Theos: Cities of Myth Review: Zeus Is Back, and He Brought a Spreadsheet
Triskell Interactive follows its Pharaoh remake with an original Greek city builder that nails the old Impressions loop of roads, walkers and grumpy gods - but plays it very safe and fumbles the war side. Score: 7/10.
Luka Perić
Wednesday, November 4, 2026

If you spent the year 2000 placing fountains so that a water carrier would walk past exactly the right block of houses, Theos: Cities of Myth knows who you are. It comes from Triskell Interactive, the studio that rebuilt *Pharaoh* as *Pharaoh: A New Era*, it is published by Dotemu, and it launches today, November 4, on PC via Steam. It is not a remake, though. It is a brand-new game that wears *Zeus: Master of Olympus* on its sleeve and makes no apology for it.
What it is
You found a Greek polis and raise a sanctuary to one of seven Olympian deities. From there it is the classic loop: roads, housing, food chains, markets, temples, schools, and keeping a population of picky citizens fed and entertained so their homes evolve. Beyond the walls you plant colonies, trade with other city-states and decide whether rivals become allies, customers or targets. There is a story campaign and a sandbox mode, and notable figures such as Aristotle can move into a city that has earned enough standing and hand you real bonuses.
How it plays
The city part is the reason to be here, and it is good. Triskell clearly learned a lot from modernising *Pharaoh*: the interface is cleaner than anything Impressions shipped, overlays tell you why a district is stagnating, and the satisfaction of a block finally upgrading after you sorted its olive oil supply is exactly as I remember it. Your patron god actually matters. The deity you pick nudges which buildings and strategies pay off, so two cities on the same map can feel properly different, and keeping a god happy is a constant, slightly nerve-wracking second economy.
Sending heroes on myth-flavoured quests adds a nice storybook layer on top of the bookkeeping, and the art - sun-bleached marble, busy agoras, tiny citizens going about their routes - is detailed enough that I zoomed in more than I usually do in a builder.
Where it slips
The real-time battles are the weak link. They work, but they feel like a requirement on a feature list rather than a system with depth; I won fights by bringing more soldiers, not smarter ones. Diplomacy is similarly functional and thin. And for all its polish, Theos almost never surprises. If you have played Zeus, Pharaoh or Caesar, you will see every mechanic coming. That is comforting for about ten hours and a little flat after twenty.
One practical note for players in our region: the game ships in nine languages including English and German, but there is no Croatian, so you will be reading Greek myths in a second language.
Who it is for
Fans of the Impressions era who want that rhythm with modern conveniences will be very happy. If you want a builder that pushes the genre forward, as *Manor Lords* or *Against the Storm* did, this is not it.
Verdict
Theos: Cities of Myth is a loving, well-built heir to Zeus with a genuinely engaging god system, let down by perfunctory combat and an allergy to risk. Comfort food for city-builder veterans - and sometimes comfort food is exactly what you want.
Score: 7/10
Image: Andrew Parlette from Elkridge,MD, US / CC BY 2.0, source: https://commons.wikimedia.org/wiki/File:Stone_and_Grace_Along_Corinth%27s_Ruins_(Greece)_(54595571851).jpg



