Bonfire Improvements + New classes almost complete!
When I started out this update, I wanted to improve the bonfire mechanic - there were multiple issues with it, like how the interface text was too small and how it was somewhat annoying to have to constantly open up your character inventory to switch food items between characters.
I tried out various changes like different camera angles and a new interface, but they ended up not working out so I had to discard them for now :/ So instead of redesigning everything from scratch, I just improved the current interface significantly -
I am glad about the more visible and less fiddly interface now though, hopefully it makes the lives of players easier.
The new hero class is almost done! the current background "Inspiring Hero" (background name is not final) will be a buff-based tank / damage dealer - it has some unique abilities, like doubling all the status effects on a character - and dealing damage based on the combined status effects of all party members.
New Area Progress -Three weeks I want to spend some time finishing up the new areas and playtesting the upcoming classes! I hope to have the almost ready so I can release the upcoming major update sooner. (I also wanted to improve the visuals of the overworld, but I want to delay that update at the moment so I can focus better on finishing the upcoming big update with the new areas and classes before doing overworld polishing).
And that's all for now! Thank you for checking out this update, hope to have more exciting upcoming stuff to show off next time. -David
[ 2024-05-10 20:18:01 CET ] [ Original post ]
Hey Guild Leaders!
I got a shorter update for you this time around - mainly an improvement to bonfires and update on the upcoming Hero class.
Bonfire Improvements
When I started out this update, I wanted to improve the bonfire mechanic - there were multiple issues with it, like how the interface text was too small and how it was somewhat annoying to have to constantly open up your character inventory to switch food items between characters.
I tried out various changes like different camera angles and a new interface, but they ended up not working out so I had to discard them for now :/ So instead of redesigning everything from scratch, I just improved the current interface significantly -
I am glad about the more visible and less fiddly interface now though, hopefully it makes the lives of players easier.
Hero Class Almost Done
The new hero class is almost done! the current background "Inspiring Hero" (background name is not final) will be a buff-based tank / damage dealer - it has some unique abilities, like doubling all the status effects on a character - and dealing damage based on the combined status effects of all party members.
What's Next?
New Area Progress -Three weeks I want to spend some time finishing up the new areas and playtesting the upcoming classes! I hope to have the almost ready so I can release the upcoming major update sooner. (I also wanted to improve the visuals of the overworld, but I want to delay that update at the moment so I can focus better on finishing the upcoming big update with the new areas and classes before doing overworld polishing).
Fin
And that's all for now! Thank you for checking out this update, hope to have more exciting upcoming stuff to show off next time. -David
Netherguild
David Vinokurov
David Vinokurov
Planned November 2022. Wishlist to be notified!
Strategy RPG Singleplayer EA
Game News Posts 158
🎹🖱️Keyboard + Mouse
Very Positive
(66 reviews)
https://www.netherguild.com/
https://store.steampowered.com/app/1464220 
[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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