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The Guild II Renaissance

The Guild II Renaissance Steam news

Runeforge Game Studio | Jul 28, 2010 | game

Released

57players observed · 23 September 2026 - 04:49:13 UTC

SimulationStrategyColony SimEconomyMedievalSteam Store

  • Latest observed players57 · 23 September 2026 - 04:49:13 UTC
  • SteamPulse tracked peak1,244
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score83% positive

The Guild II Renaissance news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed players57 · 23 September 2026 - 04:49:13 UTC
  • SteamPulse tracked peak1,244
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score83% positive
  • Total reviews3,996
  • Release dateJul 28, 2010
  • DeveloperRuneforge Game Studio
  • PublisherTHQ Nordic

Genres: Simulation, Strategy

Company pages: Developer: Runeforge Game StudioPublisher: THQ Nordic

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The Guild II Renaissance Steam news

The Guild II Renaissance news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Early Access for Europa 1410 Now Available - 17 September 2026

    Hear ye, hear ye!The big day has arrived - The Guild 1 Remake: Europa 1410 is now available in Early Access! With our Early Access release, we are also updating the demo so that you can try it out before purchasing Europa 1410. Please do not load any previously made saves for the demo - they will not be compatible with the latest demo version. We highly recommend starting a fresh new save for the best experience. We have put the old version of the demo on a separate Steam branch: demo_0.3.0, so you can finish your current playthrough before switching to the new version of the demo.After giving the demo a go, you can purchase The Guild 1 Remake: Europa 1410 in Early Access for EUR/USD 19.79 for the first two weeks, saving 34% - after which it will be EUR/USD 29.99.What can you expect in the game?With our EA release, a very noticeable change is how you start building your character to sha…

  • 4.727-75 (Beta) - Systems Update & More - 15 September 2026

    Hello & Greetings!Over the past few weeks, we've worked on implementing different features for the quality of life as well as different bugfixes. This patch log is a summary of all that has been done since last month.As always, we've made sure to update Reforged so please hit SYNC in the launcher to update your mod.We hope you enjoy this update!Game LauncherWe've updated the game launcher to add a browsable workshop interface that lets you look into mods created by the community and subscribe to them directly from there. Additionally, we added a Workshop button on the main menu of the game to open the Steam overlay to the workshop. Lastly, we've also added a diff viewer for mod authors to look into when publishing new mod updates.Localization & Text SystemA new major TextSystem update lets you change the language of the text and the language of voices live in-game in the options.Updated…

  • The Guild 1 Remake: Europa 1410 – The Road to 1.0 - 11 September 2026

    Dear Friends of The Guild,Next week, on September 17th, our Game The Guild 1 Remake: Europa 1410 will enter Early Access. Just in time for our release, we also reached another milestone of over 300,000 outstanding wishlists! A big thank you to all members of our community and fans of The Guild; your continuous support and feedback on our demo is driving us forward.RoadmapWhat is playable nowAt the start of Early Access, you can choose one of 8 different professions to open your business and found a dynasty in one of 6 different cities. Employ workers in your workshop and have them produce goods you can sell at the marketplace, or send them to provide services to your fellow citizens.Start courting, marry, and produce heirs to secure your legacy. A campaign in Europa 1410 can span over multiple generations, so the character you end a campaign with will probably not be the one you started…

  • Europa 1410’s EA Release Date and Clarifying Our Vision - 20 August 2026

    Dear Friends of The Guild,We are excited to announce that The Guild 1 Remake: Europa 1410 will launch into Early Access in exactly four weeks, on the 17th of September. We will also update the demo on the same day, so its content is on par with the Early Access version of the main game. This is a huge milestone for us, and we cannot wait to see the game in your hands.But wait, what's that about the name? Wasn't the game just called The Guild - Europa 1410? Yes, that's right: The Guild - Europa 1410 is being renamed to The Guild 1 Remake: Europa 1410.With this name change, we hope to clearly communicate that our game is inspired by the first Guild game, namely Europa 1400: The Guild. Though the later Guild games have their own identities and atmospheres, and many in the community have grown to love The Guild 2 and The Guild 3, the later Guild games and their life sim elements are not the…

  • 4.727 (Beta) - Workshops hotfix - 13 August 2026

    Back again!We're finalising the work on the AI Labor logic for automatic production in workshops. It is a complex system, that was changed with the recent introduction of Priorities- but we believe it is coming back even better as before and it should work much better.If you are using Reforged, please make sure to update your mod to reflect the bug fixes.GatheringFixed fishing boats struggling to gather fish. The boat now takes into account which products are switched on. If Fried Herring is disabled, herring is no longer treated as needed and the boat goes for salmon instead to let workers produce Smoked Salmon.Fixed gathering being cancelled the instant it was assigned once a To Keep value was met, which left workers flickering between "collect" and "cancel" every few seconds.ProductionFixed buildings struggling to acquire raw materials that were left on Auto in the To Buy list, espec…

  • 4.724-726 (Beta) - Bugfixes impacting AI Production & More - 12 August 2026

    Here we meet yet again!Another round of fixes, this time we're looking into more fixes for the production of items but also movement tasks, music, character affairs and updated localization.If you are using Reforged, please make sure to update your mod to reflect the bug fixes.PathfindingA single character standing on blocked ground would quietly degrade pathfinding for every character in that town or building, and could blacklist perfectly good spots so that anyone standing there was refused a path entirely. Characters caught by this would loop idle forever, repeatedly failing to move.Fixed characters fleeing someone being handed a wrong destination, sending them to coordinates that did not exist in the building they were actually in.Fixed characters entering buildings that have no interior locators that were required for their task.Fixed movement error reports omitting the actual erro…

  • 4.722-723 (Beta) - Building Management & Medical Treatment hotfix - 11 August 2026

    Awo again!We are now releasing the fixes for the following features.If you are using Reforged, please make sure to update your mod to reflect the bug fixes.Building Management - ProductionFixed the priority production order you set not reaching the workers properly: the displayed priority is now applied.Fixed some issues with the To Keep values.Fixed workers going idle when one recipe was blocked on a missing ingredient, instead of moving to a recipe they could actually make temporarily.Fixed the building owner being ignored by auto-management, leaving them stuck on a single product indefinitely.Fixed buildings reporting "Inventory is full" while auto-management never bought the item-slot or stack-size upgrades that would resolve it & made unlocking upgrades better overall.Building Management - CartsFixed carts not always properly fetching the ingredients a building needed for productio…

  • 4.721 (Beta) - Savefiles compatibility & Bugfixes - 10 August 2026

    Hello again!We've implemented some changes to make the following happen. Reforged has also been updated, so please SYNC your mods if you are a Reforged user.Older Savefiles CompatibilityMade older savefiles load properly on 4.721. The game will now adapt to the newer systems that 4.72 brought, notedly the important modifications to make Lua States scripts able to be defined over a total of 64 ; as well as the compatibility for counting houses and the new interior scene.Farm Addons SpammingWe fixed an issue whereas the AIs would keep building farm addons such as wheat fields endlessly on the map. It will now stop doing so and will remain reasonable in how many of these its farms need.Misc ChangesImproved Pickpocket script from Localization bugfixes for character namesWhen the Alderman freezes trade with counting houses, it will be indicated in the new counting houses interface.We'll be b…

  • 4.697-4.72 (Beta) - Counting/Guild Houses & More - 9 August 2026

    Greeeeeeeeetings!We are finally back with another update for The Guild 2: Renaissance.To access this beta patch, you must opt‑in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.For this release, the version shown on the main menu is "4.71".Please, consider starting a new game, since this update changes and adds a lot and unexpected behaviours may occur in previous savefile.Remember to start the game with the launcher to update your mods. As always, we made sure to update "Reforged (Official)" with the latest changes so please hit "SYNC" in the launcher to apply the new changes.Improved Counting Houses & Guild HousesIn this patch, we have been working on a new system to make counting houses more interesting and less prone to easy money printing, while retaining the core legacy purpose of their gameplay mechanic…

  • Economy and Events in The Guild - Europa 1410 - 31 July 2026

    Greetings, aspiring business owners!Welcome to our 7th dev diary! Last time we talked about goods and items; now we want to expand on this and focus on in-game economy and the effects of global events on your playthrough. These are two of the most discussed topics since the release of our demo of The Guild - Europa 1410. Before we get into the thick of it, a small disclaimer: The Guild - Europa 1410 is in active development, and economy as well as events are still in an early stage. What you can currently see in our demo does not yet properly reflect our vision for this portion of the game - improving and expanding economy gameplay will remain an ongoing task throughout the Early Access period.Now, with that out of the way, let's dive into it!EconomyEconomy, or "when to buy, when to sell", was always an important part of every The Guild game. While this mostly refers to the game's marke…

  • The Guild - Europa 1410: Demo Update #1 - 22 July 2026

    Hear ye, hear ye!We bring an update to the demo of The Guild - Europa 1410, with additions and fixes alike.The most notable addition is a new map named Herle, part of the duchy of Brabant. In 1410, Herle was a fortified church; today it is part of the Dutch city of Heerlen. Herle is a small and cozy settlement, and it serves as a tutorial map to help onboard new players, together with tutorial goals to guide newcomers to The Guild.A birds-eye view of HerleIn addition to this new map, the most important additions of this update are:Tutorial tasksIf you play the game on our new tutorial map of Herle, you will get small tasks that make it easier for you to find your bearings and get a good understanding of the game. Herle is a small map, designed to keep you focused on the essentials of the game.A new filtering system for highlighting buildingsYou can now select what is highlighted by the…

  • 4.696 (Beta) - AI & Interface - 19 July 2026

    Greetings!And we're back, with even more!To access this beta patch, you must opt‑in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.For this release, the version shown on the main menu is "4.696".Remember to start the game with the launcher to update your mods. As always, we made sure to update "Reforged (Official)" with the latest changes so please hit "SYNC" in the launcher to apply the new changes.Fixes & Changes:AIs are now able to build outside of city building areas when no free spot could be found in building areas, thus allowing a proper expansion and allowing for the economy to continue growing better.Buildings built outside of cities now generate a dirt road connecting to the main network of roads, in order to improve pathfinding as characters follow roads natively.Added a new setting to the game lau…

  • 4.69-695 (Beta) - Crime Sight & Achievements & Bugfixes - 17 July 2026

    Greetings!And we're back, with even more!To access this beta patch, you must opt‑in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.For this release, the version shown on the main menu is "4.695".Remember to start the game with the launcher to update your mods. As always, we made sure to update "Reforged (Official)" with the latest changes so please hit "SYNC" in the launcher to apply the new changes.Crime Sight & DetectionIntroducing a new feature tied to criminal activities! Before this update, when you would commit a crime such as plundering a building, the observing characters around you would always either react right away or would not do anything.With this update, everything changes since the characters now have a "suspicion bar" that fills up more or less based on character skills. When the actor of the…

  • 4.679-69 (Beta) - Performance & Bugfixes - 11 July 2026

    Greetings!We have another patch for you today!To access this beta patch, you must opt‑in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.For this release, the version shown on the main menu is "4.69".Remember to start the game with the launcher to update your mods. As always, we made sure to update "Reforged (Official)" with the latest changes so please hit "SYNC" in the launcher to apply the new changes.Fixes & Changes:Activated "Delta Resyncs": the Resynchronizations are now faster, since only the parts of the savefiles that differ from host will be redistributed as opposed to the entire savefile.Performance update: changes to how AI dynasties work through their weighted decision trees make it less performance-heavy, thus allowing for a gameplay that stutters less over time, and for example allow max speed t…

  • 4.677-679 (Beta) - Economy & Additive Mods - 5 July 2026

    Greetings!This update is our largest reworking of the game's economy to date: from the AI Management of your workshop to the customers who buy from them- alongside proper support for non‑Latin languages, a nurtured in‑game Guide for economy details, and a long list of fixes.To access this beta patch, you must opt‑in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.For this release, the version shown on the main menu is "4.679".Remember to start the game with the launcher to update your mods. As always, we made sure to update "Reforged (Official)" with the latest changes.The Steward - Manage Your BuildingsHand a workshop to a steward and he will produce your wares, buy your materials, stock your counter, manage your staff and mind your budget while you tend to grander matters. The entire Manage Building interfac…

  • Goods and Items in The Guild - Europa 1410 - 2 July 2026

    Greetings!In the medieval world of The Guild, goods have always played an important role in daily life. From the humble beginnings of production, craftsmanship, and bartering of goods, you could work towards building your wealth, expanding your influence, and securing your dynasty’s future. As you weave through the intricate plays in politics, you could always count on the effects of certain items.In this dev diary, we’ll look into some of the different items in The Guild - Europa 1410 and explore how they come to be, and explain the basics of goods production: from gathering raw materials to crafting intermediate products, to the production of valuable end products that can shape wealth, health, and influence. You will also learn how to harness the potential of the end products to aid you in your success!Raw Materials and ResourcesAs the foundation of the economy, raw materials and res…

  • 4.672-677 (Beta) - Ping System & More - 30 June 2026

    Hello!We have deployed yet another Beta patch in response to the latest feedback. It is centred on bugfixes and new additions.To access this beta patch, you must opt-in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.For this release, the version shown on the main menu is "4.677".Multiplayer Ping SystemIntroducing the first iteration of the Multiplayer Ping System, which allows you to ping locations, character/carts/buildings, and waypoints to you and your allies! To access this feature, press "E" on your keyboard (we will add in the future a way to customise this hotkey).The first type of ping is a static ping that stays on the ground, that is simply drawn on the screen by releasing your cursor over the desired ping type. Then, you can apply a ping on top of any 3D object in the world, that stays attached to…

  • 4.67 (Beta) - Mod Architecture Revamp & UI Scaling & More - 25 June 2026

    We have deployed a new Beta patch in response to the latest feedback. It is centred on the mod architecture and the tools around it, but this round also incorporates more bugfixes, economy/balance tweaks, UI Scaling and new minor additions.To access this beta patch, you must opt-in to the Beta branch by navigating to Steam Library > The Guild 2: Renaissance > Properties > Game Versions & Betas > patch_4.6.For this release, the version shown on the main menu is "4.672".Our official mod Reforged has been updated for this update. It may take a few minutes for Steam workshop to distribute the new files. Do not forget to update your mod in the game's launcher, using SYNC after the Steam workshop download has finished downloading the new mod update.Since mod architecture has been changed, it is important to grab the new changes. By default, Steam Workshop and our mod launcher should get rid o…

  • Hotfix 4.664-666 (Beta) - Multiplayer & Misc. - 19 June 2026

    We have deployed yet another series of hotfix in response to the latest feedback, as well as various improvements and new features.Please ensure the version shown on your main menu is "4.666" before giving this a try.Fixed:Tracked down and fixed several desync sources so more objects and settings stay synchronized across all players.Adjusted world data checksum comparator so as to require more continuous divergences to be reported before triggering an Out of Synchronization error ; and reduced its basic sensitivity ; so as to eliminate probable false positives.Improved Multiplayer stability for lobbies with more than 2 players.Some items from the graveyard workshop, as well as a few other consumables, were not needed by Sims and so we added them to the list of needs. Note: we may change the values for city needs over time.Fixed an issue whereas some cart drivers and indoor Sims could be…

  • Hotfix 4.663 (Beta) - 18 June 2026

    We have deployed an eighth hotfix in response to the latest feedback, as well as various improvements.Please ensure the version shown on your main menu is "4.663" before giving this a try.Fixed:In some situations, resuming a save file in Steam Multiplayer would result in an OOS prompt due to unsynchronised settings.Improved multi-language support with additional glyphs.In vanilla, fixed an issue whereas spawning AIs on maps could be wrong, thus resulting in deceased AIs at game start.Fixed an issue whereas spawning AIs considered a storehouse a viable first workshop to acquire.Improved multi-overlaying of activated mods in game launcher (WIP).In some game resolutions, fixed some UI not being set to the right location on screen.GiTSE should now be able to generate random geological landforms for 4k worlds.Fixed inability to display the help info panels on items belonging to a dropdown li…

Patch notes and updates

S.noRelease datePatch nameGID number
113 August 20264.727 (Beta) - Workshops hotfix1840944183775517
212 August 20264.724-726 (Beta) - Bugfixes impacting AI Production & More1840944183774791
311 August 20264.722-723 (Beta) - Building Management & Medical Treatment hotfix1840310314353244
410 August 20264.721 (Beta) - Savefiles compatibility & Bugfixes1840310314351817
59 August 20264.697-4.72 (Beta) - Counting/Guild Houses & More1840310314349670
619 July 20264.696 (Beta) - AI & Interface1838407329263077
717 July 20264.69-695 (Beta) - Crime Sight & Achievements & Bugfixes1838407329258524
811 July 20264.679-69 (Beta) - Performance & Bugfixes1837955055358341
95 July 20264.677-679 (Beta) - Economy & Additive Mods1836506165573668
1030 June 20264.672-677 (Beta) - Ping System & More1836506165561838
1125 June 20264.67 (Beta) - Mod Architecture Revamp & UI Scaling & More1836506165549003
1219 June 2026Hotfix 4.664-666 (Beta) - Multiplayer & Misc.1835871199306361
1318 June 2026Hotfix 4.663 (Beta)1835871199302801
1417 June 2026Hotfix 4.662 (Beta) - OOS hotfix & GiTSE1835871199299103
1514 June 2026Hotfix 4.66 (Beta) - Economy & AI1835236783567572
169 June 2026Hotfix 4.65 (Beta) - Multiplayer Systems & More1834602721200473
173 June 2026Hotfix 4.64 (Beta)1834602721184405
182 June 2026Hotfix 4.63 (Beta)1833968530899463
1931 May 2026Hotfix 4.62 (Beta)1833968530894829
2029 May 2026Hotfix 4.61 (Beta)1833968530890290

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