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  3. Early Access Launch Delay and Roadmap

Early Access Launch Delay and Roadmap

Hello everyone,

I would like to share with you an important update regarding the release date of Guild Saga: Vanished Worlds. In order to add more content and features, we have decided to delay the Early Access release until August 8, 2024.

This was not an easy decision, but we wanted to make sure the game is in a state, on Early Access launch, that meets our expectations and is inclusive of the community feedback we received from our demo.

I attached to this announcement a graphic showing a high level overview of our release/update roadmap for Early Access and beyond. I’ve also gone ahead and provided further details on what we’ve been working on and what to expect in terms of features for Early Access that would not have been present in the demo.

As always, we welcome and value all your feedback! Your feedback from the demo was very valuable and tremendously appreciated--we will continue to tailor the game based on your input.



Early Access
Misc features
  • Advanced AI (includes ability for AI to morph, use advanced movement skills, more intelligent repositioning, more precise decisions)
  • World Map and fast travel system
  • Romance dialogue options; romantic outcomes added to relationship system (romantic outcomes will not be reachable during EA content)
  • Advanced party splitting and battle interaction (have some party members in battle and others outside of battle, merge battles, advanced formation freedom prior to battles, etc.)
  • Reconfiguration of magic skill damage and wand/staff weapon damage
  • Various QoL additions to the settings menu, such as text size, and advanced audio options
  • Localization system, with the goal of having at least full Chinese localization for Early Access, with more to be added on a going-forward basis
  • Pre-battle alternative idle animations for increased immersion
  • Functionality for hybrid hostile or non-hostile areas, allowing for branching paths and passive vs aggressive routes to objective completion
  • Digging mechanic (if you have a shovel, dig anywhere on any map to try find loot)
  • Stash system (item “bank”)
  • Various additional battlefield “objects”, such as barriers, explosive barrels, totems, etc
  • Support for multi-way battles (more than 2 “teams”), and neutral third-parties.
  • Ability to change look direction during turn for 0 AP
  • Added lore to race selection during character creation
  • Recent dialogue history UI
  • Equipment/loot – 1000+ unique items
  • More freedom to use skills, including ally and object targeting

Skill variety – 100+ unique skills (generally around 10-15 per school), including:
  • All new summons, including a shadow assassin and obsidian warrior
  • Battlefield-altering spells that allow the player to summon mechanical turrets and walls of ice
  • New weather conjuring skills, such as thunderstorm and apocalypse, that involve random hazards,
    warned hazards, and summons

Inventory upgrade
  • General visual redesign provides a more pleasant, less cluttered UI
  • Filter toggle buttons added: Armor, Weapons, Crafting, Consumables, Books, Misc
  • Search bar
  • Sort by: recent, type, rarity, value.
  • Expanded space

Level up UI improvements
  • General visual redesign provides a more pleasant, less cluttered UI
  • Assign and unassign points freely prior to "locking in" selection
  • Tooltips providing written explanation added when hovering over attributes

In Content Update 1, we will be adding Attack of Opportunity, as well as other features based on feedback received during Early Access. This update will conclude a questline which will see your party traveling to a Respite Island of a bygone era, when Elves ruled over the Mystic Archipelago. Now with all the requirements met (a ship, crew, and protective artifact), the player will be able to set sail to other islands in the Mystic Archipelago, each with their own unique storylines, from hidden gladiators arenas and smugglers dens, to the residence of a mad doctor.