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 (4,864 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 (51)

June 26

Combat Programming Progress Update - June 26th

Following on from last week's update, Godus programmer's Richard & Ryan delve deeper in to the artificial intelligence and warband pathfinding currently being tweaked during the current development sprint and there’s also a round up from Producer Anthony

Commander AI

Richard has found time to go through just what the Commander AI is, in a bit more detail than before.

"Something we haven't talked much about is the “Commander AI” - this is the enemy god, the entity plotting and conniving to bring your fledgling society to its knees. Because of its huge scope, the Commander AI is something we'll be evolving and iterating on quite frequently as we proceed with our combat work. For now, however, let's talk about how the AI will want to start a game."

Commander AI - Before

"Citadels (the new name for military settlements) are key to combat. Having bigger citadels means you can have bigger warbands and more of them, giving you a substantial combat advantage. To make large citadels though, you need a lot of free space. As such, the AI will do its best to quickly clear rocks and trees and flatten land."

"Like you though, the AI has limited belief, so it has has to constantly weigh up whether it's more cost-effective for it to sculpt a piece of land, spending belief now to gain much more belief from any abodes built on it in the long-term. Or if it should instead use that belief on god powers, to try to cripple you in the early game."

"Nothing's as simple as it seems though. Experienced Godus players will be considering a lot of things as they sculpt. Will this sculpt make it easier for enemy warbands to get in attack range of my citadel? Or will it isolate my builders, preventing them from making more abodes? These are the sort of pitfalls that it's really easy for the AI to fall into, particularly in an extremely malleable world such as that of Godus, where the environment can be changed not only by the AI, but by the player as well."

Commander AI - After

"Our ultimate aim is to provide the player with an AI which is highly flexible and capable of providing both an enjoyable experience for new players and challenging & exciting gameplay for Godus veterans, over a long period of time. Getting the AI to this stage has been really enjoyable, so I'm looking forward to having more to tell and show you as we progress."

Pathfinding AI

Programming coder, Ryan spills the beans on the warband pathfinding found within the game.

"Pathfinding already exists in Godus and the followers often find themselves navigating through the world thanks to the pre-existing system. For combat, we’ve had to slightly redesign that system to allow for warbands to move in groups as they navigate across the maps on the player or the enemies command."

"Like a real army, the warbands move in formations by keeping together as they move across the maps and bunching together to traverse obstacles such as rocks, abodes and the terrain. Therefore, players will get an understanding that the warband should be considered one unit but that each of the members of that unit are individual soldiers following a single command."

Anthony's Sprint Review

“This sprint allowed us to fix some critical issues in the warbands pathfinding system. They can now stay in formation most of the time when moving on the map which is clearly the kind of result we wanted to achieve."

"The objective now is to make them move naturally and react dynamically to any change in the map (sculpting or AI actions). As one of the fundamentals actions in Combat, we’ll make sure to spend as much time as necessary on warbands movements: fun is clearly not an option when it comes to this kind of mechanics.”

Next Time

Next time we'll be looking at giving you a unique insight into our next development sprint!

As an added bonus, Annah has updated the combat art we previously released to reflect the progress made on the archer models.


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June 19

Combat Design Progress Update - June 19th

Last week we posted Annah's Combat Art Progress Update and that was well received with fans and the community. This week Konrad has found the time to speak about the design elements of combat.

Early Combat Design

"My original goal was to integrate combat into Homeworld and Weyworld, but after watching groups of soldiers slug it out in Homeworld in an early build of the combat implementation, it became immediately obvious a number of things were very off. Great care had been taken to create a peaceful Zen like atmosphere in Godus. Everything from the pacing, the visuals and the music and sound effect had been tailored towards this goal. And now these bloodthirsty warriors were ruining it all."

Another consideration was when to introduce combat, what role it would play and how. After all, we really want to create engaging wars. The structure and layout of Homeworld simply wasn’t very condusive to introducing combat in a big way. Weyworld was better, but still not ideal and I didn’t want players to have to wait that long to get stuck into battles. Homeworld takes a long time to play through after all. A good solution would be to create a whole new world designed with combat in mind from the ground up allowing us to showcase how this can be more like wars than just combat in the most impactful way while retaining the tranquil gameplay in Homeworld.

Example combat map

So the decision was made to introduce combat in a brand new world. We’ve been experimenting with world size and pacing and right now we’re finding combat works much better on smaller, more concise worlds. The pace of building and expansion (basically all the non-combat stuff) felt much too slow for a combat world, so we’ve also been experimenting with streamlining and speeding up that part of the gameplay. We want players to get stuck into combat quickly without being bogged down too long in extensive village building and sculpting.

Example combat map

Looking at the Graphical User Interface

We had to make some extensive changes to the control scheme and GUI to accommodate the needs of combat mechanics too. While leashing was a fine way of getting followers about in Homeworld, it proved too slow and imprecise for ordering troops about. We added controls for moving selected Warbands anywhere or having them attack any target with a single click, more akin to what players would expect from an RTS game.

In the last update you saw the changes to the GUI. The banners are a great multipurpose feedback and control tool. At a glance you can see how many Warbands you have, what type of soldier they are, what kind of shape they are in and what they are currently doing. Not only that, but clicking one will centre your screen directly on the Warband allowing for fast navigation of the map to where it counts.

Of course, the new GUI features are taking up the space previously occupied by the Timeline button and unlocked cards display. The GUI change, different method of moving followers and various other mechanics adjustments are all contributing to making a combat world very different to Homeworld and Weyworld. Combat is rapidly evolving into an entirely separate mode altogether. The great advantage of this is that by keeping the gameplay experience of Homeworld and combat separate, we don’t have to try to squeeze everything into a single mode and make large GUI, tone and gameplay compromises. We already have systems and the precedent of delivering a different game mode within Godus (Voyages) and it’s becoming more and more attractive to deliver a combat experience in a similar manner.

Next Week - Programming

Anthony - Producer

Production time! Next week we'll have the finalisation of this combat sprint and a similarly in-depth look at the programming side of development with Richard.

"I've been stripping the tasks into JIRA for the next sprint and planning the finalisation week for this one. Next week, along with Richard's Programming Update, I'll share the contents of our next sprint plan and a small review of this one."

Thanks and catch up soon
22cans team!

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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
52 of 65 people (80%) found this review helpful
0.7 hrs on record
Posted: June 6
Early Access Review
Horrible gameplay, graphics, and unkept promises. It has been early access for almost two years and looks as if it is still an Alpha release. This game is the flagship for what is wrong with "Early Access" on Steam.
Was this review helpful? Yes No Funny
32 of 35 people (91%) found this review helpful
1.2 hrs on record
Posted: June 5
Early Access Review
This game is a perfect example of how publishers/designers need to be held accountable when they fail to deliver or even progress on a product they sold. It has been almost two years, and this game is the same piece of garbage alpha as it started out as, providing nothing it promised or built towards.
Was this review helpful? Yes No Funny
21 of 22 people (95%) found this review helpful
482.4 hrs on record
Posted: June 10
Early Access Review
given the pace of developement for this game I don't expect it to be finished in our lifetime. it has a % completed number on the loading screen and that has gone up ONLY 4% in over a year! bought it last year, and while changes have been made and some things improved, very little as far as the goal of the game has changed. the most effecient way to play is still to flatten everything... something they said they were trying to get away from... well... it didn't work. belief is still far too slow to accumulate, and now it's even worse... It used to be that when you weren't in the game your houses still built and accumulated belief... now it all stops when you close the game. Previously when you logged in you had all your houses full of belief for you to harvest and give you a nice boost to play with... not any more... if you are low on belief when you close the game you'll still be low on belief when you start it again. as a result, the tedium is now much worse. this could be fixed a bit if sculpting the land weren't so expensive and take hundreds of thousands of belief from you in minutes easily.

Also, as a "god", you are the most pitiful supreme being ever imagined! you make spaces for them to build buildings and farms, and eventually mines... then they can't even harvest those things themselves... you have to do that for them. maybe this was an attempt to keep the player engaged but really, it just makes you the supreme farmhand. your powers are pretty much useless most of the time, especially since you won't have a lot of belief to spare to actually use them regularly until you are about ready to go to the second world. new voyages have been "coming soon" for many months now... someone needs to clue them in on what soon means. the NPC rival tribe is a nuisance more than a threat and just forces you to waste more belief to kill them by using your finger of death or repositioning some archers... both of which cost the same amount of belief. reaching milestones give you cards that you have to collect stickers to unlock... I unlocked the card with the milestone... why do i have to unlock it again with stickers? early cards take a few stickers but later ones take far more... and of course the stickers are hard to get without spending gems. gems are essentially free... you just have to be evil and sacrifice your people to get them easily, otherwise you'll never get enough. and yes, gems are a setup for microtransactions... but because peter doesn't want a lynchmob on his door the PC version doesn't actually have the microtransactions... i.e. it's all built in to easily be added but there is currently no way to actually pay real money for gems. that is a good thing in my opinion but we didn't give our moiney to his kickstarter to fund his microtransaction game for mobile phones which is essentially what he's done. All in all the most fun I have had in the game is ammassing millions of belief until I have enough to rain meteors on my people non stop when I am completely bored of it...
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9 of 9 people (100%) found this review helpful
0.5 hrs on record
Posted: June 22
Early Access Review
I backed this piece of turd because of the promise of Linux support on launch, nearly 2 years after launch Linux support is nowhere to be seen.

However I've since had the misfortune of being able to play the game I helped fund in the form of free-to-play garbage on my Android phone, this has helped make up my mind that should Linux support ever surface, I won't even bother installing this godforsaken Molyneux sized disappointment.

Never again Peter.
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9 of 10 people (90%) found this review helpful
17.3 hrs on record
Posted: June 10
Early Access Review
This has been an early access game for ages. The updates have been terrible and I regret wasting my money on it.

0/10 do not buy
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