In this review

The big picture

Having a giant divine hand creates a dangerous temptation to believe every problem would improve if you personally picked something up. Masters of Albion pairs that power with a town whose inhabitants have production to organise and nighttime attacks to survive. You can shape the settlement from above, then possess a hero, worker or animal and see the place from below. It is an unusually direct way to discover whether the magnificent arrangement you designed is actually pleasant to occupy.

22cans released the Windows Steam version into development Early Access on 22 April 2026. It remains Early Access, with Chapter One available and combat, balance and interface work ongoing. October's redesign is substantial, including a fresh-save requirement. Treat this as a changing god game rather than a completed kingdom with a permanent place for everything. Even its divine authority is still receiving updates.

Reasons to look closer

The God Hand, divine powers and character possession provide different scales of control. From above, you arrange and manipulate. At ground level, you participate through inhabitants. That creates an appealing relationship between making a plan and living inside its consequences. A layout can look excellent from the sky while the person actually using it has a few reasonably strong objections.

The variety is expressive as well as practical. You can approach the settlement as something to nurture or something to interfere with more personally. The challenge is making those perspectives support one another. Direct intervention needs a useful role without making management pointless, and planning needs substance without turning possession into an interruption you resent. Simply offering several ways to touch the world is less interesting than giving each a reason to matter.

That is the central promise worth watching during development. The town should become more than an arrangement of useful icons when you can inhabit it. Equally, being able to inspect a worker's life at close range ought to teach you something about the arrangement above. An enormous hand is impressive, but the smaller perspective may be where you discover why the enormous hand should have thought harder.

Divine power meets the production line

Building businesses, staffing production and designing goods gives the settlement a practical routine. Story-driven orders supply demand, so a town has something to do beyond looking like a town. The position of buildings and the things they produce become part of a working arrangement. Attractive rooftops are welcome; rooftops with nothing useful happening underneath them are a less convincing long-term plan.

October 1's New Beginnings update replaces random orders with structured customer stories. Its revised Design Table shows costs, profit, requirements and alignment. Putting those details together makes the choice more legible. You can see what satisfying a request means commercially and morally, rather than assume that whatever earns the most must also be the most admirable act of godhood.

That is a promising place for the humour to gain some substance. A meddling deity is an amusing premise, but repeated decisions give the character of that deity somewhere to emerge. Generosity can cost something. Efficiency can have consequences. Designing a product can become a small expression of what kind of power you want to exercise, rather than only an opportunity to assemble something odd and take a picture of it.

The town has to survive your design

Nighttime attacks test the settlement through defensive structures, walls, positioned heroes and direct intervention. That gives daylight decisions another purpose. A layout that handles production elegantly may be less convenient once enemies arrive, forcing you to consider competing needs instead of perfecting one attractive diagram. The view from above becomes a little less serene when things underneath it start requiring immediate attention.

New Beginnings reworks nights around objectives and permanent reward cards. Defeat returns time to the previous evening, letting preparations change without repeating daytime objectives. That separates learning a defence from doing unrelated work again. If the mistake concerned the battle, the retry can concern the battle too, rather than requiring the town to spend another day pretending the same customer story is new information.

Rewards also link a successful defence back to the wider settlement. The two sides have reasons to belong together, though the pressure may not suit everyone. Anyone wanting an entirely peaceful model village should recognise that nights are a central demand. Your inhabitants have not selected a deity whose only responsibility is arranging a pleasant skyline and occasionally approving a nicer roof.

A new beginning really does mean starting over

Version 1.4 saves cannot load into New Beginnings 2.0. A fresh save is required. Returning players need that warning before expecting to carry their existing town into the redesigned systems. The update may offer a more connected set of choices, but it also demonstrates the practical cost of following a game while major parts are still changing.

Chapter One is the current scope, not a finished campaign. The ongoing work covers important systems rather than only cosmetic details, and developer changes shouldn't be mistaken for independently established technical perfection. Buy because you want to engage with the present version and its evolving design, not because a hoped-for final form has already been delivered.

Masters of Albion is most compelling where the broad view and personal intervention can explain each other. Production gives the town purpose, defence tests it and possession lets you step inside the result. That is a distinctive combination for a curious builder willing to tolerate unfinished systems and disrupted saves. If you want a permanent, completed kingdom, give it more time. Omnipotence is already demanding enough without discovering that your old universe no longer opens.

Sources

Information checked on 18 October 2026. Features, platform compatibility and editions can change.

  1. 22cans: official developer and game overview ↗Official source cited in the approved review.
  2. Official April 22, 2026 Early Access launch announcement ↗Official source cited in the approved review.
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