Compare Into the Restless Ruins prices across 50+ stores and find the best deal. Developed by Ant Workshop Ltd. Published by Wales Interactive. Released on 5/15/2025. Available on PC, Xbox. Genres: Action, Adventure, Indie, Strategy.

If your card-game instincts run toward spatial planning rather than combat math, this Scottish folklore roguelite may be the most original thing in the genre right now - and it earns that claim.

My spreadsheet brain lit up the moment I understood what Into the Restless Ruins is actually asking of you. The cards in your deck are not spells or abilities - they are literal rooms and corridors, physical tiles you slot together on a grid before you ever set foot inside the dungeon. That two-phase structure, architect first then survivor second, is the idea that makes almost every other deckbuilder feel ordinary by comparison. You spend your limited Build Points placing rooms that can contain training grounds, armouries, campfires, and libraries, each with spatial entry points that must actually connect to adjacent tiles. Then the camera zooms in and you are inside the maze you just designed, torch burning down, 62 varieties of creature closing in, your character auto-attacking in a style closer to Vampire Survivors than Slay the Spire. The strategic layer is where the depth sits, and it is real. Every placement decision carries downstream consequences: a short direct path to the Warden conserves torchlight but starves you of stat bonuses and seal locations locked behind fog-shrouded side rooms. A sprawling labyrinth nets more Glimour for levelling up and lets you pick bow plus sword loadouts from weapon-swap rooms, but you will run out of torch before you find every seal. Room shapes are not all rectangles - curved corridors, multi-exit junctions, and oddly angled tiles create a genuine spatial puzzle each turn, and learning which combinations chain into useful synergies is the game's core skill loop across its six ruins. The content numbers are not trivial either: 116 cards, 40 Charms, 38 Cantrips as difficulty and modifier toggles, 12 weapons, and six boss encounters rooted in Scottish folklore, from Am Fear Liath Mor, the Grey Man of the Cairngorms, upward. Cantrips deserve specific mention - they function as opt-in difficulty modifiers that scale score multipliers, so replaying an earlier ruin at harder settings is a legitimate progression path rather than a chore. The honest criticisms are consistent across press coverage and player feedback. Combat is the weaker pillar. Auto-attacking works fine, and positioning to strafe between enemy clusters carries some Vampire Survivors DNA, but boss encounters are essentially scaled-up versions of regular enemies rather than mechanical departures. The weapon pool of 12 options and a stat system built around attack speed and crit damage is functional but thin - there is no character build variety to theorise over between runs the way a deeper action-RPG would offer. Visibility when torchlight drops is a genuine pressure mechanic that some players find atmospheric and others find punishing to the point of friction; there is no minimap, which is either a feature or a flaw depending on your tolerance for spatial memory challenges. Run length, with each of the six stages taking roughly an hour, means a full clear is achievable in a single long session, and the shorter overall scope has been flagged as a longevity concern by multiple reviewers. For newcomers to the genre, the structure is actually friendlier than it first appears. There is no hard permadeath: dying to enemies or darkness adds to a curse meter rather than resetting everything, which lets players learn the dungeon-building fundamentals without the full roguelike tax of losing an hour of progress. The six ruins unlock sequentially, so the difficulty ramp is controlled and tutorial-adjacent early on. Cantrips can be configured to make runs easier, not just harder, which means the difficulty dial genuinely has a low end. A free demo on Steam lets you test the first ruin risk-free before committing. The Steam user base currently sits at around 83 percent positive across early reviews, and critical reception has been uniformly warm, with most outlets landing in the eight-to-nine-out-of-ten range for the dungeon-crafting concept specifically. If you can accept that the combat half is a means to an end rather than a draw in itself, the architectural puzzle half is original enough to carry the whole package. Diego, Scout Team

Into the Restless Ruins
ActionAdventureIndieStrategy

Into the Restless Ruins

May 15, 2025Ant Workshop LtdWales Interactive
GamerScout Says

If your card-game instincts run toward spatial planning rather than combat math, this Scottish folklore roguelite may be the most original thing in the genre right now - and it earns that claim.

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About Into the Restless Ruins

My spreadsheet brain lit up the moment I understood what Into the Restless Ruins is actually asking of you. The cards in your deck are not spells or abilities - they are literal rooms and corridors, physical tiles you slot together on a grid before you ever set foot inside the dungeon. That two-phase structure, architect first then survivor second, is the idea that makes almost every other deckbuilder feel ordinary by comparison. You spend your limited Build Points placing rooms that can contain training grounds, armouries, campfires, and libraries, each with spatial entry points that must actually connect to adjacent tiles. Then the camera zooms in and you are inside the maze you just designed, torch burning down, 62 varieties of creature closing in, your character auto-attacking in a style closer to Vampire Survivors than Slay the Spire. The strategic layer is where the depth sits, and it is real. Every placement decision carries downstream consequences: a short direct path to the Warden conserves torchlight but starves you of stat bonuses and seal locations locked behind fog-shrouded side rooms. A sprawling labyrinth nets more Glimour for levelling up and lets you pick bow plus sword loadouts from weapon-swap rooms, but you will run out of torch before you find every seal. Room shapes are not all rectangles - curved corridors, multi-exit junctions, and oddly angled tiles create a genuine spatial puzzle each turn, and learning which combinations chain into useful synergies is the game's core skill loop across its six ruins. The content numbers are not trivial either: 116 cards, 40 Charms, 38 Cantrips as difficulty and modifier toggles, 12 weapons, and six boss encounters rooted in Scottish folklore, from Am Fear Liath Mor, the Grey Man of the Cairngorms, upward. Cantrips deserve specific mention - they function as opt-in difficulty modifiers that scale score multipliers, so replaying an earlier ruin at harder settings is a legitimate progression path rather than a chore. The honest criticisms are consistent across press coverage and player feedback. Combat is the weaker pillar. Auto-attacking works fine, and positioning to strafe between enemy clusters carries some Vampire Survivors DNA, but boss encounters are essentially scaled-up versions of regular enemies rather than mechanical departures. The weapon pool of 12 options and a stat system built around attack speed and crit damage is functional but thin - there is no character build variety to theorise over between runs the way a deeper action-RPG would offer. Visibility when torchlight drops is a genuine pressure mechanic that some players find atmospheric and others find punishing to the point of friction; there is no minimap, which is either a feature or a flaw depending on your tolerance for spatial memory challenges. Run length, with each of the six stages taking roughly an hour, means a full clear is achievable in a single long session, and the shorter overall scope has been flagged as a longevity concern by multiple reviewers. For newcomers to the genre, the structure is actually friendlier than it first appears. There is no hard permadeath: dying to enemies or darkness adds to a curse meter rather than resetting everything, which lets players learn the dungeon-building fundamentals without the full roguelike tax of losing an hour of progress. The six ruins unlock sequentially, so the difficulty ramp is controlled and tutorial-adjacent early on. Cantrips can be configured to make runs easier, not just harder, which means the difficulty dial genuinely has a low end. A free demo on Steam lets you test the first ruin risk-free before committing. The Steam user base currently sits at around 83 percent positive across early reviews, and critical reception has been uniformly warm, with most outlets landing in the eight-to-nine-out-of-ten range for the dungeon-crafting concept specifically. If you can accept that the combat half is a means to an end rather than a draw in itself, the architectural puzzle half is original enough to carry the whole package. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:indieDungeon ArchitectTwo-Phase LoopTorchlight SurvivalScottish FolkloreAuto-Battler LiteCantrip ModifiersNo PermadeathSpatial PuzzleRoom Synergies

Steam Deck & Linux

Steam Deck Verified

Valve rates this game Steam Deck Verified.

System Requirements

Minimum

OS
Windows 10
Memory
400 MB RAM
Storage
400 MB available space
Graphics
NVIDIA GeForce 940MX
Processor
Intel(R) Core(TM) i7-8569U CPU @ 2.80GHz

Recommended

OS
Windows 10
Memory
400 MB RAM
Storage
400 MB available space
Graphics
NVIDIA GeForce 2070
Processor
Intel(R) Core(TM) i9-9900 @ 3.60GHz

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Game Info

Developer
Ant Workshop Ltd
Publisher
Wales Interactive
Release Date
May 15, 2025

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Into the Restless Ruins is available on PC, Xbox.

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Into the Restless Ruins was released on 15 May 2025.

Who developed Into the Restless Ruins?

Into the Restless Ruins was developed by Ant Workshop Ltd and published by Wales Interactive.