Peter Molyneux has made a proper game again rather than a monetization experiment, and I really hope he finishes it

Masters of Albion has Peter Molyneux’s fingerprints all over it. The art style and arch British humor heavily channel Fable, set in a place called Albion that feels strikingly familiar. It is incredibly gentle and quaint, reminiscent of opening an Enid Blyton or Jill Barklem picture book.

However, the game is famous for its sudden tonal whiplash. My in-game mentor, who teaches me the ways of being a god, suddenly goes hell for leather: "Fuck off it's a fucking zombie!" she cries. It is a hilarious response to a midnight zombie attack, feeling much like if Maru in Stardew Valley called you a cockhead every time you offered her a snow yam.

The Classic God Game Vibe of Peter Molyneux’s New Project

Masters of Animbo feels like an unadulterated version of previous Peter Molyneux titles mashed together. It functions as a god game where you control everything via a "god hand" that acts as your mouse pointer. The gameplay blends management and production line simulation, reminiscent of both Theme Park and Dungeon Keeper.

It also incorporates light action RPG elements. For the first time in 22cans' existence, it feels like the team is designing a game meant to be widely played rather than an experimental commercial gambit. The goal is to revitalize the little hamlet of Oakbridge by constructing buildings from pre-fabbed blocks to kickstart local industry.

Managing the Economy and Defending Albion

The core loop involves managing a complex supply chain to keep your town thriving. You must ensure that your farms, mills, and factories are all working in harmony to produce goods. One of the early tasks involves manually learning the economy by making weird sandwiches using various ingredients:

  • Stale sourdough
  • Moldy white
  • Lettuce
  • Tomato
  • Rat

While manufacturing sandwiches is lucrative, you must also defend your progress. Masters of Albion doubles as a tower defense game because the nearby graveyard spawns vicious undead at night. You can mend fences, build catapult sentries, and eventually employ heroes in a dedicated guild.

You can even inhabit these heroes to explore parts of Albion that your godly hand has yet to conquer. While the action RPG elements are currently a bit awkward due to invisible walls and terrain issues in this early access build, it allows you to rebuild towers and extend your divine reach.

Navigating Early Access Hurdles and Performance Issues

The management elements can become tedious during certain stretches of play. At one point, facing hundreds of pounds in debt, I was forced to manufacture 28 "balanced" sandwiches despite a depleted wheat field. The struggle to irrigate water and manage supplies can feel like a slog when the game doesn't pit you against a strict clock.

The building mechanics also present some frustrations. It is often more expedient to simply stack blocks on top of each other to create "skyscrapers" of workshops, which looks less than ideal. The UI is currently a bit of a mess, and the placement of structures like water purifiers can be incredibly finicky.

Performance remains a significant concern for players. Even on a laptop meeting recommended specs, the game can lurch, particularly when playing on foot as a denizen. While 22cans states the game is Steam Deck ready, you should expect frame rates to hover around 22 fps on the lowest settings.

Despite these growing pains, there is huge potential here. Whether it's sidequesting for coins or performing tasks like bashing hornet nests or kicking chooks back into their run, the loop is engaging. It wouldn't be a Molyneux game without a little bit of fowl cruelty, and I truly hope they see this project through to completion.