A challenging godlike village simulator designed to bridge the gap between the complexities of village simulation with the simplicity of classic 90s real-time strategy. Inspired by games like Towns, Gnomoria, Banished and Dwarf Fortress but not quite like any of them. Updated frequently.
Recent Reviews:
Very Positive (102) - 93% of the 102 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (980) - 92% of the 980 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 (205)

January 15

InDev 29b - The Mega Sized Map Update - Released!

The first patch of 2018 has arrived! This ones classified as a minor patch, because it does not break your save data. But it's a fairly beefy minor patch, possibly one of the largest ever!

This patch almost entirely focuses on adding more maps to the game, changing some old ones, finishing off the current world map and prepping for expansion into brand new biomes in the future!

InDev 29b Change Log

New Maps
  • 11 new maps added; Azusa, Limestone, Nerstrand, Farley, Casas, Wilderock, Greyby, Goldmist, Loracre, Clearland, and Valencia.
  • 7 maps completely remade; Silvercoast, Survival Island, Arid River, Gateway, Greenham, Quiet Forest, and Black Sands.
  • 6 maps have had minor changes; Enchanted Shoreline, Springland, Strongvale, Northoak, Wheatcastle, and Merrowshore.
  • Entire world map art updated to line up with all the new maps and map changes.
  • Most of the old maps that were completely remade have been moved to the "Official Maps" map pack in skirmish mode.

Big Fixes
  • Fixed an extremely rare crash if you try to reclaim a building and you have no camp, but have enough free building slots.
  • Fixed a few illegal characters in the villager name system that could cause the game to crash.
  • Fixed a bug with the mating system that was preventing villagers from mating.
  • Implemented possible fix to AI redistribution crash.
  • Fixed a guard patrol bug that would sometimes crash the game if the guard could not find a valid coordinate to patrol in.
  • Fixed some particle position errors in the GUI when rendering golems.
  • Fixed a bug that would cause the game to crash if you cast dissolve outside the map bounds.

Miscellaneous Changes
  • Changed the bullet and spray tower descriptions.
  • Doubled the map movement distance off the edge of the map.
  • The mouse position and selection brush are now displayed on the minimap.
  • Equipment storage can no longer store water bottles, but can store shields.
  • Keys now spawn more often in place of loot boxes.
14 comments Read more

December 17, 2017

InDev 29 - The Quality of Life Update - Released!

The Quality of Life update has been released. This is another huge content patch, and an exceptionally large portion of it is player requested content! The highlights in this patch are the new upgradable housing, farms, storage and the new marketplace system. But there's a ton of other awesome new content, like $1.99 loot boxes. (Kidding, please don't kill me!)

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.

Also just as a friendly reminder and not a shameless plug what so ever, by popular demand, I have launched a Patreon last week. If you're interested, head over and check it out. :)

YOU MAY NEED TO UPDATE YOUR SHORTCUTS TO LAUNCH THE GAME. Some old launcher legacy code has been removed in this update. :)

InDev 29 Change Log

The Marketplace, Gold and Catjeet
  • A new mob has been added; The Catjeet. They are similar to villagers in stats, but they have more dexterity, less strength, fur and a tail.
  • The marketplace has been added to the game. When built, you will attract Catjeet provisioners and laborers, whom you can buy and sell resources with or hire, and become a permanent part of your village.
  • Buy and sell values of items are based on supply and demand, and adjust as your or the Catjeet's stock go up and down.
  • You can hire Catjeet laborers who visit the new marketplace, becoming permanent members of your village.
  • New job added; The Provisioner. The new provisioners will interact with the Catjeet, processing all buy and sell requests, as well as keeping gold stocked in the marketplaces.
  • Catjeet's resource inventory is global. Meaning if you sell 1,000 wood in one village, you can buy the same 1,000 wood in another later. Exception is in Skirmish mode, where each save gets its own inventory.
  • Catjeet generate new stock at dawn, the more Catjeet at your marketplace, the more stock will be generated.
  • The more marketplaces you have and the more upgraded they are will encourage more Catjeet to visit. Catjeet are also more likely to visit the lower the total Catjeet you have.
  • A new trade panel has been added to the left hand GUI that can be used to interact with the new marketplace and Catjeet.
  • Gold ore can now be harvested from rock, and smelted into gold ingots that can then be processed into gold coin sacks at the forge to buy items from the new Catjeet provisioners.

Upgradable Storage and The Storage Management System
  • All old storage buildings have been removed from the game, and replaced with a new storage building that can be upgraded 4 times.
  • A new gold storage building has been added to the game, to store gold ingots and coins.
  • You can now pause or disable storage of resources in buildings by clicking on their icons in the bottom GUI. Setting a resource to pause will prevent any more from being added, setting it to disabled will cause the workers to remove any resources that are already inside.

Upgradable Housing
  • All old housing has been removed from the game, and replaced with a single "Housing" building that can be upgraded in 3 paths, 4 times per path.
  • The upgrade paths are "Occupancy", "Standard" and "Quality". "Occupancy" will only increase the buildings maximum housing size, where "Quality" will provide significantly less housing, but will give a significant boost energy, happiness and health regeneration rates for its occupants. "Standard" as you might have guessed, is a balance between the two.

Upgradable Farms
  • The "Small Farm" has been removed from the game.
  • The farm is now upgradable twice, starting with 6 crop tiles, then 9, and finally 13.
  • Crop tiles now grow twice as fast to off-set there being less actual crops in the base farm before upgrades. Meaning the new base farm with 6 crop tiles grows nearly the same rate as the old large farm with 13, and a fully upgraded farm now grows roughly twice as fast as the old farm even though it has the same amount of actual crops.

Loot Boxes
  • Loot boxes are randomly hidden all over the map, it's up to you to find them!
  • Loot boxes can be opened with a key, for only $2.99 USD. You can buy them on the main menu. Buy in bulk and save! for only $100 USD you can get 100 keys!
  • Just kidding.
  • The keys to open the loot boxes can be found randomly in the game world when harvesting wood, water or wild food. They can also be purchased from Catjeet, and very rarely found in place of a loot box spawn. When a key is found, you can drop it on the box to open it.
  • Loot boxes can get annoyed with the player and teleport away if you click on them a bunch of times.

Social System
  • Villagers (and Doggos!) now have social stats, and will no longer just chat randomly. They will chat when their social levels are low or they have nothing better to do, reducing the amount of random downtime chatting.
  • When their social stats are too low, they will be much less likely to work and their happiness will plummet.
  • Finding a mate and coitus chances are now based on their overall social level. The higher their social, the better chance they'll accept a mate or coitus with one.
  • Tons of new chatting icons have been added to the game.
  • Chat AI has been partially rewritten to do a better job of finding chat partners.
  • Villagers can now gain social if they're in a home with other villagers at the same time.

Optimizing and Big Fixes
  • Removed some legacy launcher code. YOU MAY NEED TO UPDATE ANY MANUALLY MADE SHORTCUTS
  • Redesigned the sprite loader system to support more mob sprites without going over the 4k texture limit.
  • Fixed wood golem combobulators spawn caps during upgrades.
  • Fixed a bunch of very minor errors in some of the mob sprites.
  • Fixed some minor in-game mob coloring errors, mostly with ghosts.
  • Removed a duplicate name from the names list.
  • Slightly optimized the update loop for particles.
  • Lighting now properly updates faster when speed is increased.
  • Holy golems no longer emit particles while the game is paused.
  • Optimized and rewrote the range and perimeter system.
  • Possible fix implemented for a very rare crash if a mob is shooting something with a bow they can not reach, and the bow is taken from them misfiring.
  • Fixed a rare issue where sometimes you couldn't grab or interact with a mob who was standing over a dead body.
  • Fixed a crash in the guard patrol behavior that would sometimes return way points the guard can not reach, causing lag or crashes.
  • Slightly optimized the update loop for the mob job module.
  • Heavily optimized font rendering code.
  • Optimized the light rendering code slightly during all times of the day, and greatly during midday.
  • Optimized several of the mob searching algorithms, speeding up many parts of the AI.
  • Optimized the AI interrupt system, improving all AI slightly.
  • Fixed the motivation bolt from firing the incorrect missile type, sometimes causing crashes on load.
  • Optimized many parts of the GUI.
  • Optimized the way point generation system.
  • Lightning now properly hits the center of tiles, rather than the corners.
  • Ancient cullis gates and ancient radiance pools no longer count against the building cap.
  • Villagers and doggos will no longer try to chat with monsters.
  • Optimized the map AI module that controls map regrowth and spread mechanics.
  • Optimized the aggro checks slightly.
  • Golems no longer use crystal motivators as waypoints.
  • Fixed a few minor bugs in how waypoints were generated, that may have caused some crashing issues.
  • Fixed abandoned rain catcher shadow generation.
  • Optimized the resource pre-sorting algos.
  • Fixed extremely rare "invisible villager" bug, caused when you knock a villager out while they are in their home.

Interface Changes
  • You can now selectively grab things from buildings using the grab spell, similar to how the take from limbo spell works.
  • The rotation speed for the take from limbo spell type rotation is now double.
  • "No Production" now says "No Production Set", to help clarify the player needs to do something.
  • Redesigned the mob GUI a bit, changing most data types to fill bars instead of numbers, but you can still view the numbers by scrolling over them.
  • You can now mouse over a building and mob at the same time and see both overlay GUIs.
  • Lowered the default music volume, and raised the default sound volume.
  • Tip panel no longer renders behind the other panels.
  • Patreon link added to main menu.
  • Map zoom in and out keys have been moved to the [ and ] key.\
  • You can now speed up and slow down the game speed with the minus and equals key (next to backspace for most people)
  • Moved the resource values of buildings off the title bar, and is now only displayed on the left hand of the dismantle notification message.
  • Changed the loading screen a bit.
  • Cleaned up and tweaked a ton of small areas of GUI code.
  • Changed the sleep icon a bit.
  • Tooltips now render at the bottom right of the mouse.

Pathfinding Arrows
  • Redesigned the path finding arrows that display when a mob is selected. They now show actual arrows, and are colored based on their job color.
  • When a building highlighted or selected, all the mobs assigned to it are selected, light up and show their current paths. This includes buildings under construction, spawn points, homes, work buildings and many others.
  • When highlighting or selecting a mob, they now light up.

Miscellaneous Changes
  • Completely overhauled how water storage works, water no longer has a set storage value in buildings, everything is based on buckets, and buckets are created/destroyed as needed for space.
  • Removed light blocking code from all buildings.
  • Resource Limbo has been completely removed from the game, use the marketplaces!
  • Reversed changes to particle sizes, now all particles are the same size again.
  • Wild Doggos can now use gates.
  • Decreased firing rate of static tower, and increased energy cost.
  • The animation system has been completely rewritten from scratch.
  • The sprite sheet loading system has been completely rewritten from scratch.
  • Movement speed is now calculated into animation speed, so mob animations play faster or slower based on terrain.
  • Trimmed the mob overlay down a bit.
  • Slightly buffed crystal golems strength, boosting their damage and hitpoints.
  • Added map Perilous Waters to the developer's choice maps, made by Mckloshiv.
  • Combobulators will now stop producing golems when paused.
  • Tweaked confusion behavior a bit, and they now look in the direction that has caused their confusion.
  • Villagers can now get pregnant and coitus as soon as they are "generated", increasing early game reproduction rates.
  • Wild doggos are more likely to hang out in high-desirability areas, and their AI has been tweaked to prevent them from wandering off as often.
  • The maximum production settings are now 500, before switching over to infinite.
  • Villagers are now less willing to work if they're hungry, thirsty, unhappy or have low social.
  • All vegetation but crystals (Yes, the code thinks crystals are vegetation) now only spread if motivated, stopping trees from "taking over" the map extreme-late game.
  • Updated all world maps with the new upgradable housing, farming and storage.
  • The forge now uses even storage mechanics to prevent it from being clogged.
44 comments Read more
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About This Game

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

Build a village, and die trying!

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

Several Game Modes

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

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

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

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

Godlike Elements

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

Tons of map set themes!

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

The Soundtrack!

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

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

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

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

System Requirements

Mac OS X
SteamOS + Linux
    • 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)
    • 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).
    • 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)
    • 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)
    • 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)
    • 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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