It has been a wild ride since Gordian Quest hit Early Access 2 years ago! Gordian Quest has grown exceptionally with the input from our ever growing fanbase and active community, and we have every one of you to thank.
Last year’s highlight was the launch of Act 3, peppered with lots of polishing, balancing and well, even more balancing.
There is still a ways to go, but we can now see the exit of the Early Access tunnel! Soon, Gordian Quest will be officially released with its completed Campaign and End Game goodies.
Speaking of which, let’s begin with one of the more exciting news!
Of course, we have brand new content waiting for you. As you might already know, we have a tenth hero joining the crew! Any guesses?
Clue #1 - Notice anything different about our birthday artwork above? Clue #2 - Many of you have been eagerly requesting this hero class!
This brings us to our next question: When can you meet this new mystery hero?
Act IV BETA Drops on 1st April!
This isn’t a joke, we promise! We will be dropping the final Act of Campaign mode under the bleeding-edge build on 1st April. The final Act will be released alongside this new Hero, so be sure to stay tuned to our update announcements.
Community Fanart
But of course, beyond just gameplay feedback, we have received other kinds of support from our imaginative community.
The team is always excited to see our heroes drawn by others in various styles, ideas and concepts, and here are some of the fanart we have received over the years.
A lovely piece by Del on Twitter and Steam! The Gordian Quest heroes when they have that max supply camp :).
A Genderbent Lucius by Joi Rudin on Artstation. They have also done other Genderbent Gordian Quest heroes so do check them out!
@karee5050 on Twitter. Note their Twitter contains Mature Content!
Ida the Druid, Wild and Free by @elinorveron_ on Instagram.
Chibi art of our faithful Catherin by tipa.media on Instagram <3.
Do go over and give these artists a follow if you enjoy their work!
Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game the best we can. Early Access is coming to a close and we look forward to taking these final steps with you.
Gordian Quest is slated for a mid 2022 release.
As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord to chat with us.
And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)
If you’ve been following our development journey long enough, you know exciting updates are about to drop when we’ve been quiet for a while.
Next month, we will be releasing the bleeding-edge build featuring the final act for Campaign Mode which will wrap up the story in Wrendia. You will be venturing into Sky Imperium, a grand floating city that was once the Vanaiian seat of power, to hopefully find a rewarding end to your gordian quest.
Along the way, you’ll face some familiar opponents, particularly the Constructs. You might recall the rather formidable Ancient Defender back in Act II and his posse of Defense and Attack constructs:
Vote for your favorite concept!
We are working on concepts for the Steam Defender, an upcoming enemy from the same family of Constructs and we need your help to pick the most suitable design.
The Steam Defenders were made by a branch of sciencers who wanted to intertwine technology and magic together, thus creating these sentient beings. Although the Steam Defenders are not going to be one of Act IV's final bosses, they're still bound to give you an ironclad challenge.
The winning concept will help us set a more solid direction for our next enemy, the Flying Gunbot.
Share with us your top design picks. If you've also got some ideas on what unique skills / mechanics we can assign to the Steam Defender, please drop them in the comments below ^_^ We can't wait to read your suggestions!
If you have any questions or suggestions, feel free to reach out to us through our Steam Forums or chat with us on Discord. We love engaging with the community.
For more updates, please do follow us on our Steam page! Your support means a lot to our team. Gordian Quest is slated for a mid-2022 release. Thank you!
An avalanche of updates has landed on Gordian Quest! For the duration of the Steam Halloween Sale, Gordian Quest will also be on 30% off so if you've been wanting to join in on the adventure, now is a really good time! :)
What's in this big update?
Let's dive straight into the maw of madness!
Act III - The Faded Peaks (Lv 36 - 48)
Leave the Azul Desert and continue your adventures in the Faded Peaks, an icy mountain region once home to the Vanai. Where Act 1 and 2 were much more open and vast, Act 3 features a challenging trek from base camp to summit - a more linear route but interspersed with multiple branching paths.
11 new enemy types to test your mettle.
5 new bosses - the Beholder, the Blue Dragon, the Hellserpent, the Hobgoblin Warlord ... last one's a surprise!
40 new Legendary items to discover.
Campaign Changes
You can now play a concurrent Campaign or Realms game on the same profile. Gone are the days of switching profiles or ensuring the current run is completed.
Campaign is now considered a persistent mode - continue playing with your party even after the Act has ended while you wait for Act 4 and endgame modes.
In campaigns, the Renown counter at the top now displays your lifetime amount.
An item Stash has been added to the Guild Hall and Operations Tent, allowing you to store items.
Exploration
Exploration is a new node mechanic that captures the spirit of the party venturing through an area, interacting with collectables, and making micro decisions.. When entering an Exploration node, a random map will be generated, littered with various interactive elements.
This feature is present in all Acts, and is intended to reduce the abundance of combat nodes.
Missions
First introduced as Kyreal's function back in Act 2, we had always wanted to cycle back to it and make changes to address its usability. With more of GQ's core features in place, we are ready to refresh Missions as an endgame feature.
Heroes that you've acquired can be set to focus on one of two missions.
While travelling, you can meet up to 3 heroes while in Explorations - interacting with them will trigger their mission, revealing an object of their interest or granting you a side benefit.
Kyreal now also sells Maps, and you can run them by him to trigger an Exploration.
Maps can also come in the form of Raid Maps, which are suped-up versions of normal Maps.
Camping
Updated camping mechanics. There are now more varied reward mechanisms, methods of interactions, as well as deterministic ways to gain the base benefits of camping (rest and recovery).
Previously, hero field abilities were gated behind artifacts. These abilities have been changed to be part of the heroes' camp abilities.
Instead of paying a lump Supply cost to set up camp, the cost has been transferred to specific actions, so there can be more granular usage of Supplies based on what the party requires.
Realm Mode
While this patch cycle gives more love to the campaign side of things, Realm Mode is not forgotten and enjoys all of the above changes in a modified form.
Weekly/All-Time leaderboards have been added.
And More!
We've again simplified various status effects to make the game easier to understand and process. Burn, Chill, Poison, Bleed, and Shock are now back to being value-based, and always trigger before a unit's turn start.
If you've fully cleared an area, resting in an inn allows you to partially regenerate map nodes, allowing you an avenue to continue adventuring through Acts even after completion.
Updated visuals on enemy intents to better let you identify enemies using AOE attacks, Potent skills, or skills that track specific heroes.
Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game with you.
As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord to chat with us.
And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)
The time is nearly upon us. We welcome the bravest of you to test drive the latest changes in the Act 3 update, before it officially releases one month from now.
As per all our bleeding-edge updates, we preface them by letting you know the following :
Expect bugs. Do use the F8 reporting tool so that we can identify and solve these issues asap!
Language translations will be added and updated prior to official release, as mechanics may change.
Additional polish e.g quest icons, event art, item art will be added prior to official release.
To opt-in to bleeding-edge, go to Gordian Quest on your Steam launcher and click on the following - Manage > Properties > Betas > Opt-in to bleeding-edge
What You Can Expect In The Act III Update
Act III - The Faded Peaks (Lv 36 - 48)
Leave the Azul Desert and continue your adventures in the Faded Peaks, an icy mountain region once home to the Vanai. Where Act 1 and 2 were much more open and vast, Act 3 features a challenging trek from base camp to summit - a more linear route but interspersed with multiple branching paths.
11 new enemy types to test your mettle.
5 new bosses - the Beholder, the Blue Dragon, the Hellserpent, the Hobgoblin Warlord ... last one's a surprise!
40 new Legendary items to discover.
Campaign Changes
You can now play a concurrent Campaign or Realms game on the same profile. Gone are the days of switching profiles or ensuring the current run is completed.
Campaign is now considered a persistent mode - continue playing with your party even after the Act has ended while you wait for Act 4 and endgame modes.
In campaigns, the Renown counter at the top now displays your lifetime amount.
An item Stash has been added to the Guild Hall and Operations Tent, allowing you to store items.
Exploration
Exploration is a new node mechanic that captures the spirit of the party venturing through an area, interacting with collectables, and making micro decisions.. When entering an Exploration node, a random map will be generated, littered with various interactive elements.
This feature is present in all Acts, and is intended to reduce the abundance of combat nodes.
Missions
First introduced as Kyreal's function back in Act 2, we had always wanted to cycle back to it and make changes to address its usability. With more of GQ's core features in place, we are ready to refresh Missions as an endgame feature.
Heroes that you've acquired can be set to focus on one of two missions.
While travelling, you can meet up to 3 heroes while in Explorations - interacting with them will trigger their mission, revealing an object of their interest or granting you a side benefit.
Kyreal now also sells Maps, and you can run them by him to trigger an Exploration.
Maps can also come in the form of Raid Maps, which are suped-up versions of normal Maps.
Camping
Updated camping mechanics. There are now more varied reward mechanisms, methods of interactions, as well as deterministic ways to gain the base benefits of camping (rest and recovery).
Previously, hero field abilities were gated behind artifacts. These abilities have been changed to be part of the heroes' camp abilities.
Instead of paying a lump Supply cost to set up camp, the cost has been transferred to specific actions, so there can be more granular usage of Supplies based on what the party requires.
Realm Mode
While this patch cycle gives more love to the campaign side of things, Realm Mode is not forgotten and enjoys all of the above changes in a modified form.
Weekly/All-Time leaderboards have been added.
These are a look at the major changes - read the Patch Notes to get the full scoop!
Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game with you.
As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord to chat with us.
And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)
The Strategies and Synergies Update is now live! To celebrate this update, Gordian Quest will be available at a 25% discount for the duration of the Steam Summer Sale.
Updating to this version will require starting a new campaign due to many changes to hero progression, so you'll be prompted to do so when you first load this update up.
If you prefer to finish up your current run, we've got you covered as well - you can quit when prompted and instead switch to the legacy (build 103f) branch, which contains the previous update. This branch will stay alive for another month, at which point it will be disabled.
So, what can you expect as a returning player? Let's take a dive into the major changes!
Torment Difficulty
For players who want an even greater challenge, we've added a new difficulty mode called Torment. It ties in strongly with enemy traits, which we'll describe more in detail below. We've also allowed opened up Realm Mode to all difficulty modes (not just Normal or Nightmare).
Many of you ask about being able to change difficulty levels in game. That is now possible from the escape menu.
A Fresh Coat of Paint
We've gone over a majority of the UI to better improve the production quality as well as consistency of various interface elements. We're not totally done with it, but you'll be able to notice the differences instantly in your playthroughs. Here are a couple of shots for comparison!
If you didn't already know, you can also use shortcuts to access the various context menus. Inventory - I Map - M Journal - J Skill Grid - P F1-F3 to select heroes
We'll know many of you will be looking for rebindable shortcuts - it's something that's on our to-do list.
Changes to Artifacts
Artifacts have had a slight rework in terms of their bonus, and they will also offer a bonus effect that can be unlocked with Renown. You can choose up to 6 Artifacts to bring on your run.
You will also have opportunities to find "Unstable Artifacts". These are lesser versions of artifacts that instead provide a one-off bonus when you activate them. These are rare items meant to fill in the gap for providing effects like being able to upgrade the tier of an item, forge a particular mod onto an item, grant a skill point, or revive a dead hero.
Renown can be used to obtain these artifacts on runs, and as such deadly encounters in the Acts will also grant Renown in a similiar fashion to that in Realm Mode.
You want more control? You got it.
Gordian Quest has always explored the intersection of building a hero in an RPG and deckbuilding context. We've further refined the ideas based on feedback from the community and we're excited to reveal the following big changes.
Edit your deck
We are introducing a new stat - minimum deck size, which starts at 12. This means that no matter what cards you learn, you can determine which 12 cards you want to bring into battle. Cards from items will always be added, but you can remove them via Void runes as before. You can reduce this value through the skill grid. We hope that this opens up the door to more fun trial-and-error combinations and strategic uses, and removes the feeling of deck bloat.
Item and skill sockets
We are differentiating legendary items and normal items by giving normal items skill sockets. Skill sockets come in five types (Attack, Defense, Ranged, Movement, Spell), and they allow you to input a skill of your own into it and modify it with runes. You can use this new system to empower your skills with runes like Power (+1 Rank), Efficacy (-1 AP cost on first use), or try out one of the new runes being added in this patch like Gambit (skill costs SP instead of AP).
SP? What's that?
SP (Strategy Points) is a new resource system given to heroes, much like a "Limit Break" or "EX Meter". Playing cards as per normal builds up this resource, and we've reworked various cards in game to use that instead. This system is intended to better control balance and improve card diversity across heroes, while removing the power cliff of finding "+1 AP" items. It led to many heroes feeling distinctly stronger than others simply because their cards were more cost-efficient in early game, and playing around with a fully geared 6-7 AP hero trivialized most fights.
Synergies
A new tab called Synergies allows you to set up a new mechanic among your party members. Every hero starts off at Synergy Rank 0, and they build this up by interacting in camp by chatting, or based off the decisions you make in certain events.
As a hero gains Synergy, they unlock special Stratagem cards. Stratagem cards are drawn whenever a hero has enough SP, and provide utility effects like free movement, bonus draw, bonus AP, HP recovery, and more.
When two heroes reach a specific Synergy level, they gain access to a special Synergy ability. Such an ability requires both heroes to spend the SP cost, activating a powerful effect.
We're still working on expanding this system, and it will serve as a framework for expansion in the future.
A Deadlier Challenge
We're reintroducing a new enemy class above Elite enemies, who will possess up to three Traits. Traits are special abilities that hinder the heroes or affect the battlefield, creating a unique scenario to fight in. Some examples of Traits include :
- Reality Warp : Randomly teleports one player to a random cell on round start. - Ruin : Every X card played by the party will be Expended. - Jailor : Roots a random hero on round start. - Wealthy : Drops Gold every time it is hit.
Status changes
We're slightly changing how damage status effects like Burn, Chill, Bleed, Shock, and Poison work. They are now charge based - when you apply up to the max stacks, that status is consumed and its special effect is triggered.
This change is intended to give to allow for quicker and more impactful "damage over time" effects if you can find ways to ramp up the status application such as by working together with various heroes, or finding combinations of talents and items, rather than waiting for round end to happen.
----------
Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game with you.
As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord https://discordapp.com/invite/tce6YMW to chat with us.
And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)
It's been a while since our last update in February, and we're finally ready to let you in on what we've been working on. These will be available to all players who opt into our bleeding-edge branch (right click Gordian Quest > Properties > Betas), and it will let you testdrive several fundamental changes to the game.
We intend to continue translations and observe how the changes are received over the month, before we make this patch public. As always, we welcome your thoughts, opinions, and suggestions.
Now, let's take a dive into the major changes!
Changes to Artifacts
Artifacts have had a slight rework in terms of their bonus, and they will also offer a bonus effect that can be unlocked with Renown. You can choose up to 6 Artifacts to bring on your run.
You will also have opportunities to find "Unstable Artifacts". These are lesser versions of artifacts that instead provide a one-off bonus when you activate them. These are rare items meant to fill in the gap for providing effects like being able to upgrade the tier of an item, forge a particular mod onto an item, grant a skill point, or revive a dead hero.
Renown can be used to obtain these artifacts on runs, and as such deadly encounters in the Acts will also grant Renown in a similiar fashion to that in Realm Mode.
You want more control? You got it.
Gordian Quest has always explored the intersection of building a hero in an RPG and deckbuilding context. We've further refined the ideas based on feedback from the community and we're excited to reveal the following big changes.
Edit your deck
We are introducing a new stat - minimum deck size, which starts at 12. This means that no matter what cards you learn, you can determine which 12 cards you want to bring into battle. Cards from items will always be added, but you can remove them via Void runes as before. You can reduce this value through the skill grid. We hope that this opens up the door to more fun trial-and-error combinations and strategic uses, and removes the feeling of deck bloat.
Item and skill sockets
We are differentiating legendary items and normal items by giving normal items skill sockets. Skill sockets come in five types (Attack, Defense, Ranged, Movement, Spell), and they allow you to input a skill of your own into it and modify it with runes. You can use this new system to empower your skills with runes like Power (+1 Rank), Efficacy (-1 AP cost on first use), or try out one of the new runes being added in this patch like Gambit (skill costs SP instead of AP).
SP? What's that?
SP (Strategy Points) is a new resource system given to heroes, much like a "Limit Break" or "EX Meter". Playing cards as per normal builds up this resource, and we've reworked various cards in game to use that instead. This system is intended to better control balance and improve card diversity across heroes, while removing the power cliff of finding "+1 AP" items. It led to many heroes feeling distinctly stronger than others simply because their cards were more cost-efficient in early game, and playing around with a fully geared 6-7 AP hero trivialized most fights.
In this system, you will still be able to pull of strings of combos, with the following pros : - Can be built up in a more controlled and cyclical fashion - Not dependent on finding the right items - Remove the feeling of "need a +1 AP item", encourage having more fun with itemization - SP can be carried over battle to battle, so you can "charge up" in an easy battle and save it if you prefer.
Synergies
A new tab called Synergies allows you to set up a new mechanic among your party members. Every hero starts off at Synergy Rank 0, and they build this up by interacting in camp by chatting, or based off the decisions you make in certain events.
As a hero gains Synergy, they unlock special Stratagem cards. Stratagem cards are drawn whenever a hero has enough SP, and provide utility effects like free movement, bonus draw, bonus AP, HP recovery, and more.
When two heroes reach a specific Synergy level, they gain access to a special Synergy ability. Such an ability requires both heroes to spend the SP cost, activating a powerful effect.
We're still working on expanding this system, and it will serve as a framework for expansion in the future.
A Deadlier Challenge
We're reintroducing a new enemy class above Elite enemies, who will possess up to three Traits. Traits are special abilities that hinder the heroes or affect the battlefield, creating a unique scenario to fight in. Some examples of Traits include :
- Reality Warp : Randomly teleports one player to a random cell on round start. - Ruin : Every X card played by the party will be Expended. - Jailor : Roots a random hero on round start. - Wealthy : Drops Gold every time it is hit.
Status changes
We're slightly changing how damage status effects like Burn, Chill, Bleed, Shock, and Poison work. They are now charge based - when you apply up to the max stacks, that status is consumed and its special effect is triggered.
This change is intended to give to allow for quicker and more impactful "damage over time" effects if you can find ways to ramp up the status application such as by working together with various heroes, or finding combinations of talents and items, rather than waiting for round end to happen.
And more ...
There are many more things we're tweaking for the patch release next month that you'll get to experience first. Some of them include : - More consistent UI for cards - Realm Mode now uses the same difficulty selector as Campaign instead of only providing Normal and Nightmare. - A newly added Torment difficulty
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Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game with you.
As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord to chat with us.
And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)
It's been a whirlwind ride since Gordian Quest hit Early Access 1 year ago! To celebrate this occasion, GQ will be on sale at 15% OFF for the week. There's not a better time to get a friend in! ;)
Here are some highlights of our first year -
Launch on Early Access
Two major overhauls to the skill and talent system
Release of Act II
Introduction of Realm Mode
2 New Heroes
Major Progression & Balancing Updates
Many new mechanics and quality of life changes... and more!
In summary, THANK YOU for making all these posssible. While our original vision for Gordian Quest remains intact, the game has evolved and matured through your generous feedback and support. But our adventure is far from over so let's kickoff the party with more exciting news and goodies!
Introducing our 9th Hero - Jendaya The Golemancer
While her Sekani peers relentlessly pursued the rituals of war, Jendaya's interest lay in deconstructing the Vanai's lost technology. She commands a Golem that is both her companion and defender.
Jendaya has a very unique playstyle - while she is the most fragile of all the heroes, she is accompanied by Rocky, her companion Golem, who acts as a second controllable unit. In addition, her deck consists of Golem-tagged cards. These cards are transferred over to Rocky at the start of battle. These are her skill schools :
Command Rocky Control your faithful Golem companion. These cards focus on giving Rocky independent actions and will.
Geomancy Jendaya can control and shape earth, dirt, and clay to do her bidding. These can be used offensively or to protect her team. Geomancy also involves the study of the intangible flow of luck, which she can manipulate at times to create unique effects on the battlefield.
Synthesis By infusing her magic with the earth, Jendaya can empower herself or Rocky with special abilities, or create special Rock pillars that can be destroyed to create devastating effects.
A New Realm Boss - Queen of the Damned
A seventh Realm Boss has been added to the pool. The Queen of the Damned has a vampire aesthetic, and can overwhelm a party with her strong combat abilities, as well as her supply of undead minions. She also possesses unique traits that capitalize on any bleeding heroes. Beware of the "Mark of the Damned" ability, which makes her invincible unless you have good positioning on the field.
Improved Map Visuals
For a while now, our dungeon maps have been looking pretty plain compared to the overworld maps. We've wanted to better bring across the tabletop aesthetic in these areas, so you'll be noticing some visual changes in this department. Note that the full extent of these changes can only be seen in a fresh campaign.
As an additional quality-of-life change, Shrine effects has also been made more visible - you will now be able to see which nodes have been modified, even if they happen off-screen, by observing energy projectiles that fly from the shrine to these nodes.
Small Crafting Changes
Augmenting an item no longer grants white sockets (which used to prevent sockets from being recolored again). Instead, white sockets are now a possible crafting option.
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What's Happening In June
In the coming months, we'll be working on the following:
Reworked Camping and Synergy System
Camping will be a much more interesting affair, with a reworked Chat interaction that can influence camping outcomes, as well as affect synergies between the interacting heroes. Hitting certain thresholds will enable you to select certain special abilities to be drawn in battle. We don't aim for this to be a very complex system given the many things going on already, so we see it more as a fun bonus interaction between heroes.
Enemy Intentions and Traits
There will be a big focus on enemies in the next patch.
We will be experimenting with simplifying enemy intentions, such that Elites will have 1 big action rather than 2. Stronger attacks will also follow a more "fixed-pattern" style, allowing us to introduce more "telegraphed big attacks". You still want to keep defensive skills around, but we hope this will address the feeling of cheap, unavoidable one-hits.
There will be super versions of elite enemies that possess Traits. Traits are random abilities that can change how you are meant to fight them, as well as modify the dynamic of the fight when other enemies are around. For example, they may possess a Trait that makes them more powerful for every enemy killed while they are still alive, or a trait that makes them restore increasingly more health for every hit they take in a round.
Items and Sockets
Items will have a chance to roll skill sockets - this lets you insert your own skills instead of rely on an item's skill, if it better fits your planning. This also means that your own skills can be supported by up to 1 socket. We will also be giving some items unique skills that you can't obtain elsewhere, so this will introduce a new level of decision making when it comes to itemization.
Major UI Overhaul
Clearer card designs. Being able to access heroes in the shop UI. Buyback system. WASD binding for panning the map and skill grid. More consistent button positions. We've hear all your feedback and suggestions and they are on the way.
... and more!
There's more that we aren't ready to talk about yet, and we'll save those for an update post in the future. Stay tuned!
Which look do you prefer?
We've also been exploring a more refined style for our characters. But we'd love to hear what you think. Do you prefer the new style or the current style?
----------
Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game with you.
As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord to chat with us.
And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)
Hope you have a wonderful Lunar New Year! We're fresh off our latest Realms Mode release, but we're still working hard to keep the content, fixes, and balance changes coming in. In bleeding-edge today, you'll be able to give our next hero a spin. Please note that like all previously introduced heroes, she is currently a draft version and her translations, card art, and balancing will be rapidly iterated on in the coming weeks, with your feedback.
Additionally, Gordian Quest will be discounted at 25% for a limited period, so be sure to tell your friends all about it!
Jendaya The Golemancer
While her Sekani peers relentlessly pursued the rituals of war, Jendaya's interest lay in deconstructing the Vanai's lost technology. She commands a Golem that is both her companion and defender.
Jendaya has a very unique playstyle - while she is the most fragile of all the heroes, she is accompanied by Rocky, her companion Golem, who acts as a second controllable unit. In addition, her deck consists of Golem-tagged cards. These cards are transferred over to Rocky at the start of battle. These are her skill schools :
Command Rocky Control your faithful Golem companion. These cards focus on giving Rocky independent actions and will.
Geomancy Jendaya can control and shape earth, dirt, and clay to do her bidding. These can be used offensively or to protect her team. Geomancy also involves the study of the intangible flow of luck, which she can manipulate at times to create unique effects on the battlefield.
Synthesis By infusing her magic with the earth, Jendaya can empower herself or Rocky with special abilities, or create special Rock pillars that can be destroyed to create devastating effects.
----------
Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game with you.
As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord to chat with us.
And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)
The Big Progression Update is now live! Updating to this version will require starting a new campaign due to many changes internally to the structure of the Acts, heroes, and Renown, so you'll be prompted to do so when you first load this update up.
If you prefer to finish up your current run, we've got you covered as well - you can quit when prompted and instead switch to the legacy (build 97i) branch, which contains the previous update. This branch will stay alive for another month, at which point it will be disabled.
So, what can you expect as a returning player? Let's take a dive into the major changes!
Welcome to The New Realm Mode
We are pleased to unveil a brand new game mode called the Realm Mode (previously code-named Gauntlet Mode). Here, your heroes enter the Maelstrom Gate to challenge an endless chain of procedurally-generated Realms where conquering each one yields precious rewards.
A Shorter Mode that Packs a Deadlier Challenge Existing fans of Gordian Quest will know that the Campaign Mode is a monster adventure packing dozens of hours of gaming time. Some of you have been requesting for a shorter version and the Realm Mode is our answer to that. Using the same party hero concept and card battle system, Realm runs do away with quests and stories, hence offering a much faster paced yet progressively more intense challenge than the Campaign runs.
The Spoils of Successfully Challenging the Realms As you progress through the realms, you will be rewarded with Renowns that can be used to unlock artifacts to make your party more powerful. Squeeze out every last benefit you can get from artifacts to be able to progress further! As an added incentive, the artifacts you unlock in Realm Mode will appear too in the Campaign Mode.
Renown is no longer obtained as a hero-specific currency. Instead, any runs you complete (or partially complete) accord you Renown, which can be used to unlock Artifacts. Artifacts are items that grant global bonuses or effects to your party, and they are persistent once unlocked. You can think of Artifacts as a measure of how much more your party can grow, and in turn, your ability to go further on future runs.
Introducing A New Hero - The Warlock
Meet Kudo. His kind also call them Blood Mages or Wild Mages, from tribes that splinter off from the main settlements. In a land where water is scarce and death is one unforeseen disaster away, one must learn to wield one's very lifeblood as a weapon and for nourishment. A man of few words, he seems to have unfinished business with the Cult you've been tracking down.
His ability schools are as follows :
Blood Magic - Involves using his own blood or that of others to defend himself.
Malediction - Powerful curses and voodoo magic to debilitate enemies.
Reaping - Manipulate a blood pool, a cell effect that can be used to control and devastate the battlefield.
There are a plethora of changes - here are the most significant ones!
Reworked progression system to have a max level of 60.
You can reach Lv 60 in Quick Play. Acts can now be played through in order, with Act 1 bringing you to Lv 20, and Act 2 bringing you to Lv 36. Acts 3 and 4 will be released next year, progressively covering up to 60.
Skill cards can now be ranked up multiple times. Common cards have a max rank of 2. Rare cards have a max rank of 3. Epic cards have a max rank of 4.
When at max rank, a card is eligible to be mastered. This resets the card's rank to 1, but lets you pick from 1 of 3 upgrade paths for it. Each card can only be mastered once.
Talents are now integrated into the skill tree in the form of special sockets. You can swap these out to whatever talent you like, as long as you have the required statistics to use them.
Resistances have been reworked. Enemies now also have weaknesses and resistances to certain elements. Damage cards now indicate their damage type. A variety of abilities will be needed to ensure you can handle different enemy compositions.
Introduced Augmentation as a way to make items even more powerful at a cost. This lets you acquire special effects like +1 AP, or even granting you the benefit of certain Talents.
Moving Forward
For our dedicated bleeding-edge players, we know you're excited to see what's coming up next. While we don't have the details nor specific dates yet, we want you to know that the forges are still burning hot and we are running several experiments in the background.
A new hero, the Golemancer. Eagled-eye gamers may have already spotted her on the new main screen! She is a spellcaster who specializes in earth magic, shaping and manipulating the earth to her bidding. She also has a unique mechanic - she will always be accompanied by her Golem companion, who acts as another hero on the battlefield.
Relationship System among Heroes We hope to add more text dialogue to give heroes more personality, and this is meant to complement a system where heroes can bond with each other, obtaining special moves in battle.
More Impactful Random Events We are not happy with the current state of the blue ? Event nodes, and we feel the choices they present can be more interesting and impactful. We will be exploring more variations soon.
UI Improvements We want to improve the consistency and flow of the UI. As the game evolves with new features and functions, certain UI functions may be difficult to access or not well represented, and we'll be taking steps to change this.
The World Expands with Act 3 In the long term, we will roll out Act 3 of the game. At this point, we will be collating the contents of Act 3 and 4 into one act due to how the game progression has changed. It does not necessarily mean less content, but a more streamlined story to introduce Realm Mode, which we are rolling out earlier than originally planned to address replayability. Beyond Act 3, we think that the format of GQ is ripe for even more adventures and content if it has a successful full launch.
Overall Improvements New mechanics and improvements to current contents will make its way back into Realm Mode in some form or another.
PvP Mode The big goal for the year: we are building up a PVP mode with the basis of you and your opponent spending an equal amount of points to build a party, pitting them against each other. This one is still very early in development, but we will announce invites when the time comes. This mode is targeted to be released at the end of the year, and we expect there will be rigorous playtesting needed.
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Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game with you.
As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord https://discordapp.com/invite/tce6YMW to chat with us.
And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)
The festive season is right around the corner, and we've got an exciting present for you to unwrap! This will be available to all players who opt into our bleeding-edge branch (right click Gordian Quest > Properties > Betas), and it will let you testdrive several fundamental changes to the game.
We intend to observe how the changes are received over the month, before we make this patch public. As always, we welcome your thoughts, opinions, and suggestions.
Now, let's take a dive into the major changes!
Renown and Artifacts Reworked
Renown is no longer obtained as a hero-specific currency. Instead, any runs you complete (or partially complete) accord you Renown, which can be used to unlock Artifacts. Artifacts are items that grant global bonuses or effects to your party, and they are persistent once unlocked. You can think of Artifacts as a measure of how much more your party can grow, and in turn, your ability to go further on future runs.
Introducing The New Realm Mode
We are pleased to unveil a brand new game mode called the Realm Mode (previously code-named Gauntlet Mode). Here, your heroes enter the Maelstrom Gate to challenge an endless chain of procedurally-generated Realms where conquering each one yields precious rewards.
A Shorter Mode that Packs a Deadlier Challenge Existing fans of Gordian Quest will know that the Campaign Mode is a monster adventure packing dozens of hours of gaming time. Some of you have been requesting for a shorter version and the Realm Mode is our answer to that. Using the same party hero concept and card battle system, Realm runs do away with quests and stories, hence offering a much faster paced yet progressively more intense challenge than the Campaign runs. The Spoils of Successfully Challenging the Realms As you progress through the realms, you will be rewarded with Renowns that can be used to unlock artifacts to make your party more powerful. Squeeze out every last benefit you can get from artifacts to be able to progress further! As an added incentive, the artifacts you unlock in Realm Mode will appear too in the Campaign Mode.
Introducing A New Hero - The Warlock
Meet Kudo. His kind also call them Blood Mages or Wild Mages, from tribes that splinter off from the main settlements. In a land where water is scarce and death is one unforeseen disaster away, one must learn to wield one's very lifeblood as a weapon and for nourishment. A man of few words, he seems to have unfinished business with the Cult you've been tracking down.
His ability schools are as follows :
Blood Magic - Involves using his own blood or that of others to defend himself.
Malediction - Powerful curses and voodoo magic to debilitate enemies.
Reaping - Manipulate a blood pool, a cell effect that can be used to control and devastate the battlefield.
There are a plethora of changes - here are the most significant ones!
Reworked progression system to have a max level of 60.
You can reach 60 in Quick Play. Acts can now be played through in order, with Act 1 bringing you to Lv 20, and Act 2 bringing you to 36. Acts 3 and 4 will be released next year, progressively covering up to 60.
Skill cards can now be ranked up multiple times. Common cards have a max rank of 2. Rare cards have a max rank of 3. Epic cards have a max rank of 4.
When at max rank, a card is eligible to be mastered. This resets the card's rank to 1, but lets you pick from 1 of 3 upgrade paths for it. Each card can only be mastered once.
Talents are now integrated into the skill tree in the form of special sockets. You can swap these out to whatever talent you like, as long as you have the required statistics to use them.
Resistances have been reworked. Enemies now also have weaknesses and resistances to certain elements. Damage cards now indicate their damage type. A variety of abilities will be needed to ensure you can handle different enemy compositions.
Introduced Augmentation, as a way to make items even more powerful at a cost. This lets you acquire special effects like +1 AP, or even granting you the benefit of certain Talents.
----------
Thanks for reading. We will continue to work hard in bringing you more exciting features and improvements in the game. We thank you for your support and patience as we continue to build this game with you.
As always, we hope to hear your thoughts below on what we’ve put forth so far. Feel free to join us on Discord https://discordapp.com/invite/tce6YMW to chat with us.
And last but not least, if you haven't already, please consider giving us a positive review on Steam if you like how we are doing so far. It would really mean a lot to us. Thanks! :)