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.
Recent Reviews:
Very Positive (33) - 87% of the 33 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (753) - 91% of the 753 user reviews for this game are positive.
Release Date:
Oct 27, 2014
Developer:

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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 (193)

October 15

InDev 28 - The Smorgasbord Update - Released!

InDev 28 is finally here, with so many new and really great content I'm excited to release, I don't even know where to start! This patch introduces Steam trading card support, a new resource management panel, doggos, more defense mechanics, new golems, ranged attacks,
speed controls, and so much more!

Be sure to give the change logs a good once-over, and let me know what you think about the new patch down in the comments. I'm really excited to get this patch out to you guys, and I'd love to hear your feedback on all the changes.

InDev 28 Change Log

Steam Trading Card Support
  • Rise to Ruins now officially supports trading cards! Featuring 6 cards, 8 backgrounds, 10 emoticons and 6 badges!

Resource Management System
  • Resource management controls have been added. You can now adjust resource production caps in the left tab (Same area as the workforce panel)
  • When you click on a building that provides a job, or a villager with a job, the left panel now snaps to a summery view of what that job or building can manufacture, as well as a workforce panel to adjust worker counts.
  • Most production levels are set to 0 by default, and you have the option of raising the amount you want to "Make now" or the amount you want to "Maintain".
  • Setting a resource to "Maintain" tells the AI to do everything it can to keep the count at what you set. For example, if you set the AI to maintain 20 boards, it will make up to 20 boards, and only make more if the total drops below 20.
  • Setting a resource to "Make" tells the AI to immediately make the amount set. For example, if you set the AI to make 20 boards, they will attempt to make 20 additional boards regardless of what maintain is set at, then stop once 20 are produced.
  • The same system can also be used to control harvesting.
  • Setting the values of "Make" or "Maintain" over 200 will set it to "Infinity".
  • The AI still obeys storage limits, so make sure you have space or production may halt.
  • You can increment/decrement the values by plus or minus 10 by right clicking.
  • The totals listing in both the resource management panel and main resource list along the top of the GUI can now be sorted by resource locations, allowing you to see what resources are equipped, on the ground, in storage, etc.
  • You can use left shift plus left or right click to autoset the make and maintain controls to 0 or infinity.

Speed Controls
  • Speed controls have been added, you can now toggle between pause, 1x, 2x and 3x. Warning: 3x may cause performance issues on lower end machines!

Mob Ranged Attacks
  • The entire combat AI was rewritten from scratch, allowing the use of ranged attacks and opening up development for future weapon and mob types to utilize the new system.
  • Bowyers can now manufacture bows and quivers.
  • Added bows and quivers to the game, as well as a dedicated inventory slot for them. Villagers can equip and use them to shoot at monsters from across long distances and over walls.
  • Fire Elementals now can shoot fireballs.
  • Crystal Golems and max level Wood and Stone Golems can now shoot magic missiles.

Doggos
  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.
  • New Building: "The Doggo House", a very small, cheap house that houses only Doggos.

Golem Combobulators
  • All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
  • Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.
  • Golem Combobulators now start by only spawning 2 golems, but gain an additional slots per upgrade, up to 5 total.

Optimizing and Big Fixes
  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.
  • Fixed abandoned recombobulator image in map editor GUI.
  • Fixed a few minor problem panel issues.
  • Fixed 4k texture loading problem for some older GPUs.
  • Fixed a rare bug that could cause a building to be "destroyed" twice if it takes damage from two sources in the same update tick.
  • Fixed bug where you could still pull things out of limbo via the Cullis Gate.
  • Fixed crash when trying to build or destroy roads off the map.

Interface Changes
  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.

Miscellaneous Changes
  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.
  • Corrected Cullis Gate construction outline graphics.
  • Adjusted the pool color in Essence Collectors.
  • Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.
  • Shields have been added to the game with a chance to block, when a block is successful 100% of the damage is diverted to the shield's durability instead of the mob.
  • Toolsmiths can manufacture iron shields.
  • Farms can now use dirty water for crops.
  • Farmers can now harvest dirty water for their farms.
  • Changed priority of clean water in farms to very low, preventing wasting clean water on farms unless all other sources are full.
  • Arrow Bundles renamed to Ballistae Bolts Bundles so they will not be confused with the new Quivers.
  • Rewrote the entire missile system to complement the new mob range attack AI.
  • Made several minor tweaks to the AI.
  • Critical building repair AI now kicks in at half health, rather than a third health.
  • Added a bunch of fan made maps to the Developer's Choice map pack.
  • Halved the drop rate of silk.
  • Harvesting AI will now bail out if it is en route to harvest something and the resource is deselected by the player.
  • Total resource counts now count resources that are in inventories.
  • Water Masters now refine water from the nearest source.
  • Changed the Cullis Gate tip to reflect the changes in InDev 27.
  • Mobs on fire can now be put out by being dropped in water.
  • Mobs now flee to water when on fire.
  • Mobs body heat will now drop slowly while in water or if it is raining.
  • Added proper colors for the various water phases in the minimap.
36 comments Read more

October 9

Build InDev 28 Unstable 6 Released

Click here for help on accessing the Unstable branch!

Unstable 6 has arrived, chalk full of miscellaneous bug fixes, tweaks and improvements to prep for InDev 28 Stable's release on the 15th! :)

This may be the final Unstable build before InDev 28 Stable is released, so be sure to bugtest the hell out of it.

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

InDev 28 Unstable 6 Change Log

Miscellaneous Changes
  • Added a positioning arrow system to the outline of the GUI. Now villagers, golems and doggos off screen will have tiny arrows point towards them along the outer edges of the GUI. If the mob's health is below 75%, they will flash to get the player's attention.
  • You can now use ALT+ENTER to toggle full screen.
  • Golems now appear as orange dots on the minimap.
  • Visible ghosts are now white dots on the minimap.
  • Minimap mob dot borders are now slightly darker.
  • Lowered arrow count of quiver to 40.
  • Weapons and tools now obey their damage types in melee combat.
  • Slashing damage added.
  • Slightly optimized some of the AI algorithms for determining if storage or refining should be done.
  • Added ranged and weapon damage to the mob GUI.
  • Added new sound set system so sound sets can be applied to specific mobs.
  • Added doggo sound effects.
  • Resources out of range of the village are no longer counted in any of the totals.
  • Added song Sunken Hope.
  • Updated soundtrack DLC with all of the new songs added in the last few versions.
  • When highlighting over a manufacturing resource in the resource management tab, the resource required is now displayed.
  • Slightly adjusted the positioning of the right panel.
  • Added smaller dismantle icons for 1x1 buildings.

Big Fixes
  • Fixed a typo in the ancillary description.
  • Fixed range bug over-placing when you placed buildings faster than the system updated.
  • Fixed "long range" melee attacks when a mob runs out of ammo mid-attack.
  • Fixed some awkward targeting bugs in the combat AI
  • Fixed a minor bug when a mob is refining a resource while another is en route to store the same resource in a building with even storage flagged, that could cause the storage count to go over.
  • Fixed a bug where the new resource management system would not "Obey" some tool and weapon requests because it determined the villagers did not need the item.
  • Fixed the map editor's map "drift" movement.
  • Removed an invalid object on map Sandy South.
  • Doggos no longer trigger the new left hand snap panel.
  • Fixed a bug that could sometimes cause mates to not be correctly assigned when a mob spawns into another mob type.
  • Fixed a bug if a doggo became owned by a child, and the child grew up, the doggo would no longer be assigned to the child.
  • Fixed a bug if a wild doggo became domesticated, their owner would "forget" who they are.
  • Holy golems are not longer counted as homeless in the GUI.
  • Fixed minor graphics glitch on the makeshift bowyer construction phase.
  • Fixed a few miscellaneous font issues in some areas of the GUI.
  • Tips are now properly enabled/disabled without restarting the game if you change the setting while playing.

InDev 28 Unstable 5 Change Log

Resource Management System
  • When you click on a building that provides a job, or a villager with a job, the left panel now snaps to a summery view of what that job or building can manufacture, as well as a workforce panel to adjust worker counts.
  • The totals listing in both the resource management panel and main resource list along the top of the GUI can now be sorted by resource locations, allowing you to see what resources are equipped, on the ground, in storage, etc.
  • You can now use left shift plus left or right click to autoset the make and maintain controls to 0 or infinity.

Miscellaneous Changes
  • Mobs on fire can now be put out by being dropped in water.
  • Mobs now flee to water when on fire.
  • Mobs body heat will now drop slowly while in water or if it is raining.
  • Added Doggo specific names.
  • Added proper colors for the various water phases in the minimap.

Big Fixes
  • Fixed a bug that prevented the player from adjusting resource management values when a building is being upgraded.
  • Changed the Cullis Gate tip to reflect the changes in InDev 27.
  • Fixed level range caps of some the golems that were causing them to sometimes spawn a slightly lower level than they were designed to.

InDev 28 Unstable 4 Change Log

Speed Controls
  • Speed controls have been added, you can now toggle between pause, 1x, 2x and 3x. Warning: 3x may cause performance issues on lower end machines!

Resource Management System
  • Resource management controls have been added. You can now adjust resource production caps in the left tab (Same area as the workforce panel)
  • Most production levels are set to 0 by default, and you have the option of raising the amount you want to "Make now" or the amount you want to "Maintain".
  • Setting a resource to "Maintain" tells the AI to do everything it can to keep the count at what you set. For example, if you set the AI to maintain 20 boards, it will make up to 20 boards, and only make more if the total drops below 20.
  • Setting a resource to "Make" tells the AI to immediately make the amount set. For example, if you set the AI to make 20 boards, they will attempt to make 20 additional boards regardless of what maintain is set at, then stop once 20 are produced.
  • The same system can also be used to control harvesting.
  • Setting the values of "Make" or "Maintain" over 200 will set it to "Infinity".
  • The AI still obeys storage limits, so make sure you have space or production may halt.
  • You can increment/decrement the values by plus or minus 10 by right clicking.

Miscellaneous Changes
  • Golem Combobulators now start by only spawning 2 golems, but gain +1 slow per upgrade, up to 5 total.
  • Halved the drop rate of silk.
  • Harvesting AI will now bail out if it is en route to harvest something and the resource is deselected by the player.
  • Total resource counts now count resources that are in inventories.
  • Water Masters now refine water from the nearest source.

Big Fixes
  • Things doggos have equipped in their inventory or are carrying are now properly counted when counting totals for resources.

InDev 28 Unstable 3 Change Log

Mob Ranged Attacks
  • The entire combat AI was rewritten from scratch, allowing the use of ranged attacks and opening up development for future weapon and mob types to utilize the new system.
  • Bowyers can now manufacture bows and quivers.
  • Added bows and quivers to the game, as well as a dedicated inventory slot for them. Villagers can equip and use them to shoot at monsters from across long distances and over walls.
  • Fire Elementals now can shoot fireballs.
  • Crystal Golems and max level Wood and Stone Golems can now shoot magic missiles.

Miscellaneous Changes
  • Shields have been added to the game with a chance to block, when a block is successful 100% of the damage is diverted to the shield's durability instead of the mob.
  • Toolsmiths can manufacture iron shields.
  • Farms can now use dirty water for crops.
  • Farmers can now harvest dirty water for their farms.
  • Changed priority of clean water in farms to very low, preventing wasting clean water on farms unless all other sources are full.
  • Domesticated animals can now be attacked by monsters.
  • Doggos are not as brave and will flee combat more often.
  • Arrow Bundles renamed to Ballistae Bolts Bundles so they will not be confused with the new Quivers.
  • Rewrote the entire missile system to complement the new mob range attack AI.
  • Made several minor tweaks to the AI.
  • Critical building repair AI now kicks in at half health, rather than a third health.
  • Added a bunch of fan made maps to the Developer's Choice map pack.

Optimizing and Big Fixes
  • Fixed a rare bug that could cause a building to be "destroyed" twice if it takes damage from two sources in the same update tick.
  • When a doggo is killed or teleported to Limbo, his previous owner correctly unassigns himself as owner.
  • Fixed spells confusing/panicking mobs even when they don't successfully cast.
  • Fixed bug where you could still pull things out of limbo via the Cullis Gate.
  • Fixed crash when trying to build or destroy roads off the map.

InDev 28 Unstable 2 Change Log

Golem Combobulators
  • All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
  • Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.

Miscellaneous Changes
  • Corrected Cullis Gate construction outline graphics.
  • Adjusted the pool color in Essence Collectors.
  • New Building: "The Doggo House", a very small, cheap house that houses Doggos.
  • Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.

Optimizing and Big Fixes
  • Fixed abandoned recombobulator image in map editor GUI.
  • Fixed a few minor problem panel issues.
  • Fixed a very rare crash bug that was corrupting profiles. (Note: This was implemented into InDev 27e as well)
  • Doggo Ghosts can now be properly resurrected.
  • Fire elementals no longer die walking on frozen tiles.
  • Fixed 4k texture loading problem for some older GPUs.
  • Fixed the map editor GUI while in debug mode.

InDev 28 Unstable 1 Change Log

Doggos
  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.

Optimizing and Big Fixes
  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.

Interface Changes
  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.

Miscellaneous Changes
  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.

Known Issues that will be resolved before the stable build
  • None.
4 comments Read more
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Features and Follows


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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