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Creo God Simulator News

BIGGEST UPDATE YET | Version 0.3 - Procedural Maps, Fixes, and More!

It has finally arrived!


Hello everyone! Firstly, I'd like to thank all of you for your patience as I was working on this update. As you can see from the following images, I've changed Creo's map to be 3D and have heights! This "simple" change required me to rewrite at least 40% of my total code, not to mention fix each 3D model to work with sloped mountain and hillsides, but it's completed! It only took about 3-4 months, but who's counting right? Right?



Anywho, the new version 0.3 update brings a variety of bug fixes and gameplay improvements, not to mention a few game balances, like increasing the amount of wood stored in trees and increasing the willpower output of your believers.



The Future


A few people have asked me regarding Creo's future, and regarding what I've got planned. Creo's still got a long road ahead, and seeing how it's just me, I too have got plenty to do regarding Creo. For the near future, you can expect the following additions to the game:

  • New technologies to research and buildings to unlock
  • Additional balancing changes for gameplay and resource management
  • More randomized events, such as raider camp spawning
  • More god powers, such as Combust, Convert, and Swamp


Creo's development is still underway, and I am excited to keep working on it. Personal-life-wise, these last few months have been very busy for me, and I'm almost done with an intensive software-development boot camp, and my son Max is doing well too! These things eat up much of my time, but I try to work on Creo whenever I can, so I appreciate your patience!

Please let me know in Creo's Discord server of any suggestions you may have, or of any bugs that need a-fixin'! Thanks everyone, now please, hop in the game and get building and smiting!

- Esteban Hernandez
Developer/Designer of Creo




List of Changes and Bug Fixes


CURRENT PROGRESS FOR V.0.3 (8/12/19)

-------------CHANGES ADDED --------

-MAJOR CHANGES-

- Removed roads from the game, replaced with altar-build system
- Modified all buildings models to work with 3D terrain
- Added ability to save map seeds, and game transition scenes
- Created Procedurally Generated Map
- Modified environment generation to work with new maps
- Added in ability to have Creo in different languages
- Changed Population System: Now there is a population cap that is grown by homes, and then travelers randomly arrive at times
- No more random spawning next to the house when placed

-MINOR CHANGES-

- Changed average wood stored in trees from 600-700 to 1200-1400 wood
- Changed zoom scroll direction
- Increased believer willpower production by 20%
- Add solar lens flare
- Tweaked lighting and shadow settings to work with the quality option
- Added new pine trees
- Improved occlusion culling for trees
- Added forest ambient sounds
- Balanced audio levels
- Improved settler caravan spawn collision detection

---------------BUG FIXES ----------------

- Fixed lightning to work with 3D map
- Fixed depth of field effect
- Fixed a bug where Raiders continued looking for victims when no settlers remain
- Fixed bug where building placement is not possible after selecting the main altar
- Fixed pause menu pages not transitioning properly
- Fixed UI bug where info screen displayed on building demolish

Huge Update in Progress | Still Alive

Hey Everyone!


Firstly, I'd like to let you all know that I am indeed still alive and kicking. Things in my professional life have gotten quite busy lately: my company, MKSM, has been working on a new commercial product, HubFront, which is a gamified loyalty program app for small businesses. We're very excited to be working on this new project, which could revolutionize the rewards industry in shopping.

HubFront's growth and investor interest has understandably used up a majority of my time, though I keep working on Creo whenever I find the time.

Creating a New World of Creo


So a bit ago, I decided to rework the world of Creo, since I believed that the old map, though flat and reliable, was boring. So I spend some time working on a new procedurally generated map, and ladies and gents, I present to you the new Creo!



Maps can now be much more customizable and different. In addition, I redid the water and lighting systems, to give Creo a much more polished look. These terrain changes have forced me to remake all of the building models in the game since they were all designed for a flat map. This has been what's been taking up my time for a while. Here's a look at the new houses...



Overall, work continues on Creo, though at a somewhat slower pace. As I said, I continue to work on the game and look forward to future developments. Let me know if you have any questions or suggestions. Happy smiting!

Version 0.2.1 Patch | Bug Crushing and More...

Hey everyone!

Here's a small update in which I fixed a variety of bugs and issues from our previous version. In addition, there have been some slight improvements to the overall gameplay experience.

I recognize that this patch is small, and that's mainly because most development work is being focused towards fulfilling a game development contract we took with a company named Legends of Learning being due soon. So I'm developing a short educational game for kids teaching rational numbers. I'm honestly pretty stressed that it really limits my ability to work on Creo, but sadly, I too must pay bills and feed my family, and this contract is helping my family keep the lights on.

Here's a look at the game, which will be called Kingdoms of Rashona



Fortunately, I think I'm getting into the flow of development, and I hope to be able to work on Creo some more in the coming weeks. Some things I'm currently developing are:

  • Creating a raider camp which will regularly spawn raiders
  • Adding in a few new techs and buildings
  • Adding in a few new disasters, such as a plague


I hope you all can understand that I'm very committed to this project, and will continue to provide quality content and updates. Thank you all so much for your patience and understanding—you all rock.

- Esteban


Here are the major changes in this update:

CURRENT PROGRESS FOR V.0.2.1 (4/30/19)

-------------CHANGES ADDED --------

-MAJOR CHANGES-

- Added new Trading Guild building, which generates gold and resources
- Added new "Merchant" job for settlers
- Added new Kitchen building, which generates food from wood
- Added new "Cook" job for settlers

-MINOR CHANGES-

- Added new pine trees
- Added chimney effect for some buildings
- Improved saving and loading systems backwards compatibility
- Changed ground texturing technique to improve performance

---------------BUG FIXES ----------

- Fixed Barrack being unlocked without purchasing tech first
- Fixed tech icons not properly displaying whether they are discovered
- Fixed certain values carrying over from a previous map when returning to menu and starting new game
- Fixed shops and markets not saving storage capacity properly
- Fixed Dev Mode unlock not saving

Version 0.2 | Tech Tree is Here!



Good evening God Game Fans! Esteban here, and I'm happy to say that version 0.2 of Creo God Simulator is now available, and your game should auto-update! With the new version, the tech tree is finally available, which means that you actually have to work to unlock new buildings!

This new tech system still needs a fair-share of balancing of tweaking, so I ask you all, please join our Discord server, and let me know your thoughts!
(Discord link here: https://discord.gg/cgtaxmq

As you can see, I'm still hard at work adding in the rest of the technologies and buildings, but it seems to be taking longer than I thought to integrate all of the new systems. I also think giving you access to the technologies early on will allow me to refine them over time. I will also try to add in a few new things soon, such as coding in the raiding parties and adding animals to the game.

Let me know what you think about the new update, either on here or on our Discord. And please, if you have any questions or suggestions, let me know!

Inspiration Update - 22 New Techs, 11 New Buildings



- Click Here for a video of the new UI in action -

Happy Sunday everyone! I just wanted to give you all a brief update on the progress of Creo's new tech/inspiration system. I managed to get the back-end code successfully created, so now all I need to do is simply add in the new technologies and respective buildings.

And this is where it gets interesting...

I didn't take into account just how large this new tech-tree system was going to be. To give you all some perspective, let me break down how long it takes to add a new technology with a respective new building:

  • 1 Hour - Creating new building's 3D model on Blender 3D
  • 15 Minutes - Creating new UI icon
  • 20 Minutes - Adding in new tech to the tech tree/hooking up the code to work
  • 40 Minutes - Hook up new building's code with save/load and other scripts
  • 15 Minutes - Playtest new building and new tech to remove major bugs

  • TOTAL - 2 Hours 30 Minutes


Keep in mind that this is just for one new technology and the corresponding new building. Some of the tech's do not have new buildings, but rather, entirely new systems or functions, such as adding buffs to your units or improving manufacturing rates.

I will try my best to get these new techs and buildings created, but I do ask for your patience while I am creating this new and exciting system. I'm confident that it will improve the gameplay of Creo, and that it will add much more addiction to the game.

Have any questions? Let me know in the comments or in our discussions—I'd love to talk!