Crest is the only literal god game, where you write commandments to interact with your followers. But since they have a free will, they won't always listen to you. Build your own religion and guide your people towards survival!
All Reviews:
Mostly Positive (68) - 72% of the 68 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?

“Our current plan is to release Crest in Q4, 2017. We will communicate a proper launch date as it looms closer.”

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

“Throughout Early Access we will iterate on the game and add features with the help and feedback from you. The planned features for the followers in the final release are listed below.


We've decided to use a "module" system where we will keep expanding on the game with self-contained modules.

Exploration Module - Q3, 2017

Several islands that your followers can settle on and travel between (with boat). We will also improve heavily on the ecology and animal simulation. Because of these changes you'll have a much more varied game world where a city's location will have a big effect on how they prosper.

Community Module - Q3, 2017

For this module we will add community features that will let you share and enjoy each other's worlds, on Steam Workshop. This will be done by players sharing their save files which then other players can take part of. We will also add some kind of functionality where you can see different players' timelines who've played the game world before you.”

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?

“We currently offer the game at a reduced price, which will be increased 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 (155)

October 13

Dev Blog #151 - Brushing Up

Most of the work this week has been around improving usability and user experience based on all the feedback we got from you in the recent weeks.


We started a Wikia for Crest to make it easier to understand all the systems in Crest and in the future we'll eventually integrate it into the game itself. It's bare bones right now but we're continuously adding text and would appreciate your help in making it look more pleasing:

Crest Wikia

This week we also managed to go viral on imgur and made it to the frontpage with the following gif. We accidentally applied a shader that mixes vertex colours and diffuse to a model without UV coordinates. The shader chose to mix the colours with the camera instead et voilà: "Crest - Other Dimensions" was born:



This week has been eventful, I've redesigned the faith interface as you can see below. We didn't think it reflected clearly enough why you get influence. So we've streamlined the feedback and in the process removed the upper influence limit. Instead you get an allowance calculated from how many followers are happy or dissatisfied with you. This was how it worked generally before, but was more obtuse and confusing. Hopefully you'll like this better!


This week I've been working on new UI and rework of the current UI. The Faith System is being changed slightly, which affects both the UI for Influence and adds a new tab of Faith. The layout of the Diplomacy tab was also changed, to provide more visibility for each city. With this, it'll be much easier to keep track of how your followers feel about you and how the cities feel about each other!



Some more tweaking was done on the loading screen, and it is now done in our internal build. The experience of starting the game is roughly 1.2 million times better now. I've now started doing some research related to making the islands a bit more varied.


I have implemented a new city symbol, based on the Acacia trees and shrubs.
I have polished up the monuments feature and added monument ruins using Jens’ glorious remnant system.

Also, I have changed cannibalism so that followers no longer eat each other immediately. Instead, they build up a motivation to do so over time before actually doing it. This should give the player a chance to intervene before cannibalism happens... if they want to intervene of course. :)


This week has been split into two major tasks. I have been working with our audio designer, iterating through new sound effects that are going into the game later and I have also finished the new Builder follower, adding all the behaviour it needs.

Most of the UI for the expertise buildings is now working, though it will need more iterations later since I used some placeholder items for now. Next step will be to get a floating feedback for when the followers spend resources.

Johannes W

This week I've done a lot of refactoring and adjustments for the in-game underworld. The new game-over screen we are working on includes the chronicler showing the history events spiral. To this point, the underworld scene was coupled to the main world scene in way that it was impossible to use the same assets and scripts for the game-over screen. It has now become more modular, but there is still some more work left to do.

I also started to work on generating unique stories when a game has ended, just to take a little break from the previous task. Emelie wrote different combinations of sentences and words depending on what happened in the game. It should be implemented in our internal build next week, at least.


I have finally started work on the tutorial. I have spent time pondering on what is vital for the player to know at the very beginning and focused on those. Many messages were cut and the ones left will need to be reworded. After I’d decided on what to keep in the basic tutorial, with help from the team, I made a flowchart for everyone to see. Now I am reworking the messages that will guide the player through our tutorial, wish me luck!


This week I have been busy with getting to know the project better and doing Producer stuff, such as planning, providing feedback and generally helping out where possible, both for the project and for the company as a whole.


Have a nice weekend!

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October 6

Dev Blog #150 - Dimensional Growth

Another Unstable Build, a new employee - we keep growing in all dimensions. Besides these big news, many things we’ve been working on for a while got finished this week. Exciting times!


We published the second Unstable Build for the upcoming Community Module today. It introduces remnants of the world as well as monuments that your followers can build. You can read all about the new features here.

We got a new producer on Monday! Say hi to Marcus and hear about his first week here:

I have mostly spent the week getting to know the people and the project in order to effectively do the awesome work of planning pretty much everything we do here. So far it's been really fun and welcoming and I aim to do great things with the team going forward, though probably not too much that actually shows up in the game. Hopefully I'll have some more interesting things to say next week beyond hello!


I've been focusing on working with the new website for our studio, it's coming along and hopefully will be up in a few weeks! I've also done a mockup for the new loading screen, fancy isn't it?

I've had a full week of just UI stuff, both general UI fixes and new UI for the so very secret feature you've been hearing about. There's been a need for some small UI changes with the additions of renaming, expertise buildings and monuments. Below is four different versions of a new UI, next to the current version.


Apart from some bug fixes for the unstable build, I've worked on the new loading screen, which is just about done, but unfortunately won't make it to the unstable build.

Unfortunately I can't give any big details about my work this week either since the feature is still not revealed. Though I can tell you it has been an exiting week with a lot of progress. Next week I'll be back to working on the things that are left with the expertise buildings. It is mostly going to be about polishing and fixing the UI since the ground work already has been laid.

Johannes W
This week I've been working on three different things: chronicler end-screen, camera movement, and GUI for the secret feature. The end-screen is starting to take shape but there is still some design stuff that is needed before continuing with the code. The work with camera movement has mostly been about polishing things. Most of my time this week has involved working with GUI.

As a programmer, I've always been curious of learning new programming techniques. The GUI for the secret feature had a lot of visual animations that was created using closures. In short, a closure in C# can encapsulate variables storing state within delegates/lambdas (C#). These closures can then be passed around in the program like any normal type of data. This made it possible to create objects with complex behaviors, like having time varying values, without the need to define new classes that do few specific things or having many adhoc variables scattered around in one class whose only purpose is to keep state. In this case, state where kept in closures instead. If any C# programmer read this, I highly recommend learning about closures! This technique helped me a lot to program behaviors very efficiently.


I have continued my work on the story builder, finishing up sentences for a couple of edge cases. I have also focused on the conditions and triggers of the sentences, all that is left now is to see it implemented and watching it work. Of course there will be some finetuning but I'll do that when we get to it. Finally, I have started the work on the dreaded tutorial, we will see how it pans out.


Have a nice weekend!
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“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

“The player position is not so much one of pure divinity, but an allegory of sociological evolution and progression. This is what makes Crest so refreshing in the face of even the elder statesmen of the genre”
Permanent Beta

Update Notes

About This Game

Welcome to Crest, a religion simulator where you take care of humans as if they were your own children. But your only way to interact with them 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 a 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 the world by issuing commandments using a pictographic language
  • Progress by unlocking new words, adding more and more complexity to 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 building your legacy

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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