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Real Guild Sim

Medieval fantasy guild management simulation. · By RealGuild

Priorities Sticky

A topic by RealGuild created May 06, 2025 Views: 210 Replies: 7
Viewing posts 1 to 5
Developer (6 edits) (+1)

This is a roadmap of planned features roughly in the order of their priority. I'll be crossing out the ones I consider done. If you want to move something up, leave a vote:

  1.  Party leader will distribute the reward between party members instead of everyone getting the same share (fighters usually need a lot more gold to fix their equipment as they take most of the damage)
  2. More interactions, when guild members are doing actions like creating new parties, leaving them, leaving the guild.., Giving the player a chance to convince them to do something else.
  3. Guild rank ups should require a certain number of quests of the previous rank to be completed.
  4.  Relations between adventurers - some adventurers will work better or worse together in a party based on their personalities and their morality. The guildmaster will be able to ask them about their opinion on someone else. This will affect which party they will want to join.
  5. Ability to give instructions to a party taking a quest and sending additional orders if using messenger ravens.
  6.  The guildmaster will be able to ask adventurers about their background stories. This might get tied to some loyalty system, unlocking the whole story step by step.
  7.  Adventurers asking to join your guild.
  8. Legendary items not purchaseable at any time, but tied to some events/quests
  9. Rank-up exams.
  10. Subclasses.
  11.  Competing guild branches from other towns.
  12. It will be possible for adventurers to get captured instead of just being robbed of their equipment. This will bring in other features such as escape, ransom, rescue...
  13. Adventurers will have their goals and if they complete them, they might retire.
  14.  Mid-game crisis - a major series of events and quests.
  15.  Late-game crisis - a larger series of events and quests that will determine the ending.
(+3)

i love your game , lf to see the future of it ^^

(+1)

 The concept was always there but your implementation really works like a charm. I have already dropped 20+hrs in different runs! The updates are consistent and bugfixes are quick. Really excited for all these to be implemented!

I like the game so far! Already poured a whole Saturday into it. 

One suggestion: I think you should prioritise the loyalty system higher. Without it, long-time adventurers will sometimes leave if they fail two quests in a row. I lost almost all of my adventurers in one run because I had a big party attempt a hard quest, fail, and get discouraged. Everyone left one after the other.  

Developer

Thanks for the suggestion, I will look into it, once I get some time to work on the project again.

On the one hand, this game is really fun and addicting. On the other hand I don't know how to evaluate adventurers and adventuring party strength. It feels like I'm always fumbling around hoping that my parties aren't too weak for a mission, lest they lose their equipment or life savings. Sure, there's the training area, but that's only comparative and the info isn't kept anywhere permanently. It would be nice to have the measure of ability be a bit more objective, maybe instead of comparing between individuals, we get told they have "good" or "great" leadership for an E rank adventurer, corresponding to some quest difficulty level, because currently, I can't gauge their capabilities.

Or maybe I'm just really bad at the game, I still barely know what I'm doing even after several hours. A guide would be really nice, my knowledge of what works and why it works is built off of so much guesswork. For example, after realising what the class icons meant, I just assumed that I should have one of each class in a party to keep thing balanced, but maybe that's making my parties broke and unable to build up some good savings, making them useless if they lose. Sure, I know the general role of each class, but I've got no idea about the specifics, maybe rogues can still survive as front-liners dangit, now I've got to try thatcould I have a two person party of a rogue and healer? Would that work? 

Still, I love this game and I think it has a load of potential, its clear to me that there is plenty of depth to the game, it mainly just needs some sort of guide or tutorial to better introduce the mechanics.

(2 edits)

Oh also, it would be really helpful to have the scribe keep a past quest log for each party, letting you see what quest they took and what their state was (gear, health, etc.) when they returned. It's info we already have if we're bothered to write it down, so it fits the scribe quite nicely.

Having the area's danger (ie. high orc attacks) in the quest info would be quite helpful too.

Developer

Thanks for the feedback. In future versions you'll probably be able to just ask the adventurers to get some of the information that is hidden from the player right now.