A regularly updated, brutal godlike village sim that melds the god game, management, and tower defense genres! Fight off hoards of monsters at night, and expand your village in the day time. Inspired by games like Black and White, Rimworld, and Dwarf Fortress but not quite like any of them.
Recent Reviews:
Very Positive (286) - 94% of the 286 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (3,457) - 90% of the 3,457 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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Buy Rise to Ruins

Buy Rise to Ruins - Game and Soundtrack Bundle!

Buy Survival Management Bundle BUNDLE (?)

Includes 3 items: Project Zomboid, Rise to Ruins, Judgment: Apocalypse Survival Simulation

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Recent updates View all (252)

June 24

Build InDev 34 Unstable 1 Released

Click here for help on accessing the Unstable branch!

The first unstable patch for InDev 34 has arrived! This patch introduces a ton of improvements to the save system, lower memory usage, and faster save/load times. In addition it also brings in a ton of balance changes to trash and the corruption mechanics as well as some other nice tidbits. Check out the change log!

NOTE: This patch makes extensive chances to your save data, I highly recommend backing up your profile before playing. When you launch the game, a warning panel will pop up, when it does, click "Open Install Folder" and then make a backup copy of the /profiles/ folder!

InDev 34 Unstable 1 Change Log

Save System Optimizations
  • The entire save system for object/building data has been completely rewritten, significantly reducing memory usage and save data size.
  • Numerous changes and improvements to tons of modules have been done to drastically decrease save file size, save time, load time, and memory usage. (Note: The first time you load an old save it may take some additional time as it converts the data to the new format. I also strongly recommend loading and then saving and exiting at least once on every region just to decrease overall load time and memory usage on the world map.)

Balance Changes
  • Less monsters now spawn overall, but their levels increase more rapidly.
  • Monster level increases extremely fast when the corruption is highly threatened. (Warning: If you pinned the corruption in your save, the difficulty may be unexpectedly much higher suddenly.)
  • The corruption can now be completely destroyed, but it's extremely hard and time consuming.
  • Doubled resource decay times for most resources, and tripled others.
  • It now takes less trashy trash to make a trashy cube.
  • Reduced farm range to 24.
  • A fourth dark purple work selection color has been added to signal when a work selection has been threatened.
  • When pushing back the corruption, it becomes more resistant and slower to push back the more pinned it is.

Miscellaneous Changes
  • Building perks are now retroactive.
  • Wolfmere is no longer connected to Deepnesse
  • Added a new "Make/Maintain until storage is full" option for all resources.
  • Harvesting tasks are now set to maintain to storage limits by default, rather than infinite. Although the infinite option still exists if you want to use it.
  • Made loot boxes more encouraged to teleport closer to the village.
  • Added a "backup your saves" warning to old profiles loading InDev 34 for the first time.

Bug Fixes
  • Send villagers goal now counts correctly.
  • Year calculations fixed (Yes, again)
  • Fixed a string key call in the trash AI task list.
  • Fixed a bug where a monsters "breakaway chance" would fire too rapidly in the day time, possibly causing some lag at dawn.
20 comments Read more

June 6

InDev 34 Road Map - The Fishing and Hunting Update

Just slightly over 5 years ago (May 3rd, 2014), I decided to make a simple pathfinding tech demo, to prove you can design a large scale pathfinding system for thousands of creatures all at once on a large, complex map. Well, that tech demo sparked an idea, an idea that turned into what you're currently playing; Rise to Ruins.

Now, after 5 years of solo development, the final InDev release is underway! (Actually, it has been underway for about 2 weeks, but hey!) Your support has been amazing over these 5 years, and I'm proud to announce InDev 34 will be the last content update before Rise to Ruins leaves Early Access In October!

This primary focus of this update is (you guessed it!) to add new hunting and fishing to the game. Part of that will also mean reworking guards and adding more complex food options. There will also be a ton of tweaks and improvements done to the new save system, corruption mechanics, as well as the usual general optimizations and improvements.

Rise to Ruins development will not end when the game leaves Early Access in October.
So be sure to keep posting your suggestions and opinions! I will be supporting the game and continuing on with additional 100% free content patches well after Rise to Ruins has left Early Access. :rtrheart:

You guys have been amazing over the years, and I thank you for all your support on discord, twitter and writing reviews on Steam! This has been an amazing experience, and I have you guys to thank for it!

I encourage you to post your nitpicky tweaks/gripes/suggestions below! Now that the game is moving into its home stretch to launch, 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 34 Road Map

Hunting and Fishing
  • Guards will be completely redesigned into a new hunter job (Name pending, suggest one below!) This new job class will combine the functions of the new hunters and the function of guards into a single job. During the day time, they will hunt animals out in the wilderness, and during night they will defend the village.
  • The current outposts and barracks will be re-purposed into hunters guilds/lodges (Again, name pending! Suggest something!). Functionally they will remain fairly similar. This is a rename/reskin of the building to make it suitably themed with the new hunter job.
  • New animals will be added to the game, to be hunted. They will spawn on uncorrupted land in and outside the village.
  • A new fishing hut will be added, allowing you to fish in nearby waters.
  • Dev time permitting, the new fishing hut will be able to be built on the water.
  • To complement the new fishing and hunting systems, new complex foods will be added. The kitchen will be able to combine multiple combinations of foods into more complex and nutrient rich dishes.
  • A new farm type will be added to house captured animals, to be slaughtered, bred or farmed as needed.

Corruption Changes
  • Due to rioting with pitchforks popular demand, the corruption mechanics will be altered, allowing you to completely annihilate the corruption in a region if you're skilled enough. (But it won't be easy!)
  • Monster spawn rate will be slightly re-balanced, opting to spawn higher level monsters rather than higher amounts of monsters. Although spawn counts will still increase, just at a lower rate.
  • A nightly spawn cap will be reintroduced (Similar to InDev 32's mechanics), but instead, when the nightly spawn cap is reached the game will start to greatly increase monster levels.

Miscellaneous Changes
  • The object/building data will be completely overhauled, reducing overall memory usage, and decreasing save and load times.
  • All building perks will now be retroactive.
  • Dev time permitting, workshop support will be added for custom maps.
  • Dev time permitting, bridges will be added to the game.
57 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 real-time strategy and resource management games like Black and White, Settlers, ActRaiser and many others. It also throws in some twists by melding in some tower defense and survival elements in an attempt to create a new kind of godlike 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 tower defense, with the simplicity of real-time strategy games.

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 while you defend your village at night from the raging hoard of monsters, and try to expand in the day time. 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.

Frequent 100% Free Content Patches!

Like getting new content and not having to pay for it? Well, this is the game for you. For years Rise to Ruins had gotten frequent and completely free content patches, expanding the base game regularly!

Several Game Modes


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?!

Traditional 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.

Nightmare makes survival mode look like it's for carebears. Mostly, it's just like survival mode, but difficulty levels are ramped up through the roof. This is the masochist's mode.

Peaceful is the mode for you if you want to play a more laid back, classic village management game. There are no monsters what so ever, and no need to defend people. Just chill out and try to keep your villagers alive.

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.

Custom allows you to make up your own mode. You can adjust day length, how many days in a season, how many monsters spawn, and all sorts of other things. If you don't like the game's default settings, make your own up!.

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. You're part of this world just as much as your villagers are.

Tower Defense Elements

This isn't a tower defense game, but you'll still be getting some tower defense vibes from it! Use classic tower defense mechanics to defend your village at night, creating walls of towers behind maze walls to help keep your little villagers alive as long as possible, and if tower defense isn't your thing. That's ok! You can also raise an army of golems and recruit guards to defend the village.

World Maps and Regions!

The game has tons of hand made maps for you to select from (You can also make your own if you like!) Every biome follows a certain theme (Forest, Desert, Drylands, etc). Start your village anywhere you like, and slowly conquer the whole world! (Well, try to anyway, you'll probably just die.)

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!

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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