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Prey for the Gods Wiki

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*Prey for the Gods* Wiki
The Prey for the Gods compendium by the players, for the players.
We currently have 26 articles.

Please feel free to contribute by creating new articles or expanding existing ones.

**What is Prey for the Gods?**

Prey for the Gods is a brutal journey set on a desolate frozen island, where your only chance of survival is to destroy the very gods you believe in.

In Prey for the Gods, you play a lone hero sent to the edge of a dying world to discover the mystery behind a never-ending winter. Arriving with only the clothes on your back, you must survive the colossal dangers that you encounter. To restore balance and reclaim the land from the brink, you will be faced with questions that not even a God knows the answer to.

Screenshots

**What is Prey for the Gods?**

Prey for the Gods is a brutal journey set on a desolate frozen island, where your only chance of survival is to destroy the very gods you believe in.

In Prey for the Gods, you play a lone hero sent to the edge of a dying world to discover the mystery behind a never-ending winter. Arriving with only the clothes on your back, you must survive the colossal dangers that you encounter. To restore balance and reclaim the land from the brink, you will be faced with questions that not even a God knows the answer to.

Official Site

Prey for the Gods nails $300,000 Kickstarter goal, coming to PS4 and Xbox One
How the 'Prey for the Gods' Team Lept Over the Usual Kickstarter Pitfalls
Hands On: ‘Prey for the Gods’

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Features

5-8 bosses, depending on the final Kickstarter amount raised.
Climbing and dynamic environment interactions.

**Features**

Graphically amazing, detailed environments in Unity 5.

5-8 bosses, depending on the final Kickstarter amount raised.

Climbing and dynamic environment interactions.

Navigation

Enemies
Weapons
Armor
Locations

**Navigation**

Bosses

Enemies

Weapons

Armor

Locations

Meta

No Matter Studios

System Requirements

Kickstarter

Subreddit

**Links**

No Matter Studios

System Requirements

Kickstarter

Subreddit

Videos[Screenshots]

**Prey for the Gods**
When The Gods Fall

Main page sections: 1 · 2 · 3 · 4
Price

*This article is a stub. You can help Ni No Kuni II Wiki by expanding it.*

  0

* He can join Evan's new kingdom Evermore and become a citizen.

## Tasks

**Recommended Level:** 46

**Quest 074:** Price's Delayed Delivery - complete the task and receive:

* 6570 Exp.
* 2280 G
* 1 Windy Genuine Replica
* Price as a follower
Whamster Banger

## The Banger's

The Banger's are Brutal type enemies that come in different variations.

#### Whamster

Whamster Banger are found in the Rolling hills and Upheer Plain around the starting area of the game, and are found rather less frequently in the Heartlands.

#### Grimchilla

The Grimchilla are found in the Heartlands and around the area of Goldpaw.
Prey for the Gods Wiki/Section 3

Features

5-8 bosses, depending on the final Kickstarter amount raised.
Climbing and dynamic environment interactions.

**Features**

Graphically amazing, detailed environments in Unity 5.

5-8 bosses, depending on the final Kickstarter amount raised.

Climbing and dynamic environment interactions.

Navigation

Enemies
Weapons
Armor
Locations

**Navigation**

Bosses

Enemies

Weapons

Armor

Locations

Meta

No Matter Studios

System Requirements

Kickstarter

Subreddit

**Links**

No Matter Studios

System Requirements

Kickstarter

Subreddit
No Matter Studios

**No Matter Studios** are the developers behind Praey for the Gods.

## Site Summary

No Matter Studios is comprised of three lone developers working in the evening hours to create the game they’ve always wanted. With the simple goal to create colossal moments we’ve set forth on our labor of love "Praey for the Gods".

## Team

### Brian Parnell

"Director" In 2004, I got my first job play testing at Nintendo and then my first development job as an artist at Iron Lore working on Titan Quest, Titan Quest: Immortal Throne, Dawn of War: Soulstorm. After that I worked at Harmonix which included Rock Band 2, & RockBand: Beatles. I mainly did 3D character art and some concept/UI work too before getting more interested in proper management and focusing on game development as a whole. All of this while staying up late helping with friends indie projects including Natural Selection 2, and Grim Dawn.

### Tim Wiese

"Alchemist" Art and Programming. "I've been working in the games industry since 2009, started off as an Environment Artist and over I time transitioned into Technical Artist/Tools Engineer, then to Engineer. As a gamer with love for a good story, I'm driven by the desire to develop a game that is Fun first and foremost (yes fun with a capital "F", it's important), with the depth to leave a lasting mark."

### Hung-Chien Liao

"Architect", Programming. “I make the magic happen.” That’s all Chien wanted to say, mainly because the guy is too busy atm.
Troll

The **Troll** also known as Yeti is the fourth Boss to encounter in Praey for the Gods. He's also the first boss presented in the kickstarter trailer.

## Appearance

Troll is a very big and fat yeti looking creature with weird horns and bright orange eyes. We can see some differences between the **Troll** in the first trailer and the final game.

## Attacks

### Ground Attacks

* He will smash his fist on the ground and create a big AoE attack, you cannot use this to climb onto his hand
* He will do a massive swiping attack with his arm which will easily break loads of ruins, once you see this attack start to happen immediately start running from him
* He will stomp you if you are really close to his feet the AoE is smaller than than the fist smash, you can use this attack over deep snow to get his foot stuck

### Climbing Attacks

* If you are below around his chest then he will try to grab you and eat you, look at Strategies: Ankle Climb below on how to stop this
* if you are near either of his arms then he will try to swat you with his other arm, these can be fairly easily dodged either by pushing in a Sigil any amount or jumping out of the way

## Strategy

### Trolls-Eye! Strategy

If you fire an Arrow at his one of his eyes then the hand closest to the eye you shot will cover the eye and the other arm will bend over to make a bridge for you to run up, you can then proceed to push in the Sigils on him

### Deep Snow Strategy

If you lure him into the deep snow near the flaming skull and get him to do a stomp attack then his foot will get stuck in the snow for around 5 to 10 seconds and you can decide to do 1 of 2 different things

#### Hook Shot Strategy

You can then climb up a piece of ruin that is behind him while his foot is stuck and Hookshot the Grapple Point to get up to his head, you can then proceed to push in the Sigils on him

#### Ankle Climb Strategy

You can climb up his ankle and start climbing up him once his foot gets out, although if you do this then it is highly likely that he will grab you with 2 of his fingers and bring you up to his mouth so he can (I'm guessing) Instakill you by eating you, how you avoid this is while he is bringing you up get out your bow and start aiming where his face if going to be and then shoot his eye once you can see it, he will then drop you on top of his head right next to a Sigil, you can then proceed to push in the Sigils on him

### High Ruins Strategy

You can lure the Troll to the corner with the highest ruins. If the Grapple Point is close enough you can can hookshot it directly and get to the head, if the Grapple Point is too far you can glide closer and then try to hookshot, if the hookshot fails you can still try to glide onto the boss. You can try to glide on the boss without trying to hookshot.

## Sigils and Grapple Points

### Sigils

* Head
* Left arm
* Right arm
Yip-Yip

*This article is a stub. You can help Ni No Kuni II Wiki by expanding it.*

  0

* She can join Evan's new kingdom Evermore and become a citizen.

## Tasks

**Recommended Level:** 42

**Quest 096:** Yip-Yip, the Master Tailor

**Location:** Swift Solutions

**Rewards:**

* 3550 Exp
* 1150 G
* Footman’s Brocade x3
* Knight’s Brocade x3
* Citizen: Yip-Yip
Mileniyah

*This article is a stub. You can help Ni No Kuni II Wiki by expanding it.*

  0

* She can join Evan's new kingdom Evermore and become Citizen 102.

## Tasks

**Recommended Level: 60**

**Location:** Grotty Grotto

**Quest 002:** Top Marks for Trying - complete the task and receive:

* 12230 Exp.
* 5000 G
* 1 Lucky Locket
* Mileniyah as follower
Worm

The **Worm** is the second Boss to encounter in Praey for the gods . He's also the fourth and last boss presented in the final game with the Boar and the mini-boss Champion.

## Appearance

It is a tower looking Worm with claw/fangs on it which you can use as platforms and it also has a demi-gorgon looking mouth

## Attacks

### Ground Attacks

* It will fire 3 energy bolts that can break ruins in around a 1 to 2 second interval
* It will fire 1 much stronger energy bolt which takes around 5 seconds to charge up, unless you are going at high speeds the only way you can dodge this is by hiding behind something, the blast for some reason can't get you through ruins
* It will open it's mouth and start spinning everywhere while still attached to the lake like a propeller it won't be able to damage you but while it's doing this it will be spewing out these black sphere looking things with spikes all over them, they will fly towards you and if it touches the ground for a few seconds it will plant itself in the ground where I think it still deals the same amount of damage but if it touches you before it plants then it will get a bit of upwards velocity so it will stay in the air longer

### Climbing Attacks

* It does the same thing as the 3rd Ground attack but it doesn't spin, this is probably the most annoying attack

## Strategy

### Super-Glide Strategy

I have never done this and I don't know where you do it and it may possibly be a glitch but I read someone say you could get somewhere high up and then glide down to Worm and then Hookshot one of it's Grapple Points

### Tedious Strategy

Go to the gate looking wall thing and start going clockwise or counter-clockwise and every time you get to a button step on it and a pillar with a ball on it will emerge from the ground, get the Worm to shoot the pillar or ball and the ball will light up blue, repeat this with the 2 other buttons that aren't at the wall thing and then if you continue in the direction you were going you will get back to the wall, now step on the button there and the worm will bend over to make an "n" if you look at it from the side, swim over to it as fast as possible and climb up the bent over side and it will go back to facing upright, it is not recommended to press the bender button while Worm is spinning, proceed to dodge the black spiky balls and push in the Sigils

## Sigils and Grapple Points

### Grapple Points

* A few of the near the bottom of it, use these if you fell of and are still falling

## Trivia

* It doesn't actually require you to turn off all the Sigils, I'm pretty sure you can have one left that you haven't turned off
Car Dealership

## Strategy

This card, although it does not repeat, can be a very useful card to have. Especially with things like Townhouses and other high-point value tiles, you can get a lot of economy essentially for free. The area effects are essentially negligible, however, if you try to strategically place it, you can have that +1 go to the economy. Because of this, it is a great card for Economy and makes a valuable addition to any deck.
Garage

### How to get

This card can be exchanged for one of your other cards before the start of the game. This card can also be purchased form the Card Shop.

## Strategy

This card is very similar to a Car Wash but the area effects are swapped. Additionally, this has the same Economy and Expense as the Car Wash and Shops. However, because the negative area effects are horizontal, instead of vertical, to minimize the negative points, you have to stack them horizontally, which can limit the space in the column you are trying to clear. Because of this, it might be a good idea to not use this card.
Ceramics Workshop

The **Ceramics Workshop** is a workshop that your colonists use to process cubes of clay into bricks, bushels of sand into glass panes, to create early ammo, Science Materials, or several industrial modules such as Dewatering Pump or Stone Smelting Crucible.

## Workbenches

* Stone Ceramics Kiln - Produces bricks. Cannot produce glass.
* Brick Ceramics Kiln - Produces bricks, glass and glass products.
* Iron Ceramics Kiln - Produces bricks, glass and glass products in bulk
* Ceramics Press - Produces bricks, glass and glass products in massive bulk.
* Ceramics Workbench - Produces basic ceramic products.
* Assembly Workbench - Produces modules and trade products.
* Decor Workbench - Used to craft Bric-a-brac and Decor modules.
* Advanced Workbench - Combines funcion of all other workbenches, produces items in bulk.

## Modules

* Simple Door
* Loading Bay Door
* Simple Open Window
* Simple Closed Window

## Decor

Ceramics Workshop can be decorated with a typical range of decor modules (stained glass windows, shrines, clothes lines, rugs, carpets), with clay pots and stone plinths. No cabinets or wood plinth are available.
Hematite Node

**Hematite Nodes** are the only naturally-occurring sources of Hematite. They appear as rocky outcroppings with red-brown veins. Hematite can be obtained from hematite nodes by creating a Mine Surface Node job on them. Hematite can be refined into Iron Ingots at a Refinery, and are used in a wide variety of construction and manufacturing projects.

* Hematite Node prior to patch 33b
Car Wash

### How to get

This card can replace on of your other cards when initially building your deck. Additionally, this card can be purchased from the card shop.

## Strategy

This card has the same Economy and Expense as Shops, but it has different area effects. It makes sense to group these in a block vertically as to minimize the negative area effects on open tiles. It might me a good idea to switch one of your Shops cards for this one.
Mansion

## Strategy

This card is frankly one of the most powerful residential cards in the entire game. Blocks like the Community Garden and the Community Hall only serve to exacerbate this effect. The added estate card for free makes this card more than worth it. The optimal placement for the estate, because it doesn't collect points, is diagonally from the mansion, with Townhouses in the space between to make a 2x2 block. Each townhouse then has 4 points, with no other point effects. It is to your advantage to get this card from the card shop as soon as it's available.
Coal Power Plant

### How to get

This card can be part of the starter deck. It can also be purchased at the card shop.

## Strategy

This card is a bad card to use in the starter deck. After it is placed, since it doesn't repeat, it both adds Waste and Paperwork to your deck. This card might be okay to purchase if you get a card that allows a deletion of a card from the deck such as the Scrap Yard. This card is not necessary to reduce column targets because in the early to mid game, when this card is available, the column targets are low enough where you don't have to worry about completion.
Jar of Chicha

*"A brew of fremented maize, it'll do for a night on the pub."*

**Chicha** is a brewed drink, made from a Bushel of Maize in the Kitchen using a Brewing Vat or the more advanced Mechanical Brewing Tank.

It can be served in the Public House serving brewed drinks, distilled into Moonshine using a Still in the Kitchen or used as an ingredients when cooking Refined Food​​.

Chicha can be traded in the Trade Office at a value of 50.
Concrete Jungle Wiki/Bottom section

**The Concrete Jungle Wiki**

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Registering**
	+ Feel free to Register and join our user base by clicking **here**.

* **Not sure where to start?**
	+ Find out more about the wiki on the **Official Help Wiki** or by visiting the **Community portal**.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
System Requirements

*This article is a stub. You can help Concrete Jungle Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Concrete Jungle*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Recommended requirements

OS: Windows 7 or newer
Processor: Intel i3 or AMD Phenom II CPU
Memory: 4 GB RAM
Graphics: Direct 3D 9 Compatible Graphics
DirectX: Version 9.0c
Storage: 500 MB available space
## Minimum requirements

OS: Windows XP or newer
Processor: Intel Core 2 2.0Ghz or AMD Phenom CPU
Memory: 2 GB RAM
Graphics: Direct 3D 9 Compatible Graphics
DirectX: Version 9.0c
Storage: 500 MB available space
## See also

* Getting Started
* Release Date
Concrete Jungle

***Concrete Jungle*** is a game about city planning and deck-building, with a new take on the city Buildings that swaps micro management for deck-building and extra servings of strategy! The game combines the simple but satisfying mechanics of tabletop deck-building games, the intricacy and accessibility of an indie title, and the variety and depth of a collectible card game. Topped with the isometric stylings of classic 90s management sims.

You have a deck of selected cards which you can use to place buildings. Each building will affect it's surroundings in different ways. The aim of the game is to clear city blocks by gathering the required number of points from your residents, giving more room to build. As the city grows, bigger and better new buildings can be added to your deck!

As you get opportunities to hone and refine your deck, residents will demand more from you. You'll find yourself inadvertently creating zoning puzzles- playing against your own past planning decisions.

Alternatively engage in competitive city planning against challenging AI or local players. Take it in turns to place buildings in the same city and battle over the affection of your citizens!

The game was released on **September 23, 2015.**

## Links

* Official Website
* On Steam
* Kickstarter Page
Multiplex

## Strategy

This card has a decent amount of positive area effects. This, coupled with the high Economy bonus, offsets the Expense it has. However, this card does not repeat, and a card like the Arthouse Cinema can accomplish similar area effects, without having a high expense. It is by no means a bad card, but It might not be your first choice in the card shop.
Supermarket

## How to get

This card is in the default deck. It can also be purchased from the card shop.

## Strategy

This card is almost identical to the Arthouse Cinema. The only difference is the negative area effect. Since the Arthouse Cinema can be unlocked on the first purchase, it wouldn't be a bad idea to remove this card from the original deck.
Playground

## Strategy

This card is perfect for a residential block. It adds points to nearby blocks, and it adds +1 to every building in the block. Combined with cards such as Estates, Community Gardens, and Community Halls, this can lead to some very strong residential blocks. The only downside about this card is that it doesn't repeat, so purchasing it should only be done when there are not better repeating cards available, or when you need the boost to complete columns.
Farmhouse

### Strategy

The farmhouse is unique because it not only collects points, but it does so without increasing your expenses. This makes it an okay card to use in an area that might not have space for a full residential block. It does, however, collect the most points in an agricultural block. Each farmland in the block adds 1 to the value of the farmhouse. Even if the farmland is in a vertical row spanning several column, all the points go into the column that contains the farmhouse.
Grapple points

Grapple points can be found everywhere in the world, most commonly in caves and on Bosses and you can fire a Hookshot at them to grapple to them

## Appearance

They look quite a bit like archery targets but attached to walls and ceilings

## Trivia

* When aiming the Hookshot in the general vicinity of the Grapple Point it will give you VERY strong aim assist for the Hookshot
Community Garden

## Strategy

This card is very helpful in conjunction with cards like the Community Hall or the Animal Refuge. A max block size of 7 can mean a lot, when each tile is increased by +1. Additionally, this effect can stack, so in theory one could create a huge residential block of 20 or more houses. In practice, the max block size is around 10, using two of these cards. The best part is that this card has no Expense so it can be place freely without worrying about an increased column target. This card makes a valuable addition to any deck.
Joe Hisaishi

*This article is a stub. You can help Ni No Kuni II Wiki by expanding it.*

**Joe Hisaishi** (久石 譲 Hisaishi Jō) - Mamoru Fujisawa (藤澤 守 Fujisawa Mamoru, born December 6, 1950) is a japanese composer and musical director, who has created more than 100 film scores and albums.

He very often created the music for animator Hayao Miyazaki's (Studio Ghibli) movies.
Laney Thompson

Laney Thompson is the first playable character in the game. Her deck is based around architecture (buffs) and culture (deck control).

## Descrption

Bright, passionate, hard-working and relentlessly positive. After graduating with the highest grades in her class she began climbing the career ladder to become the city's chief architect. She can probably kick your ass at everything but is far too polite to ever brag about it.
Mayor's House

### How to get

This card is acquired from the technology tree. Can not be purchased from the card shop.

## Strategy

On its own, this card is enough to complete a column in one placement. However, the area effects make it so you might not want to place it in the first column. Since the points acquired from a column is the square of the points in the column, the Mayor's House can get you a lot of points.
Duplex

## Strategy

Since the Duplex card doesn't repeat, it is most useful when you are in a tough spot to continue. When you only have one tile left in a column, it can be challenging to continue. A duplex is perfect for this spot. Otherwise, it is best to save this card for when you really need it. In general, once you hid the mid-game, this card can be pretty useless. Tenements can surpass the +2 bonus, stacking all the way to +5. It makes more sense to use a Townhouse instead.
Trailer Park

### Special Effects

Collects points. Minimum score of 1, and maximum of 2. Repeats. Negative area effects to all horizontally and vertically adjacent tiles.

### How to get

This card can be purchased from the card shop.

## Strategy

The trailer park's area effects and minimum point value make it a great way to fill in a space within your industrial area. It disregards negative point values, and if you put it next to a Factory, Wholesalers, etc. it doesn't affect them. This is one of the few residential cards that don't benefit you if you put them in a block. Because of the negative area effects, a block with a trailer park loses points.
Restaurant

### How to get

This card by default comes with the original deck. It can also be purchased from the card shop.

## Strategy

If you get this card early on in the game, <5 placements, you can place this building in the first column so that the negative area effects run off the edge of the board and don't apply. It also helps your second column get off the ground. When placing it on the edge of the board, it essentially becomes an inverted Arthouse Cinema. This card can be really effective when placed one column behind a horizontal residential block. You can get the maximum points from the card this way.
Arthouse Cinema

### How to get

This card can be acquired by the "Royale with Cheese" technology in the Town section.

## Strategy

This card is exactly like the Supermarket, except no negative area effects. Since this card can be your first purchase, it might be worth taking out the supermarket card in exchange for this one. This can be used to increase a block's overall point value, and can be useful for horizontal residential blocks.
Office Tower

## Strategy

The office tower adds a nice boost to your economy, which can let you purchase buildings quicker. However, it also adds a hefty sum to your expenses, making future columns more costly to complete. However, because this card has no are effects, and that it can stack, it makes a solid purchase in the early to mid game. This card repeats and can stack so try to put it far up on the board so you can stack the buildings. You can stack a building a maximum of five times, and this allows for a more compact commercial block, and more space for point-collecting buildings.
Brewery

### How to get

This card can be a part of your starting deck. It can also be purchased from the card shop.

## Strategy

This is frankly a sub-par card, even for those at the starter level. The economy is not enough to offset the expense it provides. The only positive is the no negative area effects, but when you build and industrial block, the negative effects are limited anyway. Building in blocks is effectively incentivized with cards like the Substation and Electronics Plant. It is not in your best interest to use this card.
Wholesaler

### Strategy

This card unlocks at level 3, and once it does it would be strategic to replace one of your Factory cards with this one. The economy and expense for these two cards are identical, but the area effect change allows for some interesting combinations. For example, if you put a Wholesaler on a corner, all but one of its area effect tiles lie off the board. With this you can minimize the amount of negative points on nearby tiles. The economy boost is almost essential in the early game because that extra purchase could seriously help the player to succeed.
Factory

### Strategy

The factory is a very useful early game card to use. The economy boost can be amazing when you need to add cards to your deck. However, the area effects make it hard to place them in effective spots. I find placing it on a corner, or on an edge next to a non-point-collecting tile is the most effective. This minimizes the negative area effects. The standard deck has a default of two of these but once you reach level three, it might suit your interests to exchange one of these for a Wholesaler.
Estate

### How to get

This card can be purchased from the card shop. It is also added to your deck when you place a Mansion card.

## Strategy

This card is most often used in tandem with the Mansion card. The +1 to block also helps when a Community Garden card is used. This bonus can be helpful, especially when the other buildings in the block are Townhouses or one of the 4x point collecting tiles. This effect stacks nicely with the area effects of the mansion.
Farmland

### Strategy

The bonus that farmland gives to your expenditure threshold is very nice. A block of farmland can offset some expensive buildings, and it decreases the cost of your column target as opposed to not having farmland. The only catch about farmland is that it is really only useful when you already have a farmhouse. There are two ways to accomplish this: either have a farmhouse card in your hand fro the beginning, or hope that you get lucky with your purchases. In practice, both of these options have their risks. If you start with a farmhouse you have to take one of your other cards away. And luck with purchases doesn't happen often.
Tenements

### How to get

Tenement cards can be purchased from the card shop, as well as from the technology "Miss Popular", which can give up to three cards.

### Strategy

Tenements are unique because they are the only point collecting building that can stack. Stacking is when you are able to place a block on top of the same block up to 5 times. Other buildings that can stack are Office Towers and Silos. This means that the bonuses of +1 to self stack as well. So in theory, on a zero point tile, 5 tenements stacked can get to be a 5 point tile. This makes tenements ideal for columns with a shortage of space.
Lady Trudy

*This article is a stub. You can help Ni No Kuni II Wiki by expanding it.*

  0

* She can join Evan's new kingdom Evermore and become a citizen.

## Tasks

**Recommended Level:** 50

**Quest 139:** Lady Trudy, Charming Farmer - complete the task and receive:

* 4350 Exp.
* 3210 G
* 2 Quiltaloupe
* 2 Blushing Peach
* 2 Noon Glory
Alpha 47C

**Version chronology**

**External links**

## Major changes

* added new happiness-based workshift system; if your colonists aren't happy, they will work shorter hours. It's very important to keep your colonists happy.

## Full changelog

* added new happiness-based workshift system
* re-enabled steel in the game (it currently isn't used for anything, though. Emphasis currently.)
* re-enabled Chalk (used to make steel)
* added some new foreign office events to foreign nations
* Mineshafts now use particle effects when in use
* added warning when Lab/Foreign Office points are maxed
* events: made relations changes due to events stated more explicitly
* trader groups now have more appropriate names
* module breakage now spawns rubbish
* terrain flattening is now defined using a proper zone and widget, and not the awful old little yellow beacon system
* FIXED: some bandit related text
* FIXED: clothes-lines were not built correctly
* FIXED: muskets using incorrect resources
* FIXED: workbenches could be built for free
* FIXED: right-clicking in the zone creator let you break things
* FIXED: zone creator max size reporting was off by 1
* FIXED: saving in blueprint mode and reloading would cause invisible modules
* FIXED: small mysterious colored square occasionally showing up on the terrain
* FIXED: another case of the small mysterious colored square
* FIXED: barbershop and other exterior decor items create raised platforms
* FIXED: window height incorrect
* FIXED: pressing ENTER without having specified a correct blueprint would crash the game
* FIXED 47B: Terrain flattening is back
* FIXED: carpentry benches wouldn't break properly
* FIXED: traders should no longer leave 'ghost' trade goods if things get weird
* FIXED 47B: Empire relations weren't being changed by Foreign Office
* FIXED: Offices now use scroll bars in their jobs list displays, and display both their assigned colonists and the originating colonist for a job (where appropriate)
* FIXED: if a colonist gets tired of waiting for confession/a drink/a barber they will correctly remove the job from the office (this fixes UI overflow and colonist paralysis)
* FIXED: "Do Foreign Paperwork" and "Do Science!" jobs are now evaluated using office standing orders, not social jobs
* TEST 47C: added more info to carpentry workshop UI (maybe will roll out to everything)
* TEST 47C: crops no longer spoil (due to workshift system)
System Requirements

The following are the officially stated **system requirements** for Praey for the Gods.

## Minimum Requirements

* OS: 64-bit Windows 7
* Processor: Intel CPU Core i5-2500K 3.3GHz, AMD CPU Phenom II X4 940.
* Memory: 6 GB RAM
* Graphics: Nvidia GPU GeForce GTX 660 or AMD GPU Radeon HD 7870
* DirectX: Version 11
* Storage: 20 GB available space
* Additional Notes: DirectX 11 is necessary to run the game.

## Recommended Requirements

* OS: 64-bit Windows 7 or 64-bit Windows 8 (8.1) or Windows 10
* Processor: Intel CPU Core i7 3770 3,4 GHz, AMD CPU AMD FX-8350 4 GHz
* Memory: 6 GB RAM
* Graphics: Nvidia GPU GeForce GTX 770 or AMD GPU Radeon R9 290
* DirectX: Version 11
* Storage: 20 GB available space
* Additional Notes: DirectX 11 is necessary to run the game.
Artifacts

Artifacts are items of unknown origin and classified as 'other' in the game. They can be randomly found by mining or by a naturalist. Having a working laboratory will enable the scientist to study it using the macroscope. Doing so will "give prestigious results" and add to the idol's tooltip: "This artifact has been studied, with prestigious results! It belongs in a museum!"

## List of artifacts in Clockwork Empires

* Obeliskian Seal
* Idol of Quaggaroth
* Fishy Idol
Griffin

The **Griffin** also known as Crowdragon is the fifth Boss to encounter in Praey for the Gods. He's also the second boss presented in the trailer.

## Appearance

It looks like a crow with a dragons wings and a very long tail, it is very similar to Avion from Shadow of the Colossus (Like. REALLY, similar in looks), it also has these weird tentacle looking things hanging from where it's ears might have been

## Attacks

### Ground Attacks

* It fires around 20-30 fireballs at you, it will usually only do this when you are on a Sigil pillar which is surprisingly probably the easiest place to dodge them, just keep always be moving and it is better to just run or walk to dodge them rather than rolling

### Climbing Attacks

* It has no climbing attacks other than it doing semi barrel rolls

## Strategy

### Arrow Explosion Strategy

You need to be pretty good with a Hookshot to not die, or just be good at running away from Enemies to do this, you need to go to the 2 heightened Mayan pyramid looking things, go on one of them and destroy the Sigil on that one then repeat with the other one to make the other pyramid thing to come up, this one has a green flame on it and if you light an arrow on your bow with it then if you wait a bit then Crowdragon will start swooping down towards you and charging up this really strong energy bolt that is even stronger than the strong one that Worm fires, to prevent you from getting shot you have to fire the arrow at it's face, I think it has a bigger hitbox than it shows but that doesn't mean you should be careless with your aiming, if the arrow hit's then there will be this gigantic explosion. Wait a few seconds for it to clear up before moving again else an Enemy might attack you, once it clears up you will see somehow nothing got damaged but you can see a stunned Crowdragon lying on the snow, quickly grab onto it's one of it's wings or chest, don't grab onto the tail yet, once you have climbed all over it and gotten 3 Sigils down, stand on top of it kinda near it's wing and fire a Hookshot at a Grapple Point on it's tail to get to the final Sigil or do it like I did and drop back onto the green fire pyramid and repeat but this time grab onto the tail, either way, you'll probably have a dead Crowdragon by the end of it

### Hookshot Drop Strategy

Get up onto the arm that is reaching out above the arena, you can either get there if you entered the battle from a specific cave or you use the big fan that is below the arm, once you are on the arm you have to be amazing at timing at using Hookshot and also just good timing, you will have to drop down onto the Crowdragon and Hookshot one of it's Grapple Points

## Sigils and Grapple Points

### Sigils

* Right at the back on top of it's tail
* Chest
* Left Wing hand (I have no idea what parts of birds are called)
* Right Wind hand

### Grapple Points

* Two on either side of it's back tail spine
* On it's chest right next to a Sigil

## Trivia

* It's tentacle things hanging from it's head may possibly have been inspired by the winter hat called a "Bomber Hat"
Beta 51A

**Version chronology**

**External links**

* FIXED: Make Copper Plates job
* FIXED: Make Wooden Altar job
* FIXED: memories and emotions hanging midair, predominantly for people with multi-monitor setups
* FIXED: hitting esc to back out of a module recipe selection screen would leave the UI in a state of purgatory where literally anything you did next would crash the game.
* FIXED: clicking on the trade depot crashes the game
* FIXED (hopefully): phantom items occasionally left on the ground during stacking, building workshop transformation operations
* FIXED: q and e are now bound hotkeys for camera moving left and right, rather than hardcoded
* FIXED: Make chemistry workbench job
* added "-opengldebug" command flag to return additional OpenGL debug information; please use this and send us the results if you are experiencing crashes on startup!
Beta 51E

**Version chronology**

**External links**

* added better UI input handling code for windows that have recently been redrawn. This was causing serious responsiveness issues with offices in 51D
* food quality of life indicator will now update at the moment after food is eaten OR at midnight after a day in which no food is eaten that day
* balance: made people slightly less excited about chasing down fleeing enemies
* FIXED: food and drinks were doubly consumed from the commodity menu when consumed, causing a discrepancy
* FIXED: if a workshop job is aborted, trash the job and don't attempt to restart/yield it.
* FIXED: don't let a workshop job start with a deleted module
* FIXED: some vegetables weren't usable in vegetable related recipes
* FIXED 51D: Error with Carbine recipe
* FIXED 51D: some types of low-level food were not counting as food
* FIXED 51D: offices not working nearly as much as they should
* FIXED 51D: hunger quality-of-life updates generally working for all possible food input
* FIXED 51D: iron smelting crucible tooltip said the job required too few inputs
* FIXED 51D: a number of small tutorial text issues
* FIXED 51D: scripterror with Stalwart loadout
Gaslamp Games

**Gaslamp Games** is the developer of *Clockwork Empires*. Currently it has 15 employees.

## Developers Working on Empire Clockworks

* David Baumgart
* Daniel Jacobsen
* Nicholas Vinig
* Chris Dykstra : Director of Business Development
* Derek Bonner : Web Presence Developer
* Matthew Steele : Audio Specialist
* Chris Triolo : Animator
* Sean Hamilton : 3D Artist
* Joseph Nejat : 3D Artist
* Ryan C. Gordon : Hackmaster
* Micah J. Best: Systems Programmer
* Chris Whitman: Gameplay Programmer
* Mathieu Dugon: Community Liaison
* Andrew Ferguson: Build Engineering
* Stephanie Tinsley Schopp: Public Relations Maverick
Cut Sugarcane

*"Raw harvested sugarcane can be processed into molasses and sugarloaf."*

A Food item produced by harvesting fully grown Sugarcane Plant from a Sugarcane Field.

Cut Sugarcane can be processed in a Kitchen, into Sugar Loaf and Bucket of Molasses at the Assembly Workbench and Guarapo at the Brewing Vat.

A Tradable Food item, Pickled Chillies can be traded in the Trade Office at a value of 20
Stacking

### Overview

All tiles with this symbol in the upper left corner can stack. Stacking means that you can place 6 of the same building on a single tile. Tiles that can stack include Tenements, Office Towers and Silos. The appearance of the building changes with how many buildings are stacked.

### Strategy

It is almost always in your best interest to stack buildings. The effects stack, and you don't waste space on the board that could be filled with valuable point collecting tiles. However, don't feel bad if you can't hit the max stack of five every time you do stack something. Sometimes you need 3 or more of the same card to hit that max stack. Overall, stacking is a valuable resource to exploit.
Characters

**Characters** in *Clockwork Empires* are often referred to as colonists, and are the citizens of your colony. They do everything in the colony, including some bad things. They will tell you what they're thinking via little floating bubbles above their heads. Character thoughts can include thoughts about what they currently want to do (eat, sleep, walk into the sea), or their moods (happiness, sadness, anger, etc.). Besides their mood, each character also has a morale stat, which determines how ready they are to fight rather than flee, and a sanity stat. Characters also have desires, things they want to accomplish, and the affliction indicator, which shows how hurt the character is.

Colonists can only be gained through immigration or Favours. A colony starts with 17 colonists: 6 Overseers, 7 Labourers, 1 Naturalist, 1 NCO and 2 regular soldiers.

## Behaviour

Characters also need to sleep. They prefer to sleep in beds and will be happiest sleeping in a bed that corresponds to their class (upper-class, middle-class, lower-class.) Failing that, characters will sleep wherever they can.

If your subjects are not happy, expect Unwanted Behaviour, including the sort of thing which may warrant a visit from the Anti-Paranormal Invigilators and walking into the sea, never to return.

## Character types

The game has a variety of character types, some of which influence they way the character acts in different situations.

### Lower class character types

* Farmer
* Labourer
* Miner
* Metalworker
* Footsoldier

### Middle class character types

In addition to desiring a middle class bed, middle class characters prefer to claim a particular bed as their own.

* Artisan
* Barber
* Clerk
* Naturalist
* NCO
* Occult inspector
* Overseer
* Scientist

### Upper class character types

* Aristocrat
* Capitalist
* Poet

## Character Traits

* Absent-Minded
* Adaptable
* Adventurous
* An Inordinate Fondness for Beetles
* Bee Fancier
* Big Game Hunter
* Brutish
* Common Mingler
* Communist
* Craven
* Doomed
* Drunkard
* Easily Influenced
* Enthusiastic Amateur
* Epicurean
* Fishy Behavior
* Foolishly Brave
* Hat Enthusiast
* Highly Focused
* Industrious
* Interest in Exotic Wildernesses
* Jack-of-all-Trades
* Laudanum Fiend
* Lazy
* Light Sleeper
* Maddened Intellectual
* Materialistic
* Military Training
* Morbid
* Mushroom Lover
* Oblivious Worker
* Obsequious Bootlicker
* Of Criminal Element
* Organized
* Pigeon Fancier
* Pioneering Spirit
* Reclusive
* Romantic Inclination
* Rustic Disposition
* Scholarly
* Spiritually Inclined
* Staunch Traditionalist
* Stonesense
* Strange
* Patriotic
* Professionalism
* Woodtouch
* Xenophobic

## References

1. ↑ Moods, sleeping, and fortifications
2. ↑ A Very Clockwork Valentines
3. ↑ Gaslamp Games Chugging Out Clockwork Empires
Houses

## How to get

This card is automatically added to your deck after certain amounts of purchases, stopping at 7 purchases.

## Strategy

Houses are going to be your main point-collecting tile in the entirety of the game. The starting deck has four houses, which can't be exchanged. Houses have a max block size of four, so with buildings like the Community Hall, which adds +1 to a block, you can earn a lot of points at once. This effect can be maximized with the help of the Community Garden, which adds 3 to the maximum block size.
Alpha 44B

**Version chronology**

**External links**

(This is the start of the great Military Rewrite: all the military code has been moved over to use the new decision tree logic system. In practice, this shouldn't actually mean much; I suspect some bugs have been fixed just because I cleaned up a bunch of issues with rally points. However, it now gives us some framework upon which to build, sanely, the rest of the military code. Onwards!)

## Changelog

* added Haunting Spectres
* added Vengeful Spectres
* replaced all old military logic with military decision tree code (it is smarter! also: should fix rallying)
* added ability to directly order shrines destroyed
* added rudimentary journals for colonists for most important events to them during the previous day and week
* added a new cult-related event
* hunger incrementing moved to evening instead of night
* colonists will now pray at wall shrines
* made significant improvements to how colonists decide to engage in murder
* removed all UI filters for military crews (Hauling is not a suitable job for the brave troops of Her Majesty's 40th Civil Engineering Brigade)
* cultists will become upset if your order shrines destroyed
* corpses will now only reset their burial job at sunrise rather than every 10 seconds (it was spammy)
* memories will use greater range in icons
* balance: added various eldritch means which help sustain madness levels
* balance: slightly increased cult recruitment
* balance: occult curses require slightly more madness
* FIXED (44A): foreign\_intervention error
* FIXED: possible error cases when cultist leader dies
* FIXED: rare scripterror when attempting to spawn eldritch artifact
* FIXED: vicars taking confession will no longer permanently paralyze colonists
* FIXED: was possible to order dissection of an Obeliskians more than once on the same specimen
* FIXED: script error when building clotheslines
* FIXED: issue w/ some decor modules not deconstructing correctly
* FIXED: various broken icons
* FIXED: cult group ending due to lack of sufficiently enthusiastic leadership scripterror
Colony Locations

Current as of Alpha 50.

New colonies can be located in different areas, each with their own biome. The biome affects the crops that will grow there, the types of trees, the ground cover, and how flat the terrain is. For mixed biome locations, one biome will be chosen for the crops available, but the trees and ground cover will vary by biome type. The following tables were created by observing what was available at different colony starting locations.

 Savannah
 Tropical Dry Forest
 Tropical Forest
 Tropical Wetland
 Swamp
 Temperate Forest (all types)
 Boreal
Alpha 49C

**Version chronology**

**External links**

* first implementation of minimap
* max pathing retries setting greatly lowered
* embark points are now picked from known lists of "good" embark locations, as opposed to just letting you choose with a tiny arrow randomly
* added building destruction; enemies can now attack structures
* added ability for Vicar to perform last rites on bodies, buried or not. This comforts the living and ensures the dead rest peacefully.
* added Strange Meteor event
* added REDACTED
* added Pulque, Mezcal recipes
* added Grapevine crop
* added crops: Agave, Prickly Pear
* added Mezcal, Agave Syrup, Prickly Pear Bushel
* placed crops into proper climate zones
* optimized save game saving and loading
* massive farm rebalance; nearly all crops have had growth changes
* added a bunch of new crop field types
* all crops are now restricted to respective biome sets.
* crops you can't currently plant (due to biome or research) will not be visible on the crop menu
* added event and special benefit for reaching maximum reputation with the Republique Mechanique
* added event and special benefit for reaching maximum reputation with the Novorus Imperiya
* added event and special benefit for reaching maximum reputation with the Grossherzoginnentum von Stahlmark
* significantly delayed the onset of the "Colonists want chapel" event
* switched a bunch of ticker-output to alerts instead (We'll see if this feels spammy)
* balance: a number of crops will now require researching before they can be planted
* balance: some agriculture tech now requires previous tech before becoming available
* balance: increased cap on science points to 50
* balance: bandit camp site selection made to ignore very center of map
* balance: fewer animals spawn in tropics
* FIXED: "Staunch Traditionalist" workcrew names added
* FIXED: animal\_repopulate event fixed to work with new climate zones (and placement function)
* FIXED: Trader guards should no longer steal weapons from player
* FIXED 49B: some incorrect swamp terrain textures
* FIXED: Saguaro stumps ill-defined
* FIXED: fishpeople given explicit attack order could not be butchered
* FIXED: bandits couldnt be ordered buried after ordered shot
* FIXED: random crash starting new game in biome loader
* FIXED: large saguaro cactuses are no longer invisible
* FIXED: immigrants should properly spawn in maps where the start location has been moved