Ruin of the Reckless Backer Update #11 – Release approaches! Reviews are coming in, merch has been sent out! It’s HAPPENING!

Hello again every one!

This will likely be one of the last Backer updates before our impending Release: April 26th to Steam,, The Humble Store

I just wanted to update every one on… well, every thing, and let you know what has happened in the last few weeks.

Backer / Customer Satisfaction Survey

I’ve gone ahead and designed this survey for backers to give us some feedback on their experience with the game.  If you have played the game already and wouldn’t mind helping us out, please take some time to answer this short survey about your experience so far so that we can improve Ruin of the Reckless in the final days approaching release and beyond!


Merchandise and Order Fulfillment

(If you’re not concerned with Kickstarter merchandise fulfillment you can skip this part.)

So first of all, I want to check up on every body. ALL backers that paid for the game should have now received their game keys, ALL backers that purchased plushies should now have received their new buddies, Backers should also now be beginning to receive art prints. (There are a few exceptions to this but those people have been contacted)

If you are expecting rewards that have NOT been received, please contact us immediately so we can sort you out.  We have a shortlist of people that we have reached out to but were unable to send out their requested rewards. Usually this is because the address you gave us through backerkit is incomplete. By my count, there are about 8 such people that have emailed and not received a response.  If you still want your backer wards, please contact us!

Reviews and Coverage

Reviews and final press coverage for the game are finally starting to trickle in and I am pleased to report that they are pretty glowing so far.  What I wanted to do for this post was include every review, positive or not!  So far though, every thing has been pretty positive so we didn’t have much to agonize over. Any way, here is a shortlist of notable coverage we have recently received. I’m going to avoid listing Twitch Streams and Lets plays here, but there are already quite a few uploaded to both and youtube for those interested!

First up we have a video review from Youtuber Qalaxy. Qalaxy had this to say “Overall, this is a pretty awesome game.”  He did have some criticisms to levy about some information missing from the tutorial, and wished we had provided more HUD / display options.  That’s understandable, hopefully we can address some of that post release! Qalaxy also describes RotR as a “shining beacon of hope for what crowdfunding can achieve” That’s some good sauce! (Also, while i’m here I might as well point you towards this absolutely hilarious 10 minute ‘Gets Played’ by Qalaxy, the production values are wonderful and I was laughing out loud for most of it. Stay until the end for maximum enjoyment.)

Next up, here’s a review from GGSGamer. GGSGamer found RotR to be “An infuriatingly addictive and beautifully nostalgic brawler-crawler”, we’ll take it!

Here’s one from Games Almanac. “It’s got a unique art style, great characterization, a retro feel, and enough to keep you interested and likely coming back to the tower many times. If you’re willing to take the risk, and able to stay alive, then the tower is yours for the taking.”

Here’s a review from Hyper Light Up. “Ruin of the Reckless is yet another fantastic roguelike game with a unique look and sound.”, although he did wish to see a greater variety of enemy types. (8.9/10 score)

Lastly, here’s a review from Quillstreak. “Ruin of the Reckless is a wonderful new entry to the Roguelike arena that binds tantalising, mechanically sound gameplay with a gorgeous art style and an inspiring soundtrack.” (83% score)

Now, i’m sure there are more reviews coming, but i’m not sure if we will be able to do separate highlights on each them going forward.  I also would just take the time here to thank TieTuesday (again) this time for mentioning Ruin of the Reckless on Totalbiscuits wildly popular co-optional podcast.  That video alone has almost TWO HUNDRED THOUSAND VIEWS as of this writing, so it certainly couldn’t have hurt us!


Final Thoughts and Signing Off

Well, i’m not really sure what else there is to say guys! This has been a wonderfully wild ride, it has been insane, really. And here we are at the end of the line with a game that we can honestly say we’re really proud of.  We’re already taking notes on all of the feedback we are seeing for a possible mega-update or even expansion in the future. But we can’t say for sure whether something like that will be possible until we start seeing the sales numbers.

It has been an amazing journey getting this far. I hope we can count on every one’s support going forward. These last two months have been HUGE for indie gaming and there is a lot of competition out there! It remains to be seen whether we can get this title noticed by the masses, so please cross your fingers for us! Especially if you’re interested in what we turn out next!

However it works out, we want to extend our sincere thanks and gratitude to every one that came along on this crazy ride with us! To our familes and friends that have supported us, and the community that has sprung up around the game!  Most of all thank you to all of the people out there that had nothing to do with us personally but still put their money on the line for the gamble that two idealistic strangers could produce something you’d want to play! Thank you all, so, so much. Thinking about it brings a tear to my eye!

We will be releasing April 26th on Steam,, The Humble Store (and maybe one more storefront that I can’t mention yet…) We’ll be posting one last big update around that time, so keep your eyes peeled!

To all of our backers (and well… every one else) don’t be strangers! Hang out on our Steam CommunityJump on to our Discord and say hi! Email us at, DM us or follow us on Twitter, or message us on facebook!


Thank you all for every thing!

Faux-Operative Games




Ruin of the Reckless Backer Update #10 – All ‘full version’ backers have been sent preview keys

Hello again every one,

ALL of our backers that paid for access to the game have been emailed access keys to the public preview build of Ruin of the Reckless. To summarize and clarify, Ruin of the Reckless has NOT been released (It will be released, as announced, on April 26th, 2017.) However, since we promised backers they would have access in March 2017 during our Kickstarter campaign, we thought it only fair to give you all beta access before the end of the month.

These keys will be distributed via but must be redeemed on STEAM.

You will be receiving access to a (late) beta version of the game.  There are still some errors/issues in the build that we expect to sort out before the final release date. As always, please leave feedback on our community trello (a link will be included in the email you receive.)

Please visit our Community DISCORD CHANNEL!  These days, I am in there most of the time taking questions and talking to backers/fans. It’s the easiest way to get immediate feedback or help.

The full email that has been sent out is reproduced below:


Game Logo
Hello friends!

You are receiving this email because you backed Ruin of the Reckless during our Kickstarter campaign at a level where you would receive the game at release.

You can redeem the attached key via Steam (at the bottom of this e-mail) using these instructions:…

To clarify, Ruin of the Reckless has NOT been released yet. It will be released on April 26, 2017. The game is still in (late) beta and you may still run in to issues/errors as a result. The few remaining issues in the build will be resolved and worked out as we approach release. If you would like to wait for the ‘retail experience’, you may want to wait until then.

However, since we had originally announced a March 2017 release date during the Kickstarter, we thought it was only fair that we offer all paying backers access to the latest public preview build before the end of the month!

Game Logo
We are using to furnish these Steam beta access keys to our backers because it allows those of you that forgot to fill out backerkit surveys to receive the keys automatically, and honestly this was just the most convenient/efficient way to do it.

Please leave feedback, errors, and suggestions on our official community trello here.

Thanks to all of you for backing Ruin of the Reckless!

We are excited for what is to come and look forward to your feedback and support as we approach release!

– Faux-Operative Games


Ruin of the Reckless Backer Update #9 – RotR WILL BE RELEASED 4/26/2017

Today we’ve got big news! Ruin of the Reckless will be released on APRIL 26,  2017. Available via STEAM and ITCH.IO

In preparation for this most major of milestones we have created an updated trailer! Check it out!

Wow, that was awesome! Thanks to Jesse Poore (@GamesWeStream) for his fantastic work editing that together.

Ruin of the Reckless will launch for Windows PC on April 26, 2017, featuring a full set of Steam Trading Cards,  co-op play, input support for XBOX 360, PS3, and PS4 controllers, two playable characters (with 10 alternate costumes each), 29 Skills/Abilities, 38 Chaos Cards, 101 pieces of equipment/items,  11 unique enemy types, 2 epic boss fights, 20 floors to challenge, and one wish to be granted! (well, actually two wishes…) 

We want to thank you all for coming along with us on this crazy ride. There are things that didn’t turn out exactly the way we would have wanted;  Mechanics we had to drop, characters and story-events that had to be cut, zones and enemies that just didn’t make sense in the end… business opportunities of every shape and form that fell through or were underutilized, and a ton of lessons learned… but in the end we are immensely proud of what we have created,  which is why we will be supporting it with updates, bug fixes, and hopefully even some small content additions up to and following release.

We have also updated our presskit with new information, updated screenshot and GIF packs, updated press/contact information and more.

Note: For any inquiries, business opportunities or PR/marketing questions please contact Charlene at Player Two PR: charlie (at)

The feedback we have been getting on the latest build has really been incredibly positive so we are very optimistic for what is to come!

We welcome all of you to join us as our focus switches to promotion and preparation for our upcoming release on April, 26, 2017. It makes me happy to think that some day, someone might point to Ruin of the Reckless and say “Look! Here’s proof that small indie Kickstarters really CAN deliver!” Our success means, at least in some small way, it will be easier for others to use crowd funding to bring new ideas to life.


Need some help with your crowd funding campaign?

As an aside, several times over the course of development other indies have contacted me asking for help or thoughts with regards to their planned Kickstarter/crowdfunding campaigns.  With a humble campaign like ours, I really don’t know how valuable my advice can actually be, but I want to extend an invitation to any indies out there that are in the same boat we were to get in touch and I would be happy to look over your campaigns and give you my thoughts. Perhaps I can help you avoid some of the mistakes that we have made along the way.


There’s not much else to say here guys, thanks again every one/ Please join us on our OFFICIAL DISCORD, See you on APRIL 26th, 2017

– Faux-Operative Games


Ruin of the Reckless Backer Update #8 – Version 0.9A

Hey every body,
This is just a quick update to let you know what’s going on  right not at Faux-Operative Games in the lead up to a big announcement later this week. Our next update will include some very exciting news including the announcement of our release date.

Art Prints / Merchandise

Alright, so those of you that gave to the Kickstarter at the > $50.00 range probably have noticed you haven’t received your art prints yet.

unnamedHere’s how they turned out! (Sorry for the bad lighting, I am not a photographer!) No logo on these because we wanted to show off Maki Naro’s beautiful art! People will ask “where is that awesome art-print from?” and you will say “Why it’s from Ruin of the Reckless, silly!”

The above picture really doesn’t do the prints justice, they are super glossy and look really good in person.

They are already signed and ready to go; we will be sending them out this week, so you should be receiving them soon.  Just a note; if you were supposed to receive a Skullslime or a Ratcoon and have NOT received it, please contact us at so we can sort you out. Once we send out these art prints we will have delivered all of the merchandise promised during our Kickstarter campaign, so that will be a big milestone!

Version 0.9A

Version 0.9A has been completed and pushed to steam.  This version of the game is feature complete, there is nothing ‘missing’ from this build making it a good approximation of what the final game will look like. Please note, this does NOT mean the build is error free.  We will be asking our backers and supporters to please run through the new build and see if they can ferret out whatever remaining issues there are.  Here is a rundown of what’s new in this build…

Character Specific Endings

The big addition here is the character specific endings.  I’ll warn you guys in advance that if you beat the game with the ‘BABY’ chaos card equipped you shouldn’t expect to get the ‘full’ ending that you would otherwise.  We’re fine with some people getting this painful surprise, but not you, our blog-reading die-hards. As for the ‘normal’ endings, I won’t spoil too much here! These endings will teach you a lot more about the world of Ruin of the Reckless than you knew before.  I hope we get a chance to explore this universe a bit more with our upcoming games!

Herbal Potions


Herbal health potions get more expensive the more you buy.

We have added a special ‘herbal healing potion’ .  This item only (and always) appears inside the shop.  It will heal one hit point, and you can buy it repeatedly. Each herbal health potion costs more than the last one though, so it’s an easy way to heal one or two health at each shop but more than that can get pretty expensive.

We think this mechanic will play nicely in to the ‘risk-reward’ theming of the game, as well as give players a bit more leeway in their decision making with regards to health.

Bug Fixes

Lots of little buggies fixed in this version when compared with 0.8. Here’s a shortlist…

Fixed an error that caused Dino Slimes to behave incorrectly near items. Fixed an error that caused Dino slimes to become ‘stuck black’ under certain rare circumstances.

Fixed (hopefully) all remaining wall tile errors in dungeon generation.

Fixed (hopefully)  an error that caused the mid-boss fight to fail to start under certain rare circumstances.

Gave Stella her own ‘death sound’

Fixed a depth sorting error that caused coins to sometimes disappear ‘behind’ walls.

Fixed an error that caused sword storm to sometimes generate invisible swords when Vampires casted it.

Fixed an error that caused certain visual glitches when Golems were present.

Fixed the timing on various weapon start-ups and lags.

Fixed an error that caused an unsightly ‘pushing boxes’ error when ratcoons touched boxes.

Fixed an error that caused players to be unable to pick up items that were too close to Ace Blade.

Updates to final boss fight and ‘The Builder’ enemy.

Fixed an error that caused shockwaves to have an incorrect hitbox (that nobody noticed this WHOLE time, somehow…)









Ruin of the Reckless Backer Update #7 – Heading Towards Release

Hello every one!

Today is an important update for Ruin of the Reckless, as it marks the release of version 0.8C. This is the first ‘feature complete’ build of the game to be prepared. It is missing only the character endings. As usual, this blog post will be posted on Kickstarter early tomorrow morning.

The new build has already been pushed to all of our beta backers via Steam.

To all of our beta backers, please give the build some runs and leave feedback on our community Trello. Let us know what you think, experiment, try to break the game, and try out co-op mode as well.  We will need your help to ferret out the remaining issues and bugs that we have to find before release. Once our beta backers help us confirm that this build is bug free and ready for prime time we will begin the process of adding the final elements and getting keys ready for all of our other backers. Once that happens, we will be asking ALL of our backers to start running the game through its paces, finding the last remaining errors, and sharing their feedback for us to integrate as we move towards release.

Any way, without further ado; Here are the new features and game elements that are included in this build:

Please note that there are tons of little tweaks and incremental changes not listed here. I think I have covered every thing that will be very noticeable or impactful since last time.  At this point, the only major feature still missing is the special/unique character endings. These are in progress and should be ready to go before the end of the month, hopefully along with a set of collectible Steam Cards and a new trailer for the game. As I mentioned, once the endings are in and this build is fully tested we will begin sending out keys to ALL of our backers that paid for access to the game.

New Features


Ace Blade: has been added to the tower. He can be summoned using the rare and valuable ‘Ace of Blades’ playing cards which can be found inside the tower, and has an associated Chaos Card which can be found in the shop. Ace will answer your call by descending in to the tower and wreaking some havoc on your behalf. More than any other item in the game, the Ace of Blades truly is a ‘get out of jail free card. He really is quite dangerous.  Special thanks to Marc Magruder for backing at ‘The Harbinger Of the Reckless’ level and helping us design Ace Blade!


New Fancy Title Screen: complete with a new original theme song track composed by Slime Girls.


The addition of Stella: Stella and Stargrove are equal in skill and capabilities, but each spirit has a unique look and ending sequence.  Play them together in co-op mode and scale the tower as a team! Stella can be played in single player mode or co-op mode. We really want to extend a very special thanks to Ishkandar Azani for making Stella possible by generously backing at the ‘The Reckless One’ level, and also for designing such a fun and interesting character that we were legitimately pumped to include in the game.

PS4 controller support has been added:  PS4 controllers will be recognized if connected and the hud will respond appropriately. However, to get the ‘correct’ experience you will need to go in to your gamepad settings and switch ‘gamepad type’ to PS4, otherwise certain HUD elements will display incorrectly for you.


New Credits Sequence: We have added a new credits sequence accessible from the main title screen. If you feel that you have been left off this list for any reason please contact us immediately!

Game Balance

Rapier: now has an extra hitbox which appears over the player on use. It should be much harder to take damage while lunging in to crowds. Doesn’t make the end location any safer though!

Heavy Blast Bracer: now has ending lag instead of starting lag. It is still risky to use and can cause issues, but you won’t find yourself getting ripped to pieces by enemies because you werne’t fast enough to react to their presence.

Improved Boss Battles: We have overhauled the mid and final boss fights to be much more fluid and engaging.

Barrels and Boxes: now have a small chance to drop items or enemies.

Rebalanced Orb powers: Gust and Power Slash have both been retooled and improved.

Teleportation Boots Removed: Teleportation boots have been replaced with a new Power Orb ->Teleportation.

Lots of other little tweaks as well!

Visual Improvements

New Fonts: have been replaced with higher resolution variants to increase readability. Thanks to Christopher Wearly for the awesome fonts.

Fixed Tile Errors: Almost every tile placement error has been resolved.

New Tiles: New Grass and sand tiles have been added to both tile sets.  The old grass tiles just weren’t very pretty so they have been replaced. Thanks to Jasper Boerstra for the new art.

New barrel/Box breaking Visuals: We added some neat effects to barrels and boxes when you break them. Thanks to Thomas Lean for the wonderful art.

New Sprites for Bosses: Both the final and mid bosses have received major overhauls to their animations and sprites.

Portal Fixes Monster and fire ball portals now correctly show silhouettes behind occluding walls.

Many, many, more little visual fixes all over the game on many visual elements.

Audio Improvements:

New Sounds: Many sounds have been retooled and improved since the last build as well.

Once again, we thank you from the bottom of our hearts for your love and support. We could have never brought the game to fruition without you all and we will be forever grateful to the wonderful community of players and backers that helped us fight to make Ruin of the Reckless a reality.

That’s it for today. We are very eager to see what you guys all think of the new build. We will have further announcements about our release plans and release date before the end of the month.

Ruin of the Reckless Backer Update #6

Hello all! As usual the kickstarter version of this update will be going up tomorrow morning.

This is just a very quick update to let you know what is going on. We have a much more exhaustive blog post planned for when we release the new (quite large) patch.


So the first and most important thing, Ruin of the Reckless now has a steam store and steam community page (complete with slick graphics!)

Please please take the time to check out the page! If you have some time invested in the Alpha or beta please leave a review! Leave comments, start discussions. The more activity on the page the better it bodes for our impending launch. We are starting to ramp up for release and we really need your help to spread the word!

If you do check out the steam store page you will probably notice that the release date is listed as ‘April 2017’. The exact release date will be announced very soon. This does mean we are going to miss our March release window. This is mainly due to factors outside of the game, such as graphic design for marketing materials, PR preparation, and related work that must be done before we can release which we just had not correctly budgeted our time for.


The next build of the game will include Ace Blade, our final piece of backer content!

However, by the end of this month (March, 2017) Ruin of the Reckless will be in very close to its final release state. Once we have the game in a very-near complete state, all of our backers that paid for access to the game will receive pre-release codes for Ruin of the Reckless. So if you backed us expecting to play the game in March that will still be the case!

There may be just a few small things missing from that build.  Some minor visual polish effects, character endings *may* not be ready by that point (although they probably will be) and of course in the lead-up to release we will be looking at the feedback from our backers and making adjustments accordingly.

Besides all that, I know many of you are anticipating a big patch which adds Stella and makes many fixes and improvements based on our beta backer feedback, and that is on the way.  However, we are waiting on just a few more art assets before we can push that build to steam and in the mean time I wanted you all to know what is going on from our end.


Well I don’t want to spoil too much about the new endings, but I think they are shaping up well. Thanks to Talikira for the beautiful art!

Thank you all for the love and support so far. There is no question about it, we will need your help in the coming months if we are going to make Ruin of the Reckless a success.  I hope we can count on our backers and fans to stick with us and help us make this launch as spectacular as we know it can be.

As always, Thanks a ton!

Faux-Operative Games

Ruin of the Reckless Backer Update #5: Beta Build 0.4.2 released, LOCAL CO-OP HAS BEEN ADDED!

Hello every one,

This will just be a small post detailing the changes we have made in the last few days in response to backer feedback after the release of our beta backer build on Steam. (I’ll post this update to our backers tomorrow morning!)

There is a massive log of errors and changes made in response to your feedback, and that is available on our community Trello which has been accessed by many of our beta backers already. If you want to leave feedback on our community trello but do not have the ability for some reason, please let us know!   Here are some standout improvements I wanted to mention.


To test co-op by myself I had to get… creative.

Local Co-op Functionality – has been added! Stella isn’t in yet, but she is on the way.  For now, we have a second Stargrove for you to explore the tower with. And don’t forget you can change your colors with d-pad left and right on controllers, or with ‘alt’ on keyboard+mouse. Please keep in mind that Danny and I are in separate locations now and therefore unable to test co-op except by silly means like linking both controllers to one gamepad.  Please let us know what your experience is like, we did our best to make sure that it is as stable as the single player experience.  We are interested in your feedback about co-op AT ALL RESOLUTIONS so please try it out at different ones.

Memory Leak Issue Resolved – We went in and found the source of the memory leak that was causing game crashes after a few hours of play when entering the progress room. However, we were never able to reproduce the error on our systems so please let us know if you run in to it still.

Optimizations – We re-organized our texture calls to be much much more efficient, so pretty much every one should see a significant performance boost in the next build. Although this will make the game run better in general, and help our compatibility wth lower end systems, this may cause momentary hiccups as texture pages are loaded, so please let us know when those are happening for you so we can further optimize the calls.

Resolution Fixes – We noticed that players with ‘non-standard’ monitor sizes were getting some very odd behavior with their GUIs. We have fixed that issue so the game should look better on a MUCH wider range of monitors.  Additionally, we have put in a little ‘hotfix’ which will allow players with resolutions less than 1280×720 to play the game ‘for real.’  However, we did have to make some concessions to make that possible, so if you launch on such a system you will receive a warning detailing the specifics of the change.  RotR will never look ‘perfect’ on monitors below 1280×720 but we have tried our best to get it as good as it can given the limitations of that pixel density.

We made many many little tweaks – fixes, and updates to various elements based on our backer feedback/error reporting.  New visual effects for vampirism, siphoning, and mirror image. Beta level backers can check out the specific list on our community Trello to see the details of those changes. We also made some progress on our bosses but those changes will not be in 0.4.2 quite yet.

Here is a little gif showcasing some of the issues and bugs that we addressed in 0.4.2 since the launch of 0.4.1 just over five days ago. Rapid progress like this is made possible by the feedback of our backers on the community Trello so PLEASE DO NOT BE STRANGERS!


I want to take this opportunity, again, to thank our WONDERFUL backers and every one helping us test so far.  If you have been waiting for local co-op, now is your chance to help us test this game and make sure it is as good as it can be when we release late next month.

Thanks again every one,

Charles and Danny

Faux-Operative Games

Ruin of the Reckless Backer Update #4 – BETA BACKER BUILD RELEASED!

Hello friends!

As promised, all backers above the $25.00 level have now received an invite to The Beta backer Build (Beta Build 0.4)

So this is a formal announcement of the beta release, and some notes about what you can expect to find.


Here’s the best part, you already have it!  The build has been pushed to Steam so if you downloaded it back during the Kickstarter then it is ready to update and play right now! Just close Steam, open it again, and your update will begin. Let us know what you think! If all goes according to plan, your old alpha build save file will be seamlessly deleted under the hood so you don’t have to do any thing but open Steam and launch the game.

However, please keep in mind that a release like this has a lot of moving pieces. There is a pretty decent chance that some horrible error or oversight will crop up. So… if something does go wrong, we really apologize, and we promise we will get it resolved ASAP!


If you backed at the appropriate level but still can’t access the game, or if you can’t find your serial number, please let us know and we will set you up!

Most of our previous updates focused on the things we have added so far, but there is a lot I never got the chance to cover. To discover all of the new items, orbs, enemies, strategies, and other additions we’ve added you’ll just need to jump in and play! (because that’s not what this post is about.)

What’s Left?


So much has changed since the last time you all had a chance to play, it is more appropriate to tell you what is missing from the game still, and what we plan to add before release.

Here are the major things we want to get added in moving forward.

‘Stella’ pixel art by the talented Rafael Francois (Twitter: @rathaelos)

Co-op Play – Unfortunately, we weren’t able to get the necessary assets finished in time to enable co-op play quite yet.  However, it is now our number one priority. This is the next feature we want to add which is why it’s at the top of this list. Pretty soon, you will be able to adventure through the game with a friend!


Mid-Boss Tweaking – Right now there is a full boss battle which occurs halfway through the tower. Although we are pretty happy with the tone and pace of the fight, and many of the elements involved, we are still waiting on some art and sound design which should make the whole thing feel a lot better. We are eager to hear your feedback on what you think of of the current iteration of this fight (if you can even get there, MWAHAHAHA) and integrate it in to the experience by improving the elements you think are the most frustrating, or fun, or important. Of course, the balance of this fight is crucial so don’t be shy with the feedback. No screenshot yet because as far as I know nobody but me or Danny has even seen this sequence yet and we want to keep it a surprise for you guys (also the art isn’t fully done yet.)


Final Boss and ending sequence – We are in the process of designing/implementing the final boss fight against our mysterious antagonist. This includes designing the final boss itself (and his environment) and creating the fight as well as fashioning an intro that is capable of handling both Stargrove and Stella, or either one of them… as well as integrating an ending sequence for the game.  This is another character we aren’t comfortable revealing the design for, since the final boss is connected to the lore of the tower and it would be a major spoiler.


Sound Design – Many of the sounds in the game still need iteration and polish.  We spent a long time looking for the right person to handle our sound and eventually settled on Wes Devore because he really impressed us with his technical know-how and skill.  We are still in the process of going through with him and updating/adding to many of the sounds in game, but if a specific asset jumps out to you as being needed or needing tweaking let us know!


Finished Chaos Card Art – You will notice that we have changed the Chaos Card art style to be much more detailed.  We wanted collecting these to feel really cool. We are going to get every card in the game looking this good thanks to the help of the very talented Rolando Ortiz (twitter: @bnmotive) Currently, however, many of the cards in game have a little ‘grey backpack’ on them instead, which simply means the art for that card is not finished yet. Soon, they will all be in game and ready to go. Which of you will be the first to collect all 34? (and yes, there will be a few more added before release as well)


Polish to some elements – We have more polished/nicer art coming for the crates (which will soon be accompanied by barrels), and we want to add some really nice special effects so that thrashing your way through the tower feels as great as we know it can.) Really, besides that though, we will be adding polish to things that we think still need it (like, for example, gravity bomb…) , and also to things that YOU still think need it, so let us know your thoughts!


Optimization – Although there are MANY optimizations included in this build when compared to the alpha, we still expect that certain systems and configurations will end up having some performance issues.  The beta is our chance to investigate the cause of such issues and resolve them, so if you are having performance issues PLEASE GET IN CONTACT WITH US! You are our front line of defense in the war against slowdown. We cannot possibly test the game on a wide enough range of systems to collect this data ourselves so please report any issues that you have.


One more enemy – One of our backers asked to see how the game/balance is stacking up in the beta backer build before they design their enemy, so we will be adding one more enemy to the game, which will likely be a lower level creature designed to make the earlier floors a bit more varied.


Bug Fixing – Although we tried our very best to eliminate as many bugs as we could, to find them all we will need your help! Please do not hesitate to contact us with any bugs you find.  All of our backers will soon receive a link to our BACKER COMMUNITY TRELLO. Trello is a really amazing group workboard where we can share and collaborate with our backers…  and where you can report bugs and leave feedback for us as well.


Pixel art by the talented Joe Rogers (twitter: @jrrogersart)

Ace Blade – There is one more backer NPC to add;Ace Blade. (Sai, the trader, is already in) Ace will be harder to find than Sai, and will offer the player direct combat assistance inside the tower once you can successfully get him on your side. In keeping with our general design philosophy though, his help is acquired DURING a run, not between runs , and if you should be defeated you will need to find him again to enlist his aid.

Pixel art by the talented Joe Rogers (twitter: @jrrogersart)

I also want to take this opportunity to extend a special thanks to Meg Ziegler and Marc Macgruder for backing us at the ‘Harbinger of the Reckless’ level and making the inclusion of these really flavorful NPCs possible! We *also* really want to thank Skye Clark, who backed us at the ‘Harbinger’ level but opted not to design a character for the game. (Skye just wanted an excuse to help the project out. Thanks Skye!)


Difficulty Tuning – A game like Ruin of the Reckless REQUIRES high difficulty to function, however, I want you all to know that this build is deliberately overtuned in that respect.  What I mean to say that it is harder then the final game will be.  This is because it is much easier for us to tone the difficulty down, then it is for us to tone the difficulty ‘up.’  So don’t be surprised if the tower feels very daunting right now, that is by design and part of the plan. However, just *how much* we tone it down is going to be in large part guided by YOU. That means we need your feedback to get the difficulty just right. This includes the balance of the various items, orbs, and abilities, so let us know if you find any thing to be ‘useless’ or ‘super overpowered.’  And… just a tip: Stomping Boots + Rapier feels pretty strong right now, and plenty of items that don’t seem that great at first glance are actually quite good if you build around them.


Credit sequence – We have had the opportunity to work with a lot of amazing people (including all of our wonderful backers), so this credit sequence will be our way of saying thanks to them! I’ll be honest, it probably isn’t going to be a super elaborate thing because we need to spend our time on actual game content for you to enjoy, but we will be making sure it looks polished and does due justice to all of our backers above the ‘special thanks’ tier as well as our collaborators on the project.


ALRIGHT! That’s every thing. As you can see, there is actually quite a bit of work to do in the time we have left, so we are going to be working around the clock.  However, with the help of our backers and contractors, if we work full bore, we still think we can have the game finished and ready to go by the end of March.

Once again I want to thank all of you for helping us out and making this project possible. We look forward to working with you all to make Ruin of the Reckless the best game it can possibly be. To stay up to date on the very latest news about Ruin of the Reckless, please don’t forget to follow us on twitter @fauxoperative

Signing off for now,
Charles Webb and Daniel Crockenberg

Faux-Operative Games




Ruin of the Reckless Backer Update #3

Hello friends!  Here we are again.

The first thing I want to do is just apologize for the lack of updates recently. Danny and I both recently moved, then there were the holidays, and of course we have been working on the game constantly leaving me less time than I had hoped to update you all on our progress. These blog posts can be surprisingly time consuming to put together, and my first priority right now is making sure that Ruin of the Reckless is the best game it can possibly be. That being said, I really apologize for the long wait and i’ll do my best to make sure to update you all again before the end of the month. (Although it may not be as large a post as this one…) And fair warning, this is going to be a very long post as I fill you in on what has been going on over the last month and a quarter.

So, without further ado, let’s do that right now.

The main goal right now is to get the Beta Backer Build ready by the end of January, and to get things up to the quality level we want there is still plenty to be done.  One of the main stopping blocks recently has been the lack of pixel artists able to work over the holidays, so now that the New Year has begun we look forward to being able to push through and get the last of the unfinished art elements finalized.

If you have been following our previous updates, you’re already aware of our new spells, items, our art for those, and a lot of the other stuff we have been working on so I’ll skip over a lot of that here and just go over the things we have significant updates on since last time.

New Stuff

New Enemies – Some of these you will know of already, but this will tell you how they have developed over time.
Although we are still waiting on some of the art needed to finalize these enemies, their game logic is mostly complete, and you can expect to encounter five new enemies in the beta backer build. Note, there is another enemy coming later, which will be the final backer enemy. We are waiting to hear back from that backer in regards to what they want, and that will be the sixth and likely final enemy in the game.
The Builder – Builders are the spirits of great architects and tinkerers that died attempting to create something insanely brilliant.  In the tower, these spirits avoid Stargrove and his friends like the plague, instead opting to hide around the tower leaving traps in their wake.  Builders currently have two traps; they will run away throwing deadly mines in their way, or they will station themselves in an area and begin constructing either a fireball trap, or the new blade trap. Chasing after builders can be very dangerous, but leaving them to their own devices has its own set of hazards.
The Dino Slime – Dino slimes are ancient primordial spirits of recklessness, and in life were probably not much more than vicious beasts with a lack of self-preservation instinct.  These spirits are composed of a highly acidic slime and there is nothing they prefer to the feeling of warm items dissolving within their tummies.  Dino slimes will seek out items to consume and attempt to run away from Stargrove once they find one.  It takes a little while for Dino Slimes to fully digest an item, so if it’s something important you may want to save it by striking them down. However, striking a Dino Slime with your weapon can be very unwise, as he will immediately absorb it. Once cornered Dino Slimes will lash out, attempting to dash under their attacker as a puddle of slime and strike from below. I’m excited to see what types of strategies you guys come up with to contest them.
The Hoplite – In life, hoplites were legendary warriors that took on a task beyond even their own skill.  They have maintained their ability to channel certain simple spells, and are particularly partial to ‘Mirror Image.’  Hoplites will summon a throng of images in their likeness to travel at their side and strike alongside them with long spears.  The images will dissipate if they take any damage, but that doesn’t make them any less dangerous while they’re still around. (This enemy is fully implemented using the skirmisher art, but we’re still waiting on the final design and animations.)
The Mantis – Mantis monks were highly trained meditative specialists that bet their souls they could reach Nirvana… and failed.  In the Ruin, they use their meditative prowess to lend aid to their allies. These spirits will intermittently send out a burst of energy which will grant shields to other enemies.  These shields will protect affected spirits from one damage, and players that strike the shields with their weapons will find that they are reflected backwards at high velocity.  Since the monks themselves cannot receive shields, it can be best to try to deal with the Mantis Monk first… but that is easier said than done.  Lower level enemies will also form up around Mantis Monks in an effort to protect them, and Mantis Monk Shields will even be applied to Skirmisher mirror images making the combination quite formidable indeed. Yeah, these guys can be quite dangerous, and a Golem with a Mantis shield is an intimidating sight as well, watch out!
The Gambler – Gamblers were risk takers who thought to play a game of chance with The Woman In Black.  They lost, of course, and ended up dead… but for whatever reason they don’t seem so broken up about the ordeal.  Gamblers are ringed in a circle of magical playing cards which will protect them from most attacks.  However, they care very little for their own safety, and will happily send these flying at the players as weapons.  That will leave them vulnerable, and is the best time to strike. The Gamblers spirits are personally connected with that of The Woman In Black, essentially meaning that they are at her beck and call at all times.
New Boss Encounter
There is now a full boss encounter which occurs on floor 10 of the tower, complete with badass music.  I don’t want to say much more than that yet, as I really want this sequence to feel like a reward even for our more dedicated fans, but I hope those of you who are able to get up there find it interesting. By the way, speaking of new music…
New Music
We have licensed new music for the game from our favorite chiptune artists.  There are new tracks from Protodome in the tutorial, shop, and boss area as well as a few more tracks from Slime Girls added as well.  We also have contracted Slime Girls to craft us some original theme music for the game which we are super excited about. I am also particularly excited about the Protodome boss music which I think you guys are really going to dig.
I don’t want to spoil all of it , but check out our new shop music here.
I am really hoping that we can have co-op mode enabled in the build backers receive later this month.  However, because we are still waiting on some of the art for Stella, it may not be possible. If it’s not ready in time, we will do our best to make sure it is added to the beta backer build as soon as possible after you all receive it since we really want to start testing the co-op features as a part of the full game experience.
New Tutorial
The game now features a new sequence wherein Pauliver the penguin will teach you how to play.  The sequence is, of course, completely optional, but will teach you every thing you need to know to get started before the big show.
New Pause Menu
Over the last few days I have spent upwards of forty hours working on our new pause menu.  Now I know a pause menu isn’t generally considered to be a super exciting thing, but there are some really cool new features here I think you will all appreciate. I spent a lot of time polishing up this pause menu and making the transitions look nice and the behavior of the system and options extremely intuitive on either a controller or a keyboard. Also, the pause menu uses a new font, a new graphical style, has a new overlay, that we think looks pretty nice. It also has color coded text to call certain important details to your attention. The menu is fully responsive and more or less complete down to the sounds made when selecting different options. There are also some new settings you couldn’t change before.
1) Resolution/Windowed Mode – You can now alter the resolution of the game on the fly.  The system will warn you if you choose a resolution that will cause pixel scaling errors.  Note that we have it set up so that the native resolution of the game actually changes when you alter this setting.  This means that players playing at 1920×1080, for example, will have a larger ‘game world’ viewing area than those playing at 1280×720. In our testing, co-op is certainly better suited to the higher resolutions for this reason.  This also means that even at resolutions that cause pixel distortion, it will still only be restricted to a few sub-screens and areas.
2) Screenshake – The people asked for it and now you can now adjust your screenshake factor. The menu even shakes when you change the setting, fun!
3) Full controller config – You can now assign either keyboard and mouse, gamepad 1, or gamepad 2 to either player one or player two. You can do this on the fly within a session, and the control config and HUD elements will update accordingly, you can also fully configure your keyboard controls including the mouse buttons. The new system will also prevent you from setting any two functions to the same button, preventing a source of confusion for some players.
4) Quick Restart / Quick Warp.  From the base menu of the pause menu you can now warp to the shop, to the lobby, or to floor 1.  We think this will make your experience a lot more convenient.  Just bear in mind you generally cannot warp to an area you have never been to before.
New Tiles
We have added a new tileset to the upper floors of the tower. This is a ‘sandy area’ with slightly different architecture.  Overall, this tile set still needs a bit of polish and iteration, but we want to have it inside this build so we can collect feedback from our backers on what they like and dislike about it. Sorry no screenshot for this one yet.
New Sounds
We have been working with a new sound designer to replace / redesign/ and remix many of the sounds currently in game, this represents a pretty big overhaul to the sounds that were in the game before so I’m excited to see how you guys like all those. I have also been working on modifying all of the sounds to play at a baseline lower level.  I found that, especially after hearing them many many times, some of the sounds simply became too abrasive so we’ve been addressing that as we playtest. This does mean the mixing on some of the sounds may be off now, so we hope you’ll help us find the offenders and get rid of them.
New Story Elements
Both Reginald and Pauliver have greatly expanded dialogue which changes over time, the Whisperer of Secrets is now in game and you can speak with him.  There is now a more fully fleshed out intro sequence featuring Stargrove and the Whisperer Of Secrets. This also ties in to the transitions to the first floor of the tower, which have been updated and altered as well.
Other Stuff
In addition to all of that stuff, we have been fixing back-end errors in the system and polishing up every element we can.  The new spells and items all need playtesting and iteration, sound design, balance.  The tile placement algorithms have been improved significantly. We have fixed the rather pesky glitch which caused shadows to be drawn when actors were behind walls in certain situations, I have added a cool transition effect between areas which should make the whole play experience a lot more seamless.  We’ve addressed hitboxes, re-designed one of our previous enemies, fixed errors related to textboxes and a LOT more. Um yeah, there’s a lot of stuff, enough that would be hard for me to even go over it all.  Here’s a little GIF of our sourcetree records since the beginning of December to give you an idea of how many changes have been pushed recently.

Alright, honestly i’m sure that there is plenty of stuff I forgot to mention (like new orb icons, new orb abilities, or the new cards we’ve added… ^^, ) but that is all I got for now.  As always, we are interested to field any questions from our backers or really, any one else as well. Drop us a line at twitter @FauxOperative, directly email us at or really just whatever else you’d like to try.  We will be there.

FINAL NOTICE – Backerkit shipping details will be finalized on 12-13-2016

Hey every one,

Today will be just a very quick update to notify you all that we are beginning to ship out the first round of backer rewards now.  Shipping addresses will be LOCKED IN at 12:30 PM on Tuesday, 12-13-2016.

After that point, you will not be able to change your shipping addresses.

We expect that many backers will be receiving their Skullslime plushies before Christmas.
Ratcoons may take a bit longer, and the art prints will arrive at a later date as well.

Happy holidays every one!

Faux-Operative Games