Netherguild cover
Netherguild screenshot
Genre: Strategy, Turn-based strategy (TBS), Indie

Netherguild

MASSIVE UPDATE - 4 New classes, 2 New Floors, New Loot and more!



Hey Guild Leaders!

Fantastic news, the big update is here! I made a short preview video:



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).
-but it's extremely powerful level up skills more than make up for it.



Leveling up healing units is easier as well with them earning a bonus XP each fight - however, they are still very capable of dealing damage and are not to be underestimated on the battlefield.

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




Playtesting Open, Big update soon!

Hey Guild Leaders!

These last few months I've been putting the finishing touches on the upcoming big update;

If you want to try it out early, the instructions are at the bottom of the post! but beforehand, I want to show some of the cool things I've been working on since last update;

Faction Following is COMPLETE




This includes the various enemy units of factions following you underground; It doesn't happen in-game because there are no negative events which lower your faction favorability enough, but that will be added in the future >:D


An example: the squires who buff their knight allies and hang in the back -


Or the commoner hero who alternates between lecturing their gullible follower peasants and attacking your units.

Various Oddities


Various unique oddities were added to the new areas, currently 3 new oddities for each new zone.


A forgotten research lab in the damp caves, with instructions for how to create powerful items, and ingredients you can gather from the long forgotten inhabitants of the area...


As well as a large manhole which can serve as a risky but handy shortcut in the sewers...

New Food Effects


I've added a few new food effects that would affect your resource management and rests...








Playtesting



Want to try out the big update early and find possible bugs?

Here are the steps to do so!

1) Right click on Netherguild in your steam library > Properties > Betas
2) Enter the code "ForgottenRoads" and choose to opt into the beta at the bottom. Make sure it changes in the top right!
3) Try it out and let me know if you have any feedback in the usual channels! be it through the Steam forums or through the Discord (Do mention that it's beta testing related though pls)



Speaking of which, if you don't want to grind through the entire game again to try out both factions, I have ready-made saves in the #weekly-news channel in the Netherguild Discord that you can download and try out.

Addition summary:
4 new classes (2 for each faction)
Faction stores and unique food items
2 new areas

Hope you enjoy playtesting if you do! I plan to hopefully release this update sometime before the new year.

Thank you for reading and may you always return from your expeditions,
-David

Early Access Update 17/10/2024 - 0.227(A) - Bugfixes!

Change log 17/10/2024 | Version 0.227(A)

Fixes:

  • Fixed can't open character inventories in the warehouse (community find by Osmorphic)


Changes:

  • Due to some code related change the saving and loading system might be affected. I playtested it thoroughly inside and outside the engine, but please let me know if you experience any issues!


Removals:
The last version might have accidentally included some of the new content (faction enemies or boons) so those are disabled once again for now (until the big update hopefully in about a month from now)

Early Access Update 17/9/2024 - 0.227 - Controller Improvements

Change log 17/9/2024 | Version 0.227

Controller Improvements:

  • Selecting a self attack (like Liquid Courage and Track) auto-focuses the controller on your character
  • Selecting a ranged attack that hits the first enemy in line auto-focuses on the closest enemy
  • Lets player skip speech of current character by pressing [A] on them
  • (Hopefully) fixed overworld buildings not working properly with controller (armory, guild, market)
  • Improved first selected action when pressing X in-dungeon with the controller
  • Selecting a character food selection panel when resting near bonfire will move the latest selected one above the others with controller


Minifixes:

  • Fixed broken navigation on "are you sure" panel for controller in-dungeon
  • Fixed tutorial tooltip "Movement and Exploration 2" going out of bounds with controller
  • Removed "slow rotation" which was activated with = and + on keyboard and slightly broke camera rotation


Early Access Update 8/9/2024 - 0.226(C) - Bugfixes

Change log 8/9/2024 | Version 0.226(C)



Bugfixes:

  • Possibly fixed end turn after character waiting related crash (happens when ending turn as the last character in the combat order after waiting)


New Bugs:

  • Introduced an issue where after pressing + or - on keyboard camera rotation is a lot slower and less responsive (related to trailer tools I'm working on).



Early Access Update 13/8/2024 - 0.226(B) - Building Upgrade Fix

Change log 13/8/2024 | Version 0.226(B)



Bugfixes:

  • Fixed can't upgrade Warehouse building (Community find by Bard)

Progress Overview for the upcoming mega-update



Hey Guild Leaders!
Since I've been working on it for a long while now, I wanted to share a quick overview of the progress for the upcoming big update:



Two New Areas


Including many new enemies, loot and oddities
A lot is already complete - just need a few more oddities, improved crocodiles and a handful more loot.



Faction System


With two initial factions (Nobles and Commoners), faction stores with food items, loot, etc. faction classes and faction enemies
Faction stores, loot and classes are implemented - I'm working on faction enemies following you underground too.






Faction Classes


With unique abilities and speech
Complete. I'm currently in the process of playtesting and refining them further.



Camp Below the Two New Areas



Complete!


New Main Menu Design



Mostly complete


Overall - most of the update content is complete. I do have a handful of things to wrap up, add and playtest though.

The End



That's all for this progress overview! Thank you for checking out this news post, I'm determined to push through the last few bits of work to have the mega-update ready!
Hope to share even more exciting news next time (:

-David

Early Access Update 25/7/2024 - 0.226(A) - Accrued Bugfixes

Change log 25/7/2024 | Version 0.226(A)



Bugfixes:

  • Fixed softlock caused by resting near an oddity (Community find)


Mini fixes:

  • Fixed buying items in the armory makes the camera zoom again


Working on the big update! expect a news post soon.

Improved shops + progress update!



Hey guild leaders! I recently made some great progress on the shops and upcoming "Damp Caves" mushroom area (new soundtrack for it later in the post!).

Here's the exciting details:

New shops


I've been wanting to redo the shop and guild screens for a long while, trying to make both of these looks like actual places rather than minimalist, grey windows.

So I set to work and made mockups in Aseprite! a pixel-art program.




...They're just mockups so I can see where the interface is, they're not meant to be pretty!





The in-game versions, however, are totally meant to look pretty! :D

This change currently only applies to the shops in the overworld (General Store and Armory).

I did end up running into some unexpected difficulties with the guild version... (the fact that the character is meant to be on the left side + screen scaling possible causing issues for how things are displayed on different screens) so that will have to wait for a future update :< However! Get ready for some very exciting mushroom news!

Mushroom Music





Here's the soundtrack for the upcoming "Damp Caves" mushroom area in-action! courtesy of the talented Daniele "Elrehon" Coppola. The soundtrack for the upcoming Sewers is done too, I might share it in a future post (:

Mushroom Animations


All mushroom enemies are now fully animated too, with particle effects to boot!


Mushroom push!


Mushroom cannon!


Mushroom hulk smash!

Mushroom sound effects


Finally, inspired by the fantastic music, I added sound effects to the various mushroom enemies 🎵


Beep boop

The End


And that's all! thank you for reading this update, looking forward to sharing more exciting news with you next time :D

-David

Early Access Update 24/6/2024 - 0.226 - Shop Upgrades

Change log 24/6/2024 | Version 0.226



Bugfixes:

  • Fixed crash caused due to Courtier Slash killing an enemy unit (Community find)


Improvements:

  • Improved interface for shops (market and armory)
  • Improved interface for coins