A challenging godlike village simulator designed to bridge the gap between the complexities of village simulation with the simplicity of classic 90s real-time strategy. Inspired by games like Towns, Gnomoria, Banished and Dwarf Fortress but not quite like any of them. Updated frequently.
Recent Reviews:
Very Positive (42) - 92% of the 42 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,023) - 93% of the 1,023 user reviews for this game are positive.
Release Date:
Oct 27, 2014
Developer:
Publisher:

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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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Recent updates View all (208)

February 6

InDev 30 Road Map - The Life is Precious Update

After a nice big bloated dev cycle for InDev 29, it's time to dive in to the next big thing, InDev 30! This update will be focusing on making your villagers more important, valuable and personable as well as reduce the overall amount of monsters and villagers on the map.

A lot of the overall goals of this patch is to lower the mob count on the map, while not changing the pacing or balance of the game. But, as always, there will be fresh, new mechanics as well!

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 30 Road Map

Multi-Carry
  • Villagers will be able to carry more than one resource at a time, massively cutting down on transit time to build or deliver resources. This should compensate for the villager rebalancing mentioned below and help keep the same game pacing with less villagers working.
  • The amount they can carry will be based on their strength stats. The stronger they are, the more they can carry.

Aging / Lifelong Health System
  • Villagers will now age and die. But through providing them a healthy, happy life you can help them live longer.
  • Villagers will eventually "retire" and no longer be able to take a job, but when they chat with villagers they will impart their wisdom on them, giving them experience bonuses so they level up faster.
  • Having good housing, keeping people well fed, happy and having clinics as well as many other factors will assist in extending villager's age.
  • A slight chance the mother, or mother and child will die during child birth will be added. The chance this will happen will be based on the mother's age and health.

Redesigning Monster Spawning
  • Monster spawning will be completely redesigned, favoring "hot zones" where monsters build large amount of spawns far away from the village, rather than randomly placing spawns all over the map.
  • Much less monsters will wander around on the map in the day time, making it safer to venture out or expand.
  • When monsters spawn, they will now spawn at night and almost instantly attack the village. Any leftovers when dawn arrives will return to their spawners.

Rebalancing The Village
  • All village nomad and reproduction rates will be reduced, causing village growth to slow down quite a bit.
  • All occupancy, job slots, farm growth, storage limits, etc will all be reduced.
  • Because of the above, things like hunger and thirst will either drop slower per villager, or food and water will be worth more.
  • All building requirements will be reduced (to compensate for less villagers working).
  • Many work tasks will be buffed, for example, repairing will repair more per attempt.
  • To balance out the lower mob counts, many of the towers, golems, and other defensive mechanics may need to be rebalanced.
57 comments Read more

February 2

InDev 29e - The Minor Rebalancing Update - Released!

InDev 29e is here, this ones a small patch, mostly in response to your guy's feedback about all the balance changes introduced into the much larger InDev 29c patch.

Be sure to checkout the change log below, and if you have not played the game in the last few days you should give InDev 29c much more extensive change log a look over! Nearly all the changes in 29e are addressing 29c issues, so it's important to read them both. :)

Many of the hot keys have changed recently! Be sure to check the settings page and re-familiarize yourself!

InDev 29f *HOTFIX* Change Log

Bug Fixes
  • Fixed a bug that would sometimes cause monsters to ignore their level caps. This will prevent those boosted 120+ level monsters from spawning and obliterating everything.

Miscellaneous Changes
  • Boosted mobs are now only 2x their level.
  • Lowered specter level cap to 30
  • Raised zombie level cap to 25
  • Raised headless level cap to 20.
  • Raised fire elemental level cap to 30

Miscellaneous Changes
  • Increased the cost of the Earthquake spell.

InDev 29e Change Log

Spells Changes
  • Increased labor golem influence cost a bit.
  • You can no longer charm boosted mobs.
  • Holy golems now get stronger as the days pass.

Big Fixes and Optimizations
  • Fixed a targeting issue when a ranged mob is attacked by a tower. Sometimes it would pick an invalid target location.

Monster Changes
  • Mob title bars now say "Boosted" when a mob is boosted.
  • Reduced boosted mob levels and speed from 4x to 3x.
  • There is now a maximum firing speed cap applied to all mobs, but this mostly effects Fire Elementals to prevent them from "machine gun" firing fireballs at ultra-high levels.
  • Rebalanced Fire Elemental stats a bit, they now have less DEX on average.

Miscellaneous Changes
  • Added a few more Patreon's rewards.
  • Nerfed building on fire damage slightly.
  • Villagers now level up roughly 20% faster.
  • Increased range of Crystal golems by 50%
  • Buffed and rebalanced all combobulators, they will now spawn higher level golems when upgraded, but require more resources.
  • Rebalanced essence collector's build requirements a bit.
12 comments Read more
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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 Settlers, 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 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 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: OcacleJDK or OpenJDK 8 Required (OcacleJDK bundled with product)
    Recommended:
    • OS: Most 64 Bit Linux Distros (Must support Java)
    • 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: OcacleJDK or OpenJDK 8 Required (OcacleJDK bundled with product)
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