In this update2
Full notes
Full Adventurers Guild Inc. update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
Adventurers Guild Inc. changes
Hey Guildmasters!
đź’» Development update:
Guided loop: June was focused on making the main game loop easier to understand as soon as possible for first time players. The goal is no longer only for the loop to work, but for players to understand what is happening, why it matters, and what they should try next. This is all to prepare the onboarding for an upcoming demo and, later, the full game.
- QuestBoard improvementsI updated the Quest Variant (quest variations/methods to handle a quest) display so it can show more information in a cleaner way. The QuestBoard needs to stay readable when there is a lot happening, but also feel alive in the early game when fewer options are available.
Global objective system: I implemented a first version of the global objective system. It updates with progress and gives clearer goals. Adventurers Guild Inc. is not meant to be a full sandbox: you make choices and choose your own path, but always within constraints, limited resources, and external pressure.
QuestBoard tutorial: the QuestBoard tutorial is now mostly in place. It explains the basic quest posting flow, how you influence adventurers rather than directly control them, and why they may accept or refuse quests. Exact text and tone may still change, but the structure is getting close to what it could be in the demo/final game.
Faction agendas: I continued improving Faction Agendas because “why this quest matters” is important to understand, and what is forecasted, what is predicted ans what is an actual gain that already happened should be crystal clear for the player
Onboarding and flow: I started shaping a more scripted onboarding sequence so the game can introduce the right concepts at the right time instead of dropping players straight into the normal loop without context.
Visual polish: I implemented some animated visuals and started a broader UI harmonisation pass to make scenes feel more coherent.
As always, thanks for following and supporting the project! And remember to wishlist the game, it helps a lot!
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Source
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