GODLOOM

Godloom

Player Guide

Everything you need to begin, and a few things worth discovering yourself.

What is Godloom

Godloom is a quiet god game. You shape a small world, and a people grow up beneath your hands. They build, wish, love, and believe in you.

Your world begins as a shallow sea. A single call waits on the screen: "Touch." Do, and the first plain rises. Then the continents lift out of the water, wave after wave.

A short tutorial then walks you through three steps. Build a home. Answer the first prayer by touching the bubble above the tent. Then shape the world by holding Raise, Dig or Flatten.

The light is always golden hour. There is no night, no timer to beat, and no ads. It works without internet, and your world is saved on your device by itself.

A sandy coastline shaped by hand at golden hour
Shape the land: raise it, dig it, smooth it.

Your goal: believers and ages

Your story moves through chapters: Awakening, Settled Life, Faith and Order, Open Sea, Empire, and Eternal. Each one asks something new of you and your people.

Your people also pass through ages: Primitive, Farming, Mining, Seafaring, and Eternal. To step into the next age you need enough people, enough faith, and the right buildings. In some ages the faith is given as an offering.

A new age opens new buildings. Your powers grow more costly with each age, so spend them with care.

You grow, too. Your rank rises from Young God to Watchful, Wise, Mighty and Exalted, and finally Eternal God. That last rank asks for an empire across the sea: 3 colonies, 1 capital and 3 trade routes.

Somewhere ahead, something great rises from the sea. We will not say more. The game goes on after that.

The Stairway to the Sky rising over the meadow
Wonders rise stage by stage.

Resources

Faith
Touch the prayer bubbles above houses to gather it.
Wheat
Grows in fields and feeds your people.
Ore
Comes from mines.
Wood
Gathered from the trees.
Timber
Wood, made fine in the workshop.

Shaping the land and powers

The glowing orb at the bottom center is your menu. Touch it, pick a category, then pick a tool. When the orb turns into an "×", touch it to close. Touching empty ground closes the menu as well.

Land
Raise, Dig, Flatten, Smooth. Hold to shape the ground.
Buildings
Everything you can place in the current age.
People
Villagers, and the Festival that lifts their spirits.
Powers
Heal, Rain, Spring, Bounty, Prophet, Banish, Miracle, Wind, Lightning, Plague, Meteor.
Sea
Voyage, Colony, Trade, Invest, Banner, and for your colonies Pier, Workshop and Rampart. It opens once your people reach the water.
Decor
Garden touches, waiting for the last age.

To use a power, touch your target. Then hold, or touch again, to confirm. Some powers are gentle and some are not. Think before you throw lightning.

Buildings

Gold text appears as you place a building. It shows the bonus you earn from the neighbors beside it.

Tent
The first home. Flatten the ground around it and it grows into a Hut, then a House, then a Manor. Three houses side by side make a village.
Barn
Stores your harvest. What overflows turns into faith.
Altar
A beacon. It widens your realm and makes faith.
Well
Keeps people happy and guards against drought.
Fisher's Hut
Food from the shore.
Farm and Windmill
Wheat. Put the fields next to the mill.
Bakery
Turns wheat into faith.
Healer's Hut
Tends the sick.
Wood Camp
Wood, from beside a tree.
Workshop
Turns wood into timber.
Mine
Ore from the hills.
Market
Best placed among the houses.
Feast Square
A place for gathering and joy.
Shrine, Tower, Temple
More beacons, each stronger than the last.
Monuments
Great beacons that give lasting faith.
Pier
Where the voyages begin.
Demolish
Touch a building, then touch again to confirm. Half of what you spent comes back.
Wonders
Star Observatory, Gardens of Plenty, Stairway to the Sky. They rise stage by stage, and they take patience.
Decor
Flower beds, lavender, tulip gardens, cypress, sakura, an ancient statue, and more.

Where you can build

A shrine among the trees at the edge of the realm
A beacon at the edge pushes your realm outward.

Life on your world

Your villagers are not numbers. Each has a name, a temper, a partner, and children. You will be told when someone is born, married, or gone.

Sheep, rabbits and deer wander the hills. Butterflies drift by. Flocks of birds cross the sky.

The Gardens of Plenty with villagers around it
Your people go about their day.

Wishes

Villagers make wishes. A thought bubble appears over their heads: "If only our family had a home..." Meet the wish nearby and they become happier and more devout, and the joy spreads through the village. If you cannot, nothing bad happens.

Seasons

The year turns from Spring to Summer to Harvest. Between them come small troubles: drought, sickness, storms. Answer with the right power and you are rewarded. There is no punishment.

Quiet wonders

In calm moments, small miracles drift in: a golden bubble, a shooting star, a newborn animal.

False prophets

A false prophet soaks up the faith of your people. Banish drives him out. Your own Prophet turns the people nearby into believers, and then rises to the heavens.

Colonies and the sea

A voyage finds a new island. Settle people there and a colony is born. A colony grows by level, and its loyalty needs your care.

To reach level 4, a colony needs Colony works (Pier, Workshop and Rampart tiers add up) and a Banner tier. Level 5 asks for more of both, plus a trade route. The game shows exactly what is still missing.

The Idlers

On the far side of the world lives a tribe that does not believe. They do not pray. They dance around their fires and play music all day long.

Their camp grows over time: Camp, Encampment, Village, Town.

Between your people and theirs there is a quiet contest of culture. If your people are unhappy, a villager may leave to join the Idlers. If they are very happy, an Idler may come to you. A Festival lifts the whole village.

Over time a bond forms: Acquaintance, then Friend, then Kin. Trade caravans cross between you. In the end comes a choice for the "Kindred Peoples": live together, or stay kin, side by side.

The God Book and World Album

Open the God Book from Settings. It holds your rank, your Village Harmony, the daily challenge and its streak, the People's Chronicle, and your achievements.

The World Album is the memory of your world: Wonders, Miracles, Relics, Legends, and Decor.

Relics
Ancient remains lie buried in the soil of every world. Shape the land and you may stumble on one. Each tells a line from the world's past. Finding them all has a mysterious end.
Legends
In the last age you can write the names of standout villagers among the stars, and make constellations.

Settings also hold Sound, Display (language, reduce motion, large text) and Game (God Book, photo mode, write to us). The game pauses while Settings are open.

If you leave for a while, a "While you were away" gift waits for you.

Tips

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