You’ve just bought yourself a new island and it’s time to fill it up with QUESTS! Collect guildians, upgrade their guildhalls, and unleash them onto your own custom quest lines.
User reviews:
Mixed (71 reviews) - 66% of the 71 user reviews in the last 30 days are positive.
Mostly Positive (1,021 reviews) - 79% of the 1,021 user reviews for this game are positive.
Release Date: Jan 26, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Because we want to make sure to build the right game, and the best way to do that is to build it with an audience of people! Once we have all the core systems down we want to make sure that they're balanced and any new systems will interact nicely, and the best way to do that is with active players who will let us know.”

Approximately how long will this game be in Early Access?

“We're hoping for at least around 6 months.”

How is the full version planned to differ from the Early Access version?

“The Early Access version is going to start with an island to explore, quests to create, and cards to collect and use. For the full version we're aiming for things like active abilities, raids, sea quests, and any other crazy big ideas that come up along the way.”

What is the current state of the Early Access version?

“This is what we'll have for launch:
  • An island to build on and explore.
  • 21 quests to build and upgrade.
  • 7 different Guildian classes to create and upgrade.
  • 150+ cards to collect.
  • Cards can be equipped to apply boosts to quests and Guildians.
  • Offline progress! (So you still collect coins even while not actively playing the game.)

Will the game be priced differently during and after Early Access?

“The game will be free to play with microtransactions in Early Access and as a full release.”

How are you planning on involving the Community in your development process?

“No one on the Guild Quest team thinks we're infallible. We're specifically looking for feedback and ideas from players -- we thrive on it! We have a general vision of where we're headed but we need hands-on players who will be able to point out features and quality-of-life updates that need to happen. What we're hoping is to get enough of a community that we can work with to build the best weird, idle, quest-building, card-collecting game we can!”
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Recent updates View all (33)

June 22

New Challenge Island, UI Tweaks, and a Higher IceVale

New Challenge Island

There's a new Challenge Island for the week! There are new card restrictions and new quest lines to tackle. That also means there's another batch of Star Points to earn.

UI Tweaks

We're a really fast team which means things can DRASTICALLY change very suddenly, and there's been a lot of back and forth with UI this last month that's probably given some whiplash.

As much as I'm sorry we've upset so many people with the last UI pass, I'm glad that there were some people who gave us some good feedback on features we totally missed. We're trying to address some of those this week.

  • More UI during the Map! People were asking for access to the vault and being able to see their gold/gems too. So we added those to the map.
  • Gold and Gems on the bottom of the screen now (since most of the screens needed them on the bottom it turned out).
  • Shrunk the size of the gold/gems/xp bars.

  • Save button added to the side menu (yeah we totally missed the importance of that). The Save/Quit button is still in the Settings.
  • Shrunk the size of the side menu and its buttons.

Level 500 Quests in IceVale
I wanted to try a bit of an experiment and see if we could bump up the max quest caps on islands. I figured IceVale was a decent place to start. I can't let the early islands get too high since that'll throw a wrench into brand new players' progress but later islands might be able to all bump up somewhat.
  • If you already have the max achievement, you'll still have it. Nothing's being taken away.
  • I'm hoping higher level caps on islands will give some higher-end goals for later game players and give them higher payouts to boot.

Thief and Explorer Cards in Store
The Thief card is back in the gem store for individual purchases, and now the RAREST GUILDIAN OF ALL is finally available for purchase: The Explorer!

What Are We Working On?
Lots of things!

New platforms!
  • We'll be (re)launching on web soon.
  • And there's mobile (starting with Android) coming after that.

A new card and card upgrade system!
  • It's been an issue for a while but we didn't have an easy fix for it, and just adding more content to cards was only going to make the problem worse.
  • There are too many cards, and too many useless cards.
  • Our original intent was to make it more like a Diablo-ish loot system, but in Diablo you're not still holding onto the first club you found on your first enemy.
  • We want to streamline cards and allow you to upgrade the cards to get better stats.
  • More details about it next week.

Another Challenge Island!
  • Coming next week.
  • The three of us are going to take a much-needed vacation in a couple weeks which means we'd miss getting a new island up. So instead I'm going to try and get it out next week!

12 comments Read more

June 15

The First Impressions Update!

First up: Challenge Island Down

I think this one turned out a little more successful than the last, and even sprung up a lot of discussion, which is awesome! I especially love that people were able to find a few different strategies to pull off the final difficulties.

We actually tried turning on Dark Knights to test last week and it turned out...they didn't work. So that's kind of funny.

New Challenge Island coming up next week!

First Impressions Update!

There's a lot of stuff that went into this update, and a lot of it you might never see again as an existing player.

Why are we working on first impressions? Well we're trying to gear up for other platforms. Games are a business and all that fun stuff no one wants to hear, and if we're going to keep working on the game we need to keep earning money. We've had recommendations to double prices and pinch harder on the existing audience, but none of us are comfortable with that, frankly. So instead we're working on spinning up some new platforms for the game (namely web and mobile). We hope spreading the game around to more people will solve that issue for the time being.

All of which means we wanted to start looking at our tutorial and HUD, which are very, very common complaints about the game for first-time players.

We also want to be able to keep platform parity with everything, so everyone always gets the same updates, which means one code base.

On top of which: we want to keep the updates rolling on Steam, so this isn't a 'goodbye' post or anything. I just wanted to lay out some explanation for why we're working on what we're working on right now.

There's new Doceo art for the tutorial!

  • Higher res art!
  • A smoother, more luxurious Doceo.

There's a new HUD

  • I don't like taking features away, but we couldn't find space for the quick travel that made sense anymore. Fast travel was created in the hopes of fixing our tutorial drop we saw between islands 1 and 2, and it...didn't end up helping, it turns out.
  • Instead we decided to bring the map functionality out much more.
  • Greater emphasis on the Buy Multiple button.
  • Toggle the Quest UI on/off with the Build button.
  • Notifications for star points, chests, and when you unlock a new island!
  • No Save button (it was a weird throwback from our first web days). Autosaves are happening every few minutes, or after defeating a boss, or after making a purchase, or after prestiging. There's also still the "Save and Quit" button in the settings just in case.

Tutorial Tweaks!
  • Some slight adjustments to the existing tutorial to hopefully help players get through the early game better.

Social Link Buttons!

  • Finally added them.

New "News" screen art!
  • So many more pixels now.

Android Test?
It's close! Thank you to everyone who signed up and I'm week? Ish? After playing the game more with the old HUD we found it was hard to click on buttons so we wanted to try and get that updated before finally getting more people to play the game.

Next Week
A new Challenge Island!

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About This Game

You’ve just bought yourself a new island with a derelict Guildhall and it’s time to fill it up with QUESTS!

In fact, it turns out that first island is just the start of many, and soon your quest empire will grow. Fill each island along the way, and unleash your guildians onto your own custom quest lines. You pick the types of quests you want and then reap the rewards.

Want to take it slow and safe? Create a bunch of adventure quests. Want to indulge in the thrill of battle for higher danger but higher rewards? Build battle quests and reap in the XP to level up your guildians. Collect cards and equip them to gain permanent boosts, earn star points and invest them to even change the look of your guildians!

Collect different guildian classes and equip them to whatever islands you have. Swap them out and find the best combinations for the job. Having trouble with some nasty orcs? Make sure you have some Knights to help protect the others, or maybe a Cleric will do the job and keep everyone healed. It's up to you!

Once you conquer an island and move onto another one, you can either leave your guildians behind or bring them with you to tackle new challenges.

Luckily, your guildians are smart enough to do your job without question, even when you're not around! So come back later, collect your rewards, and expand further. Guild Quest has been designed to be much more of a Second Screen kind of game you can run on the side (even while playing other games).

The challenge curve is up to you. Build the world you want to see then sit back and watch your Guildians go!

System Requirements

Mac OS X
    • OS: Windows 7
    • Memory: 256 MB RAM
    • Storage: 120 MB available space
    • OS: Mac OS X 10.6
    • Memory: 512 MB RAM
    • Storage: 120 MB available space
Customer reviews Learn More
Mixed (71 reviews)
Mostly Positive (1,021 reviews)
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