Crest - an indirect god sim

Your word is gospel in this god sim set in Sub-Saharan Africa. Influence and try to control your followers using commandments but beware, free will leaves these open to interpretation. Will you create a flourishing civilization or lead them to death and destruction?

Crest - an indirect god sim is a god game, simulation and indie game developed and published by Eat Create Sleep.
Released on March 08th 2018 is available in English on Windows, MacOS and Linux.

It has received 371 reviews of which 245 were positive and 126 were negative resulting in a rating of 6.3 out of 10. 😐

The game is currently priced at 9.89€ on Steam.


The Steam community has classified Crest - an indirect god sim into these genres:

Media & Screenshots

Get an in-depth look at Crest - an indirect god sim through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows Vista SP1 or newer
  • Processor: 3 GHz
  • Memory: 8 GB RAM
  • Graphics: 1 GB VRAM and shader model 4.0 compatible
  • DirectX: Version 10
  • Storage: 1 GB available space
MacOS
  • OS: Mac OS X 10.9 or newer
  • Processor: 3 GHz
  • Memory: 8 GB RAM
  • Graphics: 1 GB VRAM and shader model 4.0 compatible
  • Storage: 1 GB available space
Linux
  • OS: Ubuntu 12.04 or newer
  • Processor: 3 GHz
  • Memory: 8 GB RAM
  • Graphics: 1 GB VRAM and shader model 4.0 compatible
  • Storage: 1 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Feb. 2019
Its... Okay... Thats kinda the problem. You start off with a single location with followers and the ability to use 2 commands. That tends to be "gather food" and "make babies". Make babies is important as you get screwed over very easily early on. Note that even in easy mode, this game is hard at times and if you can't gather metal, you might as well start again, it leads to a dead end. Once your first town is 4/4 big at least, you need to push migration, finding a new town. The trouble is the command will result in followers following between the two towns. Once the new town is at 4/4 and the old town is at 4/4, with each having babies available, you then got to push to create another town. And you have little choice... At 2 towns it can go wrong. By the time you have 5 towns... Everything falls apart. Expect at least two locations to start fighting - you really can't stop it unless you get lucky and their towns with chilled factors towards other. But it sadly takes only 1 and you might as well start groaning. Old towns can be repopulated so a destroyed town isn't the end of the world, you just have to let nature take its course. If you can get at least 2 towns on your faith, great. But chances are, by the time 5 towns are at play you will find it impossible to not get at least 1 that refuses to comply to your will. In addition, the followers will be constantly misunderstanding your commands, making it impossible to give out good advice for them to follow. "Make babies", could easily change to "eat followers with babies" for example. So you have to constantly either re-issue the command and pry it lasts long enough, or save up to get rid of the reasoning the followers are changing the command to. Pushing followers to find towns on other islands takes a while and several wars... Not there yet, mostly because no matter what by the time I've gotten to a certain point, my rivers dry up and I loose my jungles and 9/10 the terraforming command is useless. Choose your teachings wisely as well. focusing on food and baby making seems to be the best over walk speed and building speed. The followers will *eventually* do everything, but you get royally screwed over by a lack of young followers if not careful. This is particularly true when the cities go to war and towns are slowly wiped out. So far my worst play was a game wherein all I could produce was two cities and nether was near metal... So I got stuck at 2 towns unable to produce anymore. This is how important metal is and you can't "win" without it. You only need a single town and your in luck, the metal will be traded to all other towns. Encourage trading, alliences, etc. Your starting town also needs to be cool with migration and making babies, otherwise prepare for a long wait. A town that doesn't care much for reproduction almost always kills itself. Especially if hit by a double whammy of "we refuse to migrate/trust anyone". A town with refusal of both will produce it if you command it, but you risk loosing faith and thats bad. ultimately, every island becomes a wasteland and the jungle dies so... Don't feel bad, the games odds is against you. If the river doesn't dry up, it just dies anyway.
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March 2018
My first session started well, but i curious and started producing counterproductive commandets like: The old, eat the young. Farmers, do not share with the dying. Happy pepole, do that which makes you unhappy Pepole in desert, Start wars with pepole in desert. After a hefty dose of cannibalism and killings later, the cities where toppled and then the last remaning followers lost their way. Pretty neat!
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Dec. 2017
I really like the concepts used to model this game from the ground up. As a casual player that put a lot (maybe too much) hype in this kind of games, I've to admit that Crest is a bold and proud attempt to create something really original instead of the usual Roundabout Remakes we were so often used to. Since Crest's description is pretty accurate and self-explanatory, I don't want to remark what you, playing as a God without superpowers, are supposed to do. Instead I will warn you: this game was announced in 2015. Still, at the dusk of 2017, this game is lacking depth and contents. But the students \ workers behind this project proved their hard will - even with a somewhat little community, they continue to work and sweat under the hood. I'm glad to support this kind of devs, and honored to be a backer of this brilliant ensemble of philosophy, art and - of course - fun. Maybe one day my words will decay in the dust of an another orphaned promising game, but in the while I'm going to come back in this vivid virtual world populated by shapes and sounds to become again, one more time, an indirect God that give goofy Commandments attempting to counsel well his chosen people.
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Sept. 2017
My largest city starved to death despite producing a ton of food because its high priest decided to interpret the command "Give food to the hungry" as "Sail out to the sea and throw all of our food to the fish to please our god." and I didn't have the influence to stop it until it was already too late. 10/10
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Dec. 2015
I'm recommending this game not because I think you should buy it, but because I think you wishlist it and check back in a year. This isn't a game in its current state, its a simulation and not a very entertaining one at that. First, I think this is supposed to be a critique of religion? I couldn't find any way to have positive interaction with my followers. If you leave your people to their own devices, they will flourish - farming, hunting, mining, and making new babies and founding new cities. If you do try to send out a commandment (the only way to "play"), one of three things will happen: The most likely outcome will be that your followers completely ignore you. This is the most frustrating, but its not as if the entire Bible isn't filled with similar stories. Of course in the Bible, God would punish the people in some way, while here there is nothing you can do except repeat the commandment. The second most likely outcome is that the command will be "reinterpreted". So if I said, "The hungry should eat", the people will somehow come to the conclusion that I meant "The hungry should mine.", which is annoying, but is kind of the crux of game. But the very worst outcome, in my opinion, is when the people actually listen to what you say... because they will suddenly forget all their needs and focus 110% on whatever the command was. So if you say "the young must mine", they will start mining...and will only stop once they have starved to death. My greatest frustration, however, isn't with the fickle nature of my people, but with their lack of true culture or religion. Your proclamations aren't entered into some holy book or impressed upon a leader - they are either immediately implemented or immediately ignored, and no matter what, are erased from your "list of commandments" (and your followers memories), after a minute or two. The next generation will not be influenced by the orders you gave the previous one, except in how much food and metal your commands ultimately generated for them. The developers have promised futher development for a city/culture system, as well as an ancestral link system, so hopefully that will work out.
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Last Updates

Steam data 23 November 2024 06:09
SteamSpy data 19 December 2024 16:08
Steam price 23 December 2024 20:47
Steam reviews 23 December 2024 09:56
Crest - an indirect god sim
6.3
245
126
Online players
0
Developer
Eat Create Sleep
Publisher
Eat Create Sleep
Release 08 Mar 2018
Platforms