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In GODUS, you are brilliantly creative, terrifyingly powerful and above all else, worshipped unconditionally by your followers. You are their god. GODUS is a delightful reinvention of the god game from 22cans and Peter Molyneux, who created the genre. In development for PC, Mac and mobile.
Veröffentlichung: 13 Sep. 2013
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Early Access-Spiel

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Hinweis: Dieses Early Access-Spiel könnte sich im Entwicklungsverlauf erheblich verändern. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, sollten Sie warten, bis das Spiel einen fortgeschritteneren Entwicklungsstand erreicht hat. Mehr erfahren

Was die Entwickler zu sagen haben:

“GODUS is a unique game that we hope will grow to be truly special. We've thoroughly enjoyed developing our dream game alongside the community and are continuing to refine the game based on the feedback of the players. We warn you that there are still bugs and incomplete features - this is the nature of the journey we are on. You may wish to wait for the finished game, but we have much content still to discover and improve as the game continues development. We do hope you’ll help with this. If you do, you are part of our development team. We look forward to receiving your feedback.”
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Kürzliche Updates Alle anzeigen (20)

Redesigning Settlements – Our Philosophy

17 Juni 2014

Over the last few weeks, we’ve recognised that since the v2.0.5 update, an increasing number of players have found Godus’ Settlement mechanics to be a bit unintuitive and, well, just not as fun as they ought to be.

So, a core group of us went away and brainstormed a few solutions to this dilemma and in the process, we rediscovered some of our original ideas.

We’re not quite ready to share the full details of how we are going to be bringing these ideas to fruition – some of the new features and functions we have in mind for the Settlements revamp are quite advanced and we think it’s better to let you know precisely what we’re cooking up once everything has been locked down and proven to be technologically viable.

However, since we’re very excited and enthusiastic about these advancements, we do want to let you in on our thinking and demonstrate that we have read your comments, digested your feedback and are sprinting hard to bring them into reality.



PLACING SETTLEMENTS
What drives our thinking about Settlements is the course of human history itself. We want to give you a way to take your initially small group primitive followers and take them into the agricultural age while accounting for considerable growth in population.

While the current system does make specific areas within your Homeworld more distinct and civilised, we would prefer to do so in a way that’s less restrictive and more naturalistic, all while amplifying your abilities as a god.

When placing a settlement with the current system, it can be challenging to create farms around it due to the dense population you will have created up to that point. Additionally, all settlements tend to look a bit too similar to each other for our liking.

We know that that current system can lead to confusion over how to get the most out of your Settlements and even over the size of your Settlement before it is placed into the world. What we want is to give you a more accessible way to further the development of your Followers’ habitation and one that doesn’t rely on being menu driven or needing a lot of intricate GUI elements.

The new system we’re currently working on will add much more diversity to your Settlements. We’re developing an inventive (surprising, even) solution to make Settlements more charming, more efficient and more aesthetically pleasing… and makes you feel more like you’re playing with god-like powers, too.



BUILDING SETTLEMENTS ON HILLS AND VALLEYS
We want to deliver on our vision of a world as presented in our original concept art for Godus, where Settlements can thrive across multiple layers of the landscape.

Creating Settlements under the current system does make good use of Godus’ trademark sculpting mechanics and allows you to bring life to flat areas, however we’ve seen that for many players, this tends to lead to the whole of their Homeworld being flattened as they expand their population.

We would prefer there to be more visual variety in how you evolve your Homeworld and between the Settlements you create for your Followers. We want to enable you to build Settlements in a less restrictive and uniform way.

Our goal is to enable you to see your followers build vertically as well as horizontally in harmony with a beautiful, undulating landscape.



GOVERNING YOUR FARMS AND FARMERS
We want to make the involvement of farming in the Bronze Age and mining in the Iron Age feel more compelling and challenging without forcing you to worry about too much micromanagement.

We’re quite fond of how the current system works for Builders – we think it’s clear, simple and fun to play. We also like the current balance between building houses and farms, as it neatly reflects how we humans behave in the real world.

That said, the current way you assign roles to your Settlement’s workers is too clunky and fussy – we have seen that it has led to confusion, especially with the Buffer class of follower.

Our new designs focus on making the way you govern your farmers and miners more immediate, instinctive and cohesive by extending existing, proven systems as well as doing a better job in how we describe them.



GROWING AND HARVESTING CROPS
The way we think about crops is as a resource that makes sense without us needing to describe it in too much detail. We want you to think of them as behaving just like they do in the real world – people need food to work, after all.

As such, we like how the production of wheat is tied to building new Abodes. However, it’s become very clear that the current mechanics can be quite hard to grasp and require too much explanation, especially for less advanced players.

While the logic behind how wheat works at the moment is sound, it’s obviously not as fun as it could be. Also, the fact wheat disappears instead of being a resource you collect is in conflict with how we think about it as a resource in the first place.

We’re exploring new lines of thought as to how your followers harvest wheat as a resource for building and have this mechanic be as intuitive and engaging.



ADDITIONAL IMPROVEMENTS
One of the most requested features from the community is for a way to automatically collect Belief. We’re now in the process of implementing a Statue of Collection, which will collect all the Belief generated by your followers within a given area.



OTHER GUI IMPROVEMENTS
We’re also looking into ways to increase the level of detail for the information you can gather about your Followers and Settlements as a way to enhance your god-like omniscience.

We’re sprinting hard as a team to get this new functionality into your hands as quickly as we can – we can’t wait to show you in full just what we’re creating for you. We hope that the new Settlement designs will not only address some of your concerns, but also lead to a more enjoyable and empowering Godus experience.

We’re eager to hear your thoughts, so please share your impressions in either our Kickstarter backer forum or in our Steam Early Access forum here.

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Beginner’s Guide to Abodes

17 Juni 2014

Today we thought it might be worth talking about the Abodes and different layers that you can build on. After reading through a couple of messages we received though our Support portal as well as over Facebook and Reddit, we thought it might a good idea to create a little guide to give you all a clearer picture.



OKAY, SO WHAT'S THE PROBLEM?
When you get to a certain part of the game, you may notice that you can no longer build Abodes on high level ground (the dark green layer to be exact, or eleven layers above the first layer of grass to even more exact). Some believe that this could possibly be a bug – however, that’s not the case as you can build above the dark green layer!



BUT...HOW?
Simples, but it will take a little bit of work to do – in fact, you’ll need to unlock the Mining Settlement and gather 30 ore to unlock the Stone Lodge. After you get past this point, you’ll be able to build to your heart’s content.



THE GUIDE
In Godus, there are many layers you can build on, but you may be asking yourself which Abodes goes where.

Starting off with the sand layer, your Followers will start off building Shelters. Once you have reached a population of 10 you’ll unlock the Straw Hut Abode and your Followers will start building this type of Abode instead of Shelters. A bit later in the game, once you’ve unlocked the Farming Settlement and gathered 9 Wheat, you will unlock the Wooden Hut and your Followers will start building these Abodes on the sand layer instead of Straw Huts. This wraps up any Abodes for the sand layer.

Next up, the grass layer (or the light green layer). Once you reach a population level of 27 you’ll unlock the Mud Hut Abode and this will allow your Followers to make the transition from sand to grass. Upon reaching the 115 population level, you’ll unlock the Mud Cabins – this Abode will really help in building up your population and in no time you’ll unlock the Farming Settlement. Once your Farmers have gathered 9 Wheat you’ll unlock the Wooden Hut Abode and this will take over the Straw Hut and Mud Hut Abodes. Once you have gathered 24 Wheat you’ll unlock the Wooden Cabin Abode and this will take over the Mud Cabin Abode.

Next up is the Wooden Lodge Abode, which unlocks at 70 Wheat – this will immediately start to increase your population level. Once you have reached 900 population level, you’ll unlock the final Wooden Abode called Wooden Cottage and this is the last Abode you can build on the grass layer. Once you have unlocked the Wooden Hut, Wooden Cabin, Wooden Lodge and Wooden Cottage, you’ll be able to use these from the first grass layer and ten layers above. Once you have reach the eleventh layer (dark green) above the first grass layer, you will no longer be able to progress with these Abodes.

At this point, you’ll need to unlock the Mining Settlement and gather 30 Ore to unlock the Stone Lodge Abode, after 140 Ore you’ll unlock the Stone Cottage Abode. Once these Abodes have been unlocked, you’ll be able to continue building past the dark green grass layer, up until you reach the snow layer (or the top white layer). If you try to build these type of Abodes below the dark green grass layer, you’ll just end up building more Wooden Abodes.

That about wraps things up this guide. We hope you find it helpful and if you need any extra help, you are always welcome to drop us a message at support@22cans.com.

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Godus Opt-In on Steam

We will be updating the GODUS Opt-In Beta branch more frequently than the main Early Access branch. If you would like to participate in helping us test new fixes and features, big and small, opt-in to our Beta Branch, releasetest.

Please keep in mind that this branch is for testing! Things might go wrong and when they do, send in your bugs and feedback to support@22cans.com or support.22cans.com

For details on how to access these developer builds, read below:

How to Opt In to Developer Builds

1. Go to your Steam Library
2. Right click on GODUS and select "Properties"
3. Click on the "Betas" tab
4. Click on the dropdown menu and select “releasetest”
5. Enter your beta access code, which is ‘22canstester'
6. Click "Check Code"
7. Hit "Close" and you're all set!

The Community's Access Password

This password will allow you to access the most recent development builds of the game. Using the instructions above, this password will give you immediate access.

  • Password: 22canstester

What's new in GODUS Update v2.0.5

Please find below the change list for the v2.0.5 update. As always, please be sure to report any bugs and issues to Support@22Cans.com or http://Support.22Cans.com and feel free to discuss features for future updates on our forum here.

FEATURES:

  • Storms now have a chance to replenish chests in your world within your area of influence
  • Settlements have been redesigned to feel more like settlements instead of a sprawl

How Settlements Work
Mining ore and farming for wheat now occurs as a variable rate depending on how many mines and farms you build; how many workers are in a mine or farm; any buffs applied to the mine or farm and/or its workers; and proximity of a mine or farm to a settlement (i.e. how far miners or farmers have to commute to work), as opposed to specific amounts of ore and wheat gathered over time.

The resource bar now correlates to resource generated per hour instead of a total amount of the resource collected.
  • The more fields/mines you have, the higher your per hour rate will be. For example, building additional mines/farms will increase the overall rate at which you generate ore/wheat. The more mines/farms you build, the faster you will level up.
  • Fields and mines further from the Settlement are less efficient than those within a Settlement
  • Fields, mines and abodes built inside a Settlement do not cost any resources to build however if you build outside a Settlement, it costs resources. The cost is displayed on the empty plots.
  • Various balance improvements, including reduction of time it takes to complete building

FIXES:
Crash on start up: Players were that the game will crash at the splash screen, which should now be fixed in this version. If the problem persists, please refer to the workaround here.

Crash when hitting "return to home" on voyages: Players were reporting a crash every time they select "return to home" on a voyage, which should now be fixed in this version.

Finger of God causes red graphic issues: Players were reporting a graphics issue of red squares whenever using the Finger of God, which should now be fixed in this version.

Return to Civilization button disappears upon abandoning challenges: Players were reporting the red message "Map Preview" at the beginning of each challenge, if not closed, caused the Return to Civilization button to disappear. That should now be fixed in this version.

Additional fixes:
  • Sculpting tutorial responsiveness fixed
  • Keyboard hot keys updated to reflect new configuration
  • Memory optimizations since version 2.0.4, increasing responsiveness and stability
  • Buried chest graphical effects should no longer disappear

Known Issues

For the full list of known issues feel free to read through our Known Issues thread.

Freeze upon quitting: The most consistently reported bug is that the game freezes upon quitting and has to be closed via the Task Manager. This is due to a middleware issue and a workaround is being investigated.

Meteor will sometimes leave behind small pieces of land: When a meteorite strikes it can leave behind a small square of land that can’t be removed by sculpting.

The Belief button will appear faded out at the beginning of the Tutorial before unlocking Belief: This bug affects the Mac build only.

Über das Spiel



Have you ever wanted to play god? In GODUS, you can sculpt every inch of a beautiful world that you look down upon, where your population of Followers will settle and multiply. As you rule over your living, breathing society, a civilization will blossom across your land and offer you their belief. The more Followers that believe in you, the more powerful you will become. It is as simple to play as it is spectacular to behold. Come and lead an incredible journey - this delightful, charming world is waiting for you to make it your own.

GODUS is currently in active cross-platform development for Windows PC, Mac OS and mobile devices where the gameplay experience will evolve and expand over time as we deliver updates for the game.

GODUS is brought to you by legendary designer and inventor of the god game genre, Peter Molyneux.

Key Beta Features

  • You can sculpt the entire world and make it truly unique to you
Sculpt every inch of an entirely mouldable world in the most delightful way. Uncover a wealth of mysteries and surprises waiting to be unearthed beneath the landscape, and find others atop it.

  • Be loved and worshipped by tiny, adoring Followers. Watch them live, learn, and love in a fully simulated world
Your ever-gracious population of reactive, living followers will need you and worship you unconditionally. You are their god.

  • Nurture the growth of a civilization as it rises from the dawn of the primitive age and advances throughout the ages of humanity
Choose various types of stickers to unlock cards that level-up your population's society, technologies, and faith. Cards go into your timeline, which allows you to make advancements within an era and unlock new abilities.

  • Lead Followers from your Homeworld and set sail on Voyages of Discovery to uncharted lands
Guide your Followers as they embark on regular voyages to new and undiscovered lands that hold great rewards.

  • Cast miracles of both beauty and destruction: Choose how to show your divine power whether that be by growing forests or launching meteors
As development continues you will see more God Powers being added that will enhance gameplay, adding depth and variety to the whole GODUS experience.

Systemvoraussetzungen (PC)

    Minimum:
    • OS: Windows XP
    • Processor: Intel Core 2.0 Ghz
    • Memory: 1 GB RAM
    • Graphics: Geforce 210
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
    Recommended:
    • OS: Windows 7
    • Processor: Intel Core Quad 2.4 Ghz
    • Memory: 4 GB RAM
    • Graphics: Geforce GTS 250
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space

Systemvoraussetzungen (Mac)

    Minimum:
    • OS: 10.7.5 (Lion)
    • Processor: 2.2 GHz Intel Core 2 Duo
    • Memory: 1 GB RAM
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space
    Recommended:
    • OS: 10.8.2 (Mountain Lion)
    • Processor: 2.4 GHz Intel Quad Core
    • Memory: 4 GB RAM
    • Network: Broadband Internet connection
    • Hard Drive: 1 GB available space

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Hilfreiche Kundenreviews
34 von 40 Personen (85%) fanden dieses Review hilfreich
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EDIT for Version 2.0.:
As far as i can tell, the basic game is STILL the same. Less clicking, of course, i give you that 22cans. But most of the other bad mechanics are still there:

1. Cards are now Stickers, obtained in the same way as before, working the same way as before.
2. Belief takes horribly long to generate and you can't sculpt land without it.
3. I still have to click or hold and slide over every belief-bubble hovering over the huts of my followers to collect it, instead of just having a constant number of belief rising my belief counter like every other Real-time-game! That's game standard, dear developers.

There is more to criticise because I only played about half an hour of Version 2.0, but I still hope it gets better. (And it is better than previous versions, as far as I can say, so the potential is there.)

I still do NOT recommend to buy this game in its current state, but it is only 49% done, so keep it up, 22cans.

UPDATE for V2.0:
Although they had fan-feedback and 5 months of time:

Only little difference to previous versions,
slightly changed graphics and the pay-to-play-structure is still obvious.
For myself, I do not like the new journey-feature that replaced the previous battle-feature to obtain stickers, but I think they should completely get rid of this sticker-unlock-nonsense and put in a traditional ressource-gathering system that would give villagers a purpose automatically.

But on the other hand, the basic gameplay is kinda fun and who doesn't like to be a god, although a lesser one at the moment, and rule over big settlements?

OPINION for CURRENT Version 2.01:
Do not buy if not frust-resistent, but hey, now I believe that it could become a good game if they work hard on it.



Original Post:

I expected this game to be good, at least some kind of Populous-The Beginning 2.0, which would have been very nice.
If YOU expect that too, DO NOT buy this game in its current state.
I hope it gets better soon (maybe they should fire Peter Molyneux - Ingame shop, fuuuuu.-,-)

At the moment it is more like a building place - and dirt moving simulator, the bad sort, of course.
Digging, click, click, click, click, yeah, enough space for a small house,
click, click, click, yeah, villager builds house,
click, click, click, oh, another chest discovered,
click, click, nice, a new card, now i only need another 14 ♥♥♥♥ing CARDS to unlock a new technology!!!

The lack of possibilities to interact properly with your villagers and their total apathy when confronted with your "powers" made this game really annoying after some time, despite this, villagers also lack of any kind of intelligence, beeing only puppets in this big "I make everything flat to build as much houses as i can"-game.

The biggest problem are not the clickediclick-orgies, it is the fact that neither the world nor its inhabitants seem to have any life to care or speak of and that makes the game feel kinda soulless.

Please, 22cans, kick out the stupid cards or at least implement the feature properly, give your villagers a backstory and emotions and make me feel like my decisions and actions really matter more than burning trees, flatten lands and crushing stones.

Sincerely, a disappointed gamer
Verfasst: 19 Januar 2014
War dieses Review hilfreich? Ja Nein
27 von 32 Personen (84%) fanden dieses Review hilfreich
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Bloß nicht kaufen. Da macht es mehr Spaß Zufallszahlen in Exceltabellen einzutragen. Von dem Geklicke bekommt man Schmerzen und ein Spiel ist eigentlich nicht vorhanden. Sieht aus wie ein halbfertiges F2P Handyspiel.
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War dieses Review hilfreich? Ja Nein
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- Sinnfreie, Spielfluss unterbrechende Timer (wie bei F2P Tablettiteln zu finden)
- Klickfest (Sammle Glauben durch Klicken auf jedes einzelne Haus)
- KI auf dem Stand Populus I-II (laut Molyneux kommt da auch nicht mehr viel)
- Transformation der Umgebung nur minimal(wirkt wie auf Touchpad zugeschnitten)

Gesamteindruck: Gameplay, KI, Grafik -> F2P iOS/Android

Early Access erklärt Bugs, Glitches, oder fehlenden Inhalt. Mitnichten kann es als Ausrede für grundlegend schlechtes Design dienen.

Entscheidungsfreiheit, Individualität, Gestaltungsmöglichkeiten und glaubhafte Untertanen wünsche ich mir in einer Göttersimulation.
In Godus vermisse Ich alle genannten Punkte.

Es war ein Fehlkauf.
Verfasst: 12 März 2014
War dieses Review hilfreich? Ja Nein
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Am 15.02.2014 wurde nun ein Interview mit Peter Molyneux veröffentlich, in dem nun seinen Plan erläutert das Godus free tp play sein wird. http://www.pocketgamer.co.uk/r/Android/Godus/news.asp?c=57324
Nachdem es die letzten Monate extrem still um 22 Cans wurde, die Community auf Twitter, reddit und Godusforum quasi ausgestorben ist, ist dieses Interview nicht nur ein Faustschlag in das Gesicht der Kickstarter und Steam User sondern grenzt an Betrug.
Möglicherweise betrifft das ganze Freemium Modell nur die mobilen Endgeräte, alles in allem glaube ich allerdings nicht, dass Peter Molyneux nochmal die Möglichkeit bekommt ein gepledgetes Spiel zu entwickeln.
Verfasst: 14 Februar 2014
War dieses Review hilfreich? Ja Nein
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Meiner Meinung nach eine reine Abzocke!
Als ich mir das Spiel gekauft habe konnte ich mich noch sehr dafür begeistern. Ich habe mir gedacht, dass es natürlich noch nicht sehr weit entwickelt ist (Early Access halt), aber dass es einfach so bleibt und seit Monaten absolut gar keine Updates kommen, damit hab ich nicht gerechnet. Anstatt dass die Updates, die ganz am Anfang noch gekommen sind, das Spielerlebnis verbessern haben sie leider durch Verkomplizierung eher das Gegenteil bewirkt.
Finger weg!
Verfasst: 17 Februar 2014
War dieses Review hilfreich? Ja Nein