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 (213) - 86% of the 213 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,405) - 92% of the 1,405 user reviews for this game are positive.
Release Date:
Oct 27, 2014
Developer:
Publisher:

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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! :)”
Read more

Buy Rise to Ruins

Buy Rise to Ruins - Game and Soundtrack Bundle!

 

Recent updates View all (223)

July 16

Build InDev 31 Unstable 2 Released

Click here for help on accessing the Unstable branch!

The courier system has arrived! InDev 31 Unstable 2 is here, and in addition to the new courier system, also comes packed with a bug of improvements to the AI, some bug fixes, and quite a few other things. Check out the change log!

InDev 31 Unstable 2 Change Log

Courier System
  • New Building: Courier Station. This new building will spawn courier golems that can be used to deliver resources to nearby regions. Upgrading the building will increase how many parking spots the station has, how many golems it can spawn, as well as reduce spawning costs.
  • New Job: Courier supplier. These new workers will bring resources to the spawned courier golems that are parked in the courier stations, to eventually be delivered to nearby regions.
  • You can send an unlimited amount of resources every day assuming you have enough golems, and the resource is set on the new courier panel on the left hand side of the screen. Setting the "Daily" value will cause the golems to try to send as many resources as you selected out every day, where as the "Send" value will try to send that many resources in addition to what you have daily sent at that day.
  • Courier suppliers will supply parked golems in the courier stations with resources to deliver all day long, but courier golems can only leave the village during the midday.
  • When a courier golem arrives at the connected region, they will drop off their resources and try to park at that region's courier station. If a courier station does not exist or there is no parking available, they will destroy themselves.
  • Both organizers and labor golems can supply courier golems.

Migration System
  • Rebalanced the requirements for villagers to be able to migrate away from the village. Many more villagers should now be available.
  • Migration way station migrations per day have been increased.

Miscellaneous Changes
  • Completely rewrote builder construction AI to be much more intelligent where it decides to pick up resources to deliver, as well as when to harvest.
  • All new Patreons names added to the game.
  • Added better essence return coordinates data, making everything look more visually centered on the buildings as essence is being brought in.
  • The workers supplied and build range provided is now side by side in the object panel GUI if both exist.
  • Improved all of the out of bounds code for the game.
  • Aid building category has been renamed to Civics.
  • Way Maker Shack moved to the Civics panel.
  • Added a new food type, melons, but it is currently not used on any official map.
  • Decreased the chance guards will flee.
  • Completely rewrote panic and flee mechanics to pick more intelligent coordinates. (AKA: They run to the village now)
  • Farmers can now plant new seeds during the extreme heat in the summer.

Bug Fixes
  • Fixed some minor collision map issues on the golem combobulators.
  • Fixed map editor not saving maps on exit.
  • Fixed some very minor size issues on the left panel GUI.
  • Corrected some page buttons on the GUI from double-rendering.
  • Fixed a few typos in the help system.
  • Fixed a bug that would cause some of the AI to crash if a building or target resource was nearly out of bounds of the map.
  • Fixed a typo on the kitchen description.
25 comments Read more

July 10

Lets talk about Graphical User Interface!

Greetings fellow deities,

I've decided to do some GUI overhauls after InDev 31 Stable has been released, and I'd love to get some feedback from you on what you would improve!

Rise to Ruins has a ton of mechanics. It's somewhat the bane of this genre's existence that we all seem to have cluttered and over complicated GUIs, but I've always strived to make it as streamlined as possible, and I think it's about due for some improvements.

Here are some tentative plans coming down the pipeline after InDev 31 is released;

  • The resources bar on the top of the GUI will be compressed down to only one row, and only display harvestable and low level refined materials by default. (Wood, rock, crystal, boards, stone and crylithium), but will have a "Customize" button that can be clicked to add/remove any resource you want.
  • New, larger, tooltips will be added all over the GUI, allowing you to highlight over some of the more confusing areas and get a description of what the GUI is trying to explain to you. For example, if you moved your mouse over the "Maintain" text in the production panel, it will say something like "This is the total amount of resources you want to always keep on hand in the village, keep in mind this also counts resources that are currently equipped by your workers."
  • The harvesting button on the bottom left will be compressed down into a single button you can click on, opening a context menu to select specific resource types, but will remember the last selection so you can single click to reselect a previous selection.
  • The "Harvest Food" and "Harvest Water" will be broken up into two buttons.
  • a "Harvest All" button will be added.
  • The entire road system's GUI will be rewritten. More on that later! :)

GUI work is complicated from a development standpoint, and it is excessively difficult for someone used to using said GUI all day everyday (aka: me!) to see the less obvious flaws and nitpicks. As such, I'd love to hear your gripes and solutions to those said gripes. If it's something I can reasonably manage, I'll move it into the UI patches. :)

So, give me that feedback! :rtrpickaxe:
49 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

Follow!

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)

What Curators Say

44 Curators have reviewed this product. Click here to see them.
Customer reviews
High Volume of Reviews Detected:
Exclude  or  View Only
Review Type


Purchase Type


Language


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph



Display As:
Review Beta NEW!
When enabled, will sort reviews by new Helpfulness score. Read more about it in the blog post.
Show graph
 
Hide graph
 
Filters
Review Helpfulness Beta Enabled
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...