
A roguelike deckbuilder where you create the dungeon you fight through. Each night use your cards to expand the ruins then battle through them, harvesting Glimour from the lost souls and improving your deck. Can you reach The Warden and defeat it, so The Maiden will grant your heart’s desire?
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About
Into the Restless Ruins is a roguelike deckbuilder. Use your deck of cards, representing rooms and corridors, to grow the labyrinth of the ruins. Then auto-battle your way through them, harvesting as much Glimour as you can from the cursed residents before darkness overcomes your torch.
Earn favours from the Harvest Maiden, find Relics to trade with the Hen Wife, Wulver and other characters from Scottish folk lore to upgrade and curate your deck, and hope you are strong enough to face The Warden when you can finally reach it.
Dynamic Deck and Dungeon Building: Create your dungeon as you play, using a variety of cards to place rooms, corridors, and more. Modify your deck by earning the Maiden’s favour or interacting with characters within the ruins.
Strategic Room Synergies: Place rooms like campfires, libraries, and portals strategically to unlock powerful effects and adapt your approach to every challenge.
Endless Replayability: Each run offers a new dungeon layout, fresh challenges, and evolving strategies. Unlock rule-changing modifiers, discover hidden echoes, and expand your card pool with every victory.
Rooted in Scottish Folklore: Explore a world inspired by Celtic legends, from witches and faeries to the eerie Maiden and her connection to the Harvests, with the option to immerse yourself in the experience by playing in Scottish Gaelic.
Evolving Challenges: Confront new dangers with every attempt, from procedurally generated ruins to powerful enemies and artifacts that redefine your strategy.
Unlock Hidden Treasures: Discover rare charms, cantrips, weapons, and lore fragments to shape your journey and uncover the secrets of the Restless Ruins.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Turkish, Scots +1 more
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Torch mechanic is insanely annoying. I don't mind having limited time, but only being able to see three feet in front of you half the time is ridiculous.
Brilliant concept, well executed. Build a deck of rooms, use the rooms to buff yourself and create a path to shrouded areas. Jump into the dungeon you've built with no map and try to find the path you've laid out while fighting ever-growing hordes of monsters as your torch dwindles. Then do it again until you've found your way to the boss. Meta progression is nice, you quickly unlock many ways to tweak the difficulty, and you can save and quit mid-run. A very unique game that's tons of fun.
Surprisingly good. Combat could use a little work, but eh, it's ok. Do expect enemies to get stuck near trees though.
The dungeon-building aspect of this game is really cool. But the run itself I found it a little boring. Not for me.
全ステージクリアまでやりました。 もうやりたくない。 楽しくない。 カードに魅力がない。 ただ広いだけのマップ。
🍙🍣🥄 Concept unique et bien équilibré ! Pas une rejouabilité infinie mais très agréable à découvrir. ____________________________ barème à titre indicatif (c'est un ressenti personnel - sans 🍴🍹 aux évaluations négatives) 🥄s'il vous plaît juste une cuillère pour goûter 🍙🥄juste un bol de temps en temps mais pas tous les jours 🍙🍣🥄 rudement bon dans son genre mais... mais ! 🍙🍣🍱🥄miam excellent, manque juste un petit qqchose ! 🍙🍣🍱🍹😍(vous je sais pas mais) jusqu'à l'indigestion ____________________________ [h1]Le temps d'un café[/h1] (18/35 succès en 7h30, reçu en cadeau d'un ami, joué à la manette 360) J'avais essayé la demo (toujours dispo) lors d'un Steam Next Fest, et accroché direct à un peu tout en fait : le style graphique, le gameplay, la musique. La musique n'est pas super variée mais qu'est-ce qu'elle est bonne ! Le jeu est parfaitement optimisé et c'est très simple à la manette. Il suffit de déplacer le personnage au stick gauche, il frappe tout seul. L'objectif est de tracer un chemin jusqu'au boss du niveau pour le vaincre ; en clipsant différentes pièces en forme de blocs de tetris. Chemin qu'il nous faut ensuite parcourir manuellement. D'où la nécessité de placer chaque pièce au bon moment pour se soigner, s'entraîner, rallumer la torche du héros qui se consume au fil du temps, etc. Une tentative prend fin soit en vainquant le boss, soit plus souvent en revenant au point de départ pour quitter le donjon, donc ça demande un minimum de sens de l'orientation en 2D. Heureusement (pour moi) pas trop, car la difficulté est super ajustable, pleine d'options pour rendre l'expérience plus facile ou difficile, dont une précieuse option pour indiquer le sens vers la sortie. Très agréable à découvrir le temps de vaincre les 6 gardiens. Ensuite c'est du grind, donc la motivation n'est plus forcément là. Mais parfois les jeux sont juste faits pour le plaisir d'en voir le bout une fois. J'ai trouvé la fin un peu décevante, mais pas de regret car le jeu en lui-même est fun et on s'ennuie jamais le temps de le faire. ____________________________ [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2467929931]Entre autres[/url]
You have a deck of rooms different depending on the stage. You can add more after killing enemies mostly. Each room has different size, effect and cost. The goal is to build your dungeon room by room, finding small misty areas on the way and unseal enough of the place to reach the boss. While doing that you have to keep your hp above 0 but also keep your torch burning and it matters a lot. Focusing on the torch is very important especially early on. You'll have to juggle between enemies and trying to remember your dungeon layout. Place enough campfires to keep the light on and much more... The more you play, the more you level up and unlock rooms, dungeons, items... And that's probably where the game can be negatively criticised. It can take a very long time to level up if you're not good at the game in some way. You need to find a good spot for yourself where you can play comfortably while having some handicaps raising your score multiplier. The good thing is that you still get score when you fail, so it's never truly a waste of time which is good. Same if you unlock weapons. Combat is autoplay, similar to horde killing games like Brotato or Vampire Survivor, but it gets surprisingly interesting later on as you use speed, room layouts and effects to kill, avoid, divide the hordes following you. I even has a very small Bullet Hell element when you encounter lots of enemies shooting at you. However, it's still very manageable, at high level, so, rare enough. The game was nicely updated to add harder versions of each stage which is very welcome, as you begin to strengthen your strategies and know the game more. Even at full price it feels quite fair. I recomme.d.
Dungeon building idea is nice, everything else is just terrible
[i]---See where this game landed on my Rogue-like/lite Deckbuilder Tier List beneath this rec!---[/i] This has the deckbuilding room mechanic that was also used by [b]Blue Prince[/b] which released around the same time. I much prefer this game to that one, as it’s far more gamey. [b]Into the Restless Ruins[/b] reminds me quite a lot of [b]Dungeon of the Endless[/b]. That game was a bit harder and slightly more complex to grasp, and has very different mechanics, but the result of everything both games do ends up being quite similar. Both games have a planning phase where you’re deciding which way to branch out followed by a phase where you fight and explore. This one doesn't really have meta progression, just unlocks which don't necessarily make you stronger, so the roguelite tag that players have given this is misleading. Combat is pretty basic, you autoattack in the direction you’re facing like in many bullet heaven games. It’s quite easy to accidentally take damage by misjudging your distance from enemies while trying to keep close and in attacking range of them. I think the hitboxes could be tighter, but it wasn’t enough of a gripe to stop me having fun with it. Your character has a few basic stats like attack speed, attack size, crit chance. You can acquire some different weapons. This aspect of the game is pretty minimalistic and you don’t get to create very different combat builds. Unlocking more cards can be disadvantageous because it pollutes the card pool, making it harder to draw the cards that you find to be most useful. Most games get around this by letting you ban x number of cards from appearing in runs but there is no such remedy here. I find that in most cases, it's best to ignore most of your card reward choices so you can cycle through a small group of good cards but the game doesn't appear fully aware of itself when it comes to this. I feel like this aspect of the game could have used more thought by the developers. The music is pretty cool synthwave - I was vibing to it. I beat all of the levels within the first 8-10 hours and I think I only failed a level once. That said, I thought many of my victories were lost causes, but somehow managed to still win. Beating the hard versions of the levels adds some longevity to the game, however there is no achievement for doing it. There is one hard one to shoot for though, which involves beating a level with maximum dread multiplier which, as of now, only 0.2% of players have achieved. Going for all of the other achievements can greatly expand the time you get out of the game though (I did them all). This is a fun game and an easy recommendation, I'm surprised it isn't more well-known. The retro graphics style is possibly a factor in that, but I personally like this style. I do think the potential is there for a developer to create something like this, but to design it to be even more addicting long term. ===================== [b]My Roguelike Deckbuilder Tier List (PC)[/b] ===================== [i]-Not an objective list, purely how much I enjoyed the games-[/i] [b]S+[/b] [b]S Tier [i](Amazing)[/i]:[/b] [b]S-[/b] Slice & Dice | [b]A+[/b] Slay the Spire | [b]A Tier [i](Great)[/i]:[/b] Monster Train | [b]A-[/b] Vampire Crawlers | [b]B+[/b] Tower Tactics: Liberation^ | [b]Into the Restless Ruins[/b] | [b]B Tier [i](Good)[/i]:[/b] Heretic’s Fork^ | [b]B-[/b] [b]C Tier [i](Decent)[/i]:[/b] Cobalt Core | Breach Wanderers | Cardboard Town* | Wildfrost | Digs TD^ | Circadian Dice | Card Quest | One Deck Dungeon | Monster Slayers | Guild of Dungeoneering | Vault of the Void | Loop Hero | SpellRogue | Monster Train 2 | [b]D Tier [i](Wasn’t sold on it)[/i]:[/b] Meteorfall: Krumit’s Tale | DiceFolk | Backpack Hero | Hadean Tactics | Chrono Ark | DungeonTop | Right & Down & Dice | Right & Down | Trials of Fire | Roguebook | Gordian Quest | Pawnbarian | Coin Crypt | Blood Card | Dicey Dungeons | Book of Demons | Tainted Grail: Conquest | Inscryption | Neoverse | Abalon | Deepest Chamber: Resurrection | One Step From Eden | Luck & Loot | Erannorth Chronicles | [b]F Tier [i](Strongly disliked it)[/i]:[/b] ShapeBreaker^ | Card-en-ciel | NecroKing | Astrea: Six-Sided Oracles | Griftlands | Hand of Fate | Ratropolis* | Dream Quest | =================== [i]^ = Tower Defense.[/i] [i]* = City Builder.[/i] ---------------------------------
You will hate yourself for frantically getting lost scrambling towards the exit in a dungeon of your own making 10/10
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