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:
Mixed (91) - 69% of the 91 user reviews for this game are positive.
Release Date:
Apr 23, 2015
Developer:
Publisher:

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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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Recent updates View all (182)

February 23

Dev Blog #167 - Two Weeks Left!



Community

Two weeks left until the launch of Crest and it's looking pretty good!
Here's is some encouraging feedback we recently got for our secretive inner circle build:

"I looked at the regular build [again] and was really surprised with the changes in the inner circle build! You guys did amazing!"

If you'd like to help us playtesting the new features, you can still become a part of the inner circle yourself. More info can be here: Join The Inner Circle


Art

Martin
I had to take a short break from the trailer to incorporate our new shader, it's always a bad idea to implement new things just days before release, so a few weeks earlier is better! You can here see me playing around with the new shader. It's usually hard to control specular (or the shininess) with uniform low poly artstyles without textures (like most games). But with Johannes' new magical shader I can control that for separate objects, for instance make the gems more shiny than the rock it's attached to!



Emma
This week, I've been helping out with the lighting of the scenes in the trailer. It was a real challenge, especially for someone still not completely comfortable with Blender yet. Turns out that it's pretty difficult to get some decent lighting in space! After that, I've been doing some UI work, like updating graphics for the information panels.



Code

Johannes
I've had full focus on the save system.
I've worked on a tool to verify that saves are working properly. The tool works by saving all states in the game to a text file, then it saves the game, loads that save, and then saves all states again to a second text file. Then I load both text files into a diff tool and see if something is different. That tool has allowed me to find a few subtle save errors that I've now fixed.

Jens
This week has been all about polishing and fixing the features we have. Just to give you a taste of what I've done, I have added sfx to a lot of the interface buttons. The voice in the intro is now updated with a remastered version of the audio, and some background ambience has been added. The Word Tree is now more consistent, with words having designated spots in the UI window.

I have continued to fine tune the stamina for the different follower tasks.
Influence is now gained in a slow trickle with a bonus amount added every half cycle for faithful cities, instead of faithful followers as it previously was. This change hopefully reduces some of the frustation that could occur when you were missing just a one or two points to make a commandment.

Johannes W
I have fixed bugs and made some improvements and optimization with how followers find new locations when building new cities. It was an issue before with how it worked and how the performance was. Often when a world had a lot of cities it became noticeable how the game became slow because many followers tried to find new locations and not always finding anything.

The old implementation was done through randomly checking tiles all over the island until a valid place was found. This was very unpredictable and a better solution had to be made. The way it is implemented now is to search outwards from the home city in circles until a good location is found. This felt like an obvious way to do it and it improved the performance a lot. The algorithm checks not every single tile outward but checks them with a bit of spacing just to lower the performance cost a bit. This fix will be available on the Crest release.

Tomas
I have tweaked the last things with the tutorial together with Emelie. We have playtested it internally and there are only some minor finishing touches left, then it will be all complete.

The tutorial is also incorporated into the save system now, so loading a game will no longer reset it to the beginning.

Design

Emelie
The update to the tutorial has taken the entire week for me, and will probably take a few more days as well. It's coming along nicely, but I wonder if I have in my haste forgotten about something important, the pacing and the time it takes to finish it. We had a playtest this week as we do every week now and we focused on the tutorial so I got valuable feedback and will do my best to make it better. Other than the tutorial, I have been dabbling wherever I have been needed and I am guessing that's what I'll be doing everyday until release.

Production

Marcus
Our release is slowly creeping upon us, so this week has seen a lot of playtesting in order to fix final balancing issues and bugs. Beyond that I am also continually busy with getting stuff ready for GDC amongst other company related stuff. So there is never a dull moment.

_____________________________________________________________

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 16

Dev Blog #166 - On the Horizon



Community

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

http://eatcreatesleep.net/supportcrest

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

https://youtu.be/E8G5AlZTEpo

Art

Martin
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!



Emma
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!



Code

Jens
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!

Tomas
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.

Design

Emelie
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.

Production

Marcus
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!
0 comments Read more
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Update Notes


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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.

Setting

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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    Minimum:
    • 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
    Minimum:
    • 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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