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Adventurers Guild Inc. News

September Dev Update – Quest Consequences, Economy & Adventurer Depth

[h3]Hey Guildmasters hope you are doing well![/h3][p]September was focused on making quests richer and adventurers smarter. Here’s what changed:[/p][h3]🎮 Development update: [/h3]
  • [p]Quest consequences, fully in: injuries, damage, and gear wear now hook into proper recovery paths. Adventurers also weigh supply costs vs. rewards before accepting jobs.[/p]
  • [p]Quest economy, first pass: custom prices and storage are in, with early hooks for money-related services (think guild banking/insurance) to make decisions around risk and payout more interesting.[/p]
  • [p]Smarter quest-picking: polished quest customization on the player side and updated adventurer logic to match. You can now influence picks with “marketing” levers (small print, highlight location, reduce perceived deadliness) and even temporarily nudge away dislikes with a dash of brainwashing (wanted to add this since the very beginning of the project, it's now functional!)[/p]
  • [p]New behavior foundations: early effects for adventurer's Morale (eagernessto do thing) and Social (will of sharing/synergize) and many new traits (frugal, cautious) and the likes and dislikes (for terrain and quest types) have been added![/p]
  • [p]Exploration quests to discover new POIs have been implemnted and will serve as a foundation for all 'in-house" quests (those that do not come form a "requester")[/p]
  • [p]Added a fast testing menu to skip animations, remove wait times, and jump through the weekly loop which will be useful for multi-day quest tuning.[/p]
[p]Progress on the illustrations continues at a good pace and I plan to show some of them real soon. (I will also try to update teh screenshots and visuals of teh steam page at some point)

Thanks for following and supporting the project![/p][hr][/hr][p]Vincent L.
\[Wishlist on Steam] • \[Join the Discord] \[Follow on socials][/p]

August Update – Quests, Rivals, Evenings and Art!

[h3]Hey Guildmasters! [/h3][p]August has been a busy month both on the dev and commissioned art side![/p][h3]🎮 Development update: Quests, Rivals & Evenings![/h3]
  • [p]The Evening Phase is now "functional" but right now more "ctionnal " than "fun"😅
    (but don't worry I know exactly what i want to try for it to become challenging and fun). I had to rework injury and gear degradation system and do a first pass at balancing those to prepare work on this. [/p]
  • [p]The Recruitment Draft was refined once again: rivals now behave more “humanly” (they don’t cheat with hidden info any more ), bidding ties can be resolved with new (world fitting) mechanics, and I added a first pass at a tutorial to help players through their first draft.[/p]
  • [p]The Quest system has been reworked to allow for more truly different quests. The system can now handle: escalating threats, repeatable tasks tied to resources, and unique quests with custom rules! This will also ensure a richer narrative for the game![/p]
[h3]
🎨 Illustrations Incoming![/h3][p]Big news: I’ve officially started working with illustrator Clockwork Tony (bsky | Twitter/X)![/p][p]She will be bringing incident reports, POI discovery and day phase transitions to life.
These illustrations will add flavor and immersion every time something happens in the guild. Here’s a first finished (the first we worked on and others are even better but I want to keep some secret for later or even you to discover in the game)

[/p][p]🎶 Music Progress[/p][p]The main theme is also in the works! We’ve settled on the main melody and production has begun. It’s going to really shape the atmosphere of the game and I'm eagerly awaiting it![/p][hr][/hr][p]Vincent L.
\[Wishlist on Steam] • \[Join the Discord] \[Follow on socials][/p]

Jully Update – Dev progress and more illustrations for the game!

[h3]Hey Guildmasters! [/h3][p]note: This news was written 14 days ago but stayed in draft...😆 [/p][h3]🎮 A mix of balancing the Draft, implementing the Evening phase and refining Quest generation.[/h3][p]While fine-tuning the Recruitment Draft proved a real balancing act (I would say it is 85% done) work moved on to the next phase needing refinement: the Evening Phase. This phase is all about services to the adventurer and back office work. That's the moment when you choose what will be served at the tavern, the price of "bone mending" and also move all those toggle and knobs to be sure everything runs smoothly. It’s almost functional, and a rough interactive UI helps me test it before refining further.[/p][p]Other dev and design work this month:[/p]
  1. [p]Refined request/quest generation to better reflect faction alignments[/p]
  2. [p]New onboarding tools: nested tooltips, highlights, and more[/p]
  3. [p]Continued to work on adventurer's sprite variations and animation.[/p]
  4. [p]Cleaned some old code[/p]
  5. [p]Wrote more of the lore and world "logic " especially around factions and their power struggles.[/p]
[h3]
🎨 Signed with an illustrator![/h3][p]After reviewing 150+ illustrator submissions (😅), I’ve selected the artist who’ll bring the game’s incident reports (previously called "events") to life! They’ll work on 30+ illustrations to help each story beat and random event feel even more unique and immersive. Can’t wait to share some of the results soon.[/p][hr][/hr][p]Even though I currently don't have anything visual to share, I’m really happy with dev progress and the feel of the game, I'm having a blast making it and I hope you will have a blast playing it once it is out! See you next month at the latest[/p][p]Vincent L.
\[Wishlist on Steam] • \[Join the Discord] \[Follow on socials][/p]

June Update – Spanish Localization, Composer and dev progress!

[h3]Hey Guildmasters!

🇪🇸 ¡Localización al español incluida! [/h3][p]The Steam page is now available in Spanish (Spain), thanks to LocQuest![/p]
[p]If you're in LATAM and Steam defaults to English, you can manually switch to the Spanish version in your Steam language preferences. Sorry for the inconvenience! [/p]
[p]LocQuest is a multilingual localization studio focused on high-quality, human-powered translation and ethical practices. They’ve worked on Roots of Pacha, Halls of Torment, Tavern Talk, and more! For Adventurers Guild Inc., they’ll be handling:[/p]
  • [p]Steam page + in-game proofreading (EN/FR)[/p]
  • [p]Spanish translation (based on backer votes)[/p]
  • [p]Full linguistic QA for clean in-game display[/p]
[p]More languages may come later, stay tuned.[/p][h3]
🎵 Music Direction: Composer Chosen![/h3][p]After reviewing over 15 composers, I’ve found the one! The music for Adventurers Guild Inc. is now underway, with the Main Theme being the first piece. More on this when i have the first audio sample for you to listen but it will be awesome and completely change the feel of the game =D[/p][p][/p][h3]🎮 Adventurers Recruitment System – Progress and Polish[/h3][p]Recruitment is becoming the strategic heart of the game:[/p]
  • [p]Every adventurer choice impacts quests, synergies, and simulation outcomes.[/p]
  • [p]Sponsors (factions) now influence recruitment goals and rewards![/p]
  • [p]"Draft" structure creates competition and tension with other guilds.[/p]
  • [p]Foundation done for sprite variations [/p]
  • [p]Work continues on UI polish and tutorial integration. [/p][p]
    [/p]
[p]Some adventurer sprite head variations (adapted from sprites by LyanSeek, almost 180 possible variations done (but not all will be in game).[/p][p][/p][p]Will show footage and screenshots of the whole recruitment sequence as soon as they are ready (hopefully in July 👀).[/p][h3]
📈 TBT Fest = Wishlist Boost![/h3][p]The June Turn-Based Thursday Fest went incredibly well, the game just passed 4,000 wishlists! 🥳
Here’s the chart if you like data spikes as much as I do:

That’s all for now!
Thank you for your ongoing support, it makes all the difference,
[/p][p]Vincent L. \[Wishlist on Steam] • \[Join the Discord] \[Follow on socials][/p]

May Update - Things are starting to come together!

Hey Guildmasters!

May has been all about connecting the dots. I've been away to recharge post-Kickstarter and it turns out the fresh air and coding outside was what I needed! The game is finally shaping up into a cohesive experience and the "Adventurers Guild Inc." I envisioned seems closer to reality than ever!

A lot of previously isolated pieces are now working together and progress has been good on both the Ui and code. I’ve been able to lock in key decisions, am finally entering the proper production phase, and it feels awesome!

[h3]🛠️ Development Update: [/h3]
Over the past few weeks, I’ve:
- Assembled the full structure of the in-game week, with placeholder and early versions of each phase. I've also hooked up the already working core simulation with the Ui prototypes.
- Refined key game systems, including the recruitment loop, event forecast, and daily reports
- Begun overhauling the visual feedback and UI so everything feels more responsive, readable, and intuitive

The trickiest design challenge has been balancing player guidance vs. player agency, especially when it comes to evaluating candidates and assigning them to roles. I want you to be able to make an informed choice not an obvious/mandatory one or a blind pick.

[h3] 👀 Sneak Peek: Visuals in Progress[/h3]
🌞/🌜: "New Day" Transition
Still WIP but happy with the result and learned a lot from it.


📋 Here are some adventurer cards prototype (was looking for a gameboard card feel to help with quick analysis). Now includes clearer stat displays, potential, and suggested classes, with animations and highlights to help you make informed decisions.


🏗️ Very early look at the WIP on the Sunday "plan ahead" management screen that will be the one linking to most long term decisions like research, facilities upgrade, request intake negotiations, etc.


[h3]📢 Don’t Forget: Help Choose the Next Additional Language! [/h3]
The poll is still open! Over 100 votes already, and it’s your chance to influence the next language that will be added at launch (besides English and French) and the steam page will also be translated in this language as soon as the votes are tallied (June 1st) the poll stays open until final decision.
Here is the link to the public poll (for backers, the "private" one was sent by Kicstarter message):
🗳️ Vote here: https://forms.gle/Ryha1XzXeHwTc8wt6

[h3] 🗓️ I will participate in TurnBasedThursday Fest (June 2–9)![/h3]
I’ll be participating in the Turn-Based Thursday Fest (June 2–9) alongside 400+ awesome games


Thanks for following the journey! Every wishlist, like, and message helps!
Let’s keep building this game together and see you in 3 weeks for our next update!


Vincent L. [Wishlist on Steam] • [Join the Discord] [Follow on socials]