Ruine is a sidescrolling fantasy RPG with roguelike elements and a souls-like setting. The world of Ruine is amorphous, its past long forgotten by most. Forests and ruins are inhabited by creatures that once lived, and now refuse to die. Use what you can find, craft or purchase to eradicate them.
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Release Date:
May 16, 2019

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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?

“As a solo developer, progress can be slow and waiting until you have a finished product is not always plausible. In the case of Ruine, this early stage of development is the best time to start getting feedback, and involving the community in shaping the future of the game.”

Approximately how long will this game be in Early Access?

“It's hard to make a precise estimation due to the nature of not knowing exactly how much work certain features will require, but I think a few years might get us close to 1.0.”

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

“There's a lot on the list of planned features and content, and while I can't guarantee all of them, any of the following things contribute towards a full release version:

  • Story objectives and NPC sidequests
  • Procedurally generated dungeon layouts
  • Several dungeons and areas to explore
  • More meaningful progression
  • More constructible buildings
  • More items & spells!
  • More enemies!
  • Alchemy!
  • Pets!

And whatever else is thought of along the way.”

What is the current state of the Early Access version?

“In terms of content, the current version offers a rather short gameplay loop, with a fair amount of replayability:

  • 1 Dungeon
  • 4 Enemy types (with a few variations)
  • 4 Spells
  • 3 Trader NPCs
  • 23 hair and beard styles
  • 100+ items to be found, including:
    -22 Weapons
    -35 Pieces of Armor
    -14 Relics
    -11 Consumables
    -10 Ingredients
    -7 Valuables

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

“The plan is to increase the price to match the amount of content at certain milestones, or at the very least upon launching out of early access.”

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

“I'm very interested in hearing the community's ideas in the game's discussion forums on Steam. Any and all suggestions will be sincerely taken into consideration, as long as they are well thought out thematically, and cause no conflicts with existing plans. If an idea doesn't end up fitting the vision, it could still end up influencing development going forward.

It's also possible that I may run occasional polls when the community's input is critical.”
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Recent updates View all (3)

June 2

0.1.3 Changelog [The Tide]

Time for another patch! This one addresses a few pesky bugs, early game balance issues, as well as the issue of save corruption between updates. New chunks of content and requested features such as spell / potion cooldown are being worked on, but require more time in order to be done right. In the meantime, here's 0.1.3:

  • Added water to the environment, using a shader by GamingReverends
  • Added basic backwards compatibility to the save system, making it possible to carry saves over to new versions (in theory)
  • Visual improvements to the surface environment
  • Adjusted the rate at which enemies scale. Tougher enemy types are slightly less common and start spawning 1-2 levels later.
  • Adjusted surface enemy spawn rates
  • Wolves now have a 100% chance to drop a pelt on death. (+Large fang if colossal)
  • Increased the size of the safe area around the campfire that prevents enemies from spawning
  • Nerfed frost and stun duration scaling on Snap Freeze and Radiant Blast
  • Decreased the starting radius of Snap Freeze
  • Game is now saved immediately after starting a new game
  • Added a warning that will appear when hovering over the New Game option in the menu if a save exists
  • For technical reasons, the drawing order of inventory panels needed to be changed. This means they are not currently affected by the lighting system.
  • Following the fix to character customization at the start of a new game, it was possible to load incomplete save files containing nothing but hair & beard data.
  • Helmet hider button was misbehaving
  • Stat tooltips did not appear correctly at some zoom levels
  • Parts of larger weapons did not get covered in blood
  • Potential fix for desynced wolf eyes
1 comments Read more

May 22

0.1.2 Changelog [Build-mode!]

  • Toggle build-mode by pressing 'B'
    While in build-mode, click to construct objects.
    Currently limited to wooden chests.

  • Alt-clicking now works in shops (= buy & equip)
  • Adjusted the spawn rates of large gems, ingredients, and some armor pieces
  • Placed a fallen tree to block the way to the right so players don't wander too far, for now
  • Range from which a chest can be opened has been reduced. Nearest chest in range is now highlighted.
  • Tweaks to chest ID assignment
  • Version number is now displayed in the menu

  • Character appearance got wiped after choosing it at the beginning of the game
  • Chest types are now saved correctly and will spawn the loot they're supposed to.
  • Fixed a crash when opening a chest that had not saved it's storage correctly
  • Dying near a chest triggered a save loop which caused the game to slow down
  • Weapon inflicted status effects dealt no damage due to a typo in the code. (dor =/= dot)
  • Weapons may once more be cleansed using rags
  • Eating a Candy Cane while another Candy Cane was equipped consumed both Canes.
  • Unintended behaviour when right-clicking an equipped 2H weapon
  • Repeating sound and text indicator when trying to pick up items with a full inventory
  • Fixed unfair deals when trading with a full inventory. If necessary, gold and bought items are now put into the cursor slot if free, and dropped onto the ground otherwise.
  • Maximum torch level can no longer be exceeded by using Radiant Blast

    Thanks to Nameless, Zeronium and Crash Frequency for the bug reports!
1 comments Read more
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About This Game

Ruine is a 2D dungeon crawler that scratches the classic fantasy RPG itch. Fight creatures to level up. Delve into the darkest corners of derelict ruins in search of treasure and gear. But to keep what you find, you must first make it out "alive." Using the term loosely.


The rules of nature have become rather twisted, you see. Long ago, the kingdom entered an age of darkness and decay. Fog covered the land, as unrecognizable things crawled from both grave and crypt. Now not a soul is left alive, nor are they allowed to die... So what better way to kill the time?

System Requirements

    • OS: Windows 7, 8 or 10
    • Memory: 2 GB RAM
    • Storage: 100 MB available space

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