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 (4,559 reviews)
Release Date: Sep 13, 2013

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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 (44)

March 31

Bye fabs!



As a few of you already know, fabs is leaving 22cans and off to work in the mystifying world of VR.

fabs has been involved with 22cans for well over two years and has helped Curiosity & Godus progress from the first beginnings into two successful titles across different platforms.

We managed to corner fabs to talk about his time at 22cans and working on Godus before he disappeared.

What's the best thing you've got out of your time at 22cans?

"It’s been educational for me."

"Coming to 22cans right at the beginning, back when Curiosity was an idea and not even announced. I was thrown in at the deep end with all sorts of new things."

"I had to pick up C# for Unity, and I had to learn PHP, and how to run web servers for getting the cube data to and from iPhones and iPads. That was another thing I’d never worked on: mobiles, I’d always been a PC or console developer before. For a lot of the server work, I got to use C++11 in Linux for the first time professionally, which was really pleasant, as I’m a big fan of C++. 11 and 14 were like an old band suddenly releasing a new album, which is funny, because Godspeed You! Black Emperor just reunited to do some more music together too."

"Things like that have been constant at 22cans. Learning, and using that new knowledge, has kept me constantly interested. When we had a lull of cool new things, I would feel the nag to do something, and that’s probably why I started dabbling in Haskell."


What made you join 22cans?

"I came to the cannery off the back of a console game release after hearing that Peter Molyneux was setting up a new company. I wanted to be in that team, and be part of a new and potentially historic moment in gaming. I am not driven by simple financial gain, so when I saw that he was going to try to do something different, I felt I couldn’t say no to the offer of a position on the team."

"The code team has almost no overlap, with juniors and seniors, with console developers and those that had come from mobile, and those from outside games entirely. The mix has been both challenging and inspiring; I’d never change it."

"The varied skills create an atmosphere of shared knowledge and respect, with curators for different areas and technologies."


fabs is sad on his last day.

What was the best moment from working at 22cans?

"In previous employments, the times that have shone have always been the times where I’ve been learning and implementing new things. Inventing just in time, and producing to a deadline is a fantastic feeling."

"The best moment for me was just before the kickstarter campaign when I was given a weekend to implement a prototype for the landscape rendering for Godus."

"The early days of Godus were really fast, get stuff done, working as a team with a really well communicated common goal. Those times we iterated so fast that everyone was excited to see what had changed by the end of the day."


So, Godus?

"Godus was a lot of fun to develop for me, as I got to spend quite a bit of time optimising the game, and working with landscape rendering and shaders. Shaders are a place where you can invent quickly, see your mistakes and successes really fast, and iterate on problems without fear of breaking things."

"They’re a thing of beauty to a person like me, who loves maths and wants to make something that other people will enjoy. Optimisation is fun, but in a different way. Sometimes, you have to rewrite quite a lot of code to make a difference, and sometimes you can just spot a mistake, or something is in the wrong order, and a single line of code difference can make a huge impact."

"Take for example the beautify code, there was a bug in there that meant that beautify was being slowed down by houses, a very simple mistake made by someone when they first implemented the update, all fixed by adding a spatial lookup, and now the frame rate has stabilised completely."

"Optimising the landscape was an exercise in constant refinement. There were never any big gains to be made, but there was always a slightly better way to access and use the data. Memory bandwidth was always the bottleneck in that code as voxels and vertices and how much influence they have on each other causes a lot of reads and writes from memory."

"That time is over now."

Are you leaving Godus in a good shape?

"Godus is as pretty as it needs to be (coding wise), and there’s not much more performance we can get out of it without a major rewrite."

"Due to this, last year I took over the savegame systems, making sure that saves were as robust as they could be, as backward compatible as possible, and as recoverable as possible when all that fails. The amount of data in godus, the followers, their houses, where they are going, the land on which they are walking, that all adds up to quite a bit, and to make that seamlessly migrate between different devices is no simple task. So many moving parts leads to so many corner cases, and it’s the corner cases where the bugs hide."

"There’s a hundred war stories about savegame bugs, but the scariest one was the case where the houses just would all vanish at once. We finally traced it down to an issue with the network layer not handling really large lumps of data, and the houses were the biggest thing. The quick fix, and the one that was put in just before release on iOS, was to just zip the data before storing it, hoping that we could find the real cause and fix it properly quick enough to put out a new built. Finding the root cause, proving it, and then fixing it was much harder. We got hold of the source code so we could trace it down, and I was able to find the single line where a message header was being misread under very specific circumstances, because it was overlapping a boundary between two larger container packets that were just the right size and timing."

"The bug was found in code that had been working for years, in other people’s released games, and yet it was there and only found because we had really big lumps of save data for our houses while doing other smaller messages. When you find these bugs, you start to think that there are probably millions of bugs out there going unnoticed, waiting to break something in a horrible way, because they are in code that has been thoroughly tested and been working for years."


fabs is taking it hard


You were always pretty involved with the community, any messages for them?

"I’ve enjoyed being more involved with the community, both on the Proboards and on Steam forums. I’ve never held my punches, and I think the community warmed to my openness."

"I’ve got plans in the years to come of going full Indie, not for some time, but when I do, I know that an open forum is a healthy forum, and humour goes hand in hand with misunderstanding."


Oh... How about that secret feature you were working on?

"I had a last Hurrah! before I headed off in the shape of a semi secret feature, and a super secret feature. Not things I specialise in, either of them. The semi secret feature was just some new editor tools, which will be useful in case we do move to a more level based Godus, one that has real progression in a the tradition of Peter’s other games."

"I always felt that the desktop version of Godus was always Black and White 3 in spirit, and in that respect, multiple worlds of your homeworld seemed like an inevitability."

"Regarding the super secret feature, I think I’ve made it pretty public that I’m not a fan of F2P, and so it wasn’t so much a task that only I could do, but one that I found to be quite therapeutic."

"I hope you all like it."

2 comments Read more

March 27

Friday Update - March 27th



Hello Followers!

It's been another busy week with the Godus team. A new artist joined the team, our Community Moderators visited the studio and Konrad has been forever tweaking his designs for the upcoming combat implementation.




Say Hello to Annah!

We have a new addition to the Godus team this week. Say hello to our new artist, Annah!

Who is Annah?
"I went to Uni and studied Computer Animation before working in London at a gamification & educational games company for several years."

Why did you pick 22cans?
"I chose 22Cans because I love the worlds they create, they look really awesome and I wanted to be part of that."

What have you been up to in your first week here?
"First week has been fun and challenging, wrapping my head around the various systems and workflows. I've started work on making some military assets and combat related stuff. Oh and I've also getting to know the team's personality and quirks ;)"

As Annah mentioned, she's hard at work on creating military and combat assets for the new update. We're extremely pleased that Annah has joined us and can't wait to see what she'll create!





Konrad's Korner!

We're pretty sure Konrad doesn't like the name we've give his little weekly segment and that's exactly why we're continuing with it! Konrad is once again offering his statistics and behaviours document to the community for everyone to glance at.

Once again, the information and designs in the document are all subject to change and Konrad is always tweaking these designs.

Warband Statistics & Behaviour - Design Document

It's a bit different this time and it's probably isn’t going to interest everyone, but feel free to have a look over it and tell us what you think. We're always looking for constructive feedback!

This week's big bug fixes

Martin, our QA Lead is always breaking the game. We think he's actually starting to enjoy breaking the rest of the team's work. Take a look at this week's most irritating bugs that have been fixed.
  • The game crashes after relaunching the game while on any tutorial
  • Game crashes after migrating
  • The 'Edit Worlds' menu option was missing
  • User's save is crashing on boot
  • Astari settlement in Homeworld is a Frontier Hut
  • The progress goes back to drowning tutorial after the game crashes when migrating from iOS to Android
  • User's Custom Homeworlds can become corrupted
  • "Chest in your territory:" text is missing on the Story when changing to any language
  • The description of the Shrine of Stamina (Stronger Followers) on the Timeline UI is incorrect
  • Gained homeless Astari is not building abodes on free plot on Weyworld​

New Combat Build Available!

We've uploaded the latest build to Steam and it should be available on opt-in now.
Again, this is a broken, part implemented feature and we know it'll be buggy as hell

As always your feedback is really appreciated.

New Features!
  • Stealth - Warbands can now hide under trees to enter stealth, lying in wait to launch a surprise attack on their opponents. Larger warbands are more difficult to hide and will need be standing amongst more trees to enter stealth.
  • Burning the trees which are providing an enemy warband with cover will force them out of stealth.
  • Friendly warbands in stealth will fade out slightly to indicate their status. Enemy warbands will become invisible (well - you can still see their drop shadows - we're using this for testing)
  • "Turreting" - Warbands which have a significant height advantage over their opponent now won't automatically chase them and will instead hold their position and retain their advantage.
  • Armour buff - Warbands now have an armour value which can be buffed by hiding amongst trees.​
  • Selected warbands are now shown with a single selection ring.
  • Warbands have movement arrows indicating their direction of travel (still very much a work-in-progress)
  • Selected warbands now have a 'Stop Move' button, to cancel a move in-progress.
Available Here!

See you next week & keep sculpting!

2 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

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 http://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

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

Windows
Mac OS X
    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
    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
Helpful customer reviews
62 of 71 people (87%) found this review helpful
1 person found this review funny
10.4 hrs on record
Posted: March 11
Early Access Review
*Preface: when looking to buy this game, read the forums. Not just the genreal discussions, but the subforums. I explain why later*

One of the only games of over 100 that I've uninstalled from my library with no intention of reinstalling.

Riddled with bugs from day one that are still not fixed, a resource system despised by the community that they refuse to alter, and boring repetitive gameplay that is very unlikely to change, These things have been discussed in mulitple other reviews, but 22cans now has another nail in their coffin:

Any negative posts about the game or company, as well as discussions about refunds or legal action are either outright deleted or hidden in a subforum no one will visit. The moderators of the forum have, two days ago, created two subforums where they have placed all negativity to give the illusion to newcomers that everyone is happy happy happy.

The disturbing thing is, as recent and deplorable as that is, it is only a contender for the worst thing the PR team does. Banning anyone who speaks out while obvious trolls who say they like the game but are only there to stir up anger are allowed to roam free*. You will see people clearly just there to make people angry, but because they're saying positive things they are exempt from punishment. Anyone calling out these obvious trouble makers is branded as "hostile" and threatened with banishment from the forums. Anyone posts a relevant quote in two or more threads it is considered spamming and they are threatened with banishment.

I'm amazed this game is still allowed on steam, early access or not. I believe that one day Valve will be bitten from its association with this game

My adivce: STAY AWAY FROM 22CANS AND ANY RECENT PETER MOLYNEAUX GAME

*There are the occasional people who genuinely like the game, nothing against them. There are even more who claim to like it just to create arguments with those that see all the problems, however.
Was this review helpful? Yes No Funny
39 of 46 people (85%) found this review helpful
44.8 hrs on record
Posted: March 11
Early Access Review
They are NOT focusing on developing this for the PC.
This is a simple, badly ported Mobile game, that was touted as being made FOR PC both here on EA AND on Kickstarter, but has been revealed to actually be designed primarily for Mobile platforms. Heck, the Mobile focus is quite blatently obvious, with the farmville-esque timers for nearly everything.

Simply put, this feels like 22Cans has outright deceived their Kickstarted backers, and the people who bought it via Early Access, into giving them the funding to make a Mobile game, rather than the PC game we were promised.

Do NOT buy this game, furthermore, I STRONGLY advise you to NEVER buy any game developed by 22Cans, or Peter M.
We, as gamers, need to send a message that we will NOT stand for this kind of bait-and-switch buisness practice.
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34 of 40 people (85%) found this review helpful
855.3 hrs on record
Posted: March 5
Early Access Review
I have played Godus quite a bit and even though I want to leave a positive review for it I can't. There are so many issues with it that make it unplayable and now it seems like the people making this game don't seem to care to continue on with it. There are barely any updates and the few there are aren't even a game update, its some nonsense about interviews that aren't really game related. I am really upset that Godus has been left to die :( I really did enjoy it until it was unplayable!
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17 of 20 people (85%) found this review helpful
67.6 hrs on record
Posted: March 17
Early Access Review
Creater sold out, abandoned everyone who supported him, and is now making a mobile version of this for some wealthy publisher. Ask for refund if you can. Stay clear if you dont have the game. Also avoid any games this developer try to make in the future.
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15 of 18 people (83%) found this review helpful
95.7 hrs on record
Posted: March 9
Early Access Review
I just want to start off by saying, The fun factor of this game IS there. If it was not for the epic scale PR issue, this game would probably be in ALOT better shape then it is.

This game currently as it stands has alot of endearing casual god esc mechanics, akin to a lesser version of Farmville.

Once you learn the mechanics and the tricks, the "grind" everyone hates douse become alot less of a hassel then you would think.

My problem is a problem of content. The game as it stands is very Linear.

They have a sudo case of diversity in the game's tech tree as it stands, but there is an obviouse singular way to go about it; with only a few abilities truely being optional.

Should they fix this One major problem, the game could be quite fun in a casual way... that said, the comunity who innitial bought it were lead to believe that it was something else, so thats another issue in its self.
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18 of 24 people (75%) found this review helpful
35.9 hrs on record
Posted: March 6
Early Access Review
Horrible kickstarter cashgrab that broke all of its promises and abandoned its backers in favour of the mobile gaming market.
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15 of 20 people (75%) found this review helpful
8.3 hrs on record
Posted: March 19
Early Access Review
Terrible game, the developers are harsh and just out for your money.
Won't ever get finished.
Shouldn't be up on steam anymore.

Oh and the forums are repression heavy because the staff can't take criticism.
Was this review helpful? Yes No Funny
17 of 25 people (68%) found this review helpful
2 people found this review funny
10.2 hrs on record
Posted: March 5
Early Access Review
I want my money back,
I don't imagine I will get it back,
But I still want it back.
Was this review helpful? Yes No Funny
10 of 14 people (71%) found this review helpful
2 people found this review funny
14.0 hrs on record
Posted: March 16
Early Access Review
Finger click training simulator
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5 of 5 people (100%) found this review helpful
12.3 hrs on record
Posted: March 9
Early Access Review
I bought this game almost immediately when it released on to Steam. Like many others, I have fond memories of Populous, also made by Peter Molyneux. The promised multiplayer was a major draw for me, as I thought the idea of an MMO-ish Populous game sounded amazing. However, it seems the multiplayer will never happen, and the content of the game is lacking even to it's spiritual predecessor from 1989.

This interview says it all: http://www.rockpapershotgun.com/2015/02/13/peter-molyneux-interview-godus-reputation-kickstarter/
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6 of 7 people (86%) found this review helpful
1 person found this review funny
10.2 hrs on record
Posted: March 16
Early Access Review
Disgusting. Definitely a scam.
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4 of 4 people (100%) found this review helpful
35.4 hrs on record
Posted: March 17
Early Access Review
I don't write reviews much. But this game....


I like this game. I really do. It's just that there is so... little. It feels like there should be more. It feels like everything you're doing in the game is just the tip of the iceburg.... but that's it. You're not on an iceburg. You're on an ice cube, and are impressed that you can balance so well. Then you realize the game is devolving into another collect-a-thon mobile game. You know the ones, you have buildings that make a resource and you have to play it for a minute every fifteen minutes and tap on the resource to collect it. That's what this becomes in about two hours of play, unless you love terraforming. But eventually you'll realize that there's no reason why you should play anymore, because it's just more of what you're doing now, but for even longer.

Sure, there are tiny side games you can do as well, but that's what crappy mobile games do too. They have just enough content to seem fun... and that's it.



Oh and you can pay real money to buy gems in this game to do the same stuff slightly faster so you can hurry up and get to more of the same stuff.
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7 of 10 people (70%) found this review helpful
11.3 hrs on record
Posted: March 8
Early Access Review
Even though I played a lot of Godus it was in the hopes of it getting better. It never did! so boring and a constant grind. The developers also practically quit developemnt. Do not buy! Get an old god game instead.
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3 of 3 people (100%) found this review helpful
43.4 hrs on record
Posted: March 8
Early Access Review
This game is horrible and not for PC. Whoever developed this - I don't care how famous - forgot that this isn't a mobile device.
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3 of 3 people (100%) found this review helpful
6.6 hrs on record
Posted: March 10
Early Access Review
A real shame. This could've been one hell of a game, but development seems to have slowed to a halt and there's not really anything to do.
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3 of 3 people (100%) found this review helpful
7.9 hrs on record
Posted: March 17
Early Access Review
was ok now its ♥♥♥♥ the end
Was this review helpful? Yes No Funny
5 of 7 people (71%) found this review helpful
24.6 hrs on record
Posted: March 6
Early Access Review
OMG, no!

For pity's sake, don't plow any more funding into this half-baked project. Would you pay money for the first few chapters of a mystery novel, when the author is saying "Don't worry, once I have your money I'm sure I'll have some really great ideas about how to write the rest of it. Of course, I'll be spending most of my time working on the first few chapters of my next novel..."

Godus in its current state offers a few hours of really good gameplay. Then it stops. There's some nice graphics, excellent music, interesting mechanics. But no actual game. You can play the starting phase over and over, but you hit the same wall every time.

At least the concept is good. I was more enthusiastic about Godus than I am about the endless me-too projects we're seeing in Early Access lately. But with Peter Molyneux actually admitting that he's scaling back development on Godus - and, unbelievably, putting a fan with no development experience in charge! - I'm losing hope. Maybe this new guy will make it work, but I see no reason anyone should put another nickel into this thing until there's a major sign it's actually going somewhere.

Early Access is a really cool idea, but it's in dire need of some tough love. Stop funding projects too soon. Never fund projects until they really show that they have a strong plan for a complete game - not just a beginning and some vague mumbles about how great it's going to be - someday.
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5 of 7 people (71%) found this review helpful
63.8 hrs on record
Posted: March 14
Early Access Review
I bought this game expecting good things from Peter Molyneux, but there really isn’t any progress here.
I know I should have learned my lessons but this thing has been in beta for 2 years, and there really isn’t any progress. Actually it’s more like digress:

They have taken out key features which made this feel like a god game.
Now it just seems like a glorified Mobile game (actually I think they stretched their wings so far as to make a mobile version, which requires an additional cost)

Premise: flatten out land and remove trees so little people can build outs which u click on for exp, while avoiding infinite waves of bad guys trying to take your little people.

I'd like to push these guys to get out of early access but there is not point. After 2 years, they got their money. And they're laughing

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5 of 7 people (71%) found this review helpful
1 person found this review funny
43.6 hrs on record
Posted: March 8
Early Access Review
22 cans had good idea for a great game and even better kickstrarter funding (even backed the projects). Soo.... what happen?

Instead of completing what they have promised and upcoming ideas were major abuse of what they had gotten on Kickstarter and the game has gone through several major changes (more or less broken game system that was promised) and not least the company has had its problems. 50% of the time they have spent on the game is twitter, blogging, unnecessary drama and just talking and "ideas" will be in the game. If this was a different company and Peter M (one of creator Black & White) was main leader and use kicktarter money right hte game would have been a huge hit and maybe finished by now.

The other 50% we don*t where went since the are more or less back to start for a mobile game that nobody care about now.
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2 of 2 people (100%) found this review helpful
152.1 hrs on record
Posted: March 1
Early Access Review
I keep coming back to this game in the hopes that it has become something. I am disappointed every time.
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