Theos: Cities of Myth is the spiritual successor to one of the great city builders of the early 2000s
Dotemu and Triskell Interactive are making a new isometric city builder inspired by Zeus: Master of Olympus. An early build leans on classic supply-chain gameplay, but still feels rough.
Intelligence analysis by GPT-5.4 Mini

Theos: Cities of Myth tries to revive the feel of Impressions Games' classic city builders, especially Zeus: Master of Olympus. The article says the game is familiar, promising, and still very early, with promising mechanics but noticeable polish and art-direction issues.
A game studio is making a new city game that tries to feel like an old favorite from many years ago. It is about building homes, giving people food and water, and growing a town into a bigger city.
Think of it like building a busy neighborhood where every house needs the right deliveries. If the helpers cannot reach the houses, the town stays small, like a village that never gets its mail.
The new game sounds fun, but it is still a work in progress. Some parts look rough, and some characters do not quite match the rest of the picture yet.
Analysis
A familiar formula
The article frames Theos: Cities of Myth as a deliberate callback to the city-builders that Impressions Games made famous in the late 1990s and early 2000s, especially Zeus: Master of Olympus. Triskell Interactive, which previously handled Pharaoh: A New Era, is again working in that classic isometric style for French publisher Dotemu.
How it plays
In the build the writer tried, the Athens campaign was the only playable scenario and many assets were still placeholders. The core loop is classic city-builder management: build housing, bring in migrants, and then supply food and water so those residents can upgrade their homes and attract more people. Buildings generate walkers that move goods or services through the city, so road layout and service coverage still matter a lot.
The big twist is that Theos gives players direct control over walkers instead of relying on the awkward pathing systems of the old Impressions games. The developer says that should let players shape their cities more freely. In practice, the early build felt more hands-on and somewhat clunky, since route planning did not always update cleanly as the city expanded.
Strengths and concerns
The article says the game was fun even in this rough state, mostly because the underlying formula is still appealing. It also notes that Triskell is not trying to reinvent the genre in the way that games like Manor Lords or Frostpunk do. The main concerns are polish and art direction: the NPCs still seem visually out of step with the rest of the world, echoing criticism aimed at the studio's earlier remaster.
Bottom line
This looks like a careful modern echo of a beloved PC classic rather than a bold reinvention. If Triskell smooths out routing, interface clarity, and visual cohesion, it could become a solid spiritual successor for fans who still miss the old Impressions games.
Key points
- Theos: Cities of Myth is being built as a spiritual successor to Zeus: Master of Olympus.
- The game keeps the classic isometric city-builder structure built around supply chains and walkers.
- Players can directly route walkers, which is meant to solve old pathing frustrations.
- The early build still feels rough, with placeholder assets, UI issues, and uneven art direction.
- The game is scheduled to arrive on PC later this year.
If Triskell smooths out the routing system and polishes the interface, the game could give fans a modern way to enjoy the old Impressions-style city builder loop. The direct control over walkers could also make city planning feel more flexible than the original games.
If the extra control keeps feeling fiddly, the feature meant to fix old pathing problems could end up making the game more annoying instead. The article also suggests the art direction is still uneven, which could hurt the final impression even if the systems are strong.



