Name | Netherguild | ||
Developer | David Vinokurov | ||
Publisher | David Vinokurov | ||
Tags | |||
Release | Planned November 2022. Wishlist to be notified! | ||
Steam | |||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | [256.22 M] |
What's next? Improved bonfire UI -Two to Three weeks I want to make the bonfire interface clearer so players experience less fiddling and confusion when healing their characters. Visual Overworld -Three weeks The Overworld interface is a bit lacking and gray - so I was thinking about redoing it by displaying some things like the guild with custom 3D visuals. Will work on these while progressing on the new areas and classes in preparation for the upcoming major update. Fin And that's all for now! Thank you for checking out this update, see you next time (: -David |
Change log 8/4/2024 | Version 0.224(A)
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Change log 26/3/2024 | Version 0.224
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Hey Guild Leaders! |
Change log 1/3/2024 | Version 0.223(A)
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Change log 26/2/2024 | Version 0.223
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Change log 13/2/2024 | Version 0.222(B)
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Change log 6/2/2024 | Version 0.222
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Change log 11/1/2024 | Version 0.221(A)
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Change log 6/1/2024 | Version 0.221
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Change log 6/12/2023 | Version 0.22(A)
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Change log 2/12/2023 | Version 0.22
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Hey Guild Leaders! |
Change log 26/10/2023 | Version 0.211(E)
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Change log 22/10/2023 | Version 0.211(C)
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Change log 3/10/2023 | Version 0.211(A)
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Change log 27/9/2023 | Version 0.211
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Hey Guild Leaders! |
Change log 9/9/2023 | Version 0.21
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Change log 23/8/2023 | Version 0.208(A)
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The idea is that these may be a rare and optional way of helping players advance through the City of Mist and some later areas. Not as a "must have" for progression but as a possible boost. Temporary allies can be gained from two new oddities - As well as a rare chance event to an existing oddity... I've also been working on some of the future classes - here's a couple of animations! What's Next? Quality of Life and New Areas -One week I want to spend a week playing the game, adding quality of life stuff and working on new areas! Quality of life stuff should help for the upcoming new players who might buy the game during the upcoming Steam Strategy fest! and I just want to get more progress on the new stuff before improving the City of Mist further. The Royal City -Two to three weeks Will improve the City of Mist with more details, special rooms and oddities. All these while secretly working on new areas and classes behind the scenes... before a big update in a few months!!! Reverse Roadmap An overview of the progress since early access release |
Change log 23/8/2023 | Version 0.208
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Change log 11/8/2023 | Version 0.207(A)
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Change log 8/8/2023 | Version 0.206(B)
Quality of Life:
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Change log 30/7/2023 | Version 0.206(A)
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Change log 29/7/2023 | Version 0.206
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Change log 15/7/2023 | Version 0.205(B)
Working on the "Metal Update" for the City of Mist in the background... |
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Change log 5/7/2023 | Version 0.205(A)
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Change log 28/6/2023 | Version 0.205
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Change log 25/6/2023 | Version 0.204(A)
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Purge: visit the Bandit Stronghold Equipment Rewards [h3]21 New Equipment Items![/h3] This new update introduces two additional new elements: At the moment there's 10 new equipment items for the Commoner set and 11 new equipment items for the Nobles. Full change log: https://store.steampowered.com/news/app/1464220/view/3664289336086423292 I plan on adding more over time, hopefully next week alongside the UI improvements and throughout early access. Another thing I want to note is: currently the only way to unlock these items is through finishing quests, but in a few months when the faction system is added, these will be available through a faction shop or the armory. Visual Improvements I increased the post-processing effects in the current build to make things look better - so players at the "Good" and "Ultra" settings might notice a slight difference. It shouldn't affect the frame-rate, but if you experience a slow frame-rate following the update, please let me know and I'll restore it to the previous settings. In the future these visual settings will be customizable through the pause menu too. Other Thoughts I feel like I didn't have enough time to improve the visuals of goals this update with everything else that's being added - so I'll reserve that for next week. What's Next? Interface Improvements -a week Making the interface prettier and more comfortable! Also adding more equipment for the Commoner and Noble sets. City of Mist - Metal Update -two to three weeks New enemies and more. Stay tuned! Multiple City of Mist Improvements -??? Adding more content to the City of Mist across multiple game-updates while secretly working on new areas and classes behind the scenes... before a big update in a few months!!! Idle animation for an enemy in the upcoming "Sewers" area And that's all for this update! Thank you for reading and hope you enjoy the new items and goals :D -David |
Change log 24/6/2023 | Version 0.204
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Change log 21/6/2023 | Version 0.203(E)
Text fixes:
Big update soon! Hopefully this weekend. |
Change log 16/6/2023 | Version 0.203(D)
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Change log 13/6/2023 | Version 0.203(C)
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Change log 13/6/2023 | Version 0.203(B)
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Change log 10/6/2023 | Version 0.203(A)
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https://store.steampowered.com/news/app/1464220/view/3690183132137320026 We're just getting started... While I'm happy about these additions and improvements... There's a lot more I want to add to the City of Mist area in future updates! Here's an overview:
Things I want to add to the City of Mist but are not guaranteed:
What's next? New Goals and Quests -about two weeks New faction equipment items, new quests for the new areas, improved rewards, improved goal interface Interface Improvements -a week Making the interface prettier and more comfortable! Multiple City of Mist Improvements -??? Adding more content to the City of Mist (as mentioned earlier in the update) across multiple game-updates while secretly working on new areas and classes behind the scenes... before a big update in a few months!!! Also... [h3]Removing The Demo[/h3] Since the demo is pretty buggy and doesn't represent the current state of the game well, I thought this would be a good time to remove it - so I'll likely de-list it from the store some time next week. If you downloaded the demo it should remain in your account, but new players won't be able to download it from Steam. And that's all for this update! Thank you for reading and may you always return from your expeditions (: -David |
Change log 9/6/2023 | Version 0.203
Equipment:
Items:
Sneaky new mechanics:
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Change log 30/5/2023 | Version 0.202(Q)
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Change log 25/5/2023 | Version 0.202(P)
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Working on some new equipment for a bigger update too! it's not in-game yet though. |
Change log 22/5/2023 | Version 0.202(O)
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Change log 21/5/2023 | Version 0.202(N)
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Change log 20/5/2023 | Version 0.202(M)
Rules Codex:
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Change log 18/5/2023 | Version 0.202(L)
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Rules Codex:
Change log 16/5/2023 | Version 0.202(K) Additions:
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You may recognize it from the Full Release: Will, Want, Maybe post - it's named "Tutorial encyclopedia system" there. You can access it yourself in the newest version via the pause menu - in the future I'd like to add other ways to access it too, as well as adding additional entries and prettying it up. I also want to note - it's not meant to replaces player guides in any way. instead it's just meant to be a handy reference for rules for players who want to refresh their knowledge on some things from the tutorial and for those who need some basic tips for how to strategize. So... What's next? Mist City Enrichment -About three weeks New enemies! New equipment! more drops from existing enemies. Improved and/or added oddities. I also want to fix the issue where returned / crafted items disappear if you return to a full inventory that has no room for them during this update. New Goals and Quests -A week to two weeks New quests for the new areas as well as improved rewards for various factions. This is far from being the last City of Mist update too - I have a few more planned out. More on that in the future (: Thank you for checking out this update! -David |
Change log 15/5/2023 | Version 0.202(J)
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(Example of following into combat issue which was fixed in the newest update) |
Change log 12/5/2023 | Version 0.202(i)
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Change log 11/5/2023 | Version 0.202(H)
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Change log 10/5/2023 | Version 0.202(G)
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Change log 9/5/2023 | Version 0.202(F)
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Change log 7/5/2023 | Version 0.202(E)
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Dev note: Since the main two additions I wanted to focus on for this update are done now ("Are you sure?" panel and "true stats in guild"), that means I can work on a few more interface improvements and bugfixes until I'm done with the update... muhahahaha >:D |
Change log 5/5/2023 | Version 0.202(D)
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Change log 5/5/2023 | Version 0.202(C)
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Change log 4/5/2023 | Version 0.202(B)
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Change log 3/5/2023 | Version 0.202(A)
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New Skills Now that Netherguild is in early access, I wanted to be able to add abilities and skills over time - HOWEVER! there was an issue... Since skill trees are saved on a character, adding a skill would mean that it will only exist on newly hired characters... But just syncing skill trees is not enough, because: what if a skill gets removed from the game after a player bought it? That would mean a skill point gone forever! Therefore, this last week and a half I worked on a system for updating skill trees in existing saves - which neatly updates skills and skill trees if there's any new modifications. Beyond that I also added three new abilities! Here they are in detail: [h3]1) Icicle Piercer[/h3] > North Guard Ranger Icicle Piercer (Requires Bow) [h3]2) Rigged Coin-Toss[/h3] > Contractor Assassin Rigged Coin-Toss Note - the "speech" effect for coinflip will only appear with newly hired Contractors rather than already hired ones. [h3]3) Flare Arrow[/h3] > Scout (All backgrounds) Flare Arrow (Requires Bow)This skill also gives 2 additional uses to "Track" (context in "Balancing Changes"). There's also a new trinket that can be crafted from the rare plates of the armored grub! Balancing Changes: Alongside smaller changes, here are the two major shifts in this update: This should let players have a slightly easier time at lower floors which can require using "Track" to prepare for enemy encounters and navigating the dungeon. Which should let you capitalize on your full range of movement while still serving as a useful escape when your character has no movement otherwise. Full patchnotes: https://store.steampowered.com/news/app/1464220/view/3683424562639566741 What's Being Added Next? Overworld Interface and More -Week to two weeks Inspecting characters in guilds showing true stats (rather than starter stats), "Are you sure?" window for firing characters / attacking allies, more info in the dungeon-log and other possible improvements. (Might include one big patch or incremental patches) https://store.steampowered.com/news/app/1464220/view/3703688858596410641?l=english (Mentioned in this update previously) There might be more to this update than what's written here - and while it isn't "the BIG UI improvement update" yet, I did recently chat with the talented developer of "The Call of Krul'ar" who taught me some great UI design principles that I'm looking forward to sneaking into this update, as well as implementing over time in future updates. Thank you for reading! -David |
Change log 30/4/2023 | Version 0.202
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Change log 20/4/2023 | Version 0.201(F)
Mini fixes:
New effect: |
Hello Guild Leaders! |
Change log 17/4/2023 | Version 0.201(E)
Mini fixes:
Broken text. "Test test testing tester" is a magic spell with just the right amount of letters in a sentence to make the text box break: Fixed version: |
Change log 15/4/2023 | Version 0.201(D)
Text fixes:
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Fixed bug screenshots: |
Change log 14/4/2023 | Version 0.201(C)
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Change log 14/4/2023 | Version 0.201(B)
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Change log 12/4/2023 | Version 0.201(A)
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What was added since last week? Last week I planned on adding these features to the game: (Control re-binding was fixed, but it will take a while longer to set it up in-dungeon; that's because it means the key has to change immediately rather than on-loading) Most of everything was done! Pretty happy about completing 3.5/4 of these, knowing that deck players can have an easy time with synced saves & that no player will be blocked by terrain again :D You can read more about some of these improvements here: https://store.steampowered.com/news/app/1464220/view/3703688858575095512?l=english https://store.steampowered.com/news/app/1464220/view/3703688858590554064?l=english What's being worked on this week? Since there are still many things I want to fix & improve as well as content I'd like to add, I'll do a bit of both next week! I'll focus on remaining fixes & improvements first, and then slowly ease into starting work on new content towards the end of the week. Near Future Plans While I can animate and program, sticking to the exact day with long term plans is something I struggle with. Therefore, instead of a full roadmap, I'll share with you a mini-roadmap for now: a collection of near future updates as well as the general game-plan for updating Netherguild! Near future updates include... Skill Up -Week to Two Weeks (Starting next week) A few more skills for existing skill trees, one or more item drops from existing enemies. Will also give me the ability to modify skill trees in existing saves. Overworld Interface and More -Week to two weeks Inspecting characters in guilds shows true stats (rather than starter stats), "Are you sure?" window for firing characters / attacking allies, more info in the dungeon-log and other possible improvements. Mist City Enrichment -Two to three weeks New enemies! New equipment! more drops from existing enemies. Improved and/or added oddities. New Goals and Quests -A week to two weeks New quests for the new areas as well as improved rewards for various factions. As you can see, my general idea is to improve the City of Mist (as well as the other two areas to a lesser extent, and the game in general) over these next few months before marching confidently towards adding some of the big systems (faction system with new classes?) and more new areas. If there's something specific you'd like me to add that isn't mentioned here, feel free to comment on this post or in the Discord! (: Also... this might be the final "Week X update"! - instead I'll switch to more specific update names (and/or monthly updates if I'm working on something big), as well as regular patch notes. Thank you for playing Netherguild and for checking out this update! -David |
Change log 10/4/2023 | Version 0.201
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During these two weeks of early access, a few players encountered this issue: |
Change log 9/4/2023 | Version 0.2(Y)
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(Many more fixes & improvements coming in the near future! - delay in fixes because I spent the last few days crafting an algorithm to banish the tile-blocking issue in the Bluestone Mines and Bandit Stronghold for good!) Also, there's this weird crash that seems to happen when you bounce enemies to the next floor? if anybody has intel on how to replicate it, please let me know... I'm failing to replicate it on my end D: TIP: units that fall into the floor below aren't dead. They can be rescued or might return on their own. Will be communicated better in the future! |
Change log 6/4/2023 | Version 0.2(X)
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Change log 6/4/2023 | Version 0.2(W)
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Change log 4/4/2023 | Version 0.2(V)
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State of Netherguild Before release, I estimated how much Netherguild would sell (based on wishlist numbers) - However, the first week Netherguild sold far below what I was aiming for - more or less the bare minimum result, even with lots of marketing preparation. It was honestly a bit hard on me the first few days, since this is a game I've solo developed for a really long while, but... That's fine! Because- A) There's some great people already playing Netherguild; I've gotten excellent feedback for improving it since release which only makes me even more confident about the future of this game. B) Speaking of which, it seems like a lot of you are really enjoying the game! From your feedback & reviews, the core gameplay loop is solid and enjoyable. Now it's time to polish everything else to work smoothly and add even more fun things to discover! C) Netherguild was also... very buggy on release week - so in some ways I'm glad not as many players suffered from these issues. Most common bugs are fixed now, but there's still some things I want to add & fix this week (expanded on below). Also, again - I'm finishing Netherguild regardless. There was a point in development when I was about to release with far less wishlists & much less of guarantee the game will do well financially, so I feel in some way I was prepared for this (: This is just the beginning! Netherguild is going to be in early access for the next few years - early access release is only the first on many steps along that road. I plan addressing a lot of player suggestions during development too - which will serve to improve it even further, and have it do even better on big update releases, let alone the full release! [h2]Bugfixes[/h2] As you might have seen, I've spent the last week bugfixing - And that's not even everything... So what's fixed? In summary - the most common crashes and loading errors that I know of have been fixed, as well as many other things. (There is a single crash caused by descending that isn't fixed yet - but it doesn't persist on reloading the game. I'm also on it!) If you have a save that couldn't be loaded before, feel free to try to re-load it again! Most if not all "broken saves" should work fine now. ... Oh yeah, bugfix updates in the future will likely not be as... incredibly numerous as they were this week (should often be part of bigger updates), it's just that a lot of the issues this week have been causing crashes & save issues, so for me as a dev it's important to have as few people suffer from them as possible. [h2]How can you help?[/h2] The very first review of Netherguild from last week! Review it: If you enjoyed Netherguild, write a Steam review! This is the best way to tell the Steam algorithm as well as other players that Netherguild is fun. If you're waiting for a certain feature or fix to be added, feel free to wait until it's added and review the game afterwards! (: Play it: Other things that help are just playing the game - if you encounter any bugs and issues or if you have any feedback at all, sending it in-game, posting about it in the Steam forums or in the Discord help a ton too. Share it: Share it with friends who enjoy similar games & your favorite streamers / youtubers! The Week of Listening to Feedback This week, I plan on working on player requested fixes & improvements! Specifically...
Will update you on the progress with these in next week's update! What's next? Content is the lifeblood of Netherguild - I'm dying to add more; https://store.steampowered.com/news/app/1464220/view/3722828071300970020?l=english As I mentioned last week, after I'm hopefully done with all the remaining fixes & improvements this week, I plan to start work on adding more enemies, oddities, character skills and equipment - including completely new stuff and deepening existing content. And that's all for this update - see you next Monday / Tuesday. Thank you for reading! -David |
Change log 3/4/2023 | Version 0.2(U)
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Change log 3/4/2023 | Version 0.2(T)
Balancing Fixes:
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Change log 3/4/2023 | Version 0.2(S)
https://store.steampowered.com/news/app/1464220/view/6332664591587114888?l=english Balancing Fixes:
(More bugfixes soon!) |
Change log 2/4/2023 | Version 0.2(R)
(Community finds by DatLamp) |
Change log 2/4/2023 | Version 0.2(Q)
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Change log 2/4/2023 | Version 0.2(P)
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Change log 2/4/2023 | Version 0.2(O)
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Change log 1/4/2023 | Version 0.2(N)
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Change log 1/4/2023 | Version 0.2(M)
Text fixes:
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Change log 31/3/2023 | Version 0.2(K) & Version 0.2(L)
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Change log 30/3/2023 | Version 0.2(J)
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Change log 30/3/2023 | Version 0.2(I)
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Change log 30/3/2023 | Version 0.2(H)
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Change log 30/3/2023 | Version 0.2(G)
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Change log 29/3/2023 | Version 0.2(F)
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Change log 29/3/2023 | Version 0.2(E)
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Change log 29/3/2023 | Version 0.2(D)
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Change log 29/3/2023 | Version 0.2(C)
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Hello Guild Leaders, |
Change log 28/3/2023 | Version 0.2(B)
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[h3]Netherguild has RELEASED in EARLY ACCESS![/h3] |
...Can you believe it? |
[previewyoutube=Sn75aKmif1U;full][/previewyoutube] |
Armored grubs have a rolling attack where they gain block and push your characters - so don't dilly dally near the edge! or you will be pushed off... These next two enemies have been animated - I plan to add them to the lower floors of The City of Mist. I've also been working on lots of new equipment; Like these flashy crossbow boots! Which were originally a community suggestion by Blonde. It's also been a lot of fun fleshing out the new City of Mist loot - and figuring out specific items which should prove handy in this dangerous, forgotten location. [h2]New Menu[/h2] A custom main menu for early access release!! And if you prefer the older main menu or want to take another glimpse at it after release, you can always toggle to it via the new arrows in the bottom right of the screen (: [h2]Trailer Draft[/h2] [previewyoutube=HZn0a285qps;full][/previewyoutube] Current draft of the Early Access trailer! What do you think? is there anything you'd like me to add, remove or change? (: I plan on adding music (and possible sound effects) to it in the near future too. [h2]One step away...[/h2] We're getting really close to the Early Access release! I still have a ton to do - even more playtesting, steam preparations, and a bit more new content and enemies >:D at the same time, I'm so excited for it to happen - I hope you are too!! Thank you for checking out this update! Cheers, and have a great February!! -David This is a summery of weekly updates over on the Netherguild Discord |
Hey guild leaders!
In the full upcoming version:
Early Access Release I really wanted to release Netherguild in early access this year... but, I had to delay it, since the early access content wasn't yet on the same level as the content of the demo area (the bluestone mines). And - I'm glad I delayed it! a lot of the awesome stuff I have planned for the early access release possibly wouldn't have been there had I released too early. I'm currently planning to release Netherguild in Early Access around February / March of 2023! I don't have a date set in stone since there's still many things to do: for example, adding even more content and enemies to the game, polishing Netherguild to avoid a few common complaints on release, and creating a trailer! But all in all, for what it counts, I'm hyped to see players discover all the new stuff I've been working on for the release version :D Fin And that's all for this yearly update!! Thank you for checking it out. If you have any feedback, feel free to let me know in the comments or in the Discord, where I post regular weekly updates. Hope you have an amazing 2023!!! -David Vinokurov |
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Change log 25/11/2022 | Version 0.19(H)
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Change log 14/11/2022 | Version 0.19(F)
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Change log 7/11/2022 | Version 0.19(F)
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Hey Guild Leaders! Welcome to the October monthly post. This one has some big news and more progress on the new areas! |
Change log 2/11/2022 | Version 0.19(E)
Quality of life additions:
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Change log 23/10/2022 | Version 0.19(D)
Text fixes
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Important news, Guild Leaders! |
Change log 11/10/2022 | Version 0.19(C)
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Hey Guild Leaders! This month I worked a lot on the new areas. |
Change log 17/9/2022 | Version 0.19(B)
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Change log 12/9/2022 | Version 0.19(A)
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Change log 11/9/2022 | Version 0.19
Mini Fixes:
UI Scaling Fixes:
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Hey Guild Leaders! This month I worked a lot on the new areas. |
Summery of weekly updates over on the Netherguild Discord
[h3]Poison Triggers After Attacking Too[/h3] This makes poison a very powerful status effect - dealing damage twice per turn for most attacking characters. However... This should also make things more interesting as a counter to builds or enemies that use "free action" abilities - using too many free actions in a row with a long poison will have its toll on them, health-wise, unless protected from poison by equipment for example. It also gives the player an "escape" - not attacking when poisoned would help conserve character health at times. [h2]Falling System Complete[/h2] You may remember the falling system from a previous updates... https://store.steampowered.com/news/app/1464220/view/3187993730659010317 This month it's 100% done! When enemies or allies die while falling to the next floor, their loot or items can be recovered there. For example: Assassin dies while pushed to the next floor All of his items & equipment can be recovered from his corpse at the next floor. Of course, allies that survive being pushed to the next floor can be rescued (as mentioned before). This system will be important in the new areas being added for early access - the Bandit Stronghold and Mist City. [h2]Quality of Life Additions[/h2] A few small improvements make managing your expeditions far easier! such as: Automatic resting which makes characters adjacent to the bonfire rest next to it automatically. Can "quick send" items between containers & characters using shift-click (also appears in the tutorial now). [h2]Procedural Generation Fixes[/h2] When playing, some players would get blocked by the procedural generation of levels - objects would appear where they shouldn't and prevent you from progressing. This was an even more prominent issue on the new floors - where maps would generate with some rooms completely cut off. Technically there was a system set up to prevent that, but it was a 3-4 year old system at this point - and worse, it was completely broken. So I added a new one! Or click the thumbnails for bigger image size: It makes a "path" using some simple vector math and prevents any tile blocking objects (like crates or barricades) from spawning there. The issue, however, is that updating the game with it will mess up in-dungeons saves, so I I'll likely delay it for a bigger update in a week or few from now. Speaking of which... [h2]Updates & Up Next[/h2] Working on Tile Heights Originally I didn't plan for tile height to affect gameplay, but, inspired by the 3D concept art I made (picture above) I decided to add it to Netherguild. It'll be difficult and take a decent amount of time to add, but at the same time I'm really excited for it (and for pushing enemies off high platforms!). Big update coming up It will include the level-generation fix mentioned here as well as new and improved daggers, and other changes. Tacticon This is a big event on Steam which I'm excited to take part of, later in September! Netherguild has already been accepted to the event and will participate alongside other great strategy games. [h2]And that's all... for now![/h2] Thank you for checking out the update! Hope it made for a fun read. See you next time! (: -David |
Change log 22/7/2022 | Version 0.188
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Change log 2/7/2022 | Version 0.187(J)
Mini Fixes & Improvements:
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Summery of weekly updates over on the Netherguild Discord |
Change log 21/6/2022 | Version 0.187(H)
Bugfixes:
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Change log 21/6/2022 | Version 0.187(H)
Mini Fixes:
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Change log 17/6/2022 | Version 0.187(G)
Additions:
Text Changes:
Fixes:
Mini-Changes:
Next up - Fixed camera option and more. |
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Change log 13/6/2022 | Version 0.187(E)
Change log 15/6/2022 | Version 0.187(F) Bugfixes:
Minor fixes:
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Join me - and let's play Netherguild together at 3PM UTC, 17/06/2022! |
Change log 12/6/2022 | Version 0.187(D)
Minifixes and changes:
Added shopkeeper speech and sound effect for the new overworld event added last time: https://store.steampowered.com/news/app/1464220/view/3349003120361385474 |
Change log 11/6/2022 | Version 0.187(C)
Bugfixes:
New Options:
Text Changes:
Minifixes:
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Join me - and let's play Netherguild together at 5PM UTC, 14/06/2022! |
Summery of weekly updates over on the Netherguild Discord |