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 (72) - 91% of the 72 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (808) - 92% of the 808 user reviews for this game are positive.
Release Date:
27 Oct, 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 (197)

26 October

InDev 29 Road Map - The Quality of Life Update

An update I've been wanting to work on for a while now is finally coming, the Quality of Life update! This update will mainly focus on fleshing out some of the mid and late game and improving upon the existing systems. The main focus will be the new upgradable farms, housing and storage. But there's also some other nice tidbits, like the new aging and trader systems!

I'm really excited for this update, as it's the first in a while that steers away from working on the defense mechanics.

This is a fairly large patch, and I may break it up into two parts depending on the timeline. A lot of the new features are not that technically-complex, but could take more time than expected.

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 29 Road Map

Aging / Lifelong Health System
  • Villagers will now age and die. But through providing them a healthy, happy life you can help them live longer.
  • Villagers will eventually "retire" and no longer be able to take a job, but when they chat with villagers they will impart their wisdom on them, giving them experience bonuses so they level up faster.
  • Having good housing, keeping people well fed, happy and having clinics as well as many other factors will assist in extending villager's age.

Social System
  • The chat system will be rewritten, adding a "social" bar, similar to health, hunger and thirst.
  • They will no longer chat somewhat randomly to boost happiness, rather, they will chat when their social bar is low. A high social bar will help boost happiness, a low one will make it drop.

Catjeet Traders, Marketplaces and Gold
  • New Catjeet traders will visit any village that has a marketplace built.
  • Catjeet traders will allow you to buy and sell goods from them, and they will stock a "global" inventory. Meaning if you sell 100 rocks from one village, you can buy the same 100 rocks in another later.
  • You will also be able to buy/hire Catjeet workers, who will join your village and become part of your workforce, offering another way to expand your population.
  • The Catjeet will deal in gold coins. You can get gold coins either by selling items to the Catjeet, or by mining gold ore, turning it into gold ingots at the forge, and turning the ingots into coins at one of the smithies.
  • Gold coins will be an actual resource in the game, so you need to make space to hold your wealth!
  • Oh, and Catjeet have tails.

Upgradable Houses
  • Houses will now be upgradable and the concept of how housing works will be changed around a bit, encouraging players to build multiple house types depending on their play preferences.
  • Rather than tents, shacks and hovels, you will now get to pick between different quality houses. Deciding if you want a low occupancy high quality home (faster energy regeneration and a happiness boost), or high occupancy low quality homes (slow energy regeneration and no happiness boost).
  • Most houses will have roughly the same cost and physical space requirements, with some exceptions. The player just decides if they want high occupancy low quality homes, or low occupancy high quality ones.

Upgradable Farms
  • Both current farms will be removed from the game.
  • The new farm will have a larger build footprint than the original Large Farm, but will have 5 upgrade phases, starting out roughly the same quality as the small farm, and upgrading into something much better than the original large farm.
  • Upgrading farms will give you more crop spaces, and possibly faster growth rates.

Upgradable Storage and Storage Management System
  • All storage buildings are being replaced with a new buildings. Similar to farms.
  • The new buildings can be upgraded 4 times. Starting out slightly worse than the original small storage, and upgrading up to being much better than the original.
  • You'll be able to click on each storage building, and enable/disable certain materials from being stored there.
  • There will still be resource-specific storage like we have now, as well as a catch all. But the catch all can not store quite as much overall as its resource-specific counterparts.
  • A new "Gold storage" building will be added, to accompany the new Catjeet trading system and currency being added to the game.
49 comments Read more

24 October

Follow Up: Let's Talk About Leaving Early Access.

Hey again everyone,

Thanks for the ridiculous amount of feedback you all provided over in the original announcement. I've read pretty much all of it, and I decided to write a nice neat follow up addressing the common feedback among all of you, since even my own comments get buried in the sea of feedback over in the other announcement.

Feel free to continue providing some follow up feedback of your own down in the comments! I'm always open for more.

Here's some of the hottest topics;

"The game needs endgame/a campaign!"
This ones an interesting one to address. Many people are requesting "endgame" content or a campaign mode of some kind. The problem is, this game isn't actually the kind of game that makes sense to have either.

I could shoehorn in a campaign, but that really is just "forcing goals" and masking areas where the content is lacking, and I don't feel that would jive well with the nature of the game. Although a scenario mode is on the drawing board and may be implemented at a later date!

Most of the time in a game like this, when people are asking for "endgame" what they're really asking is "Give me more late game content" without realizing it. That's certainly something I want to address in future patches, but that's not really "endgame". That's simply adding more late game content and pushing the content wall farther away.

My plan is to keep pushing that content wall out as far as I can, with the end goal of a player never really being able to experience everything in a single village, and if they somehow do, they're probably satisfied with the hours they put in and is ready to move on to another game in their library.

This goal simply takes time though, I can't make an "Endgame" patch, as that wouldn't make much sense and that's not really how all this works. Endgame is really just the content wall being hit and giving the player some arbitrary goal, that once hit, still circles back to the same problem; nothing left to do. The ultimate goal isn't really endgame, it's to avoid the content wall being hit all together. So my plan is to just keep on chugging out more content, endlessly, before and after the game leaves Early Access.

"The world map needs more purpose. I want a reason to expand and maintain more than 1 village."
Whole heartedly agree, and I will take any and all feedback related to accomplish that. :)

The original game design plan did not include a world map, this was something added post Early Access. I am still wrestling with a solid plan to push forward on tying all the maps together, and would love to hear your thoughts on the matter.

Keep in mind a technical limitations when providing your ideas though; The simulation can only run on one map at a time, and the passage of time can only happen on one map at a time. The villages cannot communicate with each other from a code standpoint. Each map is in "stasis" when it is not being played, only the data in the map currently being played, and the world map itself, is accessible.

"The game needs <X> before release."
A lot of you have great ideas for future content, surprisingly a lot of your ideas are actually already planned too. But one thing I noticed quite a lot in the other announcement was many people seem to be under the impression the game's development will stop, slow down, or transition into DLC releases once the game is released.

This is wrong.

The game will continue to be developed, at the same pace it is currently being developed after release. The day Rise to Ruins is released will not be the day development stops, it will only be the day the community feels the game is worth the pricetag as-is, without any additional content. But development will keep pushing forward! :)

"The game needs <X>, but I don't mind if it's DLC after release."
This sort of plays in with the feedback above about needing <X> before release. The game will never have DLC (outside of the soundtrack). If you own the game, you will own all the content the game will ever have. You will never pay more for anything extra. Anything that could have been "DLC" will just be a free content patch in a later version of the game. So no worries! I have you guys covered there.

"Make saves backwards compatible before release."
It's planned, don't worry about this one. After release, saves will only break if there's literally no other option. But "never" is the ultimate plan.

"Each map feels the same.."
Agreed, and this will be partially resolved with the new per-map difficulty, weather, and mob spawning settings being added in a future patch. :)

"Needs workshop support!"
Sadly, modding is not planned as an official feature. Unofficially, the game is written in Java, and thus anyone with the technical skills can simply decompile the game and do whatever they want (Hint: Minecraft technically doesn't support modding either!).

But, workshop support is still planned for custom maps and localization support, slated for release some time after leaving Early Access.

"Game needs <X> language!"
There's no gentle way to really say this, but I only speak English. I can't support your native language (unless it's English!). There's too many technical and logistical problems in a game like Rise to Ruins to pull it off effectively and professionally. Thus why I am adding user-made localization support to the workshop, to allow you guys to maintain them yourselves. :)

Now, before you say "But <service> will translate the game for you!" or "I'll do it for you, no worries!", keep in mind the game is constantly in development, now and after leaving Early Access. I can't pay a professional service to retranslate parts of the game every major patch and I can't rely on fans to keep with it either, it's just not financially and logistically realistic.

I apologize for it, but it's just the way it has to be. I'm a one man dev with limited time, budget and resources in this department. The best option here is to open up the workshop and let you guys maintain localization yourself. :)

"Game needs a tutorial!"
Agreed and planned. :)

Thanks for taking the time to read this wall-o-text, see you in the comments.
38 comments Read more
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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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