- Balance Adjustments + Fixes - 18 May 2020
The game has been updated to version 1.1.0 which features balance changes, some new content, and multiple bug fixes. Gameplay Changes Changed several enemy groups to provide better variety in combat. Enemy levels and stats were adjusted based on the change in enemy groups. Adjusted the diminishing returns of using AoE attacks against large enemies. Changed several boss fight mechanics to make them clearer and less frustrating. New Content Added 3 new maps to the Guild Quests pool so there's more variety to the layout of generated encounters. Added more enemies and enemy groups to the Guild Quests pool. Added a 5th combat soundtrack. Bug Fixes Fixed several instances where sound effects and/or music was missing from a cutscene. Fixed a bug where the camera sometimes moves to a random location when an enemy attacks. Fixed an issue where footstep sounds would not play. Fixed a bug that loc…
- Update 1.0.1 - 29 March 2020
This update hopefully address some of the glaring issues that a lot of players have been experiencing since launch. Gameplay Changes EXP Sharing: Inactive characters gain +40% experience. Added a Help Screen during combat by pressing F1. Lowered enemy stats for Easy (Recruit) and Normal (Guildmate) difficulties. Reduced the Lycan Boss enemy's base stats. Bug Fixing Changing keybindings should now be possible again. Fixed an issue that caused the XP bar to show inaccurate percentage. Fixed a bug causing Unbound Electron to trigger every turn. Fixed a bug that caused Pacifist to trigger inconsistently. Edited some Passive texts so their intended effects are clearer. Fixed a bug that caused Mysterious Pieces Part 3 to be completely skippable. Fixed an issue that caused the Final Boss battle to be skipped by returning to the World Map.
- Hotfix 1.0.0b - 27 March 2020
Bug Fixes Fixed a bug where taunted enemies would move to the grid's origin when the taunter is unreachable. Fixed a bug where Paco joining the party caused Rei and/or Eliza to get no cards in their first encounters. Fixed an issue where the Deck Builder didn't refresh after buying a card. Resolved texture streaming issues that caused very low quality textures even on the highest settings. Fixed a bug where Mobility and Swiftness info were not shown. Changed the range of the Gunslinger enemies to ensure they would attack after retreating. Fixed a few dialogue and card typos. Added and corrected a few UI tooltips. Gameplay Changes The zoom in when playing a card now only happens when playing a 4 or 5 cost card.
- February Update + Announcements - 3 March 2020
We’re less than a month away from launch! Switch and PC Release DatesNintendo has finally approved our latest game build. We and our publisher agreed that it would be best to have a simultaneous release for both Switch and PC platforms. As such, we’re scheduled to launch on 26th March 2020 for Switch, Steam, and Utomik. Gotta Polish Them AllOur artists spent the last month polishing existing assets. Polish is a very important thing in any game after all. Here’s a before and after comparison of some of the main characters. The world map is also getting a new look. The layout is pretty much the same but we're redrawing the locations, landscapes, etc. I’m also polishing the story content and combat encounters for the game. Making sure cutscenes flow well and fixing any level design issues. Currently doing a pass on all the enemy cards and stats too. Skills and PassivesWe've been going over…
- Beta 0.7.1 is Live - 8 February 2020
New Content New Story chapters 19 and 20. Added 11 story combat encounters. New story boss. New and updated card artworks. New animated cutscenes. Improved buttons and combat HUD elements. New loading screen animation. Gameplay Changes New keyword "Summon" will spawn AI controlled units. Added 11 Monico cards. Added 12 Draken cards. Added multiple passives for various heroes. Changed Head Start passive for Rei. Added passives for boss enemies. Bug Fixes Fixed a bug that caused enemies to sometimes not use their basic attack. Fixed an issue where pushing enemies would sometimes lead them to wrong tiles. Fixed a bug where a push card with wall hit damage incorrectly deals that damage. Corrected some typos and grammatical errors in the dialogue. Fixed a bug where some characters have blank, white portraits during dialogue. Fixed a bug where the Pause menu covered by other UI elements. Fixe…
- Beta Patch 0.7.0 - 20 January 2020
We have a big update in terms of content today! A lot of combat encounters, several new enemy types, multiple new hero cards, and so much more! New Content NEW Story chapters 17 & 18. Added 16 story combat encounters. New Enemy: Giant Scorpions. New Enemy: Desert Slavers. New Enemy: Lizardfolk. New Enemy: Living Armors. 2 New Story Bosses. Added 3 Kadmus cards. Added 4 Rei cards. Added 8 Raze cards. He now has 20 in total. New animated cutscenes. More card artworks. Improved UI buttons. Gameplay Changes Removed exploit for taunting enemies. Players would Taunt an enemy and then move the Taunter to an unreachable location, making the taunted enemy unable to do anything. Changed level scaling curves for Health, Physical Power, and Magical Power. As a result, secondary stat numbers should be a bit lower now. Kadmus's Basic Attack now scales from both PP and MP. Reworked most of Raze's dama…
- December Progress - 5 January 2020
First update of the year! Let's look back at what we achieved last December 2019. New Hero Cards We continued working on defining possible builds for each playable hero. The goal is to have 20 skill cards and 20 passives for each hero. Right now most of them are sitting at around 15 or so cards while some later characters like Lyria are at around 8 cards. https://i.imgur.com/ErBPcE6.png Design Rewards Production is almost done for 1 of 2 boss enemies and 2 of 3 normal enemies. Scripts for side quest rewards are also being approved for production. https://i.imgur.com/2n6UifD.png More Combat Maps We added several new maps both for cinematic and gameplay use. I can’t really show much of the new maps to avoid spoilers, but here are some screenshots of the environments we worked on. https://i.imgur.com/p3xVuFN.png https://i.imgur.com/ifSQZoL.png Nintendo Switch Version We're submitting a bui…
- Important Announcement + Beta Patch 0.6.2 - 21 December 2019
A couple of weeks ago, we got hit by a strong typhoon here in the Philippines. While everyone in the team is alive and safe, most of us didn’t have electricity and internet for almost 2 whole weeks. Because of this, we’ll need to move the release date once again. We’ve introduced a lot of new gameplay features and story content for the past couple of months. With the end of the year fast approaching, it’s been a very busy and exciting time for Grand Guilds. However, we do realize that we do not have enough time left to bring the game to an entirely polished state. So we’re moving the release date for Steam, Utomik, and other PC platforms to March 12, 2020. Nintendo Switch release date is still TBD. I know this is not good news for the people who are highly anticipating the game, but I do believe that this is the right decision. The last thing we want to do is release an unpolished and b…
- November Progress + New Mechanics - 6 December 2019
Wow, time sure flies fast. It’s already December and we’re getting much closer to release! Here’s a summary of what we’ve accomplished this past November. Public Events Last November 6th to 10th, we showcased Grand Guilds at Level Up Kuala Lumpur. The event was really fun and we received a lot of feedback from both players and devs alike. Grand Guilds also got nominated for Best Innovation in the SEA Game Awards. Gameplay Mechanics New mechanics and keywords have been added to the game. Traps are now a thing and Paco is especially good at them. You can now lay down trap cards which will be triggered when an enemy enters its radius. Chain Lightning has been added to some of Rei’s cards. The concept is bolts of electricity course through nearby units. So when dealing damage, additional Magic damage equivalent to 30% of the original will be dealt to adjacent enemies. https://i.imgur.com/ex…
- Beta 0.6.1 is Up! New Combat Mechanics - 26 November 2019
https://i.imgur.com/gM3ownZ.png Hey everyone! The new beta version is here and we have some new gameplay mechanics for you all. New Content New Chapters 14 and 15. Added 10 story combat encounters. New Enemy: Steam Golem. New Enemy: Dual swords human. New character portraits. Added multiple voice lines. Changed card visuals. Multiple UI improvements and changes. Gameplay Changes Added the Enemy Info System - you can now view the enemy's stats, cards, and passives before starting a quest. The goal is to enable players to plan out their decks more efficiently and allow for more complex AI at the same time. New Trap mechanics - place a trap on a tile that can be triggered based on proximity. New Paco cards: Viper's Trap, Scorching Trap, Spike Trap. New Chain Lightning mechanic - dealing damage to a target deals a portion of that as magical damage to adjacent enemies. Added Chain keyword to…
- October Progress - 3 November 2019
It’s time for another monthly update! A lot of big gameplay changes came in last month so let’s dive right into it. New Gameplay Systems Last week, we released the Passive Cards system to our Beta build which introduced huge changes for card combat and character management. You can read detailed info about the new system here - https://steamcommunity.com/games/939120/announcements/detail/1642051978773601510 This is our largest update to the game since starting the beta. If you have beta access to the game, this is the perfect time to try out the new mechanics. Content Updates As always, we worked on a lot of new character portraits, 3D models, and card artworks for the game. We’re actually almost done with the needed assets for the full game. Here are some of them. https://i.imgur.com/0DF2SYe.png Lyria D'Altan, our 9th playable hero is also now available on the Beta version. Which means…
- Beta Backers 0.6.0 - New Gameplay Systems! - 26 October 2019
We're introducing some brand new systems in this update that will change how combat and party customization is played. Not to mention we also added our 9th and final hero - Lyria D'Altan. This is probably our biggest update yet! Passive Cards System This new system allows players to outfit their heroes with Passive cards. These cards give your heroes stat bonuses and effects that compliment their skill cards and playstyles. This system completely replaces the old passive trinkets and primary stat allocation mechanics. Primary Stat points are now gained via 2 ways: Pre-allocated points upon the character's level up. Passive cards giving stat bonuses. Each Passive card will have slot costs, allowing you to equip more than one passive. The higher the slot cost, the more powerful the effects and more stats you gain. All heroes start with 2 slots and unlock a slot every 5 levels, up to a max…
- Beta 0.5.3 is Here! New Draw mechanic and more! - 8 October 2019
The latest beta version is here! New chapters + new combat mechanics are the highlight for this one. New Content NEW story chapters 11 & 12. Added 8 story combat encounters. New animated cutscenes. New Enemy: Magical Weapon Constructs. More card artworks. More dialogue portraits. Updated dialogue UI. Added 6 new soundtracks. Added multiple voice over lines. Gameplay Changes Changed draw mechanic: 1 Draw, 1 Redraw per unit per turn. Press "R" to toggle redraw mode. New status effect: BURN - Deal damage per turn based on Magic Power and deal damage to Armor. New status effect: BLEED - Deal damage per turn based on Physical Power and reduce healing received. Reduced POISON damage from 10% to 5% of max HP. Increased POISON duration from 2 to 3 turns. Replaced Skyla's default passive with: Suppression Fire - repeatedly attacking an enemy in a turn will apply a stacking -1 Mobility for 1 turn…
- September Progress + Slacker Backer - 1 October 2019
Hey everyone! A lot of content has come and is coming into the game. So let's get into it! Slacker Backing First things first, a lot of people have been requesting that we provide a late backing option for those who missed the Kickstarter campaign. It took us a while to set it up, but we heard you loud and clear! You can now show your support by backing us via PayPal through our website. All the funding received through this will go into developing Grand Guilds. Since the full release is just a few months away, we're only offering up to the Veteran Guildmate tier ($45) since all other rewards are now locked in. Monthly Progress We made a lot of progress towards the game's completion. We released Draken, our 8th playable hero, earlier this September and included a ton of story content alongside him. Draken is a damage character who utilizes stealth mechanics to execute his enemies. https…
- Beta Build 0.5.1 is live! New Major Character! - 3 September 2019
Hey everyone! Here's our latest beta release where a major character is making an appearance. https://i.imgur.com/2L0bDVZ.png New Content Added Chapter 8 and part of Chapter 9. 6 new story encounters. 3 new combat maps. New Boss Enemy: Shadow Vox Assassin. Lots of new card artworks. Updated Mami's UV and textures. Gameplay & Balance Enabled Auto wait for units with no more actions left. Renamed Paco's default passive. Improved Paco's idle and run animations. Adjusted sword attack animations. Increased Monico's overall healing. Bug Fixes Fixed bug where cards appear with incorrect integer value. Fixed a bug that produced inaccurate damage values when attacking from an elevated position. Fixed bug when taunting a Player unit. Edited passive descriptions for multiple characters. Fixed Eliza's skin weights. Fixed several dialogue typos. Fixed bug with Deadeye card not working. Fixed bug wit…
- August Progress Report - 2 September 2019
Hey everyone! A lot of cool things happened last August so let's dive into it! Gamescom 2019 Grand Guilds was in Gamescom last August 20 to 24 as part of the Indie Arena booth! Hundreds of people played the game and I know some of our Kickstarter backers were there too! New Artworks & Updated Ship As always, we worked on a lot of new character portraits, 3D models, and card artworks for the game. Here are some of them. https://i.imgur.com/uaXeQq5.png https://i.imgur.com/IIIOfl5.png We also updated the Player Ship's textures. If you remember, I wanted to add Bruce's name to some of the 3D models he created. We ended up adding his online tag "BRZ" which is just short for "Bruce". This is what he signs his drawings with so I figured it was best to use it. https://i.imgur.com/jSqxxG3.png Full Voice Cast As of August 23rd, the voice cast for Grand Guilds is officially complete! We finished c…
- Beta Build 0.5.0 is out! Card Gameplay Changes! - 19 August 2019
Hey everyone! The new Beta build is here and there's a ton of gameplay changes and new content! Quick side note: We'll be at Gamescom in Cologne, Germany from the 20th to 24th August. Our booth is in the Indie Arena, Hall 10.2. Feel free to drop by and say hi! https://i.imgur.com/LwS20nC.gif New Content: New Story Chapter 7. Added 6 story combat encounters. New Hero: Monico Sternhat. Added 8 cards for Monico. New Enemy: Automated Turret. New Rei Card: Overcharge. Added Range indicators for cards. New soundtracks and stingers. Updated card artworks. Added F1 for Info/Help. Gameplay & Balancing: Reworked card draw per turn. Each unit will now draw 2 cards per turn but will no longer draw on the first turn after the Mulligan screen. The initial hand is still set to 2 cards which the player can still mulligan. Replaced "Deploy" keyword with "Instant". "Piercing" and "Lifesteal" are now keyw…
- Beta Backers Build 0.4.3 is now out! - 2 August 2019
We just updated the beta build to version 0.4.3! This new build includes Chapter 6 of the main story, some gameplay changes, and lots more! https://i.imgur.com/24ECLT9.png New Content Added chapter 6 of main story. New Enemy: Diospore New Enemy: Rifleman New Enemy: Hagspawn New Enemy: Night Hag Added Paco Card: Master Tracker Players can now select a landing tile when using a damage card with "Move". Rotating while placing a wall will not rotate the camera anymore. Added camera occlusion for some walls, houses, and other objects that block view. Added music and ambient sounds to some scenes. Balancing Hailstorm now costs 4 AP and applies Weak. Winged Feet now draws a card. Reduced Skyla's overall card damage. Adjusted level scaling when acquiring new heroes. Bug Fixing Fixed a bug where Kadmus Water Bolt would not deal damage. Fixed Skyla's cape physics. Fixed a bug that showed wrong da…
- July Update + Release Date News - 1 August 2019
Monthly Progress Hey everyone! I'm Justin, here with another update on Grand Guilds. There's a bunch of things I want to discuss so let's get into it. New Content Lots of new content in the art side of development. I'm happy to say that we finished all concept arts for the entire cast in the game. We have some new cards and 3D models as well. https://i.imgur.com/sRQQ2iG.png https://i.imgur.com/ylkv6UJ.png On the other hand, the main story has undergone some revisions which included dialogue edits, cutscene changes, combat encounters, spelling checks, and just general polish. We expect this to be the last major revision for the story. Gameplay Changes The closed beta has been really helpful in determining issues with the gameplay, particularly the card system. We've been working on some changes to address these issues such as better draw mechanics, more unit interactions, and card balanc…
- Beta Build 0.4.2 is now Live! - 17 July 2019
It's time for an update on the Grand Guilds beta backers build! In summary, we've added Chapter 5 of the main story, new possible guild quests, and a ton of balancing + fixes! https://i.imgur.com/aFU1RII.png Changelists: New: Story chapter 5. Added 2 possible guild quest maps. New: Guild mage enemy. New: Guild swordsman enemy. New: Spiderling Illusion enemy. New: Blood entity enemy. New: Blood Golem enemy. Added ability to open settings menu during combat. Fixed bug with inconsistent tile visibility. Fixed a bug where Paco would have Kadmus's stats and cards after unlocking him. Pushing an enemy to the edge of the map should now work as intended. Changed Kadmus's hero ability from "Water Shot" to "Water Bolt". Fixed an issue where the player could still undo a move after receiving a buff. Fixed missing texture for Web Shot. Fixed bug where non-integer damage value would be dealt. Fixed…