If you’ve not had the chance to play our delightful, Zen-like re-genesis of the god game on Windows PC or Mac OS X, there’s never been a better time to do so! Now more than ever, as we’re currently making full use of our opt-in branch by running a rapid build release schedule during our PC-focused sprint.
User reviews: Mostly Negative (4,913 reviews)
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 is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if 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 (53)

July 23

Godus Combat Progress Update - July 23rd

Richard wanted to really go into detail about the problems and obstacles faced with the Mustering Fields implementation in the upcoming combat release.

Mustering Fields

"As Konrad mentioned in our last update, mustering fields are our solution to finding a stable spawning point for troops in the ever-changing world of Godus. In our initial implementation, troops would exit the citadel one-by-one and then get into formation at their spawn point. But how do we find a suitable spawn point?"

"The very nature of Godus makes computational geometry problems very challenging. Citadels are likely to be surrounded by lots of abodes, which means that it's difficult to find a large, empty space close by. As such, I decided to implement an algorithm that's been well-documented in acamedia to solve the largest empty sphere problem (although it's more like largest empty circle in our case, as we're only considering two dimensions)."

"The algorithm involves performing a Delaunay triangulation (computed using the Bowyer-Watson algorithm) – this provides the dual graph of a Voronoi diagram, which we can then use to find candidates for our spawning point. This implementation took me some time to pull together, but it did bring benefits. Over time, however, we started to feel that the algorithm alone couldn't quite bring us the level of robustness we wanted."

"Finding the largest empty space was great, but – again, as per the nature of Godus – it turns out that areas which are prime spaces for spawning warbands also happens to be really attractive to builders looking to set-up their new home. It wasn't uncommon that we'd select a spawn point, only for an abode to be built on it before the troops could get there."

"Another problem was that, in the basic implementation of the algorithm, all obstacles (e.g. abodes, rocks) are considered as infinitely-small points. This is a fine assumption to make when all our obstacles are of roughly the same size. However, when some obstacles are much larger (for example, in the instance of citadels), this becomes highly problematic, as illustrated by the diagram."

"These challenges aren't insurmountable – I could have modified the algortihm to take account of these factors, but whenever we get to the stage that we realise that our existing solution is starting to look inappropriate for the task, we like to sit down and discuss if there's anything else we could do instead."

"Mustering fields seemed to be the answer. The player will still be able to set a rally point for their troops, but if the player elects not to or if that point becomes invalid, we know we've got an area which will always be free of obstacles and able to accommodate a war band."

"We also had some reservations about gameplay issues created by having troops spawn individually – for example, they were very easy to spawn camp if your enemy had a warband nearby."

"The settlement compression has been one of my very favourite aspects of Godus. Procedural stuff really interests me and I always found watching my abodes slide together to create a goliath settlement to be a really satisfying feeling."

"We decided that we wanted mustering fields to be an integral part of this settlement compression. Compared to the normal abodes which participate in settlement compression, the mustering fields have certain properties which mean that a lot of special rules had to be written specifically for them:"
  • Mustering fields can only ever be on the ground floor.
  • They can never have anything above them.
  • They can never be used as the door to the settlement.
  • They must be navigable to warbands.
  • But they must not allow houses to be built on them (the concepts of navigability and eligbility for building are quite closely related).
  • They must never be entirely surrounded by other elements of the settlement.
  • They are not subdividable (other settlement elements, if they're too big to fit, will be broken down into several smaller elements – we can't do this for mustering fields).

"If you're a programmer reading this and you find yourself thinking “But that's easy – I know just how to do all that!”, you need to remember that it's not just a case of writing the functionality, but of making it work well within a very large codebase which represents several years of work and simply wasn't written with mustering fields in mind!"

"As things stand right now, we're getting closer to having a complete implementation and I'm really looking forward to when we're able to provide you with the first build of combat, so you can try it out for yourself."

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July 10

Combat Production Progress Update - July 10th

Update Time!

This time Anthony (Producer) has a look at one of the bigger challenges the team faced recently with combat development. Annah also showcases a few more bits of art & unit design.

Production - Anthony's Words

"After several months of intensive work, the result we reached with the Warbands pathfinding system is closer than ever to what we envisioned for the game. Let’s look back at the challenges we faced."

"As you already know, we really want to have fluid and responsive Warbands in the game. A pathfinding system already exists in Godus, but we needed to rewrite considerable parts of it to make it compliant with the combat system and our ambitions. "

"For example, we no longer only want your followers to access shrines or new lands to conquer, we want them to be able to reach pretty much any point of the map and react correctly to the sculpting you or the AI might do on the map. One thing we don’t want, is frustrate you because your Warbands did not reach a point, for no real reasons, resulting in a battle loss. Visually speaking, we want them to stay in formation as much as possible to convey a real sense of military discipline. Again, no matter what is happening on the map, you should feel like you’re controlling armies."

"There is still work left to do to reach our objective, but hopefully this gives you an idea about the kind of experience we want to create for you, and we hope you will love it."

Programming - Ryan's Words

Ryan previously mentioned about the AI Pathfinding in a previous update but at that stage the size of the task wasn't quite known.

"The pathfinding system, written by Dimitri, was designed for navigating followers from point A to B as the crow flies. Sometimes this can fail because of sculpting issues or invalid leashing. In Godus, followers adhere to a queue to allow a set amount of followers to move at any one time to increase performance."

"However, with our Combat Warbands, each member must have priority over this system to allow for fluid gameplay and a smooth combat experience. Each warband has it’s own navigation system object that calculates the paths that it is being ordered to move to. Given that Warbands can have many members, the navigation object must be aware of the states of each of its members, where they are in terms of the path laid out for them, if a member has come into any problems and ensuring they stay together along this dynamic world."

"To do this, I have had the assistance of Dimitri who knows the system best, he's worked with me to figure out any edge cases and issues that could arise from this. We have had to do some significant work on this to allow the Warband to be more intuitive when it comes to navigation."

"For example, if a Warband has been told to move to a specific position but that position is in the water, we will travel as close as we can and then cancel the move order and await further instructions or attack anything within our range. We want players to feel like they can safely send a Warband to a position even if its illegal and they’ll try and work something out."

Art & Design - Mustering Fields

We thought it might be a good idea for Annah to show off a little of what she has been working on but before that it's probably best Konrad actually details what Mustering Fields actually are..

"Mustering fields were developed with the aim of solving two distinct problems with the way warbands are generated from citadels. Firstly we needed a stable space for a warband to appear. The ever changing terrain of Godus caused a lot of problems for the navigation system when a spot chosen for a warband to generate became invalid during the process, such as a new abode appearing in their chosen spot. Without it you were never quite sure where a warband would try to get to as it spawned."

"Secondly, having individual soldiers stream out of the citadel as the warband was generating took a long time especially with larger warbands. During this time before the warband got into formation, all the soldiers were vulnerable and could not be commanded. They could all be easily mowed down 1 by 1 by enemy warbands without being able to respond. This problem was especially prominent in large bases where a soldier would have to travel quite far before finding a large enough space to generate their initial formation."

"Having mustering fields part of citadels ensures warbands always have a valid location to form and allows us to generate the entire warband instantly right next to the citadel without it looking like they popped out of thin air en mass."

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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 http://www.22cans.com/support

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

Cross-platform development

Our development proceeds through sprints that may have differing platform focuses. As such, much of the gameplay available to you in v2.2 is the result of a recent mobile-focused sprint and we intend to progress to a PC-focused sprint within the coming months. Please take this into consideration, as while adjustments will continue to be made to the PC platform to account for the game's differing payment model (buy-to-play on PC & free-to-play on mobile), some areas of balance and design may retain certain elements of the mobile version for the time being.

About This 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 moldable 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 adored and worshipped by tiny, devoted 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’re the god and they’re your playthings.

  • Create villages and towns, grow their population and sculpt the very lands on which they live
    Group your Followers together to create charming villages or thriving towns - specialize these into Building, Farming or Mining communities.

  • 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.

  • 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.

  • Meet the Astari - a fun loving, party going little tribe who worship the pursuit of happiness
    Your world is not empty. It’s also inhabited by the mischievous Astari, who will do everything they can to persuade your Followers to come and join them. As a god, you must use your powers to deal with these pesky people.

  • 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.

System Requirements

Mac OS X
    • 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
    • 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
27 of 29 people (93%) found this review helpful
1 person found this review funny
13.8 hrs on record
Posted: June 29
Early Access Review
Had so much potential but it's like a free mobile game that I had to pay for. Once you've gained and spent all your faith within that given moment you have to wait to generate more. That is my only issue for the game but it is a big enough issue for me to not want to play more.

EDIT: I've also only just realised it is STILL in early access. It is quite ironic that the acronym is EA because EA games are generally a let down.
Was this review helpful? Yes No Funny
23 of 26 people (88%) found this review helpful
0.8 hrs on record
Posted: June 30
Early Access Review
A prime example of the pitfalls of Early Access, as well as crowdfunding in general.
Cavalier developers breaking promises isn't new, but when somebody with such a vivid legacy of successes and achievements does it, the sting of those unfulfilled wishes is particularly harsh.
What began as a barebones prototype, and in a lot of ways has remained exactly that, Godus has failed to cover any meaningful ground in its quest to become relevant in today's gaming market. Riddled with technical issues, plagued by unimaginative gameplay and marred by dull visuals, you'll rarely want to come back for more (if you ever came for any to begin with).
A total shame, and by far the biggest black mark against Peter Molyneux's name to date.
Do not buy.
Was this review helpful? Yes No Funny
39 of 55 people (71%) found this review helpful
1 person found this review funny
12.8 hrs on record
Posted: July 17
Early Access Review
........('(...´...´.... ¯~/'...')
..........''...\.......... _.·´
Was this review helpful? Yes No Funny
16 of 16 people (100%) found this review helpful
1 person found this review funny
10.1 hrs on record
Posted: June 29
Early Access Review
You talked and talked and talked...and wrote and wrote and wrote... and I waited and waited and waited... and dissappointed.
Was this review helpful? Yes No Funny
11 of 13 people (85%) found this review helpful
59.2 hrs on record
Posted: July 4
Early Access Review
A damn shame about this game, but it was only made because large numbers of people belief Peter Molyneux's trademark tall tales. It's not that he lied and hoodwinked us. We and he participated in a shared delusion.

Godus is bereft of gameplay. It's bereft of everything, really. There's no strategy, no morality for your followers, no sense of power for the player. There's no technological development either. Instead of these things, we have a cheap-♥♥♥ grindgame for tablets in which you monotonically plonk down hut after hut, for no reason or reward. In the course of that, you have to sculpt the land, but that mechanic is as buggy and unsatisfying as the endless hut sprawl which it precedes.

On the other hand - and it's a very small hand compared to the massive fist of "♥♥♥♥ gameplay" that punches you in the nuts -, the challenges are a bit fun. You take 20-30 of your followers into a pre-made archipelago and have to guide them from A to B on each island, sculpting the terrain to flatten hills, navigate mazes, and avoid giants. I wouldn't give my left kidney for it or whatever, but it's by far the high point of the game.
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