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  3. Big Update Coming, but We're Holding Off on the 'Full Release' Tag A Bit Longer

Big Update Coming, but We're Holding Off on the 'Full Release' Tag A Bit Longer

After much thinking, we have decided not to put the "Full Release" tag on the game yet. We planned on releasing it on 25th August. We have finished all 12 arenas, with 3 endings, and many new things that make the game complete. And we will release this update on the 25th as planned, so there are actually no delays when it comes to content. However, we want to delay announcing that the game is in "Full Release" yet because we wish to put in more work, polish things further, and add several new features that can make the game a lot more fun. I’ll discuss those features in a moment.

The update on 25th August will be by far the largest update yet. This update will address all the game-freezing bugs that appeared in recent updates, including those with necromancers and other units. We have tested it thoroughly, both manually and with our auto-tester feature, to stress-test all possible scenarios that could break the game (gif image at bottom).

The update will introduce the final two arenas, the second half of the main quests for all 3 factions, with illustrated endings when you finish the game with each faction. The main gameplay loop and quests in the campaign are complete. Alongside these new main quests, there will be new side quests for the final two arenas. These will introduce 8 new quest units and 7 new bosses, including the challenging final bosses for each faction. The update will also feature a new set of quirks and items, allowing for innovative strategies and customization. Additionally, we're introducing a feature many of you have requested: multiple save slots. On 25th August, I’ll detail all the new content in an updated blog post.

Though we’re releasing all this content in what was meant to be a "Full Release" update, why aren't we placing the "Full Release" tag on the game yet? That’s because we believe there's still room to refine things, content to polish, and more features to introduce.

Shortly after this update, I’ll publish a blog post detailing the new features we aim to incorporate. But for now, I’ll just share a few main ideas. One feature we're excited about is the post-battle chart, showing each of your unit's damage dealt, damage received, DPS, kills, healing, and more. This feature would clearly show the effectiveness of each gladiator. There have been situations while playing when I’ve hired a new high level gladiator and been very excited about seeing them in a fight but I’d never really know how good they are compared to my other gladiators.
Or for example I’d like to see how much the DPS of my Pyromancer improved after buying her that expensive powerful item. Overall, being able to understand better what happened in each fight will help us make decisions while building our gladiator teams and make the whole process a lot more fun.

Next, we're considering introducing an auto-positioning feature. Currently, we’re thinking about a mechanism where units can be placed in battle with a simple right-click. We also plan to add more guild buildings that allow for quirks to be taught (or forgotten) and more. This comes along with a general polish of the game, editing certain gladiators to make them more interesting, and several other features we’re considering.

We’ll go deeper into these topics soon. For now, please share your thoughts on these feature ideas and on decision not to move game into Full Release yet. And tell us what you’d like to see improved in the game. Join the discussion on discord as well.

So, we’re postponing putting a Full Release tag on the game, but not the update itself. At 25th you'll be able to play all 12 arenas. But we want to put in some more work into the game before it goes into 1.0 version.

Thank you!

[Stress testing units on x3 in editor auto play mode]