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.
Recent Reviews:
Mixed (26) - 46% of the 26 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,205) - 74% of the 1,205 user reviews for this game are positive.
Release Date:
Jan 26, 2017
Developer:
Publisher:

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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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Play Guild Quest

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Recent updates View all (40)

August 30

New World Map, New Balance, New New

(If you don't want to wait for your game to update naturally, right-click on the game in your library, go to Properties, go to Local Files, and then click Verify Integrity of Game Files to force the update.)

This is a big one--some might even say it's a 'table flip'. Development of Guild Quest has been very game-jam-style, in retrospect. We move really fast getting features in with very quick timelines, which is great, but it also means we never get a chance to think over what we already have and address larger issues.



We've known we've had general pacing issues for a while, but kept putting it off because we 'didn't have the time'. We haven't properly dug into our progress analytics for a bit, and when we did it a few weeks ago it called out a very big flaw: people were moving to Ashfield instead of Westacre, and then hitting a wall, and then bouncing off the game forever. And it was a pretty drastic amount of people.

We want to try and get MORE people deeper into the islands so that spending the dev time to make more zones makes sense. Which means we had to set out on restructuring how the game progresses.

What started as a "We'll just remove some of the progress options" turned into "Actually the old map is a huge issue and gives no sense of progression and branching paths make no sense." Which created a whole HOST of knock-on effects.

We've heard for months that people felt really weird when they reached Bayport and defeated the first boss and path and...nothing happened. So we wanted to fix that too. Having dangling paths that lead nowhere is weird (THAT SAID, we still have some dangling paths until we make the bonus zones.)

We've heard people ask for more info in a zone for how much money and XP they're earning so we wanted to address that.

And then we started just diving into OTHER long-standing issues, like players talking about how annoying/boring rebuilding and prestiging is, so we wanted to address THAT too.

A New Map Screen!

  • A whole new world. (But same point of view, since it's still a 2D map.)
  • All the same islands, now redesigned into a more linear path that won't lead players into dead ends.
  • Almost all islands have new designs for their quest lines (especially since most of them aren't islands anymore).
  • A few islands have lost cities (but there are gems to compensate JUST IN CASE people had spent gems to gild those cities).
  • Bonus areas are NOT ready yet.

Balance Changes
  • A complete rebalance of...pretty much everything in every zone.
  • Max level caps for zones start ramping up dramatically so the further zone you reach, the higher you can level up the quests.
  • A fundamental change in how many quests we offer--no longer three options on nodes. Instead of giving options that don't matter, we wanted to give more clear choices like picking between an Adventure Quest or a Battle Quest.
  • Added new Special Quests! There are times when you'll be able to pick a Rally Point (where you can set how many guildians are required before they'll move on from the node) or a Heal Up quest (where guildians will be instantly healed when they walk onto the node).
  • Because of the change to quests, anyone who was using a quest option that is no longer valid will be missing quests on that node (apologies!). You'll miss out on any offline progress you had, and need to rebuild the quest.

Zone Changes

  • Rearranged some of the HUD info.
  • Added in Gold per/minute and XP per/minute into the HUD for each zone.

Prestige Changes
  • Changing prestige to largely be "Difficulty".
  • No longer wipe your island when you change your difficulty.
  • Changing difficulty will change the quests immediately.
  • One-time fee to unlock a new difficulty in a zone.
  • Changing a zone into a new difficulty will not respawn the bosses.

Lots of big changes!! Apologies to anyone who's angry about this, but we had to make some tough calls. Sadly only a fraction of the starting audience is making it to even the fifth zone right now, so we need to try and figure out how to get more people deeper into the game. We've also been hearing a lot of people mentioning these issues that we're (hopefully) addressing with this update. Scary changes, but hopefully for the better in the long run!

EDIT
Totally forgot that we had made some changes to cards weeks ago, but then had never launched the changes and ended up forgetting about them completely. Really sorry about that!

So we ended up nerfing Common cards, since they could get updated to ridiculous levels. Those values are now pulled down to hopefully more manageable levels. You might see some of your Common cards featuring lower values now.

We also upped the cost of cards when you go past level 10, so the amount of cards you need will keep increasing. THIS MIGHT MEAN that some of you who had upgraded a card will lose a level because you don't actually own enough cards for the new cost. Sorry about that! But it should also help to keep values from getting ludicrous too fast.

HOTFIX 3:20PM
  • There were various issues with cards not upgrading, or showing that they need to upgrade (even though they can't), and just general weirdness with cards and upgrading them. Those should be fixed with this update.
  • There was an overlapping quest and a boss with messed up drop stats and recharge rates in the bonus questline of Crgydogery.
  • Bumped level cap upto 700!
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August 10

Update Delayed! (And see what it is.)

UPDATEAugust 24th!
Still working on the update, I'm afraid. Apologies, y'all, but this is turning out to be a lot larger than we had originally anticipated! There's turning out to be a lot of knock-on effects that we need to fix before we can release.

Basically it started as a "Hey our data is showing that the majority of people are going to the wrong/hard islands first, getting stuck, and leaving the game forever" so we wanted to address the way the map works and your route through the world. And that's basically turned into a reballance of every area, and changing how prestige works. It's dug up a lot of our long-term deeper issues with the game, and we want to actually try and fix them instead of paving over them.

Here's a look at the new world map, though! (All the same areas, in a different order, and on different layouts, for the most part.)

The bonus islands are...probably not going to happen at launch of this update (since we're already so late), but we'll see!

Again, really sorry that we don't have anything to play yet, but it's a really big update!

UPDATE August 17th!
I was hoping to unveil the new game balance this week. It’s not ready yet, so we’re going TWO weeks without an update, which is a first for us on Steam. But less nodes meant more rebalance, and we discovered some serious issues that we should probably fix which has led to a new world map, new island flow, and new balance to every single island.

This won't solve end-game issues and people who are just out of content, but I'm hoping this will help make NEW content faster. But first I need to get through all the existing content. This also doesn't involve us using the new 3D-looking maps I showed last week.

ANYWAY, apologies for another boring week. The three of us are heads down, and hopeful we’re making good steps forward with taking this extra time. Fingers crossed we'll have something for next week!


ORIGINAL
The news up front is that we're not launching this week.

The short version is that we've been working on some fundamental changes that need more time to test and feel out before releasing to everyone, and want to take an extra week to round it all out.

The long version is basically I've gone and reballanced the entire game.

There's only the three of us actively working on the game, which means we can only focus on a couple things at a time. So when we finish a big feature like a card refactor, we can finally look up and reevaluate things. One of the things we wanted to question is how and why we've set up quests like we have.

The goal was always to give players a choice of different quests, but with only two quest types there weren't much meaningful choices. Instead we ended up with 3 (we were even at 4 at one point) different quest choices, but usually only two of those choices were actually different enough to warrant decisions.

So we wanted to see what it would feel like to reduce the number of decisions and instead focus on meaningful decisions.

I've got the game down to two quest choices per quest node. And it's almost always split between Adventure and Battle (with the occasional Battle/Battle selection since those can be spread out more). There are no more quests that feature two Adventure quests and a Battle, or three Adventure quests, etc. Anything that didn't feel like a meaningful decision has been axed.



We've also been working on helping to explain the differences between quest types better too, since we still have players asking what Adventure Quests are (which is a failure on our part).

The dev build of the game is at a point where everything has been paired down to two options, but it came in hot Wednesday afternoon and more time should be spent on it before just shipping it out to all of you.

The extra time will allow us to address one of the other issues with making meaningful choices--a new quest type!

When this ships next week you'll have access to some new quests to play with, which could end up being a healing quest type, and a rally point quest type. (Things might change, though.)
  • The healing quest type will automatically heal every guildian who walks onto the node.
  • The rally point quest type will be a place where you can set a threshold before guildians will move on. So if you set the rally point to require 20 guildians, your guildians will stay on the rally point until they reach 20 guildians. And then that group of 20 will leave the rally point and move on.

These won't be options on every single quest node, but they'll be peppered around the islands.

The OTHER thing we wanted to finally address was the look of our islands. We literally haven't taken the time to address the style of the game since the launch. We've actually been a 3D game this whole time, but we don't really show it properly, for example.

So we wanted to see what we could do. Now this is all very early and no final textures or anything, but here's a shot from some of our experiments this week:


The idea being: can we get more than two colours on a map at a time, and can we get more definition and variety in the terrain and heights. And it looks like we just might be able to after all.

Apologies for no update this week, but next week will hopefully have a whole lot more for you to play around with. It still won't fix any of the issues with late-game players but we're working towards fixing what we can to try and get more players to late game, and we've got ideas on how to add a new set of islands at some point, it just takes time.

See you in a week.
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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

Windows
Mac OS X
    Minimum:
    • OS: Windows 7
    • Memory: 256 MB RAM
    • Storage: 120 MB available space
    Minimum:
    • OS: Mac OS X 10.6
    • Memory: 512 MB RAM
    • Storage: 120 MB available space
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