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Monuments to Ruin

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Monuments to Ruin screenshot 1
Reveal Trailer trailerWatch trailer on Steam ↗

Monuments to Ruin

OHNSINN · Published by OHNSINN · Official site ↗

Last updated 8 Oct 2026

Build defences, explore an all-encompassing fog and pray you can fight off the massive hordes of Ruin. Engage with an expansive unlock system and survive in a world that changes with your decisions. ‘Monuments to Ruin’ is a roguelite, tower defense game set in a world ravaged by a suffocating fog.

Free to PlayComing SoonDJCTQ 14

Free

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Indie, Strategy · More free games

Navigate through a treacherous landscape filled with mystery and danger in Monuments to Ruin. Build your defenses wisely as you unlock new options, hoping to survive the relentless onslaught of Ruin in this ever-evolving roguelite tower defense experience.

About this game

‘Monuments to Ruin’ is a roguelite, tower defense game with gridless building placement and a fog covered world to explore. Unlock endless buildings and upgrades and try countless different synergies and strategies to overcome the many challenges to reclaim the land from Ruin.

DESIGN DEFENSIVE STRATEGIES

  • Freely place your defences and watch the enemies choose new paths to destroy your Bastion. But beware, breaking through your defences might become the easier option.

  • Construct your defences with unique buildings that can define your strategies and allow many different playstyles.

  • Upgrade your buildings after every night with random rewards to create powerful (and sometimes gamebreaking) synergies.

EXPLORE THE FOG

  • Push back the fog called Ruin. Reclaim and expand the land you can build on. Change the battlefield in your favour.

  • Uncover all that has been lost to humanity in the fog. Relic ruins, repairable towers and abandoned villages could change the tide of battle.

PLAN YOUR ADVANCE

  • Unlock new buildings and upgrades in an expansive unlock tree. Discover, refine and adapt ever expanding build strategy options.

  • Assess the risk of progress in an interactive unlock tree. Foresight might increase your chances of survival. Careless abandon will assure your end.

MASTER A SHIFTING WORLD

  • Fight on procedurally generated maps in varied biomes that bring unique challenges.

  • Contend with fluctuating climate conditions that are influenced by your decisions as much as they impact your strategies.

  • Adapt around random rewards and create a multitude of approaches. No experience will ever be the same.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: n/a yet
  • Memory: n/a yet GB RAM
  • Graphics: n/a yet
  • Storage: n/a yet GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese

Latest news

  • AnnouncementsOfficial

    Playtest is live again!

    It has been quite some time since our last playtest (sorry about that but it was worth it). We have been hard at work with new content and reworking old systems. Once more we would love to hear what you think, what’s broken and what needs some tweaking. Here are all the things we’ve added since the last playtest: Added an overworld map that lets you undertake whole expeditions to retake the land claimed by the fogAdded an unlock tree you can get new towers and upgrades fromIntroduced three guilds and their representatives that work for/with you. You can specialise settlements by giving them to a guildReworked the tutorial and notification system for better flow of informationReworked the cleansing of rifts to not make all the towers you built to defend against that one rift obsoleteAdded more ruins to find in the worldBalanced the towers and their upgrades to make the weaker ones more impactfulRemoved the flying enemies for now. They were too punishing/frustrating. We need to find a way to use them in special circumstancesReworked the whole UI and added many QoL features, settings and moreAdded many illustrations to the UIFixed many bugs… so many bugs And I think that is already everything. Much like the last few times the playtest will be up for a few weeks. We look forward to hearing what you think!
    Read full article on Community Announcements (Hiplinc)
  • AnnouncementsOfficial

    Thank you for participating in our second playtest!

    For the last two and a bit months our second playtest has been running and we got a lot of really valuable feedback again. So to everyone that participated, left feedback and filed bug reports we’d like to say a big thank you!Once again there we have some great takeaways and things to work on. Here is a summary of things we are currently working on based on your feedback:Rework of how enemy waves are put together and scale in difficulty in later roundsGeneral UX improvements such as being able to destroy unfinished settlements and flooded buildingsReworking how rifts are closed so that the defences you built for multiple rounds don’t become useless once you close a riftRefactoring of all of the UI logic for more stability and ease of use. This is more in the backend but your feedback also is also flowing into the look and usabilityEvery tower can now shoot flying enemies and we are implementing warnings that tell you when flyers approach next roundRebalancing the fusion upgrades and some towers so that just upgrading the ballista tower no longer is a golden ticket to victory. We are also playing around with limiting one damage type per tower so that a diverse arsenal becomes more viableThere are also a few more new things we are cooking up that will be in the next playtest but more about those at a later date! Also, a good friend and 2D illustrator has joined the team so here is just a small sketch sneak peek of what is to come:We have also started doing some youtube shorts so if you want some more insights into the game feel free to check it out: Until then we’ll take down the current playtest. You will stay in the list of people that have access to the playtest and will get a notification when the new playtest has gone live. If you are reading this and didn’t get a chance to participate in the first and second playtest but would like to be part of the next one you can join on the main steam page right below the screenshots. And that is already all. Thank you again...
    Read full article on Community Announcements (Hiplinc)
  • AnnouncementsOfficial

    Time for another round of playtesting!

    Two months ago we had our first playtest for Monuments to Ruin and we got a bunch of really good feedback. We’ve been hard at work since then and now we are back with a bunch of changes that we’d love to hear what you think. We’ve also fixed a ton of bugs but obviously you will find all the really obvious ones we missed so we look forward (dread) to seeing all the ones you find.Here is the changelogs of what’s changed and got added since last time: UX and Building changesThe path indicating where enemies come from now updates in real-timeWalls now cost only 1 (down from 2) per segment and enemies will avoid going through them longerBonfires have been replaced with Settlements. Settlements take a day to build but have a bigger reveal range and more healthThe Trebuchet and Phalanx Tower have been buffed to shoot faster. They can now also target flying enemies Upgrade additions and changesSepsis Nuke: a legendary sepsis upgrade that makes sepsis mines explode in a big explosion if an enemy with 10 sepsis mines diesDuo Sepsis: a common upgrade for the infector tower that applies two sepsis mines when it hits an enemySepsis Incubation Mines. When an enemy with a sepsis mine dies it leaves behind an incubation mine that can be picked up by other enemies in subsequent nightsBrimstone Stacking: an epic brimstone upgrade that allows brimstone to stack up to three times on an enemyBrimstone Upsurge: a legendary brimstone upgrade that makes it so burning enemies set other enemies on fireCloud Flying Push: a common Cloud Tower upgrade that allows it to greatly push and slightly damage flying enemiesFusion Damage Type Upgrades: these are upgrades that get added to the pool when the two corresponding damage types have been unlocked:Sepsis/Brimstone: when enemies die with a sepsis mine and while on fire they spawn a fire tornado that randomly roams around and deals damage/sets enemies on fireFlux/Sepsis: if an enemy with a sepsis mine gets hit with a flux damage projectile the flu...
    Read full article on Community Announcements (Hiplinc)
  • AnnouncementsOfficial

    Thank you for participating in our first playtest!

    For the last two weeks we held our first playtest and we got a lot of really valuable feedback. So to everyone that participated, left feedback and filed bug reports we’d like to say a big thank you!Besides all the things we need to fix and want to improve we also have some takeaways for public steam playtests in general. Namely that we want to do them a lot more and with a certain frequency. We already have the next one planned for the end of November. Here are a few things we want to add for the next one in no particular order:Enemy path updates in real-time while buildingRework of the BonfiresMore counterplay for flying enemiesBuff all the towers that aren’t the Ballista TowerAdd fusion upgrades (damage type combo upgrades)Rework the night buildingsMake the game harder (too many people reported winning their first map and that is not on ;) )A bunch of bug fixes and quality of life settings Until then we’ll take down the current playtest. You should stay in the list of people that have access to the next playtest and will get a notification when the new playtest has gone live. If you are reading this and didn’t get a chance to participate in the first playtest but would like to be part of the next one you can join on the main steam page right below the screenshots. And that should be all. Thank you again and we look forward to the next one!
    Read full article on Community Announcements (Hiplinc)
  • AnnouncementsOfficial

    Thank you for joining us at Gamescom!

    Gamescom, what an event! We exhibited Monuments to Ruin for the first time publicly at the Indie Arena Booth at Gamescom last week and what a great event it was. We got to meet many of you and would just like to say thank you for all the great feedback and many hours spent building up vast fortifications! Some of you also joined our Discord which we can highly recommend as that is where we will be most active, sharing development tidbits and announcing things like public playtests but more about that below. Looking forwardWe had many great meetings with publishers during Gamescom so let’s see if anything comes of that. We are currently doing all the post-Gamescom followups and getting over the usual convention plague but then we are back in full production, working on many new exciting features. Features that we would love to get your feedback on. We are planning on doing a public playtest around the end of September so stay tuned for more news on that.  More goodness!We got to try many of our fellow dev's great games at the Indie Arena Booth and we want to highlight two. If you like Tower Defence games and need something to tide you over until Monuments to Ruin is released we can highly recommend Tempest Tower! It just released two weeks ago and you can play it right now! If you can wait a bit longer we can also highly recommend Dawn Of Defense, another Tower Defense game but with RTS elements! Definitely one to add to your wishlists!
    Read full article on Community Announcements (Hiplinc)

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