Be God for a day
It is dawn on Terra Minor, a small, made-up world you finished building last week. It has two moons, three kingdoms, a lot of weather and about four million prayers in your inbox. Six of them need you today.
How your day goes (a guide, not buttons)
- Brief
- Decide
- Ending
- Share
You will balance four things:
- Faith
- Harmony
- Nature
- Mystery
Ready? Press the big button to begin your day.
About five minutes. Six decisions, from 7 AM to 9 PM. Your best score is saved on this device only.
About this game
This is a lighthearted game about a fictional creator and an invented world. It is not about any real religion, belief or deity, and it takes no side on any of them.
You balance four things: how much people believe in you, how well they get along, how healthy their world is, and how much mystery you keep. Solve everything and nobody looks up. Hide everything and nobody believes.
Questions
Is this based on a real religion?
No. Terra Minor, its people and its creator are completely fictional, and the game is not about any real faith.
Can I lose?
Yes. If faith, harmony, nature or mystery drops to zero, the day ends in a way that suits the problem.
Why is mystery a score?
A world that knows everything has nothing left to wonder about. Mystery keeps it curious.
How long does a day as God take?
About five minutes. You make six decisions between 7 AM and 9 PM.
Will I get the same situations if I play again?
No. This role has sixteen situations and a day uses six. The game remembers which you have seen on your device and shows new ones first.
How do I get the best ending?
The balanced ending needs all four meters within 20 points of each other and an average of 55 or more. The tips and the sample day further down this page show how a careful player approaches it.
Try another role
The four things you protect as God
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Faith
If Faith reaches zero, your day ends early with “Unfollowed by Terra Minor”. Nobody prays any more. The inbox is empty and the temples are now cafés.
23% of the choices in this role lower it, and 48% raise it.
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Harmony
If Harmony reaches zero, your day ends early with “The world fell out”. The kingdoms stopped talking. The last conversation was a very loud one.
27% of the choices in this role lower it, and 56% raise it.
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Nature
If Nature reaches zero, your day ends early with “The planet gave up”. Nature broke before the day was over. Terra Minor is a brown dot with a very long list of regrets.
12% of the choices in this role lower it, and 15% raise it.
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Mystery
If Mystery reaches zero, your day ends early with “Nothing left to wonder about”. You explained everything. The world is calm, but nobody looks up at night anymore.
27% of the choices in this role lower it, and 44% raise it.
Tips for a better day as God
- Do not chase one number. In every role, a day with all four meters between 50 and 70 beats a day with one meter at 95 and another at 10. As God, the danger is rarely the big mistake. It is the quiet neglect of one meter.
- Watch Harmony most closely. In this role, 27% of choices lower it, which makes it the meter that slips away fastest. Nature is the most forgiving, with 12% of choices lowering it.
- Read your advisors as opinions, not answers. Each one backs the option that helps the meters they care about, so when they disagree, ask which meter you can least afford to lose today.
- Look for the choice that gives you something back. Many of the best options cost one meter a little and help two others. The tempting “easy” option often costs more than it seems.
- Remember that choices can come back. A decision in the morning may return as a follow-up situation later in the day, so a quick fix early on can be expensive at six in the evening.
A sample day, step by step
Here is one example of how a careful player might get through a day as God. It uses six of the sixteen situations, picks the option with the best overall balance each time, and shows what each choice did. Your own day will be different, because situations are drawn at random and some choices bring follow-ups later.
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7:00 AM
The first sea voyage
A group of sailors want to sail beyond the edge of the map. They pray for good winds.
Chosen: “Stay out of it”. They return with a new map and a good laugh.
☮️ Harmony +5✨ Mystery +10
The road not taken: “Send a storm to teach them”. They return in a hurry and with great respect.
Standing after this call: 🙏 50 · ☮️ 55 · 🌿 50 · ✨ 60
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9:30 AM
The rocket
The humans of Belen have built a rocket and are aiming for your cloud. The countdown has started.
Chosen: “Hide behind a storm”. The rocket circles back. The mystery deepens.
🌿 Nature −5✨ Mystery +15
The road not taken: “Wave them off with a thunderclap”. The rocket lands in the sea. The humans take it personally.
Standing after this call: 🙏 50 · ☮️ 55 · 🌿 45 · ✨ 75
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12:00 PM
A baby is born with a loud voice
A baby has been born in the village of Ember with the loudest cry anyone has heard. The village is delighted and slightly deaf.
Chosen: “Leave it as it is”. The baby grows up and sings opera.
☮️ Harmony +5✨ Mystery +10
The road not taken: “Quieten the baby a little”. Peace returns, along with a sleepy lull.
Standing after this call: 🙏 50 · ☮️ 60 · 🌿 45 · ✨ 85
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3:00 PM
The scientist and the thunder
A clever scholar has worked out how thunder works. Half the village says you are no longer needed.
Chosen: “Let the science grow”. The scholar’s school gets bigger. So does the sense of wonder.
🙏 Faith −10☮️ Harmony +10✨ Mystery +15
The road not taken: “Send a miracle”. Impressive, and it ends the debate and the curiosity.
Standing after this call: 🙏 40 · ☮️ 70 · 🌿 45 · ✨ 100
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6:00 PM
Two kingdoms, one prayer
The kingdoms of Aru and Belen both pray for victory in tomorrow’s battle.
Chosen: “Send both leaders a dream about talking”. They wake up confused. They also wake up talking.
🙏 Faith −5☮️ Harmony +15✨ Mystery +5
The road not taken: “Pick a side”. Aru wins. Belen has questions.
Standing after this call: 🙏 35 · ☮️ 85 · 🌿 45 · ✨ 100
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9:00 PM
A drought in the south
The southern fields are dry. People are holding a procession and singing very sadly.
Chosen: “Send a dream about wells”. They dig. It takes a week.
☮️ Harmony +5🌿 Nature +5✨ Mystery +5
The road not taken: “Wait”. It hurts. They learn a lot.
Standing after this call: 🙏 35 · ☮️ 90 · 🌿 50 · ✨ 100
How this sample day ended
The Great Unknown
Terra Minor still wonders what you are. That is the finest compliment a creator can receive.
Score 69/100Strong day
Situations you may face
Every game uses six of these sixteen situations, so you will not meet them all in one day. There are also 4 follow-up situations that return after specific choices and 3 surprises that can appear without warning.
- Rain versus sun. The farmers are praying for rain. The fishermen are praying for sunshine. Both pray very loudly.
- Two kingdoms, one prayer. The kingdoms of Aru and Belen both pray for victory in tomorrow’s battle.
- The scientist and the thunder. A clever scholar has worked out how thunder works. Half the village says you are no longer needed.
- A lucky prayer. A man named Tobin prays to win the lottery. He prays every day, including today, and he has bought forty tickets.
- The forest city. The humans of Aru want to cut a huge forest to build a new city. The trees look nervous.
- A new prophet. A man in the market is telling everyone that you want them to eat only purple foods. You never said that.
- The angels want a day off. Your helpers, the cloud-dwelling messengers, have formed a union. They want weekends.
- Why do bad things happen?. A child asks you directly, in a quiet night prayer, why bad things happen. She is looking at the stars.
- The sleeping volcano. A volcano near the village of Ember is about to erupt. The villagers are making soup, as usual.
- The rocket. The humans of Belen have built a rocket and are aiming for your cloud. The countdown has started.
- A baby is born with a loud voice. A baby has been born in the village of Ember with the loudest cry anyone has heard. The village is delighted and slightly deaf.
- A mountain asks for a name. The villagers cannot agree on a name for the large mountain. There is a very long argument.
- The first sea voyage. A group of sailors want to sail beyond the edge of the map. They pray for good winds.
- A drought in the south. The southern fields are dry. People are holding a procession and singing very sadly.
- A very good cook. A cook in Aru has invented a soup so good that two kingdoms have started to argue about it.
- The stars have gone dim. A scholar notices the stars look a little dimmer this year. She is very worried.
Every ending (spoilers)
Show all nine endings
Four main endings
Your highest meter decides which one you get.
- The Worshipped One. Temples, songs and festivals sprang up in your name. Humble yourself, if you can.
- The Peace-Maker Divine. Kingdoms stopped fighting and started trading recipes. Terra Minor has its quietest day in a thousand years.
- The Gardener of Worlds. Forests, seas and mountains thrived. The planet looks like it has been loved, which it has.
- The Great Unknown. Terra Minor still wonders what you are. That is the finest compliment a creator can receive.
The balanced ending
- The Perfect Creator. Belief, peace, nature and wonder all grew together. Even the stars applauded.
Four early endings
These happen if a meter hits zero.
- Unfollowed by Terra Minor. Nobody prays any more. The inbox is empty and the temples are now cafés.
- The world fell out. The kingdoms stopped talking. The last conversation was a very loud one.
- The planet gave up. Nature broke before the day was over. Terra Minor is a brown dot with a very long list of regrets.
- Nothing left to wonder about. You explained everything. The world is calm, but nobody looks up at night anymore.