

Steam News · Oct 1
Hey Guildmasters!💻 Development updateA full "guild founding" month: the upcoming demo is now structured around your first month as a GuildMaster and can be mechanically played from beginning to end. Some content and presentation are still placeholder, but the overall progression is now in place, including an actual conclusion based on how your month went.Starting adventurer roster: you now start w...
Steam News · Aug 30
Hey Guildmasters!💻 Development update:A lot of August was about making the simulation easier to read: showing more clearly who is affected, why something is happening, and what your choices are actually changing.QuestBoard improvements: Quest positioning is now implemented as a proper “quest marketing” mechanic, giving you more ways to influence which adventurers are interested in a quest. I’m als...
Steam News · Aug 3
Hey Guildmasters!July was mostly about working on onboarding and tutorialisation as well as running the very first external playtest (with some eligible kickstarter backers). Both working on these elements and the feedback from the playtest will prove extremely usefull for the next big step wich is preparing a Public Demo for the game! 💻 Development update:Onboarding and tutorials: added a clearer...
Steam News · Jul 2
Hey Guildmasters!💻 Development update:Guided loop: June was focused on making the main game loop easier to understand as soon as possible for first time players. The goal is no longer only for the loop to work, but for players to understand what is happening, why it matters, and what they should try next. This is all to prepare the onboarding for an upcoming demo and, later, the full game.QuestBoa...
Steam News · Jun 1
Hey Guildmasters!💻 Development update:Evening phase (reworked "queues" and "recovery"): the queue priority system felt a bit too “invisible,” so I reworked it so when you make a change it is immediately noticeable (while staying true to the world logic). I also made trauma and injury recovery more predictable so decisions can be more informed (e.g., have enough info to decide when kicking an adven...
Steam News · May 1
Hey Guildmasters!💻 Development update"The middle man of quests" (contracts): This month I mainly focused on making sure you are the one turning faction's needs into quests. One part of that is the contract system (with factions). So I worked on its first UI implementation and a dedicated UI element inside the QuestBoard. It will provide goals, influence game pacing, create and reinforce a narrativ...
Steam News · Apr 3
Hey Guildmasters!Like I said last month I'm now into pacing/balancing and "feel" territory but when the result doesn't match the intent I have to step back and try to find why and how to fix it! That's what most of this month work was about =)💻 Development updateAutomated testing: I implemented a way to easily test (in game using the true game code) how the NPC adventurers handle quests. I ran it ...
Steam News · Mar 3
Hey Guildmasters!February was about making the simulation more reliable, bringing back player choice depth, and preparing the content foundation for the next phase of development. 💻 Development updateStability & predictability pass: a lot of time went into verifying that logic, progression, and “feel” behave as intended. To give a few examples: it was making sure forecasts were reliable for the qu...
Steam News · Feb 1
Hey Guildmasters!January focused on making the Evening phase more readable and controllable and tightening how parties behave on quests as well as some additonal design work on two major systems. Here’s what changed: 💻 Development updateEvening Forecast (finalized): The forecast panel is now hooked to the live sim. It updates dynamically before effects apply so you can tweak your evening setup to ...
Steam News · Jan 4
Happy New Year!🎉2025 included: my debut as a full-time Gamedev, a successful Kickstarter, going from 100 to 5800 wishlists and seeing Adventurers Guild Inc. take shape one keystroke and mouse click at a time. I can't thank you enough for your incredible support so far and I think you will like what I have in store for 2026! So buckle up as this news will be a bigger one including: Plans for 2026, ...
Steam News · Dec 1, 2025
Hey Guildmasters!November focused on surfacing more of the simulation, smarter interest forecasting, and integrating adventurers' strikes into the loop.🎮 Development update:Money & reports made visible: the game’s economy numbers are now hooked to the UI (animation pass coming), and both Day Report and Quest Report have first-pass UIs. Also scaled up all fonts/icons/panels everywhere in the game.I...