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May 2022 Progress Update
If you haven't read about the new visual effects yet, here's a link to a post where I explain more about it: https://store.steampowered.com/news/app/1464220/view/3187997689890117288 The tldr; Nice visual effects that are completely optional - they are enabled automatically on every visual setting besides the lowest one, but can be changed in the options menu.
This month, I rebalanced almost all the items you can find in chests and in the armory. Making armors and weapons stronger and more valuable.
I redid my code so that now I can add a lot of "if x, do y" mechanics to attacks easily - and used it to spice up a lot of the existing equipment to be more interesting!
Another change is spicing up existing armor, so it's always an upgrade compared to the starter gear and more fun to use -
Finally, I also added a new heavy armor, a new light armor, and new boots - while removing one dagger.
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It is what it says on the box - this will let you upgrade your buildings in the overworld for increase capacity, utility, etc. It's not 100% finished yet but it's getting close to done. Not only does it give players a way to convert their coins into added utility in the overworld, it's also a method for adding new functionality to exiting buildings! In the future I also want it to be more of a skill-tree, with some upgrades unlocking over time.
What if every time a character leveled up and you picked a new skill for them, there would be a 15% chance that they'd get a modified and slightly more powerful version of this skill, with some sort of a random upgrade? Be it a few more uses between rests, a damage up, increased range, status or utility? The idea is that it'd make for some characters that have unique skills that are perhaps more memorable - players could get more attached to them too.
This is a system I haven't added yet, though I have it thoroughly planned out so it'd be a relatively easy addition - of course it'd also mean adding a bunch of chance modifications to each skill. How do you feel about it? Is it exciting, or not so much? let me know!
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Netherguild is going to be in the next fest with an updated demo! Expect dev streams, streamers playing the game, and a lot more - if you have a favorite streamer, please tell them to check out the game during next fest too! I hope you're as excited about this as I am :D
That's all for this update! Thank you for reading and see you next time (: -David
[ 2022-06-03 15:00:57 CET ] [ Original post ]
Summery of weekly updates over on the Netherguild Discord Hey Guild Leaders! Here's some of what I've been working on in May. It includes new content, new loot, and new systems in the works. HYPE!
Visual Effects
If you haven't read about the new visual effects yet, here's a link to a post where I explain more about it: https://store.steampowered.com/news/app/1464220/view/3187997689890117288 The tldr; Nice visual effects that are completely optional - they are enabled automatically on every visual setting besides the lowest one, but can be changed in the options menu.

New & Upgraded Loot
This month, I rebalanced almost all the items you can find in chests and in the armory. Making armors and weapons stronger and more valuable.

I redid my code so that now I can add a lot of "if x, do y" mechanics to attacks easily - and used it to spice up a lot of the existing equipment to be more interesting!

Another change is spicing up existing armor, so it's always an upgrade compared to the starter gear and more fun to use -

Finally, I also added a new heavy armor, a new light armor, and new boots - while removing one dagger.
New Systems!
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Building Upgrading
It is what it says on the box - this will let you upgrade your buildings in the overworld for increase capacity, utility, etc. It's not 100% finished yet but it's getting close to done. Not only does it give players a way to convert their coins into added utility in the overworld, it's also a method for adding new functionality to exiting buildings! In the future I also want it to be more of a skill-tree, with some upgrades unlocking over time.

Hidden Talents
What if every time a character leveled up and you picked a new skill for them, there would be a 15% chance that they'd get a modified and slightly more powerful version of this skill, with some sort of a random upgrade? Be it a few more uses between rests, a damage up, increased range, status or utility? The idea is that it'd make for some characters that have unique skills that are perhaps more memorable - players could get more attached to them too.

This is a system I haven't added yet, though I have it thoroughly planned out so it'd be a relatively easy addition - of course it'd also mean adding a bunch of chance modifications to each skill. How do you feel about it? Is it exciting, or not so much? let me know!
Next Fest
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Netherguild is going to be in the next fest with an updated demo! Expect dev streams, streamers playing the game, and a lot more - if you have a favorite streamer, please tell them to check out the game during next fest too! I hope you're as excited about this as I am :D
-Game Over-
That's all for this update! Thank you for reading and see you next time (: -David
[ 2022-06-03 15:00:57 CET ] [ Original post ]
Netherguild
David Vinokurov
Developer
David Vinokurov
Publisher
Planned November 2022. Wishlist to be notified!
Release
Game News Posts:
167
🎹🖱️Keyboard + Mouse
Very Positive
(67 reviews)
Public Linux Depots:
- [256.22 M]
Netherguild is a turn-based tactical roguelite dungeon-crawler, where you command expeditions below the earth in a desperate attempt to cure a strange plague.
Explore, camp, and fight as far as you can before heading back to resupply.
What will you discover underground?
Key Features:
Bonfires:
Construct campfires underground, rest and eat next to them. The food items you consume affect your guild members and the rest of your expedition, with passive effects, permanent changes and more!
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Combat:
Learn how to defeat different enemies (and when to flee) in combat. Hitting enemies requires no RNG - so you can depend on your abilities, but watch out for tricky enemies that are immune to your strategy, unfortunate circumstances and surprises!
In Netherguild, combat is another form of resource management- how can you prevent your characters from getting hurt, or receiving harmful debuffs? When is it the right time to use a powerful ability, when should you save it for later?
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Oddities:
Different oddities you find underground will present you with various choices that may affect your expedition and the game world at large.
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The World Above:
While you explore below, different events may happen above-ground, presenting opportunity and choice when you return from expeditions.
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Replay Value:
Random equipment, random character backgrounds with different skills each playthrough and procedurally generated levels every time you descend underground mean that playthroughs feel different every time.
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Additional Features:
- Roguelite with Persistence and Story: Keep your characters at the end of each expedition (if they survive), equip them with powerful items and level them up over time. Netherguild's story progresses the more you explore and find out about the secrets of its world.
- Dungeon Crawling Resource Management: Powerful abilities have a limited amount of uses. Your characters have limited inventory space. What is more important? The priceless loot you bring up back to the surface, or the firewood logs that let you descend even deeper?
- Original Game World: Netherguild may be fantasy, but don't expect it to play by genre conventions at all; No Orcs, no Elves, and no wizards casting fireballs. Expect to find strange biospheres and denizens far underground.
- Cute Voxel Aesthetics: Contrasted by a story with serious themes, as you face against plague and conspiracy!
- Solo Developed: I'm always happy to get feedback, suggestions and inspiration from players. You can reach me through various channels such as my twitter, the Netherguild discord and Netherguild Steam forum. If you love Netherguild, dislike something about it, or you have a fantastic idea you think should be added to the game, please let me know! :D
https://store.steampowered.com/app/1464220/Netherguild/
Early Access: Risks, Plans and Expectations:
- Risks: It's possible that during development, I would run out of money and wouldn't be able to continue full time development.
If that were to happen, I'll take up part time or full time work and develop Netherguild in my spare time. This game will be finished as long as I'm physically able to work on it.
I'm doing everything in my power to combat this risk - for example, marketing and getting to a certain number of wishlists before release should prevent it from ever occurring - but I think it's still important to be honest about risks like this before release.
If you want Netherguild to be successful, help me out! Let your friends, favorite streamer or gaming news site know about this game (: - Plans: Updates will happen in regular intervals; With a new update every week to three weeks. I would like to have weekly / bi-weekly updates for the most part, but of course that depends on development, with bigger changes taking longer to update, but containing more content and additions.
- Expectations: Expect progress to be slow and steady- being a solo dev means I can't finish the game in a year, and big updates will take time. Also, expect me to always be active on the Netherguild discord during Early Access, listening to your feedback.
MINIMAL SETUP
- Processor: 64-bitMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GT 740 1GB
- Storage: 220 MB available space
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