
In Godless, you don’t save the world — you end it one turn at a time. Reshape the hex-based battlefield, summon deadly minions, explore endless strategies, and crush mortal heroes in this tactical roguelike!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Traditional Chinese, Simplified Chinese, Korean, Portuguese - Portugal, Russian, Japanese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Godless is a roguelite... autobattler? I like it a lot. It's actually sad to see such a game. Usually when I see a great game that didn't become a hit I can find some explanation, usually it's something with production values. But here the developer did everything right and just wasn't lucky. The game looks and sounds decent, the UI is completely adequate and makes it easy to play such a complex game. I see some people don't like randomness and indirect control, but I think they're missing the point, and it's hard to think of real complaints. Anyway, in this game you have your standard roguelite randomized path with various upgrades and resources, and you get into battles on hex grid. It's autobattler, as in you do not control any units, and instead just cast spells like summons and teraforming. You influence the battlefield so that your units win. Naturally there's a lot of complexity and all kinds of effects triggering other effects. Like you can summon a turtle unit, and every time it moves into a tile adjacent to water it moves again, so you can make "highays" for them to travel and also add some enchantment that triggers on unit move, or put beneficial buildings on those tiles, which can trigger something else as well. The variety is overwhelming and it's a joy to find new ways to make numbers big. There's metaprogression as well as very detailed difficulty setting, making every run feel very different from others. Maybe even too different - if I have any complaint it's that sometimes I feel like my success is mostly defined by the luck of the draw, and my own strategizing is secondary. I highly recommend this nice little gem.
Godless me enganchó desde la primera partida. Tiene una estética muy cuidada y las mecánicas por turnos combinadas con el estilo roguelike están muy bien pensadas. Cada run se siente diferente, lo que le da mucha rejugabilidad. Me gusta cómo vas desbloqueando habilidades y tomando decisiones tácticas todo el tiempo. Si te gustan los juegos de estrategia con un toque original, este definitivamente vale la pena. Me sorprendió para bien. La estética está genial, las mecánicas son adictivas y cada partida se siente distinta. Ideal si te gustan los juegos tácticos con un toque único. Muy recomendado.
I like how much customization there is for each run, making each one feel different. 1) You pick a shrine 2) You pick two starting spells from a list 3) You choose your difficulty level, which adds new tactical considerations (not just harder monsters) 4) You get random game modifiers (called anomalies) 5) You draft three skills, one at a time, from a choice of 3 6) You pick a scroll (one-time spell) from a choice of 3 7) You get a talent (passive ability) from a choice of 3 Each game has 3 ascension paths (chosen randomly from something like 6? I'm not sure) set at the beginning of the game which you can progress through. Then, each battle has a "natural disaster" shaping the map and extra passive abilities for the monsters on the map. This is all before even STARTING the game. There are roguelike elements as you go through the game too, deciding on upgrade paths and so on. Sometimes you find broken combos and are able to steamroll the game. Sometimes, you need to cobble together a run with bubble gum and duct tape. In both cases, it's fun.
Godless is a turn-based auto battler roguelike, where you play as a god trying to destroy mankind. You will be going from level to level, trying to survive waves of enemies by killing them, while protecting your core (Shrine), by playing units, spells or terraforming tiles. The game might look to you as a tactical roguelike (which you could also say that it is one, because you will be using a lot of strategy), but most of the tactics go on deciding every turn where to summon your units and which tiles to change (and, very important, when to change them), because then they will move on their own. This is the reason why this game might feel quite luck-based and it could become really frustrating, especially during your first runs, due the presence of units or tiles that can teleport others. However, it is mostly a thing of experience the enemies, to learn how, what and when to play your moves. Godless has an insane amount of replayability. Having a vast amount of different starting shrines, different starting spells, and units for you to try different combinations every run (and not only the starting ones, you can also get new ones in the middle of the run and upgrade them). It also adding different types of events for different types of rewards and some special kind of skill trees, depending on how you play and with choices you take, to unlock even more upgrades that can change during every run. With all that said, I have 2 problems with the way the game works. First, once you start a build, most new units feel underwhelming (especially considering their energy cost), so you will most likely just start with a build in mind and then skip over 75% of the units' rewards; secondly, there is in-game currency that you can use for permanent progression, which is actually very nice, but you also use the same currency to unlock new shrines, which in my opinion is a terrible decision, considering most of the replayability is based on your starting shrine (most of the time you will start selecting units, spells and upgrades taking into consideration the way the shrine behaves), so you will end up having to decide between starting with better stats or unlock a new shrine for a new experience... In my honest opinion, I think a better idea would have been to unlock Shrines by completing challenges (like beating runs on unlocking achievements), and then maybe unlock a few of them by using currency, because having to unlock all of them with the currency takes away a big part of the replayability if you are into upgrading your stats first. Oh, yeah, I also think the AI is still unpolished, and I think the reason why is because they decide how to move before you play your turn (causing that sometimes they start moving in a loop or just successively back and forth, making the experience annoying, considering you have rewards depending on how fast you beat the level), so hopefully they can do something about it. Game looks great, difficulty is challenging enough to be fun and not unfair, although it could feel frustrating sometimes for the reasons I mentioned before, with the replayability factor being the main highlight in my opinion. I still need to play this game more, but for now I would give it a 8/10. And you can check out some gameplay here https://www.youtube.com/watch?v=5dZEmxXmgSU
棋盘回合策略肉鸽,一局1h左右 +机制和build非常丰富,发展方向分为部队、法术和地块三种,其中地块要素利用率极高,法术存在感略低,限1点回费还是有点捉襟见肘; +局外成长虽多,却难得地没怎么影响开荒体验,局内溢出资源也可以互相转换,运营起来很舒适; -黑屏加载时间略长,偶尔卡一会未响应,暂未遇到闪退情况; -部分战斗动画太墨迹,例如玩肃穆方尖碑时拉到7倍速一回合都要打一分钟。 ps:局内暂停菜单可以查“纲要集”看各宝石合成效果
A surprisingly fun Auto Battler, fun to figure out how to make builds work, and has a good amount of variation and diiffculty settings.
不错的回合制自走棋,内容已经比较丰富了,更新也相当勤快,还有不少更新计划。用各种圣坛都通关了,各种不同流派玩起来都挺有意思。
отличная головоломка! продуманный геймплей, очень много разных инетерсных механик (юниты, спелы, тайлы, таланты, возвышения и т.д.), очень большой простор для различных билдов для повторения забегов. Интересный непрямой контроль (который ужасно бесит когда начинает тупить и делать не то что хочется! но это даже к лучшему, такая вот раздражающая изюминка, аля перчинка ) В общем в игре большой потенциал! Разработчик продолжает дорабатывать и поддерживать, участвует в обсуждениях и т.д. Присутствует метапрогресс и постепенное увеличение сложности с различным выбором разных челенджей для тех кому хочется больше трудностей. Присутствуют элементы рогулайта, много рандома, но это правильный рандом, который заставляет подстраиваться под обстоятельства и каждый раз продумывать и адаптировать билд под ситуацию. Очень интересно! Просто отличная игра для тех кому жанр подходит. Крайне рекомендую!
After playing 20 hours in 2 days, I feel compelled to write a review. This game is excellent!! Don't hesitate to pick it up if you like tactical roguelites. The rest of the review is long and boring, and mostly praise to the dev as well as a little feedback. [h3]The good[/h3] This game could be a study example of good game design. There are many different systems at work, and they blend together well. Game is complex, but not complicated. Easy to pick up and learn, but requires thoughtful play on higher difficulties. Most "skills" (your active abilities) have a use, but some are inevitably better than others. The different status effects and modifiers are well thought out and probably the game's biggest strength: simple and (mostly) easy to understand, yet with plenty of options on how to interact with and benefit from them. There's no bloat. Why would any game ever need more than one type of DoT? Units act on their own, but you still have some agency through freezing or pushing them, or altering the terrain. Strikes a pretty good balance as a "semi-auto-battler". There are no card draws or dice rolls in battle. RNG only affects terrain generation, talent choices and shop stock. Rerolling shops and terrain is cheap, and the cost is static. The most powerful upgrade, the "gems", are the same every game and always accessible if you spend the resources. I think this is a good choice, and means you can start planning your strategy early. Losing runs to bad RNG is not a thing. There is a decent amount of content, but most of the replayability stems from trying different strategies at ever increasing difficulties. After 20 hours, there is still a lot yet to learn. Meta-progression is fairly fast, and once you have a few key upgrades, strategy is all that's holding you back. [h3]The "bad"[/h3] I wish there were a few more ways enemies could threaten you. All they can do is run at you and hit you in melee (except for one boss that attacks from range). Filling every hex with units and winning through attrition is a pretty good strategy. Graphics serviceable, nothing more. UI could definitely be improved upon. Performance is good, just some delay in menu transitions and when rerolling shops/terrain. I've noticed only 1 bug, related to exchanging currencies. It is annoying but does not affect gameplay. [h3]Summary[/h3] Excellent tactical roguelite apparently made by a single dev. Impressive execution for a one man endeavor, both in terms of gameplay balance and technical polish. Definitely underrated, but probably too complex for wide appeal. Yet, with better graphics, UI, and a fair bit of luck it could probably have gained considerably more traction. Will keep a close eye on their future projects.
Lots of unique stuff in this roguelike/autobattler game. It has that "lets do one more turn and its morning already" built into it. The devs are also very responsive. Would recommend!
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