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 (36 reviews) - 86% of the 36 user reviews in the last 30 days are positive.
Overall:
Very Positive (302 reviews) - 86% of the 302 user reviews for this game are positive.
Release Date: Oct 27, 2014

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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 Retro-Pixel Castles is unique, but it's still extremely 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?

“Honestly? I have no idea. But if I was forced to give you a date, I would probably guess until sometime in mid to late 2016. This game is a huge undertaking for a single developer. :)”

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.”

What is the current state of the Early Access version?

The game is currently in the InDev/Tech development phase, it is not by any means a complete game. DO NOT BUY IT EXPECTING A FULLY FUNCTIONAL GAME. But 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! :)”
Read more

Buy Retro-Pixel Castles

WEEK LONG DEAL! Offer ends August 1

-50%
$9.99
$4.99

Buy Retro-Pixel Castles - Game and Soundtrack Bundle!

WEEK LONG DEAL! Offer ends August 1

-50%
$11.99
$5.99
 

Recent updates View all (124)

July 8

InDev 21 Road Map - The Inventory Update

InDev 21 will bring an entire inventory system to the game, allowing your villagers to equip weapons, tools, armor and small consumable items to help them survive. Most of this update will be focused on getting the basic framework in place to manufacture a small handful of items, but doing so will take quite a lot of new content that I think everyone will enjoy!

Also, don't forget to submit your names list to the villager name database! Most everyone's name lists will be added over the course of this update. :)

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 21 Road Map

Inventory System
  • Nearly every mob in the game will have an inventory, depending on the mob type.
  • Most humanoid mobs will have a head, chest, tool, and weapon slot as well as 2 inventory slots.
  • Mobs will seek out the best tools or equipment for their needs on their own. For example, if your Lumberjack doesn't have an axe, and one is available, he'll go get one.
  • Workers using the correct tools for their job will get a work speed boost, increasing their overall production rates.
  • Naturally, mobs with equipped armor or weapons will be able to better defend themselves.
  • Item slots are mostly used for one-time consumables, like healing potions, small food rations, etc.
  • Some monsters will spawn randomly pre-equiped with items, making them a little bit stronger, but also allowing the villagers to get a few freebie pieces of equipment when they're slain.
  • Many new buildings will be added to assist in manufacturing the new items, including Forges, Toolsmiths, Armorsmiths, Alchemy Lab and Bakery.
  • A few new resources will be added to the game, as needed, to accompany the new manufacturing buildings that will be required to create the items.

Resources Changes
  • The basic framework for "Rare" resources will be implemented, allowing future resources like coal, iron, gold to be mined from rock, or petrified wood from forests. These rare resources will mostly be used to manufacture items, use as fuel or build special towers and buildings in future updates.
  • All harvesting AI will now be allowed to continue to harvest resources on the map even if all storage buildings are full. This is to allow the player to continue to dig for rare resources, even if they have no place to put the excess common resources.
  • Resources not inside a building will very slowly decay.

Miscellaneous Changes
  • The new names list you guys have been working so hard on will be implemented.
  • As always, more bug fixes and optimizing!

34 comments Read more

June 26

Help me build the villager name database!

Greetings players!

Part of InDev 20 was adding a new villager naming system to the game, tossing out the old "random first, random last" system that resulted in some really weird, unrealistic combinations. The new system uses full names instead and as some of you may have noticed by now, many of these names are very familiar. Most of the current names were taken from celebrities, political figures, other video games, TV shows and many other places.

Now, the problem is I'm only one person. Making the name list takes quite a bit of time that most of you probably agree I could/should probably spend elsewhere, like working on InDev 21! So this is where you come in. I'm asking you guys to make up your own list of names. They can be just about anything you want, they just have to follow a few naming convention rules. As a "Thank you" for helping me out, you can add your own name to the as well! Just put it up at the top so I know it's yours.

Rules/Info:

  • The name must have a first, and last name.
  • The name can not have prefixes, suffixes or middle names. (Joe Bob is fine, Mr. Joe Evans Bob Jr. is not)
  • The name can not have any special characters or accents.
  • All names should be prefixed with their gender, and one name per line. (Example posted below)
  • Please make sure you let me know where the names are from (A TV show, book, actors, etc)
  • You can submit as many as you want!
  • Don't worry about duplicates, I have a system in place to detect/remove any duplicate entries on my end.
  • The list is a bit male-heavy at the moment, so feel free to add a bunch of female-heavy name lists.
  • You can make up your own names as well, just as long as they're not crude, offensive, or really really silly (IE: No Ben Dover or Villy McVillagerFace.)
  • Have fun!

Here's an example of what your list should look like when you've completed one:

//My Name
M Raymond Doerr

//Starcraft Characters
M Arcturus Mengsk
M Gabriel Tosh
M Jim Raynor
M Matt Horner
F Sarah Kerrigan
M Tychus Findlay
M Valerian Mengsk
M Rory Swann

//M*A*S*H Characters
M Benjamin Pierce
M Hawkeye Pierce
F Margaret Houlihan
M Maxwell Klinger
M Francis Mulcahy
M Sherman Potter
M Walter O'Reilly
M Radar O'Reilly
F Kellye Yamato
M Charles Winchester
M Franklin Burns
M Igor Straminsky
M John McIntyre
M Henry Blake
M Roy Goldman
F Ginger Bayliss
M Sidney Freedman
M Samuel Flagg
F Nancy Griffin
M Luther Rizzo

//Actors
M Allan Arbus
M Alan Alda
F Loretta Swit
M Jamie Farr
M William Christopher
M Harry Morgan
M Mike Farrell
M Gary Burghoff
F Kellye Nakahara

Thank you guys for your help! If we all work together, we can get a huge list going. If you want to see what names are already added, you can open up /res/mobNamesList.txt in the Retro-Pixel Castles install folder. :)

If your list is excessively long, you can throw it up on www.pastebin.com or www.hastebin.com , otherwise, feel free to post them right here in the comments. :)

84 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

Get Involved in Development

Follow @RaymondDoerr on Twitter

Game Concept

Retro-Pixel Castles 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.

Key Features

You can't win!
The problem nearly all village simulators tend to face is you seem to eventually reach a point where you can't lose the game. You become so skilled at knowing exactly what to do and in exactly what order, the game loses all of it's appeal and you eventually run off to play something else. That's not the case with Retro-Pixel Castles, it aims to make a game you can't win. Every game day, the game gets progressively harder. In RPC you will eventually lose. The goal isn't to win, that's not possible, the goal is to see how long you can survive!

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.

Several Game Modes
Currently, the game offers two main game modes. Survival and Peaceful, Survival is the game the way it was meant to be played, as a brutal survival style village sim. Peaceful on the other hand has nearly no monsters, and plays out much like a traditional village simulator with some godlike and RTS elements sprinkled on top. More game modes are planned like the upcoming Sandbox mode where you basically are given unlimited resources and access to play around with the engine.

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, heal your villagers and speed up resource growth.

Unlock Content Through Gameplay (Coming soon!)
In RPC, you will find yourself in a harsh and unforgiving environment, constantly trying to find new ways to keep your little villagers alive for just a few more days. As you play, you'll unlock more content, like additional buildings, items and units you can use in your next attempt to see if you can survive even longer than the last!

Even though you can't beat this game, you most certainly can make progress in it! Every round you play you'll gain experience, unlocks, and other interesting goodies that will expand the game.

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, 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!

DRM-FREE

SixtyGig Games is a DRM free independent game developer! Retro-Pixel Castles 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 Retro-Pixel Castles 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

100% FREE CONTENT PATCHES/DLC!

I don't believe in paying for Downloaded Content. If you buy Retro-Pixel Castles 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!

Have a say!

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
    • 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
    • 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 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 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! Learn more
Recent:
Very Positive (36 reviews)
Overall:
Very Positive (302 reviews)
Recently Posted
iDUNNO
( 108.7 hrs on record )
Early Access Review
Posted: July 19
7/19/2016 - They're still planning on adding new things to the game, like inventories. So if this isn't updated by the time that's added disregard or remind me to update this review!!!



In it's current state I'd say yes the game is worth it. For $10 you can go see a movie that you will enjoy for less time. Having said that the game starts getting boring after you've built your crystillery.

Suggestions for dev (not sure if this is the best place):
- Chill out and take a step back from the crafting system and adding all that in. You gotta work on some basics before forging ahead with the crafting system and additional rare resources. Below are just a few problems that could easily be fixed:
- Make controlling the builders queue easier - i.e. allow us to reassign or side-track a worker to a specific task by right clicking on the target (a right click for a building being built will automatically assign them to work on it, etc, but only if they're already a builder or whatever task is associated with the object you clicked on). This would save so many villagers, and give me more control to survive... from there if it becomes too easy it would just be a matter of adjusting monster values I would think.
- Fix the worker pathing alrogithms because currently I cannot create a zig-zag fortress entryway of Tower Defense without my workers being unable to service my towers. UPDATE**** this appears to be an unintentional side effect of walls not having any influence. If you wall your structures (towers) into a tunnel before they are built your workers will forget about them because they fall outside of your zone of influence, which is dumb because obviously they ARE within your zone, but your walls are lifeless, zoneless blocks of zombie blocking goodness. That was confusing. I think I need to go see a therapist now.
- Allow workers to alter terrain in a more advanced town. Getting sick of having to build around mud pits, bah!
- When you instruct a worker to DESTROY a resource... shouldn't that resource fall to the ground anyway instead of disappearing?

Big ideas:
- Expand the magic side of the game (how it's used, collected, saved, etc). Allow for someone to differentiate a town to specialize in magic or non-magic. Tired of waiting around for my influence bar to recharge just to get more essence to throw just a few more fireballs..
Helpful? Yes No Funny
Tahald
( 139.5 hrs on record )
Early Access Review
Posted: July 18
I love this game even if it's in early access!

If what you saw in the trailer interested you go for it it accurate ( you just build more wall than shown and mostly only fight at night)
Helpful? Yes No Funny
Tim
( 79.8 hrs on record )
Early Access Review
Posted: July 17
I've been enjoying this game for quite a while now. The developer is very active and regularly publishes updates that add new elements and improvements. Lots of potential for even better play, but already enjoying it a lot!
Helpful? Yes No Funny
Fluff-Kevlar
( 7.6 hrs on record )
Early Access Review
Posted: July 17
I like RPC, I really do. At the moment there's not much to it, however. If you like building villages, micro-managing resources and villager needs, RPC has a few good things going for it, but there's also a lot holding it back, including the word "castle".

It's tough; really tough actually, and if you screw up, you pretty much have to make a new profile to try again, you can't just pick a different area on the map. This is a minor annoyance given that you can easily screw yourself over, especially while just learning the game.

I like that there's enemies to defend your castle against, but they -easily- overwhelm most defenses, and at the moment, the only way to defend is tower-defense-like mazes you have to build, where half of the towers are pretty much useless. I found the fire towers to draw way too much power to be useful and the rock towers near useless since they have to be out in the open,(can't be behind walls) right where enemies can easily swarm it, making the point of it, to roll a rock down a line of enemies, useless. Real castles didn't work this way, they had gates, moats, walls you could sit on and shoot down, etc. I really wish there was more "castle" in this game. There really isn't, it's more akin to Retro-Pixel Villages.

It's a fun little game, I like the aesthetic, and I like most of the resource managment and crafting system, but I'm gonna wait and come back to it later when/if/hopefully they add more "castle" elements like walls with gates and such, I'm tired of making mazes and getting overwhelmed, and when more later-game content comes in. Very nice so far though! I will revisit and re-review it in the future.
Helpful? Yes No Funny
Moo has ragequit
( 0.7 hrs on record )
Early Access Review
Posted: July 17
I try not to buy unfinished games anymore, due to the fact that I have several that will never be finished or were released broken and abandoned, unless they are worth the price in the current state they are in. This is one of thoes games I'm glad I bought most unfinished games I buy get returned shortly after purchase. This I am keeping its a very fun blend of village sim with skills you can use to help and a maze TD with a large world that you can set up multiple villages in and expand to new areas
Helpful? Yes No Funny
rcy005
( 1.3 hrs on record )
Early Access Review
Posted: July 12
Gave it a try but it is early access and you can see all the gaps that are yet to be filled in. What is here is kind of fun but the pace is plodding and the interface is awkward making the game bland and tedious. I might give it another go after a few more updates but as of right now it's one of the few games I regret buying.
Helpful? Yes No Funny
<<MMS>>Marty McFlea
( 22.1 hrs on record )
Early Access Review
Posted: July 12
Have really enjoyed this little indie gem. Highly recommended.
Helpful? Yes No Funny
DrSawedoffsobMD
( 15.0 hrs on record )
Early Access Review
Posted: July 11
Awesome game! keep up the work!
Helpful? Yes No Funny
Jaina
( 26.6 hrs on record )
Early Access Review
Posted: July 10
I love it!
Helpful? Yes No Funny
doomowl
( 13.5 hrs on record )
Early Access Review
Posted: July 8
wow, this is really impressive game, its combine village management with tower defence element, yet its still so much fun i can get, especially this game is just develop by 1 man, thumb up. And the developer is very help ful too, he answer all the question i asked on the discussion, active developer, which mean when u get the game, u wont be helpless for asking any question without getting answer, just get it
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
9 of 10 people (90%) found this review helpful
Recommended
56.2 hrs on record
Early Access Review
Posted: June 30
I love my little people! I consider myself a more casual gamer, and the peaceful mode allows me to build up my colonies without the risk of being wiped out. For those who want it, there is Survival mode. I did enter Survival mode by accident and found it very challening. Peaceful mode is not completely without enemies, which gives it a little zing.

I got my main colony up to 381 people. Over winter only 3 people starved to death! I was aiming for none, but 3 isn't so bad. I am currently working through the challenge of balancing food stores to farms to population growth. Once you get to a certain population level, those little suckers just keep popping out new babies! I admit I get a thrill every time I see a birth announcement!

I really like the roads and paths in the game. I haven't ever seen that. When the people walk a certain direction back and forth long enough, they make their own paths. You can make paths for them, or upgrade the paths they have made into roads. There is a data screen that will highlight those paths for you. Once my population was wealthy enough, I upgraded all my roads, which also gave my people a reason to keep chopping down trees and mining rocks. Work, my little peoples, work!

I love this game. There is not just one way to play it. My aim is to see how large I can grow my population before it destroys itself.

Was this review helpful? Yes No Funny
5 of 5 people (100%) found this review helpful
Recommended
170.3 hrs on record
Early Access Review
Posted: July 2
30% God game / 30% Tower Defence / 40% City Builder.
Zombies / Skeletons / Headless /Fire Elementals / Specters!
Big strategic map (in development) with many maps.
Challenging (but not unfair) gameplay / git gud.

Very active and open minded dev.
New In-Dev update every 1/2 weeks.
Very low price/play-hour ratio.

Definitely recommended!
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
Recommended
6.2 hrs on record
Early Access Review
Posted: June 27
Retro-Pixel Castles is a city-builder mixed with fantasy RPG elements like monsters, experience & leveling, and magic spells. Be aware this game is very much in Early Access so there isn't a whole lot to do right now, but there is a lot of potential for more features. It is still fun to build a village, gather resources, and defend from monsters. I found the difficulty to be a little harsh as I felt as though I was swarmed with enemies far too quickly. It's still fun and I still recommend it, especially when on sale.

PROS
+ Unique take on Banished-style city-builder mixed with monsters, magic, and God powers
+ Large continent with multiple sites to develop
+ Many modes to experiment with including Peaceful and Sandbox
+ Nice little touches like paths that appear where settlers frequently travel
+ Includes world creator and developer tools
+ Lots of potential for additional features

CONS
- Normal mode is overly difficult (too many monsters too quickly)
- Early Access: Lacks content and depth (can see everything in a few hours)
- Generic graphics
Was this review helpful? Yes No Funny
3 of 3 people (100%) found this review helpful
Not Recommended
7.6 hrs on record
Early Access Review
Posted: July 17
I like RPC, I really do. At the moment there's not much to it, however. If you like building villages, micro-managing resources and villager needs, RPC has a few good things going for it, but there's also a lot holding it back, including the word "castle".

It's tough; really tough actually, and if you screw up, you pretty much have to make a new profile to try again, you can't just pick a different area on the map. This is a minor annoyance given that you can easily screw yourself over, especially while just learning the game.

I like that there's enemies to defend your castle against, but they -easily- overwhelm most defenses, and at the moment, the only way to defend is tower-defense-like mazes you have to build, where half of the towers are pretty much useless. I found the fire towers to draw way too much power to be useful and the rock towers near useless since they have to be out in the open,(can't be behind walls) right where enemies can easily swarm it, making the point of it, to roll a rock down a line of enemies, useless. Real castles didn't work this way, they had gates, moats, walls you could sit on and shoot down, etc. I really wish there was more "castle" in this game. There really isn't, it's more akin to Retro-Pixel Villages.

It's a fun little game, I like the aesthetic, and I like most of the resource managment and crafting system, but I'm gonna wait and come back to it later when/if/hopefully they add more "castle" elements like walls with gates and such, I'm tired of making mazes and getting overwhelmed, and when more later-game content comes in. Very nice so far though! I will revisit and re-review it in the future.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
10.6 hrs on record
Early Access Review
Posted: July 4
This game is soo adicting! Its very fun to play, and has an lovely art style!
The only problem with the game as of writing is that it does not got allot of content, but as an EA game (early acces) its pretty grate!. The developer (only one!) is also very much in touch with the community and has given out his streatch goals wich looks awesome!

Buy this game for allot of fun, and support an hard working developer!
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
Recommended
108.7 hrs on record
Early Access Review
Posted: July 19
7/19/2016 - They're still planning on adding new things to the game, like inventories. So if this isn't updated by the time that's added disregard or remind me to update this review!!!



In it's current state I'd say yes the game is worth it. For $10 you can go see a movie that you will enjoy for less time. Having said that the game starts getting boring after you've built your crystillery.

Suggestions for dev (not sure if this is the best place):
- Chill out and take a step back from the crafting system and adding all that in. You gotta work on some basics before forging ahead with the crafting system and additional rare resources. Below are just a few problems that could easily be fixed:
- Make controlling the builders queue easier - i.e. allow us to reassign or side-track a worker to a specific task by right clicking on the target (a right click for a building being built will automatically assign them to work on it, etc, but only if they're already a builder or whatever task is associated with the object you clicked on). This would save so many villagers, and give me more control to survive... from there if it becomes too easy it would just be a matter of adjusting monster values I would think.
- Fix the worker pathing alrogithms because currently I cannot create a zig-zag fortress entryway of Tower Defense without my workers being unable to service my towers. UPDATE**** this appears to be an unintentional side effect of walls not having any influence. If you wall your structures (towers) into a tunnel before they are built your workers will forget about them because they fall outside of your zone of influence, which is dumb because obviously they ARE within your zone, but your walls are lifeless, zoneless blocks of zombie blocking goodness. That was confusing. I think I need to go see a therapist now.
- Allow workers to alter terrain in a more advanced town. Getting sick of having to build around mud pits, bah!
- When you instruct a worker to DESTROY a resource... shouldn't that resource fall to the ground anyway instead of disappearing?

Big ideas:
- Expand the magic side of the game (how it's used, collected, saved, etc). Allow for someone to differentiate a town to specialize in magic or non-magic. Tired of waiting around for my influence bar to recharge just to get more essence to throw just a few more fireballs..
Was this review helpful? Yes No Funny
1 of 2 people (50%) found this review helpful
Recommended
3.9 hrs on record
Early Access Review
Posted: July 3
Cool easy-to-learn-hard-to-master rts-simulation game.
Fantastic animations and graphics!
Needs some UX\UI changes in "lists" menus.
Stop reading comments! Buy the game already!
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
69 of 82 people (84%) found this review helpful
1 person found this review funny
Recommended
13.6 hrs on record
Early Access Review
Posted: October 27, 2014
Oh where to start...

Retro-Pixel Castles is like what happens when you get a large cluster of ants, put them in a glass enclosure, and watch as they go about their business almost completely unaware of your motives. Your little guys are ants, and you're nudging them to build, harvest, and survive in the best of ways.

The game itself is a simple gods-eye view game where you take charge through basic orders. Shows quite a bit of promise for the future and honestly it's really easy to just get lost time-wise while playing. I can't wait to see what happens with this game down the line but you better believe I'm going to be watching for a long time.
Was this review helpful? Yes No Funny
28 of 29 people (97%) found this review helpful
1 person found this review funny
Recommended
52.3 hrs on record
Early Access Review
Posted: April 15, 2015
So, how do you go about reviewing an Early Access Game?
I think the best way is to measure the improvements to the game over a course of a few weeks.

When I bought the game
It was little more than a tech demo with a lot of bugs. It only had 3 or so ressources, awkward villager management and not many things to build. I was constantly overrun by zombies, there was little balancing.

Now that I´m writing this review
Over the past weeks the game has been updated on a regular basis, bugs fixed and content added. The community is being involved in the developement process.
The game has a much more differentiated interface and villager statistics. A ressource refinement system has been added, the magic ressource 'crystal' is now usable and powers some of your buildings. The balancing has improved a lot in a way that you actually have a chance to survive. Monsters have been added and others balanced. Most of the ressources are renewable now. You can already call it a game at this point, it is playable up to end-game without major disruptions in the gameplay.

What to expect from this game
You get an indie survival game with tower defense as well as rpg elements. Build up your medieval fantasy village and try to survive the neverending undead onslaught.

Still being early access, the game has a lot of potential to go in many directions.
More towers could be added, like electric or acid, dealing splash/aoe damage, or to target specific monsters with weaknesses to certain damage types.
A crafting system could be added to bring out the rpg side, allowing armor and weapons, or a profession system like warriors, mages, archers.

What I´d really like to see are more maps. Maybe a community map contest?

Pricing
At the current stage, being in early access, I find the price a bit high, since the user doesn´t get the finished game yet. In my opinion early access games should reward buying it/taking the risk in this stage.
If the game continues on it´s path the price will be justified for the final release.
Was this review helpful? Yes No Funny
28 of 34 people (82%) found this review helpful
Recommended
3.9 hrs on record
Early Access Review
Posted: October 28, 2014
A magnificent attention to detail went into the textures for this game! With several variations for each object or tile, nothing in the map looks quite like the copy-and-paste wireframe you usually expect to see in other 2D pixel games. Down to the last blade of grass, there seems to be a nice variety of different shades, shapes and directions each individual block displays - with every texture having a decorative secondary layer for its own material type. Complementing the game's surprisingly vibrant and lively textures is an amazing, hand-crafted lighting system ruled over by some of the other textures and objects, and a fully functional day-and-night cycle. Torches provide a light source, lava illuminates a small radius of land around it, and crystals glow in the dark like fireflies. Every wall and object has a dynamic and intricate reaction to which direction the sun is in relation to the world below (as well as other light sources), which changes gradually as the day cycle goes by. Even the water shines in the night as the moon reflects down on it!

While this may not sound like much to most modern gamers, for a pixel-based game, the way this is handled is extremely impressive, and adds a clever illusion of 3D with a very nice shadow system. Even some of the world textures are crafted with certain curves around the edges and changes of width that add a realistic sense of direction and angle. This is most visible in the game's own main menu, with the stone-brick wall trim which boxes us in the game's window.

The game currently is still in a very early alpha stage and offers no enemies or immediate dangers beyond the starvation of your villagers who wander around aimlessly like hilarious morons until you lay out the foundation for a town hall and send out vague and indirect orders for different resources - a feature true to its own advertisement. This game is definitely no standard RTS, as you have much less control over what happens within the world, instead treating the villagers like ants in an antfarm. You give them basic instructions and a general goal in life, and they immediately begin deciding amongst themselves who works where and who gathers or builds what.

Villagers marry and house themselves independently (assuming there had already been homes built, by your command) and have their own unique set of attributes such as Strength and Dexterity, which increase depending on how hard they work or how long they travel. If they are over-worked or if a spouse dies, a villager will become extremely depressed, and lose the will and the energy to continue working at full capacity for a short period of time. Eventually, the villager will find relief in rest or another lover, and so will continue on with his or her life.

The lack of direct control over your villagers is a very welcome and unique change of flow from your average city-building sim, as it gives you a very relaxed and non-competitive or war-driven experience. While I'm sure more threats will be introduced further down the line, the general concept of the game so far is very interesting and humble. I personally have never seen a game concept quite like this, and despite my lack of interest in pixel-based games, I found this quite enjoyable. Even with its current lack of content.

This is still a very early build, with a lot of features and content to be added as time goes by. As for right now though, in the state it's in at the time, it comes with a refreshing breath of life in the world of sandbox sims. Where other games force linear and challenging objectives or goals, this game's only real objective is survival, and determining how to best accomplish this, with strategy. The gameplay itself reminds me somewhat of Lemmings and Black & White, two gems from Lionhead Studios and Team17. One an objective-based RTS sim where you give general orders to minions in order to help them escape a maze, and the other a god-game where you do your best to keep a strong and stable economy and gain control over other villages. All in all, Retro-Pixel Castles comes with an /exceptionally/ nice soundtrack which really helps set the mood and clear the mind, and a surprising amount of detail and clarity in its world textures which promises a great deal of polish in the final product. The lighting and 3D-like illusions shown in 2D textures makes the game almost remind me a little of Don't Starve, with its ability to turn a simple 2D world into something more like a pop-out storybook. To know that all this comes from such a small dev team is very thrilling, and I would definitely like to see what direction this project takes in the future.


Was this review helpful? Yes No Funny