The First Gods is a grimdark strategy and RPG hybrid by Kaspeli, built in HTML and set in a young world. It uses 3D CG art and puts you in the role of a mysterious being who must guide a fragile tribe through famine, war, wild hardship, and rival godlings until the people become a civilization. Your choices shape the land, the faith of your followers, and the kind of god you become.
Version v0.1.9.1, released September 15, 2026, is an ongoing build for Windows, Linux, and Mac in English with uncensored adult content. The War & Peace update brought Mishan conflict systems, including tributaries, settlements, Federation dealings, officer questioning, an observation task, and a different Mishan entry path. It also added Camp Works, buildable structures, a builder trait, new Wildling quest content, trait rewards, Bath event fixes, major UI changes, and balance updates.
Developer's description
The First Gods is a grimdark strategy/RPG hybrid set in a young world, where you step into the role of a mysterious being destined to guide a fragile tribe through the ages—until it becomes a civilization. Endure famine, war, the cruelty of the wild, and the schemes of rival godlings as you shape the lands and peoples around you… and discover how their fear, faith, and desire will shape what kind of god you ultimately become.
Version 0.1.9.1 — War & Peace
Highlights
Mishan War expansion:
added the core Mishan War mechanics, tributaries, settlements, Federation interactions, officer interrogation, a new observation quest, and an alternate Mishan introduction route.
Camp Works & building:
added Camp Works, buildable camp structures, and the new
The First Builder
player trait.
Wildling content expansion:
added a new Wildling quest, special traits tied to Wildling progression, route-specific trait rewards, and fixes to the Bath event.
Major UI and presentation update:
updated the Raid UI, Federation screen, Hub UI, Start Menu, Power Acquisition UI, Help section, Tutorial, and Civilization tooltips.
Progression and balance changes:
rebalanced Season Plan costs, changed Flaw Resistance scaling, buffed craftable equipment, adjusted population growth, improved Rich Resource tiles, and removed AP costs from Rituals.
Exploration improvements:
added travel to expedition tiles without moving camp and the ability to choose between multiple quests/tasks on the same tile.
Fixes + polish:
fixed Autosave, Spark, Flaw Resistance display, Federation aftermaths, Tribe Info tooltips, Corrupt Tree errors, and several other bugs.
Full changelog
Mishan War & Main Story
[SYSTEM/MISHAN]
Added
Mishan War mechanics
.
[FEDERATION/MISHAN]
Added Mishan War Federation interactions.
[SYSTEM/MISHAN]
Added the
Mishan Tributary and Settlement
system.
[INTERACTION/MISHAN]
Added a new interaction with tribes that are Mishan Tributaries.
[PRISONER/MISHAN]
Capturing a
Mishan Officer
as a prisoner now allows you to interrogate them for Preparedness.
[QUEST/MISHAN]
Added a short unique quest tied to
Observing the Mishan
.
[STORY/MISHAN]
Added an alternate route to meeting the Mishan.
(No Outcast, more starting Patience, less Anger, and a different fate for Kael.)
[DIFFICULTY/MISHAN]
Difficulty settings now affect Mishan starting Patience.
[MANDATES/MISHAN]
Added
5 new Mandates
tied to the Mishan.
[MANDATES]
Added
1 new general Mandate
for Elements.
[AUDIO/MISHAN]
Added a new main theme that begins after meeting the Mishan.
[QUEST]
The
Outcast Brother
quest now has a
6-turn time limit
.
Camp Works & Building
[SYSTEM/CAMP]
Added
Camp Works
.
[SYSTEM/BUILDING]
Added the ability to build camp structures.
[TRAIT]
Added the new player trait
The First Builder
.
[TIER 4+]
Added the Forgotten Traits
Second Breath
and
Primeval Architect
.
[TIER 4+/BUGFIX]
Fixed the
Favoured Beginning
trait.
Wildling Content
[QUEST/WILDLING]
Added a new Wildling quest.
(Requires finishing the Bath event.)
[BUGFIX/WILDLING]
Fixed Wildling Bath event triggers.
[TRAIT/WILDLING]
The Wildling now has a special trait when found.
[TRAIT/WILDLING]
Finishing the Wildling’s current questline now unlocks a route-specific special trait with unique interactions.
Raids & Combat
[UI/RAID]
Updated the Raid UI.
[BALANCE/RAID]
Buffed
Momentum 3
during raids.
[BUGFIX/POWER]
Fixed
Spark
activating the wrong power during raids.
[RAID]
Decisive first-round raid victories now destroy the enemy tribe, with surviving members taken as captives.
Federation, Tribes & Regional Progression
[UI/FEDERATION]
Updated the Federation screen UI.
[REGION/PROGRESSION]
Dominating the Region
no longer ends the game.
[FEDERATION/PROGRESSION]
Unify the Region
no longer requires the
Great Binding
Federation reform. Being a Federation member is now enough.
[UI/TRIBES]
The Other Tribes screen now accounts for
Tradition/Trait compatibility
when displaying Relations.
[BUGFIX/FEDERATION]
Fixed the
Federation Trade Guard
aftermath breaking when siding against a betraying Federation member.
[WORLD/AI]
Increased the chance for other tribes to discover your camp.
Expeditions, Map & Exploration
[EXPEDITION]
Added the ability to travel to expedition tiles without moving camp.
(Requires Food and the tile not being hidden by fog of war.)
[QUEST/MAP]
When a tile contains multiple quests/tasks, you can now choose which one to pursue instead of automatically receiving the oldest one.
Powers & Rituals
[UI/POWERS]
Streamlined the
Power Acquisition
UI and added some QoL improvements.
[RITUALS]
Removed Action Point costs from Rituals.
[RITUALS/BALANCE]
Rituals are now limited to
1 Divination, 1 Blessing, and 1 Offering per turn
.
Flaws & Progression
[FLAWS/BALANCE]
Flaw Resistance now starts at
10 Belief
and increases with each refusal up to
50
, instead of always costing 50.
[BUGFIX/FLAWS]
Fixed Flaw Resistance not properly updating displayed Belief after resisting a Flaw.
[BUGFIX/UI]
Fixed Flaw dialogue boxes.
Season Plans, Resources & Population
[BALANCE/SEASON PLANS]
Rebalanced Season Plan costs.
[BALANCE/POPULATION]
Slightly increased the minimum and maximum starting population.
[BALANCE/POPULATION]
Buffed population growth around
0 Stability
slightly.
[BALANCE/RESOURCES]
Increased the yield of
Rich Resource
tiles.
[BALANCE/RESOURCES]
Rich Resource tiles now have better passive yields.
[BALANCE/EQUIPMENT]
Buffed the stats of most craftable equipment.
(The Crafter trait remains unchanged and still doubles effects.)
Events, NPCs & Art
[EVENT/CONCUBINE]
Added a new Concubine event.
(Requires 2 Concubines with Aptitude above Poor.)
[ART/EVENT]
Added new artwork for the
Moon Rite
event.
[ART/EVENT]
Added new artwork for the
Missing Scouts
expedition.
[PORTRAITS]
Added new female portrait sets for Camp Followers.
[BUGFIX/CONTENT]
Fixed missing
Anal Princess
anal-action media.
[EVENT/BALANCE]
Tweaked random Major Event frequency.
Main Menu, Hub, Tutorial & Help
[UI/HUB]
Added a general Hub UI update.
[AUDIO/HUB]
Hub music no longer plays during expeditions.
[UI/MAIN MENU]
Overhauled the Start Menu.
[UI/MAIN MENU]
The Start Menu now uses a dynamic background based on the current Age or important story milestones.
[TUTORIAL]
Overhauled the Tutorial.
[UI/HELP]
Overhauled and expanded the Help section in the Extras Menu.
[UI/TOOLTIPS]
Updated Civilization tooltips to provide more intuitive and useful information.
[UI/TRIBE INFO]
Fixed some tooltip bugs on the Tribe Info screen.
[TIER 4+/SANDBOX]
Updated the Sandbox menu UI and added a few new functions.
Fixes & Maintenance
[BUGFIX]
Fixed the
Corrupt Tree
event macro/error.
[BUGFIX]
Fixed an Autosave bug.
Version 0.1.8
Highlights
Major relationship expansion:
added
Camp Follower Relationships
, including family and social relationships, with new events and interactions built around them.
New difficulty system:
added
God, Godling, and Mortal
difficulty levels, allowing the overall challenge and balance of a run to be adjusted.
Power and Aspect expansion:
added
Third Eye: Lingering Echoes
,
Third Eye: Foresight
,
Heartwood Flesh
,
Blood Link
,
Call the Worthy
, toggleable powers, and additional effects for certain Aspect levels.
Two new Traditions:
added
Shape of Order
and
Seat of the Sacred
, alongside new events and content tied to both axes.
Save, settings, and UI overhaul:
Settings and Save/Load now have dedicated interfaces, Autosave was added, the number of save slots was increased, and the Help section received a new visual identity.
New quests and events:
added several new major events, repeatable quests, Season Plan quests, Tomaso the friendly trader, new Concubine content, and more.
Balance, performance, and polish:
reworked population growth and military scaling, improved performance on weaker hardware, reduced redundant game files, fixed Linux image compatibility issues, and cleaned up several long-standing bugs.
Full changelog
Relationships, Followers & Camp Life
[SYSTEM/RELATIONSHIPS]
Added
Camp Follower Relationships
.
[SYSTEM/RELATIONSHIPS]
Added
Family Relationships
.
[SYSTEM/RELATIONSHIPS]
Added
Social Relationships
.
[RECRUITMENT]
Tweaked how
Recruit
works.
[TRAIT]
Added the new trait
Eye for Talent
.
[SYSTEM/CAMP]
Added the
Second
camp position.
[SYSTEM/CAMP]
Stability now affects Camp Follower
Obedience
.
[SYSTEM/CAMP]
Obedience, and to a lesser extent Love/Trust, now affect
Enlighten
success chance.
[SYSTEM/NPC]
Added a framework for
Special Traits
for important NPCs.
[NPC]
Kael now starts with the
Right Hand
trait.
[NPC/BALANCE]
Tweaked some important NPC stats.
[NPC/BALANCE]
Capped Love and Obedience for important followers.
[BUGFIX/NPC]
Fixed
Subjugator
and
Dread-Bearing
traits not applying correctly to important NPCs.
[BUGFIX/NPC]
Fixed the
Nymphomaniac
NPC trait.
[EVENT/CAMP]
Added the
Warm Furs
Concubine event.
[EVENT]
Added a new option to
A Place in the Camp
when the requesting NPC is female.
Powers, Aspects & Rituals
[POWER]
Added the new power
Call the Worthy
.
[POWER]
Added
Third Eye: Lingering Echoes
.
[POWER]
Added
Third Eye: Foresight
.
[POWER]
Added
Heartwood Flesh
.
[POWER]
Added
Blood Link
.
[POWER/SYSTEM]
Added functionality for
toggleable powers
.
[ASPECTS]
Added extra effects to certain Aspect levels.
[RITUAL]
Added the
Bless Bonds
ritual.
[RITUAL]
Added the
Free Love
ritual.
[PRISONER/POWER]
Added the ability to use
Third Eye: Lingering Echoes
on foreign prisoners.
Traditions
[TRADITION]
Added the new Tradition
Shape of Order
.
[TRADITION]
Added the new Tradition
Seat of the Sacred
.
[EVENT/TRADITION]
Added extra major events tied to the
Seat of the Sacred
and
Shape of Order
axes.
[BUGFIX/TRADITION]
Fixed gendered camp positions stopping their drift when reaching the
Shared Voice
Tradition level.
Difficulty, Saves & Settings
[SYSTEM/DIFFICULTY]
Added
God, Godling, and Mortal
difficulty levels.
[DIFFICULTY/BALANCE]
Removed the defensive raid Mercy cap from
Godling
difficulty and moved it to
God
difficulty.
[UI/SETTINGS]
Settings now has a dedicated menu instead of using the default SugarCube interface.
[SAVE SYSTEM]
Increased the number of save slots.
[SAVE SYSTEM]
Added
Autosave
.
[UI/SAVE SYSTEM]
Save/Load now has a dedicated screen instead of using the default SugarCube interface.
[UI]
Gave the Help section a new visual identity.
Prisoners
[PRISONERS]
Added the ability to
release prisoners
.
[BUGFIX/PRISONERS]
Prisoner escape attempts now place their normal event at the front of the queue, so the escape result is shown promptly.
Quests, Events & Encounters
[EVENT]
Added the
Blunder
major event.
[EVENT]
Added the
Breaking Point
major event.
[EVENT]
Added
A Quiet Death
major event.
[EVENT]
Added
A New Pairing
major event.
[QUEST]
Added the
What We Leave Behind
quest.
(Try gathering resources after a couple of seasons have passed...)
[QUEST]
Added a quest tied to the
Hunt Game
Season Plan.
[QUEST]
Added a quest tied to
Scout the Wilds
.
(Requires being on a mountain tile.)
[QUEST]
Added the repeatable
Broken Chains
quest.
[TRADER]
Added
Tomaso
, the friendly trader.
[EVENT/SYSTEM]
Increased the likelihood of random events and quests firing.
[BUGFIX/QUEST]
Moving Mountain
should no longer be resurrected or re-marked by map repair logic after its final completion.
Crafting, Items & Economy
[CRAFTING]
Most terrain-locked goods can now be crafted in any terrain, but receive a discount when crafted in their appropriate terrain.
[ITEM]
Added a new
unique weapon
.
[ECONOMY/BALANCE]
Resource stockpile contribution to Military Strength now scales relative to tribe population.
[BALANCE]
Nerfed population growth.
Federation, Map & World Interaction
[FEDERATION]
Great Binding
now allows the victory federation to expand to the required tribe count instead of being hard-capped at 3 members.
[MAP/SYSTEM]
Improved the connection between actual camp visibility on the map and which interactions are available.
[MAP/FEDERATION]
Federation members are included as an exception to normal camp visibility requirements.
Sex Framework & Adult Content
[SEX FRAMEWORK]
Added new flavour lines based on body types, body features, and other character details.
[CONTENT]
Added
6 new DAZ variants
for the
Tribute
action.
Art & Character Content
[ART]
Replaced the Wildling artwork and added several new variants.
[NPC]
Tweaked Halona's stats.
[NPC/TRAIT]
Added a special trait to Halona, obtainable after completing
Heart to Heart
with her staying.
UI, Reports, Performance & Optimization
[UI]
Streamlined the
Report Screen
. Again.
[PERFORMANCE]
Made performance improvements that should be especially noticeable on weaker hardware.
[OPTIMIZATION]
Reduced overall file size by removing old UI backgrounds, redundant Federation images, and other unnecessary files.
[BUGFIX/UI]
Fixed an annoying cursor bug where the game would revert to the native cursor on borders and certain buttons.
[BUGFIX/COMPATIBILITY]
Fixed most case-sensitive naming inconsistencies, which should resolve missing image issues for Linux users
Version 0.1.7 — Traits, Flaws, Cannibals
Highlights
Major player progression update:
added
Player Traits
,
Player Flaws
,
Secondary Aspects
, and new ways to shape both your vessel and long-term build.
Traditions expansion:
added
Tribe Traditions
, a large batch of
Tradition Events
, and new ways for tribe traits and traditions to interact with opinions, spawning, and dynamic content.
Camp and follower systems expanded:
added new camp positions like
Guard
and
Concubine
, prisoner escape and upkeep systems, more camp follower events, and the new
Enlighten
interaction.
Combat and raid framework growth:
added the
Personal Combat Framework
, expanded raid leader options, and unified AI target plans with AI season plans.
Visual and intro overhaul:
reworked the intro, added new artwork to several major events, and fixed long-standing presentation issues.
Balance, polish, and system depth:
improved stewardship usefulness, added more detailed tooltips, reduced file size significantly, and fixed several bugs.
Full changelog
Player Progression, Traits & Aspects
[SYSTEM/PLAYER]
Added
Player Traits
.
[SYSTEM/PLAYER]
Added
Player Flaws
.
[SYSTEM/ASPECTS]
Added
Secondary Aspects
.
[PATREON TIER 2+]
Added an upgraded variant of the
Strange Stone
relic that decreases the debuff to your main aspect from having secondary aspects.
[PATREON TIER 2+]
Added a small quest that hints at how to upgrade the relic.
[PATREON TIER 4+]
Added
Forgotten Traits
.
[PATREON TIER 4+]
Added the
Perfect Vessel
option for vessel creation.
Tribes, Traditions & World Reactions
[SYSTEM/TRIBES]
Added secondary traits to tribes.
[SYSTEM/TRIBES]
Added
5 new secondary traits
.
[SYSTEM/TRADITIONS]
Added
Tribe Traditions
.
[EVENT/TRADITIONS]
Added a large number of
Tradition Events
.
[EVENT/TRADITIONS]
Added some events and dynamic quests tied to traditions.
[BALANCE/TRADITIONS]
Certain tribe traits now affect starting opinion based on your traditions.
[BALANCE/TRADITIONS]
Voices of Authority
now affects the likelihood of gender spawning.
Camp Followers, Prisoners & Positions
[INTERACTION/FOLLOWERS]
Added the
Enlighten
interaction for camp followers.
[SYSTEM/PRISONERS]
Added prisoner food upkeep and prisoner rations.
[SYSTEM/PRISONERS]
Added prisoner escape chance.
[SYSTEM/CAMP]
Added the
Guard
camp position.
[SYSTEM/CAMP]
Added the
Concubine
camp position.
[BALANCE/CAMP]
Nerfed
Camp Warden
slightly.
[EVENT/CAMP]
Added
2 small major events
tied to camp followers and camp positions.
[EVENT/CAMP]
Added some camp follower events.
[RAID/FOLLOWERS]
Camp followers can now be raid leaders regardless of gender, with certain caveats.
Combat, Raids & AI
[SYSTEM/COMBAT]
Added the
Personal Combat Framework
.
[AI/SYSTEM]
Merged AI player target plans with AI season plans. The two systems are now completely unified.
Stewardship, Economy & Items
[ITEM]
Added the
Firm Rope
item.
[TRADE]
You can now trade your people as food with
Flesh-Eater
tribes.
[BALANCE/STEWARDSHIP]
Gave a strong buff to
Stewardship
food upkeep reduction, making it more viable.
[BALANCE/STEWARDSHIP]
Stewardship
now reduces assignment resource upkeep.
[BALANCE/STEWARDSHIP]
Stewardship
now reduces camp follower and prisoner food upkeep.
[EVENT]
Added the small
Scattered Stores
major event.
Sex Framework & Preferences
[SEX FRAMEWORK]
Added a new special action for the
Dominant
preference.
[SEX FRAMEWORK]
Added a new preference to the sex framework.
Visuals, Art & Presentation
[VISUALS]
Reworked the intro.
[VISUALS]
The
Female Love
major event got new artwork.
[VISUALS]
The Hidden Tribe
major event got new artwork.
[VISUALS]
The
Visit
event got new artwork.
[UI/TOOLTIPS]
Added more detailed tooltips to
Stability
and
Zeal
.
[OPTIMIZATION]
Tweaked files to reduce the overall file size by around
100 MB
.
[BUGFIX/UI]
Fixed the issue that was forcing story/event passages upward instead of keeping them centered.
Fixes & Maintenance
[BUGFIX/UI]
Fixed the Help cursor defaulting to the native PC cursor instead of using the custom one.
[BUGFIX/QUEST]
Fixed a bug where the
Moving Mountain
quest and the
Brother Save
quest could be assigned to unreachable tiles.
[BUGFIX/QUEST]
Fixed a bug with
Moving Hill
quests.
[BUGFIX/CAMP]
Fixed a bug where removing a story NPC from camp while they were assigned to a camp position would leave that position permanently occupied.
Version 0.1.6.1 — New Faces
Highlights
Major character/world expansion:
added the
Aspect System
,
Rituals
, dynamic camp NPCs, tribe leaders, character age, and multiple new trait systems.
NPC and raid overhaul:
raids now use proper enemy leaders and command points, dynamic NPCs can lead and die in raids, and non-player raid leaders can now be injured as well.
Camp and prisoner systems:
added
Camp Positions
, the
Prisoner System
, and more interaction with dynamic camp NPCs.
World generation and migration additions:
added the
World Gen Menu
,
Long March
for migrations, and advanced world shaping options for tier 4+.
Visual/content refresh:
replaced old art in all current Outcast/Helona scenes, added foreigner portraits, updated intro art, added custom cursor options, and introduced legacy art options.
Fixes + polish:
improved story passage visuals, fixed the Talk screen return button on smaller resolutions, and fixed the double-click bug when choosing powers.
Full changelog
Core Systems, Characters & Progression
[SYSTEM]
Added the
Aspect System
.
[SYSTEM]
Added
Rituals
.
[CONTENT/RITUALS]
Added
10 rituals
.
[SYSTEM/NPC]
Added dynamic camp NPCs and interactions.
[SYSTEM/CHARACTER]
Added
Character Age
.
[SYSTEM/CHARACTER]
Added
Character Traits
.
[SYSTEM/CHARACTER]
Added
Physical Traits
.
[SYSTEM]
Added
Camp Positions
.
[SYSTEM]
Added the
Prisoner System
.
[SYSTEM/TRIBES]
Added
Tribe Leaders
.
Raids, Combat & NPC Leaders
[RAID/NPC]
Added the ability for dynamic NPCs to die while leading a losing raid.
[RAID/NPC]
Added the ability for raid leaders other than yourself to be injured during a raid.
[RAID/NPC]
Enemies now have NPC leaders during raids.
[RAID/SYSTEM]
Reworked the enemy side of raids somewhat. Raid leader stats now affect enemy lanes just like they do on the player side.
[RAID/SYSTEM]
Enemy command points are no longer effectively infinite; they are now determined by the enemy leader’s
Leadership
.
World Generation, Migration & Economy
[WORLDGEN]
Added the
World Gen Menu
.
[TIER 4+ WORLDGEN]
Added
Advanced World Shaping Options
in the World Gen Menu.
[MIGRATION]
Added the
Long March
option to migrations.
[SYSTEM/ECONOMY]
Added passive generation for resources.
Visuals, UI & Presentation
[VISUALS]
Added
Foreigner portraits
.
[VISUALS]
Replaced old images with new images in all current
Outcast/Helona
scenes.
[UI]
Added a
Custom Cursor
option.
[UI/VISUALS]
Added
Legacy Art
options.
[VISUALS]
Replaced the old scene during the intro choice with new art.
[UI/VISUALS]
Made some tweaks to the Story passage visuals.
(Quests, Events, etc.)
Fixes & Maintenance
[BUGFIX/UI]
Fixed a small visual bug where the Talk screen return button was not visible on smaller resolutions.
[BUGFIX]
Fixed a bug that forced a double click when choosing powers.
Version 0.1.5.1 — Trading Season
Highlights
Major Federation and diplomacy expansion:
Diplomacy has been renamed to
Federation
, the new Federation system is in, and it now comes with reforms, events, diplomatic interactions, aid mechanics, and renaming support.
Trade and item progression overhaul:
trading has been reworked,
Item Rarity
and
Item Recipes
were added, many starting recipes were removed, and raids/infiltration now offer more ways to steal items, recipes, and opportunities.
Dynamic quest and tribe growth:
added
Knowledge Share
, dynamic quest timers, several new dynamic/Federation quests, and the
4th tribe
.
Raid and balance improvements:
raids now have
Momentum
, better rewards, visual effects, improved pacing, easier early-game tuning, and stronger support from Federation allies.
Worldgen and survival updates:
added
Tile Features
, adjusted terrain/resource logic, buffed passive food and positive seasons, and made harsh seasons more dangerous.
UI and polish:
added new map/camp/action-point visuals, clearer tooltips, improved Tribe/NPC list presentation, and a range of smaller fixes and readability improvements.
Full changelog
Federation, Diplomacy & Tribe Interactions
[UI/NAME]
Renamed the
Diplomacy
button to
Federation
.
[SYSTEM]
Added the
Federation System
.
[INTERACTION]
Added the
Visit
interaction.
[INTERACTION]
Added the
Non-Aggression Pact
interaction.
[EVENT/FEDERATION]
Added Federation events.
[SYSTEM/FEDERATION]
Added Federation reforms, with
3 levels
and
7 possible reforms
.
[EVENT/FEDERATION]
Added the Federation event
Plea for Aid
.
[EVENT/FEDERATION]
Added the
Weak Link
Federation event.
[EVENT/FEDERATION]
Added the
Good Relations
Federation event.
[EVENT/TRIBE]
Added the
Peace Oath
major tribe event.
[EVENT/FEDERATION/RAID]
Added the
Defense Aid
mini-event during defensive raids. Federation members can now join your side if they are close enough, have suitable temperaments, and have good relations with you.
[UI/DIPLOMACY]
Added a Diplomatic submenu to the Tribe Info screen.
[FEDERATION/QOL]
Added the ability to rename federations.
[BALANCE/FEDERATION]
Nerfed
Head of the Federation
slightly. It now also reduces other tribe members’ military strength by
25%
.
[BALANCE/FEDERATION]
Swapped reform tier levels:
Provisions
moved to
tier 1
, and
Military
moved to
tier 2
.
[QUEST/FEDERATION]
Tribes in a Federation with the
Great Binding
reform now count toward
Dominate the Region
quest completion.
[INTERACTION]
Added a Trade interaction for the
Machi Tribe
.
Trade, Items & Recipes
[TRADE/SYSTEM]
Reworked how trading works.
[ITEMS]
Added
Item Rarity
.
[ITEMS/CRAFTING]
Added
Item Recipes
.
[PROGRESSION/CRAFTING]
Removed many of the recipes players started with in previous versions. These now need to be acquired.
[BALANCE]
Limited trades with a tribe to
1 successful trade interaction per turn
.
[BUGFIX/TRADE]
Fixed a bug where the AI kept offering you the same trade deal after you accepted it the first time.
Dynamic Quests, Knowledge & Infiltration
[INTERACTION]
Added the
Knowledge Share
interaction.
(Dynamic quests.)
[QUEST/SYSTEM]
Added quest timers to dynamic quests.
(Older quests may receive them later as well.)
[QUEST/DYNAMIC]
Added the dynamic quest
Abandoned Supplies
.
[QUEST/DYNAMIC]
Added the dynamic quest
A Small Tribe
.
[QUEST/FEDERATION]
Added the repeatable dynamic Federation quest
The Raid
.
[QUEST/FEDERATION]
Added the dynamic Federation quest
Guard the Deal
.
[INFILTRATE]
Added a chance to steal
items/recipes
or overhear dynamic quests during
Infiltrate
.
World, Tribes & Generation
[SYSTEM]
Added the
Tile Features
mechanic.
[CONTENT]
Added the
4th tribe
to the game.
[BALANCE/WORLDGEN]
Tweaked game start logic so tiles with a max game level of
None
should feel less common.
[BALANCE/WORLDGEN]
Tweaked resource start logic so
Rich
tiles are much more common in mountain terrain, while
None
is a bit more common in other terrain types.
[BALANCE/SPAWN]
Fixed AI tribes spawning right next to the player. There is now a minimum distance of
2 tiles
.
[BALANCE/SPAWN]
Tweaked spawn logic.
[AI]
Merged the
Fearful
and
Cowardly
temperaments into one, since they served a similar purpose and are easier to track this way.
Raids, Warfare & Balance
[RAID/BALANCE]
Fixed raid chance incorrectly displaying
“None”
even when AI tribes could still raid you.
[RAID/BALANCE]
Added a longer grace period for the
Cautious Exchange
and
Demand for Tribute
major events.
[RAID/BALANCE]
Increased the cooldown between trade and raids.
[AI/BALANCE]
Tweaked AI logic for choosing raid size, making early raids easier to deal with.
[BALANCE]
Nerfed population losses from death/kidnapping during lost raids, making recovery easier.
[RAID/REWARDS]
Updated raid aftermaths. You can now steal both
recipes
and
items
that a tribe is trading if the raid succeeds.
[RAID/VISUALS]
Added a visual effect to raid commands.
[RAID]
Added
Momentum
to raids.
[RAID/BUGFIX]
Fixed losses to AI warbands so they no longer apply to the player, and vice versa.
[BALANCE/RAID]
Made
Ordered Withdrawal
more useful. It now reduces the withdrawal timer to
2 rounds
instead of
3
.
[RAID/REWARDS]
During raids, you may now gain
Goods, Resources, or Food
, not just Resources.
[RAID/BALANCE]
Buffed the amount of loot gained from successful raids, making them more attractive.
[BALANCE]
Buffed the
Tribute
action, making it much more worthwhile.
Food, Seasons & Plan Balance
[BALANCE]
Buffed passive food generation.
[BALANCE]
Buffed
Starving Winters
and
Scorching Summers
to make them more dangerous.
[BALANCE]
Buffed the
Conceal Camp
season plan.
[BALANCE]
Buffed how much extra resources each point of
Endurance
gives for the
Gather Resources
season plan.
[BUGFIX/DEPLETION]
Removed a bug where
Crafting Resources
and
Scouting
would contribute to tile resource depletion speed.
[TIER 2+ EXCLUSIVE]
The
Nostalgia
event chain now additionally increases
Power Limit
by
+1
.
[BALANCE]
Buffed the positive effect that good seasons give to food generation.
[UI/QOL]
Made it clearer which stats affect which season plans.
(See season plan event details.)
Map, UI & Presentation
[UI/MAP]
Added tooltips for tiles on the
Map
and
Migration
screens.
[UI]
Tweaked the look of
Force Migration
and
Tribute
to make missing requirements easier to understand.
[VISUALS]
Added new camp icons.
[VISUALS]
Added a new map illustration.
[VISUALS/UI]
Added new action point icons.
[UI/TOOLTIP]
Made the season tooltip more readable.
[UI/TOOLTIP]
Hub area tooltips now provide more useful info where relevant, such as current population consumption and production.
[UI/MIGRATION]
Added present tribes to
Migration Survey / Tile Notes
.
[UI/QOL]
Split the
Shift
command into
Shift Left
and
Shift Right
.
[UI/QOL]
Future-proofed Tribe and NPC lists with a new look.
[TIER 4 SANDBOX]
You can now change the
mood
and
temperament
of AI tribes in debug.
[BUGFIX/CSS]
Fixed some background image issues in the CSS.
Version 0.1.4 — Raiding Season
Highlights
Major raid overhaul:
added the new Raid System, replaced the old raid defense flow, and expanded raid-related gameplay with NPC raid leaders, returning hostile actions, and multiple follow-up fixes.
Food, seasons, and strategy expansion:
added the Food Generation overhaul, Seasons and Season Types, new season plans, reworked season plan categories, and fixed several season-related issues afterward.
AI and tribe interaction growth:
added the new
Tribute
major event, several new inter-AI interactions, and new hostile tribal actions including
Tribute
and
Force Migration
.
New progression tools:
added the
Mend Wounds
power, updated older quests to react to it where appropriate, and added the first
Level Up
event.
UI and readability improvements:
improved crafting presentation, adjusted Report/Event screens, split
Distant Rumours
into its own screen, and made several readability and compatibility improvements.
Fixes + polish:
fixed Tribute, fixed the defensive raid screen bug, fixed season timing issues, fixed visual bugs, and continued smoothing out the new framework.
Full changelog
Raiding, AI & Conflict Systems
[RAID/SYSTEM]
Added the new Raid System.
[RAID/SYSTEM]
Replaced the old Raid Defense System.
[RAID/NPC]
Added the ability for certain NPCs to act as raid leaders.
[AI/EVENT]
Added the new AI-player major event
Tribute
.
[AI]
Added a few new inter-AI interactions.
[AI/HOSTILE ACTIONS]
Added new hostile tribal actions:
Tribute
and
Force Migration
.
[HOSTILE ACTIONS]
Re-added
Infiltrate Camp
.
(Requires Ghost Walk.)
[AI/BALANCE]
Removed the
Supremacist
temperament from the normal AI pool.
[RAID/BALANCE]
Tweaked the grace period: AI tribes will no longer raid you during the first
12 turns
, giving you more time to prepare.
[RAID/BUGFIX]
Fixed a raid chance bug where the game was showing both raid and trade chance together, causing the displayed chance to appear artificially high.
[BUGFIX/AI]
Fixed
Tribute
.
[BUGFIX/RAID]
Fixed a defensive raid bug where it was still leading to the old raid screen.
Food, Seasons & Plans
[FOOD/SYSTEM]
Added the Food Generation Overhaul.
[SEASONS/SYSTEM]
Added Seasons and Season Types as part of the food generation overhaul.
[SEASON PLANS]
Updated season plans to fit the new raid framework.
[SEASON PLANS]
Added new season plans.
[SEASON PLANS/UI]
Reworked season plan categories.
[BUGFIX/SEASON PLANS]
Made sure new season plan costs stick properly.
[BUGFIX/SEASONS]
Fixed Season Change triggering too early.
(It was being calculated before food gain was applied.)
[BALANCE]
Buffed
Train the Hunters
.
[BALANCE]
Buffed
Gather Resources
slightly, increasing base food generation from
10–20
to
18–30
.
[TIER 4+ EXCLUSIVE]
Added new commands to control Season and Conditions.
Powers, Progression & Quests
[POWER]
Added the new power
Mend Wounds
.
[QUEST/REACTIVITY]
Made tweaks to older quests so they check whether you own
Mend Wounds
and react appropriately where logical.
[PROGRESSION]
Added the first
Level Up
event.
(Requires 20 total stats and increases Power Limit by +1.)
[BALANCE/PROGRESSION]
Tuned down the number of points needed for the
Echoes
level-up event to fire.
UI / UX & Presentation
[UI/CRAFTING]
Made tweaks to the Crafting menu.
[UI/CRAFTING]
Added an image showcase for crafted items.
[UI/CSS]
Tweaked CSS for the Report and Event View screens.
[UI/EVENTS]
Separated the normal event
Distant Rumours
into its own screen for less clutter and more information.
[UI/TEXT]
Boldened text in
Force Migration
and
Tribute
.
[UI]
Future-proofed the Tribes Info screen.
[BUGFIX/UI]
Fixed a bug where quest offers in the Talk screen would hide questions.
[VISUALS]
Fixed some reported visual bugs.
[UI/COMPATIBILITY]
Worked a bit more on resolution compatibility.
Fixes & Maintenance
[BUGFIX]
Fixed the Help section infinite loop.
Version 0.1.3 — Skulls, Wildlings, and Strange Rewards
Highlights
Major UI and menu overhaul:
a huge UI update across multiple menus, including the Talk screen, Inventory UI, crafting categories, quest item support, and various QoL improvements.
Resource pressure rebalance:
depletion and pressure systems were reworked with clearer wealth-based thresholds, population-based scaling, off-map recovery, and a post-migration grace window.
New quest and wildling content:
added the Missing Scouts quest, Cave Tribe quest, Corrupt Tree quest, and Wildling Camp Introduction quest, plus new follow-up Wildling events.
New artifact content:
added the
Corrupt Skull
artifact with 2 phases, its own normal events, and a Phase 2 upgrade event, alongside Strange Stone active-event content.
New NSFW/event content:
added an NSFW event tied to consuming
Machi Sap
, plus new Wildling-related event content including a repeatable NSFW event.
Fixes + polish:
fixed many visual issues, improved quest/UI clarity, fixed Wildling quest presentation, fixed Sandbox text wrap, and added a new audio track.
Full changelog
Core Systems, Balance & Progression
[SYSTEM/BALANCE]
Rich tiles now need
6
pressure before dropping, middling tiles need
4
, and poor tiles need
2
.
[SYSTEM/BALANCE]
Hunt Game now adds
2
game pressure.
[SYSTEM/BALANCE]
Forage & Preserve now adds
1
pressure, with additional pressure from larger populations.
[SYSTEM]
Resource depletion now uses the same model for resource-focused plans.
[SYSTEM/BALANCE]
Off-player tiles now bleed pressure off over time, making revisited land feel more stable.
[SYSTEM/QOL]
Added a
1-turn post-migration grace window
for depletion events.
[BALANCE]
Lowered the full material-output population scaling cap from
2.75x
to
2.1x
.
[BALANCE]
Full population scaling now applies only to
food, resources, and goods
.
[BALANCE]
Stability and Zeal now use a much lighter population multiplier, capped at
1.3x
.
[BALANCE]
Other yield types now default to no extra population scaling.
[SYSTEM/NAME]
Overhauled dynamic naming for stats.
UI / UX & Visuals
[UI]
Added a huge UI overhaul.
[UI/QOL]
Added a lot of QoL changes across various menus.
[UI]
Overhauled the Talk screen.
[UI]
Overhauled the Inventory UI.
[UI/CRAFTING]
Added a Quest Item category to the Inventory and Crafting screens.
[UI/CRAFTING]
Stylized the Crafting category buttons.
[UI]
Added an alert to the
Interact With
button when quests become available in the Talk screen with an NPC.
[VISUALS]
Added clear visual cues for NSFW normal events.
[BUGFIX/VISUALS]
Fixed a large number of visual bugs.
[TEXT/BUGFIX]
Fixed some text spacing typos.
[BUGFIX/UI]
Fixed text wrapping in the Sandbox menu on
tier 4+
.
[BUGFIX/QUEST/UI]
Fixed the Wildling quest visual presentation so it now matches other quests.
Quests & Event Content
[QUEST]
Added the
Missing Scouts
quest.
(Must finish the tutorial, Kael must be at camp, and relations must be good.)
[QUEST]
Added the
Cave Tribe
quest.
[QUEST]
Added the
Corrupt Tree
quest.
(Maybe try hunting...)
[QUEST]
Added the
Wildling Camp Introduction
quest.
[EVENT/PATREON]
Added new normal and major events that have a chance of firing while the artifact
The Strange Stone
is active.
[EVENT/NSFW]
Added an NSFW event tied to consuming
Machi Sap
.
[EVENT/WILDLING]
Added a new major event for the Wildling.
(Requires finishing the intro quest, high Love or Obedience, and enough time passing.)
[EVENT/WILDLING/NSFW]
Added a repeatable NSFW event tied to the Wildling.
(Requires finishing the “She Needs a Wash!” event.)
Artifacts & Items
[ITEM]
Added the new item
Machi Sap
.
[ITEM]
Added the
Outcast Idol
item.
(Failure sometimes offers its own reward...)
[ARTIFACT]
Added the
Corrupt Skull
artifact.
[ARTIFACT]
Added
2 phases
for the Corrupt Skull artifact.
[ARTIFACT/EVENT]
Added normal events tied to the
Corrupt Skull
.
[ARTIFACT/EVENT]
Added the
Corrupt Skull Phase 2 upgrade event
.
Audio
[AUDIO]
Added a new audio track.
Version 0.1.2.1 — Outcasts and Oddities
Highlights
Major progression update: the Inventory, Artifact, and Crafting systems are now in, alongside the new Power Limit system and Max Inventory Size.
New content drop: added 20 new items, the Strange Stone artifact, and the beginning of the Payback quest.
New event content: added The Day After, Heart To Heart, Scouting Mission, Eyes in the Daylight, and Eyes in the Dark.
Crafting + UI improvements: you can now choose crafting categories, the Inventory / Artifact / Crafting UI has been further improved, and Bone Awl has been renamed to Stitching Needle.
Audio/visual upgrade: added separate SFX and Music volume sliders, 2 new music tracks, some animations, and some sound effects.
Fixes + polish: removed empty effect passages for events that don’t use them, fixed the Save Slot turn counter, fixed typos, fixed the missing GIF in Food Surplus, and fixed a bug where multiple tribes could trigger raid/trade events on the same turn.
Full changelog
Core Systems & Progression
[SYSTEM] Added the Inventory system.
[SYSTEM] Added the Artifact system.
[SYSTEM/CRAFTING] Added the Crafting system.
[SYSTEM/PROGRESSION] Added Power Limit.
[SYSTEM/INVENTORY] Added Max Inventory Size
(will be tweaked further)
.
Items, Artifacts & Crafting Content
[ITEMS] Added 20 new items.
[ARTIFACT] Added the Strange Stone artifact.
[CRAFTING/QOL] Added the ability to choose crafting category.
[ITEMS/NAME] Renamed Bone Awl to Stitching Needle.
Events & Quest Content
[EVENT] Added The Day After major event.
[EVENT] Added Heart To Heart major event
(must finish Valued Item quest)
.
[EVENT] Added Scouting Mission major event
(requires Outcast)
.
[EVENT] Added Eyes in the Daylight major event
(requires Outcast + failed/succeeded brother quest)
.
[EVENT] Added Eyes in the Dark minor event
(requires Outcast + failed/succeeded brother quest)
.
[QUEST] Added the beginning of the Payback quest.
UI / UX, Audio & Visuals
[AUDIO/UI] Added separate SFX and Music volume sliders.
[UI] Further worked on the Inventory, Artifact, and Crafting UI.
[AUDIO] Added 2 new music tracks.
[VISUALS] Added some animations.
[AUDIO] Added some sound effects.
Fixes & Maintenance
[EVENT/UI] Removed empty effect passages for events that don’t have them.
[BUGFIX] Fixed Save Slot turn counter.
[BUGFIX] Fixed various typos.
[EVENT/VISUALS] Fixed GIF not appearing in the Food Surplus event.
[BUGFIX] Fixed a bug where multiple tribes could trigger raid/trade events on the same turn.
v0.1.1.A
Fixed bug with Wildling quest
v0.1.1
Highlights
Major UI overhaul
so critical info is visible at a glance (plus report screen is now a table).
NPC tribe world sim is live:
tribes take End Turn “season actions,” can raid each other, and can be wiped out.
Big economy rebalance:
pop food upkeep reduced; Stewardship can cut upkeep; pop growth improved.
“Food Surplus!” reworked
(now requires 50× pop food, with a 20-turn cooldown).
New content drop:
new quests (
Moving Mountain
,
Wilding
), new NPC (
The Wildling
), and new major event (
Female Love
).
Full changelog
Gameplay & Balance
[ECON]
Reduced population food upkeep from
3.5 → 2 per pop
.
[ECON]
Stewardship can now decrease food upkeep up to
25%
.
[ECON]
Modified PopGrowth calculation (natural growth should be faster).
[EVENT/BALANCE]
“Food Surplus!” now only fires if you have food equal to
50× your population
(was 3×), and its cooldown is now
20 turns
.
[BALANCE]
Adjusted many difficulty check values (general rebalance pass).
[BALANCE]
Additional balance work across systems.
World Simulation & NPC Tribe AI
[WORLD/AI]
NPC tribes now take independent
End Turn “season actions”
(hunt, fortify, trade route, ritual, migrate, raid rival).
[WORLD/AI]
Tribe action selection is weighted by temperament + current mood (more consistent, readable behavior).
[WORLD/AI]
NPC tribes can raid each other; success/failure is based on military strength + a small randomness roll.
[WORLD/AI]
Inter-tribe raids are now impactful: successful raids steal meaningful population (
min 1
, up to
~25%
of defender pop, mitigated by fortification) and resources.
[WORLD/AI]
Tribes can now be destroyed by other tribes (population can drop to 0).
[WORLD/AI]
Fortification now provides real defensive value: boosts raid defense, reduces raid losses, and increases resource storage capacity.
[WORLD/AI]
Added AI growth limiters to prevent runaway tribes: upkeep drain, storage caps + spoilage/decay, and carrying-capacity/attrition pressure at high population.
[WORLD/UI]
Added an End Turn world activity event (“Distant Rumors”) to show outcomes and NPC stat changes.
Quests, Events & Writing
[WRITING]
Rewrote Raiding/Trade events to be more flavorful and make the protagonist feel more superpowered.
[QUEST]
Rewrote Hidden Tribe major event.
[QUEST]
Rewrote Outcast Brother quest.
[QUEST]
Rewrote Party raid event chain.
[WRITING]
Added around
10k+
new words across older quests/events.
[QUEST/BALANCE]
Short godlings can’t intimidate the hunters in the brother quest anymore.
[ONBOARDING]
Added a tutorial after the intro section.
[EVENT]
Added “Spoiled food” effect/event.
[EVENT]
Added “Lack of Materials” effect/event.
[EVENT]
Added “Full bellies” erotic event.
[MAJOR EVENT]
Added “Female Love” major erotic event.
[EVENT]
Added “The Rains Warmth” normal erotic event.
New Content
[QUEST]
Added “The Moving Mountain” quest (chance to fire when using Scout Wilds).
[QUEST]
Added Wilding Quest.
[NPC]
Added a new NPC:
The Wildling
.
UI / UX
[UI]
Report screen is now a table (more readable and useful).
[UI]
Complete interface overhaul to keep necessary information visible at a glance.
[UI]
Added tooltips to season plans.
[UI]
Added option to automate season plans.
[UI/QUEST]
Fixed Track quest functionality.
Season Plans & Progression
[SEASON PLAN]
Added an expensive season plan that increases available action points for a number of turns.
Audio, Art & Presentation
[AUDIO]
Added clicking sound effects.
[VISUALS]
Added more image variation for party raids.
[FONTS]
Added Merryweather and Cynzel to Tribal Era passages for readability.
Fixes & Maintenance
[BUGFIX]
Fixed prep modifier being wrongly applied during raid.
[MAINT]
Some maintenance work in the JavaScript mines.
v0.1
Initial Release
Player reviews
Player rating3.5 / 5 · 10 ratings
Written reviews10 · avg 3.1★
Positive (4–5★)50%
Latest review2026-08-18
What players say
Mixed overall: five four-star, three three-star, and two one-star reviews.
5★0
4★5
3★3
2★0
1★2
Players like
Innovative god-tribe management concept
Solid resource management and strategy mechanics
Promising early-access potential
Common complaints
Limited content and weak flavor events
Scarce, off-theme, or placeholder sexual content
Overly complex and unclear systems
Best for players who enjoy early-access tribe strategy and accept limited adult content.
Summarised from 10 written player reviews.
keviiiiiiiiiiiiiiiiiiiiii2026-08-18★★★★★
The biggest thing holding this game back right now is a major lack of content and flavor. For example, taking a concubine doesn't really mean much unless you go out of your way to trigger a scene. And even then…
HabitualLineStepper2026-07-05★★★★★
The First Gods [v0.1.7] [Kaspeli] Alright, listen up. You want a game that knows what it’s doing? One that doesn’t just dump you in some half-baked fantasy and call it a day? Then get your eyes on “ The First…
Syzzyz2026-07-05★★★★★
Written for v0.1.7 I spent a few hours with it, and to get it out of the way, I think this game has potential, but it is currently lacking in almost every aspect. What most of us are here for…