Godloom
Player Guide
Everything you need to begin, and a few things worth discovering yourself.
- What is Godloom
- Your goal: believers and ages
- Shaping the land and powers
- Buildings
- Life on your world
- The Idlers
- The God Book and World Album
- Tips
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.
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.
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
- Not on water.
- If the slope is too steep, flatten it first.
- Not outside your realm. Raise a beacon at the edge to push it 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.
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
- Raise beacons to widen your realm.
- Flatten the ground around your houses.
- Place three houses side by side.
- Touch every prayer bubble you see.
- Mind your neighbors: field beside windmill, workshop beside wood camp, wood camp beside a tree, market among the houses, temple close to homes.
- Keep your people happy with wells, monuments and festivals, or they will slip away to the Idlers.
- Meet their wishes when you can.
- Look for relics while you shape the land.
- Banish false prophets.