Become a god in this indirect god sim. Influence and try to control your followers using commandments but beware, free will leaves these open to interpretation. Will you create a flourishing civilization or lead them into cannibalism?
All Reviews:
Mostly Positive (90) - 70% of the 90 user reviews for this game are positive.
Release Date:
Apr 23, 2015

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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:

Why Early Access?

“We're still in heavy development and we want the players to be involved in our creative process by providing us with insight into their experience of our game. In the current early access release, a playthrough will provide about 45 minutes of gameplay per session. The average playthrough for the final game will be 1-2 hours per session. Since we are developing a procedural game, our focus is on replayability and expression. If you would like to help us shape Crest, go ahead! But be aware that the game is still changing and is not complete.

Our Early Access is for those of you who want to be our supporters, to help during the production of Crest, the more funding we can get the more we can polish the game. And the more feedback you deliver, the more we can fine-tune the experience.”

Approximately how long will this game be in Early Access?

“Crest will be released on 8th March 2018. We've come a long way and you can read more about the past here: The Development History of Crest.”

How is the full version planned to differ from the Early Access version?

“There are going to be a lot of changes from the current version (v0.52) to the final one. You can find everything that's planned here:
The Future of Crest.”

What is the current state of the Early Access version?

“Currently you can play through the core game by writing commandments and making your followers survive and expand. Since the game is procedural and will eventually end, it will probably entertain you for 45 minutes, though mileage may vary.

In future updates we aim to add more fluff to make the minute to minute experience more interesting so you can focus on more than just having your people survive.”

Will the game be priced differently during and after Early Access?

“The price will stay the same as it is right now ($9.99) upon launch.”

How are you planning on involving the Community in your development process?

“The community is invited to report bugs and balancing issues. More importantly however, we want to hear about your experience, how you interpret the game and your stories with the game. Your feedback will help us during production and will shape the final product.”
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Includes the Artbook and Soundtrack


Recent updates View all (181)

February 16

Dev Blog #166 - On the Horizon


Well, we got a launch date! 8th March 2018! Check out what's all going to be in the full version:

Launch - New Features

Please help us to reach as many people as possible in this critical time until launch! We put together a list of helpful things <3

We will have an Official Launch Trailer as well soon, for now here's a little tease:


Yes, the secret is out, I've been working on the launch trailer for a few weeks now. It's almost done and I look forward to see your reactions to it!

This week, I've done a little bit of everything. I've been sick, I've been doing some playtesting, fiddling around with UI stuff and helping out with the trailer. The main thing I've been doing is Steam Achievements! Gonna be a lot of fun to unlock them all when they're added. Below is a sneak peek!


I have mostly been balancing, polishing, and fixing minor bugs. It is kind of like playing whac-a-mole. Usually when I go to fix something, I discover something else that I need to do. The biggest balancing task was the new stamina rework that Johannes W made.

Previously, followers were allowed to overperform and do actions even though their stamina was depleted. The stamina system is now consistent and much better at predicting how much work the follower can do. I have gone through all the follower actions and given them reasonable stamina costs.

Johannes W
For me, this week has mostly been about hunting bugs. I fixed so followers can mine right after they have built a Mine and I fixed some camera movement glitches. I also finished up the code for how we track Steam achievements. We have a bunch of achievements now that are ready to be published but have some graphics and design left to do for that. I look forward for when the Steam achievements are fully done!

I have been working with the tutorial together with our resident designer Emelie. It is getting an update to accommodate all the changes that are in the game since the last release.

The core tutorial system has been tweaked a bit and I have constructed brand new debug tools for it to ease testing it out. It is all shaping up really well and it will probably be complete some time next week.


I have been working on updating the tutorial, making sure that all the new features are explained and that the flow is improved upon. I have also been working on balancing and a little bit of whatever comes up since we are doing our best to make everything work as intended. Tweaks here and there on pretty much everything is the best way to explain it all really.


This week has seen a lot of game balancing and bugfixing. I have been actively helping out with playtesting to focus our efforts on the most important parts these coming weeks since, Holy crap, we're actually releasing the game soon! Beyond that I've also kept up the preparational work for GDC, and some other stuff concerning the company, so I've been kinda split between all sorts of things.


If you want to follow the development of our game and get the latest news, you can find us on Facebook & Twitter or sign up for our Newsletter.

Have a nice weekend!
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February 15

Launch Date Announcement!

What a rollercoaster the past few years have been! We're super excited though to finally announce the launch date for Crest, which will be on March 8th 2018!

We've been very busy the past months and below you can see all the updates, which are going to be in the release build. Right now we're polishing & balancing everything to get it as smooth as possible until launch.

Crest is a game that is never truly finished and we want to keep expanding the game with your ideas for as long as possible after launch. In order to do so we need a little bit of help from you. We've put together a list on how you could support Crest:

Support Crest

Now for the waaay too long list of the coming gameplay updates. Bear in mind that the list does not include any technical updates or fixes and focuses on the new gameplay changes only. Enjoy the read & thanks for being a part of our Community. <3

  • Mountains - Rain clouds gather at the mountains and snow, the snow indicates the possibility for the mountains to create rivers, as long as enough water has gathered.

  • Ecology - A new water system making nature more alive. It is a delicate balance that can be affected by animals, followers, cities, farms and berry bushes.

  • Berry bushes - An early game food source making surviving in the beginning easier.

  • Season changes - Once per cycle there’s a dry season or a rain season.

  • Start island does not have a volcanic biome - To promote moving to another island, the start island does not contain any volcanic biome or obsidian anymore. In order to complete monuments cities need to trade with each other.

  • Needs renamed - Some of the city are renamed for convenience.
    • Fellowship = Social
    • Sustenance = Food
    • Abundance = Surplus
    • Wealth = Money

  • Doctrine updated - The doctrines are updated to be more different from each other. How each doctrine reacts to commandments is updated as well.

  • Overpopulation more severe - Overpopulation can cause potentially disastrous outcomes if left alone. It costs more food and it drains more water from the surrounding area.

  • City needs - City needs are visually updated, displaying the needs in another way.

  • Doctrine/Faith mashup - Doctrine and local faith in the city popup are combined to one tab to provide a quicker & easier overview.

  • Expertise buildings - Diplomacy, War and Trading have now their own expertise buildings.

  • Self preservation - Followers now try to avoid dangerous areas (animal habitats) and attempt to run away when attacked.

  • More own will feedback - The feedback given when followers act on their own will is more detailed.

  • Stamina fixes - Followers are now getting properly tired when doing any work so that they can’t keep going forever.
  • World overview - A new UI window details all cities and their overall needs, number of inhabitants, doctrine, faith and strength in war.

  • Word discovery tree - A completely new system for discovering the words in the game, now in the shape of a tech tree that gives you an overview of all of the words and how to unlock them.

  • Mini-Map update - A small update to the mini-map marker so that it’s easier to tell where you are.

  • Updated tutorial - The tutorial is updated to account for all new features that have been added to the game.

  • Steam achievements - A whole bunch of Steam achievements are added.

Commandment and Word Tablet
  • Commandments - Many of the commandment combinations are iterated and changed, adding some completely new ones such as “scare away animals” and we also make the consume verb have less “cannibalistic” outcomes.

  • City Creation - Followers no longer create cities on their own, and must be ordered to do so via migration commandments.

  • Word tablet - The word tablet gets an UI overhaul to match the new word discovery system.

  • Commandment tablet - In addition to the bless/condemn of the associations, the original commandment can now be blessed and condemned as well. Blessing the original commandment will increase the lifespan of that commandment for a period of time, it can be done a couple of times. Condemning an original commandment makes an association do more “damage” than it usually would to the lifebar and it also decreases the faith of your followers. These actions cost two influence.

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Report bugs and leave feedback for this game on the discussion boards


“Its indirect nature, consistent challenge and the ever-present threat of failure make Crest a truly a unique game.”

“Crest’s ambition is a good and interesting one: to create a systemic god-game around manipulating an AI’s programmatic grammar, and it did give me two procedural stories I am glad to have had”
Rock, Paper, Shotgun

“It's possible, then, for humans to misinterpret your commands. Just like in real religions, I guess.”
PC Gamer

Update Notes


About This Game

Welcome to Crest, an indirect god sim where the only way to interact with your followers is by issuing commandments written in a pictographic language.

How these commandments are interpreted and remembered is not set in stone. What you communicate and what experiences your followers have with the environment is the basis for their religion. Over time, commandments can develop different associations and completely change their meaning. After all, your followers still have free will and will sometimes do what they think is best for them, regardless of what you had in mind.

Consequences of your actions may not always be clear and you will need to be aware of the ever-changing environment and your people's disposition, amongst others their disposition towards you. Expressing yourself is the key of Crest; you will do so through your people and the world they shape.

Key Features

  • Explore the high-concept of religion by building your own
  • Interact with your followers by issuing commandments using a pictographic language
  • Sandbox-style gameplay: set your own goals and how much you interfere with the world
  • Progress by unlocking new words, increasing the complexity of your commandments
  • Observe how your followers evolve as a result of your decisions
  • Micromanage a world where weather, vegetation, mineral deposits, drought and animal behavior will create surprises
  • Express yourself in a game without end-goal nor winning condition, allowing you to purely focus on building your legacy in a world where you are the god of everyone

Progression and Losing

Every new world you start is unique and will write its own little stories. If all your followers die, that world is gone forever. However, you will still be able to view the legacy of your previous worlds. As long as your people live you can continue playing and further shape your own history by creating more and more complex commandments with newly unlocked words.


Crest is an Afrofuturist game that reimagines how humanity arose in the cradle of humankind on the African continent. It's a historical themed game that tries to emulate an advanced iron age civilization that could have existed a few thousand years ago. The setting for the game world, its flora and fauna is based on African biomes, with rainfall determining the tug-of-war between desert, savanna and jungle.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP or newer
    • Processor: 3 Ghz
    • Memory: 4 GB RAM
    • Graphics: 1 GB VRAM and shader model 2.0 compatible
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    • OS: Lion 10.7 or newer
    • Processor: 3 Ghz
    • Memory: 4 GB RAM
    • Graphics: 1 GB VRAM and shader model 2.0 compatible
    • Storage: 1 GB available space
    • OS: Ubuntu 12.04 or newer
    • Processor: 3 Ghz
    • Memory: 4 GB RAM
    • Graphics: 1 GB VRAM and shader model 2.0 compatible
    • Storage: 1 GB available space
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