
A 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.
Modeled estimate, not a reported figure. How we estimate →
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The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About






Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 7.8Kreviews | 88% | — | $3.4M |
| $14.99 | 71ratings | 72% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 806 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The world is corrupted. You, the god of this land, can only hope to ban it in place long enough to help your people migrate to a better place. A very elaborate tower defense game with settlement management, map conquering and god simulation elements. Long paced, everything takes time, except the spread of the corruption. Hold it back with torches. Sacrifice undead enemies in Cullis gates, prove your existence by interacting with the world, build an economy and defenses, and then expand to conquer the realm back from the undead.
I feel like i would love this game, but the UI is pretty bad - ugly and odd to navigate. I feel like a lot of it can be cleaned up for higher resolution displays. Down thumb solely because of the clunky UI. If Im going to sink the time into the game for the depth it has, i want a UI that isnt so cumbersome.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 808 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I really wish I could like this game. I remember enjoying it a bit when I first bought it, then I stopped playing. Life got in the way, I didn't have as much time. This game punishes you harshly for lack of knowledge. If you do not understand exactly how all the game mechanics function, you will lose. There is very little chance of learning your way to victory on the fly. The tutorial gives random tips that help, a little, but I find that I've already figured out the (very basic) information provided by the time they appear. The UI is awful. Selecting villagers is an exercise in complete randomness. Alerts will tell you when something happens with a particular villager, but good luck figuring out where. Same thing with monster attacks and buildings being destroyed: these are important things, but figuring out where they are happening so you can respond is down to luck. You must know what buildings you have where at all times or you will spend valuable time searching for the problem. There are many spells that could be useful, but often they are dependent on timing and with so few ready spell slots you often have to go searching through a list of meaningless icons to find what you need. There's also the issue of countering attacks. There is no clear in-game way to tell which towers are effective against which enemies. You can deduce, over time, that bow towers aren't effective against skeletons, almost everything will target a specter but few things actually do damage, and fire elementals are both tanky and will light everything - people, buildings, everything - on fire and set you back for days at a time. Fire elementals have no effective counter I've found: probably keeping a magic tower up long enough to do some expensive upgrades would kill them faster, but since they can burn everything they'd just wipe out the tower in response. There is no good source of all this missing information that I've found. Bits and pieces are in various places, but otherwise you're on your own. It's an exercise in frustration.
这个游戏就是让你受苦的,玩家的建筑即使升级到最高级都无法抵御后期。腐化是不讲道理的,第二天就不断增加,怪物的数值和数量会不断增加,而且是无限的。玩家所有东西都是有限的,玩到后期就没办法玩下去,这就是作者的意图。小人的AI极其弱智,被怪物吓到了,运送到一半的物资直接丢在地上,然后其他小人又从起点重新运送。开局第二天不去压腐化就可以重开了
[h2]☆Rise to Ruinの概要[/h2] 魔物が勢力を増している世界で、人類が新たに街を作って生き抜いていくというお話です。プレイヤーは神視点で建築指示を出したり魔法を駆使しながら人々を導いていきます。 ストーリーやエンディングがないので終わりのようなものはありませんが、参考までに私の場合全実績解除まで80時間程度でした。日本語訳modあり。 内容としては襲撃要素のウエイトがだいぶ高いので、[u]襲撃有りのコロニーシミュというよりは街作り要素有りのタワーディフェンスまたは陣取りRTSに近い[/u]と感じました。毎晩たくさん攻めてくる魔物たちの襲撃を強固な拠点を作ってしのぎつつ、隙を見て魔物発生源の汚染を浄化していくというのがゲームのおおまかな流れです。 慣れるまでは何度も全滅しますが、一応全滅してももらえるポイントで永続フィートを入手し強くてニューゲームできるローグライト的な側面も有り。 [h2]☆総評まとめ[/h2] 勝ち筋を見つけるまでの試行錯誤の過程が面白く熱中できる。 またマップ内の汚染(敵の陣地)を1マス残らず浄化して塗りつぶしていくところにカタルシスがあって気持ちよい。[b]トーストにバターを塗る時、パンの耳のところまで隙間なくきっちり塗るのが好きなタイプの人に特におすすめ。[/b] 反面、セオリーを掴んでしまうとワンパターンになりがちなものの、実績のボリューム等と併せて値段分さくっと遊べる感じの作品だと思いました。 そんなわけでおすすめにしておきます。Corruption must die。 以下では、よかったところと残念だったところの詳細を書きます。 [hr][/hr] [h2]☆よかったところ[/h2] [u][b]・汚染を潰すのが気持ちいい[/b][/u] 敵の汚染エリアを浄化するためにこちらの拠点エリアを拡げていくのですが、浄化がはじまると敵エリアがじゅわじゅわ溶けていって気持ちいいです。[b]にっくき汚染を1マス残らず浄化して塗りつぶせると、心底スッキリする。[/b] また浄化することでそれまで汚染に守られていた敵の拠点や邪魔な砲台が丸裸になり、攻撃魔法撃ち込み放題で破壊できるカタルシスのようなものもありました。 [u][b]・信仰ゲージという概念[/b][/u] プレイヤー(神)は色々な魔法が使えますが、無制限に使えるのではなく信仰値というMPのようなものを消費します。いい感じの拠点を作れば人々からより多くの信仰が集まりたくさん魔法が使えるという仕組みで、[b]街作り要素とこの魔法システムがうまく噛み合っている[/b]と思いました。 また神の魔法は30種類くらいあり、それらの強力な魔法をいかに上手く使いこなすかが勝利の鍵となります。攻撃系の魔法で直接敵拠点を地形ごと吹き飛ばすような使い方以外にも、[spoiler]本来資源を増やすための魔法が実は敵の妨害にすごく使えたりと[/spoiler]なかなか工夫のしがいがありました。 [u][b]・適度な難易度で意味のある実績解除[/b][/u] 個人的に私はSteamの実績集めが好きなので、ここも気に入りました。少し前のアプデで実装された本作の実績は[b]簡単すぎず、難しすぎず、適度な達成感を得ながら気持ちよく実績全解除ができるちょうどいい塩梅[/b]だと思います。 また実績解除すると永続フィートガチャをまわすためのポイントがたくさん手に入るので、本編の中においても実績解除が無駄になりません。そんなわけで[b]実績全解除好きな人にもおすすめ[/b]です。 [h2]☆残念なところ[/h2] [spoiler][u][b]・結末が極端な二択にしかならない[/b][/u][/spoiler] [spoiler]汚染を除去しないでいると敵が無限に強くなります。最終的にこちらの最高戦力ユニットの3倍以上強い魔物が5倍くらいの数湧いてきて[u]絶対に負ける[/u]ので、そうなる前に汚染を『1マス残らず』完全に消滅させる以外に人類の生き残る道がありません。 しかし一方で汚染を完全に除去しきると、今度は逆に災害以外で一切の襲撃が来なくなりゲームとして張り合いがなくなってしまう・・・。[/spoiler] [spoiler]つまり結末として、[u]こっちが全滅するか/敵が絶滅して襲撃すらなくなるかの極端な二択にならざるをえません。[/u]個人的にには汚染に完全勝利した後も適度に襲撃が来てくれると楽しいのになぁと思いました。まあ決着ついたらさっさと移民送って次のマップに進んでねということなのかもしれません。[/spoiler] [u][b]・セオリーを掴んでしまうとリプレイ性が高くない[/b][/u] 勝つためにいろいろ試行錯誤している間は楽しいものの、一旦勝ちパターンのようなものを会得してしまうとその後はほぼほぼ確実に勝ててしまいます。言い換えるなら[b]リプレイ性が高くない。[/b] これも前項と同じく、[spoiler]1ゲームに実質的な時間制限があって生き残るためには必ず敵を絶滅させなければならないという選択肢の少なさ[/spoiler]によるものだと思われます。一応面白い地形のマップもいくつかあるので、マップを変えれば少し味変できるかも。
Unfortunately this is a game that died feeling unfinished. Theres very little variety in the enemy, and even more so in the defensive structures you can make. For a game that requires constant replays, the lack of variety can make the game easily become stale and feeling like a grind simulator instead.
This game is great, support small devs!
I can't really recommend this game. It has some issues that probably won't ever get fixed. The bad: - Abandonment: The game is likely abandoned at this point. According to Steamdb, it had only three updates in the past three years: two bug fixes and the achievement update. - Lack of Campaign and Poor Progression: The lack of a campaign and the fact that every building is unlocked from the start take away from the enjoyment of learning about the world and discovering new things. The only progression comes in the form of chests that you unlock with points earned during gameplay. These chests provide minor bonuses, such as one extra building slot, but most of them are percentage increases to stats. And they are all capped so you cannon end up having 1000 extra building slots. - Unintuitive UI: The UI is not very user-friendly. It has large elements on all four sides of the screen, which are fixed in size and only scalable to a limited extent. On my 22-inch 1080p monitor, the text is too small. Scaling the UI makes the text bigger, but it also hides more of the screen. The game itself warns that changing the scale may cause visual issues, which is not a good sign. I've calculated that about ~24% of the screen is occupied by the UI at 1x scale. - Missing Game Features: * If you accidentally start deleting a building, there is no way to stop it. Since dismantling isn't instant and villagers have to perform it, there should be an option to cancel the process. * You cannot rotate buildings. This is problematic as it limits the way you can design your town. Only rectangular buildings need both vertical and horizontal sprites; square ones can remain as they are. I read on some posts that the artist would have to make new sprites for each build. I can understand that this would be time-consuming but it really messes with the game - Lack of Clarity: The game is generally not very clear. The in-game tutorial only covers the basics. I often had to search online for answers, which led me to old posts, some as old as five years, where the developers provided responses. However, these answers might be outdated now. - No Endgame: There is no endgame content. You just play a series of skirmish battles with the same buildings, fighting the same enemies on different maps. The goal of each map is to survive for one year. The difficulty settings seem to only increase the enemies' aggression. The good: - I like the music. - The pixel art and particle effects are very nice.
Such a great time-wasting game. Very charming.
While the game has a steep learning curve the mechanics feel satisfying and rewarding. The gameplay loop is deep and loads of fun. The struggle to survive and build up a colony feels rewarding. Despite the fact that the game might be left under polished, it is still worth the time.
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