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 (254) - 89% of the 254 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,641) - 91% of the 2,641 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 (237)

February 5

InDev 32b - Minor Bug fixes and Localization Tweaks Update - Released!

This patch is fairly small, it just covers a few hiccups from InDev 32's release.

If you're looking for the big change log from InDev 32, check out this announcement.

Note that this patch also allows localization modders to translate the loading tips, and as a result, all previously 100% completed translations are now hovering around the mid 98% range.

InDev 32b Change Log

Localization Modding
  • All loading tips can now be translated.

Miscellaneous Changes
  • Adjusted red sands terrain slightly.
  • Mobs "complain" more when grabbed.

Bug Fixes
  • You can no longer place abandoned buildings or auto-built buildings on topography, without the topography being auto-erased.
  • Fixed a rare bug where a mob can get "stuck" on the player's hand when grabbed.
  • Fixed a bug where you could not draw the accent layer on the base terrain.
  • Fixed several minor text key errors. Note that some of these errors, if occurred in your save before, may still exist when you load the game. Next time the game calls for the text they'll be generated correctly.
3 comments Read more

February 3

InDev 32 - The Localization Modding Update - Released!

After months of toiling, one of the most ambitious code overalls in Rise to Ruins history has been completed, and I am proud to introduce full localization modding support on the Steam Workshop! If English isn't your primary language, or, if you don't speak English at all, you can now easily download a user made language pack and play the game in your native tongue!

That's not all either, this patch has a plethora of miscellaneous improvements, from better render performance, bug fixes, new tile art, a new shadow engines and a ton more! Check out the change log below for detail.

If you're interested in checking out some of the new localization mods, here's a few highlights of several 100% or practically 100% completed localization mods made by the community!

https://steamcommunity.com/sharedfiles/filedetails/?id=1633739624&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1632036634&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1638986110&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1639348623&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1631870896&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1634275992&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1633693835&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1633130908&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1633031151&searchtext=
https://steamcommunity.com/sharedfiles/filedetails/?id=1632152097&searchtext=

If you've made one that isn't listed above, feel free to spam it down in the comments. :)

If you're interested in following development much more closely, don't forget to follow me on Twitter or join the awesome community on Discord!

InDev 32 Change Log

Localization Modding
  • All game text can now be edited by players to be made into mods.
  • Steam workshop support has been added for localization mods.
  • The game now supports any TrueTypeFont, and should support all kinds of character sets, including Russian, Chinese, Japanese, etc.
  • A new Steam Workshop tool, created by BeepDog has been included in the game install, allowing you to upload your mods to the new workshop.
  • Tons of default flags have been added to the game, created by Crowbob, for you to use in your mods. They are located in /localization/flags/.
  • Word wrapping system now much more accurate.

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.
  • 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!)
  • New preferred village pathfinding has been added. Villagers will now be extremely unwilling to leave the village, opting for longer paths to get to their destination, if the longer path allows them to remain in the village at all times.
  • Added the finalized version of the sound track, with many improved/remastered tracks.
  • Updated the bundled JRE for all operating systems to Java 8u202.
  • Dropped support for 32-Bit Windows (Note: In theory, Win32 users can still launch the game via RtR.bat)
  • Updated RtR64.exe's launch icon.
  • Changed out several of the text based "floaters" with icons, like pregnancy and equipping items.
  • Countless minor changes to various text all over the game.
  • Selecting a profile now has a button click sound.
  • Patreon links and icons removed from the game.
  • Lowered flash rate of buttons.
  • Removed the tip counter on the tip page when you have multiple tips.
  • Temporarily disabled the hide topography button. (They'll be back next patch!)

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.
  • Fixed a bug where resources inside the corruption's buildings were being counted in the player's totals.
  • Statistics page tooltips for resources and mobs no longer show a description block containing the same value as the title.
  • Fixed a few node reset issues on various A* algorithms.
  • Fixed world data being wiped out if you attempted to forcefully exit the game on the loading screen.
  • Added additional save validity checks to the save system
21 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:
    • Requires a 64-bit processor and operating system
    • OS: Windows XP (64 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:
    • Requires a 64-bit processor and operating system
    • 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:
    • Requires a 64-bit processor and operating system
    • 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:
    • Requires a 64-bit processor and operating system
    • 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:
    • Requires a 64-bit processor and operating system
    • 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:
    • Requires a 64-bit processor and operating system
    • 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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