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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
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22cans

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

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Godus Update 2.0.5 Released Today & New Joiners

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Hi everyone.

My name’s George and, along with Bruno Tavares and Lin Lin Li, we’re the newest members of the 22cans team! Bruno is our Lead Server Architect, responsible for all our game client to server networking needs; Lin Lin is our resident analytics expert, responsible for sharing insights about how you play to the team; and I’m the new Community Chap, aka The Guy In The Online Asbestos Suit (full credit to Matt Soell for that epithet).

INTRODUCTIONS

I’m not going to spend lots of time telling you how thrilled I am to have joined the team here in Guildford (although I very much am) and how excited I am to now be working on project I first got involved with as a Kickstarter backer (very excited, since you ask). Instead, I’m going to tell you about the kind of things I will be working to implement so that the community has a greater sense of involvement and awareness about what’s going on with Godus.

  • First up, I’m working with Peter and Jack to publish a features roadmap – hopefully this will give you much clearer insight as to how Godus is shaping up and the direction in which it’s moving. I’m hoping to publish this before the end of next week, barring any unforeseen eventualities.
  • Secondly, I’m looking to implement some processes to enable us to gather, filter and implement community feedback (i.e. issues and suggestions) more effectively. First step – familiarise myself with you, the game and your outstanding concerns.
  • Thirdly, I’ve been aware that we need to update the info on Godus’ store page on Steam so that it better reflects the content that’s currently in-game, as well as the direction of future content. That’s something I’d like to do this month.

v2.0.5 PATCH INFO

Today, however, we are updating the Steam Early Access build to version 2.0.5 – we believe that this build isn’t quite ready for primetime, so we’ll be releasing it to the Opt-In branch on Steam.

You may experience issues carrying your existing saved game across to the new version, so we recommend you delete your existing save to take advantage of all the new features and changes in this build. Click here for instructions on how to delete your save games.

For information on how to access the opt-in developer builds, please follow this link.

Peter and Jack have recorded a video update where they talk about the release of version 2.0.5 and some of the work that went into it, which you can find at the top of this update.

In future, we’ll probably save full-blown video updates for larger content updates, as we’ll be able to update you more frequently on the comings and goings of Godus via words and pictures on this blog.

v2.0.5 PATCH NOTES

Please find below the change list for the v2.0.5 update. As always, please be sure to report any bugs and issues to Support@22Cans.com or Support.22Cans.com and feel free to discuss features for future updates on our forum here.

FEATURES:

  • Storms now have a chance to replenish chests in your world within your area of influence
  • Settlements have been redesigned to feel more like settlements instead of a sprawl

How Settlements Work

Mining ore and farming for wheat now occurs as a variable rate depending on how many mines and farms you build; how many workers are in a mine or farm; any buffs applied to the mine or farm and/or its workers; and proximity of a mine or farm to a settlement (i.e. how far miners or farmers have to commute to work), as opposed to specific amounts of ore and wheat gathered over time.

The resource bar now correlates to resource generated per hour instead of a total amount of the resource collected.

  • The more fields/mines you have, the higher your per hour rate will be. For example, building additional mines/farms will increase the overall rate at which you generate ore/wheat. The more mines/farms you build, the faster you will level up.
  • Fields and mines further from the Settlement are less efficient than those within a Settlement
  • Fields, mines and abodes built inside a Settlement do not cost any resources to build however if you build outside a Settlement, it costs resources. The cost is displayed on the empty plots.
  • Various balance improvements, including reduction of time it takes to complete building

FIXES:

Crash on start up: Players were that the game will crash at the splash screen, which should now be fixed in this version. If the problem persists, please refer to the workaround here.

Crash when hitting "return to home" on voyages: Players were reporting a crash every time they select "return to home" on a voyage, which should now be fixed in this version.

Finger of God causes red graphic issues: Players were reporting a graphics issue of red squares whenever using the Finger of God, which should now be fixed in this version.

Return to Civilization button disappears upon abandoning challenges: Players were reporting the red message "Map Preview" at the beginning of each challenge, if not closed, caused the Return to Civilization button to disappear. That should now be fixed in this version.

Additional fixes:

  • Sculpting tutorial responsiveness fixed
  • Keyboard hot keys updated to reflect new configuration
  • Memory optimizations since version 2.0.4, increasing responsiveness and stability
  • Buried chest graphical effects should no longer disappear

KNOWN ISSUES

For the full list of known issues feel free to read through our Known Issues thread.

Freeze upon quitting: The most consistently reported bug is that the game freezes upon quitting and has to be closed via the Task Manager. This is due to a middleware issue and a workaround is being investigatedand a workaround is i.

Meteor will sometimes leave behind small pieces of land: When a meteorite strikes it can leave behind a small square of land that can’t be removed by sculpting.

The Belief button will appear faded out at the beginning of the Tutorial before unlocking Belief: This bug affects the Mac build only.

That’s all from me today and I’m looking forward to familiarising myself with you further over the coming days, weeks and months.

NOTE: Want to read all about the changes that were introduced in our initial 2.0 release? Click here to check them out. Also, if you have a bug to report or some feedback to submit please take a look at the Submitting Feedback and Bug Reports thread. Lastly, for more information on opting in to developer builds feel free to read here. Thanks everyone!

New Build! and New Video Update!

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For backers only. If you're a backer of this project, please log in to read this post.

GODUS Update with Peter and Jack from GDC

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Hi everyone,

This is a quickly made video as the design duo have been running recklessly around San Francisco showing off Godus and the latest addition of Hubworld. When they are back home safely there will be response to the thoughts of the community.

... And here is the new GODUS trailer! We hope you enjoy it.

 Thanks again for your continued support! Keep playing GODUS and submitting your feedback to support.22cans.com. And while you're at it, check out our new website, www.22cans.com

GODUS Beta v2.0 Update

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Good things come to those who wait…

Dear backers, 

Jack from 22cans here. Firstly, thank you for being so patient with us. We’re aware that we’ve been quiet for a long long time, but there’s a good reason for this. When we released GODUS Early Access, the amount of feedback we received was overwhelming. We took it on board too. We continued to release updates every couple of weeks but whilst this new content was welcomed there was an underlying problem. The key issues were not cosmetic or about the additional content. They were about the foundations of the game itself. 

What this meant was that whilst we were putting our efforts into small updates, the main problems with GODUS persisted. We had to make a tough choice - either keep updating the game in little, often cosmetic chunks, or to open up the hood and get down to fixing the guts of the game. We chose the latter. Your feedback consistently highlighted the most crucial, deep-seated issues, though and that gave us a roadmap. But game development being what it is, this would make the game unplayable for months. In fact in many areas the game would actually get worse before it got better. 

We released a video update explaining the new direction we were going in, but since then there’s been nothing new to report on other than the continuing steady progress of the team. Owing to the volume of work our small team of 22 passionate individuals would have to take on, it also made it hard for us to maintain the same amount of contact that we have had with you, the backers, up until the last release. We even hired 5 additional experts to help us get the game in good shape. 

We’ve come to a point now where we feel that we have completed some huge, fundamental changes. GODUS is very playable again and there’s significantly more to it. As mentioned previously, the emphasis has been on the foundations rather than just additional visual content, so while the new features may not be initially apparent, you will unquestionably feel a significant difference to how GODUS plays. To enable us to deliver this new version, it means that previous saves are no longer compatible. We do apologise for this inconvenience but we know it was the best decision for the overall game. Here’s a breakdown of the top 10 general improvements, which we are posting on Steam: 

Wonderful new interfacing with the world (LESS CLICKING!). Every interaction with the world has been rethought to be more fluid and less frustrating. You can now hold and drag easily to interact with trees, rocks and belief. 

Improved Sculpting. Moving the land is much more accurate and more responsive. You’ll be able to move further and with more control. And rest assured, sculpting will continue to improve even more! No more repeated clicking - you just hold and drag in any direction, at any speed.

Introducing the Leash. We’ve waved goodbye to the clumsy totem power. Now you can hold on any number of Followers or occupants, then drag towards a destination in the world and release on it to send them there. It’s a big advance and feels lovely!

Complete redesign of the cards system. Now players discover cards across a timeline and unlock them by applying stickers that are found in the world. You choose which cards to unlock and thus your people’s advances will be unique to you. As time goes on each player’s civilisation will become very different from the others.

Brand new GUI implementation. Much sweat and many tears have gone in to a more intuitive and beautiful interface with which to play the game. 

Voyages of Discovery. A brand new game mode where you must guide your Followers across uncharted lands against the clock. There are special rewards for successful voyages!

Explore a new Homeworld. Start your Followers on a new journey, with a completely re-authored landscape to explore.

New God Powers. Put out fires and increase the beauty of trees with the Rain of Purity, or customise your world by planting trees with the God Seed power.

Reengineered Follower Behaviour. We’ve implemented a much more intelligent Follower system that gives unique attributes to each follower’s brain and makes them react to the world. 

Countless redesigns, gameplay tweaks, and bug fixes. Months of hard work has gone into improvements to the experience. There are so many that we couldn’t start to list them, but you’ll feel them throughout. 

What’s NOT in the latest build? We’ve taken out the aspects of the game that we feel aren’t quite up to the quality of the new refinements. We’re still working on these, though, so rest assured they will return/appear in the future.

  • Story mode
  • Battles
  • Meteor
  • Hubworld
  • Extra ages
  • Extra Settlements

As you’ve just read, we’ve been hard at work. The nature of game development is such that it’s taken time to prepare this major improvement package. However, in doing so, we’ve learned that listening to our wide and dedicated base of supporters works well, and we thank you for directly influencing us and helping to make, and now to improve, the entire GODUS experience. We look forward to your next round of feedback, and will use it to continue moving GODUS along the path towards greatness.

Peter and I have also prepared a video below to talk through all the changes we’ve been making to the game. Thank you once more for bearing with us and we hope you’ll now try this new, improved GODUS for yourselves!

Peace and love,

Jack

@jakamofo

It's the season

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It's time to wrap up 2013 and look forward to 2014. The team wish you all a very merry Christmas and a Happy New Year!