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Almighty

You are a god, and so is the red one across the water. Shape the land so your people can build, watch their homes grow from tents to castles, then unleash swamps, earthquakes, tornadoes, volcanoes and tsunamis to drive the rival from the world.

📲 Play it like an app: tap Share then Add to Home Screen.

Daily world

Custom world

Land
Red god

The worlds

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Leaderboard

    How to play

    The aim

    Your people are blue. The red god's people are red. You win when every red home and red walker is gone.

    The island is big, and the red god starts somewhere out in the clouds. You only see the land your people have explored, and red homes and people only while your people are near them.

    Shaping the land

    • Flatten (the usual tool): tap the land and the ground round that spot is levelled. Tap near one of your homes and the land is levelled to match it.
    • Raise and Lower move one point of the land up or down. Lower land into the sea to drown whatever stands on it. Move the ground under a home (yours or red's) and it crumbles into dust; its people walk out to find somewhere else to build.
    • You can only shape land within 6 squares of your people (walkers or homes). Land further away is shaded darker.
    • You can shape the land anywhere on the map, even round the red god’s homes. A home falls down when the land under it stops being flat.
    • Each change costs a little manna (✦).

    Homes

    Your people are men (tunics, short hair) and women (dresses, long hair). Men build the homes: a man builds a home on any free flat tile, and go off exploring to find flat land when there’s none nearby. The more flat land round a home, the bigger it can grow: tent, hut, cottage, house, manor, tower and castle. But a home only grows as its people get stronger, so the strongest homes become the castles. While a home is still growing into what its land allows, most of its people stay to build it up and fewer go off to settle. Strong men will walk further to find land with room for a castle. Women look for a home with a single man in it and move in with him. With no single man near, a woman goes along with a man who is off to build one. A castle with a wide spread of flat land round it (7 by 7 tiles) becomes a Great Castle, the biggest home of all. Its walls take up the 3 by 3 tiles round it, so that land must be level too.

    Every home wants to be a castle. When a house or bigger has grown strong and a smaller home of your own next door is in its way, the smaller home’s people move out to settle somewhere new, and the bigger home takes the land.

    While people are at home their energy grows. Only a couple has children: the little bar under a couple’s home (the one with a pink heart) fills up, and when it’s full a child walks out, a boy or a girl, to settle new land, so your population keeps growing. A single man’s home (an empty heart) has no children and grows slowly until a woman moves in. The bigger the home, the faster its energy grows and the faster new people walk out. Up on the high snowy ground homes grow at about half the pace, and people walking there feel the cold. Homes on land that stops being flat fall down.

    Each hilltop has a tall pointed spike with a ring of lower land round it. Nothing can be built on rock.

    Your people

    • Build: walkers look for land to settle.
    • To ankh: everyone walks to your ankh ☥ and joins your leader there, making them stronger. If you have no leader, the first to arrive becomes it. Move the ankh with the Ankh tool.
    • Gather: walkers find each other and join up.
    • Your leader wears a gold crown and sash. They settle and build like everyone else, and their home has a crown badge floating over it. To ankh, Gather and the Knight power call them back out.
    • Fight: walkers march on the red god's homes and people, wherever they are.
    • The number over each person’s head is their strength.
    • Walkers with no home slowly weaken, faster in the cold.

    The red god at work

    Watch for the red god's hand: it hovers wherever red is shaping the land or about to strike. Before each of its powers lands, a storm cloud gathers over the spot with a countdown, and the ground under it is ringed in red. Your people under it run and the rest point at the sky. You have a few seconds to act: call them away, raise land against a wave, or strike back. A red hand rises over any home of yours the red god destroys.

    When something happens off the screen, a pill at the edge points the way, and the little map shows a ring there. Tap the pill to go and look.

    Calls for help

    • ⛏️ A home wants flat land: flatten round it before the ring runs out and it grows faster for a while. Leave it waiting and some of its people walk off.
    • 🆘 Stuck in a bog with nobody near: tap the bubble to lift them out (✦ 10).
    • ⚔️ Home under attack: tap the bubble to send your people nearby to help.

    Happenings

    • 🌾 Fertile valley: the first home built inside the gold ring starts strong and grows fast. Red's people may build there too.
    • 🧭 Lost wanderers: tap them to take them in. One of your people or homes must be within 12 squares of them, and red's people may reach them first.

    Fighting

    When blue and red walkers meet they square up and trade blows. Each blow knocks some strength off (you’ll see the numbers fly), and the stronger fighter usually wins. A walker attacking a home fights the people inside at the door; win and the home changes sides.

    Powers

    Tap Powers to use one. Each power recharges after use, from about 20 seconds for Swamp up to two minutes for Volcano and seven minutes for Armageddon. They all start the world charging up, so the bigger powers become ready over the first few minutes. The number on the Powers button says how many are ready. Powers that need a place ask you to tap the land; the others need a second tap to make sure. Every world has all seven powers, for both gods. On the early worlds the red god uses them sparingly and rarely brings out the big ones; as the worlds get harder it uses them more often and more cleverly. On the daily world it is a fair match.

    • 🌿 Swamp: a patchy bog. Anyone who walks in gets stuck and weakens fast until it swallows them, unless a friend pulls them out (it takes 8 seconds). Each square of bog works once.
    • 〰️ Earthquake: heaves up mounds and pits in a wide circle, leaving the land rough; homes on broken ground fall.
    • 🌪️ Tornado: roams a 6 by 6 square patch for 30 seconds, tearing homes apart and throwing people through the air.
    • 🌊 Tsunami: a wave rolls in from the sea and floods the low land round the spot for about 30 seconds. Homes it covers sink, and people swim for dry land, weakening as they go.
    • ⚔️ Knight: your leader becomes a knight who fights the people in each red home and, on winning, burns it down. The charred ruin is like rock: nothing can be built there until it’s lowered into the sea. Tap the ✋ over your knight to pick him up and drop him anywhere on the land; you can do this once per knight. The red god can do the same with its knight. Each god can have only one knight at a time; while one is out, tap 🛡️ under the map to look at it.
    • 🌋 Volcano: raises a rocky mountain where nothing can be built.
    • ☄️ Armageddon: everyone leaves home and marches on the enemy by the shortest way over land for one final battle. You can still shape the land, so if the sea is in the way, raise a bridge.

    Moving around

    Drag to look around, pinch (or use the mouse wheel) to zoom, or tap the little map. 1× speeds the game up to 2× and 3×. On a keyboard: F flatten, R raise, L lower, A ankh, Space pause.

    Stars

    Win a world to open the next. Win within its target time for three stars, within half as long again for two. The daily world is the same for everyone and changes at midnight UK time.

    Leaderboards

    Sign in with Google to get on the leaderboards: Most stars across the 20 worlds, and the fastest wins of today’s world. Signing in also keeps your progress on every device.

    Powers guide