You are one god in a pantheon of rivals. On living worlds of wandering peoples, rising cities and warring realms, gods compete for faith and mortals toil. Older than any realm, the Chronicle remembers the deeds of mortals and gods alike. Can anyone prove which were yours?

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Chronicle of Gods is a passion project, made by one person. The game is already playable: you act on the world, your rivals act against you, and faith follows what happens. Early Access is where I deepen that with the people who play it, with the rival gods first in line.”

Approximately how long will this game be in Early Access?

“At least a year. How much longer depends on the players: the more there is that people want to see in it, the longer Early Access runs and the more goes into the game before the full release. I would rather release when the game is finished than on a date.”

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

“The full version is the same world with more game on top of it. The rival gods, your acts and what a god can set out to achieve, starting with vows, will be deeper and clearer. The simulation will grow as well: more depth in how peoples, faiths and realms live, rise and fall, and a much wider range of technology, carrying peoples well beyond the early ages they reach today. Beyond that: more for the Chronicle to tell and a better telling of it, better balance and performance, tuned from what players' games show, and a proper introduction for new players.
”

What is the current state of the Early Access version?

“Every world grows from a seed, and its peoples build and lose their own history on it. You act on the world as a god, rival gods act against you, and the Chronicle writes that history into a book of ages you can read at any point. A run can go on for thousands of years. It is playable but rough, and it is English only and Windows only for now.

Playable today:
- Worlds generated from a seed: continents, climate, rivers, coasts, biomes.
- A living history: wandering bands and hordes, farming, settlements, cities, realms and their great houses, trade, war, revolt, secession and collapse, with the peoples' own cultures, languages and names.
- You as a god: dozens of acts, from blessing a harvest or raising a volcano to calling a holy war or backing a house until it rules.
- Moments that halt the world: sieges, turning wars, peace offers and plagues wait for your answer, and you choose which ones stop time.
- Rival gods who are born from the world's faith, act against you, make pacts and fade.
- Fog and deduction: a partly hidden map, a gaze that can follow only a few realms at once, and marks, rumours and suspects that let you work out what rivals did.
- The Chronicle: an in-game book of ages, rulers, houses, wars and the rise and ruin of realms.
- A globe with map layers, the Statecraft panel for realms and wars, the Pantheon, a Ledger of Deeds, a Codex of Peoples, an event feed, save and load, and sound effects.

Not finished: the gods' side of the game is still being deepened, and so is the simulation. There is no campaign and no win condition: you set your own goals. Expect rough edges, unbalanced numbers and changes between updates.”

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

“The price may go up as the game grows. Anyone who buys during Early Access pays that lower price and keeps every update.”

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

“The Discord is where it happens: bug reports, suggestions, and talking about the histories your worlds produced. I read the Steam reviews and discussions too. Each update comes with notes saying what changed and why. Early Access players will decide a lot of what the game becomes, above all how the gods play against each other, because that is the part I most want to see played before I settle it.
”
Read more
This game is not yet available on Steam

Planned Release Date: Q1 2027

Interested?
Add to your wishlist and get notified when it becomes available.
 

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

See all discussions

About This Game

Chronicle of Gods is a single-player god game set on a world that makes its own history. You play one of its gods, among rivals with plans of their own. You act on the world of mortals directly, and the Chronicle writes down what comes of it, in a book you can open at any time.

Your hand on the world

You hold dozens of acts, some merciful and some cruel, and you aim each one at a land, a people, a realm, a great house or another god.

  • The land: Bless the harvest or send blight. Call down a tempest, send a killing stroke from the sky or raise a volcano.

  • Peoples: Bless their learning so they take up farming sooner. Rouse a wandering horde against a neighbouring realm.

  • Faith: Consecrate a region as holy ground in your name. Send the faithful out to spread your worship to other lands, even across the sea.

  • Realms: Whisper a court towards war, counsel it towards peace or call a holy war. Press one realm to bow to another and stir subject realms to break free.

  • Great houses: Within each realm, great houses vie for power and one of them rules. Tip the balance as you see fit: anoint a house as rightful or condemn it as false, back it with your patronage or turn it to sedition, and hasten or delay the death of its head.

  • Sight: Even a god cannot watch everything at once. Follow a few realms to keep their lands under your gaze wherever they spread, or turn your eye on any other land. Set wards over ground you protect, read a court's hidden dealings or borrow a rival god's sight for a while.

Moments that wait for you

When an army gathers for a siege, the fortunes of a war turn, a realm sues for peace or a plague takes hold, the world halts at the tipping point and waits for you to decide which way it falls. You might stop a siege before it begins, or whisper to the besiegers to raze the city to the ground. You can end a plague or make it deadlier. You choose which moments halt the world and how fast time runs between them. The slowest speed lets you follow a single siege, and at the fastest, millennia pass at a glance.

You are not the only god

Rival gods are born from the faith of mortals, and they fade when too few still worship them. They hold grudges and make pacts, and they often move against you where you cannot see.

A god's deeds leave marks on the land that show what kind of god made them, though not always which one. Read them and weigh the suspects. You can offer a rival a truce or a full accord, and rivals will make offers to you as well. Wrong too many gods, though, and their grudges converge until they turn on you together.

You become what you do

Every people that learns of you gives you a name in its own tongue. Everything you do shapes the god you truly are. What people see you do decides what they believe you are: merciful or wrathful, a god of order or of chaos. The two need not match. As that belief changes, the world gives you new epithets. Deeds true to the god you really are come easily. Deeds against your nature come hard, and can turn your worshippers from you.

Faith follows souls

Faith lives in people, so it moves when they move. Migrants and missionaries carry it to new lands, and it fades where its believers are gone. Rival gods court the same peoples, and a land's faith can turn from one god to another. Where gods are worshipped side by side, creeds form, and even inside a creed the gods compete for primacy. A schism can break a creed in two.

You see the world through your worshippers, the realms you follow and the land you turn your eye to. Everywhere else, the map shows only what you last knew of it, and beyond that, unknown land.

A world with its own history

Every world, down to its continents and rivers, grows from a word you choose. You also decide how warm it is and how much mineral wealth lies in its ground. Bands of foragers wander it, learn to farm and settle.

Villages grow into cities, and some cities become the seats of realms.

Realms trade, make alliances, form leagues and bring others under their control. They also make war, rebel, break apart and fall. Their peoples discover new knowledge as they go, from the first stone tools to writing and coinage.

A single world can run for thousands of years. It lives on its own, and what you do changes its course.

The Chronicle

The Chronicle was writing before the first realm rose, and it will still be writing when the last one falls. It records the deeds of mortals and gods in a book divided into ages, each with its own dawn and dusk. It tells of rulers' lives and the fortunes of the powerful, and your deeds are written there among theirs. The Chronicle knows where a god has touched the world, but it does not always say which god.

Each world gets a different book, and its ages are named for what defined them, such as the Age of Tangled Fates or the Age of Fading Gods.

Goals you set yourself

There is no score and no win screen. Peoples vanish and realms collapse, and none of it counts against you. What you set out to do is up to you: carry your faith across a continent, raise a house until it rules, keep one people alive through the hungry years or starve a rival of worshippers until it fades.

Where it stands

Chronicle of Gods is made by one person and is coming to Early Access. Everything described above is in the game today, and the game will keep growing from here. Wishlist to follow along, or join the Discord if you want a say in what comes next.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Chronicle of Gods is made by one person with the help of AI coding assistants. AI is used as a programming tool: writing, refactoring and testing source code to my specification. The game's English text (the interface, the tooltips and the sentence templates the chronicle is built from) was also written with these assistants, to my direction. No image, music or voice model was used. Everything visible, from the globe and the maps to the heraldry, the icons and the interface, is drawn by code, and that code was written with the same assistants to my direction. The lettering is set in open-licence typefaces by human type designers. The sound effects are my own recordings, plus one public-domain (CC0) recording; there is no music yet. The histories each world produces are assembled by procedural systems I designed, not by a language model. The shipped game contains no live-generated AI content: nothing calls out to an AI model while you play, and the game does not require a network connection to generate anything.

Mature Content Description

The developers describe the content like this:

Chronicle of Gods is a history simulation told through text and a map. Wars, sieges, plague and famine kill people, and the Chronicle records how many died. Cities are sacked and razed, captives are carried off, some realms keep people in bondage, and sacrifices are made to the gods. None of it is shown graphically.

System Requirements

    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: 64-bit quad-core processor
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 compatible graphics card with WebGL 2 support
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Additional Notes: Early Access: these requirements may change as the game develops.
Review Filters