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Godhood

Godhood

74 好評 / 651 評分 | 版本: 1.0.0

Abbey Games

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用GameLoop模拟器在電腦上玩Godhood


Godhood,是由Abbey Games開發的一款時下流行的steam遊戲。 您可以使用 GameLoop 下載Godhood和熱門Steam遊戲以在電腦上玩。點擊“獲取”按鈕,您就可以在 GameDeal 獲得最新最優惠的價格。

獲取 Godhood Steam 遊戲

Godhood,是由Abbey Games開發的一款時下流行的steam遊戲。 您可以使用 GameLoop 下載Godhood和熱門Steam遊戲以在電腦上玩。點擊“獲取”按鈕,您就可以在 GameDeal 獲得最新最優惠的價格。

Godhood 遊戲特點

Guide your Disciples, create your own Religion, and obtain glory! Inspire growth in your Disciples so they may challenge the false gods and convert their followers. Defeat your rivals, and become the One Truth!

Key Features

  • Create your Own Religion: From peaceful meditative monks to savage warrior-priests drenched in the blood of human sacrifice, mix and match religious Tenets & Traditions to shape your worshippers’ morality! What culture will your religion shape in the future?

  • Auto-Battler Ritual Combat: Face other religions in turn-based auto-battler combat called sacraments. Use persuasion, brute force or even flirtation to defeat the false prophets and convert their worshippers in this unique system!

  • Guide Your Roster of Disciples: Disciples are the heroes of your religion. Choose their class and level up their abilities to create your perfect team of mighty missionaries.

  • Plan your years as a God: Collect tribute to expand your holy site with new temples and buildings. Use them to create Rituals that improve your disciples or upgrade your income and options.

  • A Relaxing Mythical World: Vibrant hand-painted art and relaxing tunes let you fully immerse yourself in Godhood’s world of devoted worship and mythical Meso-American heroes.

  • Replayability: Experiment with different combinations of religious commandments, tenets, traditions, classes, and holy relics.

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用GameLoop模拟器在電腦上玩Godhood

獲取 Godhood Steam 遊戲

Godhood,是由Abbey Games開發的一款時下流行的steam遊戲。 您可以使用 GameLoop 下載Godhood和熱門Steam遊戲以在電腦上玩。點擊“獲取”按鈕,您就可以在 GameDeal 獲得最新最優惠的價格。

Godhood 遊戲特點

Guide your Disciples, create your own Religion, and obtain glory! Inspire growth in your Disciples so they may challenge the false gods and convert their followers. Defeat your rivals, and become the One Truth!

Key Features

  • Create your Own Religion: From peaceful meditative monks to savage warrior-priests drenched in the blood of human sacrifice, mix and match religious Tenets & Traditions to shape your worshippers’ morality! What culture will your religion shape in the future?

  • Auto-Battler Ritual Combat: Face other religions in turn-based auto-battler combat called sacraments. Use persuasion, brute force or even flirtation to defeat the false prophets and convert their worshippers in this unique system!

  • Guide Your Roster of Disciples: Disciples are the heroes of your religion. Choose their class and level up their abilities to create your perfect team of mighty missionaries.

  • Plan your years as a God: Collect tribute to expand your holy site with new temples and buildings. Use them to create Rituals that improve your disciples or upgrade your income and options.

  • A Relaxing Mythical World: Vibrant hand-painted art and relaxing tunes let you fully immerse yourself in Godhood’s world of devoted worship and mythical Meso-American heroes.

  • Replayability: Experiment with different combinations of religious commandments, tenets, traditions, classes, and holy relics.

更多

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訊息

  • 開發商

    Abbey Games

  • 最新版本

    1.0.0

  • 更新時間

    2020-08-11

  • 類別

    Steam-game

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評論

  • xninebreaker

    May 20, 2022

    Godhood isn't a God simulation game. The depth of the game seems vast at first, but very quickly becomes very shallow. Some of the most interesting parts of the game are poorly explored, while other parts are ignored entirely. Combat: Combat is a 3v3 that utilizes an auto-battling system that is completely out of your control when the battle begins. Your influence comes from raising the stats and changing the 'cards' that your units can play before the fight begins. The problem with this is that it lacks agency and introduces an unsatisfying amount of randomness, mostly because you lack the resources to fully build your units until you hit the late-late game. This is made worse since some skills have an additional layer of chance based status effects. Many battles are decided within 1-2 turns meaning that the margin for error is low, but the consequences of even just 1 wrong turn are massive, which leads to an optimal gameplay of... restarting until you win. Base Building: You place buildings without any care and it just gets built. For a company that made the absolutely incredible game that was Reus, I expected much more in this aspect. There are no synergies, no interesting layouts, no interesting buildings, and very little resource or human management. Early game you build economy, and that will basically lead giving you a massive surplus in resources. The interesting stuff, Relics and Tenet/Traditions: The best relics are the ones that drastically alter your gameplay; most notably, the one you get when you first start. This is game-changing and super fun as it is one of the only times that drastically changes the general flow of the game. Some relics will have you do a huge burst to the enemy at turn 3, or some will have you do damage for everytime you block. It's easy to see how this might affect how someone might approach gameplay. And yet, you only get a single one every game, and the vast amount of equipment you get in a run tend to just be generic stat boosters. A waste of opportunity. This is the same with tenets and traditions. As the game progresses, you unlocks tenets which don't do anything by themselves, but open traditions are picking up enough tenets. Traditions are game changing skills that generally augment the base building/management part of the game. I think traditions are the highlight of the game right now, and finally offer you a degree of self expression and customization, while also giving you at least a few to mess with. I kind of wish they were more interesting than just happiness boosters or things that helped with gaining resources, but it's at least somewhat interesting seeing the different combinations. The fact that tenets themselves do nothing on picking them up is a huge letdown because it feels like you gained nothing for reaching these milestones that the game is pushing you towards. Maybe don't have tenets be a huge glowing golden button if it's not going to give me anything. TLDR: Overall, the game is just pretty easy. Little self expression and options. Interesting bits of the game are not explored. The fact that you lock yourself into a style of gameplay before you even start a game is just a tragedy. With management, base building, and 'deck building' all taking a back seat, you'd think the combat would be more engaging, but it isn't. I had a lot of expectation since I have seen a others play Renowned Explorers and thought it was good, and I myself applaud Reus as an exceptional resource/base building game.
  • Crumbz

    Jan 30, 2023

    The game isn't bad. I actually found it quite fun though it is very hands off. You have very little to do as a player beside selecting a few minor actions and establishing the tenets of your faith which themselves have only a modest impact on the game flow. The graphics are nice and the art just as good. The UI fairly easy to understand. The game runs very smoothly too and I have seen no bugs, not even small texture ones. In terms of game play though, if Godhood is a game about godhood then in the eye of the game developers gods really are distant watchmakers. This, in my opinion isn't an issue. I do like games that run a bit without me and in which my input can be minimal, but I do not believe this game or games of that type are worth more than $15 or so and this is why I do not recommend this game. I personally got it heavily discounted and am happy of my purchase, but at full price it's clearly not worth it.
  • Urbaaniapina

    Feb 27, 2023

    It was a tough call but I still recommend it. Why? It is quite relaxing game, no time limits and the music and atmosphere over all makes the game really relaxing. The game play itself is also good, didn't find anything bad about it and you can make the game as challenging as you want. There is also plenty to choose from, which god you want to be and what kind or religion you are running But... It get boring quite quickly. And ones you play it through there is not much new to see. I played the game through 2 times and that was enough for me. So... If you want action or time management qualities, this game is definitely not the game for you. But for a relaxing afternoon cult ritual. Sure, but buy it from discount, you wont be disappointed.
  • carrieannegoodall9

    Apr 30, 2023

    full of replayability and interesting strategies to keep you entertained and motivated, eventually does get repetitive in playthroughs but overall an entertaining experience. Keep going abbey games!
  • gamedeal user

    Aug 1, 2023

    Hello, my children. I am your god, and I have created you in my image. I have given you a world to live in, and a religion to follow. You are my chosen ones, and I want you to be happy and prosperous. In Godhood, I can shape your destiny and guide your actions. I can choose what virtues and vices you have, what rituals you perform, and what symbols you worship. I can also give you gifts and miracles, or punish you for your sins. I can also interact with other gods and their followers, either peacefully or violently. Godhood is a game where I can express my divine will and see how my people react to it. It’s a game where I can be a loving or a cruel god. It’s a game where I can be myself or someone completely new. 🙌
  • gamedeal user

    Jul 11, 2019

    As a fan of God and Simulation games, I have to admit I am overall disappointed in this game. Perhaps I went into the game expecting the wrong things. There is no simulation at all and customization of your religion isn't possible. You simply decide on a single virtue at the start of the game which dictates some very simple rewards. The city itself isn't simulated, as the followers just run around doing whatever. There is no management beyond telling up to three of your followers to do a simple, repetitive task and then hitting the 'Next day' button. They do not gather resources, they don't go about daily lives, they just wonder aimlessly and are only for background graphics. Your management of the city itself is limited to 'inspiring' the building of larger buildings, which isn't any more complex than picking a building from a menu and plopping it into an open tile. Sometimes a potential additional prophet will claim they are the bloodline of your current disciple, but they just spawned magically at the moment of selection and don't have any further depth than that. Each turn consists of you selecting up to three tasks for your disciples to do, each one can only handle one task. When the task is selected, the disciple will move to the building in question and do a basic 'casting animation.' You then select a city to attack, which is an automated combat system with is heavily based on RNG. Each team has health for each of the characters in combat as well as a total health pool and turn limit. The team to get the other pool to zero, or the lowest at the end of the turn, wins. It's not engaging and beside selecting what disciples you wish to partake in combat, there is no influence provided by the player. And that's it. As the game progresses you get more buildings to plop onto empty tiles, you collect followers from these RNG automated battles which pile up meaninglessly into a que to increase your God level, and you get more disciples to manage - but remember, you can only command three per day. And if you don't command one for a while to do a simple task, they get upset and start to lose faith. The game is basic and simple with no real interaction or customization. You aren't creating a religion as much as you are following a preset one, you aren't creating a god any more than just putting random parts together to make a custom icon and changing the names of variables to suit you. There's no meaningful change you can make, and watching a streamer play the game is just as engaging as playing it yourself. The game has the overall quality and depth of a mobile game, and I feel like it would be more suited on that platform. Currently, I cannot recommend it and I am overall disappointed with my purchase. Edit: At the developers request (below) I will take another look at the game in a month and update my review to reflect any changes.
  • gamedeal user

    Jul 11, 2019

    I was fairly hard on this game at release, mostly because I felt a little cheated paying 33 dollars for a title with very sparse features. I had put 500+ hours into Abbey's flagship title, Renowned Explorers, and was fairly optimistic about the chances this game would be at least interesting. With regret, it isn't. The core gameplay loop, that of assigning your Disciples to collection or Miracles, is still boring by the 5th or 6th turn. To return to my initial complaint at launch, all of your Disciples (and Gods for that matter) are basically interchangeable. You'll never remember any of them, and it almost seems a waste wracking your brain for clever entries in the initial God creation screen considering how little impact they have. This extends even to the art of the game, a credit in many reviews, which I find...impersonal. Your characters are too cartoony and similar, and the background graphics are only good enough to keep you going. Going back to Renowned Explorers, all the lines and colours are so strong. Every one of those characters has a place in my brain. I have no reason to remember my Disciples, I only picked them because they spawned with the right Totem and stat distribution. I realise it's hard to make that happen in a game that depends on hiring random Disciples, but in my opinion the choice of art style hinders this engagement more than it would have been otherwise. The characters are only as good as their rolls and what fights they can win me. I play many management intensive games with what many would call "poor" graphics, such as Battle Brothers and Crusader Kings, but what is important in those games is that the graphics serve their role and enhance your enjoyment of the games other functions. I have no attachment to anything on my screen, and that makes playing a chore. Which, in order to explore some new features, I tried very hard to do. Whatever I may think of this game so far, I owe Abbey Games a debt of gratitude for filling my life with such a great experience in Renowned Explorers (buy it now!). However, I usually find myself staring at the screen and wishing I were playing a different game. I still can't quite understand what the underlying vision behind this game is. It doesn't feel like a god game, it's not a 4x, not really a rogue-like. It feels like being a mayor who has to tell his people to go to work every day and then watches them fight on the weekends. I lasted another hour and change before I told myself I'd come back to it after lunch, and I never did. It's possible I'm wrong about Godhood, and I had my expectations in the wrong location or elevation. It's possible I'm right and it is currently monotonous beyond belief. Or I could be right at the moment, and wrong later in development. I am rooting for Abbey, and this game. I simple believe that for it to work would require a full-on demolition of the game as it currently is, and that is not something that is possible in the modern development environment. ----------------------------------------------------------------------------------------------------------------------------- Initial Review on Launch Day: So far, I am afraid this game suffers from a crippling lack of depth. I put hundreds of hours into Renowned Explorers, and those characters had so much, well, character. Every run felt different and fun. This game is honestly a slog to get into. They needed to either go all-in on your ability to customize and tailor your religion and city, or make it a truly free game where your influence is mere nudges. Instead, you assign three Disciples to collection, then you assign three Disciples to combat. The tutorial is very weak about how skills and stats interact, especially in relation to miracles. This game needs more immersion, it's bland almost to the point of unplayability at times. Combat is so random and dependent on a couple brutal skills that it is very forgettable. A shame to have to write this about Abbey, because RE:IS is one of my top ten games of the decade, but this game is flawed enough that can't give it Early Access leeway. The feeling of a mobile game (albeit one with great production) is hard to shake off, but a game on my computer is competing against so many other sources of stimuli. Hall of Nitpicks -Lack of any particular objective, or push that way. There is a time limit in the sense of the 200 years, but other than that you could technically farm forever, and you might if the next boss is particularly nasty. -Having to re-assign your characters every turn is so damn tedious. -There are a total of 2 results from every Ritual, not counting item effects, the good one and the better one. It doesn't really affect your "run" at all. -The roads from different tiles don't connect when you build things. Sounds small, but seeing your city as a series of tiles is very disheartening. Maybe create bonuses for certain tiles touching? Because right now it doesn't matter at all. -This combat needs a lot of work to be interesting. It's clearly designed for a mobile atmosphere. You're hoping on a lot of lucky rolls, and some enemies can hit you for your entire health bar. -Speaking of which, why do I have to check my God every time he levels up? It's very unnecessary.
  • gamedeal user

    Jul 11, 2019

    I want to like this. But right now, it feels slow... boring even. Nothing that I could do felt God-like. i didn't really feel like I was making a religion to suit my will. I guess I was hoping to be more of a god, less of a collect 40 faith to do this action that can only be pulled off by one of my welps. This feels like a large scale phone game. Updating this review from 2019 I note that though many things did change from when I wrote this review, it seems like not enough has changed to make it worth playing. Like I said before, it's not a bad game per-say, but there is something missing that gives it that jazz I'm looking for.
  • gamedeal user

    Jul 12, 2019

    Ok, so being a fan of Abbey games, I was chomping at the bit to try out their newest game. I am very much a fan of their style of games. That said, as much as I like this game, I realize only diehard fans such as myself will really be able to get into it. Having had my wife play it and be bored with it right after creating her goddess of dragons pretty much said it all. The game lacks depth. Once you're done creating your god, that's pretty much where your creative input ends. From then on it's just a point and click game with very repetitive gameplay and very limited options. In its current state, it's just a relaxing time sink to just chill to and therefore may not be for everyone. HOWEVER. Knowing the developers like I do, I am confident they will add options and features. Renowned Explorers started off a little rough around the edges too, and after a few years of constant back and forth with the fanbase and the unique challenges posted weekly on the steam forum for that game, I found that they are very much open to suggestions to fine tune their games and make them even more fun. So here's a few of my suggestions, from a humble Abbey games enthusiast; 1. Make the maps random. I've played as 4 gods now, and the map has always been the same. 2. Make more story options at the start than "guy lost in a god battle and swears to come back to squash the old town". Have them be random OR chosen, i'd experiment with both and see what the fans like. 3. The 3 actions limit has some issues. When you have 3 prophets being active and the other 5 being static, I feel like i'm not getting my gameplay's worth when I've got so many idle guys lying around. I'd like my guys all able to do something, maybe minor tasks can be assigned to them so it doesn't feel like i'm losing out on gameplay? Maybe the "favorites" can get faith bonuses for you choosing them and the guys who get relegated to say, cleaning out huts starts to question his faith? Just some thoughts. 4. Ok. So I spend like 6 sky stones to make the perfect killing machine... and then because I used up a miracle, my +3 attack gets randomly replaced with a lv 1 shitty attack that doesn't even go with my build?!?!? I thought miracles were supposed to be MAGICAL, not detrimental! Sometimes you get punished for leveling up your prophet!!! Not cool, devs. 5. More story options. 6. 40 years of age is too soon for a prophet to get old and lose stats. Let my boys live a little longer so I can enjoy them a little longer. Hell, make it so some die out young! You know, make my guys a little more... human? More relatable? In REIS, you had 20+ characters all with huge personalities that were so fun to play and relate to... i'd like my prophets to be a little more like that! RIght now they feel like robots whom I have to retire at the age of 40 so my 16 year old guys can take their job. 7. More diversity in the relics. I ended up with 20-30 useless books I couldn't even equip on anyone, and I can't burn them, sell them, desynth them for points, they just lie there collecting dust... and all of them are +10 faith and +1 random stat type items which seems like a waste. 8. More rival gods, and having to defend your territory. Right now, I know that if I invade a spot, it stays invaded. It's kinda...sad. I want to curse at my computer and toss a keyboard at some point because some douchebag rival god took my 'good' spot. It would add to the whole "you're competing" feel. Right now it's like i'm just waiting to get to 1000 followers so I can complete my puzzle and go to sleep rather than "I NEED TO GET TO 1000 BEFORE THAT OTHER GOD DOES OR I LOSE!" making an actual game over possible, like in REIS when things dont go your way. 9. Make the spots you invade actually mean something. Right now, other than to level up my prophets and have them get to their miracles faster, there's no real reason to invade anywhere. I want to feel like there is a real advantage to invading one spot over another rather than "Well, this spot has 3 Druids, so I can easily destroy them with my 3 Weavers and get 10 followers!" This would make point #8 more important too; if I KNOW I'm getting X important resources from this spot, I'm gonna want to defend it more. This would also mean I'd have a use for those 5 prophets I got there sitting collecting dust. I still give it a thumbs up because I thoroughly enjoyed it for what it was. I love the music, the aesthetic, the concept and the people making it. It just needs some fine tuning now. I know you can do it, Abbey Games!
  • gamedeal user

    Jul 18, 2019

    Before I start this review I want to say I really like Abbey Games. I like their style, I like their direction, and I think they are all around great developers. As of right now the game is in early access and I know things will change the game will grow. So understand if you are reading this I'm commenting on the game not long after it's come out. I don't often buy a lot of early access stuff anymore unless I like supporting the developers. Which is the case here. I currently have 7 hours on the game which I think is enough to give some sort of opinion on it. I really hope the developers read what I have to say and would love to hear back from them Before I dig in I'll just give a real brief assessment if you don't wish to read everything. Should you buy this game is a simple decision. If you want to support abbey games and watch this game grow step by step then yes you absolutely should. If you aren't familiar with Abbey games and just thought this sounded like a fun game then no, not yet anyways. If you are looking for a good god game then check out Reus in the steam store by Abbey games. So my problems with this game is simple. If you watch the trailer for this game its pretty fantastic. It sold me on this whole, make your own religion god game. I like god games they are quite fun, but this game is not a God game. Again I know it's early access but I'd find it difficult to see how this could be steered into any sort of god game. Perhaps I'm just not as creative as I think I am. All of the god game and religion aspects are simple aesthetic and paint. The game TELLS me its a game centered on growing a religion and its of the "god game" genre but it doesn't FEEL that way. (the game is beautiful the sound track is amazing in true Abbey fashion) There's really nothing here that is anything resembling a god game. Take Reus for example. You start the game making some Macro decisions; How much ecosystem do you want to put down, what kind of eco system, tons of other small decisions. Then... The AI comes in and lives in that world. You do not control them directly but can influence them in some way. It's like a symbiosis. You give content to the AI and the AI gives you content, a reason to play, back. Your control over the AI is limited at best. Godhood however is nothing like this. It's currently a simple (but fun) team tactics management game. This game has more in common with Darkest Dungeon than any god game, gameplay wise that is. That's my big problem. If you were to strip down all the art and aesthetics of this game and make minor at most core game play changes this game could be anything. It could be a X-men professor X type game where you try to grow your mutant school. It could be about a Colony of Ant's fighting for control of a back yard. Or a zombie game as you hunt for surviors to grow your "horde" None of those are really god games and neither is this. I have some other minor gripes about the game like I feel like a slave to the randomness of disciple traits (I'd love to have a tad more control of that) But all of those could be potentially addressed if they wanted to. The big problem to me is I don't see how they can take the game they have and turn it into what they are selling on the trailer. It felt like a big miss. I have no Doubt Abbey games will develop this into a great game that I will enjoy over time. But for now if I want my god game fix I will play Reus. Below are some small easy changes I'd love to see: *More unique names and styles and voices that separate the different religion types (Lust should look sound and FEEL like lust, Same for War ect)* *Some sort of minor control over initial traits of disciples* ***A much more intuitive understanding of seasons, It took me awhile before I even figured out that doing a sacrament progresses the season and each time you tell your disciples to do something and hit the play button ALSO progresses the season. I found this not intuitive. What my natural thought was Okay I do a sacrament... I come home... I tell people to do stuff... then I hit the play button, Boom that's one season. That's not the case. I think its a little confusing how you have it. I don't know if it has to do something with recovery but still I think this could be cleaned up and made clearer*** *An in game encyclopedia (I understand there's a lot but come on guys you could of launched the game with some basic element info at the very least)* **There is not enough inscentive to have 6 Disciples. I understand you can "Sell" them for some mucho resources and you need a back ups if some of your guys need to recover. I also understand that you want to "flesh out your team" to deal with multiple senarios but it feels very difficult to me in the late game to get all your disciples leveled up in the late game. Sort of feels like a slog** **I feel extremely railroaded at the start of the game. I don't have enough decsions to make. It's all Click this, now click this. Now take your 2 disciples, hope you like them. Now Attack here! Your first actual decision isn't really at all. Which buildings do you build? Well... probably the ones that suit whatever disciples where given to me. Very very minor choice**
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