https://projectglaive.com/

God Sim

Created by ProjectGlaiveJr (Tyler)

A Game of Faith & Fury

You are a newborn god with one thousand believers and no idea what you are doing. Rule with mercy and be loved. Rule with wrath and be feared. The world will flourish — or burn — exactly as you deserve.

The Story

In the age before memory, the first prayer was spoken into an empty sky — and something answered.

That something is you. You are young as gods go: newly woken, dimly aware, and bound to a single small world of a thousand souls who have decided, with no evidence whatsoever, that you are worth worshipping.

They will ask you for rain. They will ask you to heal their children, settle their wars, and explain why the harvest failed. Some will build you temples. Others will stand in the square and declare that you never existed at all — and you will have to decide whether that deserves a gentle sign or a bolt of lightning.

You are not alone up here. Four rival gods circle your world, hungry for the followers you neglect: Mars who feeds on war, Aeon who offers reason instead of miracles, Morra who waits patiently at the end of every life, and Vell who signs your name to disasters you did not cause.

Your power comes from belief, and belief is fickle. Every miracle spends it. Every cruelty poisons it. Grow your people to 20,000 souls while keeping their hatred below half, and history will remember your name for millennia. Fail, and the sky will belong to someone else.

The Goal

Reach 20,000 souls while keeping Hatred below 50%. There are five ways a divine story can end:

EndingHow it happens
๐Ÿ† Victory 20,000 souls with hatred under 50%. The intended triumph.
๐Ÿ‘๏ธ Transcendence Secret. Hold reputation at 98%+ for five straight years, with 12,000+ souls, having never once used Wrath. A true saint's run.
๐ŸŒ• Smash the Moon At 70% hatred you may end the world on purpose. A deliberate apocalypse.
โšก Slain by Mars Let reputation fall to zero and the war-god drags you from your throne.
๐Ÿ’€ Extinction Your population reaches zero. The Eternal Ankh relic will resurrect your world once.

How a Year Works

The game moves in years. Within a year you may act as often as your Divine Power allows — send rain, answer a prayer, challenge a rival, proclaim a law. When you're ready, press Year End.

Ending the year is when the world turns: you gain power, your population grows, temples rise or crumble, rival gods scheme and strike, a world event may land — and a Trial is placed before you.

Important: the cost of every miracle rises every year — gently on Easy, steeply on Hard. Divine Power is worth far more early than late. Don't hoard it.

Mercy & Wrath

The eight deeds are the heart of GodSim, and they pull in opposite directions. This is the central tension of the whole game:

โœฆ Mercy

  • Small gifts of souls and comfort
  • Raises reputation — lowers hatred
  • Spends power, returns little
  • Greater miracles gift Faith Shards

โœฆ Wrath

  • Seizes power and shards through fear
  • Lowers reputation — raises hatred
  • Kills your people, feeds the rival gods
  • The fast road to riches — and to ruin
DeedPathEffect
๐ŸŒง๏ธ Send Rain Mercy A small comfort. A little faith, a few souls.
โœจ Bless Land Mercy Gentle growth in faith and population.
๐ŸŒŸ Miracle Mercy Stirs deeper faith. Grants a shard.
โ˜€๏ธ Golden Age Mercy Your kindest deed — most faith and souls. Grants a shard.
โšก Smite Wrath Seizes power and a shard; modest hatred.
๐Ÿ”ฅ Rain Fire Wrath More power, more shards, more hatred.
โ˜ ๏ธ Plague Wrath Great power at a heavy cost in souls.
๐ŸŒŠ Flood Wrath The richest harvest of power and shards — and the cruellest.

Chain three of the same kind in a row to earn an Aura: a Benevolent Aura (+3 reputation a year) or an Aura of Dread (wrath costs 25% less). Each lasts three years.

The Rhythm — why you can't just spam one path

Mortals adapt to whatever you give them constantly. Repeat the same path more than three times in a row and it starts to fail:

๐Ÿ˜’ Complacency

Bless them endlessly and they come to expect it. Each further blessing earns dramatically less faith — by the sixth in a row it is worth a fraction of the first.

๐Ÿ˜ Numbness

Terrorise them endlessly and they go numb. The fear tribute and shards dry up, the faith damage keeps landing, and the survivors simply flee.

A warning appears beneath your world when either sets in. Switching path resets the other counter instantly. The strongest play is a rhythm — take your three, earn the Aura, then change hands.

Measured in testing: a god who alternates reaches victory roughly six years faster, and with higher faith, than one who only ever blesses. Monotony still works — it is simply the slow road.

Your Four Resources

ResourceWhat it does
โšก Divine Power Fuel for everything, capped at 150. You gain +25 each Year End, plus 2 per temple.
๐Ÿ’Ž Faith Shards Rare currency for Relics and Divine Powers. Earned from great miracles, kind prayers, cruel wrath and hard choices.
โค๏ธ Reputation Hatred is simply its mirror (100 โˆ’ reputation). Gates victory, the moon, and your survival.
๐Ÿ‘ฅ Souls & Temples Your win condition. Temples rise when you're beloved and directly accelerate population growth as well as feeding you power.

The engine of the game: stay beloved โ†’ temples rise โ†’ population grows faster โ†’ more temples. That snowball is how you reach 20,000. Hatred stalls it; World War freezes it entirely.

Answering Prayers

Individuals pray to you in the chat feed, marked ๐Ÿ™. Tap one to answer. You may reply in your own words, Bless, or Smite.

Typed replies are read for sentiment: words of love, peace, healing and hope raise faith and often gift a shard; cruelty and doom raise hatred; mysterious nonsense inspires awe. Each prayer can only be answered once, so don't leave them waiting.

Trials of the Year

GodSim has 63 story trials. Every Year End sets one before you — a leviathan, a false prophet, a plague doctor's plea — with three choices that reshape the world.

Crucially, the trials you face answer to your character. A hated or wrathful god is dragged into dark trials — inquisitions, blood altars, tyrants ruling in your name — that reward cruelty with power and shards. A beloved, merciful god is offered gentle trials — festivals, healers' guilds, a foundling's gift — that reward kindness with faith and souls.

Some choices chain into later follow-ups. Defeat Mars in a trial and he may return offering a pact. Endorse a child saint and she comes back, grown, years later.

Dilemmas — the trials with no clean answer

Fifteen of the trials are dilemmas, and they appear at any reputation. In these, the kind option always carries a genuine cost and the ruthless option a genuine benefit. There is no obviously correct button.

  • A scholar's treatise cures the wasting sickness — and proves your miracles are just weather. Publish it and thousands live while thousands stop believing.
  • Governor Vex flogs his labourers and has tripled the harvest that feeds three provinces. Strike him down and people starve.
  • Fire in devout little Ashmere, flood in vast godless Porthaven. You can save exactly one.
  • A grieving mother asks whether her drowned son is at peace with you. You genuinely do not know.

Consequences that arrive years later

Many choices plant an echo — a delayed consequence that lands four to eight years afterward, long after you have moved on. The refugees you welcomed may bring fever. The fraud you allowed may be exposed. The saint you refused to martyr may quietly out-save her own martyrdom.

Echoes cut both ways, and you cannot judge a decision purely by the turn you make it. The Almanac shows how many consequences are currently in motion.

The Rival Pantheon

Four rivals compete for your followers, shown as influence meters beneath your two kings.

GodThreat
โš”๏ธ Mars ยท War Feeds on bloodshed. Ignites wars and sharpens the kings' blades.
โš™๏ธ Aeon ยท Progress Steals your educated followers with reason and wonders of iron.
โ˜ ๏ธ Morra ยท Death Spreads plague and despair among the faithless.
๐ŸŽญ Vell ยท Trickster Forges omens in your name, erodes your reputation, steals shards.

Influence grows every year — faster while you are hated. Past 55%, a rival will strike. In the Pantheon panel you can Challenge (spend power to beat their influence down) or Appease (spend one shard to calm them quickly).

Relics & Divine Powers

Relics — permanent blessings

๐Ÿท Chalice of Plenty +2 power every year, forever.
๐Ÿ‘‘ Crown of Devotion Answered prayers grant +50% reputation.
๐Ÿงค Gauntlet of Wrath All Wrath deeds cost 30% less power.
โ˜ฅ Eternal Ankh Revives your world once from extinction.
๐Ÿ›ก๏ธ Aegis of Faith Blocks the next 2 rival attacks entirely.
๐Ÿ“œ Tablets of Law Decree cooldown cut from 8 years to 4.
๐ŸŒพ Horn of Harvest Population grows 50% faster each year.
๐Ÿ‘๏ธ All-Seeing Eye Rival influence rises 40% more slowly.

Divine Powers — one great miracle, then rest

โ˜ฅ Resurrection Restore a quarter of lost souls, +12 reputation.
โ˜„๏ธ Divine Comet Halve your strongest rival's influence, +8 reputation.
โ˜€๏ธ Halt the Sun Two years' worth of power at once, +10 reputation.
๐Ÿ•Š๏ธ The Rapture Enormous reputation — but 10% of souls ascend away.

War

Your two mortal kings can be commanded to War or Peace. Mars — or a trial — may light a war against your wishes. War is a growing wound: it bleeds a rising share of your population every year it drags on, though exhausted kings may eventually lay down arms on their own.

Set both kings to war and you may escalate to World War. This is a genuine catastrophe: all population growth halts, temples are torn down, Mars gorges himself, and the bleeding doubles.

Two ways out: Command Peace to both kings (free, but slower), or Send the Son — instant, reputation-boosting, but you only have three for the entire game.

End wars quickly. The drain escalates the longer a war runs. A war ignored is a war that empties your temples.

Decrees

Carve a law into the sky in your own words. Kind laws grow faith yearly; cruel laws squeeze extra power from fear at a cost to reputation; strange laws yield a trickle of power and endless scholarly argument. Your people will quote it back to you for years. One decree every 8 years — halved to 4 with the Tablets of Law.

Controls

Play with keyboard, touch, or gamepad — all supported simultaneously.

Keyboard & Touch

WASD / ARROWSMove focus

ENTERSelect

PPause

MMute / unmute

TAPTouch anything directly

Gamepad

STICK / D-PADMove

ASelect

BBack / close

STARTPause

BACKFullscreen

Yprojectglaive.com

Difficulty

ModeStarting faithCost creep
๐Ÿ˜‡ Easy Beloved (100) Gentle. Forgiving throughout.
โš–๏ธ Normal Trusted (70) Moderate. The intended balance.
๐Ÿ‘ป Hard Doubted (35) Steep, and the rivals grow fast. Merciless.

The soundtrack reads your world: a heavenly choir while hatred stays under 50%, devilish beats once it crosses, and war drums whenever the earth is at war.

Tips & Tricks

  1. Think of power as a loop: wrath banks it, mercy spends it. A few well-timed floods can fund a decade of blessings — just heal the hatred back down before it calcifies.
  2. Temples are the real engine. They add power and population growth, and they only rise while you're beloved. Getting to 9 temples early is worth more than any single miracle.
  3. Buy the Horn of Harvest and Chalice of Plenty first. Compounding growth is how you reach 20,000; nothing else scales like it.
  4. Costs rise every year. The miracle you can afford now may be out of reach in fifteen years — spend, don't hoard.
  5. Answer every prayer, kindly. It's the cheapest reputation in the game and often gifts a shard. The Crown of Devotion makes it better still.
  6. Watch the rival meters. Grab the Aegis of Faith before anyone nears 55%, and always keep one spare shard to Appease in an emergency.
  7. End wars fast, and think twice before escalating to World War — halted growth costs you far more than the casualties do.
  8. Save your three Sons for emergencies. Commanding both kings to peace costs nothing but a little patience.
  9. Don't spam one path. After three of a kind, blessings stop impressing and terror stops paying. Take your three, collect the Aura, then switch hands — the game is built around that rhythm.
  10. Watch for echoes. A choice that looks free often plants a consequence four to eight years out. Check the Almanac to see how many are still coming.
  11. In a dilemma, look past the immediate numbers — the kind option often costs population or power now and repays you far later, while the cruel option front-loads its reward.
  12. Your reputation shapes the trials you're offered. Want generous, gentle choices? Stay beloved. Chasing raw power? Embrace the hatred — and know where that road ends.
  13. For the secret Transcendence ending you must never use Wrath even once, hold reputation at 98%+ for five straight years, and reach 12,000 souls. It's a full pacifist challenge run — plan for it from year one.

Made by Tyler for ProjectGlaive. More games and worldbuilding at projectglaive.com.

Rule wisely. The people are always listening.

Leave a comment

Log in with itch.io to leave a comment.