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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!

Early Access Update 9/5/2025 - 0.312(C) - Cleverness fixes

Change log 9/5/2025 | Version 0.312(C)


Bugfixes:
  • A fix to explosive bandits not exploding on death sometime - also changes a bit of the unit movement code. Please let me know if anything goes wrong with the AI movement!


Improvements:
  • Improved a few UI sprites (like coins and shop select). UI rework might be in the works :D