Compara los precios de Godly Corp en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por TR8 Torus Studios. Publicado por SIG Publishing. Lanzado el 13/12/2018. Disponible en PC, Mac, Linux. Géneros: Action, Casual, Indie, Simulation.

Spend roughly three hours juggling planetary catastrophes with a single wobbly tentacle, and Godly Corp will either charm you or send you straight to the uninstall button. Know which camp you are before you click buy.

I usually track games by their decision trees and late-game complexity, so Godly Corp is about as far from my wheelhouse as it gets. And yet here I am, having burned a couple of evenings spinning holographic globes under heat lamps while slapping cockroaches off a cosmic office desk. The pitch is genuinely clever: you are an unpaid intern at an intergalactic corporation responsible for keeping planets alive, your only tool is a physics-driven tentacle, and every shift throws a completely different crisis at you. Chainsaw robots one day, bug infestations the next, drone piloting the day after. The concept has enough energy to carry you through the first few levels on sheer novelty alone. The core loop runs on two parallel demands per level: rotate a planet using the keyboard so the right continents stay near a heat lamp, and simultaneously use the mouse to swing your tentacle at whatever is threatening the desk. That dual-input juggling act is where the game lives or dies, and opinions in the review community split almost exactly down the middle. Supporters point to the Surgeon Simulator and Octodad lineage and argue the awkward controls are the joke. Critics, including the more forensic outlets, note that the tentacle wrapping mechanic clips through itself unpredictably, and the planet sphere lacks a readable shadow so judging 3D depth is genuinely guesswork under pressure. Both groups are correct. The controls are intentionally awkward, but there is a line between comedic friction and broken feedback, and Godly Corp occasionally crosses it. Level 7 in particular has earned a reputation for sending otherwise patient players to the main menu for good. The structure is 20 levels across three difficulty settings, easy through hard, with end-of-shift scoring based on task accuracy and items left on your desk. Replay value is real if you are a grade-chaser. The achievement list rewards multiple runs of the same level, and the per-level scoring parameters change enough that replaying earlier stages rarely feels identical. Total playtime sits around two to three hours for a first clear, which is short even for the casual tier this game targets. An in-office radio lets you cycle between a small handful of tracks, though the soundtrack loop gets thin fast. The AI narrator guides you through shifts with dry office satire, and you can toggle between male and female voice options, a minor but welcome touch. Visually, the cartoonish 3D style is intentionally offbeat and vibrant, and you can customize your tentacle color and office palette to give the space some personality. The art is not cohesive across all levels, and some assets look sourced rather than authored, which contributes to the low-production-value criticism the game has received. Hidden Easter eggs and pop culture references are scattered throughout, and if you read the between-shift paperwork you will find some genuinely sharp corporate satire buried in the fine print. That detail work suggests a development team with a real sense of humor, even if the execution on the physics side needed more time. Is this a game for strategy and sim players? Barely, by genre definition. But the time-management puzzle structure is honest, the difficulty curve (uneven as it is) does escalate, and the concept is original enough that an hour with it is rarely a regret. Approach it as a short, chaotic physics gag with occasional genuine challenge rather than a polished sim, and your expectations will land in the right place. Diego, Scout Team

Godly Corp

Godly Corp

13 dic 2018TR8 Torus StudiosSIG Publishing
GamerScout opina

Spend roughly three hours juggling planetary catastrophes with a single wobbly tentacle, and Godly Corp will either charm you or send you straight to the uninstall button. Know which camp you are before you click buy.

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I usually track games by their decision trees and late-game complexity, so Godly Corp is about as far from my wheelhouse as it gets. And yet here I am, having burned a couple of evenings spinning holographic globes under heat lamps while slapping cockroaches off a cosmic office desk. The pitch is genuinely clever: you are an unpaid intern at an intergalactic corporation responsible for keeping planets alive, your only tool is a physics-driven tentacle, and every shift throws a completely different crisis at you. Chainsaw robots one day, bug infestations the next, drone piloting the day after. The concept has enough energy to carry you through the first few levels on sheer novelty alone. The core loop runs on two parallel demands per level: rotate a planet using the keyboard so the right continents stay near a heat lamp, and simultaneously use the mouse to swing your tentacle at whatever is threatening the desk. That dual-input juggling act is where the game lives or dies, and opinions in the review community split almost exactly down the middle. Supporters point to the Surgeon Simulator and Octodad lineage and argue the awkward controls are the joke. Critics, including the more forensic outlets, note that the tentacle wrapping mechanic clips through itself unpredictably, and the planet sphere lacks a readable shadow so judging 3D depth is genuinely guesswork under pressure. Both groups are correct. The controls are intentionally awkward, but there is a line between comedic friction and broken feedback, and Godly Corp occasionally crosses it. Level 7 in particular has earned a reputation for sending otherwise patient players to the main menu for good. The structure is 20 levels across three difficulty settings, easy through hard, with end-of-shift scoring based on task accuracy and items left on your desk. Replay value is real if you are a grade-chaser. The achievement list rewards multiple runs of the same level, and the per-level scoring parameters change enough that replaying earlier stages rarely feels identical. Total playtime sits around two to three hours for a first clear, which is short even for the casual tier this game targets. An in-office radio lets you cycle between a small handful of tracks, though the soundtrack loop gets thin fast. The AI narrator guides you through shifts with dry office satire, and you can toggle between male and female voice options, a minor but welcome touch. Visually, the cartoonish 3D style is intentionally offbeat and vibrant, and you can customize your tentacle color and office palette to give the space some personality. The art is not cohesive across all levels, and some assets look sourced rather than authored, which contributes to the low-production-value criticism the game has received. Hidden Easter eggs and pop culture references are scattered throughout, and if you read the between-shift paperwork you will find some genuinely sharp corporate satire buried in the fine print. That detail work suggests a development team with a real sense of humor, even if the execution on the physics side needed more time. Is this a game for strategy and sim players? Barely, by genre definition. But the time-management puzzle structure is honest, the difficulty curve (uneven as it is) does escalate, and the concept is original enough that an hour with it is rarely a regret. Approach it as a short, chaotic physics gag with occasional genuine challenge rather than a polished sim, and your expectations will land in the right place.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:sub-5Intentionally Awkward ControlsTime ManagementCthulhu-themedPhysics SandboxScore AttackLovecraftian HumorShort PlaytimeGrade Chaser

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
2 GB RAM
DirectX
Version 9.0
Storage
500 MB available space
Graphics
Nvidia Geforce 7800 GT or better
Processor
2.0 GHz
Sound Card
DirectX9.0 compatible sound card

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Información del juego

Desarrolladora
TR8 Torus Studios
Distribuidora
SIG Publishing
Fecha de lanzamiento
13 dic 2018

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¿En qué plataformas está disponible Godly Corp?

Godly Corp está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Godly Corp?

Godly Corp se lanzó el 13 de diciembre de 2018.

¿Quién desarrolló Godly Corp?

Godly Corp fue desarrollado por TR8 Torus Studios y publicado por SIG Publishing.