A New Dawn for Creo God Simulator


It's Live, It's Here, It's Got a Ton of Updates

Ladies and gents, after so many long months of development, testing, and iterating, the newest version (V.0.5) of Creo God Simulator is now live for every owner to play! I made sure to take advantage of the US Thanksgiving break and focus almost all my days on getting this new version up and running. Most nights have involved me staying up nice and late in order to get bug fixes and improvements put in the game.

I'm extremely grateful for all the testers who have been involved so far in getting this new version ready, and for my family who's be extremely understanding of my long coding/development binges. I know that now begins the slow and steady process of bug fixing, adding community-suggested improvements, and adding more razzle-dazzle to the main build of Creo on Steam, and I'm extremely excited that Creo is finally at this stage.


Summary of Improvements/Changes

Over the course of the last few months, Creo God Simulator has received an extremely large number of changes and improvements to its game engine, graphics, and gameplay. I'll briefly cover the main changes that have taken place over the course of the last few months, but if you want a more detailed look at what's been added, please feel free to check out Creo's long list of updates in the 'Recent Events and Announcements' section of our Steam store page.

Some of the changes and improvements that Creo's received over the last few months:

  • Complete graphical overhaul, changing from low-poly to a unique blend of voxel, pixel-art, and low-poly graphics
  • Much-improved camera system (smoother movement and more intuitive controls) and made the game isometric, rather than having it perspective based, as it used to be
  • Narrowed down the scope of the villager simulation, switching focus from the individual villagers to the city as a whole. This was done to help keep Creo's gameplay goals achievable and focused
  • Added a dynamic villager/sprite creation system. This new system allows me to add unique villager and animal animation sprites to each building - this helps give Creo's towns a much more lively and busy atmosphere and opens the door for future improvements to Creo's ambiance as well
  • Updated event engine to be much easier to work with as a developer - this means that I'll be able to add new and unique events/quests to Creo much more quickly and efficiently than before. I'm excited to see what unique events the community can come up with, much like the Cat Swarm event that occurs occasionally in Creo
  • Large redo of Creo's old UI system. The new UI system has been designed to be much more intuitive and appealing, to be honest, my old UI sucked. I've definitely put much more work into Creo's current UI/UX
  • Many, many, many more changes and improvements...

What's Next?

Now that the new version of Creo is finally out to the public, I can continue my work of adding new features, buildings, gameplay systems, and events to the game. Additionally, I hope that I can now leverage the player's feedback on the live version in order to make relevant improvements and bug fixes.

Some of the things I'm eyeing for the next update are:

  • Giving the road laying tool the ability to build new sections of road without closing the tool
  • Showing all areas of effect of raw material/city services buildings when selected (think when you click on a well, it will show you ALL well's AoE, not just the one you've selected)
  • Adding new 'Prophet' event - an outcast arrives in your town and begins converting non-believers to your religion while working miracles as well
  • Showing a building's total health when selected (654 HP / 1000 HP) - we currently only show current health

I'm extremely excited for Creo's future. I'd like to thank everyone who's patiently waited these last few months for this update - Creo would not exist without all of your support. Looking forward to hearing back from all of you, and I hope to catch you all on our Discord server!

- Esteban, Creator of Creo God Simulator


Changes Made Within the Last Few Weeks

Major Changes

  • Added starvation that slowly kills your villagers if player has no food
  • Added in-game help dialog (you can reopen the tutorial at any time)
  • Drastically improved quality and length of initial tutorial, now covers more game topics
  • Added possibility for a 'Crisis of Faith' to occur in random villagers, randomly increasing or decreasing their faith.

Minor Changes

  • Improved UI of notification icons
  • Increased villager birth rate to be more reasonable
  • Added production rate indicator in certain selected building's UI
  • Added age indicator UI in top UI bar
  • Removed Creobrine
  • In market flux equations, increased the quantity of wood purchased by shops/markets by 30%
  • Raised WP cost of each godpower to improve WP balance
  • Made quest info UI screen larger
  • Updated build menu icon images
  • Added earthquake sound when earthquake occurs
  • Removed gold income hover in UI
  • Doubled duration of of Meteor Crater
  • Added game speed control using hotkeys (1,2,3 numeric keys)
  • Finally got a haircut
  • Game now will also save and load the RNG time remaining for events and future quests
  • Removed tree wind sways - found that this was causing large performance issues
  • Increase faith/fear effects of Rain, Meteor, and Lightning god powers
  • Changed faith/conversion values to favor player more
  • Increased lumberyard work rate by around 30%
  • Made rain remove cats
  • Doubled strength of rain power
  • Updated name-randomization values

Bug Fixes

  • Fixed game not returning 1/3 resource cost when a building is demolished
  • Fixed a demolition bug where buildings would run removal code twice when demolished
  • Fixed build area rendering causing large performance issues when several altars exist
  • Fixed world-generation showing behind loading screen on a resolution of 3072 x 1920 or larger
  • Fixed bug where game speed was set to 1 every time inspiration menu was closed
  • Prevented random events from occurring during tutorial
  • Fixed cat swarm cat's colliding with rain collider
  • Fixed dust puff's orientation when placing starting plaza
  • Fixed villager's audio spatial 3D blend issues
  • Fixed save/load issue with RNG event times
  • Fixed UI road cost being incorrect in build menu
  • Fixed meteor not applying blast damage to roads properly

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