r/reus • u/FiresquidOfficial • Aug 28 '23
r/reus • u/pineapple-hotdog • May 21 '21
I love this Game
I saw that the last post was a year ago, so I want to leave here my thanks to the game, and the community that I was part of for so long. Unfortunately I only started using reddit recently (I think a year ago) so I wasn't around, but the steam community was a lot of fun! After many hours played, I am saying my last goodbye to this art work ...
Goodbye!
r/reus • u/madscientist117 • May 31 '13
Mountain Patch online! (v 1.1.0.0)
r/reus • u/Zaldarr • May 21 '13
Can we all band together and make a tech tree? It seems like a really big missing feature of this game.
And it would really help our decision making process. I'm no good at Photoshop but I can help compile info.
r/reus • u/Salanmander • Jan 23 '16
Updated tech trees
For those of you who are interested, I've made a set of tech trees updated for the most recent patch, including the new sources and fixing some inaccuracies in the ones on the wiki. (And trying to follow more specific rules for spatial arrangement than the ones on the wiki.)
They're on the wiki, and I made an imgur album of them. You can find it here.
The rules I used for arranging are listed on the album, but in case you want to see them without clicking through:
A higher-tier source is always lower.
A transmuted source is always lower than what it transmuted from.
To the best of my ability, the left-right axis represents roughly how much they produce what resource. For plants, left is food, right is tech. For animals, left is food, right is wealth. For minerals, left is wealth, right is tech. The far left and far right columns should be 100% that resource. I tried to make notes when I was unable to arrange things that way, but I may have missed something.
When it didn't conflict with the above points, I tried to keep the graph planar.
If you want to modify these or make your own, the svg source file is here.
Side note: I discovered while doing this that some biome-specific minerals claim to be able to transmute into minerals specific to a different biome. Is this actually a thing that can happen, or just a bad database link?
r/reus • u/FelixR1991 • Apr 10 '14
Just a small Lets Play I did. Since this sub is mostly dead, I thought I'd post it.
r/reus • u/D3PR3SS3DRAC00N • Aug 09 '13
Comparison of tiny (50 patch) vs. Large (150 patch) worlds. Steam people remember to enable Beta and check out the advanced world options.
r/reus • u/kamiloss14 • Jan 22 '23
Game appreciation post
Another year has passed since the last post. Even though Reus is a very old game with dead community, it doesn't make it worse. The simplistic graphics and original mechanics are what makes me come back to this little god sim. It's up there with B&W for me.
r/reus • u/missingreel • May 17 '13
Reus Released!
Reus is a god game by Abbey Games in which you take control of nature through the hands of mighty giants. You possess all imaginable powers over nature! There is only one thing on the planet that you do not control: mankind, with all their virtues and and all their vices. You can shape their world, but not their will. It’s your responsibility to maintain a balance in which man is not overpowered by nature, and nature does not fall to man’s greed.
Unique god game gameplay with several ancient giants at your command.
An interesting 2D art style from a perspective rarely found in god games.
Dynamic and immersive audio effects.
A powerful soundtrack that fits the theme.
Intricate gameplay, where humanity depends on your power while challenging it at the same time.
"Let your giants decide the fate of humanity."
Trailer:
http://www.youtube.com/watch?v=8M1icsCkgB4
Where you can buy Reus:
Direct Purchase from ReusGame.com*
Please note, the distributors marked with * provide Steam keys.
r/reus • u/[deleted] • Sep 23 '14
Best Combinations for each village type that I could find
Giants:
Rock: SDSD (lv 3 precious+advanced, seismic; lv 2 noble)
Forest: FSFF (lv 3 plant+leaf+fruit)
Swamp: DDFS (lv 3 plant+animal+predator)
Ocean: SFFF (lv 3 animal+crystal)
Order of giants to hit final level: Rock, Forest, Ocean, Swamp. Six villages. Be sure not to over-level desert villages as you only want a total of 4 desert ambassadors, vs 7 forest ambassadors.
Forest Village: Requires addition of swamp tiles to forest region in 3 actions: FFFFF-> SSSSS-> SFFFF->SFFFS
Oil+Orange Tree+Bear+Orange Tree+Oil
(bear in this position is even better than diamond--it can give ~400 gold at its peak)
Desert Village: Build RIGHT next to mountain. Requires 1 swamp tile at the end of the desert.
Gingko+Gingko+Diamond+Gingko+Gingko
Gold+Cardon Cactus+Diamond+Cardon Cactus+Oil
Swamp: No extra requirements.
Oil+Rubber Tree+Oil+Rubber Tree+Oil
Do what you want on the other side of your swamp/forest villages, whatever satisfies your developments, but be sure to leave 5 continuous spaces in each town for the 'primary' combinations. A forest tile or two with wolf/bear is recommended to keep greed under control in forest/swamp towns, and a bobcat in deserts if you have the space (if not, just punish them once they complete their final development).
Fish will need to be given predator aspects as well.
r/reus • u/[deleted] • May 19 '13
Ideas on how the game can be improved?
I know this is kind of early on, but there have been some ideas that I've thought of that I feel would enhance the gameplay quite a bit.
One of them being varying planet sizes. Even if it's just "small, medium, large" I feel like that would enhance the play greatly. The reason for this is because I feel like the game might get kind of stale with such a small planet on the 120 minute era. I was able to cover most of the planet even in a 30 minute era, so I'd imagine a lot of the fun would be lacking in the 120 minute seeing as I was almost running out of land in an era that is 1/4th of it's time.
Second idea is to be able to name the planet (and maybe cities). It's not necessary, but I'd enjoy being able to start with a new planet name each time I play, kind of like naming your ship in FTL. I'm not sure about the city naming though, seeing as you're not supposed to control the humans in any way. But it might be interesting, also.
Third idea kind of ties in with the second idea. High scores/statistics. You finish a game, and your planet name is plastered on the high score list (maybe total prosperity could be the score?) Statistics, again, aren't entirely necessary but they always add another element of interest to a game for me. I like to see across the board statistics (for example, total food on the planet, total wealth on the planet, etc.) as well as city stats, as well as other various numbers.
So yeah, if you've got any additions you'd be interested in, drop em here and let us know as well :)
r/reus • u/[deleted] • May 19 '13
I love the game, but what are your gripes with it?
I've poured quite a few hours into it already, and it's a great game. But there are a few problems I've found out, little things I'd like to see changed.
The development "Chosen People" requires you to have only one village in the world with over 175 prosperity. It's not a hard challenge at all, it just means you have to start a 30 minute era and limit yourself to one village, then waste time until the era finishes. Maybe some people would unlock this in natural play, but the game is always encouraging you to settle more villages and get more posterity. Seems a little counter intuitive!
No health regen on the giants is a little annoying. Not so much for the Rock, Forest and Swamp guys, but because the Ocean giant can't heal himself, any damage done to him is permanent. Sticking to the Ocean giant, I think the monsoon ability is rather useless, since the Forest giant can do the same thing without any ambassadors, and generally I upgrade each resource one at a time. Upgrading too much too fast causes problems..
I feel Natura isn't explained very well, or indeed all that useful. Maybe that's just me.
There should be a built-in guide for all the resources and upgrades, like a bestiary. You can only get the information by unlocking and then producing the resource, but once you've got it, it's written down. I spend way too much time pausing and trying to remember how to create certain things, for example topaz. I'll smash the ground with a mineral, check it's upgrades, replace it with the other mineral, then use an aspect to upgrade it, just to find out that topaz doesn't in fact have the symbiosis I wanted... The wiki is incomplete and feels a bit cheaty to use. I'd rather just look up it up in game.
It's a fantastic game and these are only minor issues, I just wanted to get a bit of discussion going :) What are your little niggles with the game?
r/reus • u/corpjuk • May 17 '13
Lurker here, I like Reus so far 3 hours in
3 hours in and this game is a good buy. i like the complexities so far, seems like a good amount of depth for its price and we'll see how far these cute little villages can grow. i like the challenge because yes right now i am terrible - struggled keeping my gods working on multiple towns up to 4 and struggled trying to upgrade only 2 towns and fell into greed. so controlling the entire map will take improvement on my end in a knowledge sense and APM (actions per minute) like an RTS, which i think is cool. it doesnt have to be played that way(can pause and place commands), it was just a pleasant surpirse Heard about it through reddit if anyone is on the edge, good buy
r/reus • u/ranger4290 • Jan 08 '14
Reus is part of Humble Indie Bundle X! Maybe this might help restore some of the community/developer life?
r/reus • u/grimsly • Jun 02 '13
REUS makes me ponder the deeper questions in life!
r/reus • u/HydraulicDruid • Feb 08 '13
Reus Gameplay Dev Diary [x-post from /r/IndieGaming]
r/reus • u/[deleted] • Jul 13 '14
Good midgame combos?
Hi, been playing this game for a day now and I must say I'm REALLY addicted. I'm in the middle of my first 2h run right now and I'm wondering what combinations/synergies are strong in midgame?
I usually just get White Willows for science, Peach Trees for Food and Precious Minerals for Wealth but I heard animals are way stronger midgame? I don't really know how to use them though, which ones would I be getting, which ambassadors should I aim for first?
r/reus • u/acestser123 • Apr 13 '14
[Help] Tips for the 1-hour challenges
Hi, I've been playing Reus recently and have already unlock all the normal achievements. But now, I'm having trouble with the 1-hour challenges.
Does anyone have a few tips to unlock the achievements (like what ambassadors are best on which giants, which are the best resources and etc.)? I've tried the forest challenge a few times and can't get more than 2000 prosperity. Any help would be heavily appreciated.
Edit: After a couple of tries, I've managed to beat the Gold-Forest Challenge. Here are some tips I learned (which are valid mostly for the Forest Challenge:
You don't really have that much time, so just focus on growth and don't worry about greed.
The villages will get greedy and will attack other villages and the giants, so be ready to use mud bomb or earthquake on those pesky humans.
Being with a forest village and then create ASAP 4 villages (I recommend going 2 swamp and 2 dessert, but 3 swamp and 1 dessert could work too) that are not forest. Afterwards, create one more forest village.
Make sure you complete 6 level 1 projects. If you don't, you will lose some easy-to-spawn ambassadors.
Once the six projects are completed, destroy the dessert villages by building an ocean (after picking up the ambassadors, obviously) and transform the swamp villages to forest villages.
Do NOT destroy one non-forest village (even if the project has already been complete) before having 6 villages settled. Otherwise, your prosperity will fall and you'll lose some time.
Give 1 swamp ambassador to the Forest Giant and another to the ocean. 1 dessert ambassador to the Rock Giant and the last one to the Swamp Giant. With this set-up you're going for a Plant Era, with level 2 Animals and level 2 Herd Aspect. Minerals and their aspects are not really useful past the first 15 min.
Complete the projects as they come and as fast as possible. Even if the project is not optimal (for example Animal Husbandry) complete it.
You will need a bit of luck, because if ALL your projects don't benefit from plants, you are not going to do a lot.
Make sure you give the non-forest ambassador to each Giant as the first or second ambassador. This way, you can use other resources to help build the first projects.
Give the 4 ambassador (a forest one) to the Forest Giant as soon as possible and begin replacing every plant you have for a superior one. Keep in mind though that finishing projects is still more important.
Since villager will get greedy, try keeping the Ocean Giant as far as every village as possible, when not being use. He's the only one who can't be sped up or healed.
Spam Aurora every time you can, preferably keeping the Swamp (for the Mud Bomb) and Forest (for the Plants) Giants super fast.
Finally, you will need a bit of luck, because you NEED that most of your projects benefit from plant, but don't really have the time to keep destroying not-optimal projects.
Hope this helps to complete the challenges. I managed to get just about 4200 prosperity, but not every project was optimal, so I assume with more luck, it is easier.
r/reus • u/Quornslice • May 26 '13
My brother is making a Reus let's play - thought this would be a good place to get him some more views :)
r/reus • u/bigbmxdave • May 19 '13
Intro to Reus and starting your first village [youtube]
r/reus • u/Dr_Pownage • Sep 05 '23
Beta feedback
Hello All,
The demo is enjoyable, there is no longer a time pressure and you can more go on your own pace compared to the first installment of the game. I like the new art style and the game seems very indepth.
I am missing the goals of completing a building, now they are auto completed as soon as they spawn. This means no in-between targets other than the Era-feats. I am afraid with just the Era-feats the game becomes too repetitive. I played the original Reus for almost 60 hours on steam and had a blast playing it. The replayability was also super high.
I also missed upgrading critters with aspects. After thinking more about it, in the original Reus it was kind of random and could screw you over if you did not get the potent or great variant.
The ambassadors in game 1 also had more planning associated, being able to create greater variants of spawns was a lot of fun, and combining the different ambassadors for different bonusses was a fun additional puzzle. The inspirations seem inferior to the ambassadors.
Hopefully you can appreciate my feedback and feel free to add or discuss some of the items above!