About the Game
GODSWORN is a fantasy real time strategy game set during the Baltic Crusades. Take control of a divine hero, gather worshippers, rally great armies of mortals and mythical creatures, and crush your enemies to prove you are worthy to lead these lands.

Divine Heroes and Abilities - Master the various divine heroes, each with their own set of abilities. Heroes gain unique units and buildings in addition to the ones from their faction, making each of them have a unique playstyle. Protect your followers and burn your enemies with the light of the sun as the goddess Saule, or strike under the cover of darkness as the moon god Meness. Or join the order and smite the heathens as the archangel Michael.

Build and Be Worshipped - Devoted followers will flock to your shrine. Have them gather resources and build cities so you can raise great armies for battles to come. Protect them while they pray to grant you faith, a powerful resource used for mythical creatures and god powers.

Co-op Campaign - To unite the pagan tribes, take up arms on your own or with a friend in a campaign with optional co-op. The campaign follows the Baltic pagan struggle against the crusades. Can you bring unity to the feuding pagan gods before the armies of heaven arrive? Or will the land be torn asunder for your pride?
Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
Hotfix #10 is now live!
Fixing an unexpected campaign issue that appeared last update.
Campaign:
Fixed the cutscene not teleporting characters in Journey from Dausos, making the mission unplayable.
Misc:
Last small patch we sneaked in the April Fools unit, the tank, and then forgot to do patch notes. To use it, enable cheats and enter "cc_cavalry" in chat for some tank action.
[img src="{STEAM_CLAN_IMAGE}/42752264/80d37ce69210bf89ef6e5f7b2c5ae28963738178.png"]
Let us know if you encounter any more issues! We read all the messages on forums and discord, and do our best to work through those reports as best we can. Anything critical like this will get addressed immediately as long as we hear about it!
We've had a bit of an eventful month, but we continue getting on with the work!
Most importantly, we are deploying a fix for the crash that seems to have sneaked in last update. We added proper visuals for the resources workers carry, gave Indraja a new unique ability, added a range preview for self-cast abilities, and a whole lot more.
The full list of changes:
Features:
Abilities that have a range around character now preview the range when the icon is hovered over.
Indraja now has a unique ability, Lightning Bolt, instead of Hidden Blade, which was a Meness copy.
Rally points on units are now visualized with a glow to make a distinction from ground rally points.
New bandit camp sets have been added, with order units and order camp visuals.
Converted Tribe glyph building now has a unique Order themed upgrade for the Tribesman.
Indraja can now have Bangputis’s Scarf glyph.
Repair speed of workers now takes into account the total health and is no longer a flat number. This should speed up repairs on buildings such as walls.
When spawning, worshippers will no longer search for repairs to do.
Repair search area decreased by 10.
Added custom visuals for worker-carried resources such as deer, ore and wood.
Campaign:
Journey From Dausos should be slightly easier, primarily on lower difficulties. Some knights were removed because those units were buffed in previous patches.
In A Union Divided, the trebuchets should not start shooting early anymore. This happened because they were added to the enemy AI commander logic.
In A Union Divided, allied AI should now be stronger with some additional resources and buildings.
In A Union Divided, the enemy AI should focus more on human players, preventing the allied AI from dying and losing you the mission.
In Siege of Lennewarden, made the trebuchet quest tent indestructible to prevent the quest from being destroyed by enemy waves.
In Founding of Ryga, the AI allied Bishop should now make walls just like AI allied George does.
Fixes:
Fixed game freeze/crash due to worker repair. This was especially noticeable in the Founding of Ryga campaign mission.
Fixed performance leaks in the push system.
On the Blue Pastures skirmish map, the defending spirits do not fade anymore.
Fixed one of the challenge maps getting stuck in the loading screen.
Woodcutter workers now check if their walking path will be too long to avoid walking somewhere dangerous.
Fixed Cockatrice unit using the Pukis damage. The damage is now a lot higher.
Fixed the mismatch between the visual and targeting area of Golden Embrace.
Fixed Saint aura having wrong text linked.
Fixed the mismatch between tower search range and attack range.
Fixed unmounted Squires missing the shield tag.
Fixed the Sergeant glyph free unit spawning too early before the building is finished.
Fixed Mason Guild upgrade adding additional housing before construction is complete.
Fixed transferring unbuilt houses to allies removing the pop cap the house would have given you, providing a way for the pop cap to be in the minus.
Fixed units not changing targeting after the target was converted.
Naave Spigana no longer applies death-touched to buildings.
Woodcutter PFX should be better aligned and spawn from the tree.
Gave more leeway to resource dropoff, fixing workers sometimes getting stuck on delivery. This is a visual fix only, workers gather rate was unaffected as long as they were assigned.
Fixed worshippers not grabbing the right tools when several were assigned to the same building.
Fixed hunter workers shooting the building instead of deer.
Hunter worker arrows now attach to deer instead of the ground.
Fixed Dominion skill flag being unselectable.
Fixed a desync when the client would release a tower garrison.
Sloth cheat now builds very quickly instead of instant to prevent some issues.
Ripple ability can no longer be cast outside of its range.
AI Improvements:
Indraja AI will actually build houses now. This caused the AI to feel very incompetent to play against. She still has some way to go, but this should be a start.
Indraja AI will build fewer Healing Springs.
Balance:
Lightning vs winged damage decreased from 150% to 120%.
Lightning vs metal damage decreased from 200% to 140%.
Fire Whirlwind damage decreased from 35 to 25.
Flame Shard damage increased from 30 to 34.
Flame Shard cooldown increased by 1 second.
Glacier damage decreased from 30 to 25.
Ice Shard damage decreased from 38 to 30.
Horn of Guidance cost changed from 250 faith to 150 wealth.
Squire food cost increased from 160 to 190.
Stable wood cost increased from 150 to 200.
Paladins gain shield minded, preventing them from being charmed.
Max level for Veterans buff is now 3.
Recognized and veteran units no longer regain full health on level up, only a flat 100.
Cockatrice damage increased from 66 to 77.
Cockatrice Leap ability changed from bite to piercing damage.
Ripple loses the stun. The stun has been moved to the new Lightning Bolt ability.
George’s Legendary aura range now matches the visual.
Leshy’s attack speed decreased from 2.25 to 4.1, while damage increased by 18.
Warrior food cost reduced by 10.
Speed reduction for Frost and Fire Laumes, leaving the Wind Laumes to be the fastest.
Marauder health increased from 240 to 250.
Throwing Axes decreased from 250 to 200 gold.
Stunning Blow decreased from 250 to 225 gold.
Laume housing cost increased from 1 to to 2, to bring them in line with other mythicals.
Lunar Stardaughter magic resistance reduced from 10 to 8 and armor increased from 3 to 4.
Cannon production time reduced from 90 to 75.
Rogue gold cost decreased from 80 to 70.
House of the Black Order wood cost decreased from 300 to 150.
Shimmer teleport can now be cast in the fog of war.
Water Spirits now have 3 charges, but spawn single spirits. Cost is now 35 instead of 100 faith.
Water Spirit damage decreased from 60 to 50.
Fire Laume attacks are now considered projectiles.
Heavy Thrower upgrade attack damage decreased from 35 to 28, but loses projectile damage type to be in line with the base attack.
Skirmisher health increased by 20.
Squire attack speed reduced.
Ranger food cost decreased from 105 to 90 and wood cost decreased from 85 to 75.
Skirmisher food cost decreased from 70 to 65 and wood cost decreased from 115 to 100.
Icy Rain now requires vision to cast.
Tracker base damage lowered to 17, Keythong Spikes upgrade remains at 22 damage.
Known issues:
The counter for how many workers are repairing is not showing the right number most of the time.
The workers are way too intent on repairing things no matter what orders you give them.
Indraja AI sometimes walks towards opponent's base and lets herself die. She also doesn't fully know how to use some of her abilities.
Let us know if you encounter any more issues. In the meantime, we keep working on Act 3 campaign missions, remaining heroes, units, buildings and everything else. We cannot wait for you to see all the cool stuff we have cooking. For now, we can show you a couple mysterious story-spoiler-free teases.
(WORK IN PROGRESS / NOT IN-GAME YET)
[img src="{STEAM_CLAN_IMAGE}/42752264/13fa69c0e8226a7389cd452c6ce7d492da19b2ea.jpg"](WORK IN PROGRESS / NOT IN-GAME YET)
[img src="{STEAM_CLAN_IMAGE}/42752264/80a4648ccd2dea6b4d331455c820384ecea696be.jpg"]
To get more sneak peeks of upcoming content, or find some friends for multiplayer, join the official Discord: https://discord.gg/r2qBuBXfVc
Hotfix #8 is now live!
This hotfix addresses a bunch of issues that cropped up with the last update, and a couple other miscellaneous things. The main issues that have been fixed are: excessive screenshake on shrine destruction and crashes related to the worker assignment improvements from last patch.
Fixes:
Fixed a crash related to structure building logic. We think this was related to various crashes we saw reported, so hopefully it addresses several of them.
Fixed excessive screenshake on shrine destruction.
Fixed worshippers not being able to be reassigned sometimes.
Fixed George being unintentionally available to play in skirmish through a series of interface shenanigans. Worry not, the saint knight will arrive in skirmish in a future update, and you will see why he needed extra work for his last skills. :)
Fixed George being a tab in the glyph list, which might have caused some players to think he was meant to be playable already.
Fixed a bunch of glyphs showing the wrong places where to find them, and hid a glyph that is not yet findable anywhere.
Fixed knights and squires sometimes causing negative housing due to dismounting logic.
Fixed some cloth simulations not being active or clipping with the model: Meness, Indraja, Squire horse, two handed axe warrior and Vakarine on horse.
Campaign:
The starting scene for Founding of Ryga was inversed in difficulty. It should now be easier on easy.
Let us know if you encounter any more issues! We read all the messages on forums and discord, and do our best to work through those reports as best we can.
Since the Act 2 update released, we took a week off to recharge, and returned to working on fixes and updates. This patch comes with a few features that we had on the roadmap, namely - a glyph list, screenshake for abilities and rally on unit.
We also heard the many requests to not have the heroes be locked behind campaign missions. We did not realize that this would be such a pain point for players who enjoy skirmish but who do not want to play campaign, so we have opted to remove the lock on Vakarine and Indraja. As Indraja was derived from campaign, her being a little weird made sense, but now as a hero available for first-time players, she needed to be a bit more polished, so we've made an overhaul to her lineup.
The couple of missing achievement triggers have been fixed, so if you were waiting for those, you should now be able to complete the list!
Here are all the changes in this patch:
Features:
Vakarine and Indraja do not need to be unlocked in campaign to be played in Custom games.
There is now a list for glyphs that shows where you can find them and which heroes have access to which ones. You can access the list by clicking the round game logo button in Skirmish.
Screenshake for abilities to add visual impact. It can be disabled in the options menu if needed.
You can now rally a building's unit production to a unit, such as your hero.
Worshippers that finished repairing a building will now look for additional repairs nearby.
Riders with Grace ability will not leave a dead rider on the ground, only the horse. This is to avoid duplicating the rider by reviving the dead horse. Additionally, a riderless horse can be brought to the stable to get a new rider.
Indraja's Celestial Hold now has a new upgrade for Indraja: Sage Visions, which allows her to get the vision of all units and buildings on the map (requires Enchanted Waters).
Added a new upgrade, Kovas' Raid for Mercenary. When Mercenaries hit enemies, they will drop wealth on death.
Spirit units now slowly decay over time (they stay at 1 HP).
Vakarine gains an upgrade that removes spirit decay.
Indraja will now have Wolf Warriors and Werewolves locked behind Moon Daughter divine skill. Picking this skill will spawn both of the units at the shrine, giving her an option for easier camp clearing in the beginning.
Indraja can now build Rangers from the Silver Temple.
Unique Indraja Ranger upgrade that grants lightning damage, Teliavelis' Sparks, including custom visuals.
Pukis has been replaced by Werewolves in the Witch Cabin for Indraja, as her Wet modifier was making the Pukises kind of useless.
Junda's Bravery mercenary rush animation improved.
When George gets his Ascalon skill, his lance visual will upgrade.
Campaign:
Eclipse should be now easier on all difficulties except Insane.
Increased temporary defense Saule and Vakarine get at the start of Eclipse.
In Eclipse, Solar Stardaughters will no longer start with all upgrades, to stop them from dashing into enemies behind a blocker and be unable to follow you.
Fixed the mercenaries sometimes not joining you in Eclipse if some wolves baited them to run off.
In Eclipse, the Chapel now has a popup with the gold amount you receive.
Fixed Latgalian tribe not counting for the By the Sword achievement in Sword Brothers.
Berry bushes in Founding of Ryga have been put further apart so the allied AI does not claim both.
Mother's Trust achievement in Winter Solstice has been fixed.
Winter Solstice Shroud objectives will no longer update after victory.
Farmstead available for Saule to build in Winter Solstice.
Affixed will no longer double stack for Vaivora, Zesdra and Selija in Winter Solstice, causing them to become invisible through a series of unfortunate code triggers.
Fixes:
Miscellaneous text fixes, mostly for glyphs.
Raiders will no longer throw all their nets on the same target.
Added missing sound effects for Icy Rain.
Several visual Indraja fixes and improvements.
Fixed Meness' leg rotating weird in the idle animation.
Squires have been informed that their horses are not welcome atop defensive walls.
Indraja's arrows vanish quicker on hit and attach.
Lunar Stardaughter blade throw should now take into account height better (and not miss because of it).
Multiple victories can no longer be triggered at the same time.
Pack tactics should apply to the "caster" of it as well.
Silver Tower, Silver Temple and Healing Spring should now return the correct amount when demolished.
Buildings should now show the correct units and upgrades during construction.
Teleportation now properly updates the unit location so that it can be properly targeted. This sometimes caused a unit to not be targeted automatically, due to an optimization in targeting.
Converted Tribe glyph now works correctly on Michael.
Fixed workers sometimes getting stuck on the corners of Forester, Gather Hut and Jeweler.
Healing Spring targeting range is now the same as its healing range.
Squire supply buff no longer applies twice.
Knights should no longer snap inside the ground at the end of their charge when charging on a hill.
Fixed the tooltip for the Sky Cow glyph, it should have been +2 instead of +1.
Ragana's Trinket glyph available for Indraja.
Divine Sigils glyph available for Indraja.
Haunting Lausk glyph available for Indraja.
Tribute glyph now only applies to Order as intended.
Added missing divine skill type descriptions (such as global or passive).
Reduced the XP value of horses to be less then their riders. It happened because the riders had formed a bond and valued their horses higher than their own lives.
Wet spell modifiers do not apply to buildings anymore. The splashes just did not look big enough to wet an entire building. But also balance reasons.
When cycling unit selection with tab, targeting is now cancelled. This is to stop heroes from casting from any unit in their army.
AI Improvements:
Fixed Indraja missing her camp clearing behavior in skirmish. This caused her to not clear any camps, and therefore have very little resources.
Sometimes the AI would target a player that was not there and would sit at base with its units, such as in Heilsberg. This should work better now.
AI should now respect the god-power blocking of the Wonderbird.
Basic AI skill logic added for Rejuvenate ability.
Sleep is more likely to be cast by AI players.
AI sparing logic fixed, they will now focus on getting to Tier 2 more often.
AI will now consider building an additional Warcamp or Barracks.
Saule and Vakarine have unique AI profiles now, which means they will act slightly different from the other AI heroes in skirmish - less raiding, more big attacks, will try to help allies more.
AI will no longer target buildings with Dream Refuge, Starlight, Attraction, Banishment, Revivify, Strife, Icy Rain and Sleep.
Balance:
Solar Stardaughter will now have Flight as the upgrade and Sweep as the base skill.
Minimum hero respawn time of 5 seconds (prevents invisibility issues).
Fire Laume damage lowered from 33 to 30 and range from 16 to 14.
Cold deals +20% against Wet.
Cold Laumes no longer apply Wet.
Indraja's Healing Spring is no longer locked behind a divine skill.
Dausos Tower +100 wood cost.
Dausos Tower construction time from 75 to 90.
XP value of Dausos tower 15 to 20.
Cold Laume Ice Shard attack from 4 to 3.2 cooldown.
Indraja's Frigid Flight from 24 to 35 damage.
Junda's Bravery twice as fast and +4 in distance.
Enchanted Waters cost from 50 to 20.
Starlight damage from 40 to 30.
Hidden Blade setup time from 1.5 to 6.
Hidden Blade health reduced to 50.
Hidden Blade shooting time delay is now 1 second, giving time to potentially kill it.
Hidden Blade now has 0 armor and 0 magic resistance.
Round Tower magic resistance same as a normal tower now.
Foot Paladin now has same regen as the mounted version.
Foot Paladin attack is now correctly physical type.
Other:
Added credits for recent voiceovers.
As usual, let us know if you encounter any more issues!
To join the community for some coop, team games or pvp, or get some sneak peeks of what content we're working on next, join the official Discord: https://discord.gg/r2qBuBXfVc
Hotfix #8 is now live!
We wanted to release this yesterday, but it appears the release exhaustion is getting to us. This hotfix addresses a bunch of issues that cropped up with the last update, and a couple other miscellaneous things.
Changes:
Indraja's base attack no longer has accuracy, it always hits.
Surge no longer makes enemies wet but does gain lighting damage type.
Ripple has its radius increased to match the visual better.
Ripple no longer multi-shoots at random.
Spirit skirmisher now has a spirit icon.
Added force move distance to AI companion in Eclipse so that it follows you properly.
Saule AI companion should now better defend the fortress in Eclipse.
Fixes:
Achievements for Indraja and Vakarine now works correctly.
Dialogue/ quest blocker fixed in Sword Brothers after encountering the cockatrice but not killing it.
Deicide achievement will no longer unlock after killing one of the enemy shrines, both are needed now.
Alka collision for workers slightly bigger so its easier to start building.
Descriptions fixed for Indraja and her skills.
Fixed pukis animation T-posing on creation.
Requirement of Vakarine in custom game had wrong mission name, fixed.
Enchanted Waters modifier should now correctly apply to units.
Night Ward does damage now.
Picking random hero in lobby no longer selects locked heroes.
Missing Indraja cutscene dialogue has been added.
Winter Solstice cinematic no longer unlocked from start.
Fixed dialogue/audio mismatch for Order straggler camps in Eclipse.
Enchanted Waters no longer highlights units.
4 extra seconds before victory triggers in mission Sword Brothers, in case the princess has more dialogue.
Balance:
Doubled cooldown of Hidden Blade.
In Eclipse it should now be a lot harder to raid the enemy bases by adding additional defenders.
Hidden Blade damage reduced from 300 to 220.
In Eclipse, Vakarine also has the protection mod for the beginning cutscene.
In Eclipse, added more time between waves in easier difficulties.
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, but for now we are taking the rest of the week off.
Act 2 update is out now!
Originally, this update was supposed to be quite a bit smaller, with only 1 hero. But we might have gotten a little carried off - with 3 campaign heroes, new units, 5 chunky campaign missions, 2 new skirmish maps and more. This also means that the total hero count planned for the 1.0 release has increased from 8 to 9.
Update content:
5 new campaign missions that continue the story, with 2 of the missions being Order faction.
2 new skirmish maps: Blue Pastures (4 player) and Sambia (6 player).
Saint George – A commander focused on cavalry troops. Currently only available in the campaign. He will become playable in custom games in a future update.
Vakarine – A powerful Baltic caster hero focused on mythical and spirit units. As a smaller scope hero that comes from campaign, she is unlocked in custom games after completing Mission 6: Eclipse.
Indraja – A Baltic archer hero with powerful abilities. As a smaller scope hero that comes from campaign, she is unlocked in custom games after completing Mission 10: Lone Star.
New units in hero rosters: Laumes, harpy-like casters with hero-specific elemental affinities. Kriwes, wise pagan priest casters great at banishing enemy heroes. Paladins, elite knights blessed by Heaven. Squires, mounted archers that can buff other units. Longbowmen, mercenary elite archers. The Wonderbird, a creature of legend that can heal injuries and prevent further conflict. The long awaited cockatrice, a very large monstrous unit, And more!
Hero animation updates: select heroes have received an animation upgrade. That's right, slow and floaty Michael is no more. Heroes now also have an introduction animation when selected in the lobby.
Features:
New Steam achievements.
New defense type: wet. Receives 200% lightning damage and 50% fire damage.
Non-hosts can now pick their own starting locations in skirmish lobby.
New charge system for knights.
Deer areas no longer block the build grid, making it easier to place a hunter building.
Catapults, cannons and other wheeled construction units will rotate when going up or down hills.
Extended color selection option in lobby.
Rangers now have arrows in their hands when shooting.
Fixes:
Overall FPS Increases, We keep looking for more things to optimize every update.
Potential fix to memory leak caused by projectiles. We monitor for more sources of leaks.
Minimap icon sorting should now render resources on top of units for better readability.
"Take this" text in ping wheel fixed.
Improved building collision with elevation.
Removed duplicate Blue Pastures in Gaurdians of Treiden.
Meness' blades no longer visible through fog of war.
Refund/cooldown should now reset when halting an ability mid-cast.
Charm can no longer be interrupted.
When targets die, the attacking unit no longer has its hit targeting spells cancelled.
Added missing physical damage type for Marksmen.
Destructible props now de-register correctly, which should fix some minor bugs and improve performance.
Golden Harvest glyph can no longer be applied to Ausrine, as she had no use for the glyph.
Fixed an issue where AI spells were not showing their visuals.
AoE spells can now hit destructible objects (props with hit points).
AoE spells with angles were offset in the wrong direction, fixed. Targeting should now feel a lot more accurate.
The building grid now gets updated later, to better match the pathing grid. This means you can't build outside of the walkable areas anymore.
Fixed some broken in-world text popups (tutorial messages).
Chosen player starting positions no longer reset on new player joining (and other actions).
Bear-Slayer can no longer be converted.
Double clicking a control group should no longer move the camera to dead units.
Finishing a match no longer opens the pause menu but rather the defeat or victory menu.
Camera pan is not frame dependent anymore, making it much smoother.
Top left XP bar should no longer flash.
The "eyes" of units are now at 3 meters high, instead of in their chest, for fog of war calculations. This should make approaching enemies on a hill less of a search for invisible units.
Hero randomization should now give you a new random hero when doing another match.
Projectiles will no longer rotate oddly when the target runs off.
Campaign:
Overlapping campaign dialogue prevention setup. While this should improve most cutscene triggers, if you find any cutscenes/events that refuse to trigger, please let us know.
Made it easier to click quests.
Bishop's Bane now has a fail condition. But we believe in you, so this should change nothing.
Mission 6: Eclipse.
Mission 7: Sword Brothers.
Mission 8: Founding of Ryga.
Mission 9: Winter Solstice.
Mission 10: Lone Star.
15 new glyphs to be found.
AI improvements:
Ausrine-specific AI profile for skirmish.
Ausrine will now focus on charming high health units.
Ausrine charm will now focus on stunned units.
Ausrine improved targeting behavior for Stunning Lights.
Ausrine will now use Falling Stars. I know you all love being targeted by Ausrine. :)
Ausrine will now Recognise her units.
Meness-specific AI profile for skirmish.
Meness will now convert low health units to wolves, but only when its a low xp unit.
Meness will now use Blade Dash.
AI will gift resources if it has a lot left over, in skirmish.
Balance:
Bear camps will also give 100 wealth.
Sunbringer's Passage -20 faith and +20 cooldown.
Meness' Sleep ability has been replaced with Hidden Blade. Vakarine has Sleep instead.
Rangers release their arrows slightly faster.
Unit production times increased across the board. This is to make less spammy deathball gameplay, and to encourage building multiple of the same building for faster production.
Steep reduction for Conversion cost, from to 90 to 30 faith.
Micheal has additional +100 hp.
Glyph rebalance:
5 glyph slots instead of 4 in custom games.
Medeina's Hunt grants additional + 1 yield.
Believers grants additional +50 hp.
Stronger Tribe grants additional +1 strength.
Giltine's Sickle now applies deathtouched.
Ruhnu Bear cooldown reduced to 60 seconds.
Summon Usinsh cost reduced to 320 faith.
Pillager now gets 4x, instead of 1x, wealth to xp.
Gabija's Fire Spirits cooldown has been doubled.
Jumis' Twins cooldown has been doubled.
Janis' Way grants additional +10 speed.
Sergeants are spawned on tower construction.
And to be quite fair, we probably missed a couple things! It's been quite a while since the last proper game update, so months of changes are in this one. This also means that some fixes might unexpectedly break some things, so please let us know if you find any issues. We always check the forums, our discord and other places for feedback.
To join the community for some coop, team games or pvp, or get some sneak peeks of what content we're working on next, join the official Discord: https://discord.gg/r2qBuBXfVc
Act 2 update is out now!
Originally, this update was supposed to be quite a bit smaller, with only 1 hero. But we might have gotten a little carried off - with 3 campaign heroes, new units, 5 chunky campaign missions, 2 new skirmish maps and more. This also means that the total hero count planned for the 1.0 release has increased from 8 to 9.
Update content:
5 new campaign missions that continue the story, with 2 of the missions being Order faction.
2 new skirmish maps: Blue Pastures (4 player) and Sambia (6 player).
Saint George – A commander focused on cavalry troops. Currently only available in the campaign. He will become playable in custom games in a future update.
Vakarine – A powerful Baltic caster hero focused on mythical and spirit units. As a smaller scope hero that comes from campaign, she is unlocked in custom games after completing Mission 6: Eclipse.
Indraja – A Baltic archer hero with powerful abilities. As a smaller scope hero that comes from campaign, she is unlocked in custom games after completing Mission 10: Lone Star.
New units in hero rosters: Laumes, harpy-like casters with hero-specific elemental affinities. Kriwes, wise pagan priest casters great at banishing enemy heroes. Paladins, elite knights blessed by Heaven. Squires, mounted archers that can buff other units. Longbowmen, mercenary elite archers. The Wonderbird, a creature of legend that can heal injuries and prevent further conflict. The long awaited cockatrice, a very large monstrous unit, And more!
Hero animation updates: select heroes have received an animation upgrade. That's right, slow and floaty Michael is no more. Heroes now also have an introduction animation when selected in the lobby.
Features:
New Steam achievements.
New defense type: wet. Receives 200% lightning damage and 50% fire damage.
Non-hosts can now pick their own starting locations in skirmish lobby.
New charge system for knights.
Deer areas no longer block the build grid, making it easier to place a hunter building.
Catapults, cannons and other wheeled construction units will rotate when going up or down hills.
Extended color selection option in lobby.
Rangers now have arrows in their hands when shooting.
Fixes:
Overall FPS Increases, We keep looking for more things to optimize every update.
Potential fix to memory leak caused by projectiles. We monitor for more sources of leaks.
Minimap icon sorting should now render resources on top of units for better readability.
"Take this" text in ping wheel fixed.
Improved building collision with elevation.
Removed duplicate Blue Pastures in Gaurdians of Treiden.
Meness' blades no longer visible through fog of war.
Refund/cooldown should now reset when halting an ability mid-cast.
Charm can no longer be interrupted.
When targets die, the attacking unit no longer has its hit targeting spells cancelled.
Added missing physical damage type for Marksmen.
Destructible props now de-register correctly, which should fix some minor bugs and improve performance.
Golden Harvest glyph can no longer be applied to Ausrine, as she had no use for the glyph.
Fixed an issue where AI spells were not showing their visuals.
AoE spells can now hit destructible objects (props with hit points).
AoE spells with angles were offset in the wrong direction, fixed. Targeting should now feel a lot more accurate.
The building grid now gets updated later, to better match the pathing grid. This means you can't build outside of the walkable areas anymore.
Fixed some broken in-world text popups (tutorial messages).
Chosen player starting positions no longer reset on new player joining (and other actions).
Bear-Slayer can no longer be converted.
Double clicking a control group should no longer move the camera to dead units.
Finishing a match no longer opens the pause menu but rather the defeat or victory menu.
Camera pan is not frame dependent anymore, making it much smoother.
Top left XP bar should no longer flash.
The "eyes" of units are now at 3 meters high, instead of in their chest, for fog of war calculations. This should make approaching enemies on a hill less of a search for invisible units.
Hero randomization should now give you a new random hero when doing another match.
Projectiles will no longer rotate oddly when the target runs off.
Campaign:
Overlapping campaign dialogue prevention setup. While this should improve most cutscene triggers, if you find any cutscenes/events that refuse to trigger, please let us know.
Made it easier to click quests.
Bishop's Bane now has a fail condition. But we believe in you, so this should change nothing.
Mission 6: Eclipse.
Mission 7: Sword Brothers.
Mission 8: Founding of Ryga.
Mission 9: Winter Solstice.
Mission 10: Lone Star.
15 new glyphs to be found.
AI improvements:
Ausrine-specific AI profile for skirmish.
Ausrine will now focus on charming high health units.
Ausrine charm will now focus on stunned units.
Ausrine improved targeting behavior for Stunning Lights.
Ausrine will now use Falling Stars. I know you all love being targeted by Ausrine. :)
Ausrine will now Recognise her units.
Meness-specific AI profile for skirmish.
Meness will now convert low health units to wolves, but only when its a low xp unit.
Meness will now use Blade Dash.
AI will gift resources if it has a lot left over, in skirmish.
Balance:
Bear camps will also give 100 wealth.
Sunbringer's Passage -20 faith and +20 cooldown.
Meness' Sleep ability has been replaced with Hidden Blade. Vakarine has Sleep instead.
Rangers release their arrows slightly faster.
Unit production times increased across the board. This is to make less spammy deathball gameplay, and to encourage building multiple of the same building for faster production.
Steep reduction for Conversion cost, from to 90 to 30 faith.
Micheal has additional +100 hp.
Glyph rebalance:
5 glyph slots instead of 4 in custom games.
Medeina's Hunt grants additional + 1 yield.
Believers grants additional +50 hp.
Stronger Tribe grants additional +1 strength.
Giltine's Sickle now applies deathtouched.
Ruhnu Bear cooldown reduced to 60 seconds.
Summon Usinsh cost reduced to 320 faith.
Pillager now gets 4x, instead of 1x, wealth to xp.
Gabija's Fire Spirits cooldown has been doubled.
Jumis' Twins cooldown has been doubled.
Janis' Way grants additional +10 speed.
Sergeants are spawned on tower construction.
And to be quite fair, we probably missed a couple things! It's been quite a while since the last proper game update, so months of changes are in this one. This also means that some fixes might unexpectedly break some things, so please let us know if you find any issues. We always check the forums, our discord and other places for feedback.
To join the community for some coop, team games or pvp, or get some sneak peeks of what content we're working on next, join the official Discord: https://discord.gg/r2qBuBXfVc
We were made aware of a security vulnerability in Unity builds that reached back to 2017. It's a vulnerability that Unity discovered themselves through security research and have addressed it.
From Unity: "There is no evidence of any exploitation of the vulnerability nor has there been any impact on users or customers." Despite no known abuses of this vulnerability, we advise updating all other games just to be safe.
Changes:
Patched the build to fix a potential security risk.
Now, after the shortest patch notes ever, we'd like to thank you for your patience for the next big update. We are working very hard on the campaign and the next heroes, and it's progressing very well.
We also identified that the amount of animation work was a big slowdown on production, so we got a freelance animator to help us get to full release faster.
We'll show more soon in a development update!
He really needed more damage, and a spear was really not doing it, so we’ve replaced it with a Latvian pattern carbine charger loading Lee Enfield mark I*. His range and damage have respectively been increased significantly, while at the same time retaining the existing spear striking capability with the attached pattern 1888 bayonet.
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Here is the new Tribesman in action. As you can see, the damage should now be increased but to a reasonable degree:
Before this unit overhaul goes live, you can already try it out using the code cc_arethetreesspeaking.1
(full cheatcode is cc_arethetreesspeaking.<amount>.<player>)
As usual, let us know what you think about the change!
Official Discord: https://discord.gg/r2qBuBXfVc
Happy April Fools day, everyone!
Current Release
22648447
Uploaded May 09, 2026
System Requirements
How to Install
Godsworn.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
4.2 GB
22648447
2021443D
c29d1c56b05fa1e632993f408bc62d9cbc7f4cc6dd665ddd5397b15d78ca2587
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View AllDownload Godsworn for PC with a direct link or via torrent. Get the full version of Godsworn for free. Godsworn is a RPG released by Thunderoak Interactive.