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 (353) - 89% of the 353 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,186) - 91% of the 2,186 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 (233)

December 14

InDev 32 Revised Road Map - The Localization Modding Update

After careful thought, I have decided to re-prioritize a bit. InDev 32 is no longer the "Improvements Update", it is now the "Localization Modding" update. The patch will still include many improvements from the original roadmap, but some of them are being pushed to InDev 33, and my original plans for InDev 33 (the hygiene update) are now being pushed to 34.

I am really excited about this one! I am introducing workshop support for localization modding and time permitting, map sharing! You will be able to create your own localization mods into any language you wish, and upload them to the Steam workshop for your fellow native speakers to download.

Currently, InDev 32 Unstable 1 is already released, and includes a few of the items in the road map below already. InDev 32 Unstable 2 is introducing alpha testing of the new localization mod support, hopefully coming out in about a week or two.

Sadly, the biggest loss to the revision is pushing the much-requested road upgrade tools to InDev 33, but they're still planned! You'll still get them in roughly the same timeline as before, it'll just be officially in the next patch. Basically, nothing is being delayed, I am just restructuring my plans so I can push a stable release to you sooner, then work on what is effectively "InDev 32 part 2" as InDev 33 shortly after.

Just like the original road map, I encourage you to post your nitpicky tweaks/gripes/suggestions below! InDev 32 (and now 33) are both squarely focused on general improvements and polish. So now is the time to complain about all those "little things" that bug you! :)

InDev 32 Road Map

Localization Mod Support
  • The entire game will be completely modifiable to be localized for any language, including Chinese, Japanese, Korea, Russian, and other difficult to localize languages.
  • Font will also be customizable, so you can pick the font that works best for your language.
  • Full True Type Font and Unicode support will be added. The modder can customize the font settings in their mods configuration file, to fine tune it for their needs.
  • Workshop support will be added for players to create, upload and update/support their own custom language files.

Miscellaneous Changes
  • Time permitting, map sharing will also be added to the workshop, so players can share their custom maps.
  • All terrain, roads and walls will get more transition tiles, fixing a ton of minor visual issues, like 1x? length water tiles just being a series of dots, or large areas of roads having a weird "grid pattern".
  • The foundation of the code required to add bridges, as well as build future walls and some buildings on the water.
  • Completely redesigned rendering engine for the map and shadows, reducing GPU load.
  • New shadow system that has a 2-depth system, allowing for more refined and detailed shadows.
  • Tons of minor GUI improvements.
10 comments Read more

December 5

Build InDev 32 Unstable 1 Released

Click here for help on accessing the Unstable branch!

Wohoo! After 2 solid months of drawing new artwork, InDev 32 Unstable 1 has arrived! This patch is almost entirely a polishing patch, but also has a ton of minor fixes and tweaks.

Part of this patch was re-designing the entire shadow engine, making shadows a bit more realistic, but some of the shadow data (particularly on buildings) has not been fully converted to the new system. So, if you see any visual errors on buildings, don't worry about it! They'll be gone in Unstable 2.

I hope you enjoy the improvements! Check out the change logs for all the details! The change log may be a bit short, but the changes are quite extensive to the underlining code. :)

Bonus; Unlike most new unstable builds, your InDev 31e saves work with this patch!

InDev 32 Unstable 1 Change Log

Visual Improvements
  • All terrain, roads and walls have been given over 150% more transition tiles, giving the terrain much more complexity and depth. This fixes all kinds of visual ugliness, like double-width roads "grid patterns", or 1x? trails of terrain "dotting" along the map.
  • Shadow generation has been greatly improved, allowing for much more visually complex shadows in the game. (Note: Many buildings are still not using the new system. They will next patch.)
  • All mobs now cast more realistic shadows.

Miscellaneous Changes
  • You can now place buildings on top of most topography, and workers will clear it before starting construction.
  • Building construction phases now no longer change until construction has actually began.
  • The map and shadow rendering speed has been greatly improved.
  • The game now uses less overall VRAM.
  • Maximum game speed controls can now be changed by editing "maximumGameSpeed" in the settings.properties file. (Use at your own risk!)

Balance Changes
  • Migrants now award god XP doing actions.
  • Slowed down Fire Elementals movement speed, but increased their hit points.
  • Night time in the Winter has been made slightly shorter, to help nerf the large bump in monsters on the 15th and 16th day.

Bug Fixes
  • Fixed the announcement page URL so announcements will correctly load on the main menu again.
  • Fixed a bug where departing migrants were not granting god experience or ticking up the "send villagers" goal.
  • The dedicated data thread very rarely crashing on exit has been fixed.
  • Implemented an experimental save validation check to avoid save corruption issues on some machines.
  • You can now press the "Abandon Region" button when debug view is on and you lose a region.
17 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 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 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: Intel i5 or equivalent (Dual Core with Hyper-Threading)
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
    • Storage: 1 GB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Recommended:
    • OS: Windows 7, 8 or 10 (64 Bit)
    • Processor: Intel i5 or equivalent (Quad Core)
    • Memory: 8 GB RAM
    • Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
    • Storage: 1 GB available space
    • Sound Card: One that exists!
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Minimum:
    • OS: Os X 10.7 or later
    • Processor: Intel i5 or equivalent (Dual Core with Hyper-Threading)
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
    • Storage: 1 GB available space
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Recommended:
    • OS: Os X 10.7 or later
    • Processor: Intel i5 or equivalent (Quad Core)
    • Memory: 8 GB RAM
    • Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
    • Storage: 1 GB available space
    • Sound Card: One that exists!
    • Additional Notes: Java 8 or Higher Required (Bundled with product)
    Minimum:
    • OS: Most 64 Bit Linux Distros (Must support Java)
    • Processor: Intel i5 or equivalent (Dual Core with Hyper-Threading)
    • Memory: 4 GB RAM
    • Graphics: Intel HD 4400 or equivalent, 1280x720 resolution or higher.
    • Storage: 1 GB available space
    • Additional Notes: OcacleJDK or OpenJDK 8 Required (OcacleJDK bundled with product)
    Recommended:
    • OS: Most 64 Bit Linux Distros (Must support Java)
    • Processor: Intel i5 or equivalent (Quad Core)
    • Memory: 8 GB RAM
    • Graphics: Most Dedicated GPUs, 1G+ VRAM / OpenGL 1.3+
    • Storage: 1 GB available space
    • Sound Card: One that exists!
    • Additional Notes: OcacleJDK or OpenJDK 8 Required (OcacleJDK bundled with product)

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