- Back online! - 14 April 2026
Everything should be fixedIt may take up to 24h for DNS updates to propagateThank you for your patience!Old message below:I am aware that the Gods and Idols website, and game services, are down.I am currently:Looking into the root cause.Waiting for ISP to get back to me.Root cause found: ISP detached the IPWaiting for them to fix itISP has done their partI've been taking the opportunity to do some additional hardware maintenanceExpect things to be fully back online by SundayWill update with more news as soon as I have any.In the meantime the Discord remains up at https://discord.gg/VBCcZFw
- Stockpile update: Temple showcase - 7 April 2025
The upcoming Stockpile update contains several thousand changes, improvements, additions, and fixes to the game, engine, and servers of Gods and Idols. But that's not all – this update also brings exciting new gameplay mechanics, and today I am revealing: the Temple. The Temple The Temple is a powerful late-game building that harnesses the energy of your Population to create Miracles. Two key Miracles available in the Temple are Faithful Prayer and Scry. Faithful Prayer When the Faithful Prayer Miracle is active, it generates a new resource called Faith. Faith is used to create Accretions and Planets after your first one. As your system grows and more planets are added, the amount of Faith required to create additional Accretions increases. However, Faith has a high Decay rate, so multiple Temples working together will be required to maintain high Faith reserves. Only unemployed Populat…
- Dev. progress - 27 October 2024
To-do progressThe list is growing ever smaller as things are checked off, with just 4 items left before the Stockpile update goes live! Remaining items on the to-do list are now: Clean up local object collector -``GetNearestObject`` Unified object structure -Master type ptr to specificsStockpile, engine, and backend updatesDue to the number of updates, additions, and fixes done to the Gods and Idols engine and backend it is likely there will be some uncaught bugs slipping through. So please report any bugs you may encounter after the Stockpile update goes live, the sooner I'm made aware of an issue the sooner I can fix it. And with that it's time for me to say, for the final time: Stockpile update will arrive Soon The next news will be the countdown to update release!
- Dev. progress - 24 August 2024
The missing FX objects have been fixed, and ``LoadModels`` now properly makes use of the new Buffer anc Cache handler. Resulting in a small performance gain during startup, and much better error-, and memory-, handling. Remaining items on the to-do list are now: Clean up local object collector -``GetNearestObject`` Unified object structure -Master type ptr to specifics Fixed timestemp rendering Multisampled render to texture AA Add toggle RMB look lockWhat's coming after Stockpile? The currently planned-, upcoming-, named-, updates, in the order they will be released, and a brief overview of what they will contain: Update 1 - Stockpile: Huge engine and backend updates and modernizations. On the gameplay end this update contains stockpile changes, and shards will be used to improve planet stats. Update 2 - Limbo: Ships, fleets, and the Limbo dungeon mechanic. Update 3 - Logistics: A majo…
- Dev. progress - 7 August 2024
To-do progress There are now 9 items left for me to do before the "Stockpile" update goes live. The to-do item "FX-Eliminate dynamic alloc" has been completed, leading to a 10-15% performance gain for any visual effects. Here's the remaining to-do items as they appear on my list:Clean up local object collector -``GetNearestObject`` Unified object structure -Master type ptr to specifics FX objects (Fix missing ones) Fixed timestemp rendering ``LoadModels`` -> use shared cache Multisampled render to texture AA Add toggle RMB look lockStockpile update One major change in the upcoming update is that stockpiles will provide a number of "slots" that can be reserved for specific resources, providing stockpile space for those resources. For example, a Granary may provide 4 slots, each slot providing +250 stockpile capacity for the resource placed in that slot. So setting two slots to "Meat" wil…
- Dev. progress - 23 July 2024
The long-, long-, very long-, overdue "Stockpile" update is finally on the horizon! There are now just 10 items remaining on the to-do list. Some bigger than others, but all fairly straight-forward. For those curious here are the remaining items, as they appear in my to-do notes: Clean up local object collector -``GetNearestObject`` Unified object structure -Master type ptr to specifics FX objects -Eliminate dynamic alloc Fixed timestemp rendering ``LoadModels`` -> use shared cache Multisampled render to texture AA Add toggle RMB look lock Soon!
- Maintenance - 6 February 2024
Maintenance has concluded. Upcoming maintenance begins in ~14h. The countdown on the site and ingame shows when the maintenance is expected to begin, and it is estimated to last for up to 8h after that. Gods and Idols, both the service and the website, may be unavailable for the duration. The Discord, link available here http://www.godsandidols.com/community/ , will of course remain available during maintenance.
- Maintenance - 15 December 2023
Maintenance has concluded and the Gods and Idols servers, and the Gods and Idols website, are back online! This downtime is for maintenance only: - Not a patch - Server hardware needs some maintenance - Estimated duration is "a few hours at most" - During this time the Gods and Idols servers, and the Gods and Idols website, will be unavailable The Discord will of course remain up during this downtime, and can be joined here: https://discord.gg/VBCcZFw
- I'm back - 29 October 2022
I, Jattenalle, have returned from my sudden pause and development will continue. The focus remains on getting Ships and Fleets back along with the required infrastructure to build them. This includes several new buildings, changes to some mechanics, and several new resources. The next patch should hopefully be in around two weeks, but fully getting Ships and Fleets ready will take more than one patch so don't expect to be able to rev up your shipyards for at least a few more patches. I'll also be looking into the R-99 error that happens during reset, as well as some changes to the rendering to fix fullscreen issues on the latest versions of Windows 10 and 11. As usual, upcoming patch notes will be posted as soon as there are any notes to post. And finally, thank you everyone for your patience and well wishes during my absence. I greatly appreciate it, and hope to be able to repay you al…
- A pause - 2 September 2022
Due to personal reasons in real life I, Jattenalle, will be unavailable and unable to work on Gods and Idols starting today and lasting at-least a few weeks. The server will keep running for the duration, but if anything crashes it might take a while before I can get around to restarting things. I am sorry to disappoint everyone who's been anticipating fixes/content in the near future. I also apologize for not being able to share more about what is going on. For any urgent issues, or crashes, please post them in the Discord and ping @Scroby so he can pass it up the chain to me. But again, it might be a while before I can get around to actually fixing anything. Development has not stopped, Gods and Idols is not abandoned, I just have to step away for a while. But rest assured, I will be back.
- Patch 5.25.918 (Unassign workers) - 19 August 2022
GAMEPLAYAdded the ability to unassign workers from a building
- Patch 5.25.915 (Regions) - 14 August 2022
This update contains a major new mechanic, Regions, which affects how you plan the layout of buildings on your planets. It is likely that old layouts are no longer efficient, or possibly no longer viable at all. Check your food production and make sure to adjust layouts if needed. Unwanted buildings can be destroyed by selecting the building, then clicking the button in the top right corner of the building management panel. GAMEPLAYNew gameplay mechanic: Building RegionsAdjacent Buildings of the same-, or related-, type now form Regions Some buildings, such as Farmland, provide benefits if they are part of a Region See individual Building tooltips for more information on what modifiers they gain from RegionsAuxiliaries have been moved back to the planet construction panel, and are no longer built from within their parent building Most buildings no longer require a specific adjacent buil…
- Patch 5.25.860 (Fixes) - 10 June 2022
This update mostly focuses on fixes, but also has some quality of life improvements and visual tweaks. GAMEPLAYAll buildings now provide 10 Residences. Previously, buildings that had a +Residences modifier (Citadel, Housing) did not add 10 in addition to the modifier, they now do Greatly decreased the threshold for Entropy to become active, even a relatively small amount above Stockpile max will now trigger Entropy Warehouse no longer provides +50% Production to adjacent Mines CLIENTGreatly improved performance in dataset handling Removed deprecated ArtifactBlueprintLibraryJS data assembly during startupVISUALBuildings with no workers, or empty queues, now have a visual Zzz indicator Reduced the amount of visual fx from adjacent stockpilesINTERFACECitadel now shows that it adds +100 Residences Number of Residences are now shown in the planet management widget The Add worker button is no…
- Patch 5.25.807 (Homes) - 8 May 2022
This patch consolidates some of the recipes into a more manageable format, as well as adding Housing, and tweaks to the Ravagers. It also contains a potential fix for memory errors during startup. HOTFIX 1Rolled back hashmap changes due to a memory leak GAMEPLAYRecipes can now have weighted, randomized, outputs The following recipes have been removedSiderite mining (Tier 6) Enargite mining (Tier 6) Cobaltite mining (Tier 6) Sand mining (Tier 6) Limestone mining (Tier 6) Coal mining (Tier 6) Ways to focus on specific outputs will come back in the future New recipes are availableMine > Rudimentary mining (Tier 6) Forgeworks > Furnace > Glass (Tier 6) New building Housing Multiple Production lines can now be Sweeping at the same time Adjusted Ravager Scout base spawn probability to 1/60min, up from 1/100min Ravager Scouts can now be clicked on, dealing damage to the ship and eventually des…
- Patch 5.25.785 (Nickel, Munitions, and Ravagers) - 22 April 2022
In addition to a slew of fixes and improvements this patch changes the behaviour of some buildings from active to passive/Auxiliary. This change was done in order to keep with the design philosophy of having few actively managed buildings, supported by many passive buildings that you as a player don't need to worry about. GAMEPLAYIncreased weight of worker modifier +1 Max queue items to 5% from 1.1%. Max is still 30 The following buildings are now passive and can no longer produce anything on their own:Processor Military complexWorkers in existing Processors and Military Complexes have been converted back into populationBecause of the above change some recipes have changedEnargite Processing (Tier 5) is provided by Processors to adjacent Forges Cellulose Extraction (Tier 6) is now provided by Processors to adjacent Farms 30mm munitions mfg. (Tier 6) is now provided by Military complexes…
- Patch 5.25.759 (QoL and fixes) - 11 April 2022
This hotfix adds several quality of life improvements as well as fixes to many issues. One of the bugs fixed in this hotfix is that Workers were not properly counted as population for the purposes of consuming food, be warned that your planets food consumption might go up quite a bit with this hotfix if you have a lot of Workers on the planet. If you find yourself in a situation where your population is starving to death due to a lack of food, and too many workers, the only remedy available at this point is to raze buildings in order to remove Workers, so that you might gain more population to put to work in Farms. A way to Fire individual workers from a building, instead of razing it, is coming. GAMEPLAYCitadel now provides 200 Stockpile, up from 50 Some Worker modifier choices have been adjusted+1 Production lines now has 5% weight, up from 0.01% (Max is still 4 Production lines) +1 M…
- Patch 5.25.751 (Workers, Visuals, and more) - 9 April 2022
This has turned out to be the largest patch to date, with several major features added to the game. Not to mention the amount of fixes, tweaks, and improvements to several key systems and mechanics. Almost 120 thousand additional lines of code have been written for the client and server, as well as several new assets created. To summarize it succinctly would be impossible, so keep reading the change notes below for all the juicy details! GAMEPLAYDue to the changes made to production, all recipes in buildings have been reset All auxiliary buildings are now built via their parent building (e.g. Quarry is built from the Mine) The following recipes have been removed from the gameIron (Tier7)The scores from the Overhaul universe wipe have been finalized and are now available for those that earned them Mines no longer have any base production Farms no longer have any base production New gamep…
- Downtime - 15 February 2022
This has concluded. Things are back online! Original message below: Power company is doing upgrades and maintenance on the power grid, as such everything Gods and Idols related will be offline for the duration. Due to the nature of this downtime (no electricity) a countdown for when things come back online is unfortunately not possible. If you want to hang out with some other deities, and get a ping as soon as things come back online, the Discord is available at https://discord.gg/VBCcZFw And the servers will be back online again as soon as power company is finished doing their thing.
- Patch 5.25.213 (Bugs and Entropy) - 5 February 2022
In this patch the internal names used by most recipes have been changed, this means previously set-up productions require you to re-add the recipe to the building. The recipes themselves have not changed, nor the visible name you see in the client/interface. GAMEPLAY The fragmented Tier 6 recipes 'Coal bloomery' and 'Pig-Iron' are no longer available The Warehouse building is now available+450 Stockpile capacity +50% Production to adjacent MinesThe effects of Entropy are now active, keep it low to minimize penalties The effects of Upkeep are now active, keep it low to minimize maintenance costs Buildings now have a construction time component in addition to resource cost Recipes production time is now shown and recipes have different production times Farms now produce 4.8 Vegetables, down from 6 Farms now produce 0.9 Wood, down from 6 Farms now produce 0.48 Fruit Core excavation now giv…
- Patch 5.25.191 (Fixed recipes) - 23 January 2022
GAMEPLAYCancelling a recipe now refunds any resources it had collected and flagged Buildings now have an internal max transfer rate based on demand (See NOTES A) Recipes are now processed in two stages, Collecting and ProducingA Recipe will Collect needed resources as fast as possible from the building stockpile and is not affected by Production modifier Once enough resources have been gathered the recipe enters the Producing stage which lasts 30 seconds and is affected by Production modifiersDue to the changes in how recipes are processed Transfer capacity has been rebalanced, and is not comparable to old valuesCitadel now provides +20 Transfer capacity Horreum now provides +10 Transfer capacityCitadel now provides -50% Global Entropy INTERFACEReduced the chat font-size Recipes stage and process are now visible in the building management panel Base productions are now added together fo…