
Steam news
Full Steam announcements and update articles for this title.
v0.533
Summarized multiple blessing effects in tooltips
Crux Slam now scales with Crux Range
Martyr now starts with Penance Cycler, reducing skill cooldown on kill
Added random character and weapon selection
Added enemy highlight setting
Fixed an issue where VFX intensity settings were not applied on level load
Gamepad Mouse Cursor speed settings
This week’s update is a bit smaller than usual. The main reason is that I already need to focus part of my efforts on developing Endless mode and new elements, coordinating the production work with the new team members.
- Dominik
Hello Templars! Thank you all for the first month with Arms of God - it’s been a crazy time, and honestly I still haven’t had a chance to properly rest yet… maybe soon! ;) I really appreciate you all playing and supporting the game. Today I want to share the development direction for the road to version 1.0.
This roadmap represents the current plan as of July 3, 2026. Everything listed here is still work in progress and may change during development based on testing, production needs, and community feedback.
The first major stage of the roadmap will focus on expanding replayability, challenge, and long-term progression. This update is planned to introduce new ways to test your builds, push your limits, and compete with other players.
Planned content:
New game mode: Endless
New boss
New higher difficulty level: Torment
New game mechanics: Profiles, Curses
New side story campaign
Global Leaderboard for Endless Mode
DLC: Supporter pack updated - exclusive Point Shop Items
OST: new tracks added
In Q4, the plan is to continue expanding the game with new playable content and more variety. This update is intended to bring a larger gameplay expansion, with new enemies, a new hero, and another campaign structure.
Planned content:
New game mode
New Templars
New elite enemies and new boss
New game mechanics: Training ground, Seals, Marketplace, Brotherhood contracts
New side story campaign
The full 1.0 release is currently planned for the end of Q1 or Q2 2027.
Planned content:
Story continue: Act 5, 15 new locations and boss
New content: 4th Tier Weapons/Blessings/Upgrades
Console versions (Nintendo Switch, PS 5, and Xbox X|S)
DLC: Supporter pack updated - new cosmetics and short story in the AoG world
OST: new tracks added
Version 1.0 will be the biggest milestone for Arms of God, completing the main Early Access roadmap and expanding the game with new modes, new progression goals, and new ways to play.
New game mode: Local co-op
I decided to repaint the previous upgrade icons. The old ones were originally based on assets from a pack, which I had painted over and modified myself. Since painting is not my strongest area, Ola, our concept artist who also created the blessings and characters, repainted them from scratch.
I understand that this change may take some time to get used to, but I believe it is better to introduce it sooner rather than later. The quality of the old icons was too low, and I had wanted to replace them for a long time.
Added new upgrade icons and rebalanced their saturation.
Updated character art.
Updated the game icon.
Updated Bishop voice sounds.
Updated localizations, including Thai, a Polish “Cięciwa Porażenia” typo, the Confessional tutorial, and codex descriptions.
Updated freeze materials on enemies.
Added an option to have multiple elementals on one weapon.
The hero is now invincible for 2 seconds after revive.
Added monitor switching settings.
Added mouse input support for skipping the starting sequence.
Added freeze and stun statuses to the Prayers tab.
Explosion, stun, and freeze codex entries now unlock when a weapon is unlocked or bought.
Harrowfiends are no longer targetable by weapons while invisible, but they can now be killed by any damage source, including AoE, melee attacks, and skills.
Player and enemy projectiles are now blocked by environmental collisions.
Fixed falling out of the level during the Azrael fight.
Fixed falling into the pit during the Azrael boss fight.
Fixed purple lighting on objects in Act 4 levels.
Fixed the pink flamethrower in Act 4 levels.
Fixed the refresh button when the player has the exact required number of souls.
Fixed Azrael’s freeze material.
Fixed the melee % damage-to-type perk.
Fixed Sealed Vitality and Mana Drop blessings reappearing after being taken during a crusade.
Fixed the stats preview when merging into a weapon with the “add critical / damage on kill” perk.
Fixed end stats always showing 10 HP lost.
Fixed aura emitter weapon positions on Synthar drones.
Fixed Synthar drones appearing with a delay.
Fixed buying an additional blessing when blessing slots are full.
Fixed the Blood Brothers achievement when Brother Severin is killed first.
Fixed icon backgrounds for new revelation notifications.
Fixed chest location on Act 3, Level 13.
Fixed the ground plane showing up on Act 3, Level 12.
Fixed weapon hover sticking in the pause menu.
Potentially fixed rounding issues with prayers and refresh cost in the UI.
Fixed negative HP values by clamping HP to 1.
My goal is to keep improving Arms of God together with the community and build the strongest possible version of the game on the road to 1.0, so thank you for your endless support!
- Dominik
Patch v.0.521 In patch v0.520, I added the following changes:
Prices are reduced to 75% in Mercy Act I, and each Act increases them by 5%.
Tier II and Tier III Prayers are now ~15% more expensive per tier.
HP Steal * 3 / current Crusade, capped at 20 HP per hit on a single enemy
These changes made the game too hard. I’ve been looking at feedback and running additional tests, and it looks like the prices made the game a little too difficult on Nightmare.
I’ve decided to decrease the prices by 15% and increase HP steal:
Prices are now reduced to 75% in Mercy and each Act after Mercy increases them by 3%.
HP Steal * 4 / current Crusade, capped at 20 HP per hit on a single enemy
So basically, compared to the version before v0.520, Tier I prices are 15% lower, Tier II prices are the same, and Tier III prices are 15% higher + prices are higher on act3 and act4 Inferno difficulty.
Some of you focused on the word “nerf” when talking about Primaris, but that’s not really the case here. There were changes to the number of Blessing and Upgrade types he can find.
I’ve decided to increase the limit from 10 to 12 in this patch. What’s important is that the character doesn’t have a limit on the total number of Blessings - these are 12 TYPES of Blessings. This means that once you reach 12 types, you will only roll duplicates of the good stuff you already picked. You just need to be smart about creating the perfect set for him.
Also, in v0.520, I changed the following:
Fixed Primaris showing only weapons after Wave 1.
Fixed/increased the chance of finding the weapon you already carry for Primaris.
These changes were actually in his favor. Patch v.0.522
Fixed the cursor disappearing during tutorials.
Fixed the first tutorial after buying a weapon.
Please remember that the game is in EA, nothing is written in stone. The balance is not an easy thing. One more thing I’d like to ask. If you are unhappy with a change, please talk to me before using a negative review as a form of protest. I’m listening, I’m reading your feedback, and I’m already making adjustments based on it.
Negative reviews can have a very real impact on the game, on me as a solo developer, and on the future of the project. I’m not ignoring criticism - the whole point of Early Access is to work on the game together with the community.
I know I won’t always get everything right on the first try, but I want to keep improving the game with your help. Let’s try to figure this out together.
Hello Templars!
Another major patch for Arms of God is now live.
I’ve been tweaking and improving things pretty much every day, based on your feedback, to keep refining the game step by step.
Here’s what you can expect in this update:
Changed the position of the Select and Start Crusade buttons
Added 5 new Codex building tips
Added 5 new Codex weapon tips
Unlock Codex TIPS entries when unlocking weapons in Gunsmith
Localization update
Updated unique hero descriptions
Added descriptions to Element Cores
Reordered weapons in the selection menu
UI optimization and refactoring (potential fix for black screen and being AFK on minimized game)
Updated the Shrine description in the Codex for ES, KO, ZH-TW, TH, JA, and ZH-CN
Prices are reduced to 75% for Mercy Act I, and each Act increases them by 5% ----- Patch v.0521 This has been changed to 75% for entire Mercy difficulty and each Act after Mercy increases the prices by 3%.
Rarity Find no longer affects the chance of finding the weapon you carry
Tier II and Tier III Prayers are now ~15% more expensive per tier
Primaris is limited to 36 weapon upgrades and 10 Blessing types ---- Patch v.0521 Primaris is limited to 36 weapon upgrades and 12 Blessing types
Explosive damage HP Steal is divided by the number of enemies hit
HP Steal * 3 / current Crusade, capped at 20 HP per hit on a single enemy ---- Patch v.0521 HP Steal * 4 / current Crusade, capped at 20 HP per hit on a single enemy
Bone Spire can no longer be healed
Once all Revelations from Sermon of Revelation have been revealed, it will grant 1 Vow instead of 1 Edict
Fixed an issue where refunding the passive Crux Invocation upgrade could block buildings
Fixed controller navigation when changing difficulty in the Select Act window
Fixed/increased the chance of finding the weapon you already carry for Primaris
Fixed Primaris showing only weapons after Wave 1
Fixed forbidden characters in Order names: < > : " / \\ | ? * - this issue could prevent new Orders from being saved properly
Fixed an issue with HUD building focus
Fixed issue with tutorial popup on rebuilding structures in HUB
Fixed moving between buildings in the HUB on gamepad
Fixed the Crux Invocation achievement when loading progress from the beta demo
Fixed Revival blocking shooting
Fixed regeneration not working when reaching 0 HP
Fixed negative HP Steal values
Fixed interacting with events after the wave ends
Fixed the achievement for unlocking all passive upgrades being completed too early
Fixed a delay when unlocking Prayer achievements in the HUB
Potential fix for immortal enemies (I'm not sure if this fixed all the cases)
Fixed converting Flamethrower to Laser
Fixed getting stuck crouching after interaction
Fixed main lava movement and activation in the Malatch boss fight
Fixed Power Relay insert prompt range
Fixed critical hits with negative critical damage (capped at 100%)
Fatal error issue: Someone from the community mentioned that turning off HAGS - Hardware-Accelerated GPU Scheduling - solved their Fatal Error issue. I’m sharing this in case anyone else is experiencing similar crashes. I also know that, in some cases, especially on older graphics cards, adding "-dx11" to Steam Launch Options can help.
Primaris is not receiving a huge nerf - he is still strong. However, because he previously had a very large number of upgrade and blessing slots, playing him often lacked meaningful decision-making.
With the new limits, Primaris can still become very powerful, but only if you make good choices. Once all Blessing slots are filled, the shop will only roll Blessings you already have, which can actually work in the character’s favor if they are chosen well. I will continue to keep an eye on this character.
HP Steal has been nerfed in a way that should still make taking Life Steal upgrades in the early levels feel meaningful. However, since HP Steal scales with damage, and damage increases from wave to wave, it is now divided by the current wave. I will continue to monitor HP Steal - this is not its final version, but I feel this change is a step in the right direction.
I realize that this update does not include some of the fixes that part of the community is waiting for. I think the game build is becoming more and more stable. There are still a few important fixes left, but in the next updates I also want to focus more on controller support and navigation.
Even though two more people have joined the project, they are not able to fully jump in immediately, because the project is quite complex under the hood. For now, I am still handling most of the changes myself. So I kindly ask you for a bit more patience.
In the background, we are already working on more concrete ideas for the future development of the game’s design and new features. I hope we will be able to prepare a roadmap next week.
Thank you very much for all the feedback. I read all your comments and discussions. Thank you as well for reporting bugs - it really helps a lot.
-Dominik
Hello Templars!
Since launch I've released 9 patches and hotfixes, trying to address smaller and larger bugs reported by the community as quickly as possible. I read your suggestions, bug reports, and balance discussions every day, and I want to thank everyone who takes the time to share feedback. Every message from you helps make Arms of God better.
Today's update continues that effort and includes the following changes:
This update contains several balance changes and nerfs, so I wanted to explain the reasoning behind them. I do not want to remove the ability for players to intentionally create broken builds from Arms of God. In fact, I think discovering overpowered combinations is one of the most fun parts of the game.
The goal is to make players experiment, discover interactions, and learn how different systems work together. If a build becomes absurdly powerful because you figured something out that most players haven't discovered yet, that's great. However, if something is obviously OP from the very beginning and requires no knowledge, experimentation, or decision-making, then it probably needs a nerf.
That's the principle I'll continue following when balancing the game going forward.
At the same time, I know some players are looking for a greater challenge. Future game modes, difficulty levels, and endgame content will be designed with those players in mind, allowing me to preserve powerful build possibilities while still providing meaningful challenges for those who want to push the game further.
🚨 Patch Notes - v0.510
Fixed a UI memory leak and several stability issues
Fixed disappearing "Attach" buttons in the Prayers menu
Fixed Prayers menu buttons not refreshing correctly after purchases
Potential fix for disappearing UI buttons after Alt+Tab or minimizing the game
Fixed duplicate entries appearing when re-entering the Codex menu
Added keyboard focus to the Order name field when creating a new Order
Fixed explosion damage calculations for perks that scale with enemy attributes
Prevented Spores from receiving Freeze, Buff, or Healing effects
Fixed the Critical on Bounce perk when used with negative Bounce values
Fixed "Permanent Damage on Kill" being able to affect multiple elements instead of only one
Weapons you're currently carrying are now correctly offered when starting with Tier II
Weapons can no longer be converted into melee weapons by adding Extended Arm
Flarefield and Voltfield have been buffed
Aura Emitter weapons divide their damage among affected enemies
Increased attack speed for Twin Spark and Sawed Off
Fixed player death from projectiles after a round had already ended
Fixed The Word Restored achievement unlock conditions
Fixed missing passive stat bonuses when loading a run
Fixed tutorials blocking input when unlocking buildings
Improved Shrine visibility
Added Aim Mode Toggle (F key, Middle Mouse Button, and R3 on gamepad)
Fixed an issue where invisible modules could be selected with a gamepad, permanently blocking those slots
Added several important gamepad fixes for the Prayers menu
Fixed multiple localization issues
Added several community-suggested improvements for localization
Fixed Customization settings not being saved
Added an option to disable tutorials
🚨 Patch Notes - v0.507:
🚨 Patch Notes - v0.506:
Before new game modes arrive, there are three important features I want to add first:
100% refund system
Loadouts / Presets in the HUB
Minimum Prayer count system
These features should make experimentation significantly easier and reduce the frustration of rebuilding characters and trying new combinations.
For the next couple of weeks my main focus will be on bug fixing and gamepad navigation improvements. Thanks for bearing with me. Some of these issues are more complicated than they may appear.
To help speed things up, the team has recently grown by two additional people, which should allow us to tackle problems faster and prepare future updates more efficiently.
Also, thank you for helping Arms of God reach over 1,000 reviews on Steam. Seeing so many people playing the game has honestly made all the post-launch crunch worth it.
🚨 v 0.507
Show current Events in the Pause Menu
Add an option to remove an Order
I have many more updates ready, but they will come alongside some UI bug fixes and optimization changes that are quite complex and need more testing before I push them to the main build. If you'd like to participate in testing beta builds, let me know on Discord.
🚨 v 0.506
- Fixed boss HP bar positioning.
- Fixed collisions involving Chests and Revelation Pedestals
- Fixed the Single Purpose achievement. One note: all "kill with one weapon" achievements do not work with Primaris. The achievement description will be updated accordingly.
- Fixed the Gathering New Revelation achievement.
- Fixed missing base Game Tips Codex entries in some cases.
- Added the Aura Emitter Codex entry.
Hello,
First of all, I want to say a huge thank you for the incredible launch of Arms of God.
To everyone who purchased the game, left a review, reported bugs, posted feedback, shared builds, or joined our Discord - thank you. It truly means a lot to me.
To be completely honest, I didn't expect to receive this much feedback this quickly. I'm doing my best to read everything, respond whenever possible, and at the same time continue working on updates and fixes. I've also asked a few trusted community members to help moderate the Steam Community Hub and Discord. You'll probably see them around, and they'll be happy to help answer questions while I'm busy fighting bugs and preparing updates.
Since launch, I've spent most of my time switching between reading feedback, investigating issues, and implementing fixes. Some players encountered bugs both small and large, and I've tried to address as many of them as possible as quickly as I could.
Today I've deployed the first larger post-launch update.
CHANGES
Replaced all icons that used AI-assisted elements at any stage of their creation process
Blood Chalices moved closer to the center of the arena and increased in size by 10%
Added the Galaktus Publishing logo at game startup
Advanced Loadout now shows Tier I and Tier II weapons on start of the Crusade
Updated event locations across all levels
BALANCE
Spectre now starts with Wounding Bullets instead of Divine Core
Voltaris now starts with Shock Bullets instead of Storm Core
Incendius now starts with Ignition Bullets instead of Inferno Core
Synthar range bonus increased to +14%
Primaris damage reduced from -24% to -30%, and no armor bonus
After Mercy difficulty, the game becomes 1% harder with each completed Act
Electric weapons have the "+20% Damage vs Shocked Enemies" stat
FIXES
Fixed several stability issues
Signal Array health low health issue
Improved memory management
Fixed an issue where the Add Weapon button could disappear after the first wave of a new Crusade
Fixed events occasionally spawning inside or colliding with other objects
Fixed Aura Core range being able to exceed its intended maximum (now capped at 800)
Fixed incorrect wall height on Level 12 in Act IV
Fixed sky rendering during the Act II entry cinematic
Fixed a typo in Wounding Bullets
Fixed achievements:
No Doom Remains
No Interruptions
Fixed Damage vs Shocked and Damage vs Burned bonuses not transferring correctly between merged weapons
The AI disclaimer I included on the Steam page generated a lot of discussion.
As I stated in the disclaimer:
"The current exceptions for AI use are a small set of blessing and passive icons, where AI helped during the process of creating parts of some vector graphics, and they will be replaced with fully artist-made versions in a future update."
My goal was simply to be 100% honest and transparent with you. Today, that disclaimer is being removed - as promised, the affected icons have now been replaced with fully handmade versions, which means the entire art of Arms of God is now officially AI-free.
I understand that opinions on AI vary greatly, and I fully respect that. I simply felt that transparency was more important than pretending those assets never existed.
The remaining LLM-assisted localization is currently being replaced and reviewed by a professional localization studio. As soon as I receive the updated text, I'll integrate it into the game. To provide some context, this affects only a very small portion of the game's nearly 15,000 words, most of which were added very late in development when we simply ran out of time to process them through the localization pipeline before launch. And it also affects only 5 of the 12 supported languages.
Please remember that Arms of God was created by a solo developer. I worked as hard as I could, but I simply wasn't able to fix every little issue before launch. And this is exactly why I chose to release Arms of God in Early Access - I want to continue improving the game, expanding its content, polishing existing systems, and making it better with your help and feedback. Seeing how many players have been enjoying Arms of God since launch, I've already hired two people to help me deliver updates faster and continue expanding the game.
I have big plans for Arms of God, and I'll do everything I can to bring new content and game modes as quickly as possible. The first one on the list: Endless Mode!
Thank you again for all your support.
Dominik
CHECK OUT THESE OTHER COOL GAMES FROM BULLET FEST
After nearly 4 years of development, Arms of God is finally available on Steam.
What started as a passion project gradually grew into something much bigger - a full-scale game with its own world, characters and story. My hope has always been to create a game that gives players dozens of hours of fun, while also pushing the bullet heaven genre a little further.
For a solo developer that's a number that's hard to even imagine. It's amazing, but also a little scary. With this much attention, expectations can grow very quickly. Sometimes Arms of God can look much bigger from the outside than it really is.
I know some players might see that wishlist count and expect a massive survivors-like game made by dozens or even hundreds of developers. Arms of God is the work of one guy, and I'm not trying to compete with the biggest productions on the market. I'll be grateful for every copy sold, but more than anything, I want the game to reach players who will genuinely enjoy it.
you like survivors-like games such as Brotato, where you fight waves of enemies in relatively small arenas.
you enjoy slaughtering demons to metal music.
you're looking for a game you can jump into for 30-40 minutes after a long day and simply relax.
you enjoy theorycrafting, testing different builds, and experimenting with synergies and stats. Arms of God is an action game, but the strategic side is honestly more important than pure mechanical skill.
you're expecting a hack-and-slash experience similar to Diablo or Path of Exile (even though the game's visuals are heavily inspired by those titles).
starting over after each run and other roguelite mechanics don't appeal to you.
you're expecting a world-class orchestral soundtrack on the level of Mick Gordon. The music was created by musicians I worked with, and we did the best we could with the budget we had. We also plan to add more original tracks in future updates.
you are sensitive to flashing lights or large amounts of visual effects on screen.
you expect PvP or competitive multiplayer. Arms of God is currently a single-player experience, although I'd like to explore additional options in the future roadmap.
There are many people I would like to thank for helping me reach this point.
First and foremost, my wife Barbara Sójka. Over the last months, she helped me handle countless marketing tasks, prepare the Steam page, manage social media, contact creators, and deal with all the things I simply didn't have time (or energy) for while developing the game. Without her, I probably would have turned into a dehydrated, vitamin-deficient cave man.
I also want to thank the super talented concept artists who helped shape the final presentation of Arms of God during the last weeks of development: Aleksandra Kaczmarek, Łukasz Kosiński i Mateusz Michalski. They created illustrations for the game's heroes and the Cathedral artwork, while also helping me prepare visual elements for the new UI.
Special thanks also go to Piotr Barnowski for helping with the UI redesign and sound effects, and to Adrian Żukowski for his technical support with CPU optimization. Their feedback and experience helped me polish the game during the final weeks of development.
And finally, thank you to every single playtester, community member, content creator, and player who provided feedback, reported bugs, filled out surveys, or simply wishlisted the game and believed in this project.
You helped shape Arms of God into what it is today.
While today marks the launch of Early Access, this is only the beginning.
As I mentioned yesterday in the "All You Need to Know" post, future updates will continue to expand the game.. After completing all four Acts, players will face even greater challenges ahead - the Endgame. Future updates will introduce Daily Challenges, Weekly Contracts, and new Seasons, each offering opportunities to uncover new pieces of the Arms of God universe and continue the fight for humanity's future.
I'm already proud of what we've achieved and of the game I'm delivering today, but there is still much more to come. I have ambitious plans for the future of Arms of God, and I truly hope we'll be able to bring them to life together.
If you’re planning to purchase Arms of God today, please consider leaving a Steam review as soon as possible. The first few days after launch are absolutely crucial for indie games on Steam, and every single review means a lot to both me and the future of Arms of God.
For now, however, I think it's finally time for me to stop talking and let you play.
Thank you for being part of this journey.
See you on the battlefield.
- Dominik Sójka
After nearly 4 years of development, the wait is almost over - Arms of God launches TOMORROW on Steam at 4 PM CEST / 7 AM PDT / 10 PM CST
Please check the launch timing map below to find out when the game becomes available in your timezone.
PLATFORMS
At launch, the game will be available exclusively on PC via Steam. I would love to bring Arms of God to Nintendo Switch and later to Xbox and PlayStation consoles as well, but this will most likely happen closer to version 1.0. PRICING & LAUNCH DISCOUNT
The game launches at: $11.50 USD | €11,75 | 39,99 PLN | ¥48 CNY | £10.32
Regional pricing adjustments are also in place for many countries, especially those affected by lower purchasing power. And the best part - the game launches with a 15% launch discount!
OFFICIAL RELEASE TRAILER IGN published our brand-new release trailer:
DLCS & COMPLETE EDITION Together with the game, I’m also releasing two DLCs:
Official Soundtrack featuring 13 original tracks created by Polish musician and my personal friend Adam Dzieżyk
Supporter Pack including additional armor colors (cosmetics mode), Digital Art Book, wallpapers and Main Theme from the OST
There will be also a Complete Edition bundle containing the main game + both DLCs with an additional 25% discount available for 14 days after launch.
WHAT’S INCLUDED IN THE GAME?
The base game contains:
4 Acts with 15 handcrafted levels each
3 difficulty levels
10 playable heroes with unique active abilities
65 unique weapons that can be upgraded and merged into powerful combinations
8 events
almost 200 blessings and weapon upgrades
Metaprogression HUB
Large variety of enemies, and 10 bosses
GAME LENGTH & PROGRESSION
A full playthrough of all 60 levels should take at least 4 hours, while completing all difficulty levels and exploring the progression system should take experienced players roughly 15-30 hours.
AIMING MODES & ACCESSIBILITY
While Arms of God is an autoshooter at heart, I also prepared five different aiming modes for players looking for different levels of challenge and accessibility. These include autoshooter, cone aiming, manual aiming, mouse-only mode, and keyboard-only mode. You can switch between them anytime in the settings - even during gameplay. Learn more about it HERE.
STEAM DECK SUPPORT
The game runs very smoothly on Steam Deck, and you can read more about it HERE. EARLY ACCESS & COMMUNITY FEEDBACK
If you encounter bugs or technical problems, please use THIS FORM to report them or join our Discord HERE. I truly did everything in my power to make the game as polished as possible for launch, but please remember that this is still an Early Access title. The game will continue receiving updates, balancing improvements, hotfixes, and quality-of-life changes based on your feedback.
ROADMAP TOWARD VERSION 1.0
The roadmap toward version 1.0 includes new weapons, enemies, difficulty levels, leaderboard and additional game modes (for example: endless mode).
Future updates will continue expanding the game. But I can already reveal one additional detail: after completing all four Acts, players will face even greater challenges ahead - the Endgame. Future updates will introduce Daily Challenges, Weekly Contracts, and new Seasons, each offering opportunities to uncover new pieces of the Arms of God universe and continue the fight for humanity's future.
One more thing - the game launches with 100 achievements, which is currently the maximum Steam allows for newly released games. I actually prepared quite a few more, but they'll have to wait for now. If everything goes according to plan and Steam unlocks additional slots, I'll happily add the remaining achievements in future updates.
And if you have any questions - feel free to leave them in the comments below!
Thank you so much for all your support over these past years. I truly hope you’ll enjoy the game.
- Dominik
Over the past few months, nearly 50,000 players tried the demo, and after reading your feedback and watching people play, I started feeling that the old version no longer reflected the actual quality and direction of the game. I didn’t want new players discovering Arms of God for the first time to get the wrong impression of what the full release will actually look and feel like.
Thanks to your feedback, I finally decided to move toward a much darker UI style that better matches the atmosphere of the game. Huge thanks to my friends Piotr and Łukasz, who spent the last few weeks helping me redesign and improve the interface.
Another system that went through a complete overhaul was the sound design and combat feedback. Weapons, impacts, explosions, abilities, enemy attacks - almost every sound in the game has been updated or improved to make combat feel heavier, clearer, and far more satisfying.
A lot of work also went into improving controller support and gamepad navigation across the entire UI. This was one of the most common pieces of feedback during the demo period, and I spent a huge amount of time trying to make the experience feel much smoother on controllers and Steam Deck.
The new heroes are now visible in the demo UI, although most of them are still locked for now. The full game will launch with 10 different heroes, each with a unique active skill that changes the way you play and build your character.
Honestly, so many things have changed over the last months that it would be impossible to list everything in a single post. Visuals, balancing, progression, effects, performance, controls, game feel, animations, audio, enemy behaviors, UI systems - almost every part of the game has evolved in some way.
I decided to leave almost all of the systems from the full game inside the new demo version.
You’ll be able to play through Act 1 and Act 2, while some buildings in the metaprogression HUB remain locked. This means you can already collect resources and prepare your progression before release, then continue playing seamlessly once the full version launches.
Players who tried the old beta demo will also see a new option: "Load From Beta Demo". This lets you transfer part of your previous demo progress and start a new Order with bonus resources.
A lot of people asked whether demo progress would carry over into the full game, so this is my way of saying thank you to everyone who supported the project early on.
IMPORTANT! ❌The demo will be disabled on release day and will no longer be available afterwards.❌ I want the full version of Arms of God to feel like one complete journey, rather than having players repeatedly replay the same early content from the demo.
Since the game launches at a relatively affordable price point, I believe it makes more sense to focus entirely on the full experience and continue supporting a single, unified version of the game moving forward. As a solo developer, maintaining both the demo and the full version at the same time would significantly slow down future updates, fixes, and community features.
Thank you to every single one of you who played the demo over the last months.
And thank you for all the feedback surveys, comments, bug reports, and suggestions. I genuinely gave it everything I had to improve the things that mattered most to players. Of course, I didn’t have enough time to address every single issue or request before launch - and that’s exactly why Arms of God is releasing in Early Access. I want to keep improving the game together with the community after release and continue expanding it with future updates.
If you've been following my solo developer journey, I’d really appreciate if you could:
Join our Discord community - that’s where we’ll talk about builds, updates, feedback, and share high scores
Leave a review for the demo - every review helps Arms of God reach more players before launch
Thank you again for being part of this journey. And remember - Arms of God launches in Early Access on June 8. We are so close!
- Dominik
The release of Arms of God is now only 2 weeks away. On one hand, I can’t wait for it to finally happen… but on the other, I still have soooo much work left to do. Keep your fingers crossed that everything goes smoothly!
Today I wanted to answer a few recurring questions about Arms of God performance on Steam Deck.
Even though the game is not 'officially' Steam Deck Verified yet, it has already been running very well on the device for a long time. Before starting my own studio, I spent many years working as a Technical Artist in other game studios, mostly focusing on game optimization, so there was no way I was going to half-ass it in my own project. I hope you’ll be happy with the results.
And of course - if for any reason something doesn’t work as it should, please ping me on Discord so I can fix it as quickly as possible.
Below are a few technical tips to get the best performance on Steam Deck:
Most optimal settings:
* Quality: Low
* Antialiasing Method: Low
With these settings, the game should run at a stable ~60 FPS most of the time. If the arena becomes extremely crowded with enemies, you may experience temporary drops to around 40 FPS.
There’s also an option to lower the Resolution Scale for players who want even smoother performance.
If you have any questions about Steam Deck or other handheld consoles, feel free to leave a comment below - I’ll be monitoring this post. I’m also available on Discord as always.
I’ve heard that some of you were left wanting more after Next Fest, so I think you’ll like today’s news. Today, during the Wishlisted Showcase, I officially announced the Early Access release date for Arms of God - mark your calendars!
The past few weeks have been an intense development grind, and it doesn’t look like I’ll get a chance to slow down for at least another six weeks.I’m pushing as hard as I can to make something that’s genuinely fun for hours to play, while also helping move the genre forward.
A few days ago, I officially wrapped up work on the core of the game and all levels. Now it’s time for testing, balancing, and polishing everything to make sure it feels right. I still have a lot of ideas for what comes next, and I can’t wait to start working through the roadmap. Sooo.. What’s next?
With your feedback, I’ll focus on balancing and quality-of-life improvements, with a few hotfixes planned shortly after release and a larger update coming in July, while the roadmap toward version 1.0 includes new weapons, enemies, difficulty levels, and additional game modes.
Planned for early next year, with the goal of delivering the full version as soon as possible without compromising quality, alongside more content, better balance, and a more complete experience.
Further updates and additional content are planned, including a local co-op mode and console versions (Nintendo Switch, PS4/5, and Xbox) as part of the roadmap.
Alongside the Early Access release, I’m planning to launch two DLCs:
Official Soundtrack with 9 original tracks created with musicians I’ve been working with over the past few weeks, with an additional 30 minutes of music planned to be added later.
Supporter Pack - a way to support my solo development - that will include:
Additional armor color options (cosmetic only - no gameplay impact)
Digital Art Book (PDF) - concept art and behind-the-scenes materials
Main Theme OST
Animated and static wallpapers for PC and mobile
A customized player profile look, with a unique color and avatar ribbon
I also plan to expand the Supporter Pack with free updates over time - first on the list is a short story set in the world of Arms of God.
Thank you for all your support and patience throughout this journey. It really means a lot to me.
See you on June 8! - Dominik
First of all - thank you! Thank you for playing the demo, for every Reddit upvote, every repost on X or Bluesky, every review and every Discord message. This week was intense, emotional, and honestly a little overwhelming - but I’m really glad we experienced it together.
DEMO UPDATE - ENDLESS MODE & LEADERBOARD REMOVED
As announced, today I’m updating the demo. Endless Mode and the leaderboard are now removed.
And speaking of the leaderboard…
For several weeks before Next Fest, the demo was tested internally. Even then, a few very dedicated and experienced players managed to “break” it and push scores close to 5 million. We even considered wiping the leaderboard before the event because, well… “we might scare the newbies.”
Then the demo went live.
On day one, the highest score was… 126 million.
From there, it escalated quickly. The final leaderboard looks absolutely insane. Huge congratulations to all the players who pushed the systems to their limits and achieved those ridiculous numbers. You truly extracted every bit of potential from the demo.
THE DEMO IS STILL AVAILABLE
After the update, the demo still includes Act I and II.
So if you didn’t get a chance to try it during Steam Next Fest, you can still jump in and experience the vibe and the core mechanics.
A FEW SWEET STATS FROM STEAM NEXT FEST 2026
Over 15,000 players
Over 100 hours streamed on Twitch in 12 languages
6 out of 7 days in the Top 100 “Top Demos” chart
Arms of God reached nearly 1 million Steam users during the event
That was a wild ride.
Now it’s time for some… actual work on the further development of the game. I’m diving into all the reviews, surveys, and messages you’ve sent. They’ll help me refine the game and prepare for its release in just a few months.
Thank you again for being part of this.
-Dominik
Hey folks,
I’ve just pushed a quick demo update. Below you’ll find the list of fixes and changes.
Astrobanebone and Boneleaper jumps are no longer blocked by other enemies.
Fixed an issue where Spores created by the Broodcaller sometimes did not deal damage - they now always deal damage.
The game now saves when you exit to the Main Menu from the Prayers menu.
Lifesteal reduced by 25%.
Moved the Frost Injector upgrade from Tier 2 to Tier 3.
Increased the price of Laser Core.
Electric damage can now slow down bosses by up to 20% (max).
Potential fix for a very rare issue where an enemy could become immortal.
- Dominik
Hey folks! First of all – thank you so, so much for the incredibly positive reception of the updated demo and the features prepared for Steam Next Fest. I honestly didn’t expect to hit the Top 100 Demos within just 48 hours of the event starting – huge thanks to everyone who played, watched the streams, and left reviews!
Secondly – hello, thanks for breaking my game! 😄 Before release, several really experienced playtesters managed to break the demo in spectacular ways, which I then fixed… but what happened over the last two days is absolute madness.
Today I pushed another update with several fixes. Hopefully it makes your runs smoother!
CHANGES
Replaced the "Convert to Upgrade" button with a hover hint: "Press to convert to an UPGRADE"
ESC now also cancels weapon attachment
Added a Camera Shake setting
Removed some tombstones in Act 2 - Level 10
Reduced the number of Blastfiend enemies by 10% (red circle) and rebalanced to keep total souls at the same level
Weapons now prioritize Bosses more
Improved the algorithm for offering new weapons based on the ones you carry
Added a slight shake effect when getting hit
FIXES
Fixed the "damage dealt" value on the win/lose screen
Fixed the experience gain display for Act 1 on the win/lose screen
Fixed an issue where boss and enemy jump animations could stop mid-air
Fixed a rare issue where hovering over weapons could change their Tier
- Dominik
Hey, it’s Dominik - the solo developer behind Arms of God.
Steam Next Fest starts today, and I’ve got a surprise for you. For SNF only, I’m adding not one, but two brand-new features to the demo:
Endless Mode unlocks after you finish Act II (the last wave) - so you’ll need to clear the full demo first.
Enemies spawn randomly and grow stronger every second. Kills increase your final score.
During Endless Mode you can earn extra Ashes, and find one Chest - the longer you wait to pick it up, the bigger the loot inside. You also earn extra Vows for killing bosses.
Your score is now saved in the Global Leaderboard (at the top of the in-game menu).
The leaderboard will be wiped when Steam Next Fest ends, so this is a one-time chance to jump in and show the world what kind of monster player you are.
After the event ends, I’ll publish the final leaderboard here - so if you want your name carved into the Order’s records, enter the demo now.
Endless Mode and the Global Leaderboard are available only during Steam Next Fest (Feb 23 - Mar 2).
Alongside the SNF features, the demo also gets a big content drop - 20 new weapons, new music for the main menu, and Tier 3 weapons can now be created by merging Tier 2 weapons, plus a bunch of fixes and tweaks.
20 NEW TIER 3 WEAPONS
After unlocking the passive Ascension Protocol, merging Tier 2 weapons can now create powerful Tier 3 variants:
Hellblade
Sanctum Pike
Stormbreaker
Super Shotgun
Aegis Cycler
Trinity Blast
Light Beam
Annihilator
Heavenfall Incinerator
Solar Rifle
Overdetonator
Infernothrower
Super Blaster
Infernal Crossbow
Stormbringer
Stormfall
Ion Rail
Shockstring
Teslabringer
Ubercharger
Each newly transformed weapon unlocks its own Codex entry.
14 NEW PASSIVE UPGRADES
Ascension Protocol - Weapon merges can create Tier 3 weapons.
Divine Requisition - Once per wave, refresh Prayers without spending Souls.
Arsenal Doctrine I - Each refresh increases the chance to offer a weapon you already carry by +30%.
Arsenal Doctrine II - Each refresh increases the chance to offer a weapon you already carry by +60%.
Merciful Liturgy I - All Prayers cost 4% fewer Souls.
Merciful Liturgy II - All Prayers cost 8% fewer Souls.
Order’s Reserve I - Start each Crusade with +10 Souls.
Order’s Reserve II - Start each Crusade with +20 Souls.
Order’s Reserve III - Start each Crusade with +30 Souls.
Consecrated Armament - Your Main Weapon starts consecrated with an Enhancer, granting +30% Damage and Range.
Lazarus Protocol - Upon fatal damage, you are restored once per run.
Defy Death - Once per wave, a killing strike will not end you and grants brief invulnerability.
Fervent Devotion I - Each purchased Prayer reduces the next Refresh cost by 5%.
Fervent Devotion II - Each purchased Prayer reduces the next Refresh cost by 10%.
NEW PERKS
Overkill - Excess damage causes an explosion that injures nearby enemies.
Double Attack - 50% chance to perform a second attack. All melee weapons have unique animations for this perk.
Burning Ground - Projectile explosions can create burning ground. Works with all elemental types.
BALANCE CHANGES
Range stat nerfed in mods and upgrades
Melee Tier 3 weapons adjusted
Overdetonator explosion radius reduced
Rebalanced damage, attack speed, explosive radius, regeneration rate and stat conversion
Rebalanced upgrade stat transfer between weapons
Reimplemented and adjusted HP-steal values
Nerfed and fixed upgrades like "on skill use add X" and "permanent damage"
Critical damage on kill perk can now transfer its % bonus to other weapons
GAMEPLAY IMPROVEMENTS
Massive performance improvements (spawning, enemies, projectiles, new system for ragdolls) - the game should now run at 50/60 FPS on Steam Deck most of the time
Melee VFX updated - faster, cleaner, now fully compatible with elemental change module
Dodge now knocks back smaller enemies
Improved Spectre skill ragdolls
HP regen/steal popups are now combined into a single value
New tutorial added in Act 1, Wave 6
Wave intro cinematic can now be skipped with ESC
Gamepad direction arrow added for melee, grenade launcher and mine launcher in Manual Aim mode
Refresh has a chance to offer a weapon you already carry
Changed metaprogression resources names and icons
New visual layout for Pause Menu. Includes a static Photo Mode view (camera control will be added later).
Added settings: disable damage numbers, change cursor color
Added Codex to the Main Menu view.
AUDIO
New SFX for weapons and UI
Sound volume normalized across the entire game
The Crusade now begins with a brand-new main theme (made by Adam Dzieżyk)
FIXES
Cooldown icons on weapons fixed
Manual aim rotation bug fixed
Permanent damage and crit properly saved and loaded
Fixed weapons shooting invisible enemies
Enemy grenade projectiles no longer hit walls incorrectly
Fixed pause menu ESC exit
Fixed manual aim when main weapon is melee
Fixed boss camera behavior on death
Tutorial no longer overlaps Codex
Cross Slam brightness reduced
Codex button changed to icon
A lot of small fixes that I forgot to a make note :)
If you haven’t tried the demo yet - this is the best time. And if you already played it before, I really encourage you to jump back in and experience this limited-time SNF edition.
If you like it, please consider sharing the demo with your Steam friends - it helps a ton during Next Fest! Also, feel free to join my Discord: share your screenshots, drop feedback, and if you’re a content creator, we have a dedicated channel where you can post links to your videos and streams.
Thanks for the constant support, bug reports, and all the kind words - it genuinely keeps me going.
Dominik
New Update v0.422 is Live! I’ve just pushed a new update with a bunch of improvements and fixes:
Rebalanced: damage, attack speed, explosive radius, HP steal, HP regen rate, stat conversion, and some passives
Huge optimization pass
New algorithm + full rebalance for HP steal
Melee weapon VFX update - faster, cleaner, and now works with the elemental change upgrade
HP regen popup now works differently (clearer behavior)
Fixed melee weapon damage issues
Lots of small fixes and tweaks
As always, let me know if anything feels off after the changes.
- Dominik
Hey, it’s Dominik again - the solo dev behind Arms of God.
This latest update is a big batch of improvements and tweaks, with a strong focus on accessibility and overall polish (including one of the most requested features: full key remapping).
Huge thanks for all your suggestions and bug reports (Discord + Steam forum) - they help a lot, especially now that Steam Next Fest is getting really close. Before SNF hits, I want the demo to feel as polished as possible and - most importantly - fun for everyone who discovers it during the event.
Also: I’ve got a little surprise for those of you who already played the demo. For Steam Next Fest only, I’m adding something that should make you want to jump back in and lose a few more hours :) More details soon - but feel free to guess in the comments under this post!
NEW
New animated concept art appears after the intro (art by Jakub Mathia, animated by me)
Full key remapping
New Settings window
Gamepad icon switcher (Xbox / PlayStation)
New languages: Traditional Chinese, Thai
Updated localizations: Simplified Chinese, Korean, Japanese
New sounds for several weapons and events
New 3D models for Library and Catacombs locations
BALANCE AND GAMEPLAY CHANGES
Rebalanced: Attack Speed, Critical Chance, Damage Conversion, Machine Gun family, Melee weapon speed, and elemental damage in upgrades
Max Dodge cap set to 80% + dodge rebalance
Removed the Righteous Edge blessing
Multi-Shot Coil moved from Tier 2 to Tier 3
Spectre now starts with Piercing Barrel instead of Multi-Shot Coil
Fire and Electric debuffs: stacking + calculations reworked
Transferred damage calculations updated
Weapons now stay in the same slot when selling or merging
Major CPU performance optimizations
SHOP AND UX
Refund system changed to single-module refund
Added option to Refund / Unlock with a single key (hold)
FIXES
Fixed a rare issue where a skill sometimes wouldn’t work
Fixed missing localization in multiple places
Fixed ESC not working correctly when switching from Shop back to the game
Fixed upgrades appearing in the Shop when all upgrade slots were already full
Fixed HP bar not updating correctly with very low maximum HP values
Fixed an issue where metaprogression resources sometimes weren’t added at the end of a run
Fixed refund button not working in some cases
One more thing: Tiny Roguelikes event just started, and Arms of God is part of it - if you’re into the genre, you’ll definitely find more cool stuff there too.
Hey everyone,
It's Dominik, the solo developer behind Arms of God. The latest demo update is live!
Update v0.41 focuses on adding long-requested clarity through a new Codex system, improving controls, and fixing several important gameplay issues.
I’ve added the Codex, an in-game knowledge base that gradually unlocks as you play and discover new mechanics, enemies, weapons, and events.
The Codex is divided into four categories:
Tips - practical insights about how weapons, stats, and mechanics really work under the hood.
Weapons - unlocked weapon merge combinations, along with hints on how to create them and what to focus on when upgrading.
Enemies - enemies are unlocked after killing a sufficient number of a given type. Each entry includes tactical advice on how to deal with them effectively.
Events - currently includes descriptions for Chest and Shrine, the two events available in the demo. Many more events will be added in future updates.
The Codex is designed to reward curiosity and experimentation, without overwhelming new players upfront.
A new control scheme is now available:
Movement using the mouse
Left mouse button – interaction
Right mouse button – skill
This mode is especially useful for players who prefer a fully mouse-driven experience.
Each character class now starts with a different upgrade for their main weapon
Doomsday Santa has left the game and will return when summoned again next year
Weapons such as TwinBlast, LaserRifle, Detonator, Skystrike, and Railgun can now be created by merging Tier 1 weapons (Tier 3 weapon merging is still in production)
Stun stat on weapons now works correctly
Weapon speed scaling has been reworked:
100% = 2x speed
200% = 3x speed and so on
Melee weapon shockwaves now correctly fire in the direction of the attack
Weapon upgrades rebalanced up to Tier 2
Fixed a bug causing incorrect 10K damage calculations when changing a weapon’s element
Fixed an issue allowing the game to start from level 16
Heaven Wrath has been renamed to Air Strike (the previous name did not reflect its behavior)
Air Strike now always explodes, even if its target dies beforehand
Rebalanced difficulty scaling in Act 2 – later waves now ramp up in difficulty faster
and many other small fixes.
As always, thank you for playing the demo and sharing feedback - it directly shapes the development of Arms of God. More content and systems are already in the works! Steam Next Fest is just around the corner, right? ;)
Hello everyone,
today I’m releasing a major update to Arms of God that introduces the Bishop - a new boss encounter that closes Act II. He ain't a nice fella... The Bishop did not see the apocalypse as punishment, but as revelation, and he embraced it fully, believing he was carrying out God’s true will. You can learn more about his twisted faith and motives through his lore in the game.The citizens of Blackwater are gone. In their place stand skeletons, raised by the Bishop’s blood rituals and bound to his command. These are the final enemies of Act II - the remains of a city turned into weapons. They fight with the same devotion they once had for their home, and they will not rest until you are reduced to bones alongside them.
Beyond the Bishop himself, I’ve done a balance pass across the demo. Act I is now more accessible for new players, while Act II has been made more challenging. Passive upgrades have also been rebalanced.I’ve also made a few improvements to hit sounds. Audio feedback is one of my main priorities, and I’ll be focusing more heavily on combat sounds and impact feedback in January.
I’ve also added a seasonal surprise. Once a year, at the end of the season, a pilgrim of the Order arrives - Doomsday Santa. This is a special, limited character I created just for this update, and I hope you’ll enjoy trying him out.
Doomsday Santa comes with his own unique active ability, Snowball, letting him roll through enemies as a massive sphere of consecrated ice, freezing everything in his path and leaving the battlefield cold and still.
Here are the stats for Doomsday Santa’s active ability: You can test Doomsday Santa right now in the updated demo. Seek out this seasonal pilgrim while you can. The holidays won't last forever.I want to say thank you for all the feedback and reviews of the demo - I’m grateful for every single one. Over 12,000 players have already tried the demo, and that support really means a lot to me.You’re also very welcome to join our Discord, where you can report bugs, share feedback, your awesome builds, and talk about the demo directly. A huge thank you to everyone who has joined recently - I truly appreciate you being there and helping shape the game! Happy Holidays! - Dominik
Hey everyone, It's Dominik, the solo developer behind Arms of God. I want to start by saying thank you for the warm reception of the demo released a few days ago. More than 4,000 players have already tried it out - which is absolutely mind-blowing. I’m also truly grateful for every single review on Steam, they help the game’s visibility more than you can imagine, and they mean a lot to me personally as I keep building this world step by step.
Over the last few days I focused on expanding the content, polishing gameplay, and improving performance across the board. This update brings a lot of new things into the demo - especially the entire second act.
Below is a full breakdown of what’s new, changed, and fixed. NEW CONTENT
15 new unique, handcrafted levels for Act II - each with its own artwork and narrative entry. This chapter pushes the story deeper into the corrupted cathedral grounds.
New destructible objects - you can now destroy marked objects using abilities.
New hint for unlocking the Cathedral. A clearer message now indicates that permanent blessings become available only after reclaiming the cathedral.
Anti-Aliasing setting (including Super Res). Super Res + Screen Percentage at 150% allows the game to run at extremely high resolution. Highly recommended for stronger GPUs.
Localization of the demo into German, Korean, and Russian.
Added Act IV artwork. A small teaser of things to come.
BALANCING CHANGES
Rebalanced critical damage stats and weapons.
Removed modules: Vowed Might & Manna Drop.
Shorter, lore-friendly Act I chapter descriptions.
Rebalanced game speed, player movement, and enemy pacing in Act I
New free blessing for Act I: “Mother’s Blessing” that helps new players find unique items and smooths the early game experience.
FIXES
Improved collisions with trees
Fixed screen percentage not updating correctly
Main character and boss now stick to the ground more reliably in animations
Added missing localization and corrected typos
Fixed several rare crashes
Fixed disappearing enemy grenade red zones
ESC works properly while attaching upgrades
MAJOR PERFORMANCE IMPROVEMENTS
Significant optimizations were made to:
enemy movement and action processing
enemy projectiles and mines
spawning and despawning map resources
spawning new enemies
displaying floating damage text
overall performance - especially in large battles - should now feel noticeably smoother.
WHAT’S NEXT?
In the next update I’m focusing on:
New Act II boss: The Bishop - a major fight that ties directly into the story of the corrupted church.
The Codex: a full in-game book with explanations, tips, lore, and mechanical breakdowns.
Metaprogression expansion. What you currently see in the demo (The Statue) is only a placeholder with basic upgrades. In the full game there will be six buildings, each offering a different path of meta progression.
Also, a quick note - Arms of God is currently part of Bullet Heaven Fest 3.0. If you enjoy this genre, the event has plenty of other great titles worth checking out. There’s a Midweek Deal running right now, in case you’re browsing for something new to play.
The demonic hordes grow restless. The shadows deepen. Evil stirs in the forgotten corners of our world, and soon you will be called upon to stand against the tide of darkness. But before the true battle begins, it is time to test yourself and experience a taste of the war that awaits. Bullet Heaven 3.0 is officially here, and im thrilled to be part of it once again!
To celebrate, I have made a new demo for you to experience Arms of God firsthand. What the demo includes:Acts I & II (15 unique levels in Act I; levels in Act II will be updated soon)
Boss fight (the Act II boss will be updated soon)
10 unique enemy types
3 playable heroes
34 weapons and 90 upgrade modules
Weapon build crafting: merge and combine weapons with each other and with upgrades to create powerful synergies
Basic metaprogression (a statue building with a few upgrades available)
2 types of side objectives (shrines and chests)
Story Mode (4 acts, each with 15 unique levels)
4 main bosses and 8 optional bosses
Cathedral expansion: full progression for modules, upgrades, weapons and characters
Separate Endgame Mode, unlocked after completing Story Mode
6 additional types of side objectives
And much more!
Hi everyone! I’m incredibly excited to share this news with you.
Arm of God is making its very first appearance in Japan at Tokyo Game Show 2025! 🎮 This weekend, October 26–28, you’ll be able to try out my game at the Galaktus Publishing booth (stand 11-E81) and test your skills as one of three available Templars.
The game now features newly refreshed icons and, most importantly for all the locals, a full Japanese language version!
Everyone who visits the booth will receive one of the unique collectible cards, available only during this event.
If you stop by, don’t forget to share a photo on our Discord. I’d love to see you there! 📸💬
If you’re curious and missed the live stream, check it out here:
During the event, you’ll also be able to watch gameplay on our Steam page. And very soon, we’ll be setting off on a long journey to showcase the game to you but more on that in the next announcement. 🚀
The call to arms echoes across the mortal realm, and now it reaches the sacred halls of Gamescom! Warriors, your divine mission awaits as we bring the holy crusade against hell's legions directly to you.
The time has come to fulfill your sacred duty. Gear up for an epic battle through hell as you join us at Galaktus Indie Booth in Hall 10.02, Stand F31. Wield five weapons simultaneously, forge indestructible builds, and bring divine justice to a world on the brink of chaos, all with our brand new playable build!Act 1 divided into 15 unique levels
Weapon merging system - combine weapons with upgrades for devastating combos
Manual aiming mode for precise divine justice
Mission descriptions between levels to guide your sacred duty
New arsenal of weapons and upgrades to discover
The Crux mechanic with character leveling system
My friends, I am one of the last Templars and I have important news to share with you.
The time has come to start preparing you for the journey where you’ll face demonic hordes
summoned to doom the world. Discover secrets hidden behind closed doors and purge the evil lurking in the shadows.
Curious? Check out what we’re working on right now in Arms of God!
During playtests, many players expressed interest in adding manual aiming. Looking at other games
in the genre, it has essentially become a new standard, so to keep up, we’ve started working on implementing this mechanic. From now on, you’ll have three options to choose from:
Auto-shooting, which will remain the default,
Manual shooting, allowing you to aim your primary weapon manually,
Cone option, which lets you control the angle of fire for all five weapons at once.
You can see the results in the image below. Please remember that this is still in testing, and the functionality may change during development. Additionally, we’ve added an option in the menu
that allows you to switch between auto-shoot, manual and cone at any time, even during a mission.
Another noticeable change right from the start: redesigned blessing icons. After some thought, we felt the old ones leaned too heavily into sci-fi. The new icons brings more dark fantasy vibes, increasing immersion.
And finally, the most important news!
We’ve started working on the game’s meta progression, which is now our top priority. We can’t share
too many details yet, but here’s a sneak peek of the menu within Confessional, one of the buildings. That’s where you’ll be able to remove blessings you no longer need but of course indulgence has it’s price.
You’ll have to wait a bit longer for more information!
If you want to stay up to date, follow our social media and join our Discord!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Arms of God, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Arms of God statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.