Godless
Give humankind a taste of your wrath in Godless — a roguelike strategy auto battler. As the sole surviving god in the war against mortals, you will lead your loyal followers and rain destruction upon the world!
All of the gods have been slain… except you. Amass power and use it to smite humankind, conquering one continent after another in turn-based battles. With each victory, you’ll grow stronger as you gain powerful skills and learn how to outmaneuver your crafty foes.
But remember – you are a god, not a puppet master. Once summoned, your servants will act on their own for the benefit of your crusade. Consider their behaviors, grant them appropriate blessings, and transform the landscape to ensure that no mortal hero can hinder your divine plans.
- Mix of auto battler and roguelike mechanics
- Indirect control — all units act on their own
- Tactical approach to terraforming and placing units
- Crazy synergies to fuel your godlike builds
- High replayability — with ever-changing landscapes, no two battles are ever the same
- Tons of unlockable items that change your playstyle
Steam User 4
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
Steam User 5
A very unique rogue-a-like that melds several different games together. If you like Dungeon of the Endless and auto battlers chances are you'll like this game a lot.
Steam User 3
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!
Steam User 4
Genuinely brilliant, and has the potential to be even better with continued development.
Allows you to start putting together some of the most interesting synergies and strategies right as the run begins.
The best feature of the whole game is the smith, where you can combine three gems into gems that can be upgraded in three different ways to impact either a tile or a unit. I'd be nice to see gems that can be used for spells aswell, aswell as seeing more variety in bosses.
One problem is that you cannot necessarily preview which gems create what without buying a spark, and so sometimes you get stuck with something that isn't that useful for your build because you spent your 60 ether on the wrong spark. Same goes for the shrine types, it'd be nice if they were pre-viewable so that the player could make an informed choice in which shrine they might want to try out.
The Crossroads however have the opposite problem, the choices there are often rather sad and unimpactful and feel like instead of developing my run I am paying a tax, for example giving up a unit so you might get more currency to spend in the future, or getting additional speed bonus for the next continent.
Preferably i'd like this rehashed, when you usually get two bonuses between continents it doesn't feel good to get all Crossroads.
Speed bonuses are rather upsetting sometimes, but all in all I think they are fine. The less than 9 turn bonus is for meta-progression, and the two others do have a tendency to make or break runs.
Very synergistic combos might cause the game to run rather slowly. Like if you run the turtle and the hydromancer, even with the shorter animations on, each hydromancer animation queues seperately and can take a rather long time, but there is a speed slider to mitigate such things. There should probably be a way amassing these into a single animation proc to make it a little less jarring but not lose the impact.
My suggestion is set the bar to 400%.
Another thing that frustrated me slightly is the size of the ui, the elements are bit large and it feels slightly cluttered sometimes.
All in all probably one of my favorite deckbuilders ever, and one I will continue playing alot in the future.
Steam User 4
A fun roguelite, needs a little getting used to, but has a lot of variety and possible builds.
Game gets better with each update and the dev genuinely cares about the game!
Steam User 3
Super underrated indie roguelite. The tutorial starts off a little slow but once it's over the game really ramps up. There's loads of different builds within each god, of which there's several to unlock. Certainly has potential to be a sleeper hit.
Steam User 3
Absolutely tremendous game, highly recommended! This one is deep, intelligent and so much fun to play. There are many systems and currencies to collect so you can upgrade each run and the meta game. As you go through each run you'll find yourself building your deck with a bunch of cool and unique options. This game has the depth, it has the gameplay and should certainly be considered by all who have interests in the genres promoted by the game. It a good one! 10/10.