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Guild Saga: Vanished Worlds News

V0.5 Hotfix #1

[h2]Changelog[/h2]
  • Fixed soft lock bug related to sliding into traps,
  • Added AI Fail safe to help break out of soft locks in battle.
  • Fixed a chance of poetry book for the gentlemans pirate quest not spawning.
  • Fixed issues with party disbanding and recruiting.

v0.5 update: Shadows Over the Furrowstead

Greetings, Guildies!
Our first major update has arrived—and it brings fire, mystery, and game-defining changes.
From the burning fields of the Furrowstead to a hellish new realm, from deadly new mechanics to foundational system overhauls, this update is packed with systems changes and additional content to deepen your journey across Respite.

We continue constant work towards the 1.0 release, and are excited to open up more of the existing content for players to experience.

🔥 Fight Through the Furrowstead
Those of you that played Early Access will know that the havoc on the local farm has been the talk of Gladeheim, and the local militia had barred access. The gates to the Furrowstead have now opened (once progressing far enough in the Heart of Corruption questline).

This level 7–8 region is our largest combat zone yet, featuring:
  • Two unique boss-tier encounters
  • Over ten new enemy types
  • Standalone sidequests and environmental puzzles
  • A twisting narrative steeped in corruption and dark experiments
Once a quiet farmstead, the Furrowstead now teems with unnatural forces. Will you uncover the truth behind the spreading corruption—or be consumed by it?

🧬 New Companion: Persephone
If you’ve discovered her on your travels, you can now recruit Persephone into your party.
The daughter of General Zillfred and a victim of the Azure Company's experiments, Persephone brings unique and powerful abilities—along with a past that may hold the key to unraveling Gladeheim’s darkest secrets.

Swap her into your lineup to unlock a new playstyle and character-driven interactions.

🔨 Crafting & Itemization Overhaul
Crafting has received a complete rework focused on exploration, strategic decision-making, and build diversity:
  • Dynamic Recipe Discovery: Learn recipes organically by gathering ingredients, reading books, or speaking to characters.
  • Unique Crafted Gear: Find rare key components to forge powerful weapons and armor that can't be found elsewhere.
  • Rebalanced Food & Potions: More meaningful effects—accuracy boosts, crit enhancements, resistances, and more.
  • Jewelry Crafting: Create skill-granting rings to tailor your party’s capabilities, using rare gems and ores.
In total, over 100 new items unique to the crafting system (not lootable) have been added across Alchemy, Archivism, Cooking, Jewelcrafting, and Smithing.

⚔️ New Combat Mechanics: Attack of Opportunity & Threatened
Positioning now matters more than ever.
  • Attack of Opportunity: Characters with melee weapons can interrupt enemies that pass adjacent to them, delivering a basic attack.
  • Threatened Status: Standing adjacent to an enemy capable of an attack of opportunity now reduces your accuracy with ranged attacks. Use your frontline tactically to suppress enemy archers and casters!

🚢 Expanded Player Ship
Your vessel is becoming more than just a mode of travel.
  • A visual overhaul with new interior spaces
  • Companion Hangouts — benched party members now relax aboard your ship (or the Gladeheim tavern, early on)
  • Watch as your ship develops over time, evolving with your journey

📝 Full Changelog
Combat & Mechanics
  • Attack of Opportunity implemented for players and enemies
  • Threatened Status debuffs adjacent ranged characters' accuracy
  • Tactical Reposition: 1AP skill lets any character swap with an adjacent ally once per turn
  • Game Speed modifier added
  • Initial implementation of Tactician Difficulty (future iterations will add smarter AI and skill variations)
  • Pickup and place objects like explosive barrels, both in and out of combat
  • Formation Logic updated: formations are now based on the controlled character pre-battle, and custom formation is applied at the start of combat
Character Creation
  • Expanded and revised backstory options
  • Backstories now provide attribute bonuses, adding meaningful strategic choice
Attributes, Skills & Items
  • Attribute system rework: removed weapon-specific stats in favor of core combat attributes (accuracy, evasion, crit, block)
  • Added block chance and block multiplier to all characters
  • Skill level requirements added for learning and usage
  • Major rebalancing of skills and items to promote build diversity and creativity
Surfaces & Effects
  • Added Ice, Blood, Frozen Blood, and Electrified Blood surfaces
  • Ice-based skills now introduce unique movement-altering effects
Crafting & Loot
  • Recipes are now discovered, not static
  • Jewelry Crafting added
  • Rebalanced food and potions for greater strategic impact
  • Unique gear now available only through crafting with rare components
  • 100+ new items
UI, Performance & QoL
  • Combined inventory display in merchant and crafting menus
  • Dialogue and examine text now scale with font size
  • ALT functionality improvements (click object highlights to loot, etc.)
  • Look direction indicators and early AoO warning overlays
  • Respec your characters at a new NPC in Gladeheim
  • Major engine upgrade improves load times and performance
  • Initial portuguese-Brazil localization
New Content & Encounters
  • Furrowstead combat map (level 7–8)
  • Fire Realm combat map (level 8-9) with unique fire-themed enemies and hazards
  • New bounty: bloodthirsty crab encounter
  • New companion: Persephone, with custom skills and story integration
  • New ship design, interior, etc.
Bug Fixes
  • Resolved issues with skill levels, summons, and damage calculations
  • Various skill/item functionality fixes
  • Dozens of minor quality-of-life improvements


That’s everything (for now)!

We're incredibly excited to share this update with you, and as always, your feedback helps shape the path forward. Tell us what you think, share your builds, and report any bugs you uncover—we're listening.

See you in the Furrowstead—and beyond.
—The Guild Saga Team

April Development Preview

Good Day Guildies!

In the absence of an Experimental Branch update in March, we wanted to write a dev update detailing some of the major additions that we have in the works and that you can look forward to trying out next month.

Fight Through the Furrowstead
The gates to the Furrowstead will soon open.

This new level 7–8 area is our largest combat map to date. It features two unique boss-tier encounters, over ten new enemy types, standalone sidequests, and puzzles that will test your grasp of the world’s darker mysteries.

As you may recall, the farmstead was attacked just two nights before your arrival on Respite Island. General Zillfred immediately cut off all access to the main road following disturbing survivor reports. Something unnatural now roams the Furrowstead. Did the land itself rise in defiance—or is something far worse walking the broken fields?

Uncover the truth behind the corruption that’s spreading across Gladeheim. Can it be healed? Or is it already too late?

New Companion: Persephone Joins the Fight
You can soon recruit Persephone, provided you’ve found her during your journey. Once added to your party, she can replace one of your current companions and brings with her a distinct set of new skills.

We won’t spoil the full story—but know this: Persephone is General Zillfred’s daughter, and her fate has been shaped by the macabre experiments of the twisted Azure Company's doctor, granting Persephone unique and powerful skills. Discover the depths of her abilities and the secrets she holds.

Crafting and Itemization Overhaul
A comprehensive crafting overhaul is in the works, designed to make looting, exploration, and build design more impactful. No longer are crafting recipes static; they are now discovered by gathering ingredients throughout your travels.

  • Unique Crafted Gear: Craft weapons and armor that are exclusive to this system. Acquire rare "key components" to forge gear not obtainable elsewhere. With limited resources, strategic choices will be crucial.
  • Food and Potion Rebalance: Experience a significant revamp of food and potion effects. Accuracy bonuses, strength boons, evasion, critical hit enhancements, and bundled elemental resistances have all been meticulously adjusted.
  • Jewelry Crafting: Enhance your party's capabilities with crafted skill rings. Fill gaps in your party's skillsets, but be warned: the gems and ores required are rare and valuable.

New Ambush Mechanic
Take control of the battlefield before combat begins.

With the new Scouting Mode, you can soon observe enemy engagement zones in the field and reposition accordingly. Use this to ambush unsuspecting enemies or avoid unnecessary encounters altogether.

When an ambush is triggered, a roll occurs between the highest-initiative members of each side. The winner acts first with a bonus turn before the standard initiative order takes effect.

UI Upgrades: Merchant & Crafting Menus
We’ve started improvements to both the merchant and crafting interfaces. You’ll now see combined inventories, making it easier to keep track of what you own.

Coming in a future patch: a filtering system to help you sort and manage these menus more efficiently.

That’s all for now—but there’s more coming.

As always, we appreciate your feedback and continued support. Let us know what you think of the new mechanics and content. We’ll be watching and adjusting based on your experiences.

See you in the Furrowstead.



February Experimental Branch Update

Attention Guildies!

The Experimental Branch has just been updated! In this optional but public steam version of the game, if you’re interested, you can try out experimental features and changes and let us know your thoughts.

Here are the key highlights from the February update:
  • New surfaces: Ice, blood, and frozen blood have been added to applicable skills. Try out the ice mechanics and let us know what you think!
  • Blocking mechanic: Characters now have a block chance and block multiplier, which provide the chance to deflect a certain amount of damage whenever hit.
  • Attribute overhaul: Weapon-related attributes have been removed from the game and replaced by general combat attributes that relate to accuracy, evasion, critical hits, and blocking.
  • Ship glow-up: The ship that can be acquired through the main questline has been given a makeover and an inside. Are you excited to fill your ship with trophies and crewmates?
  • Various fixes of bugs present in the previous experimental branch update, including fixing an infinite walking bug that often stalled battles.
  • Major skill and item rebalancing, with a focus on promoting more diverse builds, multi-classing, creativity and weapon variety.
  • Miscellaneous quality of life improvements.


Experimental Branch Q&A Please be advised that the Experimental Branch will contain bugs, save incompatibilities, crashes, and other issues that may impact the player experience. It is strongly recommended to play normally on the default branch, and only venture into the Experimental Branch if you want to try out some of the new features that are coming, often in a crude/developing state, and offer your feedback--or to track development progress in between major Early Access updates.

How can I play on the Experimental Branch? Simply go to your Steam library, right click the game, and select "Properties". Now, navigate to "Betas" and select "Beta Participation - experimental". If you ever want to switch back, simply return to this menu and select Beta Participation - None".

When can I expect more to be added? We don't have a set schedule for Experimental Branch updates, but we anticipate new updates coming every 1 to 2 months during EA, with the potential for more frequent or less frequent updates month-to-month.

Should I report bugs found in the Experimental Branch? Yes please! You can submit bug reports here: https://steamcommunity.com/app/2184350/discussions/0/6497096716248585393/


Where should I leave feedback on a feature from the Experimental Branch? Feel free to connect with us in the Steam forums or our Discord server to let us know your input on an experimental feature.

Thank you for your continued support!

January Experimental Branch Update

Attention Guildies!

Before we get into this latest update, we wanted to highlight that we are almost at 200 reviews! Your feedback is invaluable to improving the game; if you haven't already done so, please consider leaving us a review on Steam and help us get to 200.

The Experimental Branch has just been updated! In this optional but public steam version of the game, if you’re interested, you can try out experimental features and changes and let us know your thoughts.

Here are the key highlights from the January update:
  • Tactician difficulty: initial implementation with enemy/player stat modifications, future iterations to make changes to enemy skillsets and decision-making.
  • Attack of opportunity: implementation complete with additional UI/polish.
  • Ranged skill debuff mechanic: characters wielding melee weapons inflict the Threatened status on adjacent characters, causing their effectiveness with ranged projectile attacks to be reduced.
  • Game speed can now be modified in the settings, allowing for up to 1.5x regular speed.
  • Tactical reposition: every character now has 1AP inherent skill which lets them swap places with an adjacent ally once per turn.
  • Respec: Unapply all attribute points for any party member by visiting an NPC in Gladeheim, allowing players to easily modify their builds.
  • Various fixes of bugs present in the previous experimental branch update, including fixing various issues with skill levels and summons.
  • Skill and item rebalancing.


Experimental Branch Q&A Please be advised that the Experimental Branch will contain bugs, save incompatibilities, crashes, and other issues that may impact the player experience. It is strongly recommended to play normally on the default branch, and only venture into the Experimental Branch if you want to try out some of the new features that are coming, often in a crude/developing state, and offer your feedback--or to track development progress in between major Early Access updates.

How can I play on the Experimental Branch? Simply go to your Steam library, right click the game, and select "Properties". Now, navigate to "Betas" and select "Beta Participation - experimental". If you ever want to switch back, simply return to this menu and select Beta Participation - None".

When can I expect more to be added? We don't have a set schedule for Experimental Branch updates, but we anticipate new updates coming every 1 to 2 months during EA, with the potential for more frequent or less frequent updates month-to-month.

Should I report bugs found in the Experimental Branch? Yes please! You can submit bug reports here: https://steamcommunity.com/app/2184350/discussions/0/6497096716248585393/


Where should I leave feedback on a feature from the Experimental Branch? Feel free to connect with us in the Steam forums or our Discord server to let us know your input on an experimental feature.

Thank you for your continued support!