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Godus Beta September 13th -- anyone here playing?

Got an email:

"What to expect from GODUS V1.3"

Enter the Bronze Age and era of agriculture
12 New Bronze age advances including Farming, Politics and Cartography.
8 New Resource cards to collect
8 New God Cards to collect


New unlocks to increase your Area of Influence, speed up followers and cheaper settlements
Unlock a new Farmer Follower and grow your civilisation through agriculture
Farmers will grow crops outside of settlements for the population
Crops are gathered to feed your population and advance your civilisation
Choose the most fertile and efficient land for your crops
Dynamic weather system where lightning storms will bombard your Homeworld, damaging Abodes not in a settlement
Sprogging centralised within settlements rather than on individual Abodes
Sprogging from Abodes only available when the Follower can travel to an available plot or Totem
Abodes inside a settlement now have second stories (floors) allowing greater capacity and belief.
Over 60 new chests added to Homeworld
Entirely rebalanced multiplayer Armageddon mode
New scrapbook hints
Felt tents no longer produce belief and instead house more Followers and have faster Follower generation (breeding)
Faster info bubbles
New God Power icons
Followers share their thoughts and needs via Prayers

should come in the next days, sounds good :)

edit: oh someone already posted it. Why neogaf showed me that this thread had no new posts since my last visit? sry :P
 
Anti-aliasing is still one of my top feature requests, if you're still reading this thread, Sam. :D

godus2013-10-0415-00-idk2u.png

I like the timers. Flags seem to go up on all houses at once sometimes though, and after releasing one or two followers, all the flags go down at once. I was thinking this might be a bug, but I think this is instead the change that "sprogging" is centralized within settlements rather than on particular abodes.

*edit* Further details:
Sculpting the land seems to feel easier, more accurate, and quicker now. I don't think I've run out of belief yet, which before made sculpting land annoying. It probably could still happen if you were making huge changes though. removing rocks is only two clicks, though this change was made a while back. Trees are still three, but I guess you might want to decorate with small trees.

Apparently the abode flags don't go up until you actually have a task that followers can do. So no flags go up until you clear a space for a new building, for example...and then all the flags go up so you can choose where a follower will spawn from. I like this change.

I haven't figured out how to build tents yet, but resources and cards are popping up pretty quick.
 
I had a few empty chests and I don't know how I am supposed to get to two new shrines that are underwater...
Still missing the Mahogany card to get to the bronze age, it's frustrating.
 
For anyone who wants to try this build, I highly recommend deleting the directory in your Steam folder that is named something like "prf[bunch of numbers]" and which has a couple of state files in it. Or back it up if you're not sure. That will let you restart your game with all the new improvements.
 
One thing I missed from the FAQ, since the camera rotation snapping back was driving me nuts:

Q: How do I prevent the camera from snapping back when rotating?
A: You can edit Godus/windows/received/balancefiles_b1.4/config.csv
and change the line
RESET_CAMERA_WHEN_PAN,1,1,1,
to
RESET_CAMERA_WHEN_PAN,0,1,1,
the camera will no longer snap back after rotating (at least in single player).
Note: Editing game files can cause problems, do so at your own risk!

Q: What are the game's hotkeys / how can I edit them?
A: Look for a keyboard.txt file in your Godus folder. It's a list of all current hotkeys, and allows you to edit them easily and without any programming knowledge.

*edit*

Playing for part of today, I got further than I ever got on my previous game. I just built the third settlement, which cost 10k belief. I also got the moving plots thing, though I haven't figured out how to use it. Does anyone else know? Left clicking and dragging either empty plots or full houses does not seem to do anything besides sculpt.
 
One thing I missed from the FAQ, since the camera rotation snapping back was driving me nuts:



*edit*

Playing for part of today, I got further than I ever got on my previous game. I just built the third settlement, which cost 10k belief. I also got the moving plots thing, though I haven't figured out how to use it. Does anyone else know? Left clicking and dragging either empty plots or full houses does not seem to do anything besides sculpt.
Hold your left click and move your mouse. You can only move the plots around in their immediate surroundings and you need the space to do so. It's useful to allow/prevent the construction of bigger houses or just to use the space as you see fit. Note that once you've moved a plot it'll keep its current size no matter what space you make around it.

I can cut all the trees or trees are important for something?
They're supposed to give happiness but for now it seems useless. Maybe in later builds.
 
Hold your left click and move your mouse. You can only move the plots around in their immediate surroundings and you need the space to do so. It's useful to allow/prevent the construction of bigger houses or just to use the space as you see fit. Note that once you've moved a plot it'll keep its current size no matter what space you make around it.
This never worked for me since it would just resize the land borders near the plot. Maybe it would work if I had a huge flat space with a bunch of plots and hadn't built any of them. :P
 
So, in it's current form, what would be the incentive for you guys to spend money on this game, looking at it from a microtransaction point of view for example? Or mayby not what You would spend money on, but what would make the general public interested? This on a tough market, free games all over the place.

Perhaps having unique buildings, your own animations, personal banners and such things to make the people your own. Maybe even specific tunes, such as war drums and horns, that could be played to 'strike fear into the hearts of the enemy in battle', or just to set tyhge mood in your peaceful naturalist village (all complete with housing adoirned with twigs andf leaves of course).

Maybe even greater if they added some form of heroes into the game, something between the hero characters in the Warcraft RTS games and the animal in B&W? Once more, this hero could be personalized to make it stand out, giving you some form of connection to the figure. Hell, they could even add other units, think special characters in some civ/aoe mixture, that could either be used for a temporary boost or as a permanent part of your people. Some could be combat oriented, and some peaceful, but all killable in combat.

Peter, buy me a coffee and I can scribble notes on a napkin, and make an honest attempt to sound as if I have a notion of what the hell I am talking about. All I want is a coffee.

I should really stop going up at 0500 in the mornings just to start the barbecue. And perhaps I should get myself as Godus key.
 
So, in it's current form, what would be the incentive for you guys to spend money on this game, looking at it from a microtransaction point of view for example? Or mayby not what You would spend money on, but what would make the general public interested? This on a tough market, free games all over the place.

Perhaps having unique buildings, your own animations, personal banners and such things to make the people your own. Maybe even specific tunes, such as war drums and horns, that could be played to 'strike fear into the hearts of the enemy in battle', or just to set tyhge mood in your peaceful naturalist village (all complete with housing adoirned with twigs andf leaves of course).

Maybe even greater if they added some form of heroes into the game, something between the hero characters in the Warcraft RTS games and the animal in B&W? Once more, this hero could be personalized to make it stand out, giving you some form of connection to the figure. Hell, they could even add other units, think special characters in some civ/aoe mixture, that could either be used for a temporary boost or as a permanent part of your people. Some could be combat oriented, and some peaceful, but all killable in combat.

Peter, buy me a coffee and I can scribble notes on a napkin, and make an honest attempt to sound as if I have a notion of what the hell I am talking about. All I want is a coffee.

I should really stop going up at 0500 in the mornings just to start the barbecue. And perhaps I should get myself as Godus key.
I would prefer if it stayed pay for singleplayer/multiplayer, WITHOUT microtransactions.

There are a great many games on Steam that still cost money for singleplayer. I prefer those. Maybe I'm an antique, and the future will leave me behind, but for now that's what I prefer.
 
This patch made me enjoy the game a little more, but they still need to continue to make changes. I've gotten to the point that my people need to start farming but I can't quite figure out exactly how to make them do that.

I like the direction they are taking with the game and seem to be listening to the complaints, but I still wouldn't purchase it based on how it stands now.
 
The patch made it more enjoyable. It's nowhere near perfect, but it is an early access game, and 22 Cans seems to really be listening to people. The first version was really meh, but now I got a really good feeling about this project. Will keep playing this.

I would recommend the game right now to those who really understands that it is an early access game, that will keep evolving.
I would not recommend it to those who expects a nearly finished game.
 
It looks like a recent patch made it so you can get mahogany without cheating, and possibly get into the bronze age.

*edit* But from what people are saying, the camera autosnap is forced now, and you can no longer edit a config file to make it optional? Booooo. D:
 
Farming unlocked! fuck yeah!
I'm not really sure how it works, my farmers often die from exhaustion at work, I can't produce as many farmers as I want, and the new progress bar seems to take forever or I am missing something.
Also got my first thunderstorms. Wow. It's so nice.

Looking at the book, a lot of intersting things will apparently be available, larger settlements, moving abodes, salt mining, fishing, etc :D
 
Farming unlocked! fuck yeah!
I'm not really sure how it works, my farmers often die from exhaustion at work, I can't produce as many farmers as I want, and the new progress bar seems to take forever or I am missing something.
Took me a while to figure out, but basically when a new plot is opened up near a settlement (within its circle of influence) your people will build a farm instead of an abode. This has two side-effects: one it allows you to progress the game, but also it means you can't build abodes in settlements any longer without forcing the game to do so somehow. (you can still get regular settlers from abodes outside the settlement).

Also got my first thunderstorms. Wow. It's so nice.
Yeah, except they happen every goddamn night, and damage all the abodes not in settlements so every goddamn morning you have to go around sprogging people out to get them to fix their goddamn houses. Ugh.

I made an accidental discovery though last night: I can build up to a size 6 abode now. Can be very difficult to get a plot of land the game will accept as big enough. And also they take ages to build, and of course I can't build one in a settlement any longer without great difficulty, so every night the damn thing is unfinished and damaged by the goddamn storms. Ugh.

And it looks like 1.3.1 didn't fix the constant storms problem.
 
I think thunderstorms are a way to push you to create towns rather than random houses everywhere. Maybe I'm wrong but I think the frequency is intentional. I just let the houses get destroyed, I don't need them anymore.
I have my guys repair a few ones I need to get to shrines, but that's it.
Otherwise I guess a satue of exploration would do the job but I don't have it anymore (I restarted and didn't find it anywhere)
 
I think thunderstorms are a way to push you to create towns rather than random houses everywhere. Maybe I'm wrong but I think the frequency is intentional. I just let the houses get destroyed, I don't need them anymore.
I have my guys repair a few ones I need to get to shrines, but that's it.
Otherwise I guess a satue of exploration would do the job but I don't have it anymore (I restarted and didn't find it anywhere)

Yeah well, it's hard to do that when you have to push population higher just to advance. I suppose though I could have done that slower and used mined gems to create settlements more efficiently.
 
Dont think they have updated it in a long time. I dont even think they are talking about what they are doing. Really dropped the ball on the community.
They've done a few video releases recently.

Update #35 with Peter and Jack was on December 13 and outlined the current state of development and gave an idea of where they're heading. And why it's been so long between game releases.

Update #36 was less structured but was still an update from the whole team.

And finally there was a short "christmas message" as well a few days ago.
 
Game is half price on Steam this weekend. Tempted to pull the trigger, but the lack of updates isn't doing them any favours. I want to know if this game has an actual future or if this is a last dash for some cash.
 
Sounds good, looking forward to trying it.


Jack said:
Jack from 22cans here. Firstly, thank you for being so patient with us. WeÂ’re aware that weÂ’ve been quiet for a long long time, but thereÂ’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 thereÂ’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.


WeÂ’ve come to a point now where we feel that we have completed some huge, fundamental changes. GODUS is very playable again and thereÂ’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. HereÂ’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. YouÂ’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. WeÂ’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. ItÂ’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 peopleÂ’s advances will be unique to you. As time goes on each playerÂ’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. WeÂ’ve implemented a much more intelligent Follower system that gives unique attributes to each followerÂ’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 couldnÂ’t start to list them, but youÂ’ll feel them throughout.

WhatÂ’s NOT in the latest build? WeÂ’ve taken out the aspects of the game that we feel arenÂ’t quite up to the quality of the new refinements. WeÂ’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
 
It has been a long time but I think their explanation makes sense, there was no point releasing things while they were rolling features back out of the game and rewriting them.
 
It has been a long time but I think their explanation makes sense, there was no point releasing things while they were rolling features back out of the game and rewriting them.
Yeah, as a programmer that explanation makes sense, though the lack of communication was disheartening.

Pretty much all of that description sounds really good, so I am looking forward to seeing what comes out of it.
 
Looking forward to trying out the new build!



Note: Sam is no longer their community dude. MatthewAllen is the new Face Of 22cans in the backer forum. No idea whether Matthew has an account on GAF.
 
This still seems like a Facebook game or something. And it moves so sloooooow. It's nice that they're reducing the need to click a billion times to do anything but they're missing the forest for the trees.
 
This still seems like a Facebook game or something. And it moves so sloooooow. It's nice that they're reducing the need to click a billion times to do anything but they're missing the forest for the trees.
It's easier to miss the trees now. And re-add them.


Ahem. Actually I quite liked the pace of the game as it was, just not so much the clicking.
 
Some improvements work (far less clicking is good, leashing is good and other UX tweaks), but others miss the mark (the timeline is still quite linear - I only ever have one card available for unlocking at a time; the sculpting cost varies greatly and strangely depending on elevation I think).

Also, very very crashy :(
 
Definitely agree about the UI, doesn't fit with the aesthetic at all.

All the click changes are good but I can't get my head around why they would want the start of the game to be so slow? Right from the word go I was sat there with nothing to do waiting for builders to finish, then waiting for breeders, then waiting for belief to build up. I ended up leaving it running and watching an episode of true detective to let my belief build up because it was so frustrating.
 
A new patch apparently showed up today:

UPDATES
Brand new homeworld
New cards
Temples disappear on completion
Different abodes only on different ground types
Locking underwater sculpting
Added raft to events for reinforcements
Landscape colours updated
Town statue updated
Incomplete cards now show next to the timeline button in homeworld
Incomplete cards interface acts as shortcuts to timeline
New animations for followers
Brand new art and layout for the cards
Revised flow for the cards
Leotards for your first two followers
Straw hut abode type
New belief collection tunes
Event mission music
CPU optimisation
New buried ruins
God beams from shrines
Tutorial polish
Water clicking visual effects
Tons of bug fixes
And much more!
 
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