A downloadable game for Windows

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About


Gods of the Fallen Land is an action-strategy game centered around base building and villager management.

Take on the roll of a leader trying to rebuild humanity in a broken and dangerous world. The area layout changes with each play through and your villagers are randomly generated, with their own names, appearances, and traits. Build your defenses and keep your followers safe through the night, while collecting and managing your resources during the day to face the ever growing threats. Lead your followers into battle and make strategic decisions on what to develop and build to survive.

Take lead, manage your village, and prepare your defenses as you fight to survive against the terrors of the night.

Features


  • Procedural map for a different layout every game you play
  • An upgrade tree system allowing you to specialize your strategy
  • Standard mode in which you progress towards an ending while fighting stronger enemies.
  • Endless mode which tests the limits of how long you can survive.
  • Randomized Item drops from enemies and world objects allow for unique strategies and opportunities
  • Level up your leader to unlock new skills to support your followers or directly attack enemies
  • Assign your followers to various jobs such as gatherers, builders, soldiers, archers, priests and more to have them carry out different duties.
  • Traits give followers unique quirks, allowing them to excel at certain roles.



System Requirements

Recommended

  • 4 GB Ram
  • Dedicated Graphics Card with at least 2 GB of Memory
  • AMD Phenom II X4 955 Processor or better
  • 100 MB Disk Space

Rough guideline, based on limited testing and the development system.


Purchase

Buy Now$4.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $4.99 USD. You will get access to the following files:

Gods of the Fallen Land 1.1 47 MB

Download demo

Download
Gods of the Fallen Land - Demo Version (47 MB)

Comments

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Bought the game, read the controls, jumped in. I don't really feel I was playing very optimally at all, yet I still beat it on my first try. In my opinion it could be a lot more challenging.

Dealing with a lot of units in real time is a little unwieldy. I assume this is somewhat intentional to promote its more simplistic nature.

Enjoyed the game. Money well spent. Thanks.

Thank you for your support, and I'm glad you enjoyed the game!

About the difficulty, it can be tricky because everyone has a different perception of it, and it can be hard to get an objective view. I would like to offer more challenging options though, so I'll keep your feedback in mind for future updates. Anything specifically you felt was too easy or otherwise feel like commenting on?

I was constantly losing buildings. I must have rebuilt my mills a dozen times. I never used more than a single of each military/support building. I didn't bother with walls until day eight or nine and purchased maybe three upgrades. I know I wasted a lot of time, and kinda put off taking down the cemeteries.

I finished the game on day 13, 30 souls under my command, and having only harvested a very tiny portion of the map. I dunno what your intended playtime was, but I feel I just kinda derped around and accidentally happened upon and beat the final level. The shades stealing your guys was neat, but this ended up being far less dangerous than something that could actually deal damage.

Thanks for the details, I really appreciate it.

There will be some changes regarding difficulty progression in the next update, I'll be sure to take your comments into account.

I found a bug, If I change the resolution to 1920x1080 but do NOT enter fullscreen mode, the game will not load, it loads but you cannot see it (you can tell this because the sounds all continue, you can hear yourself attack, etc.)
If I then close the game and re-open it, the screen is fully white, and you cannot navigate to the options menu to fix the resolution, I'm fairly certain that like when you tried to load the game earlier, the menu is still there, just not displayed, deleting the options.ini at \AppData\Local\GotFL fixes this issue, but trying to set the resolution to 1920x1080 again will still cause the problem again.

Here is what the options.ini looks like when broken.

[options]

resDropdownOp="0.000000"

advShadows="1.000000"

showFPS="0.000000"

gameHeight="1080.000000"

gameWidth="1920.000000"

vsync="0.000000"

fullscreen="0.000000"

musVol="1.000000"

soundVol="1.000000"

[Windows]

SleepMargin="5"

VertexBufferMethod="1"

AlternateSyncMethod="0"

CreateTexturesOnDemand="0"

[LLVM-WINDOWS]

WindowsSDKDir="E:\Program Files\Windows Kits\8.0"

VisualStudioDir="E:\Program Files\Microsoft Visual Studio 11.0"


Hope this helps!

(Edited 1 time)

Thanks for reporting this. While I couldn't recreate the issue with closing and reopening to a blank screen I'm pretty certain I found what was causing the problems. I'll have a fix for it in the next update.

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Would it be at all possible to include a borderless windowed mode?

(Edited 1 time)

Unfortunately no, its something I'd like to have but its not really possible at the moment.

Certain parts of the game also quite remind me of Enigmata Stellar War.

www.kongregate.com/games/kidgamez/enigmata-stellar...

It might be interesting to check it out.
Particularly the ancient cannons and other "drop only" buildings.
And the waves of enemies are similar too.

By the way, just some feedback that I imagine I would probably find interesting if I were the developer.

The inclusion of the golems, and being able to control them, was a major selling point for me, there's just something about harnessing ancient technology, particularly the kind of mystical kind that, at least to me, just feels good, plus they feel sort of, special.

It reminds me sort of an old-ish game called Spellforce, where you had rune warriors, and almost every one of them was human (in the first game I think they were), but later there were a few special units that were not, my favorite of which was the blades, which were these magical/mystical construct enemies that usually served as the elite units of your enemies.



Or in final fantasy tactics, where you have the normal character races etc, but there's a special character you can unlock through a quest called Construct 8 or Worker 8, "It is a robot from the days of Saint Ajora Glabados" So basically a robot that uses lost/ancient technology, similar to your golems.

I love that in games, unsure why, but the golems in this serve a similar function.

Very interesting, I've actually always really liked the 'ancient recovered technology' concept myself so I understand where you're coming from.

I don't know if you found them but there are actually two other 'ancient technology'-like items in the game. Although, they're a little harder harder to find than the golem cores.

The cannon and gun? saw the gun in a post of yours, found two cannons last game. :)

Yeah, those are the other two. I'll probably expand on them more in the future.

Cool, can't wait to see what you do.

After playing the game for quite a bit, here are my biggest complaints, and a few suggestions.
There seems to be some sort of issue with the AI pathing for the villagers/settlers, I read in the patch notes that you fixed enemies fleeing into walls, but the same thing happens with your own people, this happens a lot if they pick something up, like a chest or a golem etc, that is particularly close to an obstacle, and I find my gatherers in particular doing this a lot.

Also, unsure why this is, but at least in full-screen mode, screenshotting the game does not work for me, it produces a white screen.

Gates should either have an option to rotate them, or a second building that is a rotated version, building a weird gate sized lump into a wall to fit a vertical gate into the side of a base is weird.

I wish the basic towers we could build either had a maximum of 14 or 16, so that we could keep our defenses symmetrical, It's annoying to have one side of a base feel weaker than the other.

It would be great if there was an option to remove boulders or the dilapidated brick walls, even if it costed time or resources.

And finally a question, to what extent do you intend to continue updating the game? Do you consider 1.0 to have been a finished product and everything else are little extras, a lovely cherry on top, or do you still consider this an ongoing project?

Thanks for your time, first purchase I have actually made on Itch.io, all my previous favorite games were free.

I'm aware of some of the pathing issues, its a separate bug from the enemies fleeing and is a bit more difficult. There should be a fix in the next update though.

The fullscreen screenshot issue I wasn't aware of, I'll look into it and see what I can do.

I also appreciate the suggestions, I'll keep them in mind.

As for the updates, I considered 1.0 complete enough to be released but I always intended to continue developing the game after release. I wanted to gauge peoples interest and get feedback from real players, which has been extremely helpful going forward. I do still consider this on active project, but I wouldn't call it early access or anything like that. You could consider it like a sort of 'soft launch'. While I can't say how long I'll keep updating the game I don't have any plans of stopping development anytime soon. I hope that answers your question.

I'm glad my game could be your first purchase on here. Thanks for all of the feedback and suggestions, I'll be sure to take them into account for the next update.

(Edited 2 times)

Another thing that MIGHT be a nice addition, although I'm not entirely sure about the balancing, would be a forestry, a building that instead of planting crops, re-planted trees for harvesting material, possibly at a slow-ish rate.

I'm not sure if it was an intentional decision, but the "enemies" are actually in some ways more "good" than the player, they are protecting all the trees and nature from complete and utter destruction by humans, when I won the game earlier, there were almost no trees left, I had transformed the landscape into a desolate wasteland, and the forces of nature (the enemies) failed to stop me.

Slightly poetic, sort of a "Humans Are the Real Monsters" type situation.
http://tvtropes.org/pmwiki/pmwiki.php/Main/HumansAreTheRealMonsters

I never thought of it like that but its kind of interesting that you could see it that way. There isn't much of it in game but the lore that I'd written has some similarities to that kind of situation, completely unrelated to trees though.

Also, I appreciate the suggestion.

This certainly feels like the kind of game where the developer knows more about the lore than the game tells. Haha, but yeah, the trees were just an example, and a way to tie it into the suggestion. :)

One question I had, what is in endless mode? I assume that's full game only?

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I started playing the game as a recommendation from a friend, I beat it while at their place, on the verge of buying it myself.
I did think I got past day 4 on the demo version, but perhaps I am remembering falsely, and will check now.

(Edited 1 time)

I see, thank you I'd really appreciate it anyways.

To answer your earlier question, Endless Mode is a sort of endless wave survival mode available in the full game. Random events are slightly changed up and crypts will start respawning with defensive structures after the initial few are destroyed. The goal is to just survive as many days as possible.

Do you have any intentions on having this game on steam in the future?
I'm more than willing to purchase it here, I know you get more from itch.io, is there any chance of itch.io users getting a future steam copy if that's the case?

I'm planning to bring the game to steam eventually, nothing is concrete yet though.

In the case of a Steam release yes, I'd make sure itch.io buyers would have access to a Steam copy if they wanted it.

Thanks, making my purchase now, this game reminds me of an unfortunately discontinued game made by some friends of mine, it shares quite a few coincidences between the two, however it was a multiplayer game, so it was admittedly rather different.

(Edited 1 time)

Thank you for your support!

Sorry to hear it was discontinued but if it's still up anywhere I'd be interested in taking a look at it. I created the initial prototype for this game about 4 years ago and I started working on the full version about 2 years ago. I was inspired by games like Pikmin, RTS games and a few others. It's always interesting to see similar ideas crop up independently. I actually thought about including multiplayer for awhile but decided against it funnily enough. Thanks again!

Unfortunately it's not, it was a browser based MMO, the players all build RTS styled bases independently in a vast desert, and could attack each other, or the monsters in the environment.

It also had golems, with red facial markings, which had some lore behind them, and occasionally dropped their head, or specific parts of them, I cannot remember, as a rare drop called a reborn golem (a head with the red rune on it which in the description it said was sort of like a baby, kind of like a phoenix if I recall correctly) similar to how we build golems in your game, although in theirs it was only a quest item with a description that expanded on the lore.

There were also sentinels, which were strange orb like machines, that floated around, and seemed to be powered by the blue crystals in the games lore, as they had glowing blue lights, similar to the ones you have near the wild/overgrown golems.

Further out in the farthest reaches of the (populated section of the) map, there were shadows, which remind me of wraiths, they were the most end game monster, similar to the wraiths in your game)

Just stuff like that, little slightly generic things that just coincidentally match up a little.

They did not have units in the game yet, but they had said that was planned.


Also, I checked, got to day 4 and it ended, although I was sure I died on day 5 earlier, maybe I'm remembering wrong.

Thanks for checking it out for me, if you can't reproduce the issue then don't worry about it.

I also answered your other post regarding a steam release.

Finally managed to beat the game, took 12 days. :)

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Is there any way to remove/delete reusable items, that I have simply missed?

I feel as though, if I am unable to make any more golems, I may as well restart now.

You can click and drag items off of the item bar to drop them on the ground. After awhile on the ground they'll eventually disappear.

And the one other question I have about the game, can you, undraft millitary? I don't have many constructors left.

Yeah, just select them and reassign them to any house or the crystal and they'll go back to being settlers.

When I did that earlier, it wasn't working, the would just stay as soldiers and refuse to build.

Anyway, thanks for all the answers, the game is really cool.

Was it an unfinished house? Selecting any unfinished structures will prioritize builders you have selected to build that structure but won't reassign anyone. The outline has to be green for reassigning.


I really appreciate the feedback though and I'm glad to hear you like the game.

I think it was, I expected it to assign the soldiers to builders because it needed building.

Thanks again, this game reminds me of an indie game my friends made a while back, although it was an online game, there were a few similarities, almost certainly entirely coincidence. xD

What exactly determines threat? After three days mine is 10 and I have giant skeleton swordsmen, enormous golems, and hoards of archers attacking my poor little village...

Before night one is even over I have around 5 threat.
I don't know if that's high, but it feels like I am being swamped, I'm probably just doing something stupid.

(Edited 3 times)

Hello, thanks for your interest in the game. How threat scaling works is mentioned briefly in the game help section on the info or pause menu but it could probably be expanded on.

The threat level is mainly tied to your current population as well as how long the game has been going to a lesser degree. If you rapidly expand your population without the defenses and food to support it its easy to attract too many threats and get overwhelmed. Sometimes its better to build other things before building more houses and expanding your population. Likewise expanding too slowly can also cause threats to outpace you, however this happens at a much slower rate.

While 5 threat isn't too high, you start with a few free Ward Towers in your item slots, these can really help you out in the beginning. Having followers haul back small buried chests from around the nearby area is also very helpful in the beginning, they'll give a nice boost to your resources as well as some useful items.

Thanks for commenting, if you have any other questions I'd be glad to help you with them.

I hope you enjoy the game.

Thanks for the tips, I had actually been doing those things, I didn't really change my tactics at all, and am now on Day.... 10 with 20 threat.

(Edited 1 time)

Version 1.1 and a Demo Version for Gods of the Fallen Land are now available, there's new content along with a lot of balance changes, tweaks, and fixes. If you're interested or you were having any issues with the previous version please try it out.

Cannot install or play this game :( When I try to launch in itch, error message appears saying "no executable". If I download your .exe and double click to open, nothing happens. Using Windows 10.

(Edited 1 time)

Hello, sorry you're running into issues.

I just uploaded a version of the game without the installer, it's just a zip archive with the game files and an .exe file.

Unfortunately I don't have a Windows 10 system I can test this on but let me know if this solves the issue.

Still no luck sorry :( Not getting error messages, it just hangs. Thought it might be a DX9 problem, but I moved the dll to system and still no luck. Any help greatly appreciated.

(Edited 1 time)

I got a hold of a Windows 10 system and it seems to work fine on my end. It sounds like it may be a memory issue but I really can't say for sure. If you have an integrated and dedicated video card it could be running on the wrong card. (Which is something you would have to resolve with your video cards controls), but these things really should be causing an error message so I'm not sure what the problem is.

There's an issue where it occasionally will run but won't show up on the task bar when running, does it show up in task manager, or on the alt + tab menu?

After you launch the game, in Task Manager does the "GotFL.exe" process continue running or does it quit?

Do you hear any audio after launching the game?

Also, if you could send me a DxDiag Information file I may be able to give more specific advice, but I'm sorry I can't be more helpful.

Hi I just wanted to say this is a great game!

I'm glad you enjoy the game,

Thank you for your support!

Admin (Edited 1 time)

Hey there! To make sure the game works great with the itch.io app, consider distributing portable builds instead of an installer - see this page for more details. Thanks!

Hello! I wonder - how to contact you by email about this game? :)

Deleted post

Nope, got another question