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July 2022 Progress Update
Something that irked me a bit in the past was status effects being all too similar to one another (for example Burn, Bleed and Poison just dealing damage over time). So I decided to add some extra flavor to Burn and Poison...
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And functions as a double edged sword - giving you more information about the battlefield, but perhaps attracting the unwanted attention of far-away enemies!

When a unit is afflicted by "burn"- if it's alive after receiving status damage, the "burn" status spreads to adjacent units in its vicinity. Why is this great?
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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.
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.
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).
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!
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Or click the thumbnails for bigger image size:
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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...

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.
Thank you for checking out the update! Hope it made for a fun read. See you next time! (: -David
[ 2022-08-07 22:09:49 CET ] [ Original post ]
Summery of weekly updates over on the Netherguild Discord Hey Guild Leaders! here's some of what I've added to Netherguild during July. This is a big update, so let's get into it!
Status Effect Improvements
Something that irked me a bit in the past was status effects being all too similar to one another (for example Burn, Bleed and Poison just dealing damage over time). So I decided to add some extra flavor to Burn and Poison...
Fire Increases Visibility

And functions as a double edged sword - giving you more information about the battlefield, but perhaps attracting the unwanted attention of far-away enemies!
Fire Spreads

When a unit is afflicted by "burn"- if it's alive after receiving status damage, the "burn" status spreads to adjacent units in its vicinity. Why is this great?
- Makes fire-based builds feel a lot more interesting and unique
- Turns burning units into hazards; perhaps incapcitating a burning enemy keeps it safely far away from you, or having to step away from a burning enemy keeps the battlefield more dynamic.
- Fighting a burning unit in melee for too long is bad, seeing how you'll end up recieving the status yourself and getting damage until combat ends or the status expires!
- Unexpected creativity - things like adding "burn" to an enemy adjacent to an explosive barrel to ignite it!
Poison Triggers After Attacking Too

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.
Falling System Complete
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.
Quality of Life Additions
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).
Procedural Generation Fixes
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...
Updates & Up Next

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.
And that's all... for now!
Thank you for checking out the update! Hope it made for a fun read. See you next time! (: -David
[ 2022-08-07 22:09:49 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!
──────────────────────────────────────────
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?
──────────────────────────────────────────────────
Oddities:
Different oddities you find underground will present you with various choices that may affect your expedition and the game world at large.
────────────────────────────────────────────────
The World Above:
While you explore below, different events may happen above-ground, presenting opportunity and choice when you return from expeditions.
────────────────────────────────────
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.
────────────────────────────────────
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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