Ale Abbey is a monastery brewery tycoon set in the late Middle Ages. Assign your carefully selected crew of brewers to research new styles and better practices, craft recipes, and brew beer using real-life tools and methods.
But that's not the end of it! Trade your beer in the surrounding villages and towns, store your beer for your own little brewers or use it to sway Lords and Bandits alike to win their favor.
Made by a team that appreciates beer and respects the art of crafting it, Ale Abbey is a pixelated wink to the ones that not only kept the craft alive but also perfected it through harder and darker times. Accurate ingredients, realistic practices, demanding audiences (!), and a handful of trusty monks and nuns ready to brew. Although realistic, Ale Abbey has been developed under the premise of being zen and stress-free, so it introduces almost no punishing gameplay mechanics.
As traditional with us, we have a huge focus on music too. Did you know that Clint Bajakian (Monkey Island games, Uncharted, God of War, etc) is in charge of the soundtrack and the sound design?
I hope you guys will wishlist it, and gives us your trust to prove you what we can deliver! (this time the team is almost twice the size of the previous works too!)
Cheers, Dr.H
1.31
* If you hit Spacebar in the Settings menu, it will deactivate the strobo and glitch effects when the Pod is damaged or scrambled
v1.3 Free Full Visual Reskin
Some time ago I told you wasn't done with Razewire, and here's the proof the I ain't be lying.
With the help of Francesco (@NerdsWe on Twitter) and his magic pixels, we did a full visual reskin, in-game, banners, UIs, etc, everything. It comes now as a free update of the main game.
IF you are curious to see what the game looked like before, though, just access the old_visuals beta branch, and you'll be able to play the last version before the reskin, still with the old graphics.
I won't spoil you more, but who knows, maybe in the next months there will be some more surprises about Razerwire....
Cheers! Dr.H
A surprise is coming with v 1.3
We've got a surprise for you, it's major and we won't spoil it beside what you can see in the header picture of this blog entry.
What is happening to Razerwire? ːlunar2019grinningpigː Stay tuned and you shall find it out!
Our game, Empires in Ruins, leaves early access with a 20% discount.
Even though I released Razerwire:Nanowars in 2018, and we produced Headbängers in Holiday Hell in December 2020, I have been working on Empires in Ruins, with ups and downs due to freelancing, since 2015. In february 2018 we released it in Early Access, and now, after 13 months, we are finally ready for the big release!
Even though fully different in visuals and style from our already released games, we did craft Empires in Ruins with the same intent and passion. To create something unique, with character and personality. Even though it might not be your cup of tea, it would be awesome if you could give it a wishlist if just to help us gaining a bit more of visibility!
If you like it instead, well, that's even better and you are welcome to buy it, play it, enjoy it and review it!
See you soon, Cheers, Dr.H
Razerwire is back!
I did let Razerwire rest for quite a while, didn't we? You guys liked it and played it for now almost three years (HOLY CRAP!), and it's quite some times that we play with the idea that Razerwire needs some more love. And this is the first step! First of all, I now updated the game to the latest unity build, making sure that it's using the most recent drivers and technology. Then I fixed some usability issues with the menus, mouse cursor and saves. And now...well, what comes next I can't spoil yet, but I am fairly sure that you will appreciate it! Until then, if any problem, please don't hesitate to write in the forum, the Wire is back!
v1.2.0
Ported the game to the latest unity build and fixed related issues
Locked cursor on screen for multidisplay setups
Improved navigation of the upgrades menu for mouse and pad
Stabilized usage of settings menu (for both pad and mouse)
Fixed a minor bug that restored a deleted saved if not overwritten right away
Minor Update 1.08
Hi guys,
I know I've been silent on this page, but RWNW had had very little problems since the last time, close to zero (one to be precise, and very minor) bug report, and therefore well, we kept on working on my other big project.
But it's halloween, and as today (18.10.18 at 10 am, Valve time) the game enter sales, a little update was due.
* Halloween themed mines graphics
* Skull decals on the generator
* Fixed a tiny bug on the shooting of the Antimatter bullets
So as you see, I didn't forget about you!!Well, I guess for now that's it!
Cheers,
H
Major Update 1.07 - Full controller support
Added Full controller support, Game and Menu
Changed the naming system for new profiles to allow use in Big Picture
Shortened the duration of the Nanoblade (tiers 2 and 3)
Dear Razewires, the time has come for a big update.
Lots of you asked for a fully supported game controller build of RWNW, and here we are!
Personally I think think that having been born with mouse in mind as a controller, the game is quite harder with controller, even though after a while that I was playing with it I started loving it. But on the other hand, I am SO BAD with the controller, that I hardly represent a standard user :D
But that said, now it's in, you can choose to use it or not, your pick (Just go to the settings menu and select the controller type). The big cool thing is that you can now play from your sofa :P
The naming of a new profile has now been automated, so that you can use the game from Big Picture without having to use the keyboard at all.
As part of the balancing, the nanoblade has been slightly underpowered by reducing its duration according to some of the latest user feedback.
I am gonna be away for one week guys, I am back on the 18th. If any problem, write me, post, etc, but I don't know if I will be able to answer until that day! Have a blast!
Cheers,
Hogan, @DokHgn
Minor Update 1.06
Hello guys,
I know I promised a new powerup for this month, but I honestly didn't have enough time for it, but I made a couple of fixes to the current version of the game
The game can't be paused by mistake during the loading screen
Fixed a minor bug with the mines timers
Balanced out the teleporting times and range of the teleporting enemies
Keep on giving me feedback and I will keep on applying it (and yes, the XXL extension of the game is growing on design, will update you as soon as i have a bit more free time!)
Cheers,
H
Post MayThe4th-ic Chill
Hello dear players of RWNW!!
Sales are over, and with it the MayThe4th Edition too. The traditional Generators are back in place, only the beam remained by mistake the MayThe4th Edition color for now ;)
Anyway, there will be a new Special Edition next month, with a couple of additional tiny fixes and possibly a new powerup too, so stay tuned if you wanna try them in action! I am also still experimenting with the Controller integration, but up until now I didn't find any comfortable integration with the game gameplay. RWNW is really mouse bound, so it's hard to break that bond somehow!
As a last thing, a big big thanks to everybody that left a review. Reviews are what keeps a game afloat or sinks it on Steam nowadays, and while RWNW might not be a top seller, I am extremely proud of how it's doing and of the 100% current positive reviews ratio.