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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
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.

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Godus Roadmap - where are we headed?


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

Not one, but two Godus updates!


Good news, everybody! Today we're releasing not one but two updates:

  • Firstly, we're releasing v. onto the main branch of Steam (at last!).

  • Secondly, we're releasing v2.0.5.165 on to the Opt-In branch.

For people that are completely new to v2.0.5, follow this link to find out what's new and even find a guide to the new Settlement Mechanics.

New Developer Build

The new Opt-In build will officially be labelled as v2.0.5.165 in the Options screen, this update is primarily a small bug fix that will squish a couple pesky bugs. For information on how to access the opt-in developer builds, please follow this link.

Please find below the change list for the v2.05.165 update. As always, If you find any new bugs or issues please be sure to send a report to or and please feel free to discuss features for future updates on our forum.


  • Speed up button in the Voyage of Discovery missions has been temporarily disabled until the feature can be properly implemented.

  • Timers will only appear over building site when you have selected them.

  • Storm Chests should spawn in your area of influence.

  • Shrines will now only buff abodes.

  • Trees will no longer show buffs over field.

Known Issues:

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

  • Maximum number of Monuments that can be placed is 36.

    When you get to a certain point in the game, you will start to notice that you can't place any more Monuments and that it will still cost you Belief.

New Video Update From Our Design Team

We also grabbed some time with Peter and Jack earlier today to talk about the design process behind Godus (as well as all of Peter's previous games) and respond to some of the most recent comments from the community.

Check it out to discover fresh details about what we've currently got in production, some of the upcoming content that will soon be playable and what the future holds in store for Godus.

Quite exciting, we are getting closer to a major update where new features will be released! That's all for now, rest assured we'll keep you posted of all the latest developments right over on our official blog.

- The team at 22cans

Godus Update 2.0.5 Released Today & New Joiners


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).


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.


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.


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


  • 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


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


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!


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


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 And while you're at it, check out our new website,