Run the business behind the heroics by managing your own Adventurers Guild! Turn the world's problems into appealing quest and take your cut. Support your adventurers by selling them the services they don't even know they need. Then reinvest your earnings and grow the greatest guild of them all!

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Planned Release Date: Q1 2027

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About This Game

Adventurers Guild Inc. is a turn-based management game where you RUN THE BUSINNESS BEHIND THE HEROICS!

Turn the world's problems into appealing quest and take your cut. Support your adventurers by selling them the services they don't even know they need. Then reinvest your earnings and grow the greatest guild of them all! 

The world has plenty of problems but to you, they are opportunities! The trick is finding someone willing to pay. Launch a slime study for the Academy, exterminate the disgusting creatures before they multiply, or find another way to profit from the situation. Then, turn these opportunities into appealing quests for your adventurers.


  • Decide whose problems are worth solving, or work at a deficit for the greater good.

  • Each faction has its own agenda for how problems should be handled, and may act with or without your help.

  • Post quests on the Questboard, make them appealing and let adventurers decide what is worth their time.

It's up to you to manage the daily life of the Guild. Alternate between analysis, decision and resolution phases. With the help of forecasting magic, predict the likely outcome of the current phase and make the best of the resources and constraints at hand!

- Take all the time you need to plan. Once you commit, time moves forward.

- Allocate limited resources (staff, Questboard space, etc.) between competing priorities.

- Review what happened, adapt and prepare for the next phase.

You may pick who can become an adventurer, but they still don't work for you! Each has their own abilities, ambitions and preferences. Learn who you are dealing with, give promising adventurers preferential treatment, dismiss some, or get creative! Whether it’s a seminar on “Choosing the Right Quest” or a touch of magical brainwashing, it’s all for the greater good!

  • Traits influence every adventurer's choices from the quests they choose to the services they seek. But they are human (most of them are) and can make mistakes that are profitable for your bottom line but deadly for them.

  • Test and evaluate adventurers over time to know them even better than they know themselves.

  • Promote, distinguish and favour those you want to invest in. For the rest, you will have to find ways to deal with them without angering The Union...

You pay adventurers based on what they bring back so the better they do, the more reward you owe them! That said, they also bring back injuries, damaged equipment and empty stomachs, each another opportunity to recoup some of your expenses. Taking good care of them is your duty, after all!

  • The daily report is the place to check: quest results, injuries sustained, supplies consumed and profit forecast!

  • During the evening allocate limited staff and resources between competing needs. You will rarely satisfy everyone.

  • Provide the services, supplies and facilities adventurers needs (the best part is they will pay you for it!).

  • Ignore adventurers' expectations for too long and grievances can grow into full-blown strikes!

The world evolves, whether you want it or not! Ignoring the warnings and leaving a small problem unattended may lead to a much bigger one. Solving it in a very specific way could also open new opportunities for you and the adventurers in your care.

  • Problems and opportunities can exist in the world before your guild discovers them. Review Rumors, explore and acquire Knowledge to discover things before they get out of hand!

  • Unresolved situations may be handled by factions or resolved without you. You will always have to deal with the consequences.

  • The way you solve problems can unlock new quests and new ways to handle future situations.

Reinvest your profits, expand your facilities and research the solutions that will let your guild operate on an entirely different scale! What begins as a modest organisation can grow into a sprawling enterprise supporting hundreds of adventurers. At that scale, you will need larger facilities and to be ready to handle the consequences when a quest worth a literal fortune goes wrong.

  • Upgrade facilities to provide new services and increase the guild's capacity.

  • Research technologies that open new possibilities and improve how the guild operates.

  • Different factions can give access to unique opportunities and ways of handling problems.

  • Earn Prestige by having praiseworthy adventurers, impressive facilities or simply by surviving yet another day!

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WHAT THIS GAME IS:

- A turn-based (phase-based) management game: review, plan, commit and resolve, with all the time you need while making decisions.

- A management game played primarily through interfaces.

- A systemic, numbers-driven experience with indirect influence and consequences.

- Focused on running the organisation behind the fantasy heroes.

WHAT THIS GAME IS NOT:

- No direct control of adventurers and no playable combat (not a party RPG).

- No first or third person exploration of the guild or the world (not an immersive GuildMaster simulator).

- No physical placement of rooms or furniture (not a 3D / isometric guild tycoon or guild simulator)

- Not a big-budget production: this is primarily a one-person project, with outside help for music (by C. Filipe Alves) and some artwork (by Clockwork Tony).


------------------------------- FEATURES-----------------------------
- Quest-driven fantasy management.

- A guild as a business: take your cut, pay adventurers, sell services and keep the balance sheet positive!

- Independent adventurers with traits, needs and opinions.

- An evolving world with escalating situations.

- Facilities, research and limited staff allocation.

- Growth from a modest guild to hundreds of adventurers and much larger economic stakes.  
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For the last 2 years I've been making Adventurers Guild Inc. as the game I've always wanted to play!
I hope you'll enjoy running the guild as much as I've enjoyed building it.
Vincent L.

System Requirements

    Minimum:
    • OS: Windows 10/11 (64bit)
    • Processor: Intel Core i3-6100 / AMD FX-6300
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics (Intel HD 4000 or equivalent)
    • DirectX: Version 11
    • Storage: 400 MB available space
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