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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.
Release Date: Sep 13, 2013
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Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to 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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Redesigning Settlements – Our Philosophy

June 17th, 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.

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.

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.

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.

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.

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.

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

June 17th, 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.

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!

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.

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.


  • 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

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.

About the Game

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.

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

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159 of 176 people (90%) found this review helpful
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Early Access Review
You are not allowed to post to this forum: you have been banned from all Godus discussions. There it is, my badge of courage! They can stop me from saying my piece there, but they can't stop me here. The game is utter trash, no play mechanics, no updates, not written for PC, etc. etc. etc. The game has no basis to exist. On the forums, when players say what needs fixed, or added to the game, the devs. ignore them. Instead they start asking what should be done w/ the trees. Oh yeah, rotten game but I really want to see changes made to the trees.

In development, but you would never know that, since there have been no updates for over 5 months. That's not all you won't see, expect no information from the devs about what is being done w/ the game, the devs. have little/no contact w/ the player base which shrinks daily. The only people still having anything to do w/ this game are the people who have recently wasted whatever amount of money they just spent on this garbage. Steam should have removed this game from their catalog about 6 weeks from the day it was first offered for sale, if that long.

This game is Early Access & that is a bad thing, because this game has turned the public away from this mode of development in droves. Developers who were considering this type of format, should be seeking out Mr. Molyneux & lynching him for killing the concept. The game also went through Kickstarter & gave that format a bad name too. The reason it is being sold on Steam is to grab more cash to develop the mobile game. When did Steam start selling mobile phone games?

Peter Molyneux (the person in charge, or the one ignoring this mess, take your pick) was hailed as the creator of the god game with the release of Populous. Many games followed, but if you want them named I'm not going that route here, that's what a search engine is for. A few games on his list after Populous had some interesting play mechanics, but Peter has a mouth that offers what his a$$ cannot produce, but that's where most of his recent work has spewed from. THE MAN FLAT OUT LIES! Don't believe anything he says, if he states it will be in the game, it won't. If he says it won't, you are guaranteed that it will.

Godus is not a PC game, don't think that for a minute, it's a cow clicker phone/tablet game that needs no actual thought to play. It's click, click, click, until you go into a fog & come out the other side wondering what did you just do with the time you wasted on this? Nothing, you just passed time that's all.

I've already turned this review into a TL:DR post which is sad. I could go on for paragraph after paragraph. Let me end w/ just one more thought, if I stop just one person from spending any money on this loser, that alone will make my time writing this worth it. I hope it is you dear reader. Thank you for your time, please don't waste your money on this tripe. My rating is -10 out of 10.
Posted: February 16th, 2014
Was this review helpful? Yes No
81 of 95 people (85%) found this review helpful
86 products in account
1 review
1.7 hrs on record
Early Access Review
If you want to destroy your mouse get this game! It's an amazing click fest and nothing more then that.
I'm a big Peter Molyneux fan, but this game got me disappointed. A lot. Sadly.

Posted: February 10th, 2014
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78 of 94 people (83%) found this review helpful
98 products in account
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Early Access Review
The new update as of 12/03/14 adds some interesting features. Hopefully things will change from the better from now on.

At this stage people who played the previous versions will probably find it better, if you have seen others play it or are new. Dont buy it yet

There was a long period from october where there were no more updates to the game with no communications from the developers, this has now changed as they have appointed a community manager
Posted: February 13th, 2014
Was this review helpful? Yes No
53 of 62 people (85%) found this review helpful
7 products in account
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46.4 hrs on record
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Do not purchase. They have not updated the game in months and do not actively communicate with their community,
Posted: February 13th, 2014
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49 of 58 people (84%) found this review helpful
140 products in account
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0.9 hrs on record
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This is an awful game and I feel deceived by the developers.
Posted: February 5th, 2014
Was this review helpful? Yes No