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 (35) - 60% of the 35 user reviews in the last 30 days are positive.
All Reviews:
Mixed (2,410) - 47% of the 2,410 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 (54)

February 15

Patch notes for version EA 0.7.3 – February 15th, 2019

Steam build number: 570978

As already mentioned in our last community update we were skipping the EA 0.7.2 version. All the changes we had in the EA 0.7.2 are included in the EA 0.7.3 version. We are all very excited about your feedback as we changed and added a lot in EA 0.7.3. The combat system and most of the related actions (eg. guarding) were completely reworked. You will see the first draft of our new AI system in the game. We added new life into the game by adding scenario intros, lots of sounds and voice overs. There are lots of other changes in that version as well, which you can check-out in the patch notes below. Have fun!

New features
- We completely reworked the combat system. Characters can now join fights or even start fights with multiple characters. So no more just 1 on 1 fights.
- With the new combat system characters that fall below a certain healthpoint threshold are not dying but are getting unconscious and cannot take part in the fight anymore. After a fight is over the character will stay unconscious until a certain amount of health points have been regenerated. While a character is unconscious, the character cannot defend himself or herself anymore. There are now some actions that can ONLY be executed on unconscious characters.
- Multiple parties are now able to join a fight. For instance city guards will now join a fight on the side of the character who reacted on an illegal action. Also guarding (building, area or character) lansquenets or henchmen are joining battles now. To make it easier to see who’s fighting for whom all characters of the opponent side are getting a red circle while the fight is ongoing.
- A fight ends if all characters of one side are unconscious. The still standing and victorious characters can then apply post combat actions on the poor fellows on the ground.
- The pre and post combat UI window was completely removed as it was first very interrupting (particularly if you had lots of thieves/robbers) and second it created lots of issues for multiplayer games.
-- Before a combat starts the target checks whether it should try to flee or fight. If the character decides to flee, a dice roll is executed. If successful the character runs away. If not, then the fight is started. The surrender action was removed.
-- After a victory you can now select the actions Steal, Break Bones, Kill or Kidnap (depending on your character) in the action menu (Attack category) and apply the action you want on the unconscious character.
- We also changed that attacking someone is finally illegal. So be careful where you attack someone, guards will not pass by without joining the fight.
- Henchmen who are assigned to guard a character or building will also join fights if the guarded building is under attack or if the protected character attacks or is attacked.
- The armor system changed as well now. There is a new derivative attribute called damage reduction, which reduces the amount of damage taken.
- With EA 0.7.3 we generally added that characters when they die are showing a death animation and are not just vanishing like they did before.
- We entirely reworked and fixed the sound system in the game as well. The game before felt really dead without all the ambient and sound effects. We added now sounds to most of the actions, to all scenario maps and buildings and we will add more in the future. Additionally we added voice sets for children and three different sets for male and female characters. As a next step we are going to implement the narrator voice overs to the game.
- As you all know we are not very happy with what the AI is doing or rather not doing in the game. Therefore we started implementing a new AI system into the game. With EA 0.7.3 you can experience the first iteration of the AI objective system. We of course will keep working on that in the following sprints.
-- The moral alignments of the AI were changed from 6 different values to 3 different values. The moral alignments of dynasties when starting the game will be mainly dependent on their select profession. The moral alignments will further change depending on the actions the AI is executing.
-- From now on the AI will use all their family members to execute actions.
-- The AI will now select the skills they want to unlock based on their moral values.
-- The AI will now follow objectives. The objectives they select are also dependent on their moral values. The objectives they follow are influencing the actions the AI wants to execute. The type of objectives available for the AI are depending on the current title of a dynasty. This way we want to make sure that the AI is shifting their focus, the more powerful they get.
-- The AI will now also react on immediate loss threats like being out of money, missing an heir or having no house.
- We added a new lose condition to the game. So from now on you can lose from getting bankrupt. So ongoing costs like salaries will actually NOT be capped at 0 anymore but will get your account below 0. If you are not getting back into the black numbers within a year, the game is lost. To make all that more transparent we are added a warning UI that shows you what’s threatening you and how long you have still time to solve it.
- In all the scenarios you are now getting a short intro sequence, fully narrated based on the scenario settings.
- From now on NPC Citizens will take hold of office positions if there are no dynasty applicants. From now on all offices are having an office holder from the very beginning.
- The change mentioned above finally allowed us to setup the desired starting conditions for your scenarios. We removed all the already existing AI dynasties and their buildings from all maps. All AI dynasties will be freshly created at game start and will now have the same starting conditions like the player. As a result there is now more space for buildings to be placed and the amount of opponents you select in the map settings will be correct.
- For the kidnapping action we added a selection UI for buildings (similar to the romance windows) so you can decide where to chain a hostage.
- With the new version the UI will now scale correctly with your screen resolution.
- We exchanged the previous font with a new font. First we wanted to make all the text more readable and second we wanted to use a font that covers all the necessary characters of other languages.
- You can now also see a new notification overview window which shows all the notifications you received. We are still working on the notifications, so soonish that feature should become more useful.
- We also made some small changes on the politics system. From now on applying for an office costs influence. Additionally we fixed the UI to correctly show what’s the highest office seat within a chamber.
- Since a lot of feedback came in regarding the micro management of the whole family we also added the possibility to your home residence, to assign ongoing actions to your family members. This way you only need to micro-manage them if you want to.
- In our survey for patch EA 0.7.1 a lot of you reported that you had a hard time figuring out what actions help you gain influence. We added the influence you receive when successfully executing the action to the “Rewards” section of the action’s tooltip.
- The actionbar categories now show 10 icons per page instead of 5 to more effectively use the space we have.

Please note: The game does not display/load save games from outdated patch versions as they have become incompatible due to the rework of core systems.

New features under hood
- Designers are now able to define which action can be shown in which building. This way we are now able to lock/unlock actions for residential buildings and businesses without changing it in the code.
- Designers are now able to create actions that affect not just source (the executor of an action) and target but select two different targets. With that new feature we are able to create actions like “Spread rumors about a dynasty”, which decreases the relationship between two other dynasties.

Balancing
- All the equipment related to combat had been rebalanced to support the new combat system. Weapons and armor are now way more powerful and it’s absolutely recommended to equip your characters well before taking up a fight with a city guard.
- All the producible items in the garrison and the thieves hideout were moved to other buildings.
- Prices for titles and skills have been adjusted.
- Hiring employees is now more expensive.
- The start base budget for businesses has been increased.
- Adjusted the XP gained from executing actions.
- Adjusted the prices for a lot of the henchmen specific actions.
- Adjusted some effects of actions

Content
- A new action was added for thieves: game of dice. It’s a legal action that allows your thieves to make coins from playing with unsuspecting citizens.
- Every character should now start with a starting clothing item equipped. Citizens should wear the proper items for the clothes they are wearing.

Performance and stability
- We changed the way the game is picking objects in the 3D world. All the props and fauna in the game is not considered anymore while the game is checking for pickable objects under the mouse cursor.

Bug fixes
- Fixed a bug that caused the game to crash when the home residence was demolished.
- Fixed a bug that caused the game to crash if the main residence burned down.
- Fixed a bug that caused the game to crash if there were too many evidences to be traded in the dynasty trade UI.
- Fixed a bug that caused the game to crash if the clothes of a dead character were selected.
- Fixed a bug that caused the game to crash when a henchman executes the conquer building action.
- Fixed a bug that caused the game to crash upon using the spying action with a henchman.
- Fixed a bug that caused the game to crash after the trial of an employee finished.
- Fixed a bug that caused transporters to take a transporter slot in a building that they were visiting.
- Fixed a bug that caused buildings to not look like their according building level.
- Fixed a bug that actions, like break into building, are opening the interieur scene when applied on a building.
- Fixed that NPCs and AI dynasties are not repairing their buildings. Now they are repairing their buildings if they can afford it.
- Fixed a bug that caused NPC adults to attack NPC children. That’s not happening anymore.
- Fixed a bug that caused to show different relationship values on characters and the character selection screen.
- Fixed a bug that caused the amount of unread notifications to not show up anymore.
- Fixed a bug that prevented the player from exiting a scenario as the “Yes” button was missing the first time the UI was opened.
- Fixed a bug that caused characters to not die even if they are below 0 health points.
- Fixed a bug that allowed characters to use office actions despite not having the office anymore.
- Fixed a bug that caused the game to not show pistol and crossbow animations anymore.
- Fixed a bug that caused guards to not react properly when they are the victim of the pickpocket action.
- Fixed a bug that prevents ambushes to happen below bridges.
- Fixed a bug that caused characters to spawn below the surface in Augsburg.
- Fixed a bug that caused the player to not get influence for their office position.
- Fixed a bug that caused the selection circle of a character to vanish after loading a map.
- Fixed a bug that caused family members to always select the same target for the “drive your workers” action.
- Fixed a bug that caused the intro music to be played before the sound settings are loaded.
- Fixed a bug that caused the overall volume setting to do nothing.
- Fixed a bug that caused the game to take over changed sound settings without hitting the confirm button.
- Fixed a bug that players had to restart the game to apply sound settings.
- Fixed a bug that caused some sounds to still play despite all volume controls have been set to 0.
- Fixed a bug that caused the game to zoom on double clicking.
- Fixed a bug that caused the game to show the last item produced tooltip when hovering the mouse cursor over the currently active action icon.
- Fixed a bug that caused the illegal and legal colors to be shown incorrectly.
- Fixed a bug that caused the game to allow all members of a family to leave a guild.
- Fixed a bug that caused transporters to not being fireable.
- Fixed a bug that caused the kidnap action to show the success animation despite the action was actually a failure.
- Fixed a bug that prevented the “Chain Hostage in Backroom” action from successfully finishing.
- Fixed a bug that caused the game to not unlock the correct amount of businesses in the career mode.
- Fixed a bug that caused the game to create NPCs whenever someone used the praise action on an inn, without destroying them afterwards.
- Fixed a bug that caused percentage values to not being shown correctly in tooltips.
- Fixed a bug that caused the game to prevent the player from visiting their own herb huts and hospitals.
- Fixed a bug that caused the game to stop the current weather after visiting an interieur scene.
- Fixed a bug that caused the game to not remove selection circles of employees after the associated building was destroyed.
- Fixed a bug that caused the character to not being illuminated correctly in the inspection window if water animations are enabled …
- Fixed a bug that caused transporters to not go to the market and buy certain ingredients.
- Fixed a bug that caused the new leader of a dynasty to be teleported to their home residence after the previous leader was killed.
- Fixed a bug that caused the avatar, spouse and heir quick selection UI panels to overlap each other on starting a map.
- Fixed a bug that caused the game to show the spouse twice in the quick selection UI if the spouse is also appointed as the heir.
- Fixed a bug that prevented the player to manually end a relationship by using the end relationship action.

Known issues
- All office privileges were removed for now as none of the actions were working properly. We will assess the whole system and as soon as it’s properly working we’ll introduce those actions again.

Important information
If you are experiencing difficulties with loading and saving the game, you may attempt to delete all files from the folder “Games” in the installation directory of The Guild 3.
It is quite possible that some problems that you have in your game are caused by missing or corrupted files. In this case, the following can help: right-click on "The Guild 3" in your Steam library, then Properties - LOCAL FILES - VERIFY INTEGRITY OF GAME FILES...

What we are planning for the next patch
For the next patch we want to further improve the AI and update the notification system to support urgent notifications.

A short outlook…
The focus right now is on the dynasty AI but we will also start working on the politics and law system, as we want to make the offices more useful.

**********

We value your feedback!
If you have the time, we would appreciate it if you could fill out a short survey regarding the changes we made in patch EA 0.7.3: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey will end the day we release the next patch.
35 comments Read more

February 8

Where is Patch EA 0.7.2 and why it takes longer

Hi everyone,

You were probably wondering when we are going to release EA 0.7.2, as almost a month passed already since we launched EA 0.7.1. Don’t worry next week we are going to release the next version: EA 0.7.3. Some of you may ask why we are skipping one version and instead release a different one. We want to answer that question in this short update.

So to give you some kind of context. We are usually working on several development streams in parallel in order to be able to:

a) Not overload one version, as it’s way harder to stabilize it.
b) Have more development time, particularly for bigger features.

Internally we have a pretty big setup (automated deployment, ticket scheduling, etc.) to be able to work on different streams simultaneously. Usually that works pretty well and our release cycle has been quite stable. So finally, what happened to EA 0.7.2. Originally we, of course, wanted to deliver EA 0.7.2 to steam already 2 weeks ago, but circumstances prevented that and we had to make a decision. We made changes and bugfixes for the same feature set in 2 different development streams (EA 0.7.2. and EA 0.7.3), which resulted in conflicts that would have taken significant time to resolve. So we had the following options:

- Release EA 0.7.2 as it was with a feature not completely finished with some, not game breaking, but annoying bugs.
- Try to get the important bugfixes and feature changes up into the EA 0.7.2 development stream. We would have needed to merge a lot of files manually, which would have costed a lot of time which could potentially result again in new bugs.
- Skip EA 0.7.2 and start stabilizing EA 0.7.3 but as a result push back the release date for you guys.

We went with the third option, as we don’t wanted to release an unfinished feature or spend a lot of valuable development time on trying to replicate an upcoming version.

That said, we are really excited about releasing EA 0.7.3 to you very very soon as the version contains really a lot of very cool things, which we think will make you happy. For example we started implementing a system to provide all members of a AI dynasty with tasks to fulfill, you will see the first signs of that system already in EA 0.7.3. And, amongst many other things, we've reworked the combat system :)

Thanks for your patience!
-Purple Lamp Development Team
28 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.



The game is currently in Early Access and therefore in development. It will be regularly updated, so if you are looking for information regarding the current state please check-out the game's community hub and latest patch notes.

Upon release of the game you will be able to experience ...
  • ... historical medieval cities and their surroundings located in central and northern Europe. Every city fully supports all 4 seasons and a day/night cycle.
  • ... the challenges of forming, maintaining and developing a family that becomes stronger with every generation ... or if done badly vanish.
  • ... a fight for power that requires you to excel in economics, politics and diplomacy.
  • ... a multiplayer mode that will challenge your friendships and tests your backstabbing abilities. (Not yet available in the EA version)
  • ... a new player in the game for power - Guilds! Join one of the famous guilds (e.g. the Alchemists Guild), support your fellows and get supported, get access to special powers of your guild and try to mold your city and whole scenario map according to your guilds philosophy!

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • 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!
    Recommended:
    • Requires a 64-bit processor and operating system

What Curators Say

26 Curators have reviewed this product. Click here to see them.

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