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Steam News8 November 20257mo ago

October Dev Update – Early game progression + Ui and UX polish.

Hey Guildmasters! Here is the October update (with a bit of delay). October was about locking the early game and the overall game progression, clarifying the request → quest flow (for the player), and making more of the

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Full Adventurers Guild Inc. update

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What changed

0 fixes4 additions3 changes0 removals
  • Gameplay
  • UI and audio
changedHey Guildmasters!Here is the October update (with a bit of delay). October was about locking the early game and the overall game progression, clarifying the request → quest flow (for the player), and making more of the simulation visible in-game. Here’s what changed:
added🎮 Development update:Early game locked + first tutorial experiment: early-game progression is set (and I made sure it scales into late game). This enabled me to work on a first tutorial pass around quests and adventurers and to pinpoint things that I should prioritise working on.
added🎮 Development update:Requests → QuestBoard flow: I made a new Request Inbox Ui distinct from what can be seen in old screenshot to better distinguish what you receive from factions and what you post to adventurers. This, updating the " Quest Draft" to make it sit logically between request and posted quest as well as making Interest in quests from adventurers clearer, all contribute to reinforcing the notion that the player is "the middleman of quests".
changed🎮 Development update:Continued to make more of the simulation visible via reports, summaries, HUD, etc.
changed🎮 Development update:Started to implement side elements ( main menu, settings panel, dynamic language change , audio manager, etc.)
added🎮 Development update:Had some fun continuing to implement transitions with the new illustrations from the artists and the adventurers' sprites; I also experimented with some VFX for the backgrounds.

Adventurers Guild Inc. changes

changedHere is the October update (with a bit of delay). October was about locking the early game and the overall game progression, clarifying the request → quest flow (for the player), and making more of the simulation visible in-game. Here’s what changed:
addedEarly game locked + first tutorial experiment: early-game progression is set (and I made sure it scales into late game). This enabled me to work on a first tutorial pass around quests and adventurers and to pinpoint things that I should prioritise working on.
addedRequests → QuestBoard flow: I made a new Request Inbox Ui distinct from what can be seen in old screenshot to better distinguish what you receive from factions and what you post to adventurers. This, updating the " Quest Draft" to make it sit logically between request and posted quest as well as making Interest in quests from adventurers clearer, all contribute to reinforcing the notion that the player is "the middleman of quests".
changedContinued to make more of the simulation visible via reports, summaries, HUD, etc.
changedStarted to implement side elements ( main menu, settings panel, dynamic language change , audio manager, etc.)

Hey Guildmasters!

Here is the October update (with a bit of delay). October was about locking the early game and the overall game progression, clarifying the request → quest flow (for the player), and making more of the simulation visible in-game. Here’s what changed:

🎮 Development update:

  • Early game locked + first tutorial experimentearly-game progression is set (and I made sure it scales into late game). This enabled me to work on a first tutorial pass around quests and adventurers and to pinpoint things that I should prioritise working on.
  • Requests → QuestBoard flowI made a new Request Inbox Ui distinct from what can be seen in old screenshot to better distinguish what you receive from factions and what you post to adventurers. This, updating the " Quest Draft" to make it sit logically between request and posted quest as well as making Interest in quests from adventurers clearer, all contribute to reinforcing the notion that the player is "the middleman of quests".
  • Continued to make more of the simulation visible via reports, summaries, HUD, etc.

  • Started to implement side elements (main menu, settings panel, dynamic language change, audio manager, etc.)

  • Had some fun continuing to implement transitions with the new illustrations from the artists and the adventurers' sprites; I also experimented with some VFX for the backgrounds.

Thanks for following and supporting the project and I should be able to share new visual and musical content quite soon! Vincent L.

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

Source

Steam News / 8 November 2025

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