A challenging godlike village simulator designed to bridge the gap between the complexities of village simulation with the simplicity of classic 90s real-time strategy. Inspired by games like Towns, Gnomoria, Warcraft, Banished and Dwarf Fortress but not quite like any of them. Updated frequently.
Recent Reviews:
Very Positive (51) - 90% of the 51 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (728) - 91% of the 728 user reviews for this game are positive.
Release Date:
Oct 27, 2014
Developer:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Because Rise to Ruins is unique, but it's still early in development. I thrive off your feedback. I not only want to make a great game I'd love, but I want you guys to love it too! I am a perfectionist, and I want my game to reflect a beautiful, streamlined and polished experience, a large part of that can't happen without the support from the fans.”

Approximately how long will this game be in Early Access?

“Until the game feels like feature complete product without any additional content patches. Rise to Ruins is not the kind of game I feel could ever be finished in the traditional sense though, even after leaving Early Access I will continue to develop the game. As long as you guys keep playing, I'll keep adding content!”

How is the full version planned to differ from the Early Access version?

“The final product will have tons of maps and tilesets, monsters, an unlock/awards system, random map generators, Steamworks support, user-created multilingual support and many other features that do not exist in the current version of the game. What you are getting now is not even a fraction of the content planned, and the official release day won't be the end of the new content either.”

What is the current state of the Early Access version?

The game is currently in the InDev phase, it is not by any means a complete game. While a ton of players are loving the game as is DO NOT BUY IT EXPECTING A FULLY FUNCTIONAL GAME. I want you guys involved as soon as humanly possible, so if you like the idea of shaping a game's development, hop on board!”

Will the game be priced differently during and after Early Access?

“Early Access is discounted at $9.99, the final release will probably be $14.99.”

How are you planning on involving the Community in your development process?

“I tend to ask tons of questions and take in feedback constantly, I am the developer who actually listens to you. Of course I can't add every single feature everyone wants, but I promise I or my staff will read every single post, comments and reviews here on Steam or on http://retropixelcastles.com. Your feedback is not only valued, it's critical. I want this game to be the best it can be, and the key is having great feedback! :)”
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Buy Rise to Ruins

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Recent updates View all (188)

September 22

Build InDev 28 Unstable 3 Released

Click here for help on accessing the Unstable branch!

The long requested bows and arrows have arrived! (Along with ranged attacks in general). I'm happy to announce InDev 28 Unstable 3 has been released. This patch completely and fundamentally overhauled the entire combat system, mainly to add in ranged attacks. Now your villagers can equip bows and arrows, some of your golems can fire magic projectiles, and fire elementals can throw fireballs across your walls!

Check out the change log for all the juicy details. :)

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

InDev 28 Unstable 3 Change Log

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

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

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

InDev 28 Unstable 2 Change Log

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

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

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

InDev 28 Unstable 1 Change Log

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

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

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

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

Known Issues that will be resolved before the stable build
  • None.
14 comments Read more

September 9

Build InDev 28 Unstable 2 Released

Click here for help on accessing the Unstable branch!

The upgradable Combobulators and Doggo Houses have arrived, along with a ton of hard-to-pin-down fixes and improvements under the hood that have now been resolved as well as some nice AI tweaks. :)

Check out the change log for all the juicy details.

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

InDev 28 Unstable 2 Change Log

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

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

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

InDev 28 Unstable 1 Change Log

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

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

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

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

Known Issues that will be resolved before the stable build
  • None.
14 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 Warcraft, along with some tower defense and survival elements in an attempt to create a new kind of village simulator. The goal is to try to bridge the gap between the depth and complexity of traditional village simulators, the fun of godlikes and the simplicity of real-time strategy.

Build a village, and die trying!

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

Several Game Modes

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

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

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

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

Godlike Elements

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

Tons of map set themes!

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

The Soundtrack!

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


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


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


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

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP (32 Bit)
    • Processor: Core i3, i5, i7 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
    • Storage: 512 MB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Recommended:
    • OS: Windows 7 / Windows 10 (64 Bit)
    • Processor: Core i5, i7 or equivalent
    • Memory: 8 GB RAM
    • Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
    • Storage: 1 GB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product).
    Minimum:
    • OS: Os X 10.7 or later
    • Processor: Core i3, i5, i7 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
    • Storage: 512 MB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Recommended:
    • OS: Os X 10.7 or later
    • Processor: Core i5, i7 or equivalent
    • Memory: 8 GB RAM
    • Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
    • Storage: 1 GB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Minimum:
    • OS: Most 64 Bit Linux Distros (Must support Java)
    • Processor: Core i3, i5, i7 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
    • Storage: 512 MB available space
    • Additional Notes: OcacleJDK or OpenJDK 8 Required (OcacleJDK bundled with product)
    Recommended:
    • OS: Most 64 Bit Linux Distros (Must support Java)
    • Processor: Core i5, i7 or equivalent
    • Memory: 8 GB RAM
    • Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
    • Storage: 1 GB available space
    • Additional Notes: OcacleJDK or OpenJDK 8 Required (OcacleJDK bundled with product)
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