Genre: Real Time Strategy (RTS), Role-playing (RPG), Strategy
Godsworn
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
Hotfix #5 Is Out Now!
Hotfix #5 is now live.
Some quick fixes for some issues. The biggest issue was some units disappearing after being resurrected, which should be fixed now.
Fixes:
Resurrected units should now not disappear randomly after casting the Revivify skill again.
Resurrected units should now be recognized as targets by AI players and neutral camps.
Catapults and Cannons no longer have souls for resurrection.
Chapel relics are not allowed to be picked twice anymore.
Various typos removed. More text improvements to come.
Updated tower call setting text to make it clearer what the setting does.
Golden Javelin was not supposed to give additional range, it has been removed.
Golden Javelin icon has been correctly set on the last slot in line with other basic attacks.
Please let us know if you encounter any more issues regarding the last updates.
Content Update #7 Is Out Now! - Castle Friedeburgh skirmish map
Content update #7 is now live!
This update adds a new 6-player skirmish map with a PvE castle in the middle, Friedeburgh.
A hostile castle on a hill overlooks the surrounding forests. Players need to destroy the castle or parts of it to reach each other. The first to do so will gain a reward.
The map comes with a new glyph that can be acquired by the first team to destroy the castle.
A whole bunch of feature and fix requests from the community have been implemented along with the new map.
Features:
New map: Friedeburgh, a 6-player map with a central PvE castle.
New glyph: King of the Hill, grants +2 food, +2 wood and +2 wealth to the base generation of the shrine.
Tower call alerts can now be toggled on/off by default in the gameplay settings.
Significant optimization to networked pathfinding. This should noticeably reduce network lag.
Summon Cherub skill now has 3 charges. This change is done to help Michael to feel more like a summoner and give him an early buff.
You can now double click buildings to select all of the same type that are visible on-screen (works the same way as on units).
Fixes:
Fixed the saving of hotkeys for cycling stances and repairing.
Chalice from the Chapel would cause the Bishop to have only 20 popcap on certain maps, but should work correctly now.
Made some of the overlap and shooting range of buildings render above terrain, instead of clip through it. Some old visual ones still clip, and will be adjusted in the future.
Removed square selection visuals around building selection circles, such as on Lietuven's Ward.
Bishop Conversion skill refunds the faith cost if cancelled or interrupted.
Banishment now correctly only slows the intended unit types. The unit types are now mythical, divine and dark.
Damage type comparison tooltip showed the wrong number when multiple damage sources overlapped, this has been fixed.
A bunch of spelling and text fixes. A full text check is still in the works.
Changing hotkeys of construction buttons now updates the visual hotkey display.
The Bishop can now move while casting Conversion.
Resurrected units under AI command will not stand still anymore.
Skybulls now have a death PFX and no longer leave a body. This was confusing for skills that require a soul, such as Resurrection.
Pearlgate of Heaven and Enthralling Hearts Temple will no longer spawn units if no housing is free. The buildings still take the cost, which will be fixed in a future patch.
Revivify no longer sets the health of nearby allies to 200.
Militia going back into the Stronghold no longer counts as a death for Call for Crusade to spawn Militants.
Converted units do not count as a death anymore for Call for Crusade to spawn Militants.
Units gifted to friends do not count as a death anymore for Call for Crusade to spawn Militants.
Selection size of Lietuven’s Ward has been increased to make it easier to select.
Stunning Lights cannot be interrupted by walking anymore.
Changing hero in the lobby no longer resets everyone’s glyphs.
Fire and Brimstone now goes on cooldown when manually cast.
Area effects, such as Fire and Brimstone, cannot be cooldown skipped when using separate selection group leaders.
Zealot now displays the casting range of the Fire and Bromstone ability.
Mason Guild upgrade now correctly sets the health of the shrine.
The PFX of the Stardaughters collecting souls should now appear again.
Improved hiding of PFX in the fog of war.
New defense logic for Strongholds. Will continue to be tweaked.
The tower call should now match the size of the outer circle more closely.
Visualized the overlap circle a slightly different hue from the shoot circle.
Worker count inside of building UI now updates correctly when worshippers die.
AI no longer targets itself and friendlies with friendly-fire abilities such as Solar Fury or Cleansing Flame.
Blaze and Heat were 2 names for the same ability of Pukis, it has been unified to Blaze.
Blaze will now scale with the power of Pukis.
Fixed description of Blaze.
Dedication icon will not linger above a building when it’s destroyed.
You can no longer print wealth by cancelling the queue on a building with Dedication on it. The economy is saved.
Teleportation now correctly interrupts the task a unit had.
Adjusted Torch ability text to say constructed instead of building.
Eagle Cherub has been adjusted to have the same amount of magic resistance as the other cherubs.
AI players now correctly check for prerequisites on buildings and units, instead of just ignoring them and doing it anyway.
Sacred Barrier description now correctly indicates it applies to Avenging Angels.
The attack of Usinsh now shows the damage amount.
Black Knights no longer get the Heraldry upgrade.
Meness AI has stopped using Shadows for no reason.
Bulwark of the Builder now applies to Strongholds.
Burning tooltip updated to reflect 7 damage.
Order shrine tier upgrades now indicate that they are tier upgrades in the name.
Pearlgate of Heaven upgrades now correctly appear in the lobby inspector.
Pearlgate of Heaven now has damage and destruction PFX added.
Baltic announcer will no longer say insufficient food when meaning faith.
Moved cannon attack to Q key location, to be in line with other artillery units.
Glyph description now correctly says that only heroes can pick it up.
The fourth defense type on a unit now displays the tooltip correctly.
When a match is finished, the host should no longer get a warning about closing the game.
The Naave Spigana attack now shows the correct icon.
Neutral camp color has been made darker to better differentiate from the white color a player can pick.
Lietuven’s Ward and Fern Flower no longer show their creation time, only cooldown time, to make it clearer.
Militia damage type has been fixed due to a wrong link, and consequently the damage is lowered by 3.
Made health of glyphs really high to avoid them being destroyed by accident.
Balance:
Dominion cost increased from 75 to 100 faith.
Dominion cooldown increased from 15 to 60 seconds.
The placed staff of Dominion has had its armor reduced from 8 to 2.
Banishment cost lowered from 180 to 120 faith.
Banishment damage increased from 125 to 150.
Latgale skirmish map has had its orange berries in the middle replaced with red ones.
Tithe of the Condemned wealth conversion increased from 20% to 25%.
Skybull is no longer considered mythical, a thematic change to reflect the divine nature of the bull. All hail the sky cow.
Bishop’s Smite ability now attaches to the unit instead of staying on the ground.
Black Knight is now additionally considered human and dark, but not mythical anymore.
Chain of Condemnation now costs 25 faith instead of 0.
Pearlgate of Heaven angel spawn rate shortened from 210 to 60 seconds.
Conversion cooldown lowered from 75 to 60 seconds.
Cannon housing cost increased from 2 to 3. The cannons enjoy the additional comfort of a larger living space.
Consecrate cost lowered from 75 to 60 faith.
The gain of Bakeries per worked farm has been reduced from 3 to 2.
Base Attraction skill now does 10 damage to make sure the enemy gets a notification of the attack.
Marksman XP lowered from 12 to 9 to bring it in line with other archers.
Baltic shrine XP reduced from 100 to 25, to be in line with the Order shrine.
Spigana base attack increased by 1.
Warrior base armor increased from 4 to 5.
Warrior only gains the metal defense type on the upgrade, and the upgrade grants 1 more armor.
Raider cost reduced by 20 food.
Rebuke cooldown reduced from 240 to 150 seconds.
Conversion radius increased from 14 to 16.
Warcamp XP lowered from 10 to 5.
Dedication cost increased from 100 to 150 faith.
Bishop Saint ability now additionally gives him +2 magic resistance, +2 armor and +100 health. The speed gain of this upgrade has been lowered to 7, to reduce him running into enemy lines.
Bishop Saint ability aura now gives +2 magic resistance instead of health.
Stardaughter Sweep is now physical instead of magical.
Black Knight XP value has been set to 35.
Knight cost reduced from 300 to 250 wealth.
Laima’s Luck upgrade of Tribesmen now requires a tier 2 shrine.
Golden Javelin replaces base Javelin instead of adding a new attack, and the damage has been adjusted to match.
Campaign:
In Siege of Lennewarden, Meness losing his shrine no longer loses you the game.
Fixed Saule having the wrong color in a dialogue in Journey from Dausos.
Fixed Saule’s dialogue in A Union Divided showing up as Gabija saying it.
Plenty more additions and fixes to come!
To join the community, find some players for the new map, or give us some feedback, join the official Discord: https://discord.gg/r2qBuBXfVc
About the next map patch
Very short update about the next map.
We wanted to be transparent about the map patch cadence. The roadmap states that there will be a map per month, which we've delivered thus far. But with the recently released Bishop patch, we realized that delivering a big update AND making a map is too much pressure on development. So going forward, map patches will be monthly except for when another type of content update happens instead.
That said, the next map is already in testing. It's a skirmish map with a PvE element in the middle. To find out how to check it out early and give us some feedback, join our Discord community: https://discord.gg/r2qBuBXfVc