Godsworn cover
Godsworn screenshot
Genre: Real Time Strategy (RTS), Role-playing (RPG), Strategy

Godsworn

Hotfix #9 Is Out Now!

[p]Hotfix #8 is now live![/p][p][/p][p]This hotfix addresses a bunch of issues that cropped up with the last update, and a couple other miscellaneous things. The main issues that have been fixed are: excessive screenshake on shrine destruction and crashes related to the worker assignment improvements from last patch.[/p][p][/p][p][/p][p]Fixes:
[/p]
  • [p]Fixed a crash related to structure building logic. We think this was related to various crashes we saw reported, so hopefully it addresses several of them.[/p]
  • [p]Fixed excessive screenshake on shrine destruction.[/p]
  • [p]Fixed worshippers not being able to be reassigned sometimes.[/p]
  • [p]Fixed George being unintentionally available to play in skirmish through a series of interface shenanigans. Worry not, the saint knight will arrive in skirmish in a future update, and you will see why he needed extra work for his last skills. :)[/p]
  • [p]Fixed George being a tab in the glyph list, which might have caused some players to think he was meant to be playable already.[/p]
  • [p]Fixed a bunch of glyphs showing the wrong places where to find them, and hid a glyph that is not yet findable anywhere.[/p]
  • [p]Fixed knights and squires sometimes causing negative housing due to dismounting logic.[/p]
  • [p]Fixed some cloth simulations not being active or clipping with the model: Meness, Indraja, Squire horse, two handed axe warrior and Vakarine on horse.[/p]
[p][/p][p][/p][p]Campaign: [/p]
  • [p]The starting scene for Founding of Ryga was inversed in difficulty. It should now be easier on easy.[/p]
[p] [/p][p][/p][p][/p][p]Let us know if you encounter any more issues! We read all the messages on forums and discord, and do our best to work through those reports as best we can.[/p]

Patch #5 Is Out Now - Glyph list, screenshake and more!

[p]Since the Act 2 update released, we took a week off to recharge, and returned to working on fixes and updates. This patch comes with a few features that we had on the roadmap, namely - a glyph list, screenshake for abilities and rally on unit.[/p][p][/p][p]We also heard the many requests to not have the heroes be locked behind campaign missions. We did not realize that this would be such a pain point for players who enjoy skirmish but who do not want to play campaign, so we have opted to remove the lock on Vakarine and Indraja. As Indraja was derived from campaign, her being a little weird made sense, but now as a hero available for first-time players, she needed to be a bit more polished, so we've made an overhaul to her lineup.[/p][p][/p][p]The couple of missing achievement triggers have been fixed, so if you were waiting for those, you should now be able to complete the list![/p][p][/p][p][/p][p]Here are all the changes in this patch: [/p][p]
Features:
[/p]
  • [p]Vakarine and Indraja do not need to be unlocked in campaign to be played in Custom games.[/p]
  • [p]There is now a list for glyphs that shows where you can find them and which heroes have access to which ones. You can access the list by clicking the round game logo button in Skirmish.[/p]
  • [p]Screenshake for abilities to add visual impact. It can be disabled in the options menu if needed. [/p]
  • [p]You can now rally a building's unit production to a unit, such as your hero.[/p]
  • [p]Worshippers that finished repairing a building will now look for additional repairs nearby.[/p]
  • [p]Riders with Grace ability will not leave a dead rider on the ground, only the horse. This is to avoid duplicating the rider by reviving the dead horse. Additionally, a riderless horse can be brought to the stable to get a new rider.[/p]
  • [p]Indraja's Celestial Hold now has a new upgrade for Indraja: Sage Visions, which allows her to get the vision of all units and buildings on the map (requires Enchanted Waters).[/p]
  • [p]Added a new upgrade, Kovas' Raid for Mercenary. When Mercenaries hit enemies, they will drop wealth on death.[/p]
  • [p]Spirit units now slowly decay over time (they stay at 1 HP).[/p]
  • [p]Vakarine gains an upgrade that removes spirit decay.[/p]
  • [p]Indraja will now have Wolf Warriors and Werewolves locked behind Moon Daughter divine skill. Picking this skill will spawn both of the units at the shrine, giving her an option for easier camp clearing in the beginning.[/p]
  • [p]Indraja can now build Rangers from the Silver Temple.[/p]
  • [p]Unique Indraja Ranger upgrade that grants lightning damage, Teliavelis' Sparks, including custom visuals.[/p]
  • [p]Pukis has been replaced by Werewolves in the Witch Cabin for Indraja, as her Wet modifier was making the Pukises kind of useless.[/p]
  • [p]Junda's Bravery mercenary rush animation improved.[/p]
  • [p]When George gets his Ascalon skill, his lance visual will upgrade.[/p]
[p][/p][p][/p][p]Campaign: [/p]
  • [p]Eclipse should be now easier on all difficulties except Insane.[/p]
  • [p]Increased temporary defense Saule and Vakarine get at the start of Eclipse.[/p]
  • [p]In Eclipse, Solar Stardaughters will no longer start with all upgrades, to stop them from dashing into enemies behind a blocker and be unable to follow you.[/p]
  • [p]Fixed the mercenaries sometimes not joining you in Eclipse if some wolves baited them to run off.[/p]
  • [p]In Eclipse, the Chapel now has a popup with the gold amount you receive.[/p]
  • [p]Fixed Latgalian tribe not counting for the By the Sword achievement in Sword Brothers.[/p]
  • [p]Berry bushes in Founding of Ryga have been put further apart so the allied AI does not claim both.[/p]
  • [p]Mother's Trust achievement in Winter Solstice has been fixed.[/p]
  • [p]Winter Solstice Shroud objectives will no longer update after victory.[/p]
  • [p]Farmstead available for Saule to build in Winter Solstice.[/p]
  • [p]Affixed will no longer double stack for Vaivora, Zesdra and Selija in Winter Solstice, causing them to become invisible through a series of unfortunate code triggers.[/p]
[p]
[/p][p]Fixes:
[/p]
  • [p]Miscellaneous text fixes, mostly for glyphs.[/p]
  • [p]Raiders will no longer throw all their nets on the same target.[/p]
  • [p]Added missing sound effects for Icy Rain.[/p]
  • [p]Several visual Indraja fixes and improvements.[/p]
  • [p]Fixed Meness' leg rotating weird in the idle animation.[/p]
  • [p]Squires have been informed that their horses are not welcome atop defensive walls.[/p]
  • [p]Indraja's arrows vanish quicker on hit and attach.[/p]
  • [p]Lunar Stardaughter blade throw should now take into account height better (and not miss because of it).[/p]
  • [p]Multiple victories can no longer be triggered at the same time.[/p]
  • [p]Pack tactics should apply to the "caster" of it as well.[/p]
  • [p]Silver Tower, Silver Temple and Healing Spring should now return the correct amount when demolished.[/p]
  • [p]Buildings should now show the correct units and upgrades during construction.[/p]
  • [p]Teleportation now properly updates the unit location so that it can be properly targeted. This sometimes caused a unit to not be targeted automatically, due to an optimization in targeting.[/p]
  • [p]Converted Tribe glyph now works correctly on Michael.[/p]
  • [p]Fixed workers sometimes getting stuck on the corners of Forester, Gather Hut and Jeweler.[/p]
  • [p]Healing Spring targeting range is now the same as its healing range.[/p]
  • [p]Squire supply buff no longer applies twice.[/p]
  • [p]Knights should no longer snap inside the ground at the end of their charge when charging on a hill.[/p]
  • [p]Fixed the tooltip for the Sky Cow glyph, it should have been +2 instead of +1.[/p]
  • [p]Ragana's Trinket glyph available for Indraja.[/p]
  • [p]Divine Sigils glyph available for Indraja.[/p]
  • [p]Haunting Lausk glyph available for Indraja.[/p]
  • [p]Tribute glyph now only applies to Order as intended.[/p]
  • [p]Added missing divine skill type descriptions (such as global or passive).[/p]
  • [p]Reduced the XP value of horses to be less then their riders. It happened because the riders had formed a bond and valued their horses higher than their own lives.[/p]
  • [p]Wet spell modifiers do not apply to buildings anymore. The splashes just did not look big enough to wet an entire building. But also balance reasons.[/p]
  • [p]When cycling unit selection with tab, targeting is now cancelled. This is to stop heroes from casting from any unit in their army.[/p]
[p][/p][p][/p][p]AI Improvements: [/p]
  • [p]Fixed Indraja missing her camp clearing behavior in skirmish. This caused her to not clear any camps, and therefore have very little resources.[/p]
  • [p]Sometimes the AI would target a player that was not there and would sit at base with its units, such as in Heilsberg. This should work better now.[/p]
  • [p]AI should now respect the god-power blocking of the Wonderbird.[/p]
  • [p]Basic AI skill logic added for Rejuvenate ability. [/p]
  • [p]Sleep is more likely to be cast by AI players.[/p]
  • [p]AI sparing logic fixed, they will now focus on getting to Tier 2 more often.[/p]
  • [p]AI will now consider building an additional Warcamp or Barracks.[/p]
  • [p]Saule and Vakarine have unique AI profiles now, which means they will act slightly different from the other AI heroes in skirmish - less raiding, more big attacks, will try to help allies more.[/p]
  • [p]AI will no longer target buildings with Dream Refuge, Starlight, Attraction, Banishment, Revivify, Strife, Icy Rain and Sleep.[/p]
[p][/p][p][/p][p]Balance: [/p]
  • [p]Solar Stardaughter will now have Flight as the upgrade and Sweep as the base skill.[/p]
  • [p]Minimum hero respawn time of 5 seconds (prevents invisibility issues).[/p]
  • [p]Fire Laume damage lowered from 33 to 30 and range from 16 to 14.[/p]
  • [p]Cold deals +20% against Wet.[/p]
  • [p]Cold Laumes no longer apply Wet.[/p]
  • [p]Indraja's Healing Spring is no longer locked behind a divine skill.[/p]
  • [p]Dausos Tower +100 wood cost.[/p]
  • [p]Dausos Tower construction time from 75 to 90.[/p]
  • [p]XP value of Dausos tower 15 to 20.[/p]
  • [p]Cold Laume Ice Shard attack from 4 to 3.2 cooldown.[/p]
  • [p]Indraja's Frigid Flight from 24 to 35 damage.[/p]
  • [p]Junda's Bravery twice as fast and +4 in distance.[/p]
  • [p]Enchanted Waters cost from 50 to 20.[/p]
  • [p]Starlight damage from 40 to 30.[/p]
  • [p]Hidden Blade setup time from 1.5 to 6.[/p]
  • [p]Hidden Blade health reduced to 50.[/p]
  • [p]Hidden Blade shooting time delay is now 1 second, giving time to potentially kill it.[/p]
  • [p]Hidden Blade now has 0 armor and 0 magic resistance.[/p]
  • [p]Round Tower magic resistance same as a normal tower now.[/p]
  • [p]Foot Paladin now has same regen as the mounted version.[/p]
  • [p]Foot Paladin attack is now correctly physical type. [/p]
[p][/p][p][/p][p]Other: [/p]
  • [p]Added credits for recent voiceovers. [/p][p][/p][p][/p][p][/p][p]As usual, let us know if you encounter any more issues![/p][p][/p][p]To join the community for some coop, team games or pvp, or get some sneak peeks of what content we're working on next, join the official Discord: https://discord.gg/r2qBuBXfVc[/p]

Hotfix #8 Is Out Now!

[p]Hotfix #8 is now live![/p][p][/p][p]We wanted to release this yesterday, but it appears the release exhaustion is getting to us. This hotfix addresses a bunch of issues that cropped up with the last update, and a couple other miscellaneous things.[/p][p][/p][p]Changes:[/p]
  • [p]Indraja's base attack no longer has accuracy, it always hits.[/p]
  • [p]Surge no longer makes enemies wet but does gain lighting damage type.[/p]
  • [p]Ripple has its radius increased to match the visual better.[/p]
  • [p]Ripple no longer multi-shoots at random.[/p]
  • [p]Spirit skirmisher now has a spirit icon.[/p]
  • [p]Added force move distance to AI companion in Eclipse so that it follows you properly.[/p]
  • [p]Saule AI companion should now better defend the fortress in Eclipse.[/p]
[p][/p][p]Fixes:
[/p]
  • [p]Achievements for Indraja and Vakarine now works correctly.[/p]
  • [p]Dialogue/ quest blocker fixed in Sword Brothers after encountering the cockatrice but not killing it.[/p]
  • [p]Deicide achievement will no longer unlock after killing one of the enemy shrines, both are needed now.[/p]
  • [p]Alka collision for workers slightly bigger so its easier to start building.[/p]
  • [p]Descriptions fixed for Indraja and her skills.[/p]
  • [p]Fixed pukis animation T-posing on creation.[/p]
  • [p]Requirement of Vakarine in custom game had wrong mission name, fixed.[/p]
  • [p]Enchanted Waters modifier should now correctly apply to units.[/p]
  • [p]Night Ward does damage now.[/p]
  • [p]Picking random hero in lobby no longer selects locked heroes.[/p]
  • [p]Missing Indraja cutscene dialogue has been added.[/p]
  • [p]Winter Solstice cinematic no longer unlocked from start.[/p]
  • [p]Fixed dialogue/audio mismatch for Order straggler camps in Eclipse.[/p]
  • [p]Enchanted Waters no longer highlights units.[/p]
  • [p]4 extra seconds before victory triggers in mission Sword Brothers, in case the princess has more dialogue.[/p]
[p]
Balance:
[/p]
  • [p]Doubled cooldown of Hidden Blade.[/p]
  • [p]In Eclipse it should now be a lot harder to raid the enemy bases by adding additional defenders.[/p]
  • [p]Hidden Blade damage reduced from 300 to 220.[/p]
  • [p]In Eclipse, Vakarine also has the protection mod for the beginning cutscene.[/p]
  • [p]In Eclipse, added more time between waves in easier difficulties. [/p]
[p] [/p][p]If you encounter any more issues regarding the last update or would like to give us feedback, we read all messages on the Steam forum, our discord and our in-game reporting tool. We work through these the best we can, but for now we are taking the rest of the week off.[/p]

Act 2 update Is Out Now! - New Story Missions - New Heroes - And More...

Act 2 update is out now!

[p][/p][p]Originally, this update was supposed to be quite a bit smaller, with only 1 hero. But we might have gotten a little carried off - with 3 campaign heroes, new units, 5 chunky campaign missions, 2 new skirmish maps and more. This also means that the total hero count planned for the 1.0 release has increased from 8 to 9.[/p][p][/p][p] Update content: [/p]
  • [p]5 new campaign missions that continue the story, with 2 of the missions being Order faction.[/p]
  • [p]2 new skirmish maps: Blue Pastures (4 player) and Sambia (6 player).[/p]
  • [p]Saint George – A commander focused on cavalry troops. Currently only available in the campaign. He will become playable in custom games in a future update.[/p]
  • [p]Vakarine – A powerful Baltic caster hero focused on mythical and spirit units. As a smaller scope hero that comes from campaign, she is unlocked in custom games after completing Mission 6: Eclipse.[/p]
  • [p]Indraja – A Baltic archer hero with powerful abilities. As a smaller scope hero that comes from campaign, she is unlocked in custom games after completing Mission 10: Lone Star.[/p]
  • [p]New units in hero rosters: Laumes, harpy-like casters with hero-specific elemental affinities. Kriwes, wise pagan priest casters great at banishing enemy heroes. Paladins, elite knights blessed by Heaven. Squires, mounted archers that can buff other units. Longbowmen, mercenary elite archers. The Wonderbird, a creature of legend that can heal injuries and prevent further conflict. The long awaited cockatrice, a very large monstrous unit, And more![/p]
  • [p]Hero animation updates: select heroes have received an animation upgrade. That's right, slow and floaty Michael is no more. Heroes now also have an introduction animation when selected in the lobby.[/p]
[p] [/p][p]Features: [/p]
  • [p]New Steam achievements.[/p]
  • [p]New defense type: wet. Receives 200% lightning damage and 50% fire damage.[/p]
  • [p]Non-hosts can now pick their own starting locations in skirmish lobby.[/p]
  • [p]New charge system for knights.[/p]
  • [p]Deer areas no longer block the build grid, making it easier to place a hunter building.[/p]
  • [p]Catapults, cannons and other wheeled construction units will rotate when going up or down hills.[/p]
  • [p]Extended color selection option in lobby.[/p]
  • [p]Rangers now have arrows in their hands when shooting.[/p]
[p][/p][p]Fixes: [/p]
  • [p]Overall FPS Increases, We keep looking for more things to optimize every update.[/p]
  • [p]Potential fix to memory leak caused by projectiles. We monitor for more sources of leaks.[/p]
  • [p]Minimap icon sorting should now render resources on top of units for better readability.[/p]
  • [p]"Take this" text in ping wheel fixed.[/p]
  • [p]Improved building collision with elevation.[/p]
  • [p]Removed duplicate Blue Pastures in Gaurdians of Treiden.[/p]
  • [p]Meness' blades no longer visible through fog of war.[/p]
  • [p]Refund/cooldown should now reset when halting an ability mid-cast.[/p]
  • [p]Charm can no longer be interrupted.[/p]
  • [p]When targets die, the attacking unit no longer has its hit targeting spells cancelled.[/p]
  • [p]Added missing physical damage type for Marksmen.[/p]
  • [p]Destructible props now de-register correctly, which should fix some minor bugs and improve performance.[/p]
  • [p]Golden Harvest glyph can no longer be applied to Ausrine, as she had no use for the glyph.[/p]
  • [p]Fixed an issue where AI spells were not showing their visuals.[/p]
  • [p]AoE spells can now hit destructible objects (props with hit points).[/p]
  • [p]AoE spells with angles were offset in the wrong direction, fixed. Targeting should now feel a lot more accurate.[/p]
  • [p]The building grid now gets updated later, to better match the pathing grid. This means you can't build outside of the walkable areas anymore.[/p]
  • [p]Fixed some broken in-world text popups (tutorial messages).[/p]
  • [p]Chosen player starting positions no longer reset on new player joining (and other actions).[/p]
  • [p]Bear-Slayer can no longer be converted.[/p]
  • [p]Double clicking a control group should no longer move the camera to dead units.[/p]
  • [p]Finishing a match no longer opens the pause menu but rather the defeat or victory menu.[/p]
  • [p]Camera pan is not frame dependent anymore, making it much smoother.[/p]
  • [p]Top left XP bar should no longer flash.[/p]
  • [p]The "eyes" of units are now at 3 meters high, instead of in their chest, for fog of war calculations. This should make approaching enemies on a hill less of a search for invisible units.[/p]
  • [p]Hero randomization should now give you a new random hero when doing another match.[/p]
  • [p]Projectiles will no longer rotate oddly when the target runs off.[/p]
[p][/p][p]Campaign: [/p]
  • [p]Overlapping campaign dialogue prevention setup. While this should improve most cutscene triggers, if you find any cutscenes/events that refuse to trigger, please let us know.[/p]
  • [p]Made it easier to click quests.[/p]
  • [p]Bishop's Bane now has a fail condition. But we believe in you, so this should change nothing.[/p]
  • [p]Mission 6: Eclipse.[/p]
  • [p]Mission 7: Sword Brothers.[/p]
  • [p]Mission 8: Founding of Ryga.[/p]
  • [p]Mission 9: Winter Solstice.[/p]
  • [p]Mission 10: Lone Star.[/p]
  • [p]15 new glyphs to be found.[/p]
[p][/p][p]AI improvements: [/p]
  • [p]Ausrine-specific AI profile for skirmish.[/p]
  • [p]Ausrine will now focus on charming high health units.[/p]
  • [p]Ausrine charm will now focus on stunned units.[/p]
  • [p]Ausrine improved targeting behavior for Stunning Lights.[/p]
  • [p]Ausrine will now use Falling Stars. I know you all love being targeted by Ausrine. :)[/p]
  • [p]Ausrine will now Recognise her units.[/p]
  • [p]Meness-specific AI profile for skirmish.[/p]
  • [p]Meness will now convert low health units to wolves, but only when its a low xp unit.[/p]
  • [p]Meness will now use Blade Dash.[/p]
  • [p]AI will gift resources if it has a lot left over, in skirmish.[/p]
[p][/p][p]Balance: [/p]
  • [p]Bear camps will also give 100 wealth.[/p]
  • [p]Sunbringer's Passage -20 faith and +20 cooldown. [/p]
  • [p]Meness' Sleep ability has been replaced with Hidden Blade. Vakarine has Sleep instead. [/p]
  • [p]Rangers release their arrows slightly faster.[/p]
  • [p]Unit production times increased across the board. This is to make less spammy deathball gameplay, and to encourage building multiple of the same building for faster production.[/p]
  • [p]Steep reduction for Conversion cost, from to 90 to 30 faith. [/p]
  • [p]Micheal has additional +100 hp.[/p]
[p][/p][p]Glyph rebalance: [/p]
  • [p]5 glyph slots instead of 4 in custom games.[/p]
  • [p]Medeina's Hunt grants additional + 1 yield.[/p]
  • [p]Believers grants additional +50 hp.[/p]
  • [p]Stronger Tribe grants additional +1 strength.[/p]
  • [p]Giltine's Sickle now applies deathtouched.[/p]
  • [p]Ruhnu Bear cooldown reduced to 60 seconds.[/p]
  • [p]Summon Usinsh cost reduced to 320 faith.[/p]
  • [p]Pillager now gets 4x, instead of 1x, wealth to xp.[/p]
  • [p]Gabija's Fire Spirits cooldown has been doubled.[/p]
  • [p]Jumis' Twins cooldown has been doubled.[/p]
  • [p]Janis' Way grants additional +10 speed.[/p]
  • [p]Sergeants are spawned on tower construction.[/p]
[p][/p][p]And to be quite fair, we probably missed a couple things! It's been quite a while since the last proper game update, so months of changes are in this one. This also means that some fixes might unexpectedly break some things, so please let us know if you find any issues. We always check the forums, our discord and other places for feedback.[/p][p][/p][p]To join the community for some coop, team games or pvp, or get some sneak peeks of what content we're working on next, join the official Discord: https://discord.gg/r2qBuBXfVc[/p]

Godsworn Development Update 3

[p]Hey everyone. We wanted to make another update before we reach the release of Act 2, to keep the community up to date on what we’re working on.[/p][p][/p][p]We’ve mostly been busy with the campaign and the content associated with Act 2. This involves a new hero, 2 additional heroes playable in campaign only (for now), about 8 new units, including the cockatrice, 2 new skirmish maps, around 16 new glyphs, and a whole lot of fixes, changes and improvements.[/p][p][/p][p]A sneak peak of one of the next heroes. Who could this be?[/p][p][img src="https://clan.akamai.steamstatic.com/images/42752264/659742d58cb2a49f955653ce87d1dec208fe8027.png"][/p][p]The update will also come with some animation updates. We brought in a freelance animator to help us finish a bulk of animations still remaining, and in the process realized we should improve some of the outdated hero animations. With the update, Saule, Meness and Michael will be getting a complete animation overhaul.[/p][p][/p][p][/p][carousel autoadvance="true"][img src="https://clan.akamai.steamstatic.com/images/42752264/77c08387f7ffc33f3b5adbd9ae6a8db1033eaf6a.gif"][img src="https://clan.akamai.steamstatic.com/images/42752264/a33e6c40df5ae178300c464bb74a80a86344e361.gif"][img src="https://clan.akamai.steamstatic.com/images/42752264/12cb648f8bcb4a7643e53c5f8cf60dd39747d536.gif"][img src="https://clan.akamai.steamstatic.com/images/42752264/ef0f7480dfdec976e8dd99952b01a9ae383e3d47.gif"][TAG-30][p][/p][p]Also, we can now confirm that the total mission count in the final version of the game will be 16. Act 2 will add 5 of those missions, and the release of 1.0 later on will come with the 6 remaining missions. We did the Act 2 and Act 3 missions together to pull the narrative arcs together nicely, and now that we’re satisfied with the overall story presentation, we’re working on polishing Act 2 missions and finalizing the dialogue. Then, of course, we’ll be recording voicelines for the missions and the new units, and implementing and polishing all of that.[/p][p][/p][p]We don’t like to promise specific release dates, but we can say it’s looking like the update will be ready in either December or January. We know it’s not as fast as we or the community had wanted, but it’s steadily going towards the finish line and it won’t be much longer now. :)[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42752264/a3839134c9e7cfbba245173cd6164b124a8d1c27.jpg"][img src="https://clan.akamai.steamstatic.com/images/42752264/b0233ba166ef15fa8eba7aabca429de786926e75.png"][img src="https://clan.akamai.steamstatic.com/images/42752264/f808de03e16906d10d0c157577e38718758b31a9.png"][img src="https://clan.akamai.steamstatic.com/images/42752264/6cfed643f30fc226dcff2d2f65d566e910f60c34.jpg"][TAG-50][/p][p][/p][p][/p][p]We also wanted to take a moment to announce that we’ll be showcasing Godsworn at the Dreamhack Stockholm event on November 28 – 30, 2025, in the expo’s indie zone. Come by to meet us there![/p][p]More info about the event here: https://dreamhack.com/stockholm/[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42752264/6650ea84b5a0d9a8f40228db12bf078ddba073d6.jpg"][/p][p]
[/p][p]Now that Act 2 release is in sight, we'll be back to working on content till then.[/p][p][/p][p]We showed off some of this content already on our Discord, so If you want to see some more early development updates or find some co-op buddies, join the official Discord: https://discord.gg/r2qBuBXfVc[/p]

Small security patch

[p]We were made aware of a security vulnerability in Unity builds that reached back to 2017. It's a vulnerability that Unity discovered themselves through security research and have addressed it. [/p][p]From Unity: "There is no evidence of any exploitation of the vulnerability nor has there been any impact on users or customers." Despite no known abuses of this vulnerability, we advise updating all other games just to be safe.[/p][p][/p][p]Changes:[/p]
  • [p]Patched the build to fix a potential security risk.[/p]
[p][/p][p]Now, after the shortest patch notes ever, we'd like to thank you for your patience for the next big update. We are working very hard on the campaign and the next heroes, and it's progressing very well. [/p][p]We also identified that the amount of animation work was a big slowdown on production, so we got a freelance animator to help us get to full release faster. [/p][p]We'll show more soon in a development update![/p]

Godsworn Development Update 2

[p]Hey everyone! We have read the many requests for an update on how development is going, so we thought it was about time to show what we've been up to.[/p][p][/p][p]But before a progress report, we wanted to say that we are in the process of moving to another country. This is also why we have been less active on socials. Of course, a move takes up a lot of time, but the hope is that the new location will help us work better in the future. Developing the game from our living room for the past 3 years has been challenging, and so we've found a location where we can have an office in a shared location with many other indie developers.[/p][p][/p][p]Now, onto the development progress![/p][p][/p][p]Some months ago we announced that we will stop doing monthly maps and instead focus the majority of our time on campaign and heroes. We are happy to report that progress on the campaign has been steady; we have done the first functional progress stage of the majority of Act 2 and Act 3 missions. After all of them are playable, next comes story and dialogue review, changes, more review, lots of tweaking, polish and finally voiceover recording (and more polish!). As we are working on parts 2 and 3 at the same time, the initial wait will be longer, but the gap between the two parts releasing should be hopefully much shorter![/p][p][/p][p]So here's some screenshots of the campaign progress, with hopefully as little spoilers as possible! Note that some of the stuff you see here is a work in progress, so either unfinished visuals, or content that might change during development. Speculations on what you see here are welcome. ;D[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42752264/a23a1a40785d644d11460e16fcae8f25c23dfd74.jpg"][img src="https://clan.akamai.steamstatic.com/images/42752264/2115081c809a34a31e8dea21d29182e9baac2939.jpg"][img src="https://clan.akamai.steamstatic.com/images/42752264/0cf075a373241d0067a048c6f5aea6240ddf5acf.jpg"][img src="https://clan.akamai.steamstatic.com/images/42752264/310f35c656665539ebd212a7bd1d31261bb983ba.jpg"][img src="https://clan.akamai.steamstatic.com/images/42752264/ff7c44055474172d68714644ce304a47c0938719.jpg"][TAG-30][/p][p]Heroes have been progressing well too, most of the units and buildings of the next 2 heroes are complete, while the rest are in progress.[/p][p][/p][p]Last time we showed progress of some units from the next Baltic hero, so this time we have a building and units from the next Order hero - the Stable, the Longbowman and the Squire.[/p][p][img src="https://clan.akamai.steamstatic.com/images/42752264/a1bebe493e48b2fb33b4adc11a36bb4ee203864c.png"][TAG-40][/p][p][/p][p]And here's a sneak peek work in progress of the cockatrice unit, a giant chicken monstrosity that will ravage the battlefield in the next big update. The concept art of this creature was teased even before the game was announced, so it's been a long time coming![/p][p][img src="https://clan.akamai.steamstatic.com/images/42752264/f34ada46236684f8981b176cad0f8ee9a0dc8f8c.png"][/p][p][/p][p]We hope you enjoyed the update on what we've been doing, and hope to show some more soon. We will let you all know when we can say more about the release date of the Act 2 update![/p][p][/p][p]We showed off some of these units already on our Discord, so If you want to see some more early development updates or find some co-op buddies, join the official Discord: https://discord.gg/r2qBuBXfVc[/p]

Tribesman Unit Overhaul

A little update from us. We’ve seen it mentioned several times that the Tribesman unit is not strong enough, so we’ve decided to do an overhaul.

He really needed more damage, and a spear was really not doing it, so we’ve replaced it with a Latvian pattern carbine charger loading Lee Enfield mark I*. His range and damage have respectively been increased significantly, while at the same time retaining the existing spear striking capability with the attached pattern 1888 bayonet.



Here is the new Tribesman in action. As you can see, the damage should now be increased but to a reasonable degree:




Before this unit overhaul goes live, you can already try it out using the code cc_arethetreesspeaking.1
(full cheatcode is cc_arethetreesspeaking..)

As usual, let us know what you think about the change!
Official Discord: https://discord.gg/r2qBuBXfVc




Happy April Fools day, everyone!



Hotfix #7 Is Out Now!

Hotfix #7 is now live.

We've fixed a couple issues that cropped up last update, mainly Ausrine missing some units in one of her buildings and a couple missing text entries.

Fixes:

  • Fixed Ausrine missing units in the Warrior Hall.
  • Fixed a couple missing text entries.
  • Fixed Baltic faction walls not giving xp.
  • Fixed Baltic shrine wreath upgrade giving hp to the shrine when it was not supposed to.


Balance:

  • Herbalist health increased by 30.
  • Nurse health increased by 30.
  • Tithe of the Condemned has been doubled in wealth return for xp.
  • Revivify radius has been increased from 2 to 4.
  • Wall range increase has been lowered from 75% to 25%.
  • Horned stride max range lowered from 200 to 120.
  • Rogue cost lowered by 25 wealth.
  • The cost of both Herbalist upgrades reduced by 50 faith.




If you encounter any more issues regarding the last update or would like to give us feedback, we read all messages on the Steam forum, our discord and our in-game reporting tool. We work through these the best we can while we actively work on the next part of the campaign.

Content Update #10 Out Now! - One Year Anniversary - Kaali Crater Skirmish Map

Content update #10 is out now!



Today marks one year since Godsworn released into Early Access!

Since then we have added a new hero, 12 maps and a whole lot more. We are working behind the scenes on all future content at once, so that includes all remaining heroes, and campaign acts 2 and 3. And since we stopped doing monthly map updates, development has been going really well and we are very excited for you to see what will come with the major Act 2 update and the 1.0 release.

But most of all, we would like to thank everyone who has already played the game or wishlisted it! And a big thank you to everyone who has given us feedback and bug reports, and a very special thanks to those who have made fanart and motivate us to keep going.

Enough talk - we wanted to show you one of the pieces of content that we’ve been working on, which is the snow clime! We’ve added a 4-player skirmish map: Kaali Crater. It’s inspired by a real crater location in Estonia.





A frozen lake sits at the center of a crater where celestial ore can be found. Due to winter, few berries are available.



We’ve also made some improvements that were suggested by the community:

Features:

  • New skirmish map: Kaali Crater, a 4-player winter map around a crater.
  • New clime: Winter.
  • Celestial ore has been added to the new map, gathering it grants 6 wealth.


Fixes:

  • Fixed units sometimes running past other units when they should instead stop and attack.
  • Fixed an issue where damage that went over the target hp amount was applied to the next target. This sometimes caused raiders to torch human units and other similar issues.
  • Range modifiers will now calculate into the tooltip.
  • Fixed an exploit with the Bishop where you could get free faith.
  • A unit is now correctly deselected when transformed into another unit, instead of being shown as the old unit in selection.
  • Fixed being able to control neutral or enemy units by adding them to control groups with shift clicking.


Campaign:

  • Trebuchets do not play their attack animation when created anymore.
  • Quest payments now correctly accept exact amounts, instead of only over the amount.


Balance:

  • Tracker armor reduced by 2.
  • Tracker Pounce upgrade no longer grants shield modifier.
  • Bishop Conversion time reduced from 60 to 45 seconds.
  • Armor can no longer go into the negative. Magic resistance still can.
  • Knight wealth cost reduced by 10.
  • Shadows no longer grant XP on kill.
  • Wall range modifier now grants 75% increase instead of a flat +10.


As usual, let us know what you think! And if you'd like to find some people to play the new map with, or see if you can get some sneak peeks out of us, join the Godsworn Discord: https://discord.gg/r2qBuBXfVc