
An immersive action roguelite experience with a groundbreaking skill system that allows you to craft your own skill tree.
unlock the true potential of your character, delivering an ever-evolving experience.
To Kill a God is a standalone action roguelite set in the same immersive universe we meticulously crafted for No Place for Bravery.
While No Place for Bravery delved into the aftermath of the downfall of the guardians, To Kill a God transports players to the illustrious era of the Order's heroic exploits. The Player embarks on a captivating journey, recounting the trials and tribulations faced by aspiring guardians.
SKILL MAP TREE
Each player can forge their own skill tree, unleashing limitless creativity and unparalleled replayability. The game features a navigation system called the "Skill Map System". This system is structured as a map, similar to the game Slay the Spire, where players choose points on a path to progress towards a goal. However, in this game, the map the player navigates also serves as the character's skill tree. Navigating the map and the paths players choose directly affects how the character evolves. After several turns traversing the map, the exit will appear. At this point, players can attempt to fight the final boss if they believe they have enough resources.SKILL CRAFTING SYSTEM
The skill crafting system is not just a mere game mechanic but an immersive journey of self-expression and strategic mastery.Forge your own unique skill tree.
Unleash boundless creativity.
Unparalleled replayability.
COMBAT
To Kill a God's combat is frenetic, fast-paced, and immersive. The visual effects of each skill create a special dynamic in the gameplay. Create unique synergies between the built skills and the path taken on the skill tree to face hordes of increasingly intense and difficult enemies.Guardians, a new trailer for To Kill a God has just premiered in the OTK Winter Games Expo. Check it out: \n
\nWe\'re continuing to update our Steam demo ahead of our planned Early Access launch in 2026. https://store.steampowered.com/app/3261920/To_Kill_a_God_Demo/\"" style="color:#bb86fc;text-decoration:none;">Check it out and let us know what you think! \n\nYour feedback is vital, and leaving a demo review really helps us out. \n\n - The Glitch Factory team
Hey Guardians
Another patch is now live for the To Kill a God demo.\n\nThis one includes some performance and balance updates, UI tweaks, some QoL additions, and bug fixes.\n\nPlease keep the feedback and bug reports coming here or in the Discord .\n- The Glitch Factory Team\n\n
Patch Notes - v0.0.12
Performance & Optimization
Enemy Spawner: Switched from spawner packs to an \"Arena\" spawner system for better performance.
[/*]Enemy Spawner: Added a logic check to only enable the FPS limiter (enemies will just spawn if the game fps is higher than 30) when a minimum amount of enemies are present, keeping performance stable.
[/*]
Gameplay & Balance
Initial Nodes: After acquiring your first Initial Node, the remaining unpicked Initial Nodes are now reconfigured into simple passive bonuses.
[/*]Reward Totem: REMOVED!
[/*]Loot: Equipment drops on the ground now clearly display their Icon and Rarity.
[/*]
User Interface (UI) & UX
Travel: Implemented a new UX design for chaining nodes/traveling.
[/*]Tooltips: Added a new preview tooltip showing how specific stats modify attributes.
[/*]Rest: Added a confirmation popup before Resting to prevent accidental clicks.
[/*]
Controls
Bind Icons: Added full support for both Keyboard and Gamepad Icons.
[/*]
Quality of Life
Inventory: Implemented a popup to compare equipment.
[/*]
Bug Fixes
Exploits: Fixed multiple issues that allowed item duplication.
[/*]Crashes: Error handlers and cleaner code. You should expect fewer crashes than before.
[/*]
Hello again, Guardians!
\nWe have just patched the new To Kill A God demo with some pretty significant updates, changes, and fixes. \n\nThis includes changes to core gameplay and balancing, loot and the inventory system, UI, and overall performance and stability.
\nYour feedback and bug reports continue to be super helpful. Please keep them coming here or in the Discord . Best of luck in the Death Spiral!\n\n - The Glitch Factory Team
Patch Notes - v0.0.11.1
Gameplay & Balance Adjustments
The Dash ability cooldown for both characters has been increased to 1 second.
[/*]Adjustments have been made to the \"Blade Dance\" skill.
[/*]Shard Mines will no longer spawn monsters. They will now only drop items.
[/*]Added Mini Shard Mines.
[/*]The \"Area Cleared\" event is now more reliable.
[/*]When area is cleared, the player gains a movement speed buff.
[/*]Fixed a bug that could occur when clicking rapidly on a Reward Totem.
[/*]
Items & Inventory
Fixed an issue where Mini-Bosses were not dropping loot correctly. They will now also drop \"Battle Remnants\".
[/*]Items dropped on the ground will no longer disappear if your inventory is full.
[/*]Fixed a bug that could cause duplicate skills to appear in the inventory.
[/*]Resolved an issue where items could get stuck or become unresponsive when the inventory or stash was full.
[/*]The Recipe Creator will now sell enhancements.
[/*]The Item Crafting will now craft only skills.
[/*]
UI & User Experience
Popup message backgrounds are now darker for better readability.
[/*]Quest notification popups will now correctly resize to fit the text.
[/*]The \"Back to Main Menu\" button will no longer incorrectly show the \"Exit Game\" confirmation popup.
[/*]Fixed several typos and display issues in quest text.
[/*]Corrected a text display issue in notification tooltips.
[/*]
Performance & Stability
Implemented several optimizations to improve overall game performance and reduce lag.
[/*]Fixed an issue where hovering over tooltips could cause significant FPS drops.
[/*]Improved map loading and added smoother transitions between game scenes.
[/*]
[u]Greetings Travelers, Guardians, and God Killers![/u]
\nToday weve pushed live a massive update to the To Kill A God demo. Weve been reading all your feedback and working hard to improve the game in a number of ways. \n\nHeres some of the things that have changed and improved in our demo: \n\nSkillmap Overhaul\nWeve made a number of changes to the Skillmap with the goal of making progression more \nclear and intuitive. The map is still randomized at the start of each run, but weve tweaked \nthings significantly to ensure that players have more opportunity to pursue builds that match \nto the skill you choose at the very start. \n\nFor instance, youll notice that a few nodes out from center are clusters of nodes with a \nmajor node at the center. These clusters are tailored to your initial skill choice with buffs, \nenhancements, and additional skills that pair well with that initial skill. They are littered \nthroughout the map as points of focus for theorycrafting and optimizing your build strategy. \nIn them you will find a number of passives and the occasional active skill to create \npenultimate player aspects.\n\nWeve also added underlying art to the Skillmap for a more immersive experience between \nnodes. \n\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45078119/4dcec81fec4265f273e89057308a4ad8eaeea840.gif\"][/img]\nBetter, More Complicated Battles\nFights themselves have evolved significantly in To Kill A God since you last entered the \nDeath Spiral. Environments are bigger and more varied, and now more than ever youll need \nto use the environment to your advantage (and avoid being disadvantaged by it). \n\nYou also no longer need to clear a node of all enemies to complete it. Each area now \ncontains a statue, which you can find via a directional UI component, which grants you the \nnodes reward. You can also portal out of a battle at any time, meaning that you can rush to \nthe statue, get your reward, and leave before defeating all enemies. Youd miss out on XP \nand loot, but for the tougher fights this could be an important strategic decision!\n\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45078119/180b459a82f6b14b3e3e3c36048fe3622442ea08.gif\"][/img]\nNew Rest System and Camp\nResting is now a much more important and feature-rich element of a run. Rather than simply \nhealing and filling potions when you rest, the player rests in a Camp full of NPCs. It is in the \nCamp that youll be able to craft skills, enhance your skills, buy and sell gear, store items in a \nnew stash, and more. This also means that the map nodes that were once devoted to these \nindividual systems are gone - you can access these systems every time you rest. \n\nWhile you can still rest at any time, you are forced to rest every 5 nodes. Watch out, as this \nmeans that if you arent paying attention to the rest cycle, you could miss out on a crucial \nnode! Resting is also now directly tied in to boss aggro - Slessen, The Fallen King, will now \nconfront you after 30 nodes OR 6 rests. \n
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45078119/8b5ceda28ca393783cab29f030bbc874715e80f9.gif\"][/img]
\nGear & Loot Drop revamp\nNo longer will you choose from one of three pieces of gear at the completion of each node. \nInstead, gear now drops from enemies throughout combats. This means more gear and \nbetter chances of getting the gear you want. It also means your inventory will fill up quicker \nand youll have more gear to sell (in the new Camp!) and upgrade.\n\nAn Entirely New UI\nThe team has also spent a ton of time improving the games UI, from menus and character \nselection to your HUD, in-game pop-up notifications, and more. This is an important part of \nthe game to us and something were trying to really get right, so your feedback on this will \nbe invaluable. \n\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45078119/1dae3c8791a826c685045efe41d1626c8fa5c8f5.gif\"][/img]\nAnd Much More\nYoull also find a ton of tweaks, changes, and improvements to many things throughout\n the game. From how combat flows and skills work, important systems like skill crafting and \nenhancing, animations and sound design, and much more. \n\nTo Kill A God has come a very long way in these last few months, thanks to all of your feedback. Our goal in this time has been to create a better, more intuitive, and more polished game for you all.\n\nWe hope youll enter the Death Spiral once more, let us know what you think, and consider updating your review on the demo or leaving a new one. Or, if this is your first time trying To Kill A God, please leave a review on the demo as it really helps us out!\n\nYou can also join the [u]Mad Mushroom Discord [/u] to connect with us and provide feedback.
- The Glitch Factory Team
Hey, Guardians!
We've just pushed a quick hotfix for To Kill a God, smoothing out a few critical issues, especially for our players running ultrawide monitors.
These fixes should definitely improve your experience! Check out the details below.
Huge thanks for all the feedback and bug reports! We're still grinding to make sure everyone gets an epic journey! Make sure to keep an eye out for more news as we get closer to our Early Access launch. And join the Discord to stay in touch!
- Glitch Factory
Patch Notes - v0.0.6.9:
Ultrawide resolution issues fixed:
[list]No more black screen after selecting a character.
[/*]Main Menu is now fully playable.
[/*]UI size is now readable and scales correctly.
[/*]
Added a warning pop-up flow when clicking on the "Wipe Data" button, to prevent accidental data loss.
[/*]Hey, Guardians!
We've just pushed a small update to To Kill a God demo to address a few things and improve your experience.
Nothing massive, but these tweaks should make your journey feel a bit smoother! Check out the details below.
Thanks again for all your support and feedback! Keep an eye out for more news as we get closer to our Early Access launch. And join the Discord to stay in touch!
- Glitch Factory
Patch Notes - v0.0.6.7:
Added input bind text for mouse side buttons.
[/*]Added version label on the bottom left corner permanently.
[/*]Added an option to turn on/off VSync in the Settings UI.
[/*]Adjusted some in-game texts.
[/*]Fix: Input bind text.
[/*]Fix: Precise Skill Support values.
[/*]
Hey Guardians!
We've just rolled out a quick hotfix to address some immediate issues you might have encountered and to implement a few small but important tweaks. Thank you very much for your ongoing feedback and support it helps us iron out these wrinkles quickly!
We believe these changes will improve your gameplay experience. As always, please continue to share your feedback with us on the Steam Forums or Mad Mushroom Discord .
- Glitch Factory
Heres whats included in this update:
Patch Notes - Hotfix v0.0.6.6 - June 1st, 2025
Tutorial System:
- Replaced the old tutorial with a comprehensive in-game glossary for easier reference.
- The explosive enemy has been temporarily removed (don't worry, they'll be back with a vengeance soon!).
- Added a popup notification for NPCs that are currently unavailable.
- Implemented Gold as the primary in-game currency.
- All item prices have been updated to use Gold for purchases.
- Reworked the merchant UI for better clarity and fixed several UX issues.
- Fixed an issue where the "Back to Main Menu" button would incorrectly send players to the hub area after their first death.
- Resolved a bug where the "Quit" button was not properly exiting the game.
- Corrected the "Defeated" screen UI, which was not displaying all player stats.
- Fixed a huge random change to hardlock trying to enter the boss node.
- Fixed the Fierce Support Skill.
- Fixed losing Battle Remnants when the player beat the demo.
Greetings, Travelers!
Weve been hard at work on a huge update to the To Kill a God demo that just went live.
Your feedback has been incredibly useful, and we hope that this update addresses much of your feedback.The two biggest things we wanted to address in this update were difficulty and duration. To these ends, we have slowed boss aggro and extended the length of the demo from 20 rounds to 40. Weve also made adjustments to level maps, boss stats, skill modifiers and crafting, and more to up the general difficulty.
Thats in addition to tons of fixes and tweaks to gameplay, systems, the SkillMap, and UI. Check out the full list of changes below.
Thanks a ton for all of your feedback here and on the Discord . Please keep it coming!
- Glitch Factory
[u]Gameplay Fixes & Balancing[/u]
- Fixed incorrect damage progression for melee character (was gaining extra passives due to a bug)
- Skill: Arrow Rain damage reduced by 50%
- Removed strike VFX from Imbued Strike
- Adjusted how the game applies Armor, Evasion, and Energy Shield
- Fix: Explosive Enemy was immortal
- Fix: Explosive Enemy behavior improved; increased Battle Remnant drop chance
- Fixed stun animation getting stuck when enemy was stunned twice
- Enemy shard drop chance increased (from 0.2 to 0.4)
- Battle Remnant drop weight increased (from 80 to 500)
- Battle Remnant description added
- Fixed the Totem of Immortals gameplay flow now integrates with the run loop more meaningfully
- Totem buttons fixed for smoother navigation
- Completed the buff list for the Totem (WIP)
- Reworked skill creation: [/*] [list]
- Now unlocked via a character in the hub using Battle Remnants (persistent currency) [/*]
- Players can only create skill supports (not skills themselves)[/*]
[u]Inventory & Item Drops[/u]
- Fixed inventory UI for better controller support[/*]
- New feedback system for unlocking inventory items:[/*][list]
- One in the proper intel[/*]
- One in the skill tree[/*]
[u]Combat & Battle Systems[/u]
- Fixed Unknown Event bug that led to a battle without hiding the map
- Fixed Battle Remnant counter
- Fixed skill binder behavior with mouse
- Fixed buff icon behavior (now shows at the right time)
- Fixed buff UI not showing
- Hold interaction now used for skill cutscene trigger
- Map generator changed: progression increased from 20 to 40 levels
- Removed the merchant node
- Adjusted descriptions of tree nodes
- Fixed demo ending flow:[/*][list]
- Game no longer forces ranged character selection on Retry or Hub access[/*]
[u]UI & UX Overhaul[/u]
- Complete UI revamp for:[/*][list]
- Totem of Immortals[/*]
- Skill Enhancer[/*]
- Skill Creation[/*]
- Recipe Creation[/*]
[u]New Features & Improvements[/u]
- New Character Selection Screen
- Added camera confiner to the HUB
- Improved inventory usability: easier to move and place items
- Added feedback for unlocked items
- Added proper skill point availability text UI
Hello, Guardians. Welcome back to the Death Spiral.
The time has come: we have a few pieces of news to share. First things first, we have a new demo now playable here on Steam! Weve been hard at work adding new systems, new characters, gamepad support, a nice tutorial and much more to the game. So, if you want to be an acolyte grab it here and jump in now into the Death Spiral.
Don't forget to tell us what you think and consider leaving a review on the demo store page! You can also join our Discord to give us feedback. The same link is available on the initial menu of the demo. If you can share some ideas, thoughts, frustrations, or even how many times you died, it will mean a lot to us and will help us to shape this epic adventure!
Weve also just dropped a new trailer at the OTK Games Expo, check it out:
Finally, were excited to share that weve teamed up with a publisher: Mad Mushroom. They've been a massive supporter of the game and will be helping us with things like marketing, QA, localization, and more. We cant wait to bring you the absolute best version of the game possible!
Were aiming for a winter launch, and well have more to share between now and then. To stay informed on all things To Kill a God make sure to:
- Wishlist and Follow the game on Steam
- Play the demo and leave us a review!
- Follow Mad Mushroom on social media
- Join the Mad Mushroom Discord server
Break the Cycle. Kill a God.
If you played our first demo back in November, welcome back, guardian! Weve been busy since then, heres what weve been working on and whats new in the new demo:
- New playable character (melee): meet Morwenna!

- New system: Totem of Immortals

- New skills for the ranged playable character (Ghassan)

- Experimental gamepad support
- More varied, procedurally generated levels
- Unknown Events nodes added to the map skill tree

- Enemies now have a chance to drop a new item: the Battle Remnant
- A smoother and more interactive tutorial
- Bug fixes, optimizations, polish, and more.
- Complete redo of the UI/UX[/*]
- Full gamepad support[/*]
- Meta-game progression system:[list]
- Research System[/*]
- World Knowledge[/*]
- The Collector
- The Vault[/*]
- Blacksmith[/*]
- Recipe Unlocks[/*]
We want your feedback, too. Community input will be super helpful as we continue to develop To Kill a God. You can leave it here on Steam or in the Mad Mushroom Discord server .
Thanks a ton for checking out our game!
Hotfixes 16/10:
- Fixed a bug where relics gave way more than the intended values for specific skills.
- Fixed bug with relics and enhancing skills. (Also works for Sucellus)
- Fixed a bug where triggers would not properly work.
- Changed visuals for the poison puddle left by the Throw Poison Flask skill to better reflect the actual damage area of the skill.
- Fixed a bug where increases to AOE cause by enhancers would not reflect to a skill's visual effect.
- Put sound effects into the SFX bus. (No more loud noises that don't respect the volume settings)
- Adjustments to portal looks.
- Added a new item as a reward for players who manage to beat the boss in this version of the demo.
Hotfixes 14/10: (Was only posted on discord)
- Fixed a bug that allowed players to start multiple rooms by repeatedly clicking the travel button.
- Players are now invulnerable once a room ends
- Changed the level that the boss comes for the player from 20 to 30.
- Added joystick deadzone settings internally to hopefully solve issues with the character automatically walking for some players.
To celebrate the launch, we're hosting a special livestream where we'll discuss our roadmap for the game's development and answer all your burning questions. Come hang out with the devs, share your feedback on the demo, and get an exclusive look at what's coming next!
Today at 21:00 UTC
Steam Page Discord Server
We can't wait to see you there!
Patch Notes:
- Once a room is cleared, a portal will appear, allowing players to return to the skill tree. You can interact with this portal at your own pace, giving you time to collect any loot left behind from the fight.
- Notable and Active Skill nodes now have local modifiers that apply only to the room associated with that node.
- Support Skills are now called Skill Enhancers to better fit the game's context. As a result, all descriptions of enhancers have been updated to reflect this change.
- Many enhancers have been buffed.
- All notable skills have been reworked. There are now 419 notables available in the drop table.
- Enhancers that previously provided reduced damage now apply decreased damage instead. (Reduced damage subtracts from base damage, while decreased damage only affects increased multipliers.)
- Added a new exotic bow.
- Added a new active skill.
Bug Fixes:
- Fixed Riyadh's behavior; he was missing his projectile phase.
- Fixed Elite Archers not dealing damage.
- Fixed damage calculation for increased damage applied by enhancers.
Hey everyone,
We've been working hard this week and are finally ready to bring you this update! Our team is thrilled with all the love you've shown us on Discord and the Steam Community Hub. Thank you!
Here's the changelog for the latest build:
- Improved energy shield display on enemy UI.
- Merchant items now reset only when reentering the HUB.
- Enhanced flasks system.
- Resized UIs for Inventory and Skill Map.
- Added colorblind options.
- Riyadh's Burst and projectiles now deal 50% physical damage and 50% lightning damage, allowing players to better utilize armor.
- Rebalanced various items.
- Updated shard icons.
- Added 20+ new items to the game.
Bug Fixes:
- Fixed a bug where settings would not persist after exiting the game.
- Resolved issues with Inventory and Skill Map UI on resolutions other than 1080p.
- Fixed flasks tooltips not displaying correctly in the HUB.
- Addressed an issue where the game could incorrectly complete after the first room when the boss was not defeated.
- Renamed characters internally to address naming inconsistencies.
- Fixed Riyadh's Lightning Call targeting issues.
- Improved spawn location issues when entering a room. These issues now occur much less frequently.
- Fixed a bug where reduced area of effect would unexpectedly remove skill cooldowns.
- Resolved an issue where Crossroads connections would disappear over time.
- Fixed a soft lock caused by the Trigger On Kill ability.
- Corrected disappearing world modifier text in the node info panel.
- Fixed an issue where the game would not properly return to the main menu.
- Added missing flask descriptions.
Known Issues (Under Investigation):
- An issue where removing items from the crafter and enhancer by exiting the screen can cause the items to get stuck on the cursor.
- VFX layering issues.
Minimum Setup
- OS: Any linux distribution that runs steam client
- Processor: 2.8 GHz Dual Core CPUMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GeForce GTX 660. Radeon R7 370 or equivalent with 2 GB of video RAM
- Storage: 1 GB available space
[ 6313 ]
[ 5946 ]
[ 1933 ]
[ 2282 ]











