A godlike village simulator designed to bridge the gap between the complexities of village simulation with the simplicity of classic 1990s real-time strategy. Inspired by games like Towns, Gnomoria, Warcraft, Banished and Dwarf Fortress.
User reviews:
Recent:
Very Positive (27 reviews) - 81% of the 27 user reviews in the last 30 days are positive.
Overall:
Very Positive (422 reviews) - 88% of the 422 user reviews for this game are positive.
Release Date: Oct 27, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Because Rise to Ruins is unique, but it's still early in development. I thrive off your feedback. I not only want to make a great game I'd love, but I want you guys to love it too! I am a perfectionist, and I want my game to reflect a beautiful, streamlined and polished experience, a large part of that can't happen without the support from the fans.”

Approximately how long will this game be in Early Access?

“Until the game feels like feature complete product without any additional content patches. Rise to Ruins is not the kind of game I feel could ever be finished in the traditional sense though, even after leaving Early Access I will continue to develop the game. As long as you guys keep playing, I'll keep adding content!”

How is the full version planned to differ from the Early Access version?

“The final product will have tons of maps and tilesets, monsters, an unlock/awards system, random map generators, Steamworks support, user-created multilingual support and many other features that do not exist in the current version of the game. What you are getting now is not even a fraction of the content planned, and the official release day won't be the end of the new content either.”

What is the current state of the Early Access version?

The game is currently in the InDev phase, it is not by any means a complete game. While a ton of players are loving the game as is DO NOT BUY IT EXPECTING A FULLY FUNCTIONAL GAME. I want you guys involved as soon as humanly possible, so if you like the idea of shaping a game's development, hop on board!”

Will the game be priced differently during and after Early Access?

“Early Access is discounted at $9.99, the final release will probably be $14.99.”

How are you planning on involving the Community in your development process?

“I tend to ask tons of questions and take in feedback constantly, I am the developer who actually listens to you. Of course I can't add every single feature everyone wants, but I promise I or my staff will read every single post, comments and reviews here on Steam or on http://retropixelcastles.com. Your feedback is not only valued, it's critical. I want this game to be the best it can be, and the key is having great feedback! :)”
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Buy Rise to Ruins - Game and Soundtrack Bundle!

 

Recent updates View all (150)

January 15

InDev 24 - The Upgrade Update - Released!

Spread the word! A whole new game (name) has arrived! As of this patch, Retro-Pixel Castles will now henceforth be known as Rise to Ruins!

But, not only that, this patch brings in a new worker efficiency system, a ton of new content in the form of upgradable buildings, balance tweaks and some great optimizations. Let me know down in the comments what you think!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 23 Change Log

Upgrade and Village Efficiency System
  • A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
  • All of the refining, manufacturing and harvesting buildings can now all be upgraded. Each upgrade increases storage, worker limits and increases your worker's production speeds for their respected resources.
  • The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
  • Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
  • Wind, rain and snow will now reduce all work speeds by 20%
  • A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
  • Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
  • Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.

Nomad Changes
  • Rebalanced Nomads appearance rate math. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
  • Nomads can never spawn in groups larger than 10.
  • The longer is has been since nomads have spawned, the higher the chance that they will.

Performance
  • Improved building, repairing, road repairing, critical repairing and dismantling, road delivery and medic AI performance.
  • Improved memory usage and access time to sort and collect mobs for the AI and ranged detection mechanics game wide.
  • Greatly optimized the building search algorithm, improving late-late performance in high building count scenarios.

Bug Fixes
  • Fixed a bug when trying to draw on the accent layer before ever loading the bottom layer into memory.
  • Monster spawn points that get in range of the village no longer count towards the village's building count.
  • Fixed credits theme (again!).
  • The GUI now displays the camp overlay properly if your camp is destroyed mid-game, and you try to rebuild it when your maximum building slots fall under your total building count.
  • Fixed a crash when you use the grab spell off of the map.
  • Fixed spawn rate adjustments when right clicking in sandbox mode.
  • Fixed a bug that could cause erroneous pickup and work coordinates in many of the AI functions.
  • You can no longer use the dismantle button in the GUI on an object that is not in range of the village. (Like monster spawners.)
  • Fixed an issue with resource management AI causing villagers to redistribute resources in the camp incorrectly. This caused a "supply line loop" where the organizers would take resources to a building, and the workers assigned to that building would just take it right back.
  • The zoom in and zoom out hotkeys now work in the world map.

Miscellaneous Changes
  • Game officially renamed to "Rise to Ruins".
  • Farms now grow food twice as fast.
  • Raw food regrows and spreads much slower.
  • Motivate land spell nerfed slightly.
  • Doubled the amount of influence you get when sucking in essence into your mouse/hand.
  • Way Maker Shack is now considered "Overflow" storage.
  • Reorganized the work priority for refining a bit, making it more efficient.
  • Armorsmithy and toolsmithy can no longer store iron ore.
  • Removed the 1 worker per building refining cap.
  • Doubled the refining and manufacturing production time. (To offset allowing multiple workers to work at once)
  • Workers can now store resources in buildings while they're mid-upgrade.
  • Screenshake can now be disabled in the settings menu.
  • Weather is no longer enabled on the main menu.
  • Fixed a bunch of typos in the help system.
  • Fixed a bug that would cause the game to try to "draw" roads on void tiles.
  • Nearly all now-upgradable buildings have had their initial build costs reduced.
  • New song, Sunset, has been added!
  • Updated the Kitchen's description.
  • Small "Work Progress" bars now float above villager's heads when they are working.
  • The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
  • Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
  • A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.
  • Removed the working block when a villager is starving.
  • Tweaked the refine/manufacture resource AI to be a bit more responsive.
  • Monsters can now no longer spawn a level that is greater than the current day. (For example, you can't get a level 5 skeleton on day 2.)
  • Villagers are now more willing to eat when hungry.
  • Doubled the durability of all tools, and tripled the durability of armor.
  • Updated the pre-load splash image.

23 comments Read more

January 11

Build InDev 24 Unstable 4 Released

Click here for help on accessing the Unstable branch!

Here it is, hopefully the last Unstable patch before our long time coming next stable release! This patch brings in the last of the building upgrades for this patch cycle, as well as a bunch of bug fixes, and minor adjustments. There's still a few loose ends to tie up, but the meat of InDev 24 has been completed. So test the hell out of this one!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 24 Unstable 4 Change Log

Upgrade and Village Efficiency System
  • Added the new upgrades for the Armorsmithy, Toolsmithy and Forge.
  • When upgraded, the Armorsmithy, Toolsmithy and Forge increase their respected worker counts, storage space and work speeds.

Miscellaneous Changes
  • Reorganized the work priority for refining a bit, making it a bit more efficient.
  • Armorsmithy and toolsmithy can no longer store iron ore.

Bug Fixes
  • Fixed a crash when you use the grab spell off of the map.
  • Fixed spawn rate adjustments when right clicking in sandbox mode.
  • Fixed a bug that could cause erroneous pickup and work coordinates in many of the AI functions.
  • You can no longer use the dismantle button in the GUI on an object that is not in range of the village. (Like monster spawners.)
  • Fixed a bug that wouldn't allow you to upgrade or dismantle roads if the way maker shack was being upgraded or build.
  • Fixed an issue with resource management AI causing villagers to redistribute resources in the camp incorrectly. This caused a "supply line loop" where the organizers would take resources to a building, and the workers assigned to that building would just take it right back.

InDev 24 Unstable 3 Change Log

Upgrade and Village Efficiency System
  • Added the new upgrades for the Bowyer, Rock Tumbler and Way Maker Shack.
  • When upgraded, the Bowyer, Rock Tumbler and Way Maker Shack increase their respected worker counts, storage space and work speeds.

Performance
  • Improved building, repairing, road repairing, critical repairing and dismantling, road delivery and medic AI performance.
  • Improved memory usage and access time to sort and collect mobs for the AI and ranged detection mechanics game wide.
  • Greatly optimized the building search algorithm, improving late-late performance in high building count scenarios.

Miscellaneous Changes
  • Removed the working block when a villager is starving.
  • Nomads can never spawn in groups larger than 10.
  • Changed mentions of Retro-Pixel Castles to Rise to Ruins in the game code.
  • Tweaked the refine/manufacture resource AI to be a bit more responsive.
  • Monsters can now no longer spawn a level that is greater than the current day. (For example, you can't get a level 5 skeleton on day 2.)
  • Villagers are now more willing to eat when hungry.
  • Doubled the durability of all tools, and triples the durability of armor.
  • Updated the pre-load splash image.

Bug Fixes
  • Fixed credits theme (again!).
  • The GUI now displays the camp overlay properly if your camp is destroyed mid-game, and you try to rebuild it when your maximum building slots fall under your total building count.

InDev 24 Unstable 2 Change Log

Upgrade and Village Efficiency System
  • Added the new upgrades for the Lumber Mill, Crystillery and Stone Cuttery.
  • When upgraded, the Lumber Mill, Crystillery and Stone Cuttery increase their respected worker counts, storage space and work speeds.

Miscellaneous Changes
  • Removed the 1 worker per building refining cap.
  • Doubled the refining and manufacturing production time. (To offset allowing multiple workers to work at once)
  • Workers can now store resources in buildings while they're mid-upgrade.
  • Screenshake can now be disabled in the settings menu.
  • Weather is no longer enabled on the main menu.
  • Game officially renamed to "Rise to Ruins".
  • Fixed a bunch of typos in the help system.
  • Fixed a bug that would cause the game to try to "draw" roads on void tiles.
  • Improved the AI performance of harvesting tasks. (Was also included in InDev 23c)
  • Optimized the particle rendering system. (Was also included in InDev 23c)
  • Updated the tutorial link. (Was also included in InDev 23c)

Bug Fixes
  • Fixed a bug when trying to draw on the accent layer before ever loading the bottom layer into memory.
  • Fixed a bug that prevented the "harvest crystals" hotkey from working when the camp/castle was under construction. (Was also included in InDev 23c)
  • The grab building, pause building and dismantle building hotkeys now work correctly in play mode. (Was also included in InDev 23c)
  • Fixed a bug that would cause wind particles to not decay if they collided with the topography. (Was also included in InDev 23c)

InDev 24 Unstable 1 Change Log

Upgrade and Village Efficiency System
  • A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
  • The Lumber Shack, Mining Facility and Crystal Harvestry can now all be upgraded. Each upgrade increases storage, worker limits and increases your village's harvesting speeds for their respected resources.
  • The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
  • Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
  • Wind, rain and snow will now reduce all work speeds by 20%
  • A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
  • Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
  • Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.

Bug Fixes
  • Monster spawn points that get in range of the village no longer count towards the village's building count.

Miscellaneous Changes
  • Harvesting buildings have had their initial build costs reduced.
  • New song, Sunset, as been added!
  • Rebalanced Nomads slightly. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
  • Updated the Kitchen's description.
  • Small "Work Progress" bars now float above villager's heads when they are working.
  • The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
  • Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
  • A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.

Known Issues that will be resolved before the stable build
  • None!

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About This Game


Rise to Ruins is at heart a godlike village simulator, but it also throws in plenty of familiar game play mechanics from classic 90s era real-time strategy games like Warcraft, along with some tower defense and survival elements in an attempt to create a new kind of village simulator. The goal is to try to bridge the gap between the depth and complexity of traditional village simulators, the fun of godlikes and the simplicity of real-time strategy.

Build a village, and die trying!

A major part of the game is village management, and trying to discover new and creative ways to use the tools at your disposal to keep yourself alive as long as possible. In this game, you will lose frequently, but with every failure you learn a little bit more about how to survive and apply that knowledge to your next attempt.

Several Game Modes

Currently, the game offers three game modes. Survival, Sandbox and Peaceful.

Survival is the game the way it was meant to be played, as a brutal survival style village sim, you will probably die often trying to figure out the best way to survive, but that's half the fun right?!

Peaceful is very similar to Survival, but it's balanced much like a traditional village simulator with some godlike and RTS elements sprinkled on top. The monster spawn rates are much lower, and the main focus is keeping your village happy and fed. It's a very easy mode, designed for casual players, or players just wanting to experiment.

Sandbox, like the name implies, is a mode where you can play around with the game mechanics. Change the time of day, weather, spawn monsters or villagers, or even edit the map while you're playing on it. This is the ultimate "Screw around" mode for players wanting to play with the game mechanics.

Godlike Elements

Not only can you manage your village, but you also have many godlike abilities at your disposal. You can alter the terrain, blast enemies from afar, pick up objects or creatures, heal your villagers, speed up resource growth and all sorts of other fun godly stuff.

Tons of map set themes!

Every set of maps will follow a certain theme (Forest, Desert, Underground, etc). Most of the current screenshots only feature a few of these map sets. But many more are planned.

The Soundtrack!

A full original soundtrack, made by Bibiki Garcia that blends orchestral instruments in a way fans of old 1990s era PC gaming will love and remember!


SixtyGig Games is a DRM free independent game developer! Rise to Ruins will not now or ever in the future have any sort of DRM! Piracy protection only hurts you guys, the loyal paying players. So you rest assured knowing that once you buy yourself a copy of Rise to Ruins you'll never again have to concern yourself with nagging questions about if you can continue playing the game down the road due to something like always-online logins, lost registration codes or because you bought a new computer and you're only licensed to put the game on one. All I ask from you is to be reasonable and responsible, you can buy the game and play it as much as you like, wherever you like. Just tell your friends to support my DRM-Free philosophy and buy their own copy! Free Content Patches, no paid-DLC


I don't believe in paying for Downloaded Content. If you buy Rise to Ruins you will have access to the entire game and all the content I'll ever create for this it, forever! I believe DLC is greedy, and you deserve to have the full gaming experience from day 1, right out of the (figurative) box!


Your feedback is extremely important. You can reply here or head on over to the Official Website and help shape the direction of development! :)

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP (32 Bit)
    • Processor: Core i3, i5, i7 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
    • Storage: 512 MB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Recommended:
    • OS: Windows 7 / Windows 10 (64 Bit)
    • Processor: Core i5, i7 or equivalent
    • Memory: 8 GB RAM
    • Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
    • Storage: 1 GB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product).
    Minimum:
    • OS: Os X 10.7 or later
    • Processor: Core i3, i5, i7 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
    • Storage: 512 MB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Recommended:
    • OS: Os X 10.7 or later
    • Processor: Core i5, i7 or equivalent
    • Memory: 8 GB RAM
    • Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
    • Storage: 1 GB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Minimum:
    • OS: Most 64 Bit Linux Distros (Must support Java)
    • Processor: Core 2 Duo or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
    • Storage: 512 MB available space
    • Additional Notes: OcacleJDK or OpenJDK 8 Required
    Recommended:
    • OS: Most 64 Bit Linux Distros (Must support Java)
    • Processor: Core i3, i5, i7 or equivalent
    • Memory: 8 GB RAM
    • Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
    • Storage: 1 GB available space
    • Additional Notes: OcacleJDK or OpenJDK 8 Required
Customer reviews
Customer Review system updated Sept. 2016! Learn more
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Very Positive (27 reviews)
Overall:
Very Positive (422 reviews)
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