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The Whims of the Gods News

We're part of the Debut Festival 2025! 🎉



Dear strategic city-building fans!

Starting today (until August 11), The Whims of the Gods participates in the "Debut Festival" event organized by Gamedev.ist.

What's more, we're present in five different sections - UPCOMING, DEMOS, SIMULATION & MANAGEMENT, MULTIPLAYER, STRATEGY & TACTICAL. We hope you will find our game without any problem ;)

[h2]CHECK IT OUT![/h2]

In The Whims of the Gods, you will step into the shoes of ancient city pioneers, building and protecting a thriving metropolis. Team up with another player, manage your city’s needs, fortify its defenses, and fend off threats from deep within the volcano. Oh, and don’t forget about the whims of the gods - they are not exactly fans of your efforts.

Let us know in the comments if you’ve tried our demo and added the game to your wishlist. This the perfect occasion for it. Perhaps you'll have some feedback for us after playing the demo? If so, a discussion thread is already waiting for you!

https://store.steampowered.com/app/2960200/The_Whims_of_the_Gods_Demo/
And be sure to follow us on our social channels for more behind-the-scenes insights and updates on The Whims of the Gods. We have got lots of exciting stuff coming up!

Let's look at the backstage #5



Hello city-builders fans!

Game development isn’t child’s play. Our dev team’s journey is full of unexpected twists - bugs, missteps, hilarious (and sometimes terrifying) glitches, and constant trial and error. Today, we’d like to share a little story about how something as “simple” as building a bridge became one of the most surprisingly complex parts of our game. You’d think it’d be easy, right? Think again.

While working on this feature, one of the first bugs we encountered was triggered by the destruction of the bridge connecting the starting island to the calendar island. Sounds harmless enough, except that when it came time to clean up the leftover debris, the workers struggled to reach and collect the remaining resources. We managed to fix it, feeling pretty proud of ourselves. But as you might guess, that was just the beginning...


The next two bugs were just as entertaining (and frustrating). In the first case, workers would attempt to build a bridge by walking to the starting point indicated in the bridge’s blueprint. This meant that if you were placing a bridge from left to right (from a neighboring island to the starting island), it couldn't be completed because workers kept trying to reach the wrong side of the gap.

In the second case, after a bridge was demolished, workers could still magically walk across it, as if the bridge had never been gone. Sounds convenient? Maybe. But not for us.


And if that were all, maybe this post wouldn’t even exist. As time passed, we found that the bridge, which initially appeared harmless, ended up creating far more problems for developers than we expected.

Next issue: players were able to place other buildings right on the path leading to the bridge. This led to workers getting completely stuck while trying to navigate, blocking themselves in the process. Once we finally ironed that out, a new issue popped up - this time involving animals. Animals that walked onto the bridge couldn’t get off. They just froze at the very end of it, seemingly forever.


Let’s not forget about the road system either. Initially, we wanted bridges to support roads, since roads give islanders a speed boost. But once we enabled this feature, things got messy. Workers assigned to build roads on the bridge would often get stuck and never come down. Their navigation broke completely, and the two systems (bridges and roads) started clashing. Eventually, we decided to merge the systems so that every bridge now has a built-in road component by default. One less thing to break. Hopefully.

And yes, among all the chaos, there was still room for some funny glitches. In certain areas of the map, players could place bridges through existing objects like rocks. Not very realistic, but hey! At least it looked cool 🙂


We’d love to end this post on that amusing note, but thanks to your ongoing support and constant feedback, we’re still uncovering new quirks and odd behaviors. The bridge may be a vital part of The Whims of The Gods, but it’s also one of the reasons we’ve been losing sleep at night.

Let us know with a like if you enjoy these kinds of behind-the-scenes dev stories. We try to keep it honest (and humorous) as we share the daily ups and downs of making a game. Also, come hang out with us on Discord! You can chat directly with the dev team, or even jump into a match and play our demo - either in multiplayer or solo mode. We’d love to see you there!

Best,
PJ GAMES Team

https://store.steampowered.com/app/2960200/The_Whims_of_the_Gods_Demo/


We're not slowing down, we're improving the demo!



Hello city-builders fans!

We've just released an improved demo version based on your previous feedback so far! This update includes the changes detailed below, which we've been gradually implementing. Check out the changelog below and have the most fun with the updated demo of The Whims of the Gods!

Changes & Fixes âś…

  • A patch notes window has been added upon entering the game. If someone has already launched the game before and is returning, a note will appear on startup with information about what has changed since their last visit (if there was a patch).
  • If someone launches the game for the first time, a disclaimer is shown instead, and the patch notes are skipped.
  • The tutorial save system has been changed. If someone tries to load an older save where the tutorial was enabled, it will now be automatically skipped, allowing them to continue the game without the tutorial.
  • In the foraging camp tutorial, all slots except for the prickly pear have been locked.
  • Fixed the behavior of the checkbox for connected buildings on the geothermal plant widget.
  • Changed gatherer behavior - they now choose the nearest available resource among all selected types instead of collecting them sequentially according to the list.
  • A footstep icon is now displayed on the targeted resource, along with an animated footstep if it’s currently being gathered.
  • Disabled tab reset after exiting building placement mode.
  • After placing a building, placement mode continues, allowing the player to place additional buildings of the same type (only works if the player is not currently in a tutorial task involving building placement, and the building is not unique).
  • All exclamation marks in the build menu are disabled while in the building selection tutorial.
  • Disabled the bouncing animation of notification icons above buildings.
  • We added the ability to continue playing after completing the demo tasks
  • Fixed the strange jumping behavior of notification icons when hovering over a building while its name was also displayed.

OK then, but... where is the demo? Well, we hope that you installed it before, but if not, we're curious about your opinion, so play it (or update it!), have fun, and give us some more feedback here .


https://store.steampowered.com/app/2960200/The_Whims_of_the_Gods_Demo/

HUGE Thanks from Crytivo and PJ GAMES! 🎉

[p]

Dear city-builder & co-op games community!

We want to thank you very much for supporting us with your presence during the just-ended Steam Next Fest. For downloading and checking out the The Whims of the Gods demo, being active on Discord, sharing feedback with us, leaving reviews, and comments. Your involvement really matters!

Thanks to your ideas and suggestions, we have implemented one major upgrade to the demo version (you can find the full list of changes here ), as well as implemented a smaller patch that fixes minor things. However, we have no plans to rest on our laurels; this is just the beginning of our joint adventure. The demo will continue to be available and further improved - now and then, we will upload a new build so that you can check the updates and test them again!

[dynamiclink][/dynamiclink]

We appreciate your presence. You're the source of our energy, motivation, and, most importantly, the valuable insights that help us continuously improve The Whims of the Gods.

Thank you! Our Mesoamerican adventure just wouldn’t be the same without you.

---
Best,
PJ GAMES Team[/p]

We are not sleeping! We are improving!

[p][/p][p]Dear city-builder & co-op games community![/p][p]We’ve prepared a small update for our game demo! It’s just a minor patch, but it fixes some important issues you’ve reported – thanks a lot for all the feedback![/p][p][/p][p]Changes & Fixes ✅[/p][p][/p]
  • [p]Fixed the progress bar in the research station after loading a save.[/p]
  • [p]The timer in the research station now correctly counts time when discovering new tech.[/p]
  • [p]Fixed an issue where, after opening the settings window multiple times, UI elements started overlapping.[/p]
  • [p]Improved canceling range movement on builds in the shipping version.[/p]
  • [p]Changed the map name shown in Steam Rich Presence from “Test_wojtek_2” to the correct one.[/p]
  • [p]The timer in the totem now correctly counts time during rituals.[/p]
  • [p]Prevented moving people into buildings that already hit their population cap — before, there was no limit, and players could cause overpopulation (e.g., stuffing everyone into one hut). Also fixed ritual breakage caused by overpopulation during the ritual.[/p]
  • [p]You can no longer select an overcrowded hut in the totem — and if a building is overcrowded, the population number will now display in red.[/p]
  • [p]Fixed the priest’s animation and staff position in the totem.[/p]
  • [p]Disabled switching to the test map.[/p]
  • [p]Changed the keys for increasing and decreasing the custom range in buildings.[/p]
  • [p]Fixed occasional floating objects above workers after they were dismissed.[/p]
[p][/p][p]Let us know if you spot anything else! Thanks again for playing the demo and for all the support you've shown us. Oh, and don’t forget to give the updated demo another try![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]---[/p][p]Best,[/p][p]PJ GAMES Team[/p]