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Adventurers Guild Inc. News

Adventurers Guild Inc. Is live on Kickstarter!

šŸš€ The Kickstarter is live and we are already 70% Funded!šŸš€


The Kickstrater is live and going well! Thanks to your amazing support we already already reached more than 70% of the initial goal!!!

Go check it out: https://www.kickstarter.com/projects/927473469/adventurers-guild-inc-turn-based-guild-management-game?utm_source=steam_news&utm_medium=launch_link

There is a new trailer there with some of the WIP on the visual sequences I talked about a while back, here is a sneak peak:



[h2]šŸ’Ž Early Bird Rewards are ending soon![/h2]

Less than 24 hours left to grab the Early Adventurer or Early Guild Master tiers! They disappear March 3rd at 10 AM CET! ā³

[h2] Steam page update soon![/h2]

I’ll be updating the screenshots and trailer this month to better reflect the latest improvements. Stay tuned!

Thank you for making this possible, it's only the beginning! šŸ’™

šŸ”—Kickstarter link : here


Vincent L.

Big News & Why This Matters

Big news, Guild Masters!


[h2]1. 100% focused on the game![/h2]
If you don’t follow me on socials (which you should -> find me here), you might have missed a major update:

[h3]šŸ“¢ "I’m now working on Adventurers Guild Inc. FULL-TIME!"[/h3]

That means I can fully dedicate myself to bringing this game to life! That said, I’m still a solo dev, so full-time means doing everything: programming, art, marketing, and even administrative tasks. šŸ˜…

šŸŽÆ Current goal: Q4 2025 release!

This is is where the magic of making Adventurers Guild Inc. (and some gaming šŸ˜‰) happens!

[h2]šŸŽ‰ Adventurers Guild Inc. is coming to Kickstarter on March 1st![/h2]
Click the "Notify Me" Button NOW so you don't miss the launch!šŸ‘‰ šŸ”— Link to the Prelaunch page

[h3]šŸ’” Why Kickstarter?[/h3]
With your support, the campaign will allow me to:
- šŸ‘ Make this game the best it can be while allowing YOU to be part of the journey
- šŸŽØ Commission original art, sound design, and professional localization.
- šŸ—» Create more content uniqueness across quests, adventurers and events,
- šŸ’” Work on new mechanics and game modes if we reach the right stretch goals.Ā 
To sum it-up: it will ensure a high-quality release and a strong post-launch support.

Oh, and yes, I have some nice backer rewards planned!
⭐ Design your own adventurer or in-game event.
⭐ Early playtest access before anyone else!
⭐ Unlock Kickstarter-exclusive content!
and much more!
WIP of one of the rewards

This campaign has been in the works for a while, and I’m beyond excited to finally share it with you! I’m currently working on the Kickstarter trailer featuring exclusive sequences so keep an eye out for it! šŸ‘€ (Might also update the steam trailer with the new footage).

WIP of the Kickstarter trailer, a mix a gameplay footage and Face Cam talk, recording this was ... let just say there are *some* bloopers ^^

[h2]What’s Next?[/h2]
The first 48 hours of a Kickstarter campaign are crucial!
I'm doing my best to make this Kickstarter launch šŸ“…ON MARCH 1ST šŸ“… a success while still continuing to develop the game.
Your support, whether it’s backing, sharing or clicking the "notify me" button on the prelaunch page makes a huge difference!

By the way the Discord is getting more and more alive! So, Want to discuss the game, share ideas, or help spread the word? The Discord is getting more and more alive, join us: https://discord.com/invite/eYkh76H8WT

The full prelaunch page link : šŸ”—https://www.kickstarter.com/projects/927473469/adventurers-guild-inc-turn-based-guild-management-game?utm_source=steam_news&utm_medium=prelaunch_link

Leading up to launch, I’ll be sharing more campaign details on socials and will be back here as soon as we go live!

Let’s make this game the best it can be together!šŸš€

Vincent L.

Feature Deep Dive No. 1 : Adventurers

šŸ‘‹ Greetings, Guild Masters!

Today, we’ll take a look at one of the core components of the game: Adventurers: who they are, what they do, and how you can help them succeed!
[h2]1. What are Adventurers?šŸ”®[/h2]
  • "Adventuring" is a job! Like carpentry or soldiering, its main goal is to provide an income for those doing it, ideally without them dying in the process.
  • It’s a well-compensated, regulated job. The pay matches the risk, but the right to wield weapons, throw fireballs, and venture into the unknown means someone has to keep an eye on them (that’s you!).
  • You provide them with quests, support them in various ways (see below), and nudge them in the right direction. If they succeed, you will too!
  • They are not your employees nor simple customers and even if you don’t control them directly they are at the center of your operation. That’s why your staff, facilities, and management tools will be crucial in keeping everything running smoothly.
  • And finally, adventuring is in demand! Even if you start with a dozen applicants, expect this number to steadily grow to reach several hundred.
šŸŽ®In-game: Indirect control of hundreds of adventurers through most other systems.

Can you guess who these adventurers are ?

[h2]2. Get to Know Them! šŸ”[/h2]
No two adventurers are the same! To unleash their full potential, you will have to get to know them better than they know themselves (literally).
  • It’s up to you to call them by their names or by their ID, but even if you don’t need to recognize each one of them, getting a sense of who is a mage and who can wield a sword by looking at their outfit could come in handy!
  • Don’t worry, your staff will get their background, affiliation, and, after some tests, might even be able to determine their potential or their exact attributes & skills!
  • A well-kept secret is that the Adventurer ID is embedded with a tracking and appraising spell. While they have it on them, you can track where they go, what they do, how much they have, if their stamina is low, and so on!
šŸŽ®In-game: Basic data on adventurers is always available but to dig deeper and get a full picture, effort and resources will be needed!

Current version of the adventurers' needs updating dynamically in the ledger

[h2]3. Help Them Grow šŸ“ˆ[/h2]
A good Guildmaster knows that first impressions aren’t everything! Some of your best adventurers might start as complete nobodies while others may fail to live up to expectations.
  • Everyone starts with some stats! Whether it's from a past job or some training on the side, you don't really care, as long as they put these to use ASAP.
  • Quests, training, haggling, even having a chat at the tavern are occasions to grow along the path you choose for them.
  • But should adventurers focus on their current strengths or on what they could become based on their potentials?
  • Training could even help them learn new skills and the worst of the bunch could, in time, exceed their potentials!
  • Adventurers’ ranks are a big deal! Higher-ranked adventurers will have different needs but will face higher challenges. Promotion tests are required but you could also use your Guild Master authority to jumpstart a protĆ©gĆ©!
  • Injuries, death, or a lack of questing opportunities might lead an adventurer to become ā€œdefinitely unavailableā€. There are some things that even a reviving spell can’t solve!
šŸŽ® In-game: Adventurer attributes grow based on their potential and their assigned role. Training can influence potential and skills. Rank promotion is distinct from levels and is a whole event in itself.

The attributes on an adventurer card (this Ui is a bit outdated and is being reworked to include an emphasis on potential for each stats instead of a global value)

[h2]4. What Do Adventurers Actually Do? āš”ļø[/h2]
Adventurers aren’t just waiting around for orders; they have their own routines, needs, and ambitions.
  • Adventurers arrive in the morning and then decide what to do: go on quests, train, stay at the Guild, or return home.
  • Before and after quests (or while staying at the guild), adventurers will automatically try to meet their needs (rest, healing, gear, entertainment, etc.). An injured adventurer will seek healing services, but if your infirmary is overcrowded or the prices are too steep, they will look elsewhere!
  • They decide what is best for them based on their adventuring attribute and how much to spend based on business traits. It’s up to you to decide whether you should keep them in the dark or help them make more informed choices.
šŸŽ®In-game: Adventurers are independent. Most will choose a path that mitigates risk while ensuring enough earnings to buy gear, heal, and set some money aside. But some will look for riskier options or spend all their money at the tavern instead of upgrading their gear. That’s where you (and your staff) come in!

A test on using animated sprites as feedback on what adventurers are doing (here training) sprites and animations from LyanSek

[h2]5. Deeper Dive: Adventurer Quest ChoicešŸŽÆ[/h2]

    As we’ve seen, Adventurers make calculated decisions. They don’t just randomly pick quests or activities.
  • Each quest and training session has an appeal score, based on your guild’s facilities, marketing, and events.
  • Adventurers evaluate all available options and assign an Affinity Score by combining their preferences (e.g., hates mountains), adventuring stat (matching quest requirements), and the quest reward (while deducting travel and gear costs).
  • The highest-affinity adventurer picks first, but quest slots are limited, so adventurers may have to go with their secondary choices.
  • At some point, if they can’t pick many of their choices or if the affinity score for remaining quests is too low, they simply won’t pick any.
šŸŽ®In-game: The appeal system lets you control what is globally interesting, while the affinity system makes each adventurer decide based on their own goals and needs.

An illustration of the process. In game with up to 300 adventurers choosing from 50+ quests that would be too chaotic to display like this! Currently, adventurer sprites simply move to their chosen quest without showing their thought process, but I’m working on improving that!

[h2]6. How to Shape Adventurers Then? šŸ“‹[/h2]
Adventurers might act on their own, but you have plenty of tools to shape their journey.
  • The first step is to choose wisely who can become adventurers. Through the recruitment process, you can exclude certain backgrounds or traits, choose who to dismiss, and assign roles to those you admit based on their recruitment tests.
  • Ensuring (through clever promotions) that adventurers’ ranks match their capacities is the simplest way to make sure an adventurer takes the right quests and doesn’t buy stuff they don’t need.
  • Adventurers tend to follow your staff’s advice, and you can use ā€œtagsā€ in the ledger to nudge them in the ā€œrightā€ direction (after all, perhaps you do want them to buy stuff they don’t need! šŸ˜‰).
  • Meeting their needs and investing in better facilities is a good way to make sure they grow to their full potential, but with limited funds and staff, you will have to choose what path to take.
  • Finally, you can turn your hard-earned prestige into Guild Master authority to send them on mandatory quests, promote them, or fire them, but beware of the potential consequences.
Current WIP of the recruitment system...
...and here is the WIP of the tag system!
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What's Next? šŸ“†

āœ… All adventurer mechanics are fully implemented.
āœ… Quests, training, and decision-making work as intended.
āœ… The Adventurer Ledger updates dynamically to reflect status changes.

Current focus No. 1: Improving feedback on decisions, including reports, logs, and more visual cues like thought bubbles or animated UI elements.
Current focus No. 2: Making the guild feel more immersive by refining visual sequences with more varied adventurer sprites and animations.

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šŸ’¬ That’s it for this deep dive! Have questions? Drop them in the comments or join the Discord!

✨ Wishlist the game on Steam & stay tuned for an upcoming epic announcement coming this month!

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https://store.steampowered.com/app/3297040/Adventurers_Guild_Inc/

January Dev Update: 2025 Roadmap

[h2]Greetings, Guildmasters! šŸ‘‹[/h2]
First and foremost, I wish you all the best for 2025! May it be filled with awesome games, old and new! As for Adventurers Guild Inc., the journey continues, and it’s time to take a look at where we are and where we’re heading this year.

[h3]A Look Back at 2024:[/h3]
  • Q1 2024: Start of the project.
  • Q3 2024: First working prototype of the core simulation. I began sharing the journey on social media.
  • Q4 2024:

    • Steam Page Launch and Bluesky Growth: Over 2,000 followers joined the guild!
    • Turn-based management gameplay with a day/night cycle.
    • Fully implemented quest production chain (exploration, negotiation, transformation, and publishing) + balancing of 375 quest variants (30 of which are currently fully fleshed out with visuals and descriptions).
    • Stress test of the independent adventurer simulation, with 300 adventurers taking quests (using the affinity system) and managing their needs.
    • And more, such as the tech tree, starting biases, and the first version of the facilities management menu.
[h3]First feedback on what’s currently in the game:[/h3]At the end of 2024, I put parts of the game into testers’ hands for the very first time. Here’s what I learned:
  • The guild and adventurer simulation feels ā€œcomplex and deep,ā€ which was my primary goal! So this was a relief!
  • The tone and feel of the game was a pleasant surprise for many testers. One comment I loved was that many elements felt ā€œlike a board game.ā€
  • The biggest missing piece they noted was the lack of visual representation for adventurers, the guild, and animations in general, which I 100% agree with.
[h3]Looking Ahead: The Roadmap[/h3]Here’s what I can confidently promise for 2025: better visuals, more content, and a playable version for testers to enjoy.
My main areas of focus will be:
  • Visual Sequences: Once you end the current turn, watch the guild come to life. Key areas include quest tracking on the world map, adventurer recruitment, and guild activity sequences.
  • Replacing Temporary Visuals: Many placeholders used in early development will be replaced, and sound will be added to enhance feedback and immersion.
  • Content Creation: Continuing to write content that fits the game’s ā€œchaotic humorā€ tone.
  • First Playtest or Demo: Planned for Q3 2025 at the earliest.

[h3]When will the game release ? In what state ?[/h3]
While I aim to release Adventurers Guild Inc. by the end of 2025, I won’t rush to meet this deadline.
I will organize playtests and perhaps release a demo during the course of 2025, but I won’t release the game in Early Access. If something is essential for the core game experience to work, it will be in the game at launch!

[h3]What is being worked on right now?[/h3]Since the Steam page launch in December, I’ve focused on refining the Adventurer Registration Sequence. This serves as a test for implementing improved visuals and polishing features to completion.
Alongside this rework I’m working on connected systems such as : adventurer Progression and the balancing of it, the Faction Reputation System and adventurer and guild visualisation to make the whole experience feel more ā€œaliveā€.

A sneak peek at early prototyping to make the 'Adventurer Recruitment Sequence' feel more alive. Previously, candidate statuses were only reflected in the Adventurers' Ledger. Note that visuals, style, and layout are not final.

That's it for this news! I Hope you are looking forward about what’s to come in 2025!
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Remember to Wishlist the game and stay connected with Adventurers Guild Inc. on your favourite platform! You can follow both the game account and my gamedev account on Bluesky (where I’m most active), or check out the full Linktree here for all platforms.

https://store.steampowered.com/app/3297040/Adventurers_Guild_Inc/

December Dev Update: What’s New in Adventurers Guild Inc.! šŸ›”ļø

[h2]Greetings, Guildmasters! šŸ‘‹[/h2]

[h3]Thank You![/h3]
First, I want to thank those of you that have already wishlisted the game! It makes a huge difference in terms of visibility, and you can’t even begin to imagine how good it feels to see more and more of you interested in this project.

[h3]What I’ve Been Working On[/h3]
    Progress Toward Playability (and a future playtest ?): No progress on the visual side this month, but the game is getting closer and closer to a playable state (which is the most important). The first playtesters will even get to try out some portions of the game during the holidays!

    Adventurer Admission Mechanic: I’m currently implementing the adventurer admission mechanic. It’s a crucial feature since it will determine what kind of adventurers are admitted into your guild and I want the flow for setting those elements to be as intuitive as possible so it's taking a bit more time than expected. I should be able to share more about this in the next update.

    Update on what will be in the game at release: I’ve updated the game description, here on Steam, to reflect elements that I can confidently promise to be included when the game releases. That doesn’t mean I wasn't sure about those before or that those are the only mechanics in the game but simply that the current state of development now allows me to be more specific about these.

for example here is a short breakdown of one of those :

Turn-based Cyclical Gameplay :
This feature was so obvious to me that I forgot to put it in the description... This is now corrected and here is a quick breakdown:
  • Each day is divided into 4 distinct phases: Night, Morning, Afternoon, and Evening. At the start of each phase, time stops, you review, plan, issue orders and finally press "play" to watch the guild come to life.
  • Regular events like ā€œGuild admission Saturdayā€ or the monthly ā€œBoard Meetingā€ punctuate your game, giving you milestones to prepare for.
  • Dynamic events are tied to the world state and your previous choices. If you know what to look for, you can anticipate them and turn them to your advantage. If not, they'll surely mess up your carefully crafted plans!


Here’s a look at the day-night cycle in action! (Note: The time-stopping mechanic isn’t shown here.)

[h2]What's next?[/h2]
In the next update, I’ll analyse feedback from the first playtesters and take a deep dive into adventurers: their admissions process, needs, and decision-making mechanics.
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šŸ“¢ Add Adventurers Guild Inc. to your Wishlist to stay up to date with all the latest news, and follow us on socials for more regular updates!🤩

https://store.steampowered.com/app/3297040/Adventurers_Guild_Inc/