Regions of Ruin cover
Regions of Ruin screenshot
Linux PC Mac PS4 XONE Switch Steam Gog
Genre: Platform, Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Regions of Ruin

Back from my honeymoon + current state of affairs + where we are heading

Hey there everybody! Alex Poysky here with a clear head and a new wife!

Well, my ONLY wife that is, it isn't like I swapped out an old wife for a newer model or anything, but I digress....

Work's been going pretty well on the development front, with Stephen churning out content patch after content patch, all while helping at home with a pregnant wife. It's pretty awesome to see such ambition and form a part of it. I'm used to being the only workaholic around but seeing the entire team so into what we are doing makes it clear that we're making something memorable here.

That leads me on to the next point, the current state of affairs. We're VERY pleased with the general reception of the game at this point, a 98% is by far the best score I've had on any game I've ever worked on, and it's exciting that it's happening on the first game I'm running hand in hand with Stephen, so on that end we are both pleased and humbled.

As for what we need right now that YOU the player base can provide? More eyes on the game. We know it's just an EA game at this point, that means we'll be hard pressed to reach the press (stupid pun intended), but that doesn't mean you can't point out the game to a friend or two, or mention it on a forum! Anything you could do to help get the word our can and will personally help two people working their hardest to get this dream off the ground! (Plus all the people working with us, community managment, publishing, sound, etc!).

Where are we heading? Well, currently we want to offer at least a 25 hour base game with a very broad siege based end game that will serve as a platform for further REGIONS.

Each region will be an entirely new map, with new features and basically augment the base game exponentially. We will bill them as expansions, as I wouldn't dream of offering a dlc pack with just a splash of new content and call it a day. We'll be working on swathes of content and are commited to making this project an enjoyable and broad experience. Memorable is the word I'm going for, and it's what we are striving to achieve, a MEMORABLE title, a MEMORABLE effort, all for you, a MEMORABLE user.

It's why I'm giving you this long winded post instead of just going silent and pumping out weekly content patches. I personally want you to be invested in the game and it's success. I would love to see you in our discord speaking with us. I'd love to hear you tell me how much you like or dislike ROR for whatever reason and speak with you one on one to understand why and why not. I need you to be a part of this because you deserve to be.

If anyone from the press is reading this, you can help a great deal as well if you want by contacting me. We're always happy to get the word out and it'd mean a great deal to us! Same for youtube and twitch, we love you guys and just because I can't reach each and every one of you in an e-mail or a personalized keymailer invite doesn't mean we aren't appreciative! Heck, we have some pretty big name youtubers and streamers hanging out in our discord at all times, you all are more than welcome, ALWAYS!

I'm going to link the discord here, I want to do a little something. If you enter our discord from this link and using this post, just say @alexpoysky sent me when you hop in and that way I'll be pinged and speak with you asap!

https://discord.gg/EH8fEUc

Thanks for all the support everyone!

-The entire ROR team!

Weekly Update #5 (1.1.44)

Hey everyone, the Developer here!

This week we've added 20 new locations to explore, amongst some new additions to item stats, and a few new mobs. Development is trucking along as strong as ever, and for those of you who have been waiting for Controller Support, it looks like it will be ready for next week's patch!

And here are today's patch notes:

1.1.44 patch notes

  • added one cave location
  • added one desert location
  • added five fort locations
  • added four forest location
  • added five ruins locations
  • added three snowforest locations (new soundtrack for snow regions)
  • added one town location
  • added new mob 'Worg'
  • added new mob 'enslaver' (orc)
  • added dwarf crossbow companions
  • added two new artefacts
  • minus stats on items can no longer exploit enchanting
  • fixed runeforge from being able to enchant nothing (empty slots)
  • runeforge is now explained in more detail, and has quest to build
  • fixed another unending quest (for real this time)
  • fixed 100% block ability from not working on harder difficulties
  • fixed brekar quest item drop duping
  • put a maximum demand cap on market buy/sell
  • market resource demand equalises over time
  • implemented push force bonus on special weapons
  • implemented bleed bonus on special weapons
  • implemented poison bonus on special weapons
  • implemented dashing bonus on special items
  • increased gold coins worth from 10 to 50
  • reduced gold coin and silver coin drop rates
  • barrels and stone pile resources can now be used as cover
  • can no longer toggle sneak when the game is paused
  • fixed power attack -> normal attack animation transition
  • other minor bugs

Weekly Update #4 (1.1.43)



Greetings, Dwarven friends!

The holiday season is just around the corner, but work on the game is in full swing. In our 4th weekly update, we bring you more levels, the addition of the market and rune forge, plenty of fixes, and continued balancing and adjustments on combat. As always, we appreciate the community’s help in finding the bugs, you guys are awesome! Without further ado, here are this week’s patch notes:


  • added new market building (levels 1 - 3)
  • added new runeforge building (levels 1 - 2)
  • added two forest locations
  • added four ruin locations
  • added two desert locations
  • added new mob - armoured blue goblin
  • added three new unique items
  • added a 'cleanup' button to organise inventory
  • implemented cold effect on special weapons
  • changed one of the shielding skill tree abilities
  • buffed the orcbane (again)
  • 'area cleared' is now much more readable
  • fixed bug companions locked into walking one direction
  • strength now affects max stamina by half
  • constitution now affects stamina regeneration (instead of strength)
  • now move faster with shield ability for 100% block
  • 100% block-ability movement speed doesn't get overridden with other skills
  • minor changes to resistances and stats
  • health regen (out of Combat) will only stop if hits create health loss
  • burn damage is slightly slower, and less damaging
  • you no longer get 2x critchance on stuns
  • you now get 2x critchance on attacks from behind
  • throwing axes now get crit and damage bonuses from hitting behind
  • slightly increased the radius of shield-bash/charge
  • some balancing of contract mobs and minions
  • some more fixes to resistances (Thanks Lorebot!)
  • fixed some quest items from duping
  • NPCs will now break down barricades
  • Fixed some unending quests

Weekly Patch #3 (1.1.41) is live!



Greetings, Dwarven friends!

Hard to believe this is already our 3rd weekly update since launch! This week we introduce the first instance of random gen to the game, in the form of bounty missions. These will be randomly generated missions that you can pick up at the tavern, which will send you to track down bad guys that are lurking in areas you’ve already cleared. We’ll be watching for bug reports for this new feature and looking to iron those issues out as quickly as possible. We’ll be adding to this over time, including different reward types.

Here are the notes for this week’s update:


  • new Feature bounty contracts (tavern level 2 and up) - still being balanced
  • added five forest locations
  • added one fort location
  • added two town locations
  • added two ruins location
  • added a few new artefacts
  • added blue skin goblins
  • added druids (hippies!)
  • implemented life steal ability on special weapons
  • trolls no longer attack from the grave
  • lots of minor fixes

Quick check in with our players

Hey there everyone. Alex Poysky here.

There's nothing major to report, but be that as it may, I don't want to keep you all in the dark. We're still on for our friday patch, which will contain a bit in the way of game randomization that should give you guys some more playtime in the form of random contracts you can take from the tavernkeep.

Currently I'm sick as a dog with a flu I'm going to have to nurse before this saturday, because I'm getting married in 4 days, and Ladyaijou is getting married later on this month as well! (Pure coincidence!). Stephen is hard at work on Daddy duty at home, but he's making time for the game every day for at least a few hours.

My wife and I will be storyboarding on our honeymoon (we're taking a short cruise throughout the medditerranean), and I'll make sure to update every so often there.

If you guys want to chat feel free to hop into discord or follow me on facebook (it's alexpoysky there).

We're really happy with our player base for being so friendly, positive, nice and genuinely helpful!

Also, I want to acknowledge all the petitions for localization we are getting, ESPECIALLY towards our huge german community. We have heard you and we will eventually (before launch!) get a translation up in working order.

We can't do it just now because a localization kit would require all the game's base text and we haven't finished the main story yet. If we make a localization kit now we'd have to update it basically every week, meaning that the translation would take ten times as many resources to get done as doing it all in one go, besides all the odds and ends we'd have to change around due to that kit, so we've decided to do it when we are closer to launch.

My fever is kicking in again so I'm going to head out for a while. I'll check in here every so often if you like, but remember, https://discord.gg/EH8fEUc is where we usually hang out!

Have a great week everyone, expect the update 3 pm my time (spain) on FRIDAY.

HOTFIX 1.1.41 patch

Hey folks,

Noticing a few bugs that some of you may be seeing after yesterday's patch, so we've just done a quick update today to cover them. - shouldn't be more than 2 or 3MB.

Notes for the more obvious issues:
- rescued dwarves will stay longer before running off
- the shop exchange/tagging bug is fixed, for large exchanges
- halved cost of companions added hire duration
- some dialog typos
- AI will no longer get glued and bunched when trying to climb a ladder
- Companion AI will track ladders more intuitively
- critical hit slow motion cool downs should now work
- fixed ghost items in vendors

Don't worry! Friday's patch will still be happening as per usual, with a bunch of new content.

Thanks again for everyone's support so far :D