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The Whims of the Gods News

💘 Valentine Update & Sale 💘

💌 Summary 💌

Love is in the air ❤️ So here we come to you with a new update and a loveeeelyyy deal :)
Let's start with the deal and then move on to the content of the update
https://store.steampowered.com/bundle/50461/Valentines_Week_Time_Limited_Feb_1421/
Two Games, My Memory of Us, and Tarnished Blood FOR ONE PRICE! But make haste! Bundle remains active ONLY UNTIL FEB 20TH

Perfect for:
✅ Players who crave emotional depth AND strategic challenges.
✅ Gift-seekers tired of cliché chocolates & teddy bears.
✅ Anyone who believes love stories can be…epic.

💞 Why Grab This Bundle?
My Memory of Us – A tear-jerking tale of war, friendship, and impossible choices.
Tarnished Blood – Tactical battles where every move decides life or death.
Two worlds, one price – The ultimate duo for a cozy gaming night!
⏳ Don’t wait! Steam won’t rewind time like your game saves…

🔎 Update Log 🔎

[h3]Added:[/h3]
📌Steam Activities Integration
📌New Valentine's item with a low possibility of dropping from any boss
📌New achievement connected to the new item
📌New Main Menu music
📌Training Doll (tbh - we already added it in the previous version but we forgot to tell you about it D: )


[h3]Fixed:[/h3]
📌Fixed colors of the first and second characters in the party being incorrect after loading fights from the menu
📌Corrected camera target of bosses to reflect their center instead of feet
📌Meadow of Death event had D6 dice used for rolling instead of D10
📌Missing event name in Overcharged event
📌Missing word in Divine tribe description
📌Fixed Gather Resource event in Divine and Royal tribe missing some outcome text
📌Shield/Hammer had wrong interactions with disabled enemy hitboxes causing fast bullets to ignore the "1 frame immunity" character has if blocking or swinging hammer in some specific situations
📌Galvera's bleeding/spit and Caretakers acidic spit had slightly bigger colliders after specific recalculations (very minor difference)
📌Fixed Arda's Starbow not having recoil if shooting while jumping through a platform
📌Minor Animation glitches while jumping through a platform
📌Fixed Starchild Sun's ability to change direction when spawning after a specific set of recalculations
📌Fixed how saves are formatted to avoid problems with different decimal separators across multiple countries

[h3]Coming soon:[/h3]
New Boss soon :)


📢 End Word 📢

Attention!!!! We are testing in-combat saving/loading but its very tricky to implement and we need your help in testing that thing. To do so, please go to our discord and get the "Bug Hunter" role
GET BUG HUNTER ROLE HERE

With sincere gratitude, yours truly,
~The Juggler Games Team

[h3] 🔴🟠🟡🟢🔵🎮 Our Games 🎮🔵🟢🟡🟠🔴[/h3]
https://store.steampowered.com/app/651500
https://store.steampowered.com/app/2642390

[h3] 🔴🟠🟡🟢🔵🤹🏻 Juggle with Us 🤹🏻🔵🟢🟡🟠🔴 [/h3]

Second public playtests are closed!



Our second public playtests of The Whims of the Gods have just finished. And telling the truth, the interest in our title has outstripped us!

More people than we expected signed up for the playtests, including content creators, potential publishers, and editorial staff of gaming portals, which we are very happy about. Not only because we received very detailed responses and commentary, but also because every one of our playtesters showed understanding, gave us constructive criticism, and was in touch with us.



These were exceptional ten days with you on our Discord channel. Thanks to you, we improved the game, fixed some of the glitches you found, and patched the build. What exactly? Well, here is a quick summary of the changes we've implemented so far after your feedback:

🛠️ fixed a bug with residents getting stuck when building a bridge
🛠️ fixes to correctly restoring quests after loading the game
🛠️ fixes to quests that fix bugs by completing them
🛠️ stacking notifications - repeats of the same notifications will appear as one
🛠️ fixed bug with building in places where shrines were previously - roads will not hang in the air and residents will have correct access to buildings built in such areas

Thank you for your time, folks! 🎮 ❤️

The second public playtests of The Whims of the Gods are LIVE!



Hello, fans of strategic city-builders!

We are pleased to announce that today open playtests of our game are starting again. Yes, this is our second public playtests!

➡️JOIN OUR DISCORD NOW AND BECOME ONE OF OUR PLAYTESTERS!

or

➡️VISIT OUR STEAM TAB, PRESS THE REQUEST ACCESS BUTTON, AND ALSO BECOME ONE OF THEM!

https://store.steampowered.com/app/2642390/The_Whims_of_the_Gods/

The Whims of the Gods is already polished, among other things, thanks to you! Enough that we can present our game to all interested people. If you are one of the folks who want to play and give us your feedback, or fill out the survey (after you play;) we will be obliged.

That is why we invite you to join our Discord community, where you will be able to leave feedback on the game we are creating. We will be grateful for any comments regarding UX/UI, graphics, gameplay, understanding of mechanics, crashes, or ideas for improvement. We will appreciate information about the smallest errors and your suggestions or questions will also be answered by the team responsible for creating the game.

But if you don't wanna join our Discord, you can share the feedback also via Steam discussions (however, please keep in mind that the appropriate playtest thread will appear there only after you activate your product key!).

We sincerely encourage you to participate, especially since the three most polished pieces of feedback will be appreciated with a small surprise prize 🎁 And just between you and us - we think you can guess what it might be ;)

So...

3... 2... 1...

The second public playtests of The Whims of the Gods are starting right now! 🎉

Let's look at the backstage #4



Hello, fans of strategic city-builders!

Today’s update is for all players eagerly awaiting the release of The Whims of the Gods! We’re diving into one of the most crucial gameplay mechanics—the Calendar System. This feature shapes the world of The Whims of the Gods, determining the challenges and surprises that await you throughout the game. This will also be the fourth and final part of our behind-the-scenes series, as our entire team is now fully focused on polishing the game to deliver the best possible experience before launch!

Today’s featured developers:

Błażej Brzykcy – responsible for implementing new features and gameplay systems
Mikołaj Trekner – our Environment Artist
Wojciech Lipiec – specializing in game design

Let’s hear what they have to say!

Błażej:

The Calendar in our game is more than just a simple time tracker. It’s a dynamic system that controls events, shaping the life of your settlement and its inhabitants. Some events will bring advantages—extra resources, unit buffs, or other beneficial effects. Others, however, will put your strategic thinking and management skills to the test. Plagues, natural disasters, or even volcanic eruptions can completely disrupt your plans.

One of the biggest challenges in implementing the Calendar system was ensuring that each event functions seamlessly, regardless of when it occurs. I had to make sure that all events are correctly recorded and can be restored even after a long time—something that’s crucial, especially in long-term scenarios. It was a demanding yet rewarding challenge that deepened my understanding of how complex dynamic event systems are in games.

Among the most interesting events I worked on, you’ll find:

  • Plague, which weakens your inhabitants
  • Mood Modifier, affecting the overall morale of your settlement
  • Consumption Shifts, forcing you to reorganize your food economy

Each event has unique effects and can push you to make tough decisions. Implementing them was incredibly fun—especially seeing how they impact the gameplay in unexpected ways!

Mikołaj:

The concept of the Calendar and how players interact with it evolved. You activate it using kinetic and thermal energy by placing the right buildings nearby. These structures power up devices that trigger activations essential for progressing in the game. We wanted players to instantly recognize the Calendar as an important gameplay element while ensuring it was visually appealing. That’s why it’s positioned at an elevated angle—to better catch the daylight and stand out in your settlement.

During modeling, an unexpected challenge emerged: visualizing how energy is transferred to the Calendar. We wanted to showcase the geometric and spatial aspects of the "cables" delivering energy, assigning distinct colors to the pathways, and creating a visually striking structure. We hope we succeeded!





Wojtek:

The Calendar in The Whims of the Gods isn’t just a gameplay mechanic — it’s also a key narrative element. The events it brings? They are nothing less than the whims of the gods themselves. This system is also a great example of iterative design in action.

At first, we designed events as simple buffs and debuffs. We didn’t want to make things unnecessarily difficult for players. When you first discover the Calendar, you’ll find positive effects waiting for you—such as increased population happiness or more efficient production chains.

We knew what we wanted to display on the Calendar’s rotating rings, but we struggled to find a clear way to present it. Our first concept included multiple rings, each representing a different aspect of gameplay—one for agriculture, another for social life, and so on. Each ring moved at a different pace, influenced by the player's actions. However, we soon realized that while this looked great on paper, it became overwhelming in practice. The system had to be simplified.





In the next iteration, we reduced it to two rings—one for positive events, the other for negative ones—spinning at the same speed. However, event readability was still an issue because the Calendar followed the game’s real-time flow. To fix this, we combined aspects of our previous designs, keeping two types of events on separate rings but making two major changes:

We flattened the Calendar into a single ring where each event appears as a tile, containing all necessary details without visually indicating its duration.

We separated game time from Calendar time. The center of the Calendar now works like a clock mechanism, and the ring rotates only after the internal system completes a full cycle. This means that the new whims of the gods aren’t dictated by in-game day/night cycles but by the gods themselves!

We can’t wait for you to experience the Calendar and see how it challenges your strategic skills!




Don't forget to JOIN OUR DISCORD to talk about The Whims of the Gods with the development team! All the people featured in this announcement are there (almost) every day!

Happy New Year 2025!



Dear amazing fans of city builders and co-op games!

On the occasion of the upcoming 2025:
  • thank you for your presence, liking our social media channels, feedback, support, and numerous private messages. The Whims of the Gods is being created for you, which inspires us every morning when we sit down at our computers

  • we wish you a lot of peace, love, health... blah, blah, blah... Okay, no kidding! In fact, we wish you awesome games, great experiences, victories in online co-op battles, keyboards that never break down, and patience. It will come in handy to last until the release of our game!

  • we wish ourselves perseverance, achieving our goals, releasing the most polished game possible, as few hotfixes as possible after the release, and positive reviews on Steam. And that we open champagne not only for the New Year but also after we let The Whims of the Gods go!

[h3]All the best for 2025!🎉[/h3]

PS: Don't forget about our two important communities — DISCORD and TIKTOK. Cool things are happening there, and we cordially invite you to join!