Gods of Havoc: Into the Void cover
Gods of Havoc: Into the Void screenshot
Genre: Simulator, Strategy, Indie

Gods of Havoc: Into the Void

The Return of the Classic God-Game: "Gods of Havoc: Fall to Earth"

https://store.steampowered.com/app/1120770/Gods_of_Havoc_Fall_to_Earth/


Michael Flynn releases 'Gods of Havoc: Fall to Earth', a tribute to the forgotten god game genre.

A game so far removed from it's RPG Maker roots that the RM Forum staff required pictorial proof of it's construction in the engine before they'd allow it to be posted on the site.

Conceived and created by a single developer, 'Gods of Havoc: fall to Earth' is the second in a completed trilogy of games which sets the player up as a god to a fledgling civilisation.

“In a gaming atmosphere where simulation is highly regarded, the lack of traditional god games is puzzling,” said Michael Flynn. “Having grown up loving Mega-drive god games like Populous, Power Monger and Megalomania, I've never understood why the genre seemed to die out. The 'Gods of Havoc' trilogy is my solution to this gaming oversight.” Each game is set in a different era of a civilisations history, where the need for, and belief in, gods might be beneficial.

At the core of each game is a empire building simulation in which, regardless of player input, a civilisation will spread across the map, colonising, building, waging wars, creating terrible machines, and converting other races. Gods of these races will try to stop them by summoning space monsters, warping space, ordering crusades and empowering crusaders, creating magical fortresses, and causing natural disasters. As a god, the player is also equipped with these powers and must use them to counteract, and defeat the other gods and their followers.


Michael has been asked often, “why a threefold launch?”

“Creating three different games in the same engine has allowed me to cut down creation time while still creating games with very different strategies, enemies, and aesthetics,” he replied. Adding that, “it also allows players to chose their favourite setting (space, medieval, or post-apocalyptic), and enables me to offer each at a piously low priceof $7.99 per game.

He's also been asked repeatedly, “why RPG Maker?”

“The latest iteration in the series, RPG Maker MV, is quite a ways removed from the older versions. Switching from Ruby to JS means a far more versatile engine, which I hope can be seen in these games. Also, it's simply what I'm familiar with.

https://store.steampowered.com/app/1120770/Gods_of_Havoc_Fall_to_Earth/



Achievements Hotfix

Version 1.0.0 - Minor Gods Edition

This is the final pre-launch version. Included in ths update is:


  • A map otion to allow minor gods to spawn on the outskirts of solar systems.
  • Dyson ship now take longer to spawn but have increased population capacity. This stops the map getting bogged down with them in late game.
  • Specialist transports take longer to spawn but carry more materials, for the same reason.
  • Map sizes have been reworked to speed up play on mid-sized maps.
  • Various other small fixes and tweaks.


Don't forget to wishlist the upcomming 'Gods of Havoc: Fall to Earth' - a medieval take on the god game genre!

https://store.steampowered.com/app/1120770/Gods_of_Havoc_Fall_to_Earth/

Prelaunch Patch 9.8.1 - God's Arrow


  • Added a new, super powerful, holy vessel for lategame play.
  • Stations and ships now repair over time.
  • Colony ship influence range has been lessened.
  • Stars now produce double the influence of planets.
  • Planet attacking spells now lower food production as well as population.

Patch 0.9.2 - Precache removal


  • Removed the prechaching of assets and replaced with optomised HUD refreshing. Dramatically increased startup times.
  • Lowered the chance of certiain personality types creating manifest destiny stations.
  • Enemies are now more llikely to use mines effectively.
  • Crash associated with failed colonisation fixed.
  • Minimised iterations of map proofing during turn, lowering turn times slightly.

Patch 0.9.1 - NWJS upgrade



  • Upgraded NWJS to 4.0 with Chromium 76
  • Increased the chance of computer players building Manifest Destiny stations.
  • Lowered mana-mines to 0.5 mana per turn.
  • Increased mana production based on population.
  • Lowered the spawn rates of hives.
  • Lowered the influence of hives.
  • Increased the defence of hives.

Patch 0.9.0 - Checks and Balances


  • Clicking the empty map now pauses play.
  • Repair buttons no longer show during repeat turns.
  • Colony ships no longer scan beyond mao range.
  • Enemy AI afforded more personalities.
  • AI no longer fails to identify immediate threats.
  • AI more likely to switch from defence to offence and vice versa.

Patch 0.8.8 - Little Things


  • Defence platforms can now be built around stars.
  • Defence platforms no longer leave asteroid rubble.
  • Colonised stars will now send collony ships if there are no other colony ship producing planets.
  • There is now more diveristy in the way different gods behave.
  • The number of spacebugs-per-spell has been reduced.
  • Mana production has been reworked to give a more balanced mid-game.
  • Placement of mini-systems is now more random.

Looking for some intensive Strategy before 'Gods of Havoc' releases?

Patch 0.8.7 - The Empty Space Update

This updates adds:


  • A new gamemode: A map generated without solar-systems giving a completely random experience.
  • New mini-systems are now generated in empty space. These can contain highly sought after planet typse and can become intesne out-of-system battlegrounds.
  • Massive upgrade to ship combat and scanning AI. This makes fleets and crusaders all the more deadly for everyone.


and fixes:


  • Planets marked for crusade now 'unflag' if the planet is indoctrinated before destroyed.