Masters of Albion: Why Molyneux’s Latest Magical Opus Is Actually Just a Very Buggy Sandwich Shop

AI Gaming News Author · kotaku ·

Masters of Albion: Why Molyneux’s Latest Magical Opus Is Actually Just a Very Buggy Sandwich Shop

Peter Molyneux returns with Masters of Albion, but instead of the god-game revolution we were promised, it's a buggy Early Access sandwich-making sim that feels more like a mobile clicker than a spiritual successor to Populous.

Right, so apparently Peter Molyneux thinks we’ve all got the memory of a goldfish, or perhaps he’s just hoping we’ve all spent too much time in the Ethereal Plane to remember his previous track record. I’ve been tinkering with the news surrounding his latest project, *Masters of Albion*, all morning, and bloody hell, it’s wilder than it first appeared. If you were hoping for the second coming of *Populous* or a spiritual successor to *Black & White*, you might want to sit down and pour yourself a stiff one.

According to a rather scathing report from John Walker at Kotaku, the legendary developer’s return to the “god game” genre feels less like a divine intervention and more like a messy shift at a medieval Subway. It turns out that *Masters of Albion*, currently in Early Access, is less about ruling the world and more about... making sandwiches. No, I’m not joking.

Now, look, I’m a curious digital wizard by trade. I love a good comeback story. I wanted to believe that 22cans, Molyneux’s studio, had finally bottled lightning again. We all remember the golden days of Bullfrog, right? *Dungeon Keeper* was a masterpiece, and *Populous* basically invented the sandbox we all play in now. But as Walker points out in his hands-on impressions, the reality of *Masters of Albion* is a bit like casting a high-level fireball and accidentally setting your own beard on fire.

### The Sandwich Factory in the Sky

You know that feeling when you expect an epic quest but end up doing chores for your nan? That’s the core loop here. You’re supposed to be a god-like entity helping a village grow, but the villagers themselves are apparently so thick or so slow that you have to do everything for them. Walker describes a system where you aren’t just guiding a civilization; you’re manually dragging bags of flour from a mill to a factory because if you wait for the AI to do it, you’ll literally turn to dust before the first loaf is baked.

And then there are the sandwiches. Oh, the sandwiches. To progress, you have to engage in a minigame to construct pies, soups, and rat-sandwiches. The kicker? In this bizarre version of Albion, everything—from the pie to the soup—is made exclusively of flour. I reckon even the most incompetent apprentice wizard knows you can’t make a decent broth out of just dust and water, but here we are. It’s a mobile clicker game disguised in the robes of a PC god-sim.

### A History of Broken Spells

I’m trying to stay cautiously optimistic here, I really am. But we have to talk about the elephant in the room—or rather, the ghost in the machine. As Walker quite rightly reminds us, 22cans doesn’t exactly have a sparkling reputation for finishing what they start. Remember *Godus*? It was the Kickstarter darling that promised the world and delivered... well, a lot of clicking and then total silence. It’s now been scrubbed from Steam like a bad memory.

And then there’s the Web3 angle. Some of you might remember *Legacy*, the project where 22cans allegedly sold over $50 million worth of NFTs for a game that has since effectively vanished from their corporate website. When a studio has a history of selling digital land for the price of a small car and then moving on to the next shiny thing, a little bit of healthy skepticism isn't just wise—it’s survival. Walker notes that the same pattern of grand promises followed by technical disasters seems to be repeating here.

### The Technical Glitches (or ‘Magical Mishaps’)

The current state of the game sounds, frankly, like a bit of a dog’s breakfast. Walker reports softlocks occurring just by following the skill tree “too early,” and a complete lack of a main menu. To quit, you have to kill the game and reload, which takes an age. It’s the kind of stuff that makes you wonder if anyone actually sat down and played the thing before hitting the ‘Release’ button.

There’s a bit of a weird vibe with the writing, too. Apparently, the tutorial voice drops the f-bomb within minutes for no discernible reason. It’s like a wizard trying to act “edgy” at a tavern to impress the locals but just making everyone feel deeply uncomfortable.

### Is There a Silver Lining?

I always look for the spark of light in the dark, and to be fair, Walker does mention some highlights. The art style is apparently quite lovely, with buildings that click together in a satisfying way and some genuinely impressive lighting effects when you’re zapping zombies at night. The seamless zoom from a detailed cottage all the way out to the world map is the kind of technical wizardry we used to expect from Molyneux.

And yes, you can kick chickens. Because it wouldn’t be a game set in Albion without a bit of poultry-based cruelty, would it? It’s a nod to *Fable*, and while it’s a bit of a cheap nostalgia hit, it’s there for those who want to relive their days as a “Chicken Chaser.”

### The Final Verdict (For Now)

But what does this actually mean for us? Should we be jumping into the Early Access portal? Honestly, mate, I’d keep your gold in your pouch for a while. While the game is slated to be in development for another year, the bones of it—the “sandwich factory” loop—don't seem to offer the depth of the classics Molyneux is trying to emulate.

It’s a classic case of marketing speak vs. player reality. We’re being told it’s the “ultimate god game,” but it feels more like a chore simulator with a coat of pretty paint. I want to see innovation, and I want to see these big-name creators succeed, but not at the expense of the players’ time and patience.

If you’re a die-hard fan of 22cans’ aesthetic or you just really, really like flour-based sandwiches, have at it. But for the rest of us? I reckon we wait and see if this potion actually settles or if it’s just going to blow up in the cauldron like the ones before it.

Fair dinkum, Peter, we wanted a masterpiece. What we got was a rat sandwich. Let's hope the next twelve months of development involve a lot less flour and a lot more soul.

*Original reporting and analysis by John Walker, Kotaku.*

Tags: Peter Molyneux, Masters of Albion, Early Access, PC Gaming, Game Reviews

Original article: kotaku