The Guild 3 is a fascinating trade and life simulation that takes place during the late Middle Ages. Step into the shoes of a citizen, acquire businesses and mansions, produce goods and trade them, start intrigues in politics and society, love, hate, bribe, fight and live through good and bad times!
Recent Reviews:
Mixed (48) - 43% of the 48 user reviews in the last 30 days are positive.
All Reviews:
Mixed (2,117) - 46% of the 2,117 user reviews for this game are positive.
Release Date:
Sep 26, 2017
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?

“The Guild is an established brand with a loyal userbase that has been waiting for many years for this sequel. As we're nearing completion and balancing/polishing the game, we want to have feedback from as many fans as possible, to be sure the finished version will meet everyone’s expectations, and that we'll be able to incorporate as many of our fans suggestions as possible, before the official release.”

Approximately how long will this game be in Early Access?

“We haven’t set a fixed end date as this depends heavily on you, but we assume a duration of at least 4-6 months.”

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

“The only differences will be those made due to feedback from the fans, and of course final fixes. We also plan to add more languages and scenario maps.”

What is the current state of the Early Access version?

UPDATE June 2018:
The Guild 3 got an additional development studio: Purple Lamp Studios.

We will continue to improve the game and its performance. Multiplayer and other features, like societies and the sovereign, will be implemented during the coming months. The Guild 3 will continue to stay in Early Access until all features have been implemented and we - and you! - are happy with it.


Early Access is fully playable but in need of balancing and (performance) optimization. Participants can expect minor and few major bugs, that we will fix during Early Access. At beginning of Early Access, the game will be playable in English and German only - more languages (e.g. French, Spanish and more) will be added by the end of the Early Access period –voice output will follow at release.”

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

“Yes, the Early Access version will cost less than the full version, so Early Access players will get a great incentive to join early and shape up the game together with us.”

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

“We will interact with the community regularly on the steam community page of the game - please note, that all Early Access related threads will be deleted at the end of the Early Access phase.
And we've setup a redmine bugtracker for bugreports. Redmine is free, easy to use and no registration is required: https://redmine.thqnordic.com/projects/the-guild-3-early-access

Additionally to that, we use the following Discord server during the Early Access, where you can give us feedback as well (we will read everything, although this will not be a 24/7support service: https://discord.gg/CGnN2Vb”
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Recent updates View all (38)

June 20

Patch notes for Version: EA 0.5.1 on June 20th, 2018

Steam version number: 2865486

New Feature
- The tall buildings and lush vegetation often obscure characters, often causing players to lose focus on important events in the city. In addition, one has to constantly rotate the camera to keep the tracked character in view. To solve this problem, we have added a feature that makes the vegetation and buildings transparent if the object is close to the camera. There are a few buildings that hide earlier than they should, but most of them work very well.
- We've implemented a highlight shader which highlights hovered characters or buildings. This feature should make it easier for you to see whether an object can be interacted with or not.
- Now, if you use actions that require a character or building as a target, then valid targets turn green and invalid targets turn red when hovered. This makes your search for a valid target much more comfortable. In future patches we will also revise the feedback texts that are displayed if you have a valid or invalid target under the mouse pointer. Please note that we still need to revise some measures so that the targets are all correctly colored and the correct feedback text is displayed. We will fix that in a later patch.
- One problem area that both we ourselves have noticed and which was also present in your feedback is that it is sometimes difficult to determine what/who is currently selected. As a first step, we have now implemented that when you select a character or building, a white outline is drawn around the selected object. To be consistent we removed the green highlight for selected buildings. The farther the camera is from the target, the larger the outline appears. That should also make it easier to determine at long distances what is actually selected. The outline is only drawn over visible objects, which can sometimes seem strange in trees, but otherwise fits better into the picture. If you deem the behavior with trees as very negative, we already have some ideas how we could solve that. Please let us know.
- If your avatar or one of your employees has no task, then it has often been difficult to notice that. Therefore, we have a new feature built in: on the right edge of the screen you will find the button "show idle characters". If it is grayed out, then you do not have to act. However, if this is not the case and a number is displayed next to the button, then you know that one or more of your characters are currently without a task. If you click the button, you will gradually be able to call all these characters and assign them a new task. In order to prevent the button from lighting up whenever, for example, a worker has just run out of raw materials and the new raw materials have not yet arrived at the business, we have implemented a delay until a character is listed as "idle".
- When you select a building, you will see the name of the building and the owner's coat of arms. If the building is in your possession, then additional portraits of all characters in the building are displayed. You can also directly select the individual characters by clicking on their portrait. The selected character then shows a white outline (consistent with the selected characters and buildings). This should make it much easier for you to get an overview of family members and employees. One more tip: To see which characters are in an opponent's building, you have to spy on it.

Fixes
- Fixed several crashes caused by using startup parameters in Steam.
- The game could crash while you are constructing a building, if certain decoration objects were present on the ground. This should not happen anymore.
- Under certain circumstances, the folder for save games wasn't created during the installation of the game. This could either lead to a crash or the game not being saved. From now on, the folder for save games should always be created automatically.
- We have resolved several issues related to saving and loading saved games. Among other things, the saving process should no longer lead to a crash. Important: The saving process may take a while. In this case, please do not click with the mouse, otherwise it may happen that Windows closes the program because it thinks it is frozen. We are already looking at this and hope to find a solution soon.
- Several memory leaks have been fixed, which has a positive impact on the performance especially later in the game. We will continue to optimize this.
- If you have more than 40 saved games, the save window is now displayed correctly.
- The saving window is not shown behind the list of save games anymore.
- It could happen that the characters on bridges completely disappear, this should be fixed now.
- If you follow a character with the RTS camera over a bridge, the camera does not move under the bridge anymore.
- The selection system has been revised: Especially if you had changed the angle of the camera, often characters or buildings were selected behind the object, which you actually wanted to select. In general, the selection behavior should now be much more precise and faster.
- Tooltips that partially or completely cover buttons should no longer prevent clicking on underlying buttons.
- Tooltips of the environment map and for changing the camera mode are no longer below the according buttons.
- The camera icon on the map now also moves correctly in "Free Camera" mode.
- If you move the mouse cursor over a character portrait, the camera does not automatically center this character.
- You can now select transporters again via the transporter window. You can now also select the building if you click on the building name in the same window.
- The music when playing as a rogue is now played correctly.
- All options of the warehouse are available again: hire and fire transporters, statistics, sell and destroy building and purchase building upgrades.

Art
- The following buildings and walls have been optimized and 3 additional LOD levels have been added. The performance should be a lot better than before, especially when you are looking over the city in a flat camera angle:
- all 4 Houses
- all 8 Citizen Houses
- all 5 Mansions
- Windmill
- Farm level 1 to 3
- Bakery level 1 to 3
- Butcher
- Tavern level 1 to 3
- Crude Craftsman's Hut
- Smithy level 3
- Stonemasonshop level 1 to 3
- Carpentershop level 1 to 3
- Tailorshop level 1 to 3
- Thieves' den level 1 to 3
- City Church
- City Walls
- City Gates
- To make the differentiation of building types easier, we will successively change the roof textures of all buildings: houses: orange shingles, businesses: bluish shingles, public buildings: grayish shingles.

Known issues
- Some players have reported that they can not start the game anymore. We have an idea of why it might be and will look at it.
- The building construction mode is unfortunately not yet optimal: under certain circumstances, a building is erected at a location other than selected.
- Hiding buildings and vegetation, when the camera is close to the object, currently has the unwanted effect that mountains are hidden and you can see the unprocessed level underneath. We will gradually revise the maps, so you will not have this effect anymore.

Important Message
After installing the latest patch, your old saved games will possibly no longer be shown in the menu due to the reason that the game recognizes them as "incompatible". If you have problems with loading or saving, then we recommend deleting all files from the folder named "Games", where all of your saved games are stored.
It is possible that some of the issues that you encounter but other players not, are causes by missing or corrupt files. In this case it may help if you do the following: right click "The Guild 3" in your Steam library and then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES


What we plan to do for the next patch...
- For certain titles you will not only need XP but also have to pay money.
- We will bring a small update to the economy: Several bug fixes should ensure that the AI management of businesses produces a wider range of products, thus better serving the market. Additionally we will re-work how the AI will handle working places which are unlocked via building upgrades and how the AI restaffs after a worker died.
- As announced, we want to implement visible recognition and differentiation of dynasty characters, employees and buildings using clothing colors and coats of arms on buildings.
- We will also add that employees look different depending on their profession. We will have changed only some of the characters but we will update more in the future.
- Among other things, we will fix the error that you can still use employees with the wrong profession as a worker in another business.
- Currently, the lifespan of characters is very similar. Our goal is that life spans are significantly different. The natural life expectancy of dynasty members should then be between 55 and 89 years, while non-dynasty characters will have a natural life expectancy between 40 and 89 (later on, diseases, toxins, injuries and items like the Elixir of Dr. Faustus will affect natural life expectancy)
- In general, we will look at and fix issues related to the aging and dying (of age) of characters.

A brief outlook...
- The next major priorities are to correct the error-prone pathfinding and to further improve performance. We will also continue to make further changes to the character controls and feedback.

**********
Your feedback counts!
If you can spare some time for the following little survey regarding the changes in patch EA 0.5.1 you would help us a lot: Google Form
Please note: we have no intents of collecting data other than your feedback - you remain completely anonymous. This survey ends on July 1st, 2018.
37 comments Read more

June 20

THQ Nordic raises development resources for The Guild 3

Vienna, Austria, June 20th 2018: To make sure, The Guild 3 will leave Early Access In due course, an additional development Studio, called Purple Lamp, based in Vienna, will add it’s experience and workforce to the project. Purple Lamp is a newly formed studio, consisting of veteran developers, who have worked on various titles before at Austrian publisher/developer Sproing, among others.

Based on the work GolemLabs has done so far, the new studio will solve any problems as well as integrate planned features such as multiplayer, societies and the sovereign-mechanic into the game in the following months. Harald Riegler, CEO of Purple Lamp, says „The Guild is a fantastic franchise and we're proud to contribute both our experience and our personal passion for strategy games to deliver the game that fans are hoping for.“

Jean-René Couture, CEO GolemLabs adds: “For the past few years, the folks here at GolemLabs had the huge honor to work on The Guild 3. However, the very last remaining stretch of development will be done under the care and reigns of THQ Nordic. So, from now on, GolemLabs will eagerly and proudly be waiting for the release of The Guild 3. For us here at GolemLabs, it is time to embark on new and exciting adventures.“
46 comments Read more
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About This Game

We find ourselves in middle Europe of the year 1400. The dark middle ages, once dominated through nobles and clergy, ends and a new era begins: the age of the free cities of trading and of the free mind!
In The Guild 3 you create a family dynasty which can last for centuries. While the world around you and your dynasty rearrange itself again and again - all non-player figures make their own decisions - you have to prove your skills in handicrafts and trading, at social occasion and finally in politics and in malicious intrigues.
The Guild 3 is a unique mixture of economic simulation, strategy game, historical life simulation and role playing game in real time 3D, with atmospheric voice recording and medieval soundtrack.



  • Beautiful world that looks and feels alive, with day and night cycle and the four seasons Spring, Summer, Autumn and Winter, each with specific influences to the world.
  • Many "Story Quests" offer hours of game fun!
  • Multiplayer experiences with up to 16 players at once!
  • Known and Secret Societies, e.g. the Freemasons and the Alchemists Guild! Join one of the societies, support your fellows and get supported, get access to special powers of your society and try to mold your city and whole scenario map according to your societies philosophy!
  • 12 unique scenario maps that comprise one or more cities and their surroundings, based on original historical locations in central and northern Europe.

System Requirements

    Minimum:
    • OS: Windows 7 or higher
    • Processor: 2.5 GHz Dual Core Processor
    • Memory: 4 GB RAM
    • Graphics: 2 GB Direct3D 11 capable video card (GeForce GTX 470 or Radeon HD 5850)
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Sound Card: DirectX compatible Sound card
    • Additional Notes: These are preliminary system specs that can and will change!
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