In Ruins (Tom Betts)

‘In Ruins’ is an experimental, ambient game examining the procedural construction of space. It’s part of an ongoing Phd research project to investigate ideas that connect games, permutation and the sublime. It’s part of a series of games inspired by artistic interpretations of the sublime, in this case the work of Romantic landscape painters (Thomas Cole, Caspar David Friedrich etc). Its also heavily influenced by Fumito Uedas Ico series.[Author’s Description]

[Download for Windows]
[Download for Mac]


  1. I like this a lot. Well worth experiencing.

  2. This is almost completely brilliant, but the player character’s speed ruins it for me. You don’t run haphazardly through mysterious ruins, you explore them carefully and quietly.

    • “My soul, you move with ease,
      And like a strong swimmer in rapture in the wave
      You wing your way blithely through boundless space
      With virile joy unspeakable.”

      ease of movement has precedent in romanticism

      • I know, and I don’t care. Just because the game is inspired by Romanticism doesn’t mean it has to hang on its every word.

        Also, the sublime is the effect of the contrast between something large and awe-inspiring and a human frame of reference; the ruins are well-designed, but the island doesn’t feel very large when you can rush around its entire circumference in about a minute.

  3. Hmm it crashed my computer and I had to power off… (Mac) 🙁

  4. If I start it full screen, I begin the game upside-down. Windowed I’m right-side up.

    • That’s actually a common Unity shader thing. Run in the game using the “good” settings rather than anything higher (i.e. “fantastic”), and it should be fine.

  5. This game looks pretty great, and I dig the music/sfx style, but even on the lowest settings it runs too slow for me :/

  6. any way to invert mouse please ❓

  7. Fantastic game and truly an adaptable experience. I just did a Let’s Play of it and I loved it to bits:

  8. Loved it but level a little short 😀



  10. Love it :mrgreen: 😀

  11. Final jump completely ruins (ha ha) the experience. Or am I supposed to be screaming at my keyboard because I fell down the gap for the tenth time and I have to climb up the stupid tower again? Why do designers put difficult jumps in first-person games when there’s absolutely no visual cue as to whether you’re about to fall off the edge of the platform? Is it because they’ve all spent hundreds of hours jumping around in FPSes and don’t realize that some other people haven’t?

    The designer has wasted more of my time on that last jump than it would’ve taken him to fix it.