The manual and strategy guide

Rejoice!

Build a church. Gather a people. Keep the faith. This guide covers every screen, system, room, and item in the game, and how to use them to grow a church that pays its way and keeps its building standing.

The Rejoice! title screen, with the menu on the left and a small church turning slowly behind it

How to use this guide

New to the game? Read Getting started and How people feel first. Almost everything in Rejoice! runs on how satisfied people feel after a service, and once you understand that, the rest of the game follows.

Building something? Building your church explains the tools. Rooms, materials, styles and lots lists every room type, floor, and style. The item catalogue has a picture and a full breakdown of all 52 items: price, size, upkeep, special rules, and how well each one suits each of the six traditions.

Playing a scenario? Scenario walkthroughs has a step-by-step plan for each one, based on how the game's own scripted player wins them.

Every number in this guide comes from the game's own code and content files, and every screenshot was taken in the game.

Rules that win almost every game: fix anything your tradition requires first; set a maintenance budget on day one; recruit greeters and build a narthex so visitors are welcomed; count seats against your busiest service, not your average one; and never sit in overdraft when a loan is half the price.

Chapters

  1. Chapter 1Getting startedThe title screen, new games and sandboxes, the screen layout, controls, and how time passes.
  2. Chapter 2How people feelSatisfaction, the factors that move it after every service, and the thresholds that decide everything.
  3. Chapter 3Growing the congregationThe funnel from first visit to membership, greeting, friendships, and why churches shrink.
  4. Chapter 4Building your churchEvery building tool, levels, sound, sight, light, access, construction time, and growth stages.
  5. Chapter 5Rooms, materials, styles and lotsAll 14 room types, floors, walls, doors, windows, the two styles, and the three lots.
  6. Chapter 6The item catalogueAll 52 items with pictures, prices, sizes, traits, and their fit with each tradition.
  7. Chapter 7Worship and the church yearServices, the order of service, all 42 sermon topics, the seasons, feasts, weddings, and funerals.
  8. Chapter 8MoneyThe plate, pledges, campaigns, the endowment, costs, debt, and the four finance screens.
  9. Chapter 9Keeping the building standingThe six building systems, wear, failures, maintenance, and when to replace things.
  10. Chapter 10Staff and volunteersSix paid roles, six volunteer roles, hiring, overload, burnout, and the rota.
  11. Chapter 11Projects, approvals and conflictWho decides big work, how votes go, cherished pews, and how to change things without a fight.
  12. Chapter 12The church in its communityMinistries, outreach, the live stream, rentals, standing, and the neighbours.
  13. Chapter 13Traditions, beliefs and stancesThe six traditions in detail, denominational standing, stances, practice changes, schism, and founding your own.
  14. Chapter 14Scenario walkthroughsHow to win the dying parish, the suburban plant, the fire-damaged church, and the cathedral.
  15. Chapter 15Sandbox, cheats and quick referenceSandbox play, the cheat console, common mistakes, and every number worth remembering.