
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.[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
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
[ 6376 ]
[ 5887 ]
[ 750 ]
[ 1993 ]
[ 636 ]















