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Who should be the 'Steam Defender'?



Hey Heroes!

If you’ve been following our development journey long enough, you know exciting updates are about to drop when we’ve been quiet for a while.

Next month, we will be releasing the bleeding-edge build featuring the final act for Campaign Mode which will wrap up the story in Wrendia. You will be venturing into Sky Imperium, a grand floating city that was once the Vanaiian seat of power, to hopefully find a rewarding end to your gordian quest.

Along the way, you’ll face some familiar opponents, particularly the Constructs. You might recall the rather formidable Ancient Defender back in Act II and his posse of Defense and Attack constructs:



[h3]Vote for your favorite concept![/h3]
We are working on concepts for the Steam Defender, an upcoming enemy from the same family of Constructs and we need your help to pick the most suitable design.

The Steam Defenders were made by a branch of sciencers who wanted to intertwine technology and magic together, thus creating these sentient beings. Although the Steam Defenders are not going to be one of Act IV's final bosses, they're still bound to give you an ironclad challenge.



The winning concept will help us set a more solid direction for our next enemy, the Flying Gunbot.

Share with us your top design picks. If you've also got some ideas on what unique skills / mechanics we can assign to the Steam Defender, please drop them in the comments below ^_^ We can't wait to read your suggestions!



If you have any questions or suggestions, feel free to reach out to us through our Steam Forums or chat with us on Discord. We love engaging with the community.

For more updates, please do follow us on our Steam page! Your support means a lot to our team. Gordian Quest is slated for a mid-2022 release. Thank you!

Crafted with Love,
The Mixed Realms Team

The Act 3 Patch Is Now Live!



Greetings, Heroes.

An avalanche of updates has landed on Gordian Quest! For the duration of the Steam Halloween Sale, Gordian Quest will also be on 30% off so if you've been wanting to join in on the adventure, now is a really good time! :)

[h2]What's in this big update?[/h2]
Let's dive straight into the maw of madness!

[previewyoutube][/previewyoutube]

[h3]Act III - The Faded Peaks (Lv 36 - 48)[/h3]
  • Leave the Azul Desert and continue your adventures in the Faded Peaks, an icy mountain region once home to the Vanai. Where Act 1 and 2 were much more open and vast, Act 3 features a challenging trek from base camp to summit - a more linear route but interspersed with multiple branching paths.
  • 11 new enemy types to test your mettle.
  • 5 new bosses - the Beholder, the Blue Dragon, the Hellserpent, the Hobgoblin Warlord ... last one's a surprise!
  • 40 new Legendary items to discover.




[h3]Campaign Changes[/h3]
  • You can now play a concurrent Campaign or Realms game on the same profile. Gone are the days of switching profiles or ensuring the current run is completed.
  • Campaign is now considered a persistent mode - continue playing with your party even after the Act has ended while you wait for Act 4 and endgame modes.
  • In campaigns, the Renown counter at the top now displays your lifetime amount.
  • An item Stash has been added to the Guild Hall and Operations Tent, allowing you to store items.



[h3]Exploration[/h3]
  • Exploration is a new node mechanic that captures the spirit of the party venturing through an area, interacting with collectables, and making micro decisions.. When entering an Exploration node, a random map will be generated, littered with various interactive elements.
  • This feature is present in all Acts, and is intended to reduce the abundance of combat nodes.



[h3]Missions[/h3]
  • First introduced as Kyreal's function back in Act 2, we had always wanted to cycle back to it and make changes to address its usability. With more of GQ's core features in place, we are ready to refresh Missions as an endgame feature.
  • Heroes that you've acquired can be set to focus on one of two missions.
  • While travelling, you can meet up to 3 heroes while in Explorations - interacting with them will trigger their mission, revealing an object of their interest or granting you a side benefit.
  • Kyreal now also sells Maps, and you can run them by him to trigger an Exploration.
  • Maps can also come in the form of Raid Maps, which are suped-up versions of normal Maps.



[h3]Camping[/h3]
  • Updated camping mechanics. There are now more varied reward mechanisms, methods of interactions, as well as deterministic ways to gain the base benefits of camping (rest and recovery).
  • Previously, hero field abilities were gated behind artifacts. These abilities have been changed to be part of the heroes' camp abilities.
  • Instead of paying a lump Supply cost to set up camp, the cost has been transferred to specific actions, so there can be more granular usage of Supplies based on what the party requires.



[h3]Realm Mode[/h3]
  • While this patch cycle gives more love to the campaign side of things, Realm Mode is not forgotten and enjoys all of the above changes in a modified form.
  • Weekly/All-Time leaderboards have been added.



[h3]And More![/h3]
  • We've again simplified various status effects to make the game easier to understand and process. Burn, Chill, Poison, Bleed, and Shock are now back to being value-based, and always trigger before a unit's turn start.
  • If you've fully cleared an area, resting in an inn allows you to partially regenerate map nodes, allowing you an avenue to continue adventuring through Acts even after completion.
  • Updated visuals on enemy intents to better let you identify enemies using AOE attacks, Potent skills, or skills that track specific heroes.


Read the Patch Notes to get the full scoop!

https://steamcommunity.com/app/981430/discussions/3/2957166487947082868/

----------



Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game with you.

As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord to chat with us.

And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)

Crafted With Love,
The Mixed Realms Team

The Act 3 Beta Has Arrived



Greetings, Heroes.

The time is nearly upon us. We welcome the bravest of you to test drive the latest changes in the Act 3 update, before it officially releases one month from now.

As per all our bleeding-edge updates, we preface them by letting you know the following :
  • Expect bugs. Do use the F8 reporting tool so that we can identify and solve these issues asap!
  • Language translations will be added and updated prior to official release, as mechanics may change.
  • Additional polish e.g quest icons, event art, item art will be added prior to official release.
To opt-in to bleeding-edge, go to Gordian Quest on your Steam launcher and click on the following - Manage > Properties > Betas > Opt-in to bleeding-edge

[h2]What You Can Expect In The Act III Update[/h2]


[h3]Act III - The Faded Peaks (Lv 36 - 48)[/h3]
  • Leave the Azul Desert and continue your adventures in the Faded Peaks, an icy mountain region once home to the Vanai. Where Act 1 and 2 were much more open and vast, Act 3 features a challenging trek from base camp to summit - a more linear route but interspersed with multiple branching paths.
  • 11 new enemy types to test your mettle.
  • 5 new bosses - the Beholder, the Blue Dragon, the Hellserpent, the Hobgoblin Warlord ... last one's a surprise!
  • 40 new Legendary items to discover.



[h3]Campaign Changes[/h3]
  • You can now play a concurrent Campaign or Realms game on the same profile. Gone are the days of switching profiles or ensuring the current run is completed.
  • Campaign is now considered a persistent mode - continue playing with your party even after the Act has ended while you wait for Act 4 and endgame modes.
  • In campaigns, the Renown counter at the top now displays your lifetime amount.
  • An item Stash has been added to the Guild Hall and Operations Tent, allowing you to store items.



[h3]Exploration[/h3]
  • Exploration is a new node mechanic that captures the spirit of the party venturing through an area, interacting with collectables, and making micro decisions.. When entering an Exploration node, a random map will be generated, littered with various interactive elements.
  • This feature is present in all Acts, and is intended to reduce the abundance of combat nodes.



[h3]Missions[/h3]
  • First introduced as Kyreal's function back in Act 2, we had always wanted to cycle back to it and make changes to address its usability. With more of GQ's core features in place, we are ready to refresh Missions as an endgame feature.
  • Heroes that you've acquired can be set to focus on one of two missions.
  • While travelling, you can meet up to 3 heroes while in Explorations - interacting with them will trigger their mission, revealing an object of their interest or granting you a side benefit.
  • Kyreal now also sells Maps, and you can run them by him to trigger an Exploration.
  • Maps can also come in the form of Raid Maps, which are suped-up versions of normal Maps.



[h3]Camping[/h3]
  • Updated camping mechanics. There are now more varied reward mechanisms, methods of interactions, as well as deterministic ways to gain the base benefits of camping (rest and recovery).
  • Previously, hero field abilities were gated behind artifacts. These abilities have been changed to be part of the heroes' camp abilities.
  • Instead of paying a lump Supply cost to set up camp, the cost has been transferred to specific actions, so there can be more granular usage of Supplies based on what the party requires.



[h3]Realm Mode[/h3]
  • While this patch cycle gives more love to the campaign side of things, Realm Mode is not forgotten and enjoys all of the above changes in a modified form.
  • Weekly/All-Time leaderboards have been added.


These are a look at the major changes - read the Patch Notes to get the full scoop!

https://steamcommunity.com/app/981430/discussions/3/2957166487947082868/

----------



Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game with you.

As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord to chat with us.

And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)

Crafted With Love,
The Mixed Realms Team

The Strategies and Synergies Update Is Now Live! What's Next?



Hey Heroes,

The Strategies and Synergies Update is now live! To celebrate this update, Gordian Quest will be available at a 25% discount for the duration of the Steam Summer Sale.

Updating to this version will require starting a new campaign due to many changes to hero progression, so you'll be prompted to do so when you first load this update up.

If you prefer to finish up your current run, we've got you covered as well - you can quit when prompted and instead switch to the legacy (build 103f) branch, which contains the previous update. This branch will stay alive for another month, at which point it will be disabled.

So, what can you expect as a returning player? Let's take a dive into the major changes!

[h2]Torment Difficulty[/h2]

For players who want an even greater challenge, we've added a new difficulty mode called Torment. It ties in strongly with enemy traits, which we'll describe more in detail below. We've also allowed opened up Realm Mode to all difficulty modes (not just Normal or Nightmare).

Many of you ask about being able to change difficulty levels in game. That is now possible from the escape menu.

[h2]A Fresh Coat of Paint[/h2]
We've gone over a majority of the UI to better improve the production quality as well as consistency of various interface elements. We're not totally done with it, but you'll be able to notice the differences instantly in your playthroughs. Here are a couple of shots for comparison!


If you didn't already know, you can also use shortcuts to access the various context menus.
Inventory - I
Map - M
Journal - J
Skill Grid - P
F1-F3 to select heroes

We'll know many of you will be looking for rebindable shortcuts - it's something that's on our to-do list.


[h2]Changes to Artifacts[/h2]
Artifacts have had a slight rework in terms of their bonus, and they will also offer a bonus effect that can be unlocked with Renown. You can choose up to 6 Artifacts to bring on your run.

You will also have opportunities to find "Unstable Artifacts". These are lesser versions of artifacts that instead provide a one-off bonus when you activate them. These are rare items meant to fill in the gap for providing effects like being able to upgrade the tier of an item, forge a particular mod onto an item, grant a skill point, or revive a dead hero.

Renown can be used to obtain these artifacts on runs, and as such deadly encounters in the Acts will also grant Renown in a similiar fashion to that in Realm Mode.


[h2]You want more control? You got it.[/h2]
Gordian Quest has always explored the intersection of building a hero in an RPG and deckbuilding context. We've further refined the ideas based on feedback from the community and we're excited to reveal the following big changes.

[h3]Edit your deck[/h3]
We are introducing a new stat - minimum deck size, which starts at 12. This means that no matter what cards you learn, you can determine which 12 cards you want to bring into battle. Cards from items will always be added, but you can remove them via Void runes as before. You can reduce this value through the skill grid. We hope that this opens up the door to more fun trial-and-error combinations and strategic uses, and removes the feeling of deck bloat.

[h3]Item and skill sockets[/h3]
We are differentiating legendary items and normal items by giving normal items skill sockets. Skill sockets come in five types (Attack, Defense, Ranged, Movement, Spell), and they allow you to input a skill of your own into it and modify it with runes. You can use this new system to empower your skills with runes like Power (+1 Rank), Efficacy (-1 AP cost on first use), or try out one of the new runes being added in this patch like Gambit (skill costs SP instead of AP).

[h3]SP? What's that?[/h3]
SP (Strategy Points) is a new resource system given to heroes, much like a "Limit Break" or "EX Meter". Playing cards as per normal builds up this resource, and we've reworked various cards in game to use that instead. This system is intended to better control balance and improve card diversity across heroes, while removing the power cliff of finding "+1 AP" items. It led to many heroes feeling distinctly stronger than others simply because their cards were more cost-efficient in early game, and playing around with a fully geared 6-7 AP hero trivialized most fights.


[h2]Synergies[/h2]
A new tab called Synergies allows you to set up a new mechanic among your party members. Every hero starts off at Synergy Rank 0, and they build this up by interacting in camp by chatting, or based off the decisions you make in certain events.

As a hero gains Synergy, they unlock special Stratagem cards. Stratagem cards are drawn whenever a hero has enough SP, and provide utility effects like free movement, bonus draw, bonus AP, HP recovery, and more.

When two heroes reach a specific Synergy level, they gain access to a special Synergy ability. Such an ability requires both heroes to spend the SP cost, activating a powerful effect.

We're still working on expanding this system, and it will serve as a framework for expansion in the future.


[h2]A Deadlier Challenge[/h2]
We're reintroducing a new enemy class above Elite enemies, who will possess up to three Traits. Traits are special abilities that hinder the heroes or affect the battlefield, creating a unique scenario to fight in. Some examples of Traits include :

- Reality Warp : Randomly teleports one player to a random cell on round start.
- Ruin : Every X card played by the party will be Expended.
- Jailor : Roots a random hero on round start.
- Wealthy : Drops Gold every time it is hit.


[h2]Status changes[/h2]
We're slightly changing how damage status effects like Burn, Chill, Bleed, Shock, and Poison work. They are now charge based - when you apply up to the max stacks, that status is consumed and its special effect is triggered.

This change is intended to give to allow for quicker and more impactful "damage over time" effects if you can find ways to ramp up the status application such as by working together with various heroes, or finding combinations of talents and items, rather than waiting for round end to happen.

----------



Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game with you.

As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord https://discordapp.com/invite/tce6YMW to chat with us.

And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)

Crafted With Love,
The Mixed Realms Team

The Strategies & Synergies Update (now on bleeding-edge!)



Hey Heroes,

It's been a while since our last update in February, and we're finally ready to let you in on what we've been working on. These will be available to all players who opt into our bleeding-edge branch (right click Gordian Quest > Properties > Betas), and it will let you testdrive several fundamental changes to the game.

We intend to continue translations and observe how the changes are received over the month, before we make this patch public. As always, we welcome your thoughts, opinions, and suggestions.

Now, let's take a dive into the major changes!


[h2]Changes to Artifacts[/h2]
Artifacts have had a slight rework in terms of their bonus, and they will also offer a bonus effect that can be unlocked with Renown. You can choose up to 6 Artifacts to bring on your run.

You will also have opportunities to find "Unstable Artifacts". These are lesser versions of artifacts that instead provide a one-off bonus when you activate them. These are rare items meant to fill in the gap for providing effects like being able to upgrade the tier of an item, forge a particular mod onto an item, grant a skill point, or revive a dead hero.

Renown can be used to obtain these artifacts on runs, and as such deadly encounters in the Acts will also grant Renown in a similiar fashion to that in Realm Mode.


[h2]You want more control? You got it.[/h2]
Gordian Quest has always explored the intersection of building a hero in an RPG and deckbuilding context. We've further refined the ideas based on feedback from the community and we're excited to reveal the following big changes.

[h3]Edit your deck[/h3]
We are introducing a new stat - minimum deck size, which starts at 12. This means that no matter what cards you learn, you can determine which 12 cards you want to bring into battle. Cards from items will always be added, but you can remove them via Void runes as before. You can reduce this value through the skill grid. We hope that this opens up the door to more fun trial-and-error combinations and strategic uses, and removes the feeling of deck bloat.

[h3]Item and skill sockets[/h3]
We are differentiating legendary items and normal items by giving normal items skill sockets. Skill sockets come in five types (Attack, Defense, Ranged, Movement, Spell), and they allow you to input a skill of your own into it and modify it with runes. You can use this new system to empower your skills with runes like Power (+1 Rank), Efficacy (-1 AP cost on first use), or try out one of the new runes being added in this patch like Gambit (skill costs SP instead of AP).

[h3]SP? What's that?[/h3]
SP (Strategy Points) is a new resource system given to heroes, much like a "Limit Break" or "EX Meter". Playing cards as per normal builds up this resource, and we've reworked various cards in game to use that instead. This system is intended to better control balance and improve card diversity across heroes, while removing the power cliff of finding "+1 AP" items. It led to many heroes feeling distinctly stronger than others simply because their cards were more cost-efficient in early game, and playing around with a fully geared 6-7 AP hero trivialized most fights.

In this system, you will still be able to pull of strings of combos, with the following pros :
- Can be built up in a more controlled and cyclical fashion
- Not dependent on finding the right items
- Remove the feeling of "need a +1 AP item", encourage having more fun with itemization
- SP can be carried over battle to battle, so you can "charge up" in an easy battle and save it if you prefer.


[h2]Synergies[/h2]
A new tab called Synergies allows you to set up a new mechanic among your party members. Every hero starts off at Synergy Rank 0, and they build this up by interacting in camp by chatting, or based off the decisions you make in certain events.

As a hero gains Synergy, they unlock special Stratagem cards. Stratagem cards are drawn whenever a hero has enough SP, and provide utility effects like free movement, bonus draw, bonus AP, HP recovery, and more.

When two heroes reach a specific Synergy level, they gain access to a special Synergy ability. Such an ability requires both heroes to spend the SP cost, activating a powerful effect.

We're still working on expanding this system, and it will serve as a framework for expansion in the future.


[h2]A Deadlier Challenge[/h2]
We're reintroducing a new enemy class above Elite enemies, who will possess up to three Traits. Traits are special abilities that hinder the heroes or affect the battlefield, creating a unique scenario to fight in. Some examples of Traits include :

- Reality Warp : Randomly teleports one player to a random cell on round start.
- Ruin : Every X card played by the party will be Expended.
- Jailor : Roots a random hero on round start.
- Wealthy : Drops Gold every time it is hit.


[h2]Status changes[/h2]
We're slightly changing how damage status effects like Burn, Chill, Bleed, Shock, and Poison work. They are now charge based - when you apply up to the max stacks, that status is consumed and its special effect is triggered.

This change is intended to give to allow for quicker and more impactful "damage over time" effects if you can find ways to ramp up the status application such as by working together with various heroes, or finding combinations of talents and items, rather than waiting for round end to happen.

And more ...

There are many more things we're tweaking for the patch release next month that you'll get to experience first. Some of them include :
- More consistent UI for cards
- Realm Mode now uses the same difficulty selector as Campaign instead of only providing Normal and Nightmare.
- A newly added Torment difficulty

----------



Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game with you.

As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord to chat with us.

And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)

Crafted With Love,
The Mixed Realms Team