Another World: Guild Master I is a strategy game built on spell construction, where verb order changes a spell's effect, not just its strength. Missions state their requirements openly. No real-time combat to execute — outcomes are decided by preparation, not reflexes.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Another World: Guild Master I is playable from start to finish in its current form. It has 15 missions, 15 base spells, 21 verbs, 114 pieces of equipment, 40 traits, and an 80-node research tree. We're launching in Early Access because spellcrafting is a deep system that is hard to balance alone. Player feedback on verb combinations, mission difficulty, and which builds feel too strong or too weak will shape the next versions far better than testing by ourselves can.

During Early Access we plan to add more missions and regions, new base spells and verbs, more equipment and traits, and balance and quality-of-life improvements based on your reports. Join our Discord to share builds, report bugs, and vote on what comes next.”

Approximately how long will this game be in Early Access?

“6 months to 1.5 years”

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

“Some new content we plan to add:
- relationship with other associations (town, other guilds, knights, etc.)
- hiring temporary helpers to join one single mission
- world events
- kingdom destruction rate in late game or a new game mode (if the number drops to 0, then GGWP)”

What is the current state of the Early Access version?

“The Early Access version is a complete, playable game loop. You can create a guild, recruit members, craft custom spells from verbs, equip gear, research upgrades, and send parties on timed missions from the world map, then spend the rewards and take on harder missions.

What's in the game now:

- 15 missions across grassland, desert, and dungeon content, including a progressive dungeon, with 51 enemy types
- 15 base spells and 21 verbs for building custom spells, with a step-by-step trace and the option to promote your best spells into new base spells
- 114 pieces of equipment, 40 traits, and 3 classes (Melee, Range, Mage)
- A research tree of 80 upgrades
- Recruiting, a shop, multiple save slots, and tutorials
- Spell copy and paste between saves, custom member headshots and spell icons from your own PNG files, a Casual difficulty, and seeded challenge runs”

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

“We're not planning on changing the price when we leave early access.”

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

“Community feedback is central to how we'll build this game. Spellcrafting has a huge number of verb combinations, and players will find strong, weak, and broken builds faster than we can.

How you can take part:
- Steam discussions and our Discord: report bugs, share builds, and tell us what feels too easy, too hard, or unclear.
- Spell codes: copy your custom spells as text and post them. We'll read the shared builds to see which verb combinations dominate and which are never used, and we'll adjust balance based on that.
- Seeded challenge runs: share your seed and your result. These show us where randomized class and verb restrictions create unfair or unsolvable runs.
- Feedback on priorities: we'll post short development updates after each patch and ask what to work on next, such as new missions, spells, verbs, or quality-of-life changes.

We read every report. Fixes for crashes and progress-blocking bugs come first, then balance changes, then new content. We'll explain in patch notes what changed and why, including when we decide not to change something.”
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Download Another World: Guild Master I - Demo

This game is not yet available on Steam

Planned Release Date: Nov 16, 2026

This game plans to unlock in approximately 4 weeks

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About This Game

Same spells and verbs. Different order. Completely different results.

Another World: Guild Master I is a strategy game where you build your own spells, gear up a guild of weirdos, and send them out on missions. The twist: how you build a spell matters just as much as what's in it.

Fireball → Concentrate → Explode isn't the same spell as Fireball → Explode → Concentrate. Same three pieces, different order, different outcome. That's basically the whole game in one sentence.

What you get (so far):

  • 3 classes — Melee, Range, Mage

  • 15 base spells, 21 verbs, mix however you want

  • 100+ pieces of gear that actually synergize with each other

  • A bunch of traits that stack, expire, or only matter in certain regions

  • An 80-node research tree to chew through

Build whatever spell you want

Stick verbs onto base spells and see what happens. New spells and verbs unlock as you go, and they don't just make numbers bigger — they open up stuff you couldn't do before.

Some verb types:

  • Explode — single-target attack becomes AoE attack

  • Convert — swap one damage type for another

  • Enchant — slaps on whatever tag a mission's asking for

  • Momentum — gets stronger the earlier/later it shows up in the chain

  • ...and more. Order changes everything.

Missions show their work

Every mission tells you exactly what it needs — health, attack, AoE attack, armor, tags — and shows you exactly where you stand, down to which teammate or which item is dragging your score down. No mystery math.

Didn't hit 100%? You can still go for it, just at worse odds. And even if you fail, you still get something — partial rewards based on how close you got. Nothing's a total loss.

Make this game actually yours

  • Import your own PNGs (or GIFs) for headshots and spell icons, or just use the 1,000+ built-in ones

  • Copy a spell as text, paste it somewhere else, share it with a friend

  • Challenge runs with randomized classes and shareable seeds, if you want the rules themselves to mess with you

  • Casual mode if you just want to learn the system without getting wrecked

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Most of the artwork are generated by AI (except spell icons).

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: dual-core, around 2 GHz
    • Memory: 4 GB RAM
    • Graphics: any GPU that supports OpenGL 3.3
    • Storage: 1 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 (64-bit)
    • Processor: quad-core, around 2.5 GHz
    • Memory: 8 GB RAM
    • Graphics: any recent integrated or dedicated GPU
    • Storage: 1 GB available space
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