditional village simulator with some godlike and RTS elements sprinkled on top. The monster spawn rates are much lower, and the main focus is keeping your village happy and fed. It's a very easy mode, designed for casual players, or players just wanting to experiment.

Sandbox, like the name implies, is a mode where you can play around with the game mechanics. Change the time of day, weather, spawn monsters or villagers, or even edit the map while you're playing on it. This is the ultimate "Screw around" mode for players wanting to play with the game mechanics.

Godlike Elements

Not only can you manage your village, but you also have many godlike abilities at your disposal. You can alter the terrain, blast enemies from afar, pick up objects or creatures, heal your villagers, speed up resource growth and all sorts of other fun godly stuff.

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 a few of these map sets. But many more are planned.

The Soundtrack!

A full original soundtrack, made by Bibiki Garcia that blends orchestral instruments in a way fans of old 1990s era PC gaming will love and remember!


SixtyGig Games is a DRM free independent game developer! Rise to Ruins 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 Rise to Ruins 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! Free Content Patches, no paid-DLC


I don't believe in paying for Downloaded Content. If you buy Rise to Ruins you will have access to the entire game and all the content I'll ever create for it, forever! I believe DLC is greedy, and you deserve to have the full gaming experience from day 1, right out of the (figurative) box!


Your feedback is extremely important. You can reply here or head on over to the Official Website and help shape the direction of development! :) 6d5b4406ea



Title: Rise to Ruins
Genre: Indie, Simulation, Strategy, Early Access
Developer:
Raymond Doerr
Publisher:
SixtyGig Games
Release Date: 27 Oct, 2014


Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows XP (64 Bit)
  • Processor: Intel i5 or equivalent (Dual Core with Hyper-Threading)
  • Memory: 4 GB RAM
  • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
  • Storage: 1 GB available space
  • Additional Notes: Java 8 or Higher Required (Bundled with product)

English




Really enjoyed Rise to Ruins until the implementation of trash, which broke the game due to the immense increase in micromanagement that hasn\u2019t been addressed properly. Now you cannot harvest a section of wood, food or even rocks without microing the EXACT amount you need to build a new structure since the new INSANE rate of decay ensures that even ROCKS disintegrate into \u201crocky trash\u201d in a day or two. WTF is \u201crocky trash\u201d anyway!?!

I do see the sense in having raw food decay in a day or two, but rocks and wood? Even the increased deterioration of food leaves an abundance of microing which this once great game does NOT need. It\u2019s adding nothing to the overall playability of Rise to Ruins, and is adding plain frustration and unnecessary microing.

Please rework trash, or remove it, or preferably make it optional. You have golems, undead and ghosts. Why trash? Just doesn\u2019t make any sense.. A really addiciting mix of a godgame citybuilder with tower defense against hordes of zombies. Sounds weird but plays incredibly well. There are also tons of maps to play on. The developer is really active and talks a lot with the community.. Rise to Ruins is a really awesome time killer)))
It's a little bit similar to Towns.. Interesting if rather simple city building mechanics, combining with survival \/ TD. 'Banished' with waves of undead. glhf.. Uninstalling until the trash system is either removed or reworked. It's nothing but a frustrating game mechanic adding a fake sense of new content. Apparently rocks, wood and crystals can deteriorate into trash in less than 10 minutes. Do you know what that means? All your harvesting buildings which have their default supply demand set to infinite will make your workers always mine new resources without ever dealing with the ones on the ground. So guess what? Unless you constantly monitor your harvesting buildings you'll always have a ton of trash everywhere.

Because of this, the first game I played after the update I had to buy wood from the marketplace because all the trees were being cut and left on the ground to turn into trash. I even had multiple wood storages that were constantly empty. Either remove\/rework the trash or improve the AI.. This game is so close to being fantastic, but I'm afraid the dev's vision of "survive until you die" stands in the way of what the game COULD be. Let me explain.

You start with a great little city builder! Yes, we can quibble about the oddities of farming\/water resource management, etc., but it is tremendously satisfying to watch as your village grows and comes alive! Then, the monsters attack. Mostly at night. You transition to a tower defense game, constructing towers and golems to fight the enemy, weaving a maze of walls for the enemy to traverse, holding strong as your villagers cower and attempt to reinforce every defense while balancing seasonal survival needs. This is all very cool... until it's not.

You WANT to send out a force to counter-attack the enemy base camps. The game isn't designed for that. You WANT to eradicate the threat from every sector of the World Map one by one. But again, that\u2019s not what this game is about. The best you can do is... survive. For awhile. And then die. Yes, you can play on more peaceful settings, but you miss out on the tension which, early on, is really very good. But this game makes me long for more, like the days when I played the Majesty games where you could assemble a bunch of heroes, select a threat, and have them go trounce the enemy (or get trounced if not up to the task). If you play your cards right in Majesty, you can actually win! Here, in Rise to Ruins, you grow until your villagers are defeated, with goals like "Survive 21 days!" as your only incentive to keep going. But why keep going if the end is inevitable and the enemy is guaranteed victory every time?

All defense and no offense creates an artificial limit on what this game COULD be. The potential is there, but ultimately it's a bust for me. Sigh. Back on the shelf of my Steam Library, hoping someday a developer in inspired by the many great elements from this and builds something with a more expansive vision - one with a path to overcome the threat and Rise FROM the Ruins to fight back!. Steep learning curve, each reset you discover something new to help you build a better town, once you figure out how to hold off the monsters it becomes relatively easy but you can easily lose hours managing your towns



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