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, Warcraft, Banished and Dwarf Fortress but not quite like any of them. Updated frequently.
User reviews:
Recent:
Very Positive (31 reviews) - 83% of the 31 user reviews in the last 30 days are positive.
Overall:
Very Positive (509 reviews) - 88% of the 509 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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Recent updates View all (170)

May 24

Build InDev 26 Unstable 4 Released

Click here for help on accessing the Unstable branch!

"Hey wait, didn't you just release a patch?!" Yes, I did! But you're getting a nice little bonus patch before I dive into the next batch of new towers! :)

This patch introduces 3 new game modes to Rise to Ruins. Nightmare, Peaceful and Custom. This patch also rebalances Traditional mode and tosses in a bunch of minor bug fixes and tweaks.

Check out the change log for all the juicy details!

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

InDev 26 Unstable 4 Change Log

Game Modes
  • New Game Mode: Custom. This mode lets you set a whole manner of difficulty settings, allowing you to create a game mode to fit your play style.
  • New Game Mode: Nightmare. This mode is insanely, over the top difficult. Designed specifically for masochistic veteran players. There's no spawn delay, the spawn rates are higher, monsters are pre-spawned and full moons are less frequent.
  • New Game Mode: Peaceful. While this mode carries the same name as the old removed Peaceful Mode (that was retooled into Traditional Mode), this mode is truly peaceful, with no monster spawns what so ever.
  • Traditional mode is now a bit harder, but is still fairly easy.

Miscellaneous Changes
  • "Level up" sound is slightly quieter.
  • Can now move the map father out along the outer edges.
  • Equipment storage can now store water bottles.
  • Water Bottler building now provides refining speed bonuses.
  • Rain particles are now slightly larger.
  • The hidden "interfaceScale" setting in settings.properties can now be set to fractional values, like 1.2, 1.3, etc.

Bug Fixes
  • Arrow keys now work on the world map.
  • Fixed an issue with almost out of range Attract Towers stealing items from each other.
  • Fixed a possible extremely rare crash in a situation where you happen to load a game while it's raining before all of the sounds have completed loading.
  • Fixed a bug where if a villager died from blight and was brought back as a zombie, their previous job's total worker count would erroneously be reduced by 1.
  • Typing "Reset" into the Doom World input box no longer moves around the map or activates other hotkeys.
  • Fixed a minor bug where the last used game mode from one profile would be set in the next, if you changed profiles after playing and have not restarted the game.
  • Fixed a rare crash on load if an elemental bolt was en route to hit a monster that was killed and completely removed from the game before it arrived.
  • Elemental bolt splash damage is now working correctly.
  • Fixed missiles pointing the wrong direction when firing at buildings.

InDev 26 Unstable 3 Change Log

Towers
  • New Tower: The Spray Tower, a slightly more powerful variant to the Bullet Tower, very inaccurate, but has high rate of fire.
  • New Tower: The Recombobulator. Will heal nearby golems. Does not work on the Holy Golem.
  • New Tower: The Attract Tower. Will pull nearby equipable items to it. Useful for fetching item drops out of a monster heavy area.
  • New Tower: The Banish Tower. A very expensive, short range tower that will banish an enemy that gets near it.
  • All towers can now be paused, allowing you to stop certain towers from firing all together.
  • Completely rewrote the entire missile system's firing mechanics from scratch, creating a more dynamic tower system for future content.
  • Rewrote the Ballista Tower's damage and firing mechanics. It now fires at the farthest target, and will stop when it hits it, but will pierce anything along the way.
  • Decreased energy requirements for the max upgraded Bow Tower.
  • Adjusted elemental bolt physics a bit to look more magical.
  • Crystal motivator completely rewritten into the tower code.
  • Crystal motivator now costs energy to fire, and only fires at harvested crystal tiles.

Sound Effects
  • Nearly all of the original sound effects have been replaced or changed.
  • Ambient background sound based on the size of your village has been added.
  • Tons of new sound effects for all the towers, combat, harvesting and much more have been added.
  • Game world sound is now quieter the more zoomed out you are.

Optimizing and Big Fixes
  • Fixed some lightning generation positioning issues when new lightning is created.
  • Completely rewrote the map tileset loader, reducing memory usage and optimizing code flow.
  • Fixed an issue where sometimes a Twitch user's name in your stream could pop up twice.
  • Sound loading is now multithreaded.

Miscellaneous Changes
  • Essence Collector's first build phase no longer requires cut stone, allowing you to build it much earlier in the game.
  • Golem combobulators now require an Essence Collector to function.
  • Added a new Earthquake spell to the game, that will damage any mobs or buildings nearby, but can generate new rock in the epicenter of the quake.
  • Particles can now vary in sizes.
  • Many particle, projectile and spell effects have been adjusted.
  • Changed restore hunger to restore needs button in sandbox mode, healing thirst, hunger, energy and balancing body temperatures.
  • Can now fire missiles in sandbox mode until the miscellaneous tab.
  • Holy Golem now does magic damage.
  • Added some particles to the console banners.
  • Increased spawn rates slightly.
  • Villagers can now trade food, water and bandages if they need them.
  • The console banner messages now have some particle effects.
  • Lightning Rod range reduced.
  • Lightning Rod range now appears when it is selected.

InDev 26 Unstable 2 Change Log

Buildings and Towers
  • The kitchen is now upgradable.
  • The clinic is now upgradable.
  • New tower: The Ballista. The ballista is a mid-late game large bow tower, with extremely long range, high damage, and a slow firing rate. It can also shoot over anything in the game (Including terrain).
  • New building: The Lightning Rod. This building will attract nearby lightning to it, protecting your walls and other buildings from damage. But it also has the added bonus of converting those lightning strikes into energy that can be used to power your towers and recharge your essence collectors.

Twitch Integration
  • You can now input your Twitch channel name when you create a new profile, or in the settings menu. When your channel name is input, the game will pull your viewer's list off Twitch and use it to generate random names for your villagers based on your current viewers.

Optimizing and Big Fixes
  • Fixed a typo in the blight death message.
  • Optimized out some unused data in the map tile loader, speeding up tile data searching and lowering memory usage slightly.
  • Fixed overlapping data on the building priority list GUI.
  • Fixed harvest food and water shortcut assignment in the settings menu.
  • Fixed a few minor shadow and collision map issues on various buildings.
  • Energy no longer resets when upgrading a building.
  • The "No water production" tip no longer pops up when all water buildings are being upgraded or under construction.
  • Optimized golem combobulators resource search system.
  • Fixed a bug where the charge level of golem combobulators would reset on reload.

Miscellaneous Changes
  • You can now hit escape in the world map to bring you back to the main menu.
  • You can no longer escape out of the game mode selection screen when you visit the world map for the first time after creating a new profile.
  • Added status effects to villager pop out panel (Bottom panel, when you click on a villager).
  • Removed lightning "branching" that could cause very excessive damage in some cases.
  • Lightning can now charge whatever it hits, if the building can store energy.
  • You can now move the map in-game with the arrow keys, as well as WASD.

InDev 26 Unstable 1 Change Log

Tower Upgrades and Damage Types
  • All 4 base towers can now be upgraded, increasing their damage, firing rates and sometimes range. Their final upgrades all offer additional elemental damage of some kind. For example, the final stage bow tower can be upgraded into a fire, ice or poison bow tower.
  • The fire bolt tower has been replaced with a very similar elemental bolt tower, that can later be upgraded into a fire, ice or electric bolt tower.
  • Every damage in the game now has an assigned "type". Some types, like blight or poison, have residual status effects.
  • Towers can now target a new monster before the old target is dead, if the new target is closer or more vulnerable to the tower's damage type.
  • Mobs can be resistant or vulnerable to damage certain damage types. For example, the skeleton is now highly resistant to piercing damage from the bow tower.
  • Zombies now do "Blight" damage, and can turn a villager into a zombie if they die while blighted.
  • Slimes can now poison villagers.
  • Being poisoned, on fire, frozen or blighted is now factored into fight or flight.
  • Medics can now heal blight and poison.
  • Healing aura now heals blight and poison.

Optimizing and Big Fixes
  • Fixed some minor sprite coloring issues.
  • Improved some of the mob search algorithm. Improving update logic speed game wide.
  • Reduced overall mob aggressiveness, making them search for combat less, reducing CPU usage.
  • Reduced how often the tick to look for food or water when hungry or thirsty runs, reducing CPU usage.
  • Reduced how often mobs wander aimless, to reduce CPU usage.
  • Added a slight targeting buffer/delay to tower target searching to reduce CPU usage.

Spawn Rebalancing
  • The global spawn rate has been reduced by about 15%.
  • Skeletons no longer spawn until day 4.
  • Regular sized slimes can no longer spawn until day 3. But small slimes can still spawn by day 2.
  • Fire elementals will not spawn until day 6. (Formally day 5)
  • Greatly reduced spawn rate of spawners, but increased the rates spawners themselves spawn. (Meaning more spawners, but the same amount of monsters)
  • Increased spawner build time, resource requirements and hit points.

Miscellaneous Changes
  • Increased the chance mobs will wake up from being knocked out/incapacitated.
  • Reduced how often villagers stop to chat.
  • Decreased the speed that body temperature adjusts, allowing villagers to stay out in the hot or cold longer.
  • Rebalanced start stats and level up amounts for all mobs.
  • Mobs run away more often when low on health.
  • Removed 2 erroneous names from the villager name list.
  • Increased flame spell damage.
  • Slowed down thirst decay rate for children.
  • Added some new death messages and new death message subtitles.
  • Essence Collector has been slightly rebalanced and can now be upgraded.
  • Generic wood GUI buttons are no longer in all caps.
  • Completely removed "Stun" effects from the game's AI.
  • Live stream message now pops up on the main menu when live streaming.
  • Twitch link added to main menu.
  • Reversed changes made that prevent building roads before the way maker shack is completed.
  • Fixed the abandoned crystal harvestry in map Enchanted Shoreline.
  • When resurrected, villagers no longer start with 0 energy, hunger, and thirst.

Known Issues that will be resolved before the stable build
  • Tips are not updated.

18 comments Read more

May 19

Build InDev 26 Unstable 3 Released

Click here for help on accessing the Unstable branch!

The fairly beefy InDev 26 Unstable 3 has been released! This patch brings in some balance changes, four new towers, a couple of complete system rewrites, optimizations and an crap ton of new sound effects. Hope you like it!

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

InDev 26 Unstable 3 Change Log

Towers
  • New Tower: The Spray Tower, a slightly more powerful variant to the Bullet Tower, very inaccurate, but has high rate of fire.
  • New Tower: The Recombobulator. Will heal nearby golems. Does not work on the Holy Golem.
  • New Tower: The Attract Tower. Will pull nearby equipable items to it. Useful for fetching item drops out of a monster heavy area.
  • New Tower: The Banish Tower. A very expensive, short range tower that will banish an enemy that gets near it.
  • All towers can now be paused, allowing you to stop certain towers from firing all together.
  • Completely rewrote the entire missile system's firing mechanics from scratch, creating a more dynamic tower system for future content.
  • Rewrote the Ballista Tower's damage and firing mechanics. It now fires at the farthest target, and will stop when it hits it, but will pierce anything along the way.
  • Decreased energy requirements for the max upgraded Bow Tower.
  • Adjusted elemental bolt physics a bit to look more magical.
  • Crystal motivator completely rewritten into the tower code.
  • Crystal motivator now costs energy to fire, and only fires at harvested crystal tiles.

Sound Effects
  • Nearly all of the original sound effects have been replaced or changed.
  • Ambient background sound based on the size of your village has been added.
  • Tons of new sound effects for all the towers, combat, harvesting and much more have been added.
  • Game world sound is now quieter the more zoomed out you are.

Optimizing and Big Fixes
  • Fixed some lightning generation positioning issues when new lightning is created.
  • Completely rewrote the map tileset loader, reducing memory usage and optimizing code flow.
  • Fixed an issue where sometimes a Twitch user's name in your stream could pop up twice.
  • Sound loading is now multithreaded.

Miscellaneous Changes
  • Essence Collector's first build phase no longer requires cut stone, allowing you to build it much earlier in the game.
  • Golem combobulators now require an Essence Collector to function.
  • Added a new Earthquake spell to the game, that will damage any mobs or buildings nearby, but can generate new rock in the epicenter of the quake.
  • Particles can now vary in sizes.
  • Many particle, projectile and spell effects have been adjusted.
  • Changed restore hunger to restore needs button in sandbox mode, healing thirst, hunger, energy and balancing body temperatures.
  • Can now fire missiles in sandbox mode until the miscellaneous tab.
  • Holy Golem now does magic damage.
  • Added some particles to the console banners.
  • Increased spawn rates slightly.
  • Villagers can now trade food, water and bandages if they need them.
  • The console banner messages now have some particle effects.
  • Lightning Rod range reduced.
  • Lightning Rod range now appears when it is selected.

InDev 26 Unstable 2 Change Log

Buildings and Towers
  • The kitchen is now upgradable.
  • The clinic is now upgradable.
  • New tower: The Ballista. The ballista is a mid-late game large bow tower, with extremely long range, high damage, and a slow firing rate. It can also shoot over anything in the game (Including terrain).
  • New building: The Lightning Rod. This building will attract nearby lightning to it, protecting your walls and other buildings from damage. But it also has the added bonus of converting those lightning strikes into energy that can be used to power your towers and recharge your essence collectors.

Twitch Integration
  • You can now input your Twitch channel name when you create a new profile, or in the settings menu. When your channel name is input, the game will pull your viewer's list off Twitch and use it to generate random names for your villagers based on your current viewers.

Optimizing and Big Fixes
  • Fixed a typo in the blight death message.
  • Optimized out some unused data in the map tile loader, speeding up tile data searching and lowering memory usage slightly.
  • Fixed overlapping data on the building priority list GUI.
  • Fixed harvest food and water shortcut assignment in the settings menu.
  • Fixed a few minor shadow and collision map issues on various buildings.
  • Energy no longer resets when upgrading a building.
  • The "No water production" tip no longer pops up when all water buildings are being upgraded or under construction.
  • Optimized golem combobulators resource search system.
  • Fixed a bug where the charge level of golem combobulators would reset on reload.

Miscellaneous Changes
  • You can now hit escape in the world map to bring you back to the main menu.
  • You can no longer escape out of the game mode selection screen when you visit the world map for the first time after creating a new profile.
  • Added status effects to villager pop out panel (Bottom panel, when you click on a villager).
  • Removed lightning "branching" that could cause very excessive damage in some cases.
  • Lightning can now charge whatever it hits, if the building can store energy.
  • You can now move the map in-game with the arrow keys, as well as WASD.

InDev 26 Unstable 1 Change Log

Tower Upgrades and Damage Types
  • All 4 base towers can now be upgraded, increasing their damage, firing rates and sometimes range. Their final upgrades all offer additional elemental damage of some kind. For example, the final stage bow tower can be upgraded into a fire, ice or poison bow tower.
  • The fire bolt tower has been replaced with a very similar elemental bolt tower, that can later be upgraded into a fire, ice or electric bolt tower.
  • Every damage in the game now has an assigned "type". Some types, like blight or poison, have residual status effects.
  • Towers can now target a new monster before the old target is dead, if the new target is closer or more vulnerable to the tower's damage type.
  • Mobs can be resistant or vulnerable to damage certain damage types. For example, the skeleton is now highly resistant to piercing damage from the bow tower.
  • Zombies now do "Blight" damage, and can turn a villager into a zombie if they die while blighted.
  • Slimes can now poison villagers.
  • Being poisoned, on fire, frozen or blighted is now factored into fight or flight.
  • Medics can now heal blight and poison.
  • Healing aura now heals blight and poison.

Optimizing and Big Fixes
  • Fixed some minor sprite coloring issues.
  • Improved some of the mob search algorithm. Improving update logic speed game wide.
  • Reduced overall mob aggressiveness, making them search for combat less, reducing CPU usage.
  • Reduced how often the tick to look for food or water when hungry or thirsty runs, reducing CPU usage.
  • Reduced how often mobs wander aimless, to reduce CPU usage.
  • Added a slight targeting buffer/delay to tower target searching to reduce CPU usage.

Spawn Rebalancing
  • The global spawn rate has been reduced by about 15%.
  • Skeletons no longer spawn until day 4.
  • Regular sized slimes can no longer spawn until day 3. But small slimes can still spawn by day 2.
  • Fire elementals will not spawn until day 6. (Formally day 5)
  • Greatly reduced spawn rate of spawners, but increased the rates spawners themselves spawn. (Meaning more spawners, but the same amount of monsters)
  • Increased spawner build time, resource requirements and hit points.

Miscellaneous Changes
  • Increased the chance mobs will wake up from being knocked out/incapacitated.
  • Reduced how often villagers stop to chat.
  • Decreased the speed that body temperature adjusts, allowing villagers to stay out in the hot or cold longer.
  • Rebalanced start stats and level up amounts for all mobs.
  • Mobs run away more often when low on health.
  • Removed 2 erroneous names from the villager name list.
  • Increased flame spell damage.
  • Slowed down thirst decay rate for children.
  • Added some new death messages and new death message subtitles.
  • Essence Collector has been slightly rebalanced and can now be upgraded.
  • Generic wood GUI buttons are no longer in all caps.
  • Completely removed "Stun" effects from the game's AI.
  • Live stream message now pops up on the main menu when live streaming.
  • Twitch link added to main menu.
  • Reversed changes made that prevent building roads before the way maker shack is completed.
  • Fixed the abandoned crystal harvestry in map Enchanted Shoreline.
  • When resurrected, villagers no longer start with 0 energy, hunger, and thirst.

Known Issues that will be resolved before the stable build
  • Tips are not updated.

9 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 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 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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