Grand Guilds cover
Grand Guilds screenshot
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Genre: Role-playing (RPG), Strategy, Adventure, Indie, Card & Board Game

Grand Guilds

Balance Adjustments + Fixes

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 locked out several characters for a longer period of time than intended.
  • Fixed a bug that didn't trigger 2 Steam achievements related to side quests.
  • Fixed a visual issue where blue tiles would display instead of red ones when you clicked too fast.
  • Fixed a bug where the "Take Cover" skill doesn't work.
  • Fixed an issue where debuff icons showed incorrect numbers compared to their card descriptions.
  • Fixed a bug that counted summoned units towards the player death toll.
  • Fixed an issue where some maps became unplayable using gamepads because the tiles were unselectable.
  • Fixed several issues related to passives not triggering properly or not working as intended.
  • Fixed a bug that didn't show the correct difficulty and playtime in your save slot.
  • Fixed slow UI response in the deck builder.
  • Addressed several collision issues during combat.
  • Fixed crashes and freezing problems for some devices.
  • Fixed a few typos in the dialogue and UI.

Update 1.0.1

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

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

We’re less than a month away from launch!

Switch and PC Release Dates

Nintendo 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 All

Our 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 Passives

We've been going over the skills and passives available to the player - filling in any gaps with each hero's arsenal. I wanted to give a little sneak peak on some of the skills and passives that are going to be in the game. We’re still in the process of balancing some of these so some might look different come launch.



That’s it for this update. We’re all really excited for the game’s release! Just need a little more push :D

- Justin V.

Beta 0.7.1 is Live



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.
  • Fixed an issue where players could still interact with the grid while the game is paused.
  • Fixed a bug that caused the World Map ship to not move correctly.
  • Addressed an issue where some passives relating to debuffs would not trigger properly.
  • Changed some enemy cards to correctly display their intended ranges.
  • Fixed a couple of ragdoll issues.

Beta Patch 0.7.0

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 damage cards.
  • Changed how "Missing Health as Damage" is calculated.
  • Armor and Resistance now correctly scales to VIT.
  • Added multiple enemy skill cards.
  • Added new hero passives.
  • Added boss enemy passives.


Bug Fixes


  • Fixed several gamepad control issues.
  • Fixed issue with music volume not changing.
  • Fixed an issue where some ranged cards had square targeting.
  • Fixed a bug where some units have swapped stats when loading an old save.
  • Fixed a bug where discarding a card sometimes doesn't send it to the correct pile.
  • Edited collision volumes for several maps.
  • Some texture optimizations.
  • Optimized some clothing animations such as capes.
  • Fixed a bug where occupied tile is highlighted when selecting landing tile.
  • Fixed card description's displayed numbers.
  • Changed the deck rename UI.
  • Fixed ragdoll issues for certain enemies.
  • Fixed some typos in keyword descriptions.
  • Several other small fixes.


NOTE: We recently updated the engine version we're using due to technical requirements on some platforms. If you experience any weird issues both graphical and gameplay-wise, please don't hesitate to report it to us.

Thanks for reading!

- Justin V.

December Progress

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.



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.



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.




Nintendo Switch Version



We're submitting a build to Nintendo for approval. The results will tell us when we can expect to release the Switch version. As you all know, we're hoping it can be same day release with PC.

Hoping this year will be a blast for everyone. See you on the next update. Cheers!

- Justin V.

Important Announcement + Beta Patch 0.6.2

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 buggy game. We want everyone to enjoy the game from the get-go.

Speaking of releases, we just updated the Beta Backers version on Steam. New story content is available along with a dozen new cards. The enemy AI has also been improved, adding new and interesting abilities to their decks.

New Content


  • Added Chapter 16 of the main story.
  • Added 2 new side quests.
  • New enemy type: Purgers.
  • New and updated card artworks.
  • Added snow themed maps.


Gameplay Changes


  • 3 new universal passives for all heroes.
  • 2 new Paco skill cards - Hopeless Romantic, Chivalry is Not Dead.
  • 4 new Skyla skill cards - Dragon Rounds, Hamstring Grenade, Airburst Flechettes, Blazing Blunderbuss.
  • Added several new passives. Some are still experimental.
  • Damage numbers are now color coded.
  • Healing Herbs can now target adjacent allies.
  • Spike Trap increased damage from 100% to 120%.
  • Scorching Trap now costs 3 AP and deals 140% damage.
  • Added multiple new enemy cards.


Bug Fixes


  • Fixed an issue where pushing units would result in the unit going to the corner of the map.
  • Addressed an issue regarding gamepad and controller auto detection.
  • Fixed a bug related to character locking based on story events.
  • Fixed a bug where some passives would not trigger.
  • Fixed a bug where single target passives would be triggered by an AoE.
  • Updated the stat allocation data table.
  • Fixed an issue where one story combat encounter was extremely hard to win.




On behalf of the entire Grand Guilds team, I wish you all a Happy Holidays. Take care, everyone!

Cheers!

- Justin V.

November Progress + New Mechanics

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.



We also added the Enemy Information system where players can view the deck and stats of all the enemies they will encounter before starting a quest. For story purposes, some enemies will be labeled with “???”, indicating that they are unknown. However, their stats and card descriptions will still be visible.

Story and Art Content


The steam golem is now an enemy unit you will face during the game’s main story. This guy packs quite a punch and is super though as well, so make sure you’re well prepared when facing this hunk of metal. There are also a bunch of new enemies but I can't really tell you who or what they are as it's a massive spoiler.



Kadmus’s sprite has been reworked as we felt that his proportions were a bit awkward. We also added a few new card artworks and character sprites.

Side Quests


We started adding the Side Quest design rewards into the game as well as the default ones we had planned. The next beta patch will be including some of these.

The Sky Broker


Speaking of quests, we’re now happy with Bruce’s role in the game. Aside from providing cards, he’ll be giving out some interesting side quests that offer great rewards to the player. He also has a fair amount of dialogue with our main characters during the said quests.



That's all for now. Sorry for posting the update a bit late. As some of you may know, we got hit by a strong typhoon last Monday and we still have no electricity as we speak. The development has been affected quite a bit. Fortunately, everyone is doing fine here. Hopefully we can get back to the swing of things soon.

Thanks for reading!

- Justin V.

Beta 0.6.1 is Up! New Combat Mechanics



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 some of Rei's cards.
  • New skill cards for Eliza and Rei.
  • New passive cards for Eliza, Kadmus, Rei, Paco, Skyla, and Raze.
  • Added 2-3 new skill cards each for some of the early game enemies.


Bug Fixes


  • Fixed collision issue in the Town maps.
  • Fixed bug that disabled skipping cutscenes after certain encounters.
  • Fixed a bug that caused Monico's passive to be unsavable.
  • Fixed an issue with Rei's "Overcharge" not enabling her to move after playing the card.
  • Fixed bug with units switching stats and passives in combat.
  • General AI improvements.


NOTE: Some of the new cards still have placeholder artworks.

Thanks for reading!

- Justin V.