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 (39) - 64% of the 39 user reviews in the last 30 days are positive.
All Reviews:
Mixed (2,290) - 47% of the 2,290 user reviews for this game are positive.
Release Date:
Sep 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?

“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:

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:”
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Recent updates View all (47)

November 2

Patch notes for version EA 0.5.8 – November 2nd, 2018

Steam build number: 563431

New features
- We implemented a new detection system for all kinds of surveillance actions (eg. guarding). This updated system is used by city guards and lansquenets. The radius shown around a detecting character now reflects the actual area in which the character may perceive illegal or aggressive behavior. Circles are shown when the scanning character is selected or by pressing space on your keyboard. Inside the guard's awareness circle, illegal or aggressive behavior will be detected and, depending on the laws in the city, acted upon.
After all potential “perpetrators” are identified a dice roll is executed against every action. Based on the outcome the scanning character is intervening or not. With that new system the overall guard gameplay should make way more fun.
- With 0.5.8 you will now also see lots of secondary attributes in the character inspection window. These are mostly attributes that are used to influence the outcome of actions. We also added tooltips to all attributes so you can get more information on what they actually do. We intend to add more attributes in the future and also extend the tooltip information. Nevertheless we think this should already help you a bit.
- We also added tooltips to status effects. So from now on when you move your mouse cursor over the status effect of a burning house or a poisoned character, you should get more useful information.
- We added a new category to the action bar of characters: Usable items. In there you will find the actions unlocked by items in your inventory, like throwing a bomb or using potions. We will add more item actions in upcoming patches.
- We further changed the way building placement works. In this iteration we removed the snapping to nearby buildings. This way the placement feels less jumpy and you should have an easier time finding the right spot.
- We started reworking some of the usable items and actions and added cooldowns to some of them.
- We further iterated how item prices are calculated. Before EA 0.5.8, only the original price of ingredients was taken into consideration. With the new version the current prices of the ingredients are taken into account. This results in stronger varying prices based on the market situation.
- With the new version important texts (eg. city names, character names, dynasty names, etc.) are highlighted with different colors or font formats, so it’s easier to identify them in bigger text blocks.

New features (under the hood)
- We continued working on fixing the way actions and interruption of actions is working. There is still a way to go but in this version action should already be more robust particularly in combination with combat.
- Our new “actor value system” and “modifier effects” can now also be used by items and skills.
- Right now we are also refactoring a lot of files so we can reduce compilation times. The goal is to further increase our productivity.

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

Bug fixes
- Fixed a bug which placed building on the edge of the map if the game was saved and loaded while the building was under construction.
- Fixed a bug that caused NPCs to remain in front in a house that they just burned down.
- The game doesn’t react on mouse wheel input anymore if you move your mouse cursor out of the game window.
- Fixed bug that allowed the AI to produce items which weren’t unlocked yet.
- Fixed a bug that turned characters invisible when their houses had been burned down.
- Fixed a bug that caused the leader to get stuck in the market.
- Fixed a bug that allowed players and AI to upgrade level 1 businesses which are only allowed to be upgraded and placed within the city.
- Fixed a bug that caused buildings to not show the fire particles anymore after too many buildings were already on fire.
- Fixed a bug that caused the robber camp to have a missing texture after the building had been conquered.
- Fixed a bug that caused the character model to not be updated in the inspection window after a new cloth item had been equipped.
- Fixed a character model with a wrong texture.
- Fixed seasonal impact on resources. The production times of resources that grow are now dependent on the current month of the year.
- Fixed that the windmill is also showing fire particles when the building is on fire.
- Fixed multiple crashes that were caused when the AI wanted to execute pickpocketing actions without finding suitable targets.
- Fixed a bug where guard detection circles did not disappear after a guard died.
- Fixed that not all areas of the brushwood were clickable.

- We improved the way the game checks if an inventory has available space. The function used to do that required a significant portion of CPU time. The function has been reworked which should give you another slight increase of performance.

Known issues
- Currently guards are really persistent and will follow your characters until they catch them. They will even wait in front of the buildings. So basically as soon as they discovered illegal behavior they will get you. We will of course change that in the future.

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: STEAM: 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
- We want to make gameplay more transparent, so we are adding a new system to give you feedback directly in the game world.
- We will further work on the production system, so gathering businesses start working properly as well.
- We will also continue working on how guards are spawned and respawned so the overall legal/illegal gameplay gets a nicer touch.
- As mentioned in the last patch we will also change the way heirs are appointed in your family. This is a first step for bigger changes coming related to the player’s family.
- Of course we will continue working on the action system to make it less error prone. As a result we hope that we will have less and less issues with stuck characters in the future.

A short outlook...
We will put the emphasis on how to manage your family and what to do with the different family members. The character development part is still a bit thin in the game and it’s something that we want to change.


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 0.5.8: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey end the day we release the patch EA 0.5.9.
25 comments Read more

October 17

Patch notes for version EA 0.5.7 – October 17th, 2018

Steam build number: 562697

New features
- Fires and diseases now have the ability to spread through the city. So be careful when you try to sabotage your competitor’s buildings, you might burn down the whole town. The put out fire action can now also be used on buildings you don’t control. This way you can secretly start a fire in a competitor’s building and then help putting it out to boost your reputation.
- When one of your dynasty members or employees enters a neutral building or the building of another dynasty their portrait will now be shown at that building as well. This should help you to locate characters that are currently in buildings not owned by you.
- We reworked the way you move items from one inventory to another so we can unify the system used. First we implemented drag and drop, so from now on you can drag an item from one slot to another. Before you weren’t able to release the item anymore and the icon was stuck on your cursor. Everybody who liked the click and drop don’t worry, you can still do that as well. From now on as soon as you move an item to another slot a pop-up shows up in which you have full control and detailed feedback. In the pop-up you can control the amount you want to transfer either via the slider, your mousewheel, the min and max buttons or even by directly typing the amount in the number input field. If you are buying or selling something you will see the actual costs/yields and what you will spend or earn. You can confirm a transaction by clicking the confirm button or by just hitting the ENTER key.
We are really looking forward to your feedback on this particular change. Everyone who has been with the Guild 3 from the beginning may need some time to get used to the new system but we think it’s the best and fastest way to transferring items. Please provide us with as much feedback as possible on that topic. Thanks!
- You will now be able to easily transfer items between characters that are in the same building through the building menu. Items can be dragged from one character to another, from inventory to Equipment slot and so on, try it out! The highlighting of valid slots is not working properly yet, this will be fixed in a later update.
- Market prices don’t update instantly anymore when you buy or sell an item in the market. The market now checks stock of different product types in different intervals and updates the prices. This should make it more interesting to earn money just by trading since you can’t exploit the instant changes anymore.
- Actions that affect the relationship to other dynasties or villages/districts can now fail and have a negative impact.
- A lot of you requested that we add more information to the panel that shows your dynasty leader in the top left corner. So we added the avatar’s health and currently executed action to the panel. This should give you a better overview of what your avatar is currently doing.
- Guilds are making their way to the Guild! We renamed the societies to guilds since we believe it fits the theme of the game a lot better. Right now their functionality is still the same but we also plan to rework some of them in future updates.
- Employees you hire are now added instantly to your building. This fixes a lot of bugs related to the artificial delay. Since we thought the delay didn’t have a big gameplay value we removed it in order to make gameplay smoother.
- We made some adjustments to how the production automation decides what to build next.. It should now also work properly for gathering businesses.
- We have implemented some new jingle sounds. We will add many more sound effects later.

New features (under the hood)
- We improved how NPCs execute, end, and repeat actions. This is a first step towards our rework of how we handle actions and should already fix a number of bugs connected to failing actions.
- We also improved how characters behave once they reached the point where they want to execute an action that has been assigned to them. The old way used to get stuck more often. It’s not perfect yet but it is already less error prone than before.
- Also, during our actions rework we refactored how characters wait on other characters to know when they are supposed to execute their action.
- We refactored how buildings handle attributes like health or productivity so our designers can use our new systems to affect buildings as well as characters.
- We added a “disabled” state for buttons so that buttons that are disabled don’t get replaced by images or disappear anymore.

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.

Bug fixes
- Fixed a bug which prevented characters from triggering the working animation while they are working in a building. So from now on you should see characters working around their buildings.
- Buildings can now only be built in the neighborhoods they are supposed to be built in. (see icons for City and Village in the construct building menu).
- Fixed a bug where the game would crash when you try to eliminate a character that is lying in ambush.
- The game should no longer crash when you try to click on the “more info” button for court hearing entries in your calendar.
- Fixed an exploit where it was possible to hire an infinite amount of workers when the game was paused.
- Fixed the blue bar in the professions tooltip in the character creation screen.
- Characters that use the compliment action should now get stuck less frequently.
- Fixed an issue where text would overflow the text boxes.
- When trying to place a building there should no longer be a lag when the game calculates the placement markers.
- Fixed a lot of instances where characters were walking on the spot.
- The bars indicating the relationship to dynasties in the 3D World should now show the same value as the bars in the book of dynasties.
- Fixed several bugs connected to the new automation system.
- There should now be enough resources in the market at the beginning of a game.
- Fixed a bug where Ambushing would create an insane amount of money when executed on neutral citizens.
- Rogues beware! City Guards are back on patrol and will interfere with your shady business.
- Fixed that the smoke of burnt down buildings loops forever. We also changed the particle effect to be less prominent.

- We improved the way texts are rendered in the game. The old system slowed down the game a lot. We will now be able to add more text feedback for the game in later iterations.
- We also improved how the resizing of text labels is handled. This should also give us some more performance boosts.
- We have improved the way how and how often paths are calculated, therefore one of the reasons why the game gets slower over time (more characters running around) is gone. This change also removes the “micro freezes” which happened regularly.

- Adjusted some building icons in the build menu
- Fixed texture bugs on some character models

Known issues
- Rogue skill tree actions like pickpocketing, break into building, intervene etc. are still subject of rework and function only partially.
- Characters in the production buildings are now animated. Some animations are still wrong (smith in the herb hut) or might lose their tools (hammer, broom) after a saving/loading a game.

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
- We want to add secondary attributes to the character inspection window and we also want to give you more information on status effects in the game.
- We will add a new detection system to the game which makes the whole observation and identification of legal and illegal actions more interesting.
- The placement of buildings right now still feels a bit clunky, we want to address this issue.

A short outlook...
As we are almost done with the activity system rework we will now focus our efforts on more gameplay relevant topics. One part of that will be around family and romance.


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 0.5.7: Google Form
Please note: we do not collect any personal information other than your feedback - you will remain completely anonymous. This survey end the day we release the patch EA 0.5.8 .
43 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

    • 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!
    • Requires a 64-bit processor and operating system

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