Release date announcement
Hi all,
We have some exciting news to share with you today: the release date for Gods Agains Machines has been set! We are looking forward to you checking out the game.
[h2]Release date[/h2]
Worldwide release date: 23th February 2024
For specific times check out this short list:
[h2]Major demo update[/h2]
In preparation for the Steam Next Fest starting this Monday, October 9th, we have prepared a major update to the demo. This update adds tons of new features, spells and even allows you to play as Nadea, the water goddess and progress in the campaign a bit further than previously possible! Check out the full list of all major changes bellow:
[h3]Core[/h3]
[h3]Progression[/h3]
[h3]Spells & Blessings[/h3]
[h3]UI[/h3]
[h2]Conclusion[/h2]
We hope you like the changes we made and would love to hear your feedback! Let us know what you think in the comments or on our forums, and be sure to report any issues you encounter so we can fix them before our launch in less than 6 weeks!
Thank you very much,
Peter from Silver Eye Studios
We have some exciting news to share with you today: the release date for Gods Agains Machines has been set! We are looking forward to you checking out the game.
[h2]Release date[/h2]
Worldwide release date: 23th February 2024
For specific times check out this short list:
- Europe: 10am Central European Time
- US: 1am Pacific, 4am Eastern
- Asia: 5m Tokyo Time
[h2]Major demo update[/h2]
In preparation for the Steam Next Fest starting this Monday, October 9th, we have prepared a major update to the demo. This update adds tons of new features, spells and even allows you to play as Nadea, the water goddess and progress in the campaign a bit further than previously possible! Check out the full list of all major changes bellow:
[h3]Core[/h3]
- Greatly expandend meta progression with the Gaia Powers system (2 core powers available in the demo)
- Revised random events in the game - they are now tied to corruption and resource levels, thus making them more deterministic
- Random events are now much more powerful and can turn the tide of battle in either direction
- Many new events added - alien satellites, celestial focus etc.
- Added a few more tutorials and streamlined the existing ones
- Added several settings regarding Gaia's voice, camera shake intensity, health bars etc.
- New types of minions (golems, sheep, phoenix...) and machines (advanced tank, satellite, battlecruiser...)
- Rebalanced the difficulty of the regions at the beginning of the campaign to give players a bit more challenge (previously they were way too easy and thus boring)
- Changed Urus' core power (we completely removed the age aspect of buildings and minions, and instead let Urus summon more units when he casts certain types of spells)
[h3]Progression[/h3]
- Gaia powers meta progression - earn essences of life to upgrade the powers of Gaia. These carry over between playthroughs and can become extremely powerful when fully upgraded, thus allowing you to progress faster and further.
- Several spells are now locked to a specific god, further reinforcing each god's identity
- The progression of each god has been improved to make unlocking new spells more fun and rewarding (very powerful spells are now at the end of the progression path, such as the spell Eclipse)
[h3]Spells & Blessings[/h3]
- Over two dozen new spells, with about half available in the demo as well, some examples include: Shatter, Tornado, Builder's hammer, Clone Creature, Tree of life, Call spirit etc.
- Over twenty new blessings and curses, most of which are also available in the demo
- A lot of balance changes to most spells and blessings to make upgrades more impactful while keeping the game reasonably challenging
[h3]UI[/h3]
- Added completely new progression UI (both Gaia powers progression and also progression paths for each god)
- Improved spellbook to be able to handle both regular spells and also Gaia powers
- Added UI indicators in the main game view to better inform the player about special events or situations they need to pay attention to
- Reworked the way miracles are shown in the main game's UI
- Improved the way rewards are displayed and offered (mostly bugs related to too long descriptions or missing rewards)
[h2]Conclusion[/h2]
We hope you like the changes we made and would love to hear your feedback! Let us know what you think in the comments or on our forums, and be sure to report any issues you encounter so we can fix them before our launch in less than 6 weeks!
Thank you very much,
Peter from Silver Eye Studios