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Progress Update - Jungles part 2



Hey Guild Leaders! Here's some of what I've been working on these last few months...

The Primordial Jungle

Throughout 2025, I've been making more progress on the jungle area! It's almost complete as of recently and just lacking a few final things, like sound effects and playtesting.

Let me introduce you to some of the new enemies you'll encounter...!

[h2]Bullfrogs[/h2]

They'll use their tongue to pull the player towards them and then viciously attack! as well as occasionally jumping away or towards players.

However, I plan for bullfrogs to be a passive enemy that will only aggro when receiving damage (like Crystal Shrimp!) making them a powerful yet optional opponent.



When I was making the bullfrogs, was actually stuck for a while, unsure which moveset to give them and how it'd fit together; they're frogs with horns, so... would they charge? jump? use tongue attacks? I ended up ditching horn related abilities for now.



Jumping and tongue-pull felt too essential so I kept those!

By the way, bull frogs are a real subspecies of frog - they just don't have horns in real life. And they aren't gigantic... (yet!)


[h2]Mole-wolves[/h2]



These are creatures that will swarm the your units and hunt as a pack!


At lower levels, they're commanded by "den mothers", bigger, more powerful enemies which buff up their allies!

These creatures are inspired by real animals - The "african naked mole rat" which are matriarchal and live a fascinating lifecycle as the only eusocial mammals - eusocial meaning they are kind of like bees, ants and wasps.

[h2]Grassbeast [/h2]


Vicious green enemies which will bite and then flee back!

If you remember the incapacitating vine-guards from the previous update, then these grass beasts will make for a powerful and terrifying combo with them...



And there's more! But I figured three enemies are enough for this update (:

[h2]Map layout[/h2]



I've also been working on some fun map layouts that might remind you of the City of Mist area; where pushing (and being pushed!) gives players new dangers and opportunities...

New Subclass




Undefeated Hero!
The final new background I'm adding in the new update is the "Undefeated Hero"! this is a very unique version of the Hero.

Instead of being focused on buffs like the Inspiring Hero, the Undefeated Hero has an extra weapon slot they can use instead of a trinket; this means that they can hold two maces and a shield, or three swords, or a bow and a sword, etc. However, while this sounds overpowered (and it is!) they only have access to generic skills.

That is, generic skills from most starter classes! meaning, if you wanted to make a unit with half knight and half scout skills and the firepower of both, you can do so now.


There's another secret class I'm adding this update which I won't reveal yet for spoiler reasons...!


Other stuff...!




I've also been playing Netherguild myself and working on various other quality of life features,
Like for example - armory reroll! this used to be part of the game ages ago, before the Steam version, but got lost in some process of changing the game and UI and had to be rebuilt. If you have specific items you want for your build, especially from faction sets, this should help!!

The End


And that's all for this time!! I'm really hoping to release this massive update sometime in the first half of 2026.
I feel like I bit off more than I can chew with Netherguild in 2025, working on changing the UI and adding a ton of classes that are not yet in-game and the new area, so I plan to be more focused with my efforts in 2026!! I'm also really looking forward to players experiencing all the new content.

Thank you for reading and hope you have a great 2026,

David

Progress Update - New class backgrounds, new game?



Hey Guild Leaders!

I thought I'd share with you what I've been working on during these last couple months...

New Class Backgrounds


I've been making great progress on more backgrounds (subclasses) for the new classes from the latest big update. These new backgrounds will be added in the next big update!



Highlander Duelist

This is a variant of the duelist which has shield proficiency, and plays like a crossbreed between the Duelist and Knight.

He has a unique passive called "Counter Attack" - when blocking a melee attack, the highlander duelist will deal damage equal to his strength!






Metalworking Alchemist

Another background I've been working on is the metalworking alchemist - which is an alchemist background with mace proficiency, and metal-themed abilities!



Instead of the Sage Alchemist's power potion, it has a limited "Magnetic Detoxification" heal, which also pulls allies nearby and out of danger.

it shares some abilities with our current sage alchemist but also has a few unique ones, like it's final ability "Magnetic Storm" which weakens, slows, and pushes enemies in a massive range.



Marshland Healer



The last variant I'll showcase today is the Marshland Healer, which has some interesting unique abilities compared to the folk healer...



Their default healing ability is ranged and can stun enemies! meaning more utility, but it can't cure status and has fewer uses than the Folk healer's default heal.



They also have a level 2 skill called "Swampfire potion" - which is a slightly weaker version of "Swampfire Arrow" with more limited range and uses. (Still extremely powerful and dangerous!)


More enemies!



A new enemy joins the Primordial Jungles... this is the Vine Guard! Which will entangle your units from a distance. While a mere annoyance as a single enemy, it can become deadly when joined by other foes...



UI Improvements


I've been improving the UI too!



For example you can witness this new main menu when launching the game.

However, these UI improvements are still not complete - there's definitely a lot more UI to improve in the future!


New Game?!


Meet "Heroes Against Time", a roguelite about building the perfect team in an enchanted forest which I'm releasing in two months!

https://store.steampowered.com/app/3667720/

It started as a gamejam project at the very start of this year - but I thought the concept was extremely fun and I decided to turn it into a full game, so I've been working on it alongside Netherguild. It currently has a demo you can try out!



What does this mean for Netherguild?

Nothing, really; I've been working on both games these last few months, keeping up with weekly updates on the Netherguild discord.

I might end up taking a week long break when HAT releases but otherwise I'm still working on Netherguild, all the way until it's finished in a few years from now.

You can also follow me on Steam now!

Other stuff...?


I got to showcase both of my games at a local game development conference!!!



It was my first time doing something like this and it was awesome watching people play Netherguild and Heroes Against Time. I think people are a lot more familiar with Netherguild's gameplay nowadays after playing Baldur's Gate.

The end!


And that's all for now - it's a bit of a long update, but I hope it made for a fun read.
Thank you so much for checking it out, and see you next time!

-David



Early Access Update 7/6/2025 - 0.312(F) - Controller fixes

[p]Change log 7/6/2025 | Version 0.312(F) [/p][p]Fixes:[/p]
  • [p]Fixed controller bonfire issues with auto transitioning to next character (Community find by PaleRaven)[/p]
  • [p]Fixed controller skill selection issue in-dungeon (Community find by PaleRaven)[/p]
[p][/p][p](Also includes some UI changes with inventory and elsewhere - since I'm halfway through a UI improvement patch!)[/p]

Early Access Update 12/5/2025 - 0.312(E) - Spitter grub fix

Change log 12/5/2025 | Version 0.312(D)


Fixes:
  • Fixed spitter grubs in the city of mist to not crash when incapacitated, as well as any other possible enemies which had this behavior

Early Access Update 10/5/2025 - 0.312(D) - Firebreather fix

Change log 10/5/2025 | Version 0.312(D)


Fixes:
  • Improved firebreathers to try to firebreath at you when incapacitated!