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GODUS empowers you in the role of a god, allowing you to sculpt every inch of a beautiful world that you look down upon, on which a population of Followers settle and multiply. As you mould every aspect of your unique utopia, a civilisation will blossom across your land and offer you their belief.
Release Date: Sep 13, 2013
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What the developers say:

“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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Recent updates View all (12)

GODUS v2.0.4 Update

April 4th, 2014

Today we're releasing update 2.0.4, a brand new official update for GODUS which introduces numerous changes and additions. Due to the number of changes in this version we've also introduced a brand new homeworld for you to play through. If you'd like to continue using your existing save you're free to do so, but to take advantage of all the new features and changes in version 2.0.4 you will need to delete your saves to restart your homeworld. Bear in mind that having to restart your homeworld is occasionally a part of the early access process, but we hope that you'll find these changes and new homeworld worth the loss of your existing homeworld. For instructions on how to delete your saves just head here.

Also, feel free to check out Peter and Jack's video update where they talk about the release of version 2.0.4 and some of the work that went into it.

Below is a list of many of the changes introduced since our last update (version 2.0.1). We're also still hard at work taking care of any remaining bugs and issues that still exist in the current version. For the full list of known issues feel free to read through our Known Issues thread. As always, please be sure to report any bugs and issues to Support@22Cans.com or http://support.22cans.com.

  • Brand new homeworld
  • New cards
  • Temples disappear on completion
  • Different abodes only on different ground types
  • Locking underwater sculpting
  • Added raft to events for reinforcements
  • Landscape colours updated
  • Town statue updated
  • Incomplete cards now show next to the timeline button in homeworld
  • Incomplete cards interface acts as shortcuts to timeline
  • New animations for followers
  • Brand new art and layout for the cards
  • Revised flow for the cards
  • Loincloths for your first two followers
  • Straw hut abode type
  • New belief collection tunes
  • Event mission music
  • CPU optimisation
  • New buried ruins
  • God beams from shrines
  • Tutorial polish
  • Water clicking visual effects
  • Tons of bug fixes
  • And much more!

Please note that you may have to restart Steam for this to take effect. Thanks 22Cans community!

NOTE: Want to read all about the changes that were introduced in our initial 2.0 release? Click here to check them out. Also, if you have a bug to report or some feedback to submit please take a look at the Submitting Feedback and Bug Reports thread. Lastly, for more information on opting in to developer builds feel free to read here. Thanks everyone!

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GODUS Update v2.0.3

March 31st, 2014

Today we are updating the Opt-In branch of GODUS to v2.0.3. This update comes with a BRAND NEW HOMEWORLD. What does that mean? It means that in order to experience this new Homeworld and give us your feedback, we request for you to delete your save. If you don’t delete your save, you will unfortunately experience destroyed Abodes and homeless Followers. Click here for instructions on how to delete your save games.

If you wish to opt-out, you can go back to the main branch but this will unfortunately mean you are back to using v2.0.1.

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 http://Support.22Cans.com.

v2.0.3 Fixes
  • Crash fixed in the sculpting tutorial
  • Crash fixed when placing a Settlement statue
  • Followers will no longer die on voyage maps 2, 5 and 8
  • Follower navigation is improved
  • Various text fixes
  • Many images are no longer placeholder

Updated v2.0.3 Known Issues
  • NEW! Clicking on the first chest before the prompt will break the logic of the Tutorial and stop progression.
  • NEW! The second Follower in the Leash Tutorial does not help build the abode.
  • Female names are assigned to the male character models of the miners and farmers.
  • Followers wandering around in circles: No navigable path to temple goal; will be looking into ways to make blockages more clear.
  • Voyage map 12 repeated.
  • First time loading the game offline will crash. You can still play offline if you first launch while online.
  • The Steam overlay does not appear when GODUS is in full screen.
  • When greyed out, the OK button on the Voyage of Discovery bidding screen will move the slide.
  • Sometimes there will be graphical glitches after placing roads in a Settlement.
  • Story mode and Versus mode are disabled.
  • Changing to fullscreen mode may cause the game to crash.

How to Opt-In
  • Go to your Steam Library
  • Right click on GODUS and select "Properties"
  • Click on the "Betas" tab
  • Enter your beta access code, which is ‘22canstester'
  • Click "Check Code"
  • Click on the dropdown menu and make sure “releasetest” is selected
  • Hit "Close" and you're all set

Please note that you may have to restart Steam for this to take effect.

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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


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
*Note: You may have to do this a few times before its successful.


Another update of GODUS on steam is here. The team have been fixing hundreds of bugs and are continuing to do so thanks to your bug submissions so keep them coming! We’ve been experimenting with BETA opt-in branch of the game on Steam allowing anyone who wishes to test out some unstable builds as we’ve prepared for this latest update. Now we are releasing these refinements in the main early access branch, but will continue to release opt-in branches too. So please Join in if you haven't already.

UPDATES in v2.0.4:

• Different abodes only on different ground types
• Locking underwater sculpting
• New cards
• Temples disappear on completion
• Added raft to events for reinforcements
• Landscape colours updated
• Town Statue updated
• incomplete cards now show next to timeline button in homeworld
• Incomplete cards GUI acts as short-cuts to timeline
• Brand new homeworld
• New animations for followers
• Brand new art and layout for the cards
• Revised flow for the cards
• Leotards for your first two followers!
• Straw hut abode type
• New belief collection tunes
• Event mission music
• CPU optimisation
• New buried ruins
• God Beams from shrines
• Tutorial polish
• Water clicking VFX
• Tons of bug fixes
• and much more!

About the Game

GODUS empowers you in the role of a god, allowing you to sculpt every inch of a beautiful world that you look down upon, on which a population of Followers settle and multiply. As you mould every aspect of your unique utopia, a civilisation will blossom across your land and offer you their belief. The more Followers that believe in you, the more powerful you will become.

Key Beta Features

  • You can sculpt the entire world to make it truly unique to you
Sculpting and Smart Sculpting; push and pull the land to shape your Homeworld.
Sculpting is at 90% completion but its development continues.
There are treasure chests to find through sculpting challenges.

  • You can build, alter and experiment in your Homeworld to your heart's content, without fear of it being destroyed or damaged by other players
Settlements can be created with a town square at its centre, to ensure that roads will develop.
Belief is centralised in the settlement, so there’s no need to collect it individually.
There are eight different Abode types for your Followers to live in.

  • Lead your Followers through the ages, giving them commandments and bestowing on them new technologies
Various types of cards to advance your population's society, technologies, and faith.
Cards go into your timeline which allows you to level-up an era and unlock features.

  • You can take your Followers from your Homeworld to set sail on Voyages of Discovery
There are many uncharted lands to uncover.
We’ve added a brand new additional game mode to the Homeworld experience.

  • You can use a variety of God Powers such as 'God Seed', 'Beautify' and 'Rain of Purity' plus much more
As development continues you will see more God Powers being added, which enhance gameplay and make the whole GODUS experience more varied and deeper.

PC System Requirements

    • 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
    • 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

Mac System Requirements

    • 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
    • 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
Helpful customer reviews
2,786 of 3,063 people (91%) found this review helpful
63 products in account
3 reviews
25.6 hrs on record
GODUS 2.0 - The Regenesis of the Regenesis of the God Game?

Godus 2.0 was supposed to be that big patch [that took them half a year to deliver] that would change and improve everything. But what has really changed? Is Godus now the God Game we all thought it would be when Peter asked for our money on Kickstarter and Steam Early Access or is it still something you should avoid if you haven't bought it yet?

The short answer is: Godus is way better now but still not worth your money, maybe at a 75% discount but not if you have to pay 19€ for it. Do you want to know why? Keep on reading.

Core Gameplay
The land in Godus consists of different layers which you can push, pull or completely remove, but not add. This so-called sculpting it the main mechanic of the game, you will spent most of your time flattening the land so that your followers have enough room to build new abodes and spread.
Compared to the previous versions you can now sculpt more land before you have to click again, which is a real improvement but the mechanic still doesn't feel quite right. It's more enjoyable but only if done in small peaces, if you try to sculpt larger areas it gets really annoying especially cos stuff like digging down or moving multiple layers doesn't unlock till way later in the game.
In addition to sculpting you have some god powers like beautifying land, plant trees or conjuring rain to aid your farmers. These powers look neat but you won't use them very often, they just don't add anything noticeable to the gameplay.

In order to sculpt land and to fuel your god powers you need belief, the main resource in Godus. Belief is generate by your people while they are breeding and appears in form of bubbles over their abodes which you than have to collect manually. Granted, the mechanic has been vastly improved compared to 1.3.1 cos you can now click & hold the mouse button and then drag the cursor over as many bubbles as you want to collect them instead of clicking each one individually, but it still is unnecessarily complicated and makes the game feel like a mobile game.
This is especially annoying - and concerning - cos pretty much every alpha and later beta player complained about this from the very beginning. People basically begged 22Cans to automate the collection of belief but they just didn't listen.

Timeline, Stickers and Chests
Your civilization's progression is represented by a timeline (former scrap book) which consists of technology cards that unlock once you reached a certain number of followers, crops, ore and so on. To activate cards some of them have to be assigned a certain amount of stickers (starting at one but raising up to above 20 very soon). These stickers come in different categories like social, tools or industry and are obtained by either playing Voyages of Discovery missions (see below) or by finding them in chests which you have to dig up by sculpting land.
This "resource" system is probably the most flawed system in Godus. First of all digging up chests to get random stickers is not fun. Secondly it hurts the sandbox element of the game cos chests (or missions), and therefore stickers, are extremely limited. And finally it's just a shallow and uninspired substitute for a real resource system.

Once you have unlocked and activated the respective cards you can place different kinds of settlements (regular, farming, mining, ...) on plots. When you do that a settlement is create that contains the plots or abodes in it's close proximity.
Compared to the previous versions settlements now no longer just gather belief of all the abodes in their area of influence they now allow you to customize your civilization a little bit. The people in a settlement can have one of three jobs. Breeders create new people (as long as their are abodes for them) and belief, Buffers increase the belief generated by your Breeders and Worker do the job specific to the settlement. In a regular Settlement Workers are just common builders (your regular people), in a farming settlement your Workers are Farmers that can create Farms on free plots and harvest crops and so on.
The new settlements really add to the game and most definitively are the feature I like most about 2.0. Granted, assigning people jobs is still a little bit clunky and I can't for the love of god figure out how to deal with that stupid unemployed people that just waste valuable space in my settlements, but it is still a great idea.

Voyages of Discovery
Voyages replaced the rather lackluster PvP Battles and story missions in the former versions. Voyages basically play like a light version of Lemmings, you have a small group of followers that have to reach a shrine. Your job is to make sure that there not just is a path that allows them to do so in time - there is a timer ticking down - but also that they avoid hazards that try to kill them on the way. On a successful run you get stickers, if you fail you lose all the people you send and you to use belief to get a new group.
As simplistic as this might be it also is kinda fun, it's the type of mini game you might wanna play during lunch break. However, it also is incredibly annoying that you have to do all these mission to get the stickers in order to advance. If you don't grind Voyages you will run out of stickers rather soon and won't be able to play the game anymore.

Follower AI
One 2.0's big features was supposed to be the follower AI. Your people would not longer hide inside their abodes and only come out if you had a job for them. Instead they would stroll around and to interesting stuff.
Well, that's true and false at the same time. Your followers now actually do stuff but it's a) basically always the same (resting beneath trees, gathering around camp fires, standing next to each other and talking), b) only very few of your people actually do that stuff (maybe 10-15%?) and c) it has no affect whatsoever on the gameplay nor does it reassemble the behavior of a real civilization.
The world looks more alive in 2.0 than it did before, but, at least for me, it's still not enough, not by a long shot, it's just a nice little start.

Look and Feel
All in all the game still looks and feels like a mobile game, it is designed to be played on a 5" display and not on a 24" monitor, and that might be a K.O. criteria for many people. Godus has no tooltips at all, instead you always have to bring up an info screen that covers the whole monitor. There is no quick action bar to select god powers, you can't use the mouse wheel to scroll threw the timeline but you have to click and drag it instead and so on. The more time you spend playing Godus the clearer it gets that this game's main target group are mobile gamers, it being on PC is just an addition to that concept, not the other way around.
Another aspect of the game that just screams mobile are it's timers, it takes ages to get anything done. It starts of okay but once you reached the second age building simple abodes take more than 20 minutes and rebuilding a new shrine requires several hours. That's okay if you just want to play the game for 5 minutes and then leave it till these things are done (currently you have to keep the game running cos there is no server yet) but if you are the kind of gamer that likes to play a game for at least an hour straight you will run out of things to do and spend most of your time waiting.
Posted: November 27th, 2013
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1,157 of 1,335 people (87%) found this review helpful
14 products in account
1 review
66.1 hrs on record
It's a beautiful game, it's just NOT for PC.

This is an updated review for Godus 2.0.
2.0 hours: Around ~10hrs+

Once again, I suggest waiting before purchasing - after all, there is supposedly a mobile version coming out that will be FREE.

First, I just want to say: Voyages are very annoying. I can't stand it and I would have to say it is the only reason I am not advancing through the game as I want to - because it takes so much effort for me to even attempt a voyage. Some of the voyages don't even give you enough time, even WHEN the AI chooses the correct pathing. If you're going to time it, at least give extra time if a follower enters the goal so the OTHER followers who are RIGHT behind the first follower has time to enter. It's just so stupid when you lose a follower when he's ABOUT TO ENTER THE DOOR. By Godus he can even SEE the house! HERE is where I would want the pointer we had in the previous version, where a light appeared from the sky and the followers see it and set a path towards the light. Seriously, are we as the Watchers of our people just going to let them wander around and get LOST? We should be guiding them, not with just shaping the world around the people but also have a guiding light. It is not a good thing when you have a god game and you feel HELPLESS as your followers go full noob on foreign ground.

If the developers want voyages to be like a sort of mini-game with a challenge. Dont't make it a challenge for the players to hope the followers choose the right AI and go in the correct direction.

Let us point towards the direction we want our followers to go and instead of making the followers act like they're blind, give us some randomly generated challenges. Give us the ability to put our God powers in action. In one of the earlier challenges, there is a Giant who I am pretty sure was dangerous for our followers. Thankfully there was a second path you could force ur followers to take if you block the path towards the giant quick enough. But say you couldn't find another path and must face the giant. Can I not just say....squish it with the finger of god? We can easily incoporate ways to use beautify to stop swamps that are slowing the people down, or activate a speed totem to bring my followers faster to their destination. Instead all my followers are using a broken compass.

There should be no reason to have chests laying around with resources that don't come back. Is the world which was created lack actual resources? The followers should be using material around them. If that is too hard to do for this game, I feel the chests should replenish like the trees and rocks in the game. Maybe not to the amount the latter comes in, but at least every 6 hours or a day if you want, there would be some random chests in the world. This way you can make the voyage system look attractive but not required - people can WAIT to earn resources for their game, or play voyages to get them faster. After all, we have to wait for belief, it wouldn't change the fact that coming back to check for chests would be a reason for the God of the world to visit the homeland.

The interface is a little better than the book in my opinion, as its cleaner and a lot faster than the previous one where I had to scroll through all the resources if I wanted something or just simply never looked at it. I think the previous interface for the god powers and totems should have stayed however, opening so many screens does the art of the Godus world no justice if you cover it up. There were a few interface suggestions within the forums I hope don't go unnoticed.

One of the biggest highlights in this game has to be the way the world looks. It is very simple yet is what makes the game beautiful and makes me want to stare at the screen endlessly. I was especially happy with the addition follower interaction. Seeing a follower sit by the river to bathe made it look like the people had things they did outside of their homes - they had minds, they communicated. But it is purely just asthetics and have no influence over the world itself. Other than improvements to the art part of this game, there doesn't seem to be much improvement from the previous version in terms of mechanics.
Posted: November 25th, 2013
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1,117 of 1,328 people (84%) found this review helpful
135 products in account
10 reviews
11.1 hrs on record
In it's current state, Godus does more to perptuate the empty addiciting feeling you get with other social games then add any real depth. Once again Mr. Molyneux has talked the expectations from his creation far higher than he would ever hope to reach. Once you've clicked for the ten thousdandth time (trust me it will come much sooner than you think), you'll be so fet up that you'll probably never touch this one again. Do youself a favor and don't even start.
Posted: November 25th, 2013
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952 of 1,156 people (82%) found this review helpful
170 products in account
2 reviews
27.9 hrs on record
If you are mentally handicapped person, who is fond of facebook games, you'll definitely love Godus! Don't trust Godus' description on Steam Store; this game is not about being a god, about gathering followers and spreading your love across the land. No, this is something much better! Godus is about clicking: clicking faster, clicking better, clicking stronger. Oh, and about cards. Hidden in chests. Deep beneath the ground. And guess what, you need to CLICK on the ground to get to them. How wonderful! And so your quest on clicking throughout entire gameplay and gathering pointless pack of stupid cards continues. Alone. Because entire world is empty, just like the game itself.
Sounds fun like hell, doesn't it!? Indeed, because this game is hell for everyone looking for something ambitious and entertaining. Don't waste your time! Take out money from your wallet and buy this unfinished, unpolished, underdeveloped game which lacks everything for only NINTEEN DAMN EUROS! The. Best. Deal. Ever.
Posted: December 23rd, 2013
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202 of 234 people (86%) found this review helpful
112 products in account
2 reviews
113.8 hrs on record
Firstly I'm a massive fan of Peter Molyneux past games, Dungeon Keeper being one of my all time favs.

With that said, I gave this game 100+ plus hours of gameplay, restarted several times to give the game the best possible chance to grow on me.

The game concept has a lot of potential but is hamstrung by several of the core mechanics.
1 - it plays like a facebook game
2 - click everything, click faster, click now, you will end up with a wrist injury in this game...click, click, click, click you get the idea.
3 - it feels like it was designed for the mobile platform, but the devs says it isnt.
4 - it feels like it was designed to be monitised on the mobile platform, but the devs say it isnt.
5 - Tiering up is actually less efficient than keeping your entire population stuck in the stone age
6 - sculpting land is one of the most painful experiances I've had in a game, not that sculpting any given area is hard, its just that you need to do so much of it.
The initial fun of doing a little bit of sculpting (an hour or so) is killed by the knowledge that you will need to do another hundred hours of slow slow slow mind numbing, frustrating, rubber band breaking boredome and pain.
7 - the devs dont communicate, the official forums are nealry dead, and even the mods on the forums seem to have given up.
8 - game updates, well we had one two months ago.........
9 - complete feature sets are missing, but thats OK its an Alpha, but with the speed of updates it might always be an alpha.

So, after all of that, I still enjoyed parts of my time in the Godus world, I still think it has potential if some of these core mechanics get redisgned.
Can I recommend it to anybody I want to remain friends with, Sorry but NO.
Posted: December 11th, 2013
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