From the next patch based on what you've mentioned I've added wages to the dungeon screen, So you can see what you're paying out compared to what you'll be earning, Will give people a bit more information in knowing what decisions to make,
Appreciate you not only playing but also taking the time to leave some feedback to help the game improve
Bretticus82
Creator of
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The % chance on the dungeons means you should be able to see what is clearable with your current team.
You start with 9 Delvers in backwater,
This enables 2 teams that can delve from day one.
Send the 2nd party into a dungeon to get some XP and gain some coin for the coffers,
There's also quests from day 2 in the tavern that can pay as well and let you send a solo delver
Key is to not over extend too early with outgoing costs until your stable,
Firstly, Thank you for playing!
I'm sorry this was your experience and I'll double check all the data to ensure this isn't something that can happen
An aspirant has to be taken on at least one delve in their year to be offered the oath. One who never went into the dark leaves at the year's end and joins the free agents, so check the market's free-agent list, where you can sign them back if no other guild has.
I'll be adding a clear warning before the year ends so this doesn't catch anyone else out, but the selection has always needed a confirmation so this is likely the scenario that caused this issue as their is no automation in that process it has to be manually selected.
Thank you!
I’m fully prepared for what’s coming with Steam, and I really appreciate the warning.
Long term, I’d love to bring artists and musicians onto the project and give the game a stronger visual and audio identity. That will depend on how the game does, though, as I don’t have the luxury of funding that from my own pocket right now.
You’ve played the game enough to have seen what’s actually going on under the hood, so I really appreciate you recognising that it isn’t vibe coded.
That said, you’re absolutely right that I need to keep developing the game’s own visual identity over time, particularly as there are more and more games appearing that use a similar aesthetic.
Thank you so much for all your support and feedback throughout the game’s life so far.
It honestly is, from the bottom of my heart, appreciated!
Welcome to the Halls!
Straight to the point, I like it!
AI has been involved in the development process, but it hasn't generated the game itself.
I’m a solo developer who started building this as a passion project a few months ago, using whatever tools I could find to make it a reality. I use AI extensively for implementation, debugging, iteration, and some of the writing. The direction and authorship of the game is my voice.
I make the design decisions, control and define the systems and how they interconnect, direct the development, and test and revise everything. My day job is as a Data Analyst and workflow specialist, so a lot of the way I approach building this is actually very similar to what I do professionally.
The game itself isn’t built around generative AI. There’s no runtime AI generating the gameplay. The systems, simulation, progression, dungeon generation, heraldry, etc. are designed and directed by me, and the procedural content is generated by the game’s own systems, not by an AI model.
The store/page copy has also been AI-assisted, so you’re not wrong there and it's something I really need to change at somepoint!
So “AI-assisted” is a pretty accurate description. I’d say it’s much closer to an AI-assisted solo development workflow than an AI-generated game, but that’s already disclosed on the itch page.
Happy to answer any other questions if you have them. If you've tried the game, I’d love to know what you think!
Firstly thank you so much for this feedback!
I fully respect and appreciate what you are saying here and the development of the game going forward and where it will end up requires feedback such as this to know where and which ways to improve it needs to follow, so it's not frustrating in the slightest it's really appreciated and during early access I'll see what I can do to evolve the game whilst keeping the same amount of fun, solidness and rhythm.
Thank you for the feedback here ,much appreciated!
Player can't throw the dice as they aren't in the dungeon but you are correct about the anticipation aspect that a slight delay would bring to the roll so I will incorporate that option!
Looking forward to some more feedback once you've had some time to play a little bit more.
See you in the Halls!
Always happy to receive a message from you!
Currently it does look like the issue is on your end, I've not encountered a similar issue and I haven't received any other reports from anyone else for something similar.
If someone else looks at this chat and has any suggestions for how this could potentially be resolved I am all ears.
Appreciate you taking the time for this Feedback so Thank You.
I'll have a run through of all the descriptions, How to play and the compendium and clean up any descriptions that I can see that are conflicting.
I appreciate I might be too close to this so I'll ask the games community to offer some feedback on this of where this can be Improved.
Thank you for the feedback would it be possible if you could elaborate here.
The Delvers are the part of the world that are alive against a backdrop of a Dark-Fantasy world that lost it's ability to tell a story over time and become a world of cold truths and facts, The Guild the player creates and runs is the story being told against this backdrop, You interpret and imagine with your own bias in a world that cares not for it.
Just want to understand if it's something actionable I can achieve or a consequence of the design decision of how the games lore is set out.Another Hotfix is in on the browser, with a few other changes.
Also should give more information about the setting included different languages.
What does the "finish delve" button do - It's to stop the continue button being pressable when in the dungeon.
The witness stone already could be the accessibility option ""A guildmaster hears the room, the blow and the fall...""
Happy to hear anything you want to suggest for in game accessibility lorewise but the nature of how the world works and the witness stones make it that it's already a thing.
Thanks for these, and for experimenting, that's exactly how this stuff gets found. All three are hot fixed in
The "let a hero go" button.
That one's working as intended. You can only sell a hero when your coffers are actually in the red.
It's meant to be a lifeline in a bad year, not a way to make money by signing cheap heroes from the Tavern and flipping them.
The bug is that it never told you any of that:. It now says why, in text, right under the button.
The combo box bug.
It now stands down for anything that declares itself a combo box, listbox, menu, tab list, slider and so on, so this should be fixed everywhere it could happen, not just on the roster screen.
The heading.
Added. There's now a proper heading with the hero's name just before their stats, so you can jump to it. It's invisible on screen.
Also gave the rename button a real label, since it was announcing as just "✎ button".
Same as before let me know if this improves things for you and if anything else
Thank you for replying to this otherwise I'd have completely missed it!
But I agree that it could give your Guild master and origin story as well,
I loved an old Playstation Game called Soccer Life and conceptionally something like this is very possible,
Great Idea I'll look into how viable an add on that could be at some point in time
Thank you!
Throw in as much feedback as you can and what needs to be done and we can try and resolve it point by point,
I'll try and solve as much as I can even if it means creating a separate mode to make it all work as good as it can.
If you have any resources that I can look into and read up to try and help feel free to list them as well!
I've pushed another quick hotfix based on what you've said above.
Let me know if that pushes it in the right direction.
Update is just the Browser version for now.
Thank you more so for playing and also for sending this!
The trolls are hopefully just as fun as they are on Reddit, I developed a thick skin after those exchanges.
I'll keep my head down and just make the best possible version of my game that I can alongside a truly wonderful community who have already gone above and beyond in helping me on this journey.
Appreciate you all!
Firstly thank you for Playing and taking the time to leave the feedback!
More DnD flavour is coming you will be pleased to hear!
The end game still needs to be built out but it is coming and I absolutely love some of your ideas so I'll see what I can do and feel free to share many more!
See you in the Halls!
Thank you for creating an account just to leave this feedback it is honestly appreciated,
No offense is taken at all and I appreciate what you are saying and as mentioned above your comment and in some other places you are correct the focus has been the gameplay and the systems and I'm slowly authoring the content in the game to align to area's like the opening of the game itself which is where I started stamping my own voice more and more into it and slowly the terminology and world building will be threaded throughout.
The story and world building came after the game was already a few iterations in but before it found it's identity and it all started to fall into place from the emergent stories from the game itself so the aim is to come back round and tie it all back into itself with that voice and identity,
Which is one of the main reasons of doing early access on Steam, It will allow me the time to get it to the place I also envisioned.
Firstly thank you for the very kind words, Playing the game and the feedback!
You'll be happy to know probably because you had a similar idea in your head that a lot of what you have mentioned is in the pipeline alongside some fantastic ideas that I'll incorporate into the game going forward which are slight tweaks on what I envisioned but would sit great alongside them.
All the system of the game where designed for future state before the game took off so some of them need a lot more love and will be getting them.
Only 2 of the 7 points of interest in the realm have a function at the moment which gives a storytelling hint to what's to come be it from over the marches or coming into the pale reach!
Looking forward to seeing you once again in the halls!
Totally fair point and it’s something I’m already working on.
A lot of the early text was generated back when this was just a personal passion project I never expected anyone else to play.
As the game moves into Early Access, I’m gradually rewriting and authoring everything properly over time and adding a lot more of the world building that made me want to make a game like this in the first place.
The plan is to stay in EA for around a year so I can get the game exactly where I want it. The momentum the game’s picked up has been incredible, and it would be silly not to take advantage of that. I’ve already achieved far more than I ever imagined, so tightening up the writing is absolutely part of the process moving forward.
Thank you for playing and the feedback here,
Character portraits are a tricky one as I looked into what I could do and how viable it was and it's something in the short term that is on the back foot as the systems and the world are the priority but making it a moddable choice could be a great solution let me look into how that would work and if I can incorporate it then I will.
See you in the halls!
Thank you for playing and finding the time to leave some feedback!
1. It's not going to be oversimplified but it is going to be rewired, Micro decisions should be the difference maker more often and this is more achievable when the attributes have a better spread.
2. Hybrid & minor house idea is great and I'll incorporate this in some way because it is a fantastic approach.
3. The persistent realm/world is on the roadmap long-term to make it have a more rougelite feel to the game and make the world itself more lived in with stories directly effecting the world itself.
4. More buildings and staff are also in the pipeline the first thing looking at was the balance and making the rival guilds feel more alive moving forward (2.0 is currently being polished before being dropped) so once this has landed and the game becomes more settled their will be additions across the guild that will give more choices/decisions to how you wanna play/build a guild
5. very interesting concept thematically there is some races (Looking at you Elves!) that could fit this role in the world, But also Challenge Ledgers have been something that the bones of the mode are already in the game, Main menu choose another guild was the concept for adding specific challenges,
Feel free to bring anything else you may think of, Game will be built out with the community helping drive it,
This was always the big idea of the game, Get the loop in and working and then continuously iterate over time.
See you in the Halls!
Thank you so much for playing and for also taking the time to leave Feedback!
1. Favours Race means the Patron wants the guild to have a preference towards that particular race, You can hirer other races but the Patron will not be happy with it so you'll take a hit to their confidence.
2. Races do all have specific values to them (See the compendium) but long term they will have more that are aligned to their races.
3. 2 handed gnomes named fizzlepocket wielding swords are the nightmare fuel that the realm needs to keep moving forward!
4. this is the future plans for making the realm feeling more alive so you are seeing it the same way I am already so this will be something that I will be aiming towards.
5. This is a great shout and a quick QOL win!
6. Bottom of the list for now, Graphics one day might be a thing but there's more systems and worldbuilding I want to add before I get there, I think once I'm truly happy with where the game sits I'll throw everything at making a graphical overhaul and make it work but I need to be sure I'm where I want to be.
Feel free to offer any more feedback you have this has been awesome, I see it as a game that will be shaped by a community and there is already an active discord (https://discord.gg/RbRmpWaUV) that has been helping with exactly that.
See you in the Halls!
Firstly,
Thank you so much for playing!
Some of what you have mentioned is fixed for 2.0 which I'm hoping to upload in a few days,
Others I will add to my feedback and future ideas notes that I've compiled in the last few weeks
A lot of changes (The loop is still the same) are coming so it might have some of what your other ideas are but feel free to throw out as many as you'd like,
I have the path I want the game to take but anything that adds value, is QOL or presents options to a player is always viable for inclusion,
Long term the aim is to make the game community be involved as much as possible in the direction and shape the game takes and influence the systems that get built out or added to the game.
Appreciate all the feedback & see you in the Halls!
Thank you first of all for playing and secondly for taking the time to leave this feedback!
Will take all of your feedback on board and it is very much appreciated,
Some things we are aligned others things I'd rather have my own identity in the game then follow the traditional pathways but they are all appreciated nonetheless!
Would love some more feedback when you've played a bit more!
See you in the halls!
Downloaded version is currently the same as the browser version,
It can't be renamed the same as the browser version so it just has the 1.9.7 on it as it breaks wrapping the download when trying to add the next number inline so both are the same patch currently,
Only time they fall out of sync is if an issue arises on the browser patch before they've been downloaded and then I'd rather wait then set something up that can be downloaded if there's a known issue.


