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 (143) - 86% of the 143 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,790) - 91% of the 2,790 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 (241)

March 22

Build InDev 33 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The first working build of the new Rise to Ruins save system has arrived! This is a major first step in bringing backwards compatibility to your save systems, so future patches will greatly minimize the risk of your saves becoming obsolete. It also opens the door to add Steam Cloud support when InDev 33 stable is completed.

It is very likely this new system may have save bugs to work out, and could even corrupt your saves, or crash. Keep in mind a lot of this system is designed specifically to keep your saves from corrupting in the future, as an oddball side effect of that, that means a lot of times you can load the game with corrupted or missing data and it'll still load just fine (resetting the corrupted or missing data back to default so you can chug forward). Thus, you need to do more than just check if the save loads. Make sure everything is just as you left it. So please, if you find anything "wrong" in your data when you reload, please let me know as soon as possible, even if it has no direct impact on your game play.

In addition to the save system, this patch also includes a bunch of random small fixes. So be sure to check out the change log. :)

InDev 33 Unstable 1 Change Log

New Save System
  • The entire save system has been converted to a more backwards compatible format, that should help saves stay valid for much longer than before. (Note: Due to still being in development, there's a risk that Unstable 2, 3, etc, may still break data as kinks are worked out.)
  • The save is much better multi-threaded out, dropping save time on the main thread down to less than 30ms even in end game saves for most machines.
  • Many random save corruption bugs have been eliminated, due to newer more robust save validity checks.

Miscellaneous Changes
  • When a corrupted building is completely ignored by drones, or the drones cannot reach it and it has 0 maximum health, it will eventually delete itself.
  • Renamed Official Maps to Legacy Maps
  • Added new "Workshop Maps" pack for future workshop support.
  • Removed the "WIP" pack.
  • You can no longer select default map sizes as the settings were mostly pointless.

Bug Fixes
  • Fixed a minor typo in the harvesting goal description.
  • Fixed the dirty water description and headers being flipped on some of the object panels.
  • Crystal Harvesty building count in the right hand GUI now counts properly.
  • Experimental fix for the color binding crash related to setting colors of newly generated particles implemented.
  • Fixed some incorrect or missing shadows on the lumber mill and gates.
  • Fixed a bug that would cause migrants to not arrive in a day if couriers happened to arrive first.
2 comments Read more

March 11

InDev 33 Road Map - The Trashy Saves Update

InDev 33 development has been underway since the release of InDev 32e a few weeks ago. But now's the time to tell you what it's all about!

This primary focus is to update the save system, bringing in a much more robust, faster and more backwards compatible system. I can not guarantee that this new system will make all your saves backwards compatible forever, but it will help tremendously in keeping them valid for much longer than before. Hopefully the average player will never have to deal with obsolete saves again. Sadly and ironically though, this is such a fundamental rewrite it will destroy all your save data when the patch is finally released.

This patch is also going to introduce a few new mechanics and some UI rework. One being a complete redesign of the road UI, making the entire system much more streamlined and easy to use. The other, is a new "Trash system", as part of the first phase of the hygiene update you'll be seeing more of in InDev 34.

As usual, check out the road map below for the details! As always, there will be some additional content added outside of the road map, time permitting.

I encourage you to post your nitpicky tweaks/gripes/suggestions below! Now that the game is moving into its home stretch to launch this year, all future patches will have a heavy focus on fixing/polishing "the little things" as I go. So now is the time to complain about all those "little things" that bug you, no matter how small! :)

InDev 33 Road Map

New Save System
  • The entire save system will be converted to a more backwards compatible format, that should help saves stay valid for much longer than before.
  • The save system will be better multi-threaded out, dropping save time on the main thread down to less than 30ms even in end game saves for most machines.
  • Many random save corruption bugs will be eliminated, due to newer more robust save validity checks.
  • Steam Cloud saving will be enabled.

Trash System
  • When a resource is destroyed, created or manufactured, there will be a small chance trash will be left behind.
  • A new "Waste Collector" (Name pending) worker will be added, their job will be to clean up the trash found on the ground and take it to trash bins, landfills and processors.
  • Trash can only be stored in small, cheap to build trash bins, a landfill, in the processor, or a grinder.
  • Trash slows down movement speed as well as lowers constitution if they're around too much trash for too long.
  • New Building: Trash Bin. A small building that stores a small amount of trash, but when stored inside it does not cause any penalties to the villagers around it. All workers will be allowed to take trash to this building.
  • New Building: Trash landfill. A large building for storing larger amounts of trash. But only "Waste Collectors" can bring trash to this building.
  • New Building: Processor. Can store a small amount of trash, and when the waste collectors are not busying cleaning up trash, they can process trash at this building, destroying it entirely. Sometimes, the process will give the player back some free resources.
  • New Building: Grinder. Similar to a processor, but it will automatically (and very, very slowly) destroy trash and generate essence but can not store very much trash and will never return free materials.

New Road System UI
  • You will be allowed to select a specific road type when placing road work down, rather than one type at a time. You could place up to what you want built and they will continue to work until they've reached that upgrade level.
  • A new "upgrade all connected of this type" tool will be added, where you can select a single road type, and all roads of that same type connected to it will automatically be selected for upgrade.
  • (Time Permitting) Better traffic data will be added, so you can see where high traffic areas are and plan your roads more effectively.
31 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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