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

Godsworn

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

Godsworn Development Update

Hey everyone, a little update from us about what we've been up to.


Since the Early Access release we have added a skirmish/challenge map (or a hero) every month. We have seen it as a way to prove that we are capable of producing constant content and reaching 1.0. But being a small team, these monthly maps (and everything that comes with releasing a map) have caused the campaign work to be slower than we would like.

We have seen your comments asking for campaign updates. At the end of the day, the campaign is the main course for the majority of players. So we have decided to stop with the monthly updates and focus all of our efforts on campaign and hero work. There might still be map drops whenever it makes sense, but not at a constant pace.

Additionally, we are working on campaign Acts 2 and 3 at the same time, which should shorten the time between those acts and help us make the story conclusion more satisfying.

Here is the updated roadmap with this change. We've also changed the 1.0 release window to 2026 - a game with active updates, fixes and player requests takes much more development time than it did before release, making our previous prediction of 2025 inaccurate.

(on browser, click the image to see it larger)


That said, even if it's not ready yet, we've made steady progress on the campaign and other content. Here's some shots of some of the work in progress that has been happening behind the scenes, such as campaign events, units and a snow clime.








If you want to see some more development updates or find some co-op buddies, join the official Discord: https://discord.gg/r2qBuBXfVc

Patch #4 Is Out Now!

We've fixed a couple issues that popped up with the last map update, but also made some improvements in the AI behaviour, and fixed some campaign issues that we kept seeing reports for.


Features:

  • AI now waits with attacking until it has a better group size on Hard and Insane difficulty.
  • AI now does not attach the hero unit to harassment groups, only full attack groups.


Fixes:

  • Fixed an issue where ranged units would sometimes not respond to commands as expected.
  • The walls now also increase the search range of units to match the attack range increase.
  • Giltine’s Kiss upgrade no longer lowers the base range of tower attacks.


Campaign:

  • When dialogues intersect, the new one takes priority, instead of playing through each other. There’s still improvements to make in cutscene overlap that we’re working on.
  • In Fire and Moonlight, some trigger areas for cutscenes have been moved to prevent overlap.
  • In Bishop’s Bane, the Skycalf quest can now be triggered by Meness too.
  • In Bishop’s Bane, the Skycalf’s HP has been increased from 100 to 250. Keep him safe.
  • In Journey From Dausos, the AI is no longer allowed to take the resources around the shrine, allowing for easier basebuilding and defense.
  • In Journey From Dausos, the hero now has a base faith income.
  • In Journey From Dausos, the shrines will now spawn worshippers once the building stage of the mission begins.
  • Journey From Dausos hard difficulty has been lowered.




In the meanwhile, we are also working on additional features and content. For those who are waiting, info about the speed of campaign progress is coming tomorrow.

Content Update #9 Is Out Now! - Apuole Hillfort skirmish map

Content update #9 is now live!



This month’s update is here with a 7-player map with a PvE element: Apuole Hillfort.



At the top of the map is a neutral fortress that will raid the rest of the map. The first team to grant the fortress an amount of gold will become allies. Alternatively, the hillfort neutrals could be removed by force. This map lends itself well to various setups, such as a FFA match or 3v3s and 2v2s.




For those waiting for the campaign, we will have an announcement soon about the steps we’re taking to focus on that.

Along with the map there are a bunch of changes:

Features:

  • New skirmish map: Apuole, a 7-player map with a neutral raider hillfort in the north.
  • Walls now increase the range of units standing on them by 5.


Fixes:

  • Tooltips should now only appear when hovering over the icon, and not stick around at random.
  • In the Defense of Bartia challenge map, the victory check area has been decreased, this should help trigger victory better in case some enemy units got stuck somewhere far away.
  • Call for Crusade no longer spawns units at the shrine if the shrine is destroyed.
  • Stardaughter sweep should now scale with the correct stat (strength instead of power).


Balance:

  • Tech tree change for Bishop: the House of the Black Order no longer requires the divine skill, to make it possible to field Rogues earlier. The divine skill has been renamed Gunpowder, and now unlocks the gunpowder upgrades and unit (Cannon).
  • Lietuven’s Ward vision range reduced by 20.
  • Warrior attack speed is faster, from 2.2 to 2.
  • Warrior cost reduced by 10 food and 10 wealth.
  • Leshi base attack increased from 18 to 21.
  • Skybull health regen increased by 1.
  • Black Knight health regen increased by 1.
  • Black Knight grenade throw range decreased from 16 to 10. No more olympic level ball throwing.
  • Cherub health regen increased by 1.
  • Bleeding status effect interval set to every 1 second, rather than 2 seconds.
  • Bleeding status effect damage reduced from 20 to 15.
  • Skirmisher base attack increased by 2.
  • Skirmisher attack range increased by 1.
  • Marauder cost reduced by 10 wealth.
  • Blood Moon cost increased from 200 to 250.
  • Sunbringer’s Passage cost reduced from 80 to 50.
  • Ring of Namejs cost lowered from 400 to 300 wealth.
  • Multiple Herbalists can now heal the same target.
  • Time to upgrade Order faction resource buildings has been set to 50 seconds across the board.
  • Bishop Conversion skill cost reduced by 10 faith.
  • Bishop now starts the game with 2 militants and 1 rogue, instead of 3 militants.
  • Blunt damage vs buildings reduced from 150% to 120%.
  • Blunt damage vs shields increased from 100% to 130%.
  • Meness Hidden Blade ability damage increased by 100.
  • Footman hammer upgrade now locked behind the Blacksmith.
  • Monk’s Brew glyph now works on all factions.
  • Angel units no longer leave a soul to collect for a fraction of time before disappearing.
  • Selling Indulgences was exploitable, the conversion rate has been reduced from 1:1 faith/gold to 1:0.75 faith/gold.



If you encounter any issues in the game, please let us know. We’re checking all feedback channels regularly, and working on fixes alongside more content behind the scenes. An announcement about the patch cadence and speed of campaign development will be coming soon.

And as usual, if you’re looking for players to do some Co-op or PvP with, join our Discord: https://discord.gg/r2qBuBXfVc

Demo content changed, now contains campaign preview

A quick update to those who are trying out the demo.

We got many requests to make the campaign (and tutorial) available in the demo, so we swapped out some content. The demo will now showcase the first 2 missions of the campaign and a skirmish map with Saule the sun goddess being playable. Hopefully this will better represent the overall experience the game offers.

Please note that the demo contains 2 of the 5 current campaign missions, while there are a total of 15 missions planned for the 1.0 release. The campaign can be played solo or co-op.

Real-Time Strategy Fest, demo for Godsworn available!

Godsworn is participating in the Steam Real-Time Strategy Fest with a discount, but more importantly, we're bringing the demo back!

The demo will be up during the RTS sale and another upcoming themed sale. We'll see after that whether we keep the demo up or not, so check it out during the next few weeks if you want to be sure!


The demo contains 2 maps, one skirmish and one challenge map. The heroes available to play are from the 2 factions, Saule from the Baltics and archangel Michael from the Order. The full game has more heroes from the same factions, with the heroes adding significant gameplay changes to the faction, such as additional unique buildings, units, upgrades and hero skills.





Please note - the demo is considered a different application, and we make the multiplayer connection using Steam, therefore multiplayer is not possible between the demo and the full game. The players you see in the lobby of the demo are only demo players. So if you already have the game and want to play it with friends who don't yet, you should install the demo alongside the full game.


P.S. The demo contains a couple small fixes and changes that will be deployed to the main game very soon.

Hotfix #6 Is Out Now!

Hotfix #6 is now live.

We had hoped to release this much earlier, but it's here now! This hotfix addresses a bunch of issues that cropped up with the last update, and a couple other miscellaneous things.

Fixes:

  • Bishop achievements should now trigger correctly.
  • Fixed CPU leak when starting new matches within one play session. This should significantly improve performance on lower end machines.
  • Fixed a pathfinding issue where units would sometimes run in place when ordered to attack a single target.
  • Fixed Divine Sigils glyph missing text.
  • Fixed error in frontend that could sometimes cause multiplayer issues.
  • Team chat in Guardians of Treiden should now work.
  • Glyph shops are now usable by client players as well, not just the host.
  • Glyph shops should now correctly take the cost from the player.
  • Attempt at fixing the main menu UI elements appearing double. This issue appears at random so it’s hard to reproduce, so please let us know if it appears again.
  • Fixed custom lobby names missing. This was due to Steam Deck work in progress.
  • Fixed Horned Stride not working for Meness in RPG modes.
  • Fixed chantry attack radius which meant the units sometimes could not attack it. This building is present on Heilsberg and Treiden challenge maps.
  • Removed a potential issue causing interaction with the Vaiva structure in Bishop’s Bane mission.


Balance:

  • Tower damage now has the correct physical tag. Due to unit armor now reducing this damage type, the damage has been increased from 12 to 18. Will tweak these numbers as necessary.
  • Sticks and Bones now has the correct magical damage tag.
  • Increased cost of Solar Stardaughter in RPG modes.



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 #8 Is Out Now! - Guardians of Treiden challenge map and more.

Content update #8 is out now! In this update we have added not one, but two maps!



First off, the map that our Discord community voted for: Guardians of Treiden is a 1-6 player challenge map of the Guardians (RPG) type of map where you play using only your hero. This time, there are already 2 factions fighting between each other, and you must tip the scales in the favor of the one you choose to join. So gather some friends and either play together or against each other.





Balts and crusaders struggle over a land divided by a river. Choose a side and guide them to victory using only your hero. Raid areas off the paths to gain some wealth for use in the shop.

The map also comes with an achievement for completing it on Insane difficulty.




This time we decided to turn the challenge map into an additional 2v2 skirmish map called Treiden. Some players might recognize it as the old German name of Turaida. The map has a unique aspect where one of the players in the team is much more secluded and protected behind their teammate.



Large hills are separated by rivers with 2 crossings. The players surrounded by a river are much more secluded.



Various features and fixes have been added, with a bunch of them requested by the community:


Features:

  • New challenge map: Guardians of Treiden, a hero-only map where you push your chosen side to victory, together or against each other.
  • New skirmish map: Treiden, a 2v2 map where one player on each team is more protected.
  • New glyph: Divine sigils, increases base income by +4 faith.
  • New achievement: Guardian of Treiden, complete Guardians of Treiden on Insane difficulty.
  • GPU instancing optimization, hopefully resulting in better FPS.
  • First pass on Steam Deck implementation. We continue actively working on support for it and will let you all know when fully ready.


Fixes:

  • In RPG mode, Shadows and Black Knight units no longer have a summon limit of one.
  • Fixed that only the hosting player could buy from the shop.
  • Fixed that Raiders would sometimes get stuck when trying to attack.
  • When diplomatic state changes, it now correctly updates mouse highlighting.
  • Fixed flipped descriptions of assigned/not enough worshippers.
  • RPG mode Saule Flare ability rotation issues have been fixed.


Balance:

  • Avenging Angel description now correctly reflects her not having piercing and radiant damage.
  • Avenging Angel has gained reach and her magical attack has been changed to physical, to better reflect the spear visual.
  • Avenging Angel Retribution ability now has damage falloff.
  • Avenging Angel lifesteal increased to 50%.
  • Blue Pastures can now be dedicated by the Bishop.
  • Stardaughter health regen increased by 1.5 (both Lunar and Solar).
  • RPG mode Meness’ Hidden Blade ability cost reduction from 35 to 25 faith.
  • RPG mode Meness’ Horned Stride ability reduced cooldown and cost.
  • RPG mode Saule Flare ability damage has been increased from 65 to 95.



As usual, we continue to work on requests from the players. We’re also hard at work on the second act of the campaign.

To join the community, find some players for the new map, or give us some feedback, join the official Discord: https://discord.gg/r2qBuBXfVc