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Minor Deity

Minor Deity Steam news

Re: cOg Mission | To be announced | game

Coming Soon

GameSteam Store content

IndieSimulation

  • Steam app typegame
  • Steam App ID3876240
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperRe: cOg Mission

Minor Deity news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID3876240
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperRe: cOg Mission
  • PublisherRe: cOg Mission
  • Parent gameNot available

Genres: Indie, Simulation

Company pages: Developer: Re: cOg MissionPublisher: Re: cOg Mission

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Minor Deity Steam news

Minor Deity news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Have Your Say as I Start Turning the Sandbox into a Game - 23 August 2026

    Hello all!Minor Deity is already well on its way to being a large sandbox world with the freedom to simply create what you imagine. It’s a satisfying toy, but it doesn’t have a more traditional game attached to it yet. I’ve started designing some mechanics, and in many ways, that’s proving to be more difficult than the technical optimization. Designing mechanics that fit into the technical limitations, make sense in the setting, and – most importantly – are interesting and fun is quite challenging. But I have a start, and I would genuinely love to hear your thoughts about it in the comments, both as game developers and players.Gideon

  • Progress of the Last Few Months - 15 July 2026

    Hello all,Some months have passed since my last post, so I thought I'd just mention that development is progressing well and that I've been working hard on many behind-the-scenes-systems to keep everything connected and optimized. I've linked some videos below explaining how I approach the challenges of running such a huge game with so many elements.I'm currently finalizing the connection between Buildings/Units and the Road/Off-road Network, such that units and buildings can "find the closest network contact point" whenever the network changes, for example some road segments are removed. This is crucial for keeping everything connected to each other and moving properly between off-road locations and on the network. I'm also working on how the roads are applied to the map visually, and updated as the terrain changes.As soon as I'm happy with how the roads work, I will rework the rivers…

  • First Playtest of Minor Deity: Gridless, interactive, world-building sandbox - 16 February 2026

    Hello all,Almost 2 years ago I set out to learn about parallel processing and tri-planar mapping in tessellation shaders. A great practical application for this was to create huge, editable terrains with complex shading, millions of objects, tens of thousands of animated characters and localized weather that continuously propagates throughout the map.As a result, I've created a "game" that allows you to sculpt all of 9 million underlying square grid points of a huge map, distribute trees, buildings, roads, fences, herds, etc. on it and set a set of climate parameters (surface water, groundwater, temperature, wind speed, erosion) for each of 160 thousand hexes in an underlying hex grid. The visuals then react to the climate settings. The fact that I've designed it from the start to run on parallel threads, and handle all the culling, LOD determination and render calls manually, means I c…

  • Some Technical Detail for Those Interested - 3 October 2025

    Welcome to Minor Deity!Below I provide some details on the technical details involved in allowing huge maps with millions of objects to run smoothly, and surprisingly fast.Bursted JobsBehind the scenes, the data structures have been designed from the start to be suitable for bursted jobs on parallel threads, managing the memory in a way that allows an enormous amount of calculations to be performed per frame. I had to create tailor-made functionality to handle many of the things that Unity usually handles automatically "in general" for you behind the scenes. While this was a lot more work, and technically more difficult to accomplish, it does allow me to implement it exactly as I need it, cut out any "general case parts" that aren't required, and make excessive use of bursted jobs on threads, plus some specific tricks to improve performance. It also taught me a lot about the fundamental…

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