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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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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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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Recent updates View all (21)

What's Missing From Godus?

July 18th, 2014

Jack here from 22cans!

Sometimes we look back on earlier builds of GODUS and it blows our mind when we stop to consider how far the game has progressed. Sometimes this can be to do with the mechanics, other times it can be with aesthetics or the game’s performance.

It’s been a fascinating experience seeing how the community has been able to adapt and respond to our iterative design approach. Previously, this has always been a process that has occurred behind closed doors. It’s terrifying putting it out there for people to see because the nature of something such as Early Access is a relatively new concept to the industry, with the danger being that some people will play GODUS and panic that the current state of the game is what it will always be!

The most magical vibe has been flowing throughout the 22cans studio the past few weeks at just how dramatically things have progressed. The team has been putting everything they have into this game and it’s really starting to show. Whenever we attempt to take screenshots or record videos of the game, we have to re-author them by the time we go to release because the game has been changing so fast and so they never represent the most recent version of our work.

We can’t wait to show you the results once it’s all come together. For now, though, I thought it would be fun to look at the below screenshot from an older version of GODUS and to question what’s actually missing from it…

Image #1

There aren’t many trees in this landscape. I love trees! And when I start to feel like a part of my land is missing trees, I plant some more. Sadly, after some time I forget which trees I planted and which trees were already there! It seems slightly odd that after all the effort I made to customise my landscape that I am somehow unable to admire my handiwork because I don’t know what was my work and what was already in the world. I think I would feel a lot more satisfied with my customisation if I could clearly tell apart where I had left my mark on the world.

I love the art direction of the GODUS world. Whenever I think of it, I picture the green plateaus. For me that is the image that defines the world. I also love how vast the world is. I feel like my little people are engulfed in a huge landscape that would takes them an age to venture through. However, with this feeling of an expansive land I would expect to see gradual changes in the world. I think about my experiences moving through other virtual worlds – such as in Shadow of the Colossus or Red Dead Redemption – where I would head north and start to see snow laying on the ground and suddenly I’d feel like I really was in a different part of that world. Wouldn’t it be great if I had the same strong feeling of exploring far and wide when looking around my Homeworld?

Image #2

Speaking of the visual beauty of GODUS, it is certainly pretty. I genuinely find it to be a joy to the eyes to scroll around and play in this world. Having thought about it a bit harder lately, we’ve already dreamed up a few ways to improve on it. For instance, I feel that the small shadows that are currently present do help to give the world definition, but still aren’t truly believable. Proper shadows would be a much nicer solution, adding emphasis to the world in a way that’s both consistent and visually striking. We’ve also been thinking about the sea a bit more. Water gives a lot of wonderful motion to the world and I want to take more advantage of that. I think having lovely looking streams and waterfalls to play around with would really help make my Homeworld come alive.

As you grow your civilisation, you are almost certainly going to have a lot of abodes on your hands. I want this both to feel fun and also for your world to grow in beauty as your population becomes denser. However, in the past this hasn’t proved to be as beautiful looking as it could be. The problem we’ve had in GODUS is that your abodes haven’t felt like they were related to each other. Currently, they all feel isolated and with only certain kinds of abode designs, the repetition of assets can be quite noticeable. Not only this, but previously worlds have ended up as flat seas of houses.

Image #3

The first iteration of this solution was a very primitive. We saw this as a great opportunity to introduce farming. We used fields to break up the sea of abodes. The fields were built by abodes nearby a settlement statue. Problematically, this has required players to destroy their abodes to make space for them. This is something that we’re looking forward to having solved in our forthcoming update for GODUS.

Image #4

The second iteration was based around the idea of wanting to allow the player to customise their settlements. We added the ability to sculpt your own roads (very primitively), we added a barrier to make abodes in the settlement feel more inclusive, plus we enabled the player to assign their followers to be breeders, workers, or buffers. We also changed the requirements for building fields and abodes. Unfortunately, these proved to be very unintuitive mechanics that didn’t offer a great experience despite their complexity. So, we realised we needed to go back to the drawing board. Nevertheless, these mistakes have proved beneficial in the long run thanks to our iterative approach to game design. Whilst some mistakes may now seem fairly foreseeable in hindsight, they have led to some very innovative ideas that you’ll get to play with in our forthcoming update.

Image #5

We recently discussed how we would solve these problems moving forwards. Once you progress through the ages, it is important that there is a noticeable difference between the abodes of the last era and those in the next. This also ties into our new vision for revamping Settlements. These are areas that our art team have been thinking hard about as they continue to iterate on the game’s artwork.

Lastly, I’d say that I don’t get the feeling of living companions in that first screenshot. I see a few of my little people around, but I wish there was more for them to see and do. Their journey through the world seems to greet them with the promise of new environments, but I wonder if there could be more discoveries for them? It would be great for them to have unexpected encounters with things that are more alive than the shrines and mountains that we’ve all become used to.

So these are just a few of the things that spring to mind when I look at that first image. Yet there’s still so much more to come! Keep an eye out for more details very soon.

Much love,
Jack Attridge
@Jakamofo

9 comments Read more

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.



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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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.

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 periodically 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

    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

Mac System Requirements

    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

More like this

Helpful customer reviews
214 of 239 people (90%) found this review helpful
689 products in account
4 reviews
160.6 hrs on record
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
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98 of 116 people (84%) found this review helpful
87 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.

CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK CLICK...
Posted: February 10th, 2014
Was this review helpful? Yes No
88 of 107 people (82%) found this review helpful
99 products in account
5 reviews
49.2 hrs on record
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
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69 of 83 people (83%) found this review helpful
7 products in account
2 reviews
46.4 hrs on record
Early Access Review
Do not purchase. They have not updated the game in months and do not actively communicate with their community,
Posted: February 13th, 2014
Was this review helpful? Yes No
64 of 77 people (83%) found this review helpful
141 products in account
1 review
0.9 hrs on record
Early Access Review
This is an awful game and I feel deceived by the developers.
Posted: February 5th, 2014
Was this review helpful? Yes No
2,918 of 3,212 people (91%) found this review helpful
77 products in account
5 reviews
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Early Access Review
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.

2014-05-27: Review is still accurate, Godus is still not a real (PC) game.


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.


Belief
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.


Settlements
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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