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Gladiator Guild Manager News

Voting For Version of Baronesses Voice - Gladiator Guild Manager

We are trying to decide which version of Baronesses voice fits better for her, and would like to know what you guys think. Here is the video with two versions:

[previewyoutube][/previewyoutube]

You can vote using our Discord Voting Pool:
https://discord.gg/rA4xy3z2N3

Or tell us in comments if you like Version 1 or Version 2 better.


Just to disclose this. We are not 100% sure we'll manage to get voice acting into Early Access release as there is a lot of work to be done and little time. But we'll try our best. If we don't make it, voice acting will arrive soon in one of the first updates.

And one last thing. Next game progress update is coming soon! ːsteamhappyː

Thank you!

Release Date, 100 Items, Synergy, Rebalancing, Consumable Slot, And Much More!


First of all, we have a big news! We finally have official release date for Early Access: October 14th!

There is so much work to be done till then, but we’re giving it all we have. It’s been almost 1 year since the release of Demo-Prologue and game has grown a lot. Especially because of your suggestions and valuable feedback that made the game so much better!





We are planing to keep working full time on the game during Early Access and add all new features we want and lots of new content. But don’t worry, Early Access will already be fully playable and fun experience that will just keep growing ːsteamhappyː

Join our Discord Community, follow up progress closely and chat with us to help us make the game into something all of us will enjoy!


What is new in version 0.649?

If you prefer video version of the update we have it on youtube, together with some in gameplay examples:
[previewyoutube][/previewyoutube]


[h2]Items[/h2]

[h3]Around 100 new items[/h3]
There are now about 100 items in the game. You’ll start with raggy and cheap items and as you grow you’ll be able to afford more and more powerful items.


[h3]Universal Items For Synergetic Strategies[/h3]
This is the new type of items called Universal Items. They do not have a level because they are based on percentages and are useful throughout the whole game.
Here is one example:
Spiked Chestplate
This item returns percentage of damage dealt to gladiator. (We had something similar but we moved it to Universal item type now)

Most of currently implemented Universal Items are focused on Synergy. Like:
Arrowhead of Frost
Item that make gladiator's projectiles deals 30% higher damage to frozen enemies. So you can combine this with Cryomancers freeze ability for maximum efficiency.

Each Universal item has Basic, Rare and Epic version. Each less frequent in shop, more expensive but stronger.
Eventually we plan to make a crafting system where you can combine 3 lower tier Universal items to craft one higher tier item.

[h3]Consumable Item Slots[/h3]
Finally we have a solution for consumable items that will make them useful. Now gladiators have one slot for consumable item so you can still have powerfully equipped gladiator and make them even stronger with consumable.

They are also now a bit cheaper and a bit stronger than before.



[h3]Item Shop[/h3]
In item shop you can find Regular, Consumable and Universal items. Till now shop used to provide tier of items that are the same as last championship arena you defeated. Now from time to time, there is a chance to get an more advanced item from tier above. As well as Universal items that also appear less frequently.


[h3]Item Panel[/h3]
Now with left click you can open Item Panel containing all information about item as well as buy/sell buttons.


[h2]Gladiator Total Rebalancing And AI Improvements[/h2]

[h3]Rebalancing[/h3]
First off, we were made aware of a big issue by community that levels are giving gladiators way too much power. So even if you have a gladiator that is being countered by enemy gladiator. If your gladiator is just a few levels higher they will not have issue defeating their counter. For this reason we decreased the amount of points each new level brings. Levels are still very important, but this allows game to be more strategic rather than promoting the brute force gameplay.
To follow up this rebalance, items stats are also reduced.

[h3]Gladiator Stats[/h3]
Second huge issue we had was that most gladiators had one stat that was most important and choosing to level up that stat would be the only viable option for some of them.
For example Archer would get damage, dodge, and attack speed all from agility. Making most of her other stats pretty superfluous.

So we took a step back and rebalanced the whole game.
  • Now choosing between strength and agility would mean choosing between speed and damage.
  • Intelligence is used for damage and other effects for spell-casters, but they still need other stats to decrease their cooldown or execution speed.
  • Stamina used to be fairly useless for melee fighters as they could still attack without enough stamina but only dealing 20% less damage. Plus many gladiators had terrible stamina balancing. They would use very little and you did not need to put any thought into it.
    Now you’ll sometimes see gladiators just standing and waiting for their stamina to recover before they can swing another attack. In near future we are considering adding “Tired” animation so it’s clearer why they are just waiting.
    But this system is now pushing you to watch battle carefully and notice if some of your gladiators are losing their effectiveness and need more stamina points or items to stay active during battles.


[h3]Stamina[/h3]
Gladiators will also stop using defensive abilities if their stamina is lesser than 25%. Otherwise battle takes forever as they waste all their stamina on defending themselves instead of on attacking and finishing up the opponent.
Also gladiators used to use 25% of the stamina of total damage that was prevented. Now they use only 10%. To put it more simply, defensive actions cost less stamina and are more useful.

[h3]Speed of Battle[/h3]
Once gladiator reach certain levels their cooldowns and executions speeds would get extremely fast. Making battle really hard to follow. Now they tend to take longer to attack making it easier to see what is happening. But we always encourage you to slow down the time and take a close look at the battle to understand what is happening and improve your strategy.

Normal Speed:
[previewyoutube][/previewyoutube]

Slowed Down:
[previewyoutube][/previewyoutube]

[h3]Movement speed[/h3]
This stat was pretty much broken. After gladiators would get level 4-5 they would already have maximum movement speed. Now their speed is gradually increasing and if your gladiator needs to move fast across the arena it is worthwhile putting points into it or getting movement speed items.

[h3]More Strategy[/h3]
Overall strategy of choosing points for each gladiators is now very important. You can even build different kinds of gladiators based on it. Do you want super tanky Knight? Give him lots of health and strength. Do you want him to be fast and deal high damage, so he can rush into back line enemies and take them down? Give him agility and movement speed points.

You’ll find even more interesting variations in different gladiators but we’ll let you explore that. Just be sure to check gladiator ability stats and how they are calculated to understand what each does:



[h2]Gladiator AI Improvements[/h2]

[h3]Archer (and other ranged gladiators)[/h3]
Her projectile would sometimes go through the targeted enemy if the enemy get very near and enters her minimum range for shooting. Now this is fixed. If she targets the enemy in front of her, her arrow will hit the enemy.

Before fixing this:

After fixing this:

Unless the enemy enters her minimum range and she decided to target an enemy that is further away. In that case, arrow would go thought the enemy near her, and will go towards the far away enemy. We need this too, because if she is engaged in melee fight with an enemy, she still needs to be able to shoot far away enemies with arrows as well.



[h3]Brigand [/h3]
Brigand used to shoot her spear first and only after that, throw her net that would stop the enemy. This was because at the moment the battle starts she could not tell what the enemy team is about to do. Now this is fixed, and if she is being attacked by melee unit she will make sure to stop the unit with her net first.


Despite being a bandit, she can be very generous too. If her ally ranged gladiator is attacked/chased by melee gladiator she will help her out by throwing a net on that enemy to keep her ally safe.


[h3]Hunter[/h3]
Our first dwarf in the game got a little smarter as well. He will no longer put traps unless he’s being chased by a melee gladiators. Traps are also bigger so they have higher chance for enemy to fall into them.

There was a bug where trap would not stop enemy movement. Now it’s fixed.
He can still sometimes stupidly mess up and move in opposite direction of his trap. But we’ll work more on that.

[h2]Synergy Buffs[/h2]


  • Priestess now has ability to cast Blessed buff. Again visible on gladiator. It increases Primary Stat of friendly gladiator like Invigorator does but less efficient. But it is one of the few synergetic buffs, so in shop you’ll be able to find items that make her heal stronger if she has casted this buff on an ally.
  • Cryomancer has Frozen buff (he used to have something similar but now items can recognize this and use it for synergetic effects).
  • Pyromancer now has Burning buff instead of knockdown. You can see gladiators burning while the buff is active.


[h3]Other Buffs[/h3]
Movement Preventing Resistance
“After being stopped from moving 2 times, unit is unable to be stopped from moving during next 12 seconds.”
This is necessary so you can’t perpetually keep somebody in place (especially boss) with Cryomancer and other Movement Preventing gladiators.


[h2]Minor Improvements or Polishes[/h2]

  • In Ring of Death - Blind Fight, there were situation where you'd get to put 5 gladiators for fight. And since you just started the game you might only have 3 or 4. Now this is fixed and until you finish first championship you will never get Blind Fight with this many gladiators to place.
  • Gladiator health bars color are now same as gladiator team color. So ally and enemy gladiators are more easily distinguished during chaotic battles.
  • When you click on bank you can see “Coming Soon” screen for Loan mechanic. It was unclear what that empty space was and why it was called a Bank when you could only trade resources there.
  • In Bank when you roll over button to buy/sell resources it’s clear what left and right click do:
  • In Ring of Death - Blind Fight. When you roll over Lock Team button you will see this explanation:
    “After Locking your team, you can still reposition gladiators and give them items from inventory. But you can no longer access other gladiators.”
  • When you click on Gladiators button “Sell”, now there is pop up screen asking you if you are sure.
  • Rolling over Ability Stats like Execution Speed or Cooldown show how the stat is calculated (even though the numbers are fairly small).
  • Rolling over wages icon in Timeline will show the total amount of wages that you need to pay this month.
  • Various other polishes that will make game feel smoother and more intuitive.


[h2]Bug Fixes[/h2]

  • Graveyard Championship bug where epic and rare coupon fights have same difficulty is fixed.
  • Several Level Editor bugs are fixed.
  • Gladiators on discount used to show full price when their panel is open. Now it’s fixed.
  • Gladiator building upgrades were about to increase the XP rate of that gladiator. And this feature was not working at all. Now it’s fixed. It can be even combined with quirk that let’s gladiator gain more XP.
  • Selling equipped item directly from gladiator then pressing Undo Button would cause bug.
    Also if you sell just an item. And then move it’s position the Undo Sell Button for item would stop working. Now fixed.
  • And many other various small bug are fixed.



What is Next?

Wow! This was the longest update post we ever made ːsteamhappyːːsteamthumbsupː
So I’ll try to wrap this up quickly.
Here is what we are planing to work on next:

[h3]Fatigue/Rest Time[/h3]
We want to implement fatigue feature for gladiators and test out this design that would push you towards making bigger teams and using more strategy, rather than levelling up only a few powerful gladiators and pushing through game with raw force.
We also want to remove cooldown on Ring of Death. But then we'd use gladiator fatigue to limit you from repeatedly playing it and at the same time this would push you towards using different gladiators as well, while your A-Team is resting.

[h3]Priority Points[/h3]
We want to play around with gladiator priority system. Idea is that we let you tell each gladiator who to focus before the battle starts. Allowing for more strategic gameplay.
(Game will be playable without this too. But for harder challenges having extra tactics could be what some players are looking for)

[h3]More[/h3]
More content, improved enemy formations, polishing and bug fixing.

[h2]Thank you![/h2]
As we said. Release Date for Early Access is set to October 14th! Less than 3 months from now!

Join us on our Discord Community as we’re doing final changes and adding features before the release. Let’s talk about the game!

Talking with you guys is what affected more than half of the changes and new contend that you’ll see once Early Access is out!

Cheers! ːsteamhappyː

Fixing Final Design - Gladiator Guild Manager Development Plans

We had so much amazing feedback lately as we are getting the game to it's final stage.
There are several very serious issues that can make or break the game. Here are the main ones:
  • There is a lot of waiting in the game where you just watch time pass and wait for opportunity to do something.
  • Optimal way of playing is to just build one small team of gladiators and make them as powerful as possible. We are losing a lot of strategic elements this way. What we intended in first place is that you'd build a larger group of gladiators and use them tactically. Have your top gladiators but also your less effective gladiators that are still useful.
  • Now that you can assign stat points to gladiators as they level up, the stat balancing issues are more obvious than ever before.
  • Game could use more depth. We want that "Easy to start, but hard to master" mentality in the game. But our "Hard to master" part of the formula could use some work.
  • And more smaller things that could make gameplay more engaging.


Thanks to all your feedback, as well as ideas from discord, and watching streamers on Twitch like
Hillhome and especially form an amazing analysis video from TooTechnical on youtube we put together a list of things we believe will fix all these issues and make the game at least twice as good.

After putting all these together and thinking it through here is what we are planing to do:
[previewyoutube][/previewyoutube]

Video is lengthy. But I go through most important things in first 30 minutes. We'd love to hear your opinion about any part of our plans for the game in order to make the game as good and enjoyable as possible.

You can join our Discord Community and chat with us about those or any other ideas. Or to follow up development closer and chat with other players.

Thank you all!

Update v0.627! Unit Priority Points, Special Units Shop, Random Buildings, More!

Here is another bigger update for Gladiator Guild Manager.
Join us on Discord and tell us what you think.

[h2]Ring of Death Progress[/h2]
Now each ring of death arena has 12 levels of progress. Each battle getting harder than the previous one. Finishing each 3rd battle brings the item reward.

Although at this point we are considering is we should keep this feature or go back to the way it was.
Just now before the update we realized some issues this feature might bring. For example, if you keep losing some arena, and you maxed out all ring of death modes there won't be much to do, but wait for championship. But for this update we’ll keep it to hear what you guys think and we'll consider what to do in next update.

[h2]Better Gladiator AI and Priority Points Panel[/h2]
Each gladiator now has their own priority setting.
Before we had some custom settings on some gladiators. Like Worg targeting back-line enemies. But it was limited and flawed. Now with each gladiator having their own setting they should behave a little bit smarter.
For example, all gladiators highly prioritize enemies that they can attack immediately. Making Worg stop to fight any enemy he comes across. But now this setting is turned off for him, so you can be sure that he’ll run past the front-line fighters and rush towards the back-line ranged and support enemies.

[h2]Priority Points Panel[/h2]
You can turn on Priority Points toggle during battle.

While it’s turned on, when you click on your gladiator, instead of Unit Info Panel, you will see the units priority points and be able to adjust them.

They all already have default setting that work the best in most scenarios as they are. But you can tweak them to make them behave differently in some situations.
Again with Worg example. If you don’t want him to rush towards back line, turn on the “Enemies In Reach” toggle and he’ll behave like he did before. Or even lower his priority of ranged and support enemies and he’ll behave like a Berserker and just fight whoever is nearest.

Rolling over each of those stats will give you some description of what they do.

These setting are saved. So in order to keep track of gladiators that have changed priority points there is a small asterisk mark on units whose points are changed.


Overall you are easily able to play the game without ever using this tool if you don’t prefer to go to deep into it. But it’s there to give you an extra thing to play with if you want to.

We’d love to hear your thoughts about this. This feature is still open to changes.
If you haven’t already, join our Discord and let’s talk about it.



[h2]Random Starting Buildings[/h2]
At start of the game you can turn on a toggle that will semi-randomize the starting gladiator buildings. Making each run a little bit more unique. While turned off, you will still start with default units: Knight, Berserker, and Archer.


[h2]Unique Units Shop[/h2]
Sometime between 3rd and 4th month, a quest will appear where bandits or peasants will offer you to hire some of them for your guild.

As we keep developing the game and adding new units, more random types of shops will appear.
At some later point of development, we’ll also make unique unit shops appear when you reach certain reputations with either of 3 factions.


[h2]New Soundtrack[/h2]
Ring of death now has a new soundtrack. Intensive version for fight, and passive version for battle preparation.

[h2]Visual[/h2]
-Units have easily noticeable level up animation when they gain level in battle.
-Opening inventory after battle where unit leveled up will make that units icon glow brightly for a moment. Also their icon has an upwards arrow while they have points to spend.
-Once unit revives there is a green cross animation, clearly indicating that the unit is back.
-Ring of death has updated borders art making the wall/floor transition look better. 1vs1 has has updated barackade art that fits better.
-Several other minor art improvements in UI.

[h2]Quality of Life[/h2]
-Putting item on unit used to automatically open Unit Info Panel. This usually pretty annoying, especially in battle. Since in most cases you have to close it afterwards. Now this is removed.
-Gladiator Info and Priority Points toggles can be turned on and off by pressing “1” and “2” keyboard keys.


[h2]Bug Fixes:[/h2]
-Ring of death had 2 panels for clicking fight. Possibly causing some bugs for people who clicked fast twice.
-Selling item or unit while shop is open is now updating the red indications weather or not you can have enough gold for things in shop.
-Clicking on surrender after wining used to give additional rewards. This is now fixed.



[h2]Gladiator Changes[/h2]

[h3]Ideal Range[/h3]
Gladiators ideal range stat is now more effective.

Hunter used to be very problematic because he would move far away from the target and with his low accuracy it was left to luck if he’ll hit an enemy or not. Now ranged gladiators calculates their Ideal Range more accurately and will not move so far away from the enemy if their projectile precision is not good enough.



[h3]Necromancer Nerfed[/h3]
In right circumstances this gladiator is extremely powerful. He can raise so many high level undead that he’s OP for both player and enemy teams.
We did not yet nerf the level of undead he raises. So he can still be a great contribution to your team.
But his initial cooldown is raised from 4 seconds to 15 (can be decreased with agility)
And his execution speed from 0.1 seconds to 1 second (with minimum of 0.2 second with a lot of agility)

[h3]Invigorator Buffed[/h3]
His Divine Vigor is now giving about 20% higher stat boost.
In combination with his stamina regeneration ability he should be more useful.




What’s Next?


[h3]Gladiator Stats[/h3]
Updating/balancing gladiator stats so that your point allocation matters more. For example we might make archers damage depend more on strength, while keeping her cooldown and execution speed with agility. This way you’ll decide if you want her to shoot faster or deal higher damage per arrow. This will come in even more handy with passive abilities from items that are also on our next list.

[h3]New items[/h3]
We intend to add a lot more items soon. We will separate them in two types:

-Common Items
Items that have certain level and give certain amount of stats (pretty much how most of the items are right now)

-Universal Items
Items that are tied to percentages and synergetic buffs. Like item that makes gladiator deal 30% higher damage to enemies that are frozen. Or item that makes gladiators melee attack freeze enemy.
Those will not have a level since they will stay consistently useful throughout the whole game. And will enable you to make creative synergetic teams for maximum efficiency.


[h3]Additional Quests[/h3]
More quests so that each playthrough feels more unique.


[h3]Feedback[/h3]
We’ve been listening to a lot of feedback and watching people play the game. You guys made a huge contribution to the game by telling us about your experience and about what you'd like to see in the game. But there are still things to change, improve and add.

Join us in our Discord Community to hang out, keep closer eye on development, and even better, tell us your thoughts about the game and help shape it into the best possible version that all of us will enjoy :)

Thank you!

Update v0.609 - Quality of life, bug fixes, beginning of AI improvements, More


[h2]Here's what new:[/h2]
  • Gladiators and items in shops have red frame when you don't have enough gold to buy them.
  • We started improving gladiators AI (Still long road ahead but we're restructuring code and they might behave a bit different in some situations already)
  • Ring of Death gold inflation fixed (Now the further you get in the game, more gold it will provide).

    We're intending on further updating Ring of Death feature in the next patch. So each of the modes would have it's own rank and goal is to climb as high as possible. Getting better rewards at specific milestones:

    Eventually we'll also add boss fighting mode (4th panel). But this mode will come only after Early Access as it will take a lot of time to create different bosses.

    [h3]More Minor Updates:[/h3]
  • Undead Yeti bugs and animation fixed
  • Guild background replaced for a bit nicer one
  • Map arena selection bugs fixed
  • Tooltip over sell item and undo sell buttons
  • Added end battle button in Editor
  • Placing units in editor is now more smooth
  • Worgs now have higher priority for selecting ranged units like Archers or Pyromancers
  • Archers are nerfed. A bit lesser damage, minimum execution speed increased from 0.2 seconds to 0.3 seconds, and weaker push force (we are currently working on push force, freeze (stopping gladiators), and other movement features)
  • And bunch of small things/fixes/improvements that we forgot to write down so now we don't know what they are ːsteamfacepalmː


Anyway, we're getting closer and closer to where getting the game in state we want it to be. Thank you for being with us on this journey of developing and shaping up the game!
If you have any feedback as always tell us here on steam community or even better join our Discord Community and chat with us there!

Thank you all!