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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
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17,184 backers pledged £526,563 to help bring this project to life.

Godus Roadmap - where are we headed?

Posted by 22cans (Creator)

22cans has an iterative, suck-it-and-see approach to Godus’ design, where new features are designed, implemented, improved and refined in sequence after extensive play testing. Whilst this practice may appear a bit over-adventurous and unstructured when exposed so openly with the nature of Steam Early Access, this is a legitimate development practice that has aided innovative designers such as Peter Molyneux throughout his entire career in creating bold, unique experiences.

With Godus, we’re focused on delivering a creative experience with intuitive, clean gameplay for both core and casual gamers that connects people together and provides a consistently surprising and ever-expanding tail-end of the game.

We really want players to treat Godus like a hobby, where they will be so proud of the results of their time spent in the game that players will want to show off the results to their friends, families and peers.

There is still a long way to go with the development of Godus. For those who felt that the game has yet to meet their satisfaction, let us reiterate that the average development cycle for a modern game can be between 2 and 4 years! Godus was released a shy 9 months into development on Steam via Early Access, far ahead of the average Kickstarter first-playable turnaround. So the build you can play today is still very much on the way to becoming a truly great PC game.

Currently, the team’s current focus is polishing the iOS version for a casual audience based off how that audience plays the game. It’s worth remembering that the first ten months of Godus’ development focused entirely on the PC version of the game and it’s only been in the last few months that we’ve given the mobile version the care and attention it deserves. Rest assured that our focus will return to the PC version at the end of summer/beginning of autumn.

1. Production

Maintain increased build release frequency

  • Updates to Opt-In branch of Steam will be regularly delivered every week; updates to the Release branch will be delivered on a monthly basis.
  • Builds on the Opt-In branch may be unstable and require you to delete your existing save game; builds to the main branch will be more polished and include all the bug fixes and new features found in the previous Opt-in builds.

2. Introduction of Hubworld

In Hubworld, you will meet three other gods (i.e. players) in one of many connected provinces and help each other progress through the game by trading. o Each player will start with their own new Settlement, unique to Hubworld, oriented towards their own point-of-view of the landscape.

  • Hubworld will bring you to the Jupiter-sized planet we described in this video – What is GODUS?
  • Hubworld will bring Godus to 51% completion and mark the release of v2.1.

Near future – less than a month:

Meet new Gods

  • Hubworld will introduce the ability for Godus to connect players together. Initially we will be connecting PC – > PC players and mobile – > mobile players.
  • Cross-platform implementation will come later (no ETA as yet) and allow trading between players of Godus, regardless of their platform of choice.

Ability to trade with other cultures

  • The more you trade, the more you advance your own civilisation.
  • Trade is its own statistic – you don’t micromanage the trade of individual resources such as ore, wheat or population.
  • Trade is conducted by a new Follower class, the Merchant, who travels between your own Settlements and that of other players.
  • Leashing from your Settlement to another player’s Settlement will cause a Merchant to travel from one to the other and initiate trade.

Simultaneous multiplayer sculpting

  • Players will be able to re-shape their Hubworld together in real-time, so as to remove any obstacles and create effective trade routes.

Simultaneous multiplayer discovery

  • Players will be able to discover hidden items secreted away around Hubworld that will further their individual and collective progress. If any chests are found, their contents will be shared between players.

Medium term – +/- three months:

Rise up through the ranks of Hubworld

  • Players will have the ability to progress up through successive Hubworld levels.
  • Each group of four gods earns the right to progress up a Hubworld level.
  • One god from each Hubworld will be voted up to the next Hubworld where they will meet three other gods, each drawn from different Hubworlds in the same way.
  • Gameplay changes dramatically between levels. For example, in a higher level Hubworld, each player’s Followers will trade blows in Gladiatorial-style combat.

Long term – further out:

Inter-God communication

  • It is our aim for players to use Hubworld as a tool enabling them to communicate with each other in-game.

3. Gifts from God

Medium term – +/- three months:

Due in version 2.1

Gifts help bring your civilisation to life

  • Players will be able to see Followers reacting to any Gifts you place in the world with appropriate responses.
  • Gifts will make your world more beautiful and personalised.
  • Examples include the Lovers Bench and the Maypole, both of which will increase the Happiness level of your Followers.

Gifts will improve the Happiness level of your Followers

  • Happiness is a new resource represented by a unique bar that reflects the emotional well-being of your Followers and will deplete over time, requiring you to continually improve the morale of your civilisation through Gifts.
  • Different happiness levels will lead to different unique behaviours from your followers.
  • Gifts are purchased with Belief.

4. Commandments

Medium term – +/- three months:

Determine the behaviour and morality of your Followers

  • Players will unlock cards as they progress through the game – some will be unlocked at set intervals and others will be unlocked by specific actions triggered by the player.
  • Each Commandment card will instruct the player to make a choice that will have ramifications throughout the rest of the game.
  • These choices will affect how your Followers behave with each other and interact with the world.

5. New Voyages of Discovery

Medium term – +/- three months:

New set of Voyages

  • Each new Voyage of Discovery will come with its own set of rewards.
  • Rewards for new Voyages will include new and rare stickers, cards, Gifts and unique items (e.g. new Followers).

Deliver additional new Voyages more frequently

  • Our current goal is to ramp up to the point where we are releasing one brand new Voyage per week.

Long term – further out:

Multiplayer Voyages of Discovery

  • Players from different Homeworlds will be able to compete with each other for rewards.

6. Imperial Age

Medium term – +/- three months:

Targeting delivery for v2.1.

Civilise your Followers

  • The Imperial Age will see your settlements evolve into fully fledged towns.

Expand your influence

  • Followers in this Age will want to be expansionists and explore the world.

Improved Settlement mechanics

  • Settlements in the Imperial Age will be expanded and allow players to see the boundaries of Settlements before they are placed in the world.

Reach new heights in Hubworld

  • This Age will also include next level of Hubworld.

7. Lots and Lots of Additional Features

Long term – work will start at end of summer/beginning of autumn:

  • Wildlife – Reintroduce wildlife to the game, including wolves.
  • Fishing – Introduce fish to the world and fishing as an activity Followers carry out by themselves.
  • New settlements – Introduce new types of settlements that reflect the Age the player has reached in-game.
  • Encourage beautiful landscapes – Further incentivise players to create beautiful landscapes using Belief as a reward.
  • World events – These occur server-side and impact everybody playing Godus. For example, a great flood that would affect everyone’s Homeworlds.
  • New mechanics for Hubworld – Implement a new competitive and/or co-operative game mechanics for each level of Hubworld, as players work their way up the levels to ultimately challenge the God of Gods!
  • Battles – Rework and re-implement multiplayer battles. New God powers – Introduce powerful and spectacular God powers, including the mighty meteor!
  • Story mode – Revisit the single-player story mode and move it forwards into Godus 2.0.
  • Refine PC User Interface – Take a second look at the GUI for PC and see where improvements can be made for mouse-and-keyboard driven gameplay.
  • Improve PC user experience – Refine existing design decisions and uniquely improve the PC version of Godus to create deeper and strategic gameplay.

A question for the community

As you can see, we’ve no small amount of work ahead of us in the weeks and months to come (and that’s just for 2014!). As such, we’d appreciate your input on the order in which we focus on a couple of features.

Multiplayer Battles vs New God Powers:
Would you prefer us to focus on reintroducing multiplayer battles before we implement a new God power, or would you prefer the new God power first?

Please speak up on the Steam discussion forum and let us know on which of the two features you’d like us to focus on first and – much like a dutiful Follower – thy will be done!

- 22cans

Magnus L, Paweł K., and 20 more people like this update.


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    1. 22cans Creator on

      Don't worry, we've not forgotten about releasing Godus for Linux platforms - we'll be focusing on a Linux release once we're further ahead with the development of the game for Windows and iOS so that the port doesn't lengthen the game's development time even further.

    2. Zoran Cavic on

      The abomination......burn it with fire!

    3. Kristan Alicesun on

      I'll add my comment that I don't care at all about multiplayer. I want a great single player experience. While I don't mind that multiplayer exists, I'm calling BS if you MAKE us play it.

      From the front page:
      "Is there a single player mode?

      Yes totally! An essential part of GODUS is single player. We all love to take a time to hone our godly powers before venturing into the exciting multiplayer holy wars."

      Not only that but the £460,000 stretch goal "3 additional single player & multiplayer game modes" would indicate more than 1 single player mode.

      I guarantee you I would not have pledged if told that I would have to play multiplayer to advance in my single player game. That is B U L L S H I T!

      I seriously have to wonder if this entire project has been some massive practical joke. Because I can't imagine your studio pissing your backers off any more unless you were intentionally trying to do just that!

    4. Christian on

      So, Linux not even being mentioned among the long-term goals probably means I can stop reading updates for at least a year?

    5. James Clayton on

      It'd be amazing if the game actually looked like the art we see on these updates...

      It does feel rather like 22Cans have exhausted the Kickstarter money, so a mobile version is being rushed out in the hope of raising additional capital.

      I came into this fully aware that every Bullfrog/Lionhead game I ever waited for arrived late and over budget, but I wanted to see what Peter would do given the opportunity to return to his roots. Unlike a publisher, you can't go back to the Internet to ask for more money, so I hope the iOS version brings in what you need. I don't have much time for all this nonsense about 'mobile style' games that are inherently worse than those enjoyed by the PC gaming master race. And I'm totally confused by people who complained it was a clickfest at the same time as asking for it to be more like Populous! But the game has clearly had problems, and struggled to come back from them. This helps. Thanks.

    6. Missing avatar

      Emma L. on

      Keep iterating and testing! I have hopes for this game.

    7. Turk

      HI 22Cans

      i appreciate the Forest from the trees roadmap and that your vision is laid out in front of us.

      The problem is, down at the tree level, your roots are rotten.

      I do not care about your forced social aspect. I do not care for your emphasis on social media hubworlds facebook type gameplay or the whole tablet gameplay. I want what you promised. A PC single player god game. What you are giving out is not PC focus, does not make me feel like a god and definitely not single player focused.

      Frankly this is complete BULLSHIT ( i am sorry Kickstarter for being so rude ). The gameplay is completely shit, it is tedious ADD type RSI inducing swpiping, pay for pay type mechanics and completely reliant on pay for play or multiple player socialization to progress it is absurd that you expect us to be happy with your roadmap when you cannot even pave the cornerstones of your game correctly. This smacks of Peter Molyneux with his nose and eyes stuck in the sky while poo pooing all the groundwork. Promising lots but with no substance to back it up.

    8. Tor Iver Wilhelmsen

      @amigacooke, could be Kickstarter has some rules about how far ahead you can set the delivery estimate when submitting - over-optimistic "expected delivery" dates is the staple for every video game project I have backed, including this one...

    9. Styggron on

      Still extremely disappointed. :(

    10. amigacooke on

      'let us reiterate that the average development cycle for a modern game can be between 2 and 4 years!'

      Bit dishonest to put 'Sept 2013' as the delivery date then.

    11. Jukka Palko on

      Has there been any progress on the Linux version?

    12. Orion Black on

      What's the point of this farce? You clearly know what we ALL want. We don't care for hubworlds or facebook like interactions/mechanics. Hell, at this point if you were to simply remake Populous everybody would be content. The worst part is you KNOW that, but still come around spouting your canting questions, tantalizing us with your phony updates.

      This clearly is not a case of a loud minority even those of us that usually prefer to remain affable are vexed at the subterfuges we've been exposed. If you want to be overwhelmed just sent a survey asking this simple question "Are you happy with the game?" Yes/No... Still, we all know you'll keep your substandard poker face pretending you are making the game you promised.

    13. Nathaniel O'Neill on

      And to echo Vladimir, the continuing emphasis on multi-player interaction and a forced social game.... makes me very sad. Have the option for people who want it, but why should I be forced to play with other people, and require their "approval" to advance? As it's currently stated, it sounds like it won't be possible to reach the endgame for the vast majority of players.

    14. Nathaniel O'Neill on

      I'm still not thrilled. Frankly, they say that "The PC version has been the focus," which is technically true, except that it was (and still is) clearly a F2P, Facebook-styled game with controls more suited to touch. It's getting better, yes, but it's fairly obvious that PC was not the primary market.

      I remain hopeful, but I'm more or less just not going to play until release, and hope that they pull it back from the brink and more in line with the original vision and promise. Frankly, I was hoping for Black and White or Populous, and I got FarmVille.

      That said, I paid about $50 for 2 copies of a game which have given myself and a friend over 150 hours of combined playtime, so 33c/hour isn't anything to complain about. I'm just very disappointed in where the game has gotten to at this point. I put hundreds upon hundreds of hours into the Populous and Black and White series', but that seems highly unlikely given the current state of Godus.

    15. Missing avatar

      Allan MacKenzie-Graham

      Godus has never lacked for pretty pictures and this update is no different. The indeterminate future looks very nice, but I sincerely doubt that it will arrive as scheduled. 22cans used the Kickstarter funds to produce a freemium game and is now trying to placate the jilted Kickstarter community with more promises that I can't imagine anyone will give credence to. At this point I don't care how pretty the game is; hell, I don't care how good the final game is. I feel used and lied to and that has poisoned my opinion of the Godus and 22cans. I want my money back and nothing more to do with Godus and 22cans. I have PMed 22cans for a refund that I don't expect to get either.

    16. Matt Peterson on

      What is the status of the Android version?

    17. Missing avatar

      John A on

      Something doesn't ring true here. Polishing the iOS version? That'd be the version mentioned in the Kickstarter, but released in a single country without any announcement to the backers? The version with a publisher ( contrary to the kickstarter pitch ), a F2P model ( contrary to several comments from 22cans staff, whom recommended pledging higher to get additional licenses to account for the mobile versions ) and currently bearing no resemblance to what was discussed in some of the video updates, yet bearing a striking resemblance to the version on Steam?

      After months of silence, being ignored ( what's the point in asking for PM's on the forums if you're just going to ignore them ) and then to be told you'll start development in earnest a year after you promised the game, you'll forgive me if I'm a little sceptical.

    18. Albert Soler on

      I'm a bit worried story mode is taking a back seat, hope it isn't ultimately dropped. I also wonder when a soundtrack will be incorporated into the build, it'd help inject some more life into the game.

    19. James Young on

      Voted up to next level in Hubworld? How is that going to work and is it really going to be decided between the three gods? That sounds a little strange.

    20. Missing avatar

      Vladimir on

      > In Hubworld, you will meet three other gods (i.e. players)
      Is it mandatory? Personally, I don't like multiplayer and I prefer to play games alone. In the FAQ on the main page you stated that single player mode is an essential part of Godus; does this mean that it still will be possible to play it alone without any drawbacks?

    21. amigacooke on

      Well this sounds a bit more hopeful.

    22. Missing avatar

      Neo on

      But what about Linux build?