v6.1.6 - Dark all Day


This is a big update, so buckle in!

First and most importantly: we've brought back Campaign mode again! I promise it will stay in the game from now on, as we've put a lot of work into finally tweaking the balance right. There are now more quests, better rewards, more modules available in stations, and a whole new tier of cargo for the late-game.

Lots of new modules have been added of course, and existing modules, especially power generators, have been tweaked to even out the mid-game curve. It should now be a little easier to add modules to your ship without hitting a chicken-or-egg situation of choosing between adding power you don't need yet and adding a module you can't power yet.

My current focus is UI polish and quality of life improvements. We've added a lot more flavor and lore to the game, with Ringo jumping in as a commentator during tournament matches, and ships crew tossing out taunts and quips here and there. I hope in the days to come I'll be able to clear up any UI lag or unresponsiveness, and improve the UX of the ship building screen to be a bit easier to use.

I hope you like this build, I think the core experience is pretty much what we're going to stick with for launch, so the goal now is more and better!

Happy Ring Running!

Files

run-the-rings-html5.zip Play in browser
Version 17 36 days ago
run-the-rings-win.zip 77 MB
Version 15 36 days ago
run-the-rings-mac.zip 98 MB
Version 15 36 days ago

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Comments

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Nice game, but two bugs/oversights.

1. EMP missile does more damage than EMP missile II.

2. Repair Bay doesn't heal anything.

And one question, Is the chain reactor supposed to give evasion?

Thanks for catching these bugs! I've confirmed you're correct that the EMP missile 2 is bugged, I'll have it fixed in the next update. I have tested the repair bay before and seen it working, but I'll give it another pass. In looking at the code I do see a potential issue that could cause it to not trigger on modules that have had their hp increased with upgrades or crew.

For the chain reactor, yes it will give the evade point if the last action that played before it was another chain module. So if you put two chain modules in a row (either the same module or other "chain x" modules), the second one will get its "chain: ..." ability, but not the first.