Share this project


Share this project

Godus is a delightful reinvention of the god game from 22cans and Peter Molyneux, who created the genre. Mac, PC, Mobile iOS & Android
Godus is a delightful reinvention of the god game from 22cans and Peter Molyneux, who created the genre. Mac, PC, Mobile iOS & Android
Created by
17,184 backers pledged £526,563 to help bring this project to life.

Designing GODUS Update #2

Posted by 22cans (Creator)

Hi to you all, 

We absolutely love and appreciate your feedback on what we had to say in the first video that we posted yesterday. We are now responding to some of the more frequently raised concerns to keep you in the loop. In the video released today, we briefly touch on some of that feedback, and we go on to talk about some of the basic, high-level structures regarding single and multiplayer. As always we love to hear from you so please leave your thoughts in the comments. 

We didn't want to keep it from you, so here is a close-up of the image that Peter showed on his monitor. 

Finally we wanted to celebrate the milestone we called out yesterday. We've now exceeded the £150,000 goal with our next target being £250,000. Remember, you can share Project GODUS with your friends and family on Facebook and Twitter - every little helps! We want to be in a position where we can start adding stretch goals with items that you've asked us about. However, we can only do that if we reach our goal within the limited time we have.

Take care,


Only backers can post comments. Log In
    1. Christopher on

      All of the yes for co-op multiplayer! Hope this gets funded, I've just backed £20

    2. Joseph Pisani on

      What are the chances that you will make a version for Windows Phone 8 as i would love it if you made a version for it so that i could play it also if you are not why are you not making one for Windows Phone 8?


    3. Lucky Badger on

      Looking good guys!

      'Homeworld' suggests a spherical layout which is mapped onto the screen. I love the endless scroll which we got in Pop3, which was based on a square map - moving off the top takes you to the 'adjacent' square at the bottom and similarly left to right. But what made my brain hurt was when that was mapped onto a spherical projection in the overview. Because, on a sphere, all the 'squares' come to a point at the poles - it doesn't map. Please don't do that to us!

      If the homeworld is to be based on an infiinite but bounded grid, keep the overview as a square (or rectangle). Even though that doesn't make sense in three dimensions, it is much easier conceptually . Plus maybe differentiate between latitudes to make navigation more intuitive (snow at the 'poles', palm trees at the equator).

      However, if you are aiming at a peasant society (medieval era?), then simply having an home island may be sufficient, in which case a 2D format may be sufficient..

      Could I also make a plea for customisability? In office software packages, there are usually several different ways of achieving the same action (menu, context menu, keyboard shortcuts etc.). It would be cool to have the same facility in Godus, so that you could use the whirlwind gesture, or press ctrl-W, or click on an icon, according to preference. I like displays and buttons on screen; others hate them - why not make them optional? The more control people have over the interface, the more people will like it, and there will then be endless discussion on ways to tweak the options to get the optimum efficiency - all good.

      But first, foremost, always, must be gameplay. That trumps everything. (Like you need advice on that!)

    4. Missing avatar

      Jonathan Chayce Dickinson on

      Ah, the tornado makes a re-appearance: now we just need a that we can spread with it.

    5. Missing avatar

      SniperMonkey on

      Look at Age of Empires online for inspiration on your home world idea. It would be great to see some multi-session research that would keep me coming back to the game and help me in multiplayer and single player.

    6. Vincent Oostelbos on

      @light487-Obsidian Order's Parrot Keeper
      Yes, there are plenty of shooters and RTS games with a focus on multiplayer PvP, but there aren't that many god games like that. Mind you, I read the rest of your message too, and I too hope a good balance will be struck. Anyway, it did sound like singleplayer was the main focus, so you probably don't need to worry too much.

    7. Miguel Targaryen on

      Hi 22 cans! First of all, thanks for this amazing update!! can't wait to see the next ones! :D

      About the SP, i see the Homeworld really amazing!! but will it be an endless land?? or we just will be able to build in a limited place?

      How's the technology level of our metropolis??? will it be medieval? renacentist? we will see actual cities?? will it go beyond to see futuristic towns like... Atlantida(fliying cars, laser sabers, food in pills, robots...)?

      The Crusade campaing looks to be really interesting; will there be a storyline?? will it be replayable?? will be like populous will hundreds of maps so it's replayable again and again, and again? This Crusade, it's the Human vs IA skirmish mode?? i don't like very much the MP, but i like to play against the IA a lot!!!

      The MP seems really good to me, but i think there should be a 2 coop homeworld from the begining... hopefully u can achieve some strech goals.. (but i see it really hard... no other project has won more money than the second day... IMO i think that u'll barely reach the 450K u need :S)
      How we "win" the MP games?? will it be a war between settlers?? will it be a war to see Which-God-makes-the-best-and-better-miracles-kind of??

      I think that I've heard something about your cult... can we create a cult and give to it the hierarchy we want? also giving some roles to them like.. tax collectors or clerics(in a D&D way) or paladins, or just missionaries, etc, etc.

      I think this is all, thank's for the ideo again. cya!

      P.S. where's that document sumarizing all??

    8. Vincent Oostelbos on

      @Steven Schrader
      Well, I suppose you could look at it that way about the singleplayer and multiplayer modes, but I had already kind of assumed that there would be a non-violent way to go about things. Depending on the extent, this may involve stretch goals like you said, but I would hope there'd be at least some possibilities in the core package of features planned. Perhaps you can entice rival peoples to join your people just by making things really nice. Something along those lines seems fairly basic to me.

      I guess we'll find out soon enough :D

    9. ZILLA on

      Do we get to see info about our followers? So we can reward/punish them appropriately :D? If we do not directly order them to do things; how does influence work exactly? Do we put a heavenly glow on tasks we want them to undertake & naturally people will be drawn to it? How will they distinguish between 'destroy this' or 'build this'? Will it work by presence auras? Can we change our aura based on what we want to do (ie; inspire work ethic) rather than how we've been behaving (ie; fear/aggression from fireballs)?

      Someone mentioned sharing a homeworld and I think that'd be awesome for people who might not really want to grow a homeworld in order to do well in multiplayer. I also like the idea of cooperatively working to build a community or destroy it--- casually, turtle-like not fighting anything (maybe achievements or growth goals?). For me, being able to play WITH my friends (for whatever goal we decide & maybe some achievements) is more important than being able to play against an opponent.

      Also, do you guys have a forum set up?

    10. Gareth Spring on

      I remember becoming very attached to my little people in PowerMonger, because (if you wished), you could click on them and see things like their name, age and the things they owned. ("A Boat and a Bow").

      Who coudln't empathise with one of their followers when all they own in the world is an old rowing boat and a bow ? (especially when they end up dead on the ground). Can followers be entities which have this level of detail? Doesn't have to be much but this really added to that game for me. People not interested in such minutia need not even view it.

    11. Luke Lewitzka on

      I'd love to see elements put into Godus. Perhaps these elements could be a recourse that your followers collect and as you get more of these particular resources/elements, your deity will have a greater affinity with the particular element and therefore be able to cast a wider range of more powerful miracles.

      I like the idea also of combining elements to create new and unique miracles, which would bring discovery and creativity into the miracle casting system.

    12. Missing avatar

      Tyler Allen on

      IDEA: If you blow into the microphone it creates a storm, if you clap into the mic it creates a lightning bolt.

    13. Eryun on
      Let me introduce one of game in Korea, 'Anipang'.
      'Anipang' is the big game acchived with 8 million users per day.
      Game is very very simple. It's just bejewelled.
      However, Anipang launched Kakao's Game Center(Kakao talk is the one of popular messenger, more than Whap's up, compare to facebook). Anipang is that there is a limit to how many times users can play it. Every time a round of the game is played, one "heart" is used. this "heart" can receive from waiting 8 minute, or sending invite message to friends with Kakaotalk. This is the point.
      Anipang is connected with personal relationship. and because of rank borad in kakaotalk, high score in Anipang is the fame in relationship. So Anipang not just game, is relationship with friends.

      So i expect relationship point in the GODUS :)
      (I'll post my opinion with ppt later)

    14. Elliot on

      Gary Moore - "When a follower dies, I assume they die and don't return to the homeworld (could the homeworld be a representation of 'heaven/Hell' for your followers? Food for thought?) and you then need to attract more followers to your cult to replace those loses?"
      That's what I assumed - kind of like multiplayer would be a bit of a gamble and your followers take the role of your "chips".

    15. Ubersnug on

      Another very good update. Thanks Again Peter and Jack and long may these wonderful and in-depth design discussions continue.

      I have a few questions about your followers and the Homeworld, please bear with me...

      First, I love the concept of 'Homeworld'. I assume this is an environment that I can craft and build into a paradise for my followers to live in? Will the look and feel of this Homeworld reflect the level of treatment I give to my followers? For example, going on Peter's love for 'cruelty', if I govern my followers with fear and punishment, will the environment change to a dried out un-tillable land, dotted with dried out tree husks stalked by dangerous, untameable wildlife. Would the people act subdued and live in fear or would they become wild and full of superstition. Or, if treated with care and affection, the land becomes rich and bright with welcoming plant life and friendly wildlife, almost like a garden paradise and the people live in a much more relaxed way of life?

      I assume the Homeworld will be a finite area where I can only gather and grow my cult to a certain size. How will this affect mutiplayer?For example, If one player say has access to 10,000 followers and the 2nd player only has access to 5000, how will you balance the game to ensure the odds are balanced? As this could make the barrier to entry much higher if new players can't compete with those who have spent a good time building their cult up. I assume there would be a limit to the number of followers you could take into a multiplayer match? Perhaps with incentives to selecting a number of cultists below the maximum allowed number for a game?

      When a follower dies, I assume they die and don't return to the homeworld (could the homeworld be a representation of 'heaven/Hell' for your followers? Food for thought?) and you then need to attract more followers to your cult to replace those loses?

      Finally, what can you do to your Homeworld to attract more followers? and will it take alot of time to build up enough followers to join a game?

      *deep breath*

    16. Missing avatar

      Paul Nilsson on

      As a god, could you take a human body and walk among people as a mortal (or as an immortal)..? What kind of LOD do/will you have, ie how much will the player be able to zoom in and out of the game world? Thanks

    17. Stelly

      Will you and your friends be able to create a religion/ cult together? So for example have the same beliefs? Share a homeworld, so if I'm away my friend will still be able to develop the homeworld? So I could host a server which has a homeworld on it that myself and my friends could cultivate together or seperate?

    18. Missing avatar

      Kay Are Ulvestad on

      Very good update, and I also really like the idea of the homeworld. :)

      I have a question though. You mentioned that you are crafting the "ultimate civilization" in the homeworld, and as I understand it, this is the base of your strength as a god. But how is the strength of this homeworld, this civilization, developed? This may be an ignorant question, as I'm not all that familiar with Populous (shame on me, I know), but is it essentially through terraforming, building, and the sheer number of followers, or are there attributes for followers as well? Could you, for example, have a highly educated population, or a very proud and warlike one? And could there be special followers? I play a lot of role playing games, and in many settings, you have spellcasters who channel the divine power of their gods, or paladins, holy warriors. I think it could be really cool to play the one who actually grants these powers.

    19. Ed Harrison on

      To me the greatest way to redefine the god-game is to bring a god-like perspective to it. An omnipotent god should be beyond good and evil. Those polarities can play out in the world itself, but the ultimate 'god' perspective is above that and represents the unity of all things. Light and dark are the polarities embodied in the act of creation itself. The challenge should be in shaping events to cultivate the consciousness you want your populace to have. The consciousness and actions of the populace could reflect the intention and actions of the player.

      The player cannot logically be an omnipotent god when there are other separate and equal entities in conflict with the player. Conflict is based on duality and separation, and separation is limitation. While competition can be fun and work up to a point, I would like to see this game transcend the limitations of the competitive mindset. For instance, actual co-operative multi-player would, to me, be where players can cooperatively cultivate a civilization for shared creative pleasure. What you described is competitive multiplayer with teams.

      I would love to see the game embody the spectrum of experience from separation and conflict through to unity and omnipotence. Perhaps each separate 'opposition' god could represent abilities you still need to learn, and the process of overcoming conflict with them (cultivating peaceful interaction and merging of previously opposed civilizations) could result in you merging with those gods and attaining their abilities, eventually leading to the highest level of unity and omnipotence. A process of working through conflict and overcoming separation in order to come into one's full power. Competitivity and conflict could still be a part of the game, but as in reality, the dualistic competitive mindset is a great limitation.

      So my plea is for you to take the god-game genre to the next level, with a representation of omnipotence which actually makes sense in the game world, and a game experience which actually reaches towards a god-like perspective, rather than settling for a mere human power-fantasy and repeating the same competitive ideology regurgitated endlessly in our entertainment media.

    20. Matt W on

      So the homeworld is the full single player aspect?
      Will there be a Human vs AI SP mode or are the only battles in the MP world?
      Is there a story driving the SP experience at all?

    21. Missing avatar

      Ian Parkin on

      Thanks for the update.
      I would like to be clear, a large sandbox environment that takes not just time but effort to populate is what I hope the homeworld becomes. Be it's size or complexity limited by crusade progress, or not.
      I always, after learning the systems would find the most sandboxy map to build up a large city so I could penalize small pockets scattered through my city without noticeably impacting the city as a whole, save for the evil morphing.

    22. Brandon Grimshaw on

      Love the ideas with homeworld and devoting your followers to the various other worlds. One question I have is will the homeworld "pause" when you leave it, or will your villagers keep growing/expanding/etc? I'm not saying you could leave your homeworld village for an hour and come back to a metropolis, but in the case of expanding to the current capacity. Maybe building housing where necessary, since one of the more frustrating aspects of Black and White 2 (not so much the original B&W) was constantly having to build houses to keep up with the population growth. It's something interesting that I'm sure you'll cover in a later video, but thought I would ask.
      Anyway, love the ideas so far! Please continue to keep us updated!

    23. Space Monkey on

      This is awesome! You're really using Kickstarter in a wonderful way now, sharing with us design discussions daily - colour me very impressed! I'm enjoying this way more than the classic pitch which you would get if you had to talk to video game journalists and under a publisher driven ad campaign.

      As others, I'm also still a bit in the blur regarding the mobile version (I'd be interested in an Android version)m whether it will fundamentally the same game, or a very different version etc. Also, please don't forget touch input on pc! I own an Iconia tablet pc on which I'd love to use the touchscreen more often, but most games are not designed at all to sustain gameplay using touchscreen only. With the new Windows 8 tablets, there will probably be more touch capable PCs in the future, and it would be great if Godus could be played on them (especially given that you're going to develop the gameplay around touch inputs for the mobile version anyway).

      I'm looking forward to your next video!

    24. Yourtime on

      First, Thank you for the update!
      The micromanagement sounds little bit like the game GodFinger. I don't know what kind of things you can do, with changing the world around you, but I am sure, you will surprise us. I also hope there more than getting prayers.

      The first time I read the title and saw that peter works there, you already got me, but I am worried about the iOS version. Is it just a port, an extra version? Will it more compact or is the game itself quite compact or will you put all you have and make an amazing game for both plattforms? I hope so!

      Multiplayer? Yes! That's awesome! I think its really REALLY important feature. When B&2 came out, I was really disappointed and sad, that there was no multiplayer that I had the feeling that many people, wont want get it and actually the game got quite fast cheap in the shops. Will the multiplayer crossplattform?

      Keyword Stranger & Clans, will you build e-sports elements in?

    25. Georg Blanke on

      I'd like to share another thought with you guys and maybe the other backers could pick it up and evolve it further.

      now, while I really like to be at peace in my homeworld I would like it to be involved a bit more into the multiplayer.
      I thought about the homeworld as rather then being an isolated place, being an absolutely protected "sphere" where your people can live in prosper (or in misery) disturbed only by nature or you. With your influence therein and overall "level" of your civilisation this sphere would grow and protect more.
      In order to involve this into a multiplayer you would be able to settle your people in the vast world around your homeworld, being unprotected but still under your influence and battle other players on this massive multiplayer world.
      not sure if you agree with me on that but I kinda like these browsergames though get rather dull because you cannot reach any goal or evolve further.
      So i would really love this concept to be taken further also I guess that would most definitely be something for a stretchgoal.

    26. Barnaby Wallace on

      Great video, really enjoying the updates and the very personal and interactive conversations, really makes me feel like we are all part of the design process.
      One comment on the previous update, absolutely agree with all the ideas you are bringing through into Godus and one more item I really enjoyed in B&W was the fact that the environment responded to your powers, not just the people. I loved picking up trees and planting them close to the villages then watching them spread. Not only is it an interesting form of resource management, but it made me feel like the whole world was alive and responding to my actions, not just the humans. This has been used to some success in recent god games, in that if you create a river it washes soil down, eroding the terrain in one area and creating a fertile flood plain in another area. Not sure Godus needs quite this level of environmental fluidity but to feel like a God the world, not just the humans, do need to be responding and growing/dying changing based on actions. Not to mention I love creating arty forests for my people to enjoy :)
      The multiplayer concept sounds great. I like the way that the homeworld is a safe(ish) place to build and explore god powers and create cultures and happy people but that it also has a point and value in multiplayer games. It means that the homeworld is not a training campaign you finish and forget about.
      I am not a big multiplayer fan but I agree that any game has limits to it's flexibilty and challenge and that multiplayer is where these can be stretched and grown beyond the limits of the games coding and AI. Therefore I will be looking forward to trying out a number of the multiplayer concepts as well as building up my happy (or evil depending on my mood) homeworld.
      Which actually as I type brings up a question.. how many homeworlds will we have? Can I have one where I am good and one where I am evil? If so, and I hope so, how does work with multiplayer? Can I choose one or the other to source my seed population for each multiplayer game?
      One more multiplayer concept: would it be possible (and would it be interesting) to have a multi-player persistent sharedworld? This would be like a long term multiplayer game with no real end conditions? Or maybe players can create their own mutliplayer world rules and this could be one of those options?
      So much to think about and so much to look forward too!!

    27. Missing avatar

      jaes on

      Thanks for the update.
      I would like to hear a bit more about the Homeworld if possible - so far it seems it could feel a bit detached from the other modes. I think god games work best when the experience is organic*: you build cities, grow the population, etc, and suddenly your world is struck by a natural disaster, like a tornado or an earthquakes, or you're attacked by other gods or civilazations. How you've explained the Homeworld so far, it seems like the fighting aspect of the game will only take place when you are away from the Homeworld. Is that the case? I'm hoping you'll make the experience as organic as possible :)

    28. John Bartlett on

      Will the friends list tie in with social media, specifically Facebook ?

      It would be good to see if people you maybe don't talk to all that often are playing.

    29. Kaveh Hadjari on

      Love the idea of Homeworld and coop-multiplayer.

      Now some questions regarding the possibilities playing a God in godus,

      Can I interact with the water in the world, example can I pick up water from ocean and put it in the mountains or valleys to create streams and lakes or cause floods, tsunamis ?
      Can I cause water to freeze ?
      Can I create clouds to make it rain ?
      Can I give magical abilities to my people ?
      Can I create magical creatures (Vampires, Witches, Unicorns, Kraken, etc, etc) ?
      Can I bring back the dead ?

    30. Paul on

      Hi guys I like the idea of investing some of your homeworld followers in to multiplayer but It seems a little static, I am a god after all!

      I would like to prepare my homeworld for multiplayer.
      - Setup communities built around war, like the Romans.
      - Setup a military, farms and armouries, etc to support them.
      - Setup a transport systems, and shipping ports.
      - When I am playing a multiplayer game, I would like my homeworld to support the
      multiplayer campaigns.
      - The homeworld system would be running in the background, trying to train and feed
      the army, build the equipment and breed the live stock (houses, war pigs,
      war dogs etc “Genewars”).
      - Then they get shipped out through the ports to the multiplayer game, which takes time!
      - You can set the workloads and percentage of followers that go to each discipline,
      but not the homeworld it’s self.
      - You can have multiplayer options such as: allow natural disasters, revolts, plagues etc.
      in your homeworld and/or battlefield.

      In summary: Your multiplayer reinforcements are based on your homeworld single player configuration.

      You might think this would cause the game to go on forever, well yes if you become very very ... very good at the game. Wouldn’t that be good but it might mean you have to be able to save a multiplayer game??

      So when the multiplayer game is finished you come back to your homeworld to see the fruits of their labour (Thank GOD that’s over)!

      If you win in Multiplayer, you can take your enemies battle field resources back to your homeworld.

      If you treated the resources of your homeworld followers well, you gain more followers and all the glory.

      But if you treat them like a (publisher!), then you have less followers and the people will be shaking their fist at you.

    31. Peter Hambly on

      Loving the MP options and getting co-op MP would be awesome indeed. I have a question I hope can be answered and I am probably not alone when I ask this but what is the limit going to be on the size of map the Home world can grow too as it seems fairly limited on these initial images ?

    32. light487 - Kickstarter Junkie on

      While I certainly have no qualms about there being a multiplayer part of the game and it should integrate seamlessly with the different parts of the game and I certainly wouldn't want it to come off as an afterthought like some games do.. I don't want it to be the focus of the project. I am not a big fan of multiplayer versus-style games.. there's plenty of RTS games with a strong focus on PvP.. quite a few big names ones at that.

      If I start seeing this project heading towards being a primarily multiplayer game, I certainly will be pulling my support of this game because it's simply not what I want *shrugs*. Again, I have no problem with there being multiplayer.. and this update does give me confidence that there will be a strong focus on single player/co-op.. just hope there is a good balance found that is good for all.

    33. PicardsTea on

      I have two questions.
      First, does all this means that in MP, you'll have a start advantage over someone just because you have more people gathered in homeworld? Or there will be a limit to the number of people that can be transfered?
      Second, what programming language do you use for this game? Which IDE? You can answer this one for a second in your next video. I'm really curious like that box of yours (still don't know what it is about 'cause there is no pc port :/)

    34. Elliot on

      Patricks - I should think the homeworld will be pretty bucolic. Volcanos and so on would probably be covered by your godly powers, so up to you when and upon whom to inflict them.

    35. Patricks on

      Thank you very much for this nice update. You manged clearly to dissolve my fears about a forgotten single Player campaign. But what about the homeworld? Will it be a "safe" place, where nothing happens. Or will there be (forgive me) some Desasters (Vulcanos, or anything else, like sim city) that might come into Players way and can cause some Trouble? At "nature" a possible Opponent (Deseases, Vulcanos, Fires eg) that you have to fight as a god as well?

    36. Missing avatar

      Chris on

      Multiplayer ideas are outstanding. I would ask and if anyone agrees let it be know. That all focus be on PC and the multiplayer and stretch goals be a port for the mobile platform.

    37. Russell on

      In B&W 2 you could go on a killing spree and your people will beg for mercy. Perhaps if you get frustrated with your people you can show that you're angry which can scare them into doing or stop doing something. Going on a rampage for no apparent reason could result in either begging for mercy (instead of working) or leaving you for another god/player. I'd love to see a game that can actually recognise player frustration.

    38. Missing avatar

      Rik Williams on

      I'm really enjoying the daily updates, thanks for spending the time explaining the detailed analysis and direction you want GODUS to go. Unfortunately, I have little time to play games these days, and so missed the Black and White series but I did play Populous a lot, and I mean a lot, it has been etched into my mind. I can still here the odd splashing swimming sound when I was trying to drown the opponents by lowering ground beneath sea level (why don't people learn to swim). Anyhoo my point is I am really excited about this, and your updates are building a good frenzy, keep up the good work.

      Clearly I should stop now, as you're the designers, but I'm keen to throw my comments in now. The video got me thinking about efficient environments, as Peter talked about flat plains being efficient (but you can have undulating land if you want pretty places) and I think this should be challenged, flood prone places you may want higher ground, a mountain can give caves as shelter in cold environments and can increase waterfall, what about shade for hot places, plus people seem to like worshiping things up high, and I assume atlantis people liked wet low things as well.. Could Homeworld be themed for different environments? There must be some "mana" worth in a pretty place to live and people lugging themselves up a hill every day to get to their crops...?

      End of random thoughts - looking forward to the video tomorrow

    39. Missing avatar

      Bradley Weaver on

      All screens seem to be from the same angle / distance in a populous style limited view. Will this be the presentation of the game world and/or will we be able to zoom or rotate the view in Black and White style?

    40. Elliot on

      Stuart Hacking - "I adore those images of the 'stepped' contours in the landscape; the aesthetic is fantastic! I don't know if the plan is for that to be the final look of the game, but it just looks great."
      Alan Probin - "The concept art looks very pretty, even the simplistic/blocky look of the terrain and vegetation, reminds me of the toy/model feeling that Maxis is going for in the new Sim City. I very much hope that aesthetic is translated into the final game."
      I'm with you on that. I like the look somehow - something about the stylised, slightly-geometric look with very clearn visuals is very aesthetically pleasing. (That also grabbed me about the concepts for Planetary Annihilation, a very different kind of game, and possibly one less likely to stick to that kind of aesthetic - I'll have to wait and see.)
      It's not too busy, but also has the capacity to be subtly developed to give that tactile (because that seems to be the best word to describe that connectedness to the landscape/world that Peter talks about) feeling that seems to be very central to a number of goals here.
      I'm happy to see that the singleplayer isn't just the sandbox, but you'll be able to face a number of different other gods. I can be very misanthropic so multiplayer doesn't often appeal to me. That said, the idea of investing your followers from homeworld - or rather gambling them like chips in a casino, if I understand correctly (assuming that all your people could be wiped out in the course of a game) - is an interesting take. It could go some way to creating an emotive feeling of connection and peril when entering a new game: it's not just another game, it's another foray into danger with people from your preexisting pool of followers who will have to be replaced should you lose...

    41. DadouXIII

      I'm loving the Homeworld idea!
      I'm hoping that a solid story driven campaign will also be available :)

      Also give us a temple that evolves over time based on our actions, with lots of customizable rooms!

    42. Missing avatar

      Suner Syuleyman on

      I was wondering whether your followers would actually be able to do more complex actions, such as fortify for instance if they are attacked too often. If so would there be an element where the player takes part of those key decisions or again with the same example you simply have to sculpt the landscape around them in order to keep them safe?

    43. Missing avatar

      Travis Miller on

      I really like the multiplayer concepts. It seems to be a really elegant solution to give you choice. And really isn't that what being a God is all about :)

      Has there been any thought to a persistent multiplayer world? I can't think how to make that work, but it would be cool to mimic our world (if you believe in Gods) in that you could have your own group of people that believe in you, but I also find it annoying that all persistent world games basically require you to login ALL the time if you want to be powerful. If someone could solve that problem it would be really powerful...

    44. Phillip Phoelich on

      You talked about multiplayer as if you cannot set up a game with friends agains an AI.

      I hope this is not true, since I really enjoy playing with friends agains an AI ( nobody gets angry about loosing ), where you perhaps have the choice to choose from different levels of difficulty or different AI personalities. This makes it possible to have a nice and quiet game or a hectic game accordingly.

      When this is said I would like to add that I am really excited for Godus. I love simulations and Godus is exactly that, but with a twist. And the art style is amazing.

      I myself am studying at the moment to become a games developer and I would like to make a game like this sometime ( I already have a few ideas ).


      For the reason of being awesome and doing something exciting, which these experiments are, I have upgraded my pledge. Thanks again for renewing genres and the industry!

    45. Ted John on

      Multiplayer would definitely be a lot better if you do have coop (2v2) play as well as (1v1) and also 1v1v1v1, 2v1 etc. Having a cooperative single player story mode would also be very cool - its not often you get a rts / god game that supports that.

      WIll you also allow for single player skirmish games, e.g. like a multiplayer game but against the computer and also you and a friend against 1 or 2 computer controlled players?

    46. Missing avatar

      Keilin on

      One of the things in B&W that I didn't really like was the multiplayer was so dependent on your creature. It's great when you'd been playing for a while and had your creature how you like it, but it really killed multiplayer for people that hadn't managed to develop a powerful creature.

      I had a hard drive fail and lost my creature which meant I was basically useless in multiplayer until I spend the dozens of hours replaying and retraining.

    47. Gregory Wollf on

      A question I would like to raise is one of overall purpose. Assuming that I am playing against an IA or against another person, how do I win? I'm assuming it is going to be something akin to B&W where you try to convince all the little people on the map to worship you by throwing things at them... but where would the strategic value be? Sure, sculpting mountains and ravines and flatland is all very well and good, but what strategic purpose does this serve aside from 'my followers will build there'? Personally I found the 'lob fireballs and flocks of doves to woo enemy villages' quite tedious in B&W and I am wondering what the actual competitive and strategic play will look like in Godus. I also understand that in the original Populous one could just build a large plateau and then send floods until everyone else drowned. Will this be the winning strategy in Godus as well? How will this game be balanced?

    48. Thales Nunes M on

      The new Sim City will have something that I think would be cool in Godus. What they are doing is this: people can migrate from your city to another or vice versa if your city or the other city is attractive enough. I think you can use this as a base of thought. Persistent multiplayer has a gigantic potencial.

    49. Robert Price on

      Firstly that art style is beautiful! Kudos to whoever designed it. Very excited about the single player and even though I usually never touch multiplayer modes I'm quite looking forward to that as well :)

      It's difficult to think of questions, I suppose I'd like a bit of information on the differences and the relationship between the PC and Mobile versions.

      Would love some stretch goals, Shared 3 times on my Facebook already, determined to get some money out of my friends! ;D