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Guild Saga: Vanished Worlds News

Release Date Announcement + New Trailer

Good day Guildies!

We've got some exciting news to share: Guild Saga: Vanished Worlds is launching in Early Access on October 10th.

Check out the new trailer:
[previewyoutube][/previewyoutube]

The dev team cannot wait for you to experience what we've been working on. For those wondering what's in store, here's a little taste of what you'll find on release:

  • A clandestine black market auction
  • Convene with ancient, enigmatic gods
  • Over 100 unique skills across 10 schools
  • A snarky, talking skull
  • Help the folk of Gladeheim
  • And that's just scratching the surface.

Haven't played the demo yet? What are you waiting for, recruit? The Heroes Guild demands your immediate attention! Head to our Steam page and download the demo now – your destiny awaits! Also, please don't forget to wishlist!

Till next time!

Demo Version 0.4.0 is Live

G'day Guildies!

We have just updated our demo to version 0.4.0, including various feature and quality of life updates. Many of these improvements have been made (and bugs fixed) thanks to your feedback and bug reports from playing the previous version of the demo. Thank you to everyone who contributed, and we hope that you will continue to do so on our Discussion page if you are going to play the demo again!

Patch notes below for your reference. Oh, and don't forget to wishlist the game if you haven't. Till next time!

Misc features
  • World Map and fast travel system
  • 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.)
  • Various QoL additions to the settings menu, such as text size, and advanced audio options
  • Localization system, with full Simplified Chinese localization
  • 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)
  • Support for multi-way battles (more than 2 “teams”), and neutral third-parties.
  • Added lore to race selection during character creation
  • Recent dialogue history UI
  • Various bug fixes and quality of life improvements


Combat System & Balance Improvements
  • New skill SFX and VFX
  • Misc combat UI updates—damage numbers, health bars, etc
  • Starter skill list updated
  • Major rebalancing around AP cost, damage, level up progression, etc
  • Status effect damage scaling
  • Reconfiguration of magic skill damage and wand/staff weapon damage
  • Ability to change look direction during turn for 0 AP
  • Advanced AI (includes ability for AI to morph, use advanced movement skills, more intelligent repositioning, more precise decisions)
  • Various additional battlefield “objects”, such as barriers, explosive barrels, totems, etc
  • More freedom to use skills, including ally and object targeting


Inventory System Upgrade
  • Hide helmet and sheath weapons option
  • 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.


Character Sheet Upgrade
  • 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


- vult

Dev Update - May 19, 2024

Hello Guildies!

Today, we wanted to highlight some of the new features and quality of life improvements that have been implemented in the Guild Saga: Vanished Worlds development build, and that you can expect to find in the upcoming demo update as well as Early Access.

New settings
  • New audio customization options for footsteps and ambience volumes
  • Font size slider
Hide equipment: without actually unequipping, sheathe your weapons in friendly/non-hostile maps, and toggle your helmet visibility.

World Map: traveling to an exit point now opens the world map, where you can fast travel to any location you have discovered already or a new map that the exit connects to.

Advanced party splitting and battle trigger behaviour: prepare more effectively for battle now that party members outside battle range are not automatically triggered into battle when another party member starts a fight; also, add additional enemies to the fight by triggering simultaneous battles.

Digging: if you have the Shovel tool, you can dig anywhere! Find buried treasure and other surprises by solving treasure maps and riddles, or just through thorough exploration.

Watch a quick overview video (NOTE this video contains placeholder/incomplete graphics): [previewyoutube][/previewyoutube]
Stay tuned for more development updates and don't hesitate to let us know if you have any questions, concerns, or feedback!

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.

Inventory/Level up UI Reworked

Happy Monday!

One of the most commented on and requested features coming out of the Guild Saga: Vanished Worlds demo has been improvements to inventory management and leveling up.

Today, we wanted to highlight some of the improvements that have been made in this regard and that you will find when the game releases in Early Access.

Inventory
  • 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.
Level up UI
  • 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

Watch a quick overview video: [previewyoutube][/previewyoutube]
Stay tuned for more development updates and don't hesitate to let us know if you have any questions, concerns, or feedback!