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 (13 reviews) - 92% of the 13 user reviews in the last 30 days are positive.
Overall:
Very Positive (335 reviews) - 87% of the 335 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 Retro-Pixel Castles 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. Retro-Pixel Castles 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 (134)

September 25

InDev 22 - The Interface Update - Released!

InDev 22 has arrived! This update may look short and sweet in the change log, but it's the culmination of about a month and a half of work. The entire GUI has been completely reprogrammed and almost completely redrawn from scratch. Hopefully you guys all enjoy the new interface! I'll probably do a few more tweaks and adjustments based on your guy's feedback while I start up on InDev 23, so be sure to leave any suggestions down in the comment section, they might sneak there way into InDev 22b. :)

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

InDev 22 Change Log

Interface Changes
  • Basically everything. (Seriously!)

Performance Settings
  • New particle reduction settings, allowing you to reduce the amount of total particles generated in the game.
  • New shadow settings allow you to enable/disable shadow rendering.
  • Autosave frequency can now be adjusted.

Miscellaneous Changes
  • Added bundled Linux JRE, all Linux distros should no longer have any problems launching the game regardless of their installed version of Java.
  • Re-balanced the weather temperatures slightly.
  • New Song: Stone of Joy.
  • New Song: Silky Clouds.
  • Updated Song: Settle At Dawn.
  • Updated Song: Pixel Village, and renamed it Spring Village.
  • Made silk drops less common.
  • Credit theme now loops.
  • The main theme now resumes after closing the credits screen.

10 comments Read more

September 22

Build InDev 22 Unstable 3 Released

Click here for help on accessing the Unstable branch!

InDev 22 is nearly complete. This (should) be the final Unstable release, with stable just around the corner pending some code cleanup and any last minute bug fixes. Be sure to bug-test the hell out of this one!

Also, don't forget about the hotkeys announcement. I will be adding some more hotkeys to the game either prior to the stable release or shortly after. So head over there and post your ideas!

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

InDev 22 Unstable 3 Change Log

GUI Changes
  • The entire World Map has been converted to the new GUI code, but functionally remains mostly unchanged.
  • Tweaked a bunch of miscellaneous GUI elements throughout the game.

Miscellaneous Changes
  • Added new song; Silky Clouds.

InDev 22 Unstable 2 Change Log

GUI Changes
  • The entire Main Menu has been converted to the new GUI code, but functionally remains mostly unchanged.
  • Fixed a few typos in the new GUI.
  • You can now use the mouse wheel to scroll the left and right GUI panels.
  • Mouse cursor is now visible when using the harvest select tool.
  • Large storage is now selectable in the GUI again.
  • Many minor visual tweaks to the GUI.
  • The main console now has a "Half Open" or "Half Closed" mode depending on your philosophical viewpoints.

Performance Settings
  • New particle reduction settings, allowing you to reduce the amount of total particles generated in the game.
  • New shadow settings allow you to enable/disable settings.
  • Autosave frequency can now be adjusted.

Miscellaneous Changes
  • Credit theme now loops.
  • The main theme now resumes after closing the credits screen.

InDev 22 Unstable 1 Change Log

GUI Changes
  • Basically everything. (But the main menu!)

Miscellaneous Changes
  • Added bundled Linux JRE, all Linux distros should no longer have any problems launching the game regardless of their installed version of Java.
  • Re-balanced the weather temperatures slightly.
  • New Song: Stone of Joy.
  • Updated Song: Settle At Dawn.
  • Made silk drops less common.

Known Issues that will be resolved before the stable build
  • A possible memory leak may exist in the new GUI.

0 comments Read more
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About This Game


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.

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.

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 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! 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


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!


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 64 Bit 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 64 Bit 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 Sept. 2016! Learn more
Recent:
Very Positive (13 reviews)
Overall:
Very Positive (335 reviews)
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273 reviews match the filters above ( Very Positive)
Recently Posted
ItBeAZombieYo
5.1 hrs
Early Access Review
Posted: September 26
Summary: If you enjoy dwarf fortress, city builders, or god sims this game may be for you.

I saw it a while ago and thought it looked interesting so I put it on my wishlist. Got a notification telling me about the (current sale) price of 5 dollars. Thought why the hell not.

I skipped over the tutorial video because I didn't feel like watching it, so I mostly learned from experimenting and reading the tool tips that would pop up. Certain game mechanics were pretty straight forward, others seemed to be slightly confusing or not explained very well.

Easy to grasp: Trees make wood, you chop trees, you get wood.
Confused for the first time playing: Farms make food, but you have to gather food to plant in them? First thought that the farms just made food so I wouldn't have to scavange what was on the map, but I realized I was mistaken when my villagers began starving to death.

Another example of something not explained were the "Ancient Radiance Pools", which I had to google to figure out what they did and decided that I wanted to destroy them. Was it a good idea? Who knows, what they really do and their purpose still isn't 100% clear.

But pretty much all of these things can be fixed or adjusted along the way because this IS an early access game. After a good five hours of playing I feel that my village is mostly complete. There are still things that I need to build or modify to make it feel complete, but I am not afraid of monster invasions, starving to death, or homelessness (However winter is coming...).

Overall I have enjoyed what the game has to offer so far and will mostly continue to play it until I burn myself out on it and then pick it up when the next major patch is released. The dev says they will not charge for or release any support DLC for the game, but in this day and age I don't trust anyone anymore. None the less, I look forward to seeing how the game will develop. *And if you're reading this while it's on sale, five dollars is a pretty good deal for what is currently a fun and cute little god-sim-villager-building-RTS-defense game.*
Helpful? Yes No Funny
Mayday3154
100.1 hrs
Early Access Review
Posted: September 20
Great game, challenging enough to keep you entertained as well. Overall could benefit from a few changes, mostly a way to speed up time so you arent watching your villagers slowly build turrets or a fence. One last thing is would be nice to be able to rotate your building so a village could look and function a lot more like a village should. I know it's still in early release, but it is already a great game.
Helpful? Yes No Funny
Dalorath
80.2 hrs
Early Access Review
Posted: September 19
This is an inovative game... Give it a good try and youll learn to like it :-D

Helpful? Yes No Funny
Eisenkraut
6.8 hrs
Early Access Review
Posted: September 18
Not yet finished - but very promising game! Very active devs (regular updates). Already really fun gameplay that is bound to get even better.
Helpful? Yes No Funny
Dingus Chief
102.9 hrs
Early Access Review
Posted: September 9
Yes I do recommend this game!
Even in it's current state (early access, indev 21 as of 09.09.16), it has fun mechanics, a good portion of buildings, and a bunch of horrible ways to die. The retro pixel-style allows dying to look like a massacre, without grossing people out. The game can be downrigth brutal, as it left me "Doom this world" a good couple of times.

Dear developer; I want more <3
Helpful? Yes No Funny
warcraftyoda
9.3 hrs
Early Access Review
Posted: September 5
Starving, starving and more starving. You can have a food spawn next to you, 10 farms and 90% farmers and your villagers will still starve to death.

I gave it a go and it came so close to being fun but it just turned into a frustrating experience.
Helpful? Yes No Funny
Elder Nako
12.6 hrs
Early Access Review
Posted: September 1
Very fune game, if you're a non picky ♥♥♥♥♥♥♥♥♥. Then well.....here you go. But all unseriousness aside. This game is real addicting for an early access.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
4 of 4 people (100%) found this review helpful
Recommended
8.0 hrs on record
Early Access Review
Posted: August 29
Early Access Review:

It took me a couple sittings before the game finally reeled me in, but boy has it given me that "one more turn" feel like Civ or Empire Earth. tl;dr at the bottom.

So what is Retro-Pixel Castles?

Right now it's basically a sandbox survival village building / god simulation game. As it's Early Access the content is currently limited, but there is enough to get a good idea of how great this game could be should it continue to go the direction it is currently being developed.

What do you do?

You can build a village, collect resources, expand your population, defend your land from monsters that attack at night, and then expand your control beyond the current map and export units/resources to "Limbo" where you can access them on other maps as part of the World Map system.

What can't you do (yet)?

Currently there are no animals, as noted by the dev. Building diversity is also very limited; you can see one or two variations of defensive buildings that use each resource type, there is essentially only one gathering building for each type of resource (wood, stone, and crystal), only one resource "refining" building for each type of resource, inventory management is a bit awkward--no ability to to prioritize what resources get stored in large storage buildings. Also magic buildings are limited to a portal to Limbo, an essence collecter (used to power magic defense structures), and a crystal motivator (regenerates your natural crystal deposits so they can be harvested sooner.), and a few defensive buildings.

There is also currently only one playable race/faction. I would love to see different races / tribes that have alternate methods of collecting resources and different technologies/structures. As someone who grew up with Warcraft 2 and 3, I really fell in love with the base building. (I loved how the Undead didn't have to travel to collect gold, and how the Night Elves could collect wood without destroying trees, thus allowing forests to exist as walls where-as the Humans/Orcs eventually destroy every resource in their path to find each other.)

Music is simple and satisfying, but I think it could use more variety as with most of the rest of the game.

I hope the dev keeps on improving this game because I'm hooked, I want to see more but I'm afraid even when I expand to my second base there won't be anything but new terrain to see.

tl;dr:

This game is a fun mix of Dwarf Fortress and Warcraft 2/3. The graphics are colorful and bright. You can build a maze of walls for the monsters to run through turning it in to a real survival tower defense. I recommend it to anyone who likes retro village building.
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3 of 3 people (100%) found this review helpful
Recommended
3.3 hrs on record
Early Access Review
Posted: August 30
I was looking for some fun strategy games, and this caught my eye because it claimed to be 'Dwarf-Fortress' like. So, I bought it. And in my opinion, it's worth it. Maybe not for a full 10USD for an Early Access game, but I digress.

The game itself is fun, challenging on harder difficulties, and in a pretty good state. The music, however, might be the best part of this. Really relaxing, and overall just good.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
79.7 hrs on record
Early Access Review
Posted: September 8
Gameplay Video:

https://youtu.be/WoHgbg_eCK4

Retro-Pixel Castles is a great game that's being created by great developers.

In the game you have to manage a colony of people as you fight against evil zombies and creatures of the night that are trying to end your colony. You assign jobs, build buildings, and have god powers to control some things. It's just a great god game.

The game is hard, but doable. The devs have made clear that they want the game to be difficult, so do keep that in mind if you're looking to pick it up. Your main issue will be making enough food for your people to survive the off seasons.

The aesthetics are simple, but quite enjoyable. Everything is easy to differentiate and keep to a pretty consistent standard. The music (which is most of the games audio) is mostly good. I find that some of the tracks are annoyingly happy, feeling out of place in a difficult game, but it's never too bad.

The devs are great. They have made consistent updates for the entirety of the time that I've had the game. They take the communities recommendations into account and are really making great and significant changes to the game.

Overall, I can't really say much that's bad about the game except the difficulty. It's still in early access, but the game is consistently worked on and it's only getting better. This is a game that you should check out.


P.S.

In addition to my above video, I made a video WAY back about a year ago. If you're interested in seeing how much its changed, you can check out the older video here:

https://youtu.be/mtRjppr_B9k
Was this review helpful? Yes No Funny
3 of 6 people (50%) found this review helpful
Recommended
15.0 hrs on record
Early Access Review
Posted: September 9
Make more games like these... Please???
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Most Helpful Reviews  Overall
71 of 84 people (85%) found this review helpful
1 person found this review funny
Recommended
13.7 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
46 of 49 people (94%) found this review helpful
38 people found this review funny
Recommended
6.1 hrs on record
Early Access Review
Posted: August 5
Hi there. Are you in your 30s? Do you like building things? Do you remember when Warcraft meant RTS and not an MMO? Than have I got a game for you.
I dunno, maybe its just me. Back hWen (cool hWip), I liked RTS games like Warcraft III or Age of Mythology when I could build up my base and THEN go murder the enemy. But thats just me-I digress.

Retro Pixel Castles hits you right in that build up and kill em all itch. The Dev is active and responsive, which is more than I can say for my ex-gf. Good god Im funny. I should probably go out and make some friends rather than posting on Steam for validation. Im so lonely.
Was this review helpful? Yes No Funny
33 of 34 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.
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28 of 35 people (80%) 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.


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21 of 23 people (91%) found this review helpful
1 person found this review funny
Recommended
59.2 hrs on record
Early Access Review
Posted: August 30, 2015
EDIT 4/2/2016: Updated review, the game has improved.

I won't bore you with insanly long reviews, so i'll get right to it, here's my list of pros, and cons.

Pros:
  • All art is hand-drawn from the coder, and sole developer (other than bibiki, the musician.)
  • The look and feel of the game is very immersive.
  • A very nice assortment of resources to gather, food, wood, crystals, stone, to name a few.
  • Map editor is amazing, going to be even better at some point, as he has stated a few times he'll be adding options.
  • The style and look of the menus are amazing, and fit so well. (especially since the 16x16 update)
  • Little bugs, and all that are found usually resvolved, good or bad, ray helps.
  • DRM Free
  • An also nice selection of enemies, and jobs, adds a good bit of depth.
  • Recent changes to the way things work has made the game a lot better IMO.
  • The new towers for defense have greatly improved playablity.
  • Ray's got some strange talent at making maps, and lots of them too, plus they all last ages so that's a good bit of fun.

    Most of the cons are minor, may not look that way by the amount of text but that's just cause of my choice of wording.

    Cons:
  • The game is more-that-slightly-less-than-rather intensive, but that's not bad coding, it's just the particles are everywhere.
  • No undo/redo in map editor, Most likely will be changed.
  • Can't rotate in map editor. Not sure if it will be changed because that might be on purpose.
  • Winter is perhaps a bit too hard to survive late game, but i've only gone into it once since the update.
  • The AI can be a little stupid, like often when i put enemies in forests they broke their way our, causing wood to drop on the floor and that was miles away, my people then go to pick it up. But, gernally the AI pretty good.

    Overall rating: 8/10

    Alright, that's all for now, join me next time on this steam reviews to find out if weight loss is a lie.
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21 of 24 people (88%) found this review helpful
Recommended
76.9 hrs on record
Early Access Review
Posted: November 23, 2014
This game is like AOE x SIM CITY x SIMS.
Food and shelter are the two most important thing in the game. No food, the villagers will starve to death, no shelter, they will sleep on the street (however, there's no monsters currently? Therefore, they are kind of safe).
I enjoyed playing this game. First of all, it's like AOE, you need to get your villagers to do work and collect resources. It's like SIM CITY because you have no direct control on them. It's like SIMS because they will level up (probably they will have special skills in the future?)
The most interesting thing in this game is that villagers will have babies!

Score: 8/10
As the game is still in the development process; however, I will be giving a 10/10 when the game is done as it's super awesome!
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