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MASSIVE UPDATE - 4 New classes, 2 New Floors, New Loot and more!
Each one of these classes currently has 1 background each(!) but more will be added. To access these classes, you need to reach 7 or more renown with any of the two current main factions - the Nobility or the Commoners.
Duelist (Damage, Control) The duelist is the master of incapacitating his enemies and controlling the battlefield - increasing bleed counters and dealing bonus damage to incapacitated and otherwise weakened targets.
Alchemist (Buffs, Healing, Status) The alchemist class is a powerful ally to have - strengthening allies, and having many dual-use abilities which can buff allies and harm enemies, as well as an especially powerful one-use healing ability which is only bound by your character's max health. "Sage Alchemist", the current Alchemist background has two innate abilities:
Hero (Tank, Damage, Buffs) The Hero is an extremely powerful tank, with plenty of Block abilities and self buffs. The current background "Inspiring Hero" is focused on blocking and building up buffs on allies before dealing massive damage or doubling their buffs. It has one powerful innate ability:
Healer (Healing, Status) The Healer class is, unsurprisingly, the master of Healing - as well as harmful status effect on enemies. The "rural healer" background has one innate healing ability:
Full of ancient sewer cleaning automatons, various creepy crawlies and crocodiles (!!!), the forgotten sewers are not an easy area to traverse. Sewage water which slows allied and enemy units makes fights even more challenging, which makes some enemy fights even tougher.
Full of various fungal folk which debuff your units to oblivion! weakening, disorienting, poisoning and stunning constantly.
There's a whole lot of other new additions in this update like loot items for existing areas, as well as some existing abilities which got rebalanced (read as: buffed). I genuinely hope you have a good time exploring all the new additions to the game! and as always, there's a lot more new stuff I have planned for the future (': That's all for this update!!! If you enjoyed it please leave a kind review, and if you have any feedback I'd love to hear it here on Steam's forums or in the game's Discord. See you all in future updates to come- -David
[ 2024-12-19 10:04:42 CET ] [ Original post ]
Hey Guild Leaders!
Fantastic news, the big update is here! I made a short preview video:
[previewyoutube=jws4-U_1PIA;full][/previewyoutube]
However, if you prefer reading (or want more details) I got you covered too! (:
New Classes
Each one of these classes currently has 1 background each(!) but more will be added. To access these classes, you need to reach 7 or more renown with any of the two current main factions - the Nobility or the Commoners.
Nobility Classes
Duelist (Damage, Control) The duelist is the master of incapacitating his enemies and controlling the battlefield - increasing bleed counters and dealing bonus damage to incapacitated and otherwise weakened targets.
Alchemist (Buffs, Healing, Status) The alchemist class is a powerful ally to have - strengthening allies, and having many dual-use abilities which can buff allies and harm enemies, as well as an especially powerful one-use healing ability which is only bound by your character's max health. "Sage Alchemist", the current Alchemist background has two innate abilities:
- Strength Potion - which slows and strengthens the target
- Transmutation - A one time use ability which restores 60% of an allies HP.
Commoner Classes
Hero (Tank, Damage, Buffs) The Hero is an extremely powerful tank, with plenty of Block abilities and self buffs. The current background "Inspiring Hero" is focused on blocking and building up buffs on allies before dealing massive damage or doubling their buffs. It has one powerful innate ability:
- Inner Potential - Gain block, strengthen, and focus.
Healer (Healing, Status) The Healer class is, unsurprisingly, the master of Healing - as well as harmful status effect on enemies. The "rural healer" background has one innate healing ability:
- Herbal Bandages - Heals 2 health, cures bleed and slows target. (5 uses).
Two New Areas
Mist City Sewers
Full of ancient sewer cleaning automatons, various creepy crawlies and crocodiles (!!!), the forgotten sewers are not an easy area to traverse. Sewage water which slows allied and enemy units makes fights even more challenging, which makes some enemy fights even tougher.
Damp Caves
Full of various fungal folk which debuff your units to oblivion! weakening, disorienting, poisoning and stunning constantly.
The End? Nay! More!
There's a whole lot of other new additions in this update like loot items for existing areas, as well as some existing abilities which got rebalanced (read as: buffed). I genuinely hope you have a good time exploring all the new additions to the game! and as always, there's a lot more new stuff I have planned for the future (': That's all for this update!!! If you enjoyed it please leave a kind review, and if you have any feedback I'd love to hear it here on Steam's forums or in the game's Discord. See you all in future updates to come- -David
[ 2024-12-19 10:04:42 CET ] [ Original post ]
Netherguild
David Vinokurov
Developer
David Vinokurov
Publisher
Planned November 2022. Wishlist to be notified!
Release
Game News Posts:
159
🎹🖱️Keyboard + Mouse
Very Positive
(66 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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