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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.
To Kill a God
Glitch FactoryDeveloper
Glitch FactoryPublisher
1970-01-01Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Final Demo Patch & Our Gratitude

Hello, Guardians!

[p align=\"justify\"]Its been a while since we last spoke, but we couldnt start 2026 without first wishing each of you a prosperous year. May this new cycle mark a phase of more stability, steady ground, and real achievements for our entire industry.[/p][p align=\"justify\"]Looking back at the past year, its hard not to feel a lump in our throats. It was, without a doubt, one of the most challenging periods for our studio and for the industry, but at the same time, one of the most rewarding of our lives.[/p][p align=\"justify\"]During this process, we found Mad Mushroom. More than just an investment, we gained a partnership that has exceeded all our expectations. They have been incredible, and this security has given us the breath of air we needed to fly even higher.[/p][p align=\"justify\"]The past year also gifted us with moments that felt like dreams: we took our story, our project, and members of our team to the Game Developers Conference in San Francisco and to the Tokyo Game Show, all in the same year![/p][p align=\"justify\"]Our heartfelt thank you to everyone who has been with us, who took time out of their day to play our demos and provide honesteven if sometimes harshfeedback, so that we could improve and deliver the experience we believe our community deserves.[/p][p align=\"justify\"][/p][p align=\"justify\"]Patch Notes and Early Access Focus[/p][p align=\"justify\"]The first demo we released during the 2024 Steam Next Fest fell short of what we wanted to show the world, but the visibility it brought was essential in reaching the community we have today: you.[/p][p align=\"justify\"]Because of this, we can say that the greatest lesson of 2025 undoubtedly came from the release of our new demo. This entire experience helped us look at our work through a new lens. We received every bit of your feedback with the utmost attention. We took a step back, listened, understood our mistakes, and worked tirelessly on improvements.[/p][p align=\"justify\"]This demo is the result of everything we learned abroad and everything you pointed out to us here. It is our way of saying: \"We heard you.\"[/p][p align=\"justify\"]Today, we are releasing one last update to the demo, which doesn\'t mean we will stop supporting it at all; it just means that, for now, our total focus will be on the Early Access launch. You can check out the Patch Notes at the end of this post.[/p][p align=\"justify\"]Now, our total focus is on polishing every detail to deliver an extraordinary experience for our Early Access. Of course, we\'ll continue to take your feedback here on Steam and on the [u]Mad Mushroom Discord [/u] server. [/p][p align=\"justify\"]Thank you so much for all of your support. You are the best community we, as game devs, could ever have.[/p]

- The Glitch Factory Team

Patch Notes v0.0.13:

[p align=\"justify\"]Level Design & Content[/p]
  • [p align=\"justify\"]Handcrafted Levels: Level design has been transitioned from procedural generation to handcrafted layouts.[/p][/*]
  • [p align=\"justify\"]Shard Mines: This area has been removed from the game.[/p][/*]
  • [p align=\"justify\"]New Feature: Added a \'Dummy DPS Tester\' to the Campfire area.[/p][/*]
  • [p align=\"justify\"]New Game Plus: Implemented an unlockable \'New Journey+\' mode, accessible after defeating the final boss.[/p][/*]
[p align=\"justify\"]Gameplay & Balancing[/p]
  • [p align=\"justify\"]Attributes System: Improved for better consistency across all builds.[/p][/*]
  • [p align=\"justify\"]Stat Bonuses: Rebalanced to have a more significant impact on leveling progression.[/p][/*]
  • [p align=\"justify\"]Meta-Progression: Reworked the \'Prevent Death\' (formerly \'Prevent to Die\') mechanic.[/p][/*]
  • [p align=\"justify\"]Skill Nodes: Initial nodes now convert into basic passives once a player selects one.[/p][/*]
  • [p align=\"justify\"]Teleport Nodes: Now cost 0 Action Points to use.[/p][/*]
  • [p align=\"justify\"]Economy: Balanced the prices for the Totem of Immortals.[/p][/*]
  • [p align=\"justify\"]Loot: Rebalanced enemy drop rates and quality.[/p][/*]
  • [p align=\"justify\"]Consumables: Ember items can now be used directly on equipped gear.[/p][/*]
[p align=\"justify\"]UI & Quality of Life[/p]
  • [p align=\"justify\"]Travel UX: Improved the user experience and interface of the Travel feature.[/p][/*]
  • [p align=\"justify\"]Tooltips: Reworked the tooltips for all buff icons for better clarity.[/p][/*]
  • [p align=\"justify\"]Portal Logic: Portals now open automatically after the reward window is closed.[/p][/*]
  • [p align=\"justify\"]Time Tracking: Total run time now ignores time-scale modifiers (e.g., game speed increases).[/p][/*]
  • [p align=\"justify\"]Tutorial: General adjustments and polish to the early game tutorial.[/p][/*]
[p align=\"justify\"]Bug Fixes[/p]
  • [p align=\"justify\"]Performance: Fixed an issue where entering Fullscreen Mode would freeze the game.[/p][/*]
  • [p align=\"justify\"]Media: Fixed broken gameplay videos in the tutorial and glossary entries.[/p][/*]
  • Stability: Implemented various fixes to prevent crashes, frame drops, and freezing.

    [/*]

[ 2026-01-13 19:35:31 CET ] [Original Post]

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
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