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Adventurers Guild Inc. News

February Dev Update – World parameters, Quest variants & a lot of debugging!

[h3]Hey Guildmasters![/h3][p]February was about making the simulation more reliable, bringing back player choice depth, and preparing the content foundation for the next phase of development. [/p][h3]💻 Development update[/h3]
  • [p]Stability & predictability pass: a lot of time went into verifying that logic, progression, and “feel” behave as intended. To give a few examples: it was making sure forecasts were reliable for the questboard and evening phase and that the injury distribution during quests applied as intended.[/p]
  • [p]"Evolving World" upgrade: to make the "evolving world" feature more aligned with my vision I had to rework the world parameters loop ( World Parameters → POIs → Opportunity generation and finally "World parameter changes from quest outcomes") That led to a restructuring of the quest data template (one of the oldest and most interconnected parts of the game so definitely not a trivial undertaking). Now opportunity generation is more robust, predictable, and ready for the next wave of content as well as quest and world balancing.[/p]
  • [p]More Quest variants depth: the variant system + selector have been updated and players can again decide how to handle opportunities ("exterminate/study/exploit" a slime outbreak)
    This will ensure more narrative depth while keeping the gameplay controlled and varied.[/p]
  • [p]Content implementation: Did the first true content implementation pass and by that I mean I tried to have the early game content as complete and balanced as possible. Now that gameplay works, it will be all about getting the pacing, feel, and progression right. Much of the next few months will be about that![/p]
  • [p]Gear repairs & stamina regen/thresholds rework: low stamina/repairs are no longer hard blockers for adventurers to start questing. This was needed to make progression from harmless quests to deadly ones as well as differentiation between variants more logical. In fact it reinforces the role of these two things in the early game/easy quests while injuries and gear breaks take their place in the mid/late game.[/p]
[p]As always, thanks for following and supporting the project and if not done already WISHLIST the game here on Steam! It helps a lot with visibility =)

Vincent L.[/p][hr][/hr][p]\[Wishlist on Steam] • \[Join the Discord] \[Follow on socials][/p]

January Dev Update – Evening phase, Quest Synergies, Reputation system, and more

[h3]Hey Guildmasters![/h3][p]January focused on making the Evening phase more readable and controllable and tightening how parties behave on quests as well as some additonal design work on two major systems. Here’s what changed: [/p][h3]💻 Development update[/h3]
  • [p]Evening Forecast (finalized): The forecast panel is now hooked to the live sim. It updates dynamically before effects apply so you can tweak your evening setup to your heart's content before clicking that "next phase" button! I also focused on increasing the immersion for this sequence by adding several decorative details, animations and the guild floor plan as a central anchor.[/p]
  • [p]Evening facility options: New priority/queue options per facility (some unlock via research) and a by-rank breakdown as well as a stock warnings in tooltips. That way it’s clear who isn’t treated/served and why.[/p]
  • [p]Synergy during quests: the Sociability stat of adventurers now influences on-quest synergy and the groundwork is done for even more things (like faction rivalries, events, etc.) to influence it in the future. The immediate effect is that the bigger the group the more social adventurers should be to perform well on quests while a solo adv can keep being a lone wolf.[/p]
  • [p]Reputation/Factions: They have been in the game since the very early prototypes but it was time to work on them some more and decide how exactly and when their details would be displayed to the player and what decisions/actions would influence reputation (by how much).Aiming to implement this next month.[/p]
  • [p]World Parameters: I want as many systems as possible to seem grounded in the world's logic and it has always been the case for quests and adventurers generation as well as many of the guild's policies. With reputation locked in I found that this was the last piece of the simulation still not surfaced (and a simulation is only as good as what players can see of it) so i decided on a new Ui where some of the world parameters would be displayed so you can track them (prosperity is high ? a town fair might soon pop up in town, sold many mana crystals to the industrialist watch for teh rising magic pollution parameter before it's too late!) [/p]
[p]Work also continues on the visuals and soundtracks of the game and I will try to grab some screenshots and GIFs for next months update[/p][p]
Thanks for following and supporting the project!

Vincent L.[/p][hr][/hr][p]\[Wishlist on Steam] • \[Join the Discord] \[Follow on socials][/p]

2026 Roadmap - December dev update - Visual and muscial Sneak peeks

[h2]Happy New Year!🎉[/h2][p]2025 included: my debut as a full-time Gamedev, a successful Kickstarter, going from 100 to 5800 wishlists and seeing Adventurers Guild Inc. take shape one keystroke and mouse click at a time.

I can't thank you enough for your incredible support so far and I think you will like what I have in store for 2026!

So buckle up as this news will be a bigger one including: Plans for 2026, the usual monthly dev update and finally: some new screenshots, Gifs and other cool stuff I did these past few months.[/p][p][/p][h3]📆 2026 Roadmap: [/h3]
  • [p]Q1 2026: Game build preparation, Internal tests[/p]
  • [p]Q2 2026: Invite only playtests and public Demo[/p]
  • [p]Q3 2026 : Game release target[/p]
[p]Schedule subject to adjustments. Exact dates will be revealed during Q1 and/or Q2.
[/p][h3]💻 December dev and behind the scene update: [/h3]
  • [p]Adventurer strikes integration: Added solutions for edge cases and potential exploits, built the Strike Negotiation Ui with dynamic outcome previews, and hooked strike states into other systems (Evening, reputation, etc.).[/p]
  • [p]QuestBoard feedback: New Ui feedback to show not only which quests are not taken but most importantly why some adventurers aren’t picking any quests (not interested in anything, incapacitated, on strike, etc.).[/p]
  • [p]Evening phase progress: Updated this old Ui to match the new Ui style of the QuestBoard and other Ui I worked on this year and to match the updates I made to the simulation linked to this sequence. Also refined facility throughput and staff roles during the evening and added a self-service option where relevant.[/p]
  • [p]Late-game testing: Simulated about 170 adventurers to validate Ui density and the simulation’s behavior at scale (this was a feel and "does it scale well?" pass, not balancing => and it does (scale well) =D).[/p]
  • [p]Polish across scenes. Several Ui and UX touches like framing, drag-and-drop, button highlights, and other readability/visual feedback improvements.[/p]
  • [p]Finalised 2026 dev milestones and marketing plan, planned all the 2026 art commissions, and gathered external feedback during a short holiday break from friends and family who had last seen what the game looked like back in December 2024.[/p][p][/p]
[h3]👀 Sneak peek at some of the progress in Q3 and Q4 2025 (check past news for all the dev updates! =) )[/h3][p][/p][p]1] The QuestBoard: is central to the game and received some well deserved attention: a reworked request left panel, a functioning right panel with forecast dynamically updating as you tweak quests (using true "adventurer interest" code, no hidden sim or randomness here!). The panel itself is still WIP as well as quests values, names, etc.[/p][p] [/p][p]2] "The Helper": These past months I also worked on deepening the lore and some characters (most of the work was done in 2024 during the design phase. One of them is "The Helper" a "magical intelligence" here to "help" you boost productivity with its snarky (mutable) comments (and the main protagonist of the tutorial). Here is some research i did on his expressions (Wip). [/p][p][/p][p][/p][p]3] Main Musical Theme teaser : C. Filipe Alves composed a wonderful main theme for the game and is working on the other in-game soundtracks! I think perfectly sets the tone for the game! (follow the YouTube link below to listen to it)[/p][p]
=> Listen to it on Youtube! [/p][p][/p][p]4] Recruitement draft: Earlier this year I worked a lot on the recruitment scene, it was a lot of code and Ux work (even had to develop rival guilds to make the sequence fun) I don't know if that will transpire in this screenshot since it still needs a full Ui pass but here is a look at it anyway (this is part of the scene, here is the Mages panel with candidates, some selected, their power score, and the state of bidding for this class)[/p][p]
[/p][p][/p][p]And more: Connected weekly loop, new pixel art backgrounds for all scenes, quest generation overhaul (escalations, repeatable quests, unique modifiers), quest consequences (injuries, gear wear, recovery), Interest Forecast V2, evening simulation and Ui, adventurer's strikes with negotiation, Day/Quest reports, Request Inbox & clearer QuestBoard feedback, readability pass (scaled UI, polish), original illustrations pipeline, main theme composed & integrated, localization integration and pipeline, new adventurer sprites to liven the guild.
In a nutshell: a lot of work, but a lot of fun!

I was a bit quieter on socials these past few months but keep an eye on them as there will be some reveals small and big and everything should intensify as the year goes on!
[/p][p]Thanks for reading, supporting the project and following me on this adventure, 2026 will be incredible and I hope a lot of people will have as much fun with the game as I've had with it so far!

See you next month!
Vincent L.[/p][hr][/hr][p]\[Wishlist on Steam] • \[Join the Discord] \[Follow on socials][/p]

November Dev Update – Adventurer Strikes, smarter forecasting, and more!

[h3]Hey Guildmasters![/h3][p]November focused on surfacing more of the simulation, smarter interest forecasting, and integrating adventurers' strikes into the loop.[/p][h3]🎮 Development update:[/h3]
  • [p]Money & reports made visible: the game’s economy numbers are now hooked to the UI (animation pass coming), and both Day Report and Quest Report have first-pass UIs. Also scaled up all fonts/icons/panels everywhere in the game.[/p]
  • [p]Interest Forecast V2: the adventurer quest-interest now updates dynamically as you add quests to the board. The pick logic considers more traits and evaluates operational costs (supplies, etc.) more accurately and based on current cost of those (either due to events, scenario or the player's choices). What you see before locking the Quest board now matches what parties will actually choose![/p]
  • [p]Strike system: adventurer grievances → strike → escalation (supporters) → negotiations with the Adventurers’ Union are now fully implemented. Before adventurer could die or be fired, now they can leave of their own free will if you are not careful![/p]
  • [p]Tutorial "look & feel": As a continuation of the work on the tutorial I locked the tutorial helper’s tone/visuals and wrote some of the (skippable) dialogues.[/p]
  • [p]Soundtrack: The main theme for the game is now finished and implemented, will share some parts of it as a teaser soon (see below)[/p]
[p]A heads-up for the next update: with the end of year holidays the next update will be published a bit later than usual (first week of January is the goal) and will include a full 2026 roadmap (and maybe some new visuals/the main theme teaser I was talking about) in addition to the December dev update!

Thanks for following and supporting the project!

Vincent L.[/p][hr][/hr][p]\[Wishlist on Steam] • \[Join the Discord] \[Follow on socials][/p]

October Dev Update – Early game progression + Ui and UX polish.

[h3]Hey Guildmasters! [/h3][p]Here is the October update (with a bit of delay). October was about locking the early game and the overall game progression, clarifying the request → quest flow (for the player), and making more of the simulation visible in-game. Here’s what changed:[/p][h3]🎮 Development update:[/h3]
  • [p]Early game locked + first tutorial experiment: early-game progression is set (and I made sure it scales into late game). This enabled me to work on a first tutorial pass around quests and adventurers and to pinpoint things that I should prioritise working on.[/p]
  • [p]Requests → QuestBoard flow: I made a new Request Inbox Ui distinct from what can be seen in old screenshot to better distinguish what you receive from factions and what you post to adventurers. This, updating the "Quest Draft" to make it sit logically between request and posted quest as well as making Interest in quests from adventurers clearer, all contribute to reinforcing the notion that the player is "the middleman of quests".[/p]
  • [p]Continued to make more of the simulation visible via reports, summaries, HUD, etc. [/p]
  • [p]Started to implement side elements (main menu, settings panel, dynamic language change, audio manager, etc.)[/p]
  • [p]Had some fun continuing to implement transitions with the new illustrations from the artists and the adventurers' sprites; I also experimented with some VFX for the backgrounds.[/p]
[p]Thanks for following and supporting the project and I should be able to share new visual and musical content quite soon!

Vincent L.[/p][hr][/hr][p]Vincent L. \[Wishlist on Steam] • \[Join the Discord] \[Follow on socials][/p]