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UI Improvements, Quality of Life & Loot!
![](https://clan.cloudflare.steamstatic.com/images/41146018/42f518b95414bdf7fe2eb4dbee4911871be83c61.gif)
Before, when initiative rolled, hidden enemies would reveal their position with the "initiative rolled" text - but now only visible enemies display it. This should make mobility and scouts an even more important part of your squads. This is a big change so let me know if it's fun or if it messes things up in any way!
![](https://clan.cloudflare.steamstatic.com/images/41146018/61edb9e63534e32694027d965d776fce4516fe0e.gif)
Netherguild has a lot of inventory management... so I figured, why not make it a bit more comfortable? Items now snap to their slot, making it easier to arrange items rather than having to carefully place them.
![](https://clan.cloudflare.steamstatic.com/images/41146018/2574a3d51abfdd2db0de53d8c53d64186e5921be.gif)
After opening a chest, it will remain half-open; this is to show it has been looted (by you) before. A community feature originally requested by Mr.Delightful, this should make backtracking easier. I've also added some tiny visual improvements to the rest of the interface:![](https://clan.cloudflare.steamstatic.com/images/41146018/56e7f0e686bfef3f6efc93942263a9cb82cbe9d8.png)
![](https://clan.cloudflare.steamstatic.com/images/41146018/3f52c09fc2e3873bd54f5c3f5d76211dfcc7d41d.png)
As well as 2 new boot items and a new bow (for the Commoner set). I wanted to improve the interface a bit more and maybe add a couple of additional items, but I ended up running out of time for it during this update... so I might do it anyway in the next few days or save it for the future (:![](https://clan.cloudflare.steamstatic.com/images/41146018/1b4d02a41aea56fc7eb5fe7b1de734a357ee05c2.gif)
City of Mist - Metal Update -three weeks New automaton enemies in the City of Mist area, new loot 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!!!
A few weeks ago I was talking to a friend of mine who worked on a couple other games (asked to remain anonymous for now). I mentioned how I don't like roadmaps - which are good for hype, but make me worried about deadlines and delays... So he came up with this clever idea of having a "reverse roadmap" - instead of a regular roadmap filled with hopeful promises, this is a list of things that have already been added to the game during early access.![](https://clan.cloudflare.steamstatic.com/images/41146018/f51407dc456fedffcf9394c94b0a84e06625ce14.png)
I thought it'd be a good idea to 1) show new players that the game is being continuously updated, and 2) to show returning players everything new since they've last played at a glance. This will mainly include exciting content and exclude other things like interface improvements, bugfixes and quality of life additions, which are important but would end up cluttering the list. In any case, explanation over! expect to see it pop up throughout early access (:![](https://clan.cloudflare.steamstatic.com/images/41146018/1ff1fe4b7ff89eaaeb94bff0cd0bcab96d74782b.gif)
And that's all for this update - thank you for checking it out (: See you all in a few weeks with some brand new content for the City of Mist as well as more info on the big update that's dropping in a few months from now! -David
[ 2023-07-05 18:46:54 CET ] [ Original post ]
Hey Guild Leaders!
This last week and a half I've been working on some quality of life improvements, a few slight improvements to the interface as well as handful of new loot items for the Nobles & Commoners factions.
Enemy initiative doesn't reveal positions
![](https://clan.cloudflare.steamstatic.com/images/41146018/42f518b95414bdf7fe2eb4dbee4911871be83c61.gif)
Before, when initiative rolled, hidden enemies would reveal their position with the "initiative rolled" text - but now only visible enemies display it. This should make mobility and scouts an even more important part of your squads. This is a big change so let me know if it's fun or if it messes things up in any way!
Item Snapping
![](https://clan.cloudflare.steamstatic.com/images/41146018/61edb9e63534e32694027d965d776fce4516fe0e.gif)
Netherguild has a lot of inventory management... so I figured, why not make it a bit more comfortable? Items now snap to their slot, making it easier to arrange items rather than having to carefully place them.
Chests and Vaults Remain Half Open
![](https://clan.cloudflare.steamstatic.com/images/41146018/2574a3d51abfdd2db0de53d8c53d64186e5921be.gif)
After opening a chest, it will remain half-open; this is to show it has been looted (by you) before. A community feature originally requested by Mr.Delightful, this should make backtracking easier. I've also added some tiny visual improvements to the rest of the interface:
![](https://clan.cloudflare.steamstatic.com/images/41146018/56e7f0e686bfef3f6efc93942263a9cb82cbe9d8.png)
![](https://clan.cloudflare.steamstatic.com/images/41146018/3f52c09fc2e3873bd54f5c3f5d76211dfcc7d41d.png)
As well as 2 new boot items and a new bow (for the Commoner set). I wanted to improve the interface a bit more and maybe add a couple of additional items, but I ended up running out of time for it during this update... so I might do it anyway in the next few days or save it for the future (:
![](https://clan.cloudflare.steamstatic.com/images/41146018/1b4d02a41aea56fc7eb5fe7b1de734a357ee05c2.gif)
What's Next?
City of Mist - Metal Update -three weeks New automaton enemies in the City of Mist area, new loot 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!!!
Reverse Roadmap
A few weeks ago I was talking to a friend of mine who worked on a couple other games (asked to remain anonymous for now). I mentioned how I don't like roadmaps - which are good for hype, but make me worried about deadlines and delays... So he came up with this clever idea of having a "reverse roadmap" - instead of a regular roadmap filled with hopeful promises, this is a list of things that have already been added to the game during early access.
![](https://clan.cloudflare.steamstatic.com/images/41146018/f51407dc456fedffcf9394c94b0a84e06625ce14.png)
I thought it'd be a good idea to 1) show new players that the game is being continuously updated, and 2) to show returning players everything new since they've last played at a glance. This will mainly include exciting content and exclude other things like interface improvements, bugfixes and quality of life additions, which are important but would end up cluttering the list. In any case, explanation over! expect to see it pop up throughout early access (:
![](https://clan.cloudflare.steamstatic.com/images/41146018/1ff1fe4b7ff89eaaeb94bff0cd0bcab96d74782b.gif)
And that's all for this update - thank you for checking it out (: See you all in a few weeks with some brand new content for the City of Mist as well as more info on the big update that's dropping in a few months from now! -David
[ 2023-07-05 18:46:54 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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