Ragnorium cover
Ragnorium screenshot
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Ragnorium

Ragnorium 1.0.2 is now Available!

Hey!

New Update for Ragnorium is Available on Steam. I think it will be a good patch that will greatly improve your gameplay experience.

Last Update 1.0.1 was good for the game, it has improved the core pathfinding algorithm, and this update further improves upon the core. In particular, this update introduces upgrades to the algorithm and adds tons of QoL stuff.


    <*> Dynamic and Static Pathfinding Nodes now delete themselves if they don't have any viable connections available. This effectively fixes situations where you could rarely find locations on the map where colonists would get stuck, and 2) fixes situations where if you have a very dense colony, some nodes would be left inside the building walls resulting in poor performance inside buildings.
  • Added a Bunch of QoL Improvements; these are...
  • Ability to Strip All Effects and make the game look Barebone. It is quite a pleasant-looking view.
  • Ability to Hide Footstep Effect.
  • Ability to Hide Penis.
  • Ability to Hide Objective Marker about Colonist's head when you don't have any objectives to turn in.
  • Ability to Hide Blue Colonist Indicators that outline where Colonist is.
  • Ability to Hide Colonist Aggro Indicator (Green Flash).
  • Ability to Skip Landing Sequence (AI Intro, Colonization Vessel Name, and Developer Name).
  • Ability to Adjust Colonist AI Speed, you can make it faster or slower; this all has an impact on the CPU.
  • Ability to Enable Streamer/YouTube Mode to avoid potential Copyright Strikes from the YouTube Content ID System.
  • Main Menu Now Displays some of the Important Links and has a shortcut button to the Save Folder.
  • Bug Fix: Fixed Bug where you could move Camera or toggle Pause, X2 during Taribia Times Datapad view.
  • Balance: Water Tank Extraction is now 100% faster.


That's it!

Stay tuned for more.

Ragnorium Progress Update #1

Hey!

From now on, i will try to keep you guys posted on all new developments on where i am with the game; perhaps it is something i will do every week/month.

So, i have decided to separate Ragnorium development into three parts, Ragnorium Core, Ragnorium 1.0, and Ragnorium 2.0.

During Early Access, Ragnorium Core and Ragnorium 1.0 were completed, which would contain a complete game featuring six different maps and a hybrid take on the colony sim genre as a fantasy colony simulator RPG.

In 2022, i plan to put 50% effort into Ragnorium Core, 25% effort into Ragnorium 1.0, and 25% effort into Ragnorium 2.0 game loop.



And to clarify, this is all the same game and engine.



Ragnorium 2.0 is a compact roguelike take on Ragnorium 1.0 that focuses on Combat, Basebuilding, and Strategy. By compact, i mean that maps will be 90% smaller, and they will be expanding randomly based on your tactical choices. Each playthrough will play differently, and losing a game won't be as punishing due to variable pacing and full-scale randomization.

There are a few key revisions that i think will make this mode an excellent addition to the game.

1) There is no downtime, no ship loadout screen; you get a random starting set when you start the game, no cycle transitions, just keep playing. Pacing is yours to decide, game could be over quick or it could take ages to complete.
2) Huge Performance Bonus due to utilizing a compact procedural map approach and vastly improved Screen Composition.
3) Full Scale-Randomization: Map Consists of Huge Tiles all filled with content; at the start of the game, you have one tile about a size of a game screen, and as the game progresses, you get to expand this map with additional tiles that each have a hook.

On the Ragnorium Core front, there is currently an emphasis on Construction Sys and Items; as of Ragnorium 1.0.1, the AI is in a very stable state, actually, the best it has ever been.

Now, on a side note, i did do some overnight patching to clean any loose ends before i begin work on Ragnorium 1.1, as it will take some time, and during this process, i won't be updating the game, but i think it would take me 2-4 weeks. I like working on this game and will continue to do so, won't go into detail just yet about what's in store, but i think this general roadmap gives you some ideas about how i see game development of Ragnorium.

Take care, and stay safe.

Ragnorium 1.0.1 is now Available!

Hey Folks.

While i tried my best to issue some fixes to the game that users discovered during their playtime this week, some things required more time and data to be addressed; now, I am happy to say that the Ragnorium Version 1.0.1 is now available on Steam with some improvements!




  • AI: Fixed Bug where the colony pathfinding quality would degrade over time, resulting in colonists getting stuck at random as you play. This Fix includes a 75% rewrite of the Pathfinding Node Core that is responsible for the pathfinding.
  • AI: Fixed Bug where Colonists would take weird paths.
  • Community Feedback -> Decreased Volume of 2X Mode.
  • Community Feedback -> Added Contrast and Brightness Setting (Ingame).
  • Community Feedback -> Cancelling Objectives no longer decreases happiness, and the Transmission Call that follows up has been removed.
  • Fixed Bug where only one colonist would use an emergency surgery kit (Colonist would not properly dispose of colonist target).
  • Fixed Bug where some items would not have their physics activated when destroying structures.
  • Fixed Bug where colonists sometimes would not use a bandage (logic error).
  • Fixed Bug where if in Pause Mode, the Rewards display that appears middle of the screen would not update properly.
  • Fixed Bug where sometimes when loading game second time the loading time would be degraded considerably or stuck initially for some time at 0%.
  • Fixed Crash that could rarely happen when loading game for the second time during the same gameplay session at around 90-99% mark.
  • Fixed Bug where Colonists could sometimes go through Fence.
  • Loading Sequence Performance Boost and RAM Consumption reduction.
  • AI: Colonists will no longer battle enemies if you order them to move somewhere else (Be mindful of Stagger and Attack Animations).
  • Crap Golems now explode on death.


Also, with an influx of many new players and a sheer amount of feedback pouring into the community forums, i have decided that I will soon create a thread from where I will be monitoring feedback, but I will keep you posted on that.



I have quite a few things in store for future updates; it's going to be fun; some of those are (no particular order of release, and a few of them are quite ambitious, and not all will make it)...


  • After Unlocking Rope, you will be able to make a whip as a weapon that has increased range.
  • ERC/Bandit Tower and Ark Holy Cross will no longer spawn enemies randomly. Instead, starting from Day 3, we will make an invasion event with an invasion pathline and some time to prepare; the goal of this update is to make gameplay predictable and fair.
  • Medium Difficulty Mid/Early Game Objectives, passive ones that want you to produce something invasion-like and dispatch.
  • New Active Colonist Skill Capsules and Removal of Mining Skill Capsule from reward pool.
  • Cargo Container Changes/Balance -> Food Cargo, Water Cargo, and General Cargo.
  • Better Use of Elemental System.
  • New interesting Hats for your Colonists to Unlock.
  • RED, GREEN, and BLUE Rogue Quantum Commanders.
  • Mid/End Game Equipments & Colony progression improvements.
  • Immersive NPCs: Weak Men of Nature that will roam lands and Plant Trees.
  • Immersive NPCs: Crap Hoarders, the same faction as Scarab, these NPC will collect/steal your crap and worship it at their shrines in order to merge with Crap Golems and Evolve into superior beings.
  • Humanzee Workers.
  • Online OPS, Optional Online function to supplement game, the first rollout will include Commander Chat, where you can talk with other Commanders and ask for tips.
  • Steam Cloud Saves
  • Map Settings -> Ability to adjust modifiers, for example, how many trees, how many critters, etc.
  • New Sandbox Map: VR-Like environment where you can spawn different units, and structures and wage massive battles for fun. This Mode will serve as an improvement medium to improve the overall feel of the combat and construction system.
  • New Survival Map: Space-like environment where you try to survive waves of Ark, Rogue Quantum Commanders, and their clones. You get weapons, colonists, as you progress, this is a fast-paced Ragnorium that focuses only on combat, think of this as a rogue-like dungeon crawler.


Now, i am pretty hopeful that this update will improve your gameplay experience considerably; the launch of version 1.0 was quite beneficial as i got tons of new data to take cues from and take measures to improve the game further and help me draw out the best of Ragnorium.

Be mindful that Ragnorium is a constantly evolving game, and part of the appeal is that Ragnorium is alien and carves its own path, and you get a front seat in the process. Also, full-time development will continue for at least 12 months. ːsteamhappyː.

Have a good weekend.

Ragnorium 1.0.1 now Available!

Hey Folks.

While i tried my best to issue some fixes to the game that users discovered during their playtime this week, some things required more time and data to be addressed; now, I am happy to say that the Ragnorium Version 1.0.1 is now available on Steam with some improvements!




  • AI: Fixed Bug where the colony pathfinding quality would degrade over time, resulting in colonists getting stuck at random as you play. This Fix includes a 75% rewrite of the Pathfinding Node Core that is responsible for the pathfinding.
  • AI: Fixed Bug where Colonists would take weird paths.
  • Community Feedback -> Decreased Volume of 2X Mode.
  • Community Feedback -> Added Contrast and Brightness Setting (Ingame).
  • Community Feedback -> Cancelling Objectives no longer decreases happiness, and the Transmission Call that follows up has been removed.
  • Fixed Bug where only one colonist would use an emergency surgery kit (Colonist would not properly dispose of colonist target).
  • Fixed Bug where some items would not have their physics activated when destroying structures.
  • Fixed Bug where colonists sometimes would not use a bandage (logic error).
  • Fixed Bug where if in Pause Mode, the Rewards display that appears middle of the screen would not update properly.
  • Fixed Bug where sometimes when loading game second time the loading time would be degraded considerably or stuck initially for some time at 0%.
  • Fixed Crash that could rarely happen when loading game for the second time during the same gameplay session at around 90-99% mark.
  • Fixed Bug where Colonists could sometimes go through Fence.
  • Loading Sequence RAM Consumption reduction.
  • AI: Colonists will no longer battle enemies if you order them to move somewhere else (Be mindful of Stagger and Attack Animations).
  • Crap Golems now explode on death.


Also, with an influx of many new players and a sheer amount of feedback pouring into the community forums, i have decided that I will soon create a thread from where I will be monitoring feedback, but I will keep you posted on that.



I have quite a few things in store for future updates; it's going to be fun; some of those are (no particular order of release, and a few of them are quite ambitious, and not all will make it)...


  • After Unlocking Rope, you will be able to make a whip as a weapon that has increased range.
  • ERC/Bandit Tower and Ark Holy Cross will no longer spawn enemies randomly. Instead, starting from Day 3, we will make an invasion event with an invasion pathline and some time to prepare; the goal of this update is to make gameplay predictable and fair.
  • Medium Difficulty Mid/Early Game Objectives, passive ones that want you to produce something invasion-like and dispatch.
  • New Active Colonist Skill Capsules and Removal of Mining Skill Capsule from reward pool.
  • Cargo Container Changes/Balance -> Food Cargo, Water Cargo, and General Cargo.
  • Better Use of Elemental System.
  • New interesting Hats for your Colonists to Unlock.
  • RED, GREEN, and BLUE Rogue Quantum Commanders.
  • Mid/End Game Equipments & Colony progression improvements.
  • Immersive NPCs: Weak Men of Nature that will roam lands and Plant Trees.
  • Immersive NPCs: Crap Hoarders, the same faction as Scarab, these NPC will collect/steal your crap and worship it at their shrines in order to merge with Crap Golems and Evolve into superior beings.
  • Humanzee Workers.
  • Online OPS, Optional Online function to supplement game, the first rollout will include Commander Chat, where you can talk with other Commanders and ask for tips.
  • Steam Cloud Saves
  • Map Settings -> Ability to adjust modifiers, for example, how many trees, how many critters, etc.
  • New Sandbox Map: VR-Like environment where you can spawn different units, and structures and wage massive battles for fun. This Mode will serve as an improvement medium to improve the overall feel of the combat and construction system.
  • New Survival Map: Space-like environment where you try to survive waves of Ark, Rogue Quantum Commanders, and their clones. You get weapons, colonists, as you progress, this is a fast-paced Ragnorium that focuses only on combat, think of this as a rogue-like dungeon crawler.


Now, i am pretty hopeful that this update will improve your gameplay experience considerably; the launch of version 1.0 was quite beneficial as i got tons of new data to take cues from and take measures to improve the game further and help me draw out the best of Ragnorium.

Be mindful that Ragnorium is a constantly evolving game, and part of the appeal is that Ragnorium is alien and carves its own path, and you get a front seat in the process. Also, full-time development will continue for at least 12 months. ːsteamhappyː.

Have a good weekend.

X2 Speed now Available!

Hey!

As the game is no longer in early access and is available for more users, i think it's a good time to change a few things around. I can happily say that the X2 Speed is now available right at the start of any game mode. There is no longer a valid reason not to have it anymore. This change means that the Time Compression Objective is no longer available and is deprecated.


For this change alone, you can directly thank https://steamcommunity.com/profiles/76561198981676375 the user and a few other users who advocated for this change; perhaps if you would visit this user and award him some Steam Award, that would be cool!

This change also means that players will be able to clear the early game a bit quicker, and this also means that i will now have the capacity to shift my focus to add and improve the mid/end game further in the 1.1 version, as i think this will be the next area that will require some improvements.

Have a good time and thanks to everyone for trying Ragnorium!

Ragnorium 1.0 : Minor Update 27.4.2022

Hello Community!

I hope you are all still having a good time with the 1.0 version ːsteamhappyː.

I have issued a small patch for the game today.

*Fixed bug where if you directly order your colonists to extract water tank, they would not sometimes do it.
*Fixed bug where in rare situations water tank could not be extracted due to the collision issue.
*Fixed bug where Cargo Pod Icons would sometimes appear in incorrect location and colonists would not extract these containers.


Realistically speaking, no game is free of bugs, and as more and more people keep playing the game, the likelihood of someone finding some issue arises.

If you have an issue with a game, please know that i am here for you, providing Support; while i can't offer 24/7 support as i am just one guy, i will try my best to get back to you. You can either friend me on Steam for direct one-on-one Support or use the support Forum right here on Steam.

Going to monitor forums further and perform more extensive testing on the AI, but other than that things are looking good for the game, the game is in the best shape it has ever been.

Thanks ːsteamhappyː!

Ragnorium 1.0 : Minor Update 26.4.2022

Hello Community!

I hope you are all having a good time with the 1.0 version.

I have issued a small patch for the game based on some reports from forums and discord.

*Fixed Bug where you could craft Portable Magnifier and Portable Nuke in some rare instances. As much as it is fun to craft Portable Nukes and Portable Magnifiers, it was not intended for players to create these items.
*BALANCE: Large Foliage Bandage Crafting now requires 4 X Foliage instead 3.
*ESMA-1: There was one area near the broken spaceship and NPC with few walking nodes which needed some additional nodes, added more walking nodes.
*AUDIO: Fixed Audio Environmental Settings where it did not affect some of the environment sounds.
*UI: Fixed double-up typo in the Event System -> "are not happy with our presence."
*UI: Chinese Font Size has been increased by 1 point.


On a positive note, i am pretty happy that there are a lot of new players trying the game; an influx of new players also means that there will be a lot more feedback for me to process, which means that as we move forward the game will keep hopefully getting better. for everyone

Thanks, everyone!

Ragnorium 1.0 is now available!

Hello Steam Community!

I am happy to Announce that the Ragnorium Build 1.0 is now available on Steam! Please check the patch notes above!

New Feature
*You now unlock Unlock Planets as you play. The unlocking Mechanism is tied to how long you can survive on a particular map.

Quality of Life
*Game is now Localized to Chinese, Russian, and German languages.
*You can now change Colonist Roster Order.
*Objects/Items that are dangerous to interact with now have an Indicator.
*When performing basic gameplay actions or some things happen, you will now receive some audio cues from the AI System. For example, if your colonists are offscreen fighting, you will be informed about this; there is a bunch of these cues. You can also disable this in Options.
*Dead Critters now emit Red Line indicating a potential for Skinning.
*Added Quick Save that happens on Cycle Transitions; this can be disabled in Options.
*UI Scaling is now a Slider, and UI Scaling is now based on Resolution, which means that UI Fidelity and Scale will remain consistent across Resolutions such as 4k and 1080p.
*UI Sliders now have a bigger collider resulting in less miss clicks.
*Dead Enemies and Blood is now disposing of itself after a certain time resulting in less clutter that accumulates over time.
*Scarlet Punk, Fatman, Anubis have refreshed looks and voice lines.
*Few Items like Venom and Flint now have better overworld graphics and cues.
*When you start the Game, you don't have dispatch objectives; you now need to research first Dispatch Objectives; in addition, Objectives such as "Craft a Crafting Table" will now be unlocked gradually as you unlock these building pieces.
*Changed Icons during planetfall, and when you hover over the enemy red icon, it will now show the name of the enemy.
*You can now disable Colonist Researching from Quantum Commander UI directly; this is useful if you don't want anyone to research at the start of the Game.
*Main Menu Transitions are now more user-friendly.

Bug Fixes
*Fixed a few Main Menu Button colliders; you could click far off the button.
*Fixed Bug where if Colonist died due to hunger/thirst, it would state that it was due knockdown/combat.
*Fixed Bug where UI would scale improperly when on Low Resolution.
*Fixed Bug where Crafting Large Foliage Bandage would not contribute towards objective completion.
*Fixed Bug where some of the Volume sliders did not work correctly.
*Fixed Bug where in Pause Mode relocate arrow is not visible.
*Fixed Bug where a player could not open Bjectives/Research Menu for the second time during the pause state.
*Fixed Bug/Changed so that you can now order to Colonist right after an objective is completed without needing to Turn In Objective first.
*Fixed Bug where Zone Designation Marker Toggle State was not saving correctly.
*Fixed Bug where Camera Tilt Setting was not saving correctly.
*Fixed Town Bell Description that had placeholder text.
*Fixed Bug where Party Window does not appear after accepting Objective if in pause state.
*Fixed Bug where UI Scale setting was not persisting.
*Fixed Bug where Pause Text would not disappear after using Time Compression Machine (Pause -> X2 Speed).
*Fixed Bug where Wooden Cart was working improperly in X2 Speed.
*Fixed Bug where Colonist could get stuck on Day 1 when trying to Store Item while there is no storage.
*Fixed Bug where colonists would go under the Ramp in some Rare Instance.
*Few other undocumented Bug Fixes that were fixed in a span of 4 months.
*Fixed Bug where Map could become infested with Scorpids.
*Fixed a few Graphical glitches that would occur to the objects that are behind the Fog.
*Fixed Memory Leak that would leak memory as you play, resulting in a game crash at some point.
*Fixed Bug where Colony Skin rendering was working improperly, resulting in Colony having two skins mixed.
*Fixed Bug where Toggling Roof Visibility had a lag/delay.
*Fixed Bug/changed where Overworked with Harvesting Tasks would appear at 50% colonist capacity rather than 100%.
*Fixed Bug where you could not imminently turn in Objective.

Balance
* Accident System Removed, colonists will no longer experience accidents.
*Wolves start appearing from Day 3 now instead of Day 2.
*In Zenlike Mode, colonists have a bit more HP.
*Colonists gain 10-20% Evasion when Low on HP.
*Few other undocumented Balance Changes.

Portable Items & Basic Items
*Added Portable Nuclear Bomb (Nuclear Explosion when Timer runs out).
*Added Magnifier (Enemies can't dodge your attacks).
*Added Oat Biscuit.

AI
*Critter Processing (Butcher) has a base priority set; before this change, it had no priority.

Engine
*Save Files are now in JSON Format VS XML and are computer culture-independent meaning that they are less prone to crashing in instances where your system has some special configurations. Because of this change, EA Saves will not work on 1.0 Build.
*Improved Initial Spawning Algorithm, which produces fewer situations where objects could spawn too close to each other.
*After your initial planetfall, Harvestable Objects that are too far away from your Colony are being removed in some quantities to improve overall performance.
*Game Performance Improved, and RAM Memory Usage footprint is now close to the 4GB on the most demanding Map on Day 1. As you play, the Game will now utilize transition screens to collect most of the Memory Garbage; there is now an MB Usage Indicator of Managed Memory near the FPS Counter.

Objectives
*Added new Objectives [Seth, Produce Something, Harvest Blue Squash, Cull Rabbits, Cull Goats, Cull Boars]

Harvestables
*Added new Water Source: Blue Squash

Critters
*Added Mouse on all Maps.
*Polished look of some Critters on TANAS, JUNIPER, and SAHRON.
*Wasp and Murder Horned Sound effect changed and is less aggressive.

Mini-Bosses
*Scarab Mini-Boss has been added to SAHRON-3.
*Hermes Mini-Boss has been added to the ESMA-1.
*Clone Priest Mini-Boss added to all Maps.
*Seth Mini-Boss added alongside Seth Objective.
*Added Green, Red, and Blue Captains to All Maps.
*Added Nomad Miners Camp on All Map; this is one viable source of some Stone and Minin Skill Capsule.

And some other undocumented changes, tried to keep track of all changes but did not manage to do it....


Moving forward, i will be keeping my eye on Steam community forums and discord and keep collecting feedback/bugs that people might find and adding them to the worklist for the next Update.

As i mentioned previously, work on Ragnorium with the 1.0 Update won't end, and i will keep working on the game; version 1.0 will serve as an excellent base to build upon and improve further. Right now, i estimate that the next big update will happen sometime in Autumn, and if the situation requires it, i can perform even some updates sooner.

Also, I thank everyone who left their feedback on Steam Community Forums over the years, and i thank everyone who kept me encouraged to continue working on the game.

See you around, and stay tuned for more!

Ragnorium 1.0 : Next Week

Hey!

Ragnorium 1.0 will be released next week; it's been a long time in the making for over four months now; this will be one of the most versatile updates that touch the game on many levels.

Features: New Objectives, New Mini-Bosses, New Harvestable Objects, New QoL Stuff, Balance, Performance, Bug Fixes (over 50!), and more! The focus of this update was to make gameplay more enjoyable, both for the new player and returning ones.

On top of the above, the game will feature language packs, including German, Chinese, and Russian. Some of the languages we wanted to include did not make it, so we will see if we can add them later.

As the Early Access Saga is coming to an end, it is not the end of the development, Ragnorium development will continue, and more content will be added to the game in the 1.1 Update.

For clarity's sake, the seasonal structure will be dropped, and there will be an emphasis on making updates more impactful.

I hope you will like it, and i can't wait to see how the game will be improved further this year.

Build 2022 Status Update

Hey!

We have been hard at work, and we are on a final stretch with this one. Soon the first build of 2022 will be available on the public Steam Branch.

Please check brochure to see what's in store!



This Build will serve as a foundation for future updates and contains many improvements to make the gameplay experience more enjoyable.

Despite my limited presence on the Steam forums, i was, however hard at work with the game as i like working on Ragnorium and will continue to do so.



This build has bug fixes, balance stuff to make the new user experience more enjoyable, further objectives, and new enemies for you to defeat. With the addition of new Objectives to the early gameplay phase, you will be able to send reinforcements much sooner towards your colony, which should aid you in the quest to recolonize the planet.

Additionally, there are new Harvestable Objects and many QOL stuff.

With the completion of Season 1 last year, the focus was to improve existing gameplay, and it will remain my priority till Autumn 2022. With the completion of Season 1 last year, the focus was to improve existing gameplay. Season 2 deployment will happen in Autumn with new content.



I have prepared some of the FAQ answers for the players as well.

The game has not received updates for three months; what's up with that, and is it necessary to leave EA?

After the completion of Season 1 content, the initial scope of the game was completed; doing weekly updates is very demanding on the health. I also think players could appreciate fewer updates in general as long as they are more extensive. After Season 1 and to this day, my goal was/is to make a game worthy of so called "1.0" title.

Early Access was excellent for the project, but there is no reason to stay in Early Access anymore as we move forward with Build 2022. Ragnorium should be judged based on Yearly Versions after Build 2022 is out.

DLC's? Paid Content?
Ragnorium as a game will never utilize paid DLCs. Ragnorium 2022 is still Ragnorium; all content that i do for this game after the game is out of EA will be just free extra.

What can we expect in Season 2 and beyond?
More content and additional story elements. Season 3 will depend on the demand of Build 2022.

Cheers, and have a good one!