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 (68) - 98% of the 68 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (883) - 92% of the 883 user reviews for this game are positive.
Release Date:
Oct 27, 2014
Developer:
Publisher:

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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 (203)

December 14

InDev 29 Screenshot Roundup Event! Get your screenshots posted on the official store page!

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.

This time around I want to do something extra though, I want to throw some testimonials up there. So if you have a review you'd like me to look at to steal quotes from, don't forget to link it down below!

The nitty gritty rules
  • Must be version InDev 29 Unstable 4 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!
  • If you're also wanting me to use your review for testimonials, don't forget to link it as well!

The images and testimonials 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, and you can have multiplies selected. The higher quality the better!

Have fun! Looking forward to your submissions. :)
5 comments Read more

December 12

Build InDev 29 Unstable 4 Released

Click here for help on accessing the Unstable branch!

InDev 29 Unstable 4 has been released, this patch is (hopefully!) the final patch before release InDev 29 Stable on December 17th. Barring any serious issues, this patch should be compatible with InDev 29 Stable saves, but I can't make any definite promises. :)

This patch introduces the upgradable housing, a crap ton of optimizing and bug fixes, some balance changes, and shameless links to the newly launched Patreon.

As per usual, checkout the change log for details!

I will also be holding another "screenshot roundup" soon, and will be accepting screenshots that are 1080p or greater of your villages to use on the official store page. (1920x1080, full screen, on default/max settings preferred) So if you muster up some nice villages, don't forget to take a screenshot to submit for later! :)

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

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

InDev 29 Unstable 4b *HOTFIX* Change Log

Big Fixes
  • New housing can now be dismantled or paused while under construction.
  • Fixed "runaway" progress bars in the object and mob panel GUIs.
  • Fixed storage priority flags so camps and ancillaries are properly lower priority than storage buildings.
  • Fixed an extremely rare bug where villagers would get stuck in their home waiting for their mate to arrive, even though both are already in the home.
  • Fixed a few rare case-specific crashes caused if a house is being upgraded and the AI tries to access it.

InDev 29 Unstable 4 Change Log

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.

The Marketplace, Gold and Catjeet
  • Doubled the amount of stock Catjeet add to their inventory every day.
  • Keys now spawn in the starter stock for Catjeet
  • Catjeet starter stock is now 10 times higher.

Loot Boxes
  • Loot boxes now get annoyed with the player and teleport away if you click on them a bunch of times.
  • Natural loot box generation chances lowered by 50%.
  • Decreased suspicious key cost in the marketplace.

Miscellaneous Changes
  • Villagers can now gain social if they're in a home with other villagers at the same time.
  • Miscellaneous storage can no longer store water buckets.
  • Changed the sort priority on ancillaries and camps from very low to low, the same as storage buildings.
  • 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.

Interface Changes
  • 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)
  • When your available stock is 0, but you have villagers with that item equipped, the marketplace now properly displays "Empty".
  • Moved the resource values of buildings off the title bar, and is now only displayed on the left hand of the dismantle notification message.
  • Hit points, energy and spawn timers on the building GUI have all been changed to progress bars.
  • Changed the loading screen a bit.
  • Cleaned up and tweaked a ton of small areas of GUI code.

Optimizing and Big Fixes
  • Chests, ancient cullis gates and ancient radiance pools no longer count against the building cap.
  • Fixed an endless loop in the provisioner AI when they have found resources to work with, but can't reach them all.
  • Villagers and doggos will no longer try to chat with monsters.
  • Villagers will now obey distance checks when chatting.
  • Tip panel no longer renders behind the other panels.
  • Gold ingots priority in the forge is now properly set to very high, so organizers will stop removing gold ingots before smelters can turn them into coins.
  • Monsters will no longer attack loot boxes when they're blocking a path.
  • Optimized the map AI module that controls map regrowth and spread mechanics.
  • Optimized the aggro checks slightly.
  • Optimized the waypoint generation system.
  • 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 map writer rendering mobs incorrectly.
  • Fixed abandoned rain catcher shadow generation.
  • Marketplace can now be used even if its being upgraded or under construction.

InDev 29 Unstable 3b *HOTFIX* Change Log

Big Fixes
  • Fixed a lag issue when too many floater icons were generated at once.
  • Fixed a bug with provisioners sometimes not hiring Catjeet laborers even though a hire order was placed and the marketplace had enough gold.
  • Fixed a crash when dropping resources in the cullis gate.

InDev 29 Unstable 3 Change Log

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.

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.

Optimizing and Big Fixes
  • Can now poke dead mobs again.
  • 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.
  • You can now buy and sell with catjeet even if the marketplace is being upgraded.
  • Optimized the way point generation system.
  • Lightning now properly hits the center of tiles, rather than the corners.
  • Mobs now obey terrain depth when highlighted.
  • Fixed a redistribution AI on load crash.

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.
  • Spawners now show the paths of the mob types they spawn.
  • Construction projects now show the paths of the mob that are working on the building.
  • "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.

Miscellaneous Changes
  • Added harvesting and tending speed boosts to upgraded farms.
  • You can now buy and sell water bottles.
  • Halved the catjeet laborer's price.
  • 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.

InDev 29 Unstable 2 Change Log

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.

Optimizing and Big Fixes
  • Fixed a crash on load bug in the redistributing AI code.
  • Fixed a crash in the guard patrol behavior that would sometimes return way points the guard can not reach, causing lag or crashes.
  • Fixed a rare issue where sometimes you couldn't grab or interact with a mob who was standing over a dead body.
  • Re-added bow to the bow firing animation.
  • 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.

Miscellaneous Changes
  • 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 highlighting or selecting a mob, they now light up.
  • When a work building or home is highlighted or selected, all the mobs assigned to it are selected, light up and show their current paths.
  • Optimized and rewrote the range and perimeter system.
  • 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.
  • When a building is under construction, it'll no longer obey the storage paused and disable settings.
  • Water Masters and Organizers will now only take water from water sources if the buckets are full.
  • Slightly buffed crystal golems stength, boosting their damage and hitpoints.
  • Added map Perilous Waters to the developer's choice maps, made by Mckloshiv.

InDev 29 Unstable 1b, 1c and 1d *HOTFIX* Change Log

Optimizing and Big Fixes
  • Fixed typo in Catjeet provisioner's job title.
  • Fixed rare redistribution AI crash caused by bad save data.
  • Lighting now properly updates faster when speed is increased.
  • Holy golems no longer emit particles while the game is paused.
  • Catjeet provisioners and laborers can now use gates properly. (Note, Catjeet spawned in previous saves may still not use the gates.)

Miscellaneous Changes
  • Catjeet are more willing to leave the village when they're hot or cold.
  • Miners can now store and clearout gold ore.
  • Wild Doggos can now use gates.

InDev 29 Unstable 1 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.

Optimizing and Big Fixes
  • 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.
  • Removed some legacy launcher code. YOU MAY NEED TO UPDATE ANY MANUALLY MADE SHORTCUTS

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.

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!
  • Tooltips now render at the bottom right of the mouse.
  • Reversed changes to particle sizes, now all particles are the same size again.

Known Issues that will be resolved before the stable build
  • The farm tip uses the old farm in the tip video.
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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 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 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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