A challenging godlike village simulator designed to bridge the gap between the complexities of village simulation with the simplicity of classic 90s real-time strategy. Inspired by games like Towns, Gnomoria, Warcraft, Banished and Dwarf Fortress but not quite like any of them. Updated frequently.
User reviews:
Recent:
Very Positive (15 reviews) - 86% of the 15 user reviews in the last 30 days are positive.
Overall:
Very Positive (416 reviews) - 89% of the 416 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 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! :)”
Read more

Buy Rise to Ruins

Buy Rise to Ruins - Game and Soundtrack Bundle!

 

Recent updates View all (161)

March 24

InDev 25 Screenshot Roundup Event! Get your screenshots posted on the official store page or shared on Twitter!

Hey everyone! It's time for another screenshot round up! Every few updates I revamp the Steam store page, adding more recent screenshots. One of my favorite things to do is to take screenshots that you guys have made and put them up on the store. I feel they're a more personal, realistic representation of the game, and of course, it's just fun to get the community involved!

If you want to submit your screenshot to the event, the higher quality the better! I'm looking for screenshots that really show off all the features of the game. These screenshots can be of anything you want, any mode, anywhere.

I will also be tweeting (and retweeting) screenshots as they come in on my Twitter feed. So if you want a retweet, follow and mention me (@RaymondDoerr) in a tweet with your screenshots!

For the Steam Store page
  • Must be version InDev 25 or higher!
  • 1920x1080 resolution is best, but I can accept some shots that are higher or lower.
  • Take them in full screen mode if you can (F10 to toggle in-game).
  • You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
  • If you want, you can also disable the GUI by hitting F4.
  • Upload them to the Steam Community Hub, or upload them to a image sharing service of your choosing (imgur, for example). Make sure the images are as least compressed as possible! I can't use over-compressed images.
  • Please post a link to your image in the comments below so I can find them easier!

  • Must be version InDev 25 or higher!
  • 1920x1080 resolution is ideal, but any resolution will do! Videos/GIFs are also accepted. (Let's Plays and Review videos are also fine!) but only the screenshots can make it to the store page. Although if you're after some free exposure, feel free to share anything you like!
  • You can take screenshots either with the built in in-game hotkey (F2), or with Steam's overlay hotkey (F12). If you plan on uploading them to the Steam Community Hub, F12 is probably easier.
  • If you want, you can also disable the GUI by hitting F4.
  • Submit them to @RaymondDoerr on Twitter by just following and then mentioning me in a Tweet with your screenshots!

The images selected for the store will be put up on the store page, with your username on it. If you don't want your username posted, please inform me in the comments below when submitting.

You can submit as many or as few as you like to both the Community Hub and Twitter, and you can have multiplies selected. The higher quality the better!

Have fun! Looking forward to your submissions. :)

10 comments Read more

March 22

InDev 25 - The Hydration Update - Released!

Another major game changer patch has arrived! Introducing the super sized, InDev 25 Content Patch, the Hydration Update! This update's primary focus was to bring "thirst and water" into the game. But, as usual includes a ton of other additions, tweaks and bug fixes.

Check out the change log for all the expansive changes, and let me know down in the comments what you think!

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

InDev 25 Change Log

Water and Thirst System
  • Villagers now have thirst, like hunger this stat will drop slowly. If their thirst reaches zero they will begin to lose hit points and eventually die.
  • Being overheated or overworked will cause villagers thirst to drop faster.
  • Drinking water will lower a villager's body temperature if they are overheated. Sometimes they will drink water if they're extremely hot, even if they're not thirsty.
  • New Building: Water Purifier. This building will accept dirty water (Harvested from lakes) and slowly filter it into clean water the village can use.
  • New Building: The Well. This building will slowly generate drinkable water year round, regardless of weather and temperature.
  • New Building: Rain Catcher. This building will collect rainwater, funnel it into barrels, and will work year around, assuming it is rains.
  • New Buildings: Small and Large Water Fountains. Decent sized fountains of drinkable water, villagers will visit the fountain to drink water if they don't have any water in their inventory.
  • New Building: The Bottler. This building will provide new Bottler job slots, and refine water into water bottles villagers can carry around with them.
  • New Job: Bottler. As stated above, they will refine water buckets into bottles. They will also distribute bottles to houses.
  • New Job: Water Master. Water masters will deliver buckets of water from rain catchers and wells to other sources that need them in the village, like fountains, farms, houses and bottlers.
  • Villagers will now visit water sources to replenish their thirst, they prioritize going to fountains or drinking water bottles in their inventory. If they can't find either, they will visit their house or any other water source anywhere in the village.
  • Water Masters can now harvest dirty water from lakes to be taken to the water purifiers.
  • The "Harvest Food" button is now a "Harvest Food and Water" button.
  • Lake water can now freeze in extremely cold weather (Usually only during the Winter) making it unharvestable until it thaws.
  • Water can now be drained completely from a lake, due to over harvesting.
  • Water levels in lakes replenish when it rains.
  • Way Makers can now clear all terrain, just like Builders.
  • Water can now be cleared by Way Makers and Builders with the destroy terrain tool.
  • Way Makers can now dig holes to create villager make lakes for collecting rain water, creating new water sources next time it rains. They can also be used to expand existing water sources.

Farming and Food Changes
  • Crops can now be tended to and watered to help them grow faster, or resist dying. Typically meaning the more farmers you have, the faster your food production.
  • Crops can now grow in the Summer, but must be well tended and watered. Otherwise they may stop growing, or even die.
  • Reworked how food is eaten somewhat. Now food has a much higher use-count, but each use only counts as 1 hunger point. The final actual food value is the same.

Full Moon
  • The world now has a "Full Moon" night every 7 days.
  • Monsters do not attack during a full moon, unless you get too close to them.
  • Essence spawns randomly all over the map during a full moon.
  • Ghosts (Dead villagers) pop up very frequently during a full moon.

Season and Weather Changes
  • Rebalanced weather and severe storm rates in all seasons.
  • Reduced overall amount of lightning during rain.
  • Midday is now longer, and Night is shorter in the Summer.
  • Midday is now shorter, and Night is longer in the Winter.
  • Reduced the overall amount of "High Wind".

Spawning
  • Changed starting villager summon in count in the World Map to summon up to 40 villagers, rather than 32.
  • Changed starting villager count in Skirmish from 21-27 to 28-32
  • Reduced global spawn rate in survival mode by 10%.
  • Available jobs now factor in to nomad spawn rates. The more available jobs you have (Total job slots minus Total population) the higher chance nomads will appear. If you have more villagers than job slots, it has a negative effect.
  • Nomads can no longer arrive twice in one day.
  • The nomad ticker now works in traditional mode again.
  • Traditional mode spawn rates and spawn caps have been increased.
  • Village overall population size now has a negative affect on nomad rates.

Resource Distribution Rewrite
  • The resource distribution and storage AI has been rewritten completely from scratch.
  • Each building now has a set resource priority for each resource they can store. For example, the Lumber Mill's priority for wood is "Very High", and the priority for boards is "Very Low".
  • Organizers, and most manufacturing and refining workers can now rearrange resources in the village taking resources from low priority buildings and delivering them to high priority buildings. For example, an Organizer may take wood from a Lumber Shack and deliver it to a Lumber Mill for the Carpenters to refine, and then later take boards from a Lumber Mill to the Ancillary, Camp or Wood Storage to clear up space in the Lumber Mill for additional wood.
  • All harvesters now deliver harvested resources to the highest priority buildings first, even if the building isn't the closest. For example, a Lumberjack will try to deliver freshly harvested wood to a Bowyer or Lumber Mill first, before delivering it to a Lumber Shack.
  • All construction jobs now always take resources from the lowest priority buildings first. For example, a Builder will take wood from Wood Storage, an Ancillary, or the Camp before taking it from the Lumber Mill, even if the Lumber Mill is closer. This applies to Way Maker's road construction as well.
  • Added additional AI flag to help prevent villagers from removing needed resources from buildings under construction to use elsewhere.

Miscellaneous Changes
  • Large, detailed building and working job panels have been added to the left and right tab, detailing a ton of useful information about the building or job assignment to the player when you hover over the building or job icon.
  • Improved some of the "Building Required" building overlay messages.
  • Monsters no longer auto attack when in range of the village.
  • Refining/Manufacturing villagers will now attempt to manufacture more resources in an endless loop until they're tired, run out of base materials or the building is at least 1/4th full of the refined resource in question.
  • Renamed "Stone" to "Cut Stone".
  • Adjusted the "trigger points" for fill phases in buildings somewhat.
  • Moved mouse over overlay for buildings above the building rather than on top of it.
  • Improved the particle generation when it is raining, now water will hit the ground and drip off terrain and buildings.
  • Removed essence collecting from radiance pools. They now only attract monsters.
  • Added total village energy (and now, water) to the resource bar.
  • New Song added, Maxine.
  • Hunger now drops about 20% slower, to help offset the demand for water.
  • Peaceful mode has been renamed Traditional mode to lessen confusion for new players.
  • Lowered the "rest period" essence has when it first spawns, before it is attracted to your hand/cursor.
  • The "suck in" radius of essence to your cursor has been doubled.
  • Lumberjacks can now store silk.
  • Miners can now store iron ore.
  • Slightly increased the overall resource values of most of the terrain in the game.
  • Improved resource amount generation code somewhat. Some terrain, like dead trees, now have significantly less resources.
  • Changed "Everything is peaceful" to "Everything is calm" during day 1's night cycle.
  • Grab Objects tool removed from Sandbox Mode.
  • Improved worker location selection for terrain and road clearing.
  • Page up/down and back buttons now flash on the GUI when there's a page to go to.
  • Removed the shadow behind floating particles.
  • Hunger now drops slightly slower.
  • Doubled the time between having a child and getting pregnant again is possible.
  • Decreased the pregnancy chance by 50%.
  • Slightly decreased the chance villagers will stop and chat.
  • Increased the time a villager is pregnant to one full game day.
  • Slightly deceased the chance villagers mate.
  • Recall spell now works on Nomads.
  • Tripled Tool and Armorsmith's refining speeds.
  • Children now take 2 full days to grow up.
  • Reduced the amount of high wind.
  • Cleaned up some of the resource display lists in the world map GUI.
  • Some buildings, like homes, now have fixed resource amounts per resource, always allowing space for a variety of resources so they won't be filled with just one.
  • Made all shadows a bit darker.
  • Total unassigned villagers count now factors in villagers en route to get or quit a job.
  • Decreased the body temp adjustment rates by 30%. (Meaning their temp will adjust to outside temps slower, keeping them cool or warm longer)
  • Added female villager sprites.

Optimizations
  • Overhauled the way tileset data is loaded into the game, somewhat lowering memory usage.
  • Optimized tile flag detection, increasing the general overall speed of the engine.
  • Optimized many of the mob and building search algorithms.
  • Increased the render speed of all overlay data maps.
  • A new resource loader system has been implemented, that should decrease load times.
  • Slightly optimized particle emitter system.
  • Improved random number generator speeds engine-wide.
  • Improved mob reach map generation by 30-50%
  • Slightly improved village range map generation.
  • Improved particle rendering speeds slightly.
  • Doubled the overall speed of the data module, used for generating all types of overlay data in the game (Range maps, resource maps, tower ranges, etc).
  • Improved tile loading memory usage slightly.
  • Completely removed the Trove library from the game.

Spell Changes
  • Lowered the cost of the Send to Limbo, Take From Limbo and Resurrect spells.
  • The spells Magic Torch, Distract and Spotlight have been removed from the game.
  • New Spell: Summon Holy Golem. A Summonable mid level golem you can summon anywhere in the map, and will destroy everything in sight. The golem will lose 5% of it's health every few seconds until it eventually dies.
  • New Spell: Storm. This spell will cause a terrible thunderstorm in the area cast, and should never be cast inside the village. This spell will also trigger rain or snow. Useful in summer drought.

Bug Fixes
  • Fixed the rain frequency in the early days of Spring.
  • Medic work now exhausts the mob correctly.
  • Fixed a few minor shadow and particle map issues.
  • Abandoned Crystal Harvestries can now be rebuilt properly.
  • Fixed Rain sound "Stuttering/Skipping" for some users.
  • Fixed a very rare crash caused by the object sorting algorithm when a game is first loaded.
  • Fixed a rare crash if the game tries to find a building at a specific coordinate right as the game launches.
  • Fixed resource "Hovering above head" bug when villagers are carrying something in water, tar or anything else with depth.
  • Experimental fix for resource loading lag issues some users have been having due to some picky malware and anti-virus programs.

18 comments Read more
See all discussions

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

Follow Development

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 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 Learn More
Recent:
Very Positive (15 reviews)
Overall:
Very Positive (416 reviews)
Review Type


Purchase Type


Language


Display As:


(what is this?)
343 reviews match the filters above ( Very Positive)
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...