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Steam News1 October 20259mo ago

September Dev Update – Quest Consequences, Economy & Adventurer Depth

Hey Guildmasters hope you are doing well! September was focused on making quests richer and adventurers smarter.

In this update2

Full notes

Full Adventurers Guild Inc. update

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What changed

0 fixes4 additions3 changes0 removals
  • Gameplay
  • Balance
  • Maps
changedHey Guildmasters hope you are doing well!September was focused on making quests richer and adventurers smarter. Here’s what changed:
changed🎮 Development update:Quest consequences, fully in: injuries, damage, and gear wear now hook into proper recovery paths. Adventurers also weigh supply costs vs. rewards before accepting jobs.
changed🎮 Development update:Quest economy, first pass: custom prices and storage are in, with early hooks for money-related services (think guild banking/insurance) to make decisions around risk and payout more interesting.
added🎮 Development update:Smarter quest-picking: polished quest customization on the player side and updated adventurer logic to match. You can now influence picks with “marketing” levers (small print, highlight location, reduce perceived deadliness) and even temporarily nudge away dislikes with a dash of brainwashing (wanted to add this since the very beginning of the project, it's now functional!)
added🎮 Development update:New behavior foundations: early effects for adventurer's Morale (eagernessto do thing) and Social (will of sharing/synergize) and many new traits (frugal, cautious) and the likes and dislikes (for terrain and quest types) have been added!
added🎮 Development update:Exploration quests to discover new POIs have been implemnted and will serve as a foundation for all 'in-house" quests (those that do not come form a "requester")

Adventurers Guild Inc. changes

changedSeptember was focused on making quests richer and adventurers smarter. Here’s what changed:
changedQuest consequences, fully in: injuries, damage, and gear wear now hook into proper recovery paths. Adventurers also weigh supply costs vs. rewards before accepting jobs.
changedQuest economy, first pass: custom prices and storage are in, with early hooks for money-related services (think guild banking/insurance) to make decisions around risk and payout more interesting.
addedSmarter quest-picking: polished quest customization on the player side and updated adventurer logic to match. You can now influence picks with “marketing” levers (small print, highlight location, reduce perceived deadliness) and even temporarily nudge away dislikes with a dash of brainwashing (wanted to add this since the very beginning of the project, it's now functional!)
addedNew behavior foundations: early effects for adventurer's Morale (eagernessto do thing) and Social (will of sharing/synergize) and many new traits (frugal, cautious) and the likes and dislikes (for terrain and quest types) have been added!

Hey Guildmasters hope you are doing well!

September was focused on making quests richer and adventurers smarter. Here’s what changed:

🎮 Development update:

  • Quest consequences, fully in: injuries, damage, and gear wear now hook into proper recovery paths. Adventurers also weigh supply costs vs. rewards before accepting jobs.

  • Quest economy, first pass: custom prices and storage are in, with early hooks for money-related services (think guild banking/insurance) to make decisions around risk and payout more interesting.

  • Smarter quest-pickingpolished quest customization on the player side and updated adventurer logic to match. You can now influence picks with “marketing” levers (small print, highlight location, reduce perceived deadliness) and even temporarily nudge away dislikes with a dash of brainwashing (wanted to add this since the very beginning of the project, it's now functional!)
  • New behavior foundationsearly effects for adventurer's Morale (eagernessto do thing) and Social (will of sharing/synergize) and many new traits (frugal, cautious) and the likes and dislikes (for terrain and quest types) have been added!
  • Exploration quests to discover new POIs have been implemnted and will serve as a foundation for all 'in-house" quests (those that do not come form a "requester")

  • Added a fast testing menu to skip animations, remove wait times, and jump through the weekly loop which will be useful for multi-day quest tuning.

Progress on the illustrations continues at a good pace and I plan to show some of them real soon. (I will also try to update teh screenshots and visuals of teh steam page at some point) Thanks for following and supporting the project!

Vincent L. [Wishlist on Steam] • [Join the Discord] [Follow on socials]

Source

Steam News / 1 October 2025

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