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Reign of Guilds News

Steam playtest #6: Results and plans

Hello friends!

First of all, we thank you all for your participation/reports/feedback and we really appreciate it. Apart from that, we did take revenge on PT #5, albeit with its nuances ;).

PT #6 turned out to be the most popular and covered (according to the statistics of the Playtest client version):
- 13+ thousand new people signed up for PT;
- 7+ thousand new players launched the client;
- which converted, on average, into 1+ thousand unique players per day;
- the number of players who played 4+ hours exceeded the number of players who spent less than an hour in the game;
- 500+ players spent more than 20 hours on the playtest;

And of course, it is worth mentioning separately the ROG Club members and the players who launched the client of the main version of the game (using keys) - they made up, on average, another 20% of the playtest participants.

There will be PT #7, and we’ll not wipe your progress before it!
In terms of content, there’ll be little difference between PT #7 and PT #6, and the emphasis will be on correcting errors and completing those unexpected tasks that PT #6 brought us.

Speaking about those nuances
We didn't want to delay PT #6, so a number of things ended up in the build in an intermediate or even unfinished state.
  • Out of sync hits of melee weapons in PvE;
- this is a consequence of unfinished work on the introduction of prediction.
- (PT #7) fix of this;
  • Group:
- group getting disbanded during the transition between locations/seamless zones;
- adding to a group between servers via chat;
- (PT #7) fix of this;
  • Boss balance:
- (PT #7) adding a good chance of dropping blanks and recipes will be given to 3 types of mini-bosses - “sergeants” of humanoid mobs (miners, lepers, and northmen);
- bosses in Dwarrhan received their near-final difficulty ahead of time: a significant increase in HP, their levels relative to the county level, and, as a result, an increase in other stats and an increase in the level of items in loot;
- according to the current concept, swamps and craters are high-level content within a given county, designed for a well-trained group (level + equipment);
- at the same time, players found themselves in a situation where there were insufficient sources for obtaining high-level equipment necessary for the swamp and craters;
- To solve this problem, we are adding humanoid mini-bosses which were precisely supposed to become the necessary source.
  • (PT #7) Abilities, aggro, and healing of the druid:
- fixing aggro abilities on bosses;
- adding group healing to allow full tanking;
- distribution of abilities between classes and distribution of NPCs on the map;
- fix and balance of a number of abilities;
  • (PT #7) PvE and Loot:
- protection from autoclicker abuse in PvE;
- rebalance of resistances to elements that were nerfed by PT #6;
- increasing the chance of dropping blanks/recipes (including for tools) from a number of ordinary mobs;
  • (PT #7) Dwarrhan:
- content for the western continent;
- content for the southern counties;
  • (PT #7) Castles:
- adding missing castles;
- fixed resetting castle filling on server restart;
- adding notifications when capturing points/castles and visual capture/burning (flags);
- reducing the area of ​​castle domains (tax zones);
  • (PT #7) Technical problems:
- disconnects;
- remaining server crash causes, including those which some players in the mines actively abused;
- and the problem with preserving the character’s abilities/inventory when a number of factors are imposed;
  • (PT #7) Other:
- fixing ALT+F4 upon death;
- “mute” option in the chat for the selected user;
- (probably) chat reports on users;
  • (PT #7) New:
- localization into new languages;
- crafting food and revising the stock/cost of food from the innkeeper;
- medium crossbows;
- (probably) various AMMO for crossbows;
- (probably) the magic of different controls on powders






We survived the holidays and are ready to get back to work.

Our plans for working with the community in the near future are as follows:

  • Restoring activity on the forum, reviewing error reports, and rewarding everyone who helped in fixing them;
  • Working on the development of the ROG Club and improving interaction with participants;
  • Improving the reward system in the form of ROG Club points, which can be exchanged for access to game packages, exclusive skins (unavailable for purchase elsewhere), or even real money.

And the most exciting news: we are looking for a talented creator of unique content for Tik Tok and Shorts. If you want to be a part of our team, earn recognition in the game, and maybe even receive financial rewards, more information can be found on our discord channel

From the developers, we have the following news for you:
  • On Friday, we will share a report on the results of the conducted playtest;
  • We are planning to establish a connection between the Steam account and our game forum account;
  • Preparing for the next public testing;
  • Optimizing our servers and fixing any detected errors;
  • Working on new high-quality content.
ROG’oms up!

Play test #6: Patch #2

Hello friends!

Another patch that’ll hopefully improve the quality of life in Reign of Guilds:
- Fixed another cause of server crashes related to AI aggro;
- Server optimization;
- Fixed crafting;
- Balance: fixed stats of “forgotten” Air powders, increased the duration of regen spells;
- Balance: added “forgotten” loot drops: gems, blanks dropped by regular mobs, etc.;
- New Year Tree with gifts (WIP);
- Visual fixes and optimization;

ROG’oms Up!


Play test #6: Patch #1& Plans

Hi friends!

To begin with, we’d like to thank you for your patience and apologize for not so positive emotions caused by progress losses that occurred after server crashes.

Today we uploading fixes that will address the most sensitive of the issues of the first day:
- fixed 2 causes of server crashes;
- the interval between character backups was decreased from 15 to 3 minutes;
- invulnerability after teleportation was increased from 10 to 30 seconds;
- the maximum amount of AIs on servers was decreased by 25%;
- tutorial weapons were buffed to suit the latest balance changes;
- fixes in various dungeons;
- updated lighting settings in the Island Catacombs;

Next week plans:
- Polishing and bugfixing: castle, sieges, castle AI stats, land taxes;
- Issues with crafting;
- Open world portals, portal tokens;
- A number of other fixes;

ROG’oms Up!

Reign of Guilds | Join our Playtest!

[h3]Welcome explorers of the Reign of Guilds world![/h3]

Today we are announcing the start of a special session of playtesting! Your loyalty and valuable feedback left during previous demos has been taken into account, elaborated and used to improve the game, so we invite you to join our new playtest.

[h3]Our Plans[/h3]
Steam playtests are available for all who wish to participate:
Playtest #1. Basic server tests (ended, 01/07/23 - 01/10/23);
Playtest #2. The tests of Start Island mechanics (ended, 02/04/23 - 02/16/23);
Playtest #3. The tests of the open world, PvP mechanics and sieges (ended, 04/24/23 - 05/08/23);
Playtest #4. Further polishing of game mechanics (ended, 07/05/23 - 07/17/2023);
Playtest #5 (ended, 09/25/2023 - 10/02/2023);
Playtest #6 - (12/21/2023 - 01/08/2024);
The release of the game in Early Access planned for 1Q24.

[h3]The most significant changes made for Playtest #6:[/h3]
- 2 Dwarrhan Kingdoms (1 Eurasia, 1 North America) for equal distribution of players according to ping - players themselves choose their desired region;
- Rivulet Island (level 2 tutorial location) receives its underground world, consisting of several interconnected locations;
- Abilities for aggro mobs, and as a result, an increase in boss characteristics;
- Significant changes to loot drops for both regular mobs and bosses;
- Significant redevelopment of PvPvE locations - Swamps in Dwarrhan;
- Significant changes to the balance of weapons/magic/equipment items and the economy, as well as the item quality system;
- Significant changes to refining/crafting/enchanting;
- Changes and balance of the melee combat system;
- Changes in character leveling (PvE), karma system;