Rodina 1.3 is released! Download demo / full game now! (Readme)

Or buy Rodina on Steam!


Rodina 1.3 – Procedural Interiors!

It’s here! The Procedural Interior update is finally complete! Find it here or on Steam!


This update totally revamps the Vanguard Ruins using a procedural interior engine. It decides what kind of rooms to add, creates the room shapes and layouts, and then decorates them!

This update also has a bunch of tweaks to combat (it’s faster) along with a new UI for the editor, since the last one was too complicated. And of course, the usual set of minor bugfixes.


This is a very exciting time for Rodina. With procedural interiors in the game, I can begin adding Xeno Outposts to asteroids and planets! From here on I’m going to focus on adding a LOT of new content updates!


Rodina 1.2.5 – 3D Interiors!

It’s done! The 3D Interiors update is released, complete with a new Interior Editor which gives you the ability to create multi-story interiors and rooms! Find it here or on Steam!


This update also contains several new tilesets, as well as the ability to recolor existing tilesets and to create custom lights!


I’m VERY excited to be finished with this one! Next up I’m going to be improving the Interior Procedural Generation, so that I can finally begin adding outposts and bases to the planets :D

As always, if you have any trouble with this update, email me at so I can issue a patch!

Rodina 1.2.4 – Xeno Infestation!

Rodina 1.2.4 has arrived! Check it out here or on Steam!


This might be the biggest single update to Rodina so far: new enemies, new weapons, powerups, and health pickups. The Xeno force has invaded the planets of the Zorica System, radically altering the experience of collecting resources. Rodina is STARTING to turn into a more fully-fledged game!!


This update also adds a surprise: the GravBike! The planets are so big that we need a way to move around them faster. If you go scavenging at the debris piles you should find a bike pretty quickly.

Finally! This completes the Combat Update to the game, though of course is just the beginning in terms of the combat experience (all of this work will make it much easier to add more weapons and enemies going forward).

Next up: Interior Editing. This will mean a complete overhaul of the interior editor, along with the ability to create multi-story interiors, and a feature allowing you to recolor tilesets. Look forward to a dramatic increase in the creative possibilities!

Blender Assets Updated

The Blender Assets ZIP file, containing the models used in the game, has been updated! Now it contains the Xenos, weapons, arm cannon, and GravBike from the latest updates!

Dev Update: Missiles and Ground Xenos!

Hey guys sorry this update (in the Dev branch on Steam) is overdue but it’s a good one! It gives a look at the Blaster Missiles as well as puts Xenos all over the planets!


As always, the Dev update is for in-progress work. The Xenos in particular are outrageously buggy right now – they will run away from you, start fights with each other (kind of cool actually!) and the balance is all out of wack. Also the missiles don’t have a proper area-of-effect explosion yet – just the particle effects.


To use the Missiles, hold right-mouse-button and fire!

To try out this Dev update, go to Steam -> right click Rodina -> Properties -> Betas tab -> choose “Dev” from the dropdown

The combat update is nearing completion! Next up will be the Beta release and it’ll contain a few more new enemies, lots of polish, and a surprise!

Slightly Updated Roadmap

I edited the Roadmap today to reflect the work that’s been completed so far on the Combat Update. While I was there I also made some tweaks to the schedule predictions to keep things realistic.

Very excited about all the progress lately! Hope to release the full Combat Update in a just a few more weeks!

Dev Update: New Weapon, Powerup, and Animations!

Another update on the Dev branch on Steam with in-progress work on the Combat Update!

This update adds a simple new weapon – a Repeating Blaster – which is an alternative for those who don’t like the charging mechanic of the standard Blaster. You need to add it to the ships interior or start a fresh game to grab one off the wall.


More importantly – a new powerup! Defeating the Xeno Incinerator will give you a Fire Booster, which temporarily gives you the ability to shoot fireballs! (Currently very overpowered – have fun!)

Most importantly – a change to the animation system that is mostly behind the scenes. I moved Xeno animation from Scripts to the Engine, using a new “Component” system which I am going to use heavily in the future. For now, this change should lead to a higher framerate in combat, and much improved procedural animation quality.

Unfortunately this update took two weeks instead of one, but the new Component system is going to be super important to keeping the game optimized, so it was well worth the time!

Dev Update: Health Pickups!

Updated the Dev build on Steam with more in-progress work on the Combat Update.

This time I added Health Pickups (and by extension: dynamic physics objects) for the first time! I also rebalanced combat a bit to make it harder, so each encounter will do more damage.

Next up is an important behind the scenes improvement that will optimize FPS during combat, along with powerups and maybe a new weapon! (I’m not yet sure how I’m going to handle multiple weapons – in the long run I want to add weapon choosing to the HUD but it might be too soon for that.)

But I’m REALLY excited the thing coming after that – it’s a big secret!

Adding Health Pickups


I’m working adding Health Pickups to the game right now. It’s actually a surprising amount of work! For instance, up until this point Rodina hasn’t had any dynamic (generic) physics objects in the game! Everything was either static (like walls) or special cased (like characters and ships).

Also, given that there’s been no dynamic objects in the game, there’s also been no generalized gravity! Mr first version of the pickups just floated in place :)

After I get these things in for real (right now I hacked it so the gun fires them) I’ll rebalance combat so that each encounter is life or death, but you get enough healing to prepare you for the next one.

After that, I have some internal work to do, but I’m hoping to do another dev update to show it off very soon (a week?)

Combat Dev Update

Updated the Dev build on Steam with a tiny preview of some new Xeno types!

This is a rough build – no balance whatsoever on the new Xenos, and I discovered that the weapon sounds aren’t working for some reason. Use this only to check some of the new work!


The Incinerator: Part of the Scavenger class, these Xenos are part of the cleanup crew – they strip everything of value and burn what they don’t need. They are large and slow but will try to close distance to use their flamethrower, which can also double as a fire-ball launcher when at range.

The Poacher: Another member of the Scavenger class, the Poacher’s responsibility is to strip target areas of all life and decide whether to eat it, breed it, experiment on it, or recycle it for resources. They use a weapon that tracks living things, and may eventually have an attack that slows you down.

Again, these are just rough drafts. I’ve got other plans in the mix – next up I hope to show you something brand new!

As always, you can access the Dev branch by going to Steam Library -> right click Rodina -> Properties -> Betas tab -> choose Dev from the dropdown. Remember to make backups of your mainline savegames so the Dev branch doesn’t ruin them!