
Guildamation is a pixel-art idle RPG where you build a guild of heroes, craft powerful gear, and guide their actions through customizable battle orders. Combine strategy and automation to conquer dungeons, gather loot, and shape your guild’s destiny.
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About
Forge heroes, build your guild, and craft destiny in a hand-drawn fantasy world inspired by 16-bit legends.
Guildamation is an idle pixel-art RPG where every hero, item, and decision shapes a living, breathing guild. Guide your heroes through battle using customizable Tactics that define their priorities in combat.
Form complementary groups of adventurers to delve into enemy lairs, uncover rare loot, and level up your champions. Each group proceeds concurrently executing their laid out Group Orders.
Collect materials, craft powerful weapons and potions, and push your guild ever deeper into the unknown.
Inspired by classic RPGs and modern idle games, Guildamation lets you choose how involved you want to be.
Forge. Guide. Grow. Your guild’s destiny awaits.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Japanese, Korean, Russian, Simplified Chinese, Spanish - Spain, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 25 reviews with recorded playtime.
Reviews
Really enjoying the game so far and think it has a lot of potential. In addition to the shown time played I also had another 5-10 hours or so in the demo. I know some people have criticized the price but honestly for the amount of content I have seen so far and what sounds like plans to keep growing the game in the future, I think it is an excellent value. The dev also seems very responsive and has addressed multiple small bugs very quickly once brought to his attention. Looking forward to the future of this one!
UI가 묘하게 불편하고, 마우스휠로 스크롤 내려야할 부분들이 가끔 휠이 안먹어서 스크롤바를 클릭한채로 움직여줘야 합니다. 재미는 있는데 불편해요.
Guildamation hat auf dem Papier alles, was ich mag: Gildenmanagement, Automatisierung und Idle-Mechaniken. Leider bleibt es für mich bei einer guten Idee mit schwacher Umsetzung. Die grundlegenden Spielsysteme machen anfangs durchaus Spaß und bieten viel Potenzial. Allerdings wird dieses Potenzial durch eine unübersichtliche Benutzeroberfläche, unnötig viel Mikromanagement und fehlende Komfortfunktionen schnell ausgebremst. Der größte Kritikpunkt ist für mich aber die Performance. Es ist schwer nachzuvollziehen, warum ein Spiel mit einer derart einfachen Pixelgrafik bereits nach wenigen Stunden Spielzeit so deutliche Leistungseinbrüche produziert. Gerade bei einem Spiel, das auf langfristige Optimierung und Automatisierung setzt, ist das extrem frustrierend. Ich hoffe, dass zukünftige Updates die technischen Probleme und die Bedienbarkeit deutlich verbessern. In seinem aktuellen Zustand kann ich das Spiel leider nicht empfehlen.
This is for after performance patch 1.0.4. I have one full party and one guy in a 2nd party atm. The patch seemed to work for the most part, before this there were really obvious performance issues, but most of them seems to have gone away now. Dunno if it'll come back when I start getting more guys though. Though I'm crafting potions now and it seems to hitch a bit when the craft finishes. Still better than before where it just randomly hitches though. Other than that... seems fine. Performance wise that is. There is still some jank. So it depends on your tolerance for it. Now what I like about this game, is how they have this tactics system. And some of the other automation. But to start with, I remember that back in Dragons Age Origins, they also have a system something like this. And I haven't seen any other games with that after that. They either go all the way to programming your own troops, or they have no or very simple commands, or maybe need you to micromanage but let's not talk about those. So what can you do, it does simple things like, chug potion at 50% HP, use shield breaker skills on shielded enemies, use AOE skills only when there is 2 or more enemies so you don't waste mana. To more complex stuff like use small heal on allies when they are at 80% HP or use big heals when say 30% or w/e. You can set all that yourself, though the interval you can set is every 10%. It also improved from back when I was playing the demo, when learning a new skill, I needed to manually add them to my tactics, now it's done automatically with a seemingly appropriate setting, like the above mentioned shield breaker on shielded units, though you can still change them later, but it's nice QoL. Also it's nice that they do not dumbly add it to the front or back of your tactics queue, but instead to the middle. Because generally the front would be taking potions, and the back is basic auto attack, both not good places for skills. The next thing is after you build a Guild Hall, you then have access to Group Orders. Which basically allows you to tell them to go to a map, do something, like collect a certain amount of materials, kill a certain amount of enemies, then you add the next order, to say go back to craft healing potions. It's a nice bit of automation that allows you to just set and forget your parties. Since you have more than one, and then each of them simultaneously does their own thing. After the Guild Hall, you can build the armory, this gives you auto equip gear. And unlike most other games' auto equip, this one is at least somewhat intelligent, it doesn't just blindly equip gear based on some nebulous power or stats that might not fit your build, or just blindly say you are a hunter(archer) class and therefore just gives you ranged gear, instead it looks at the stat distribution of your character, and uses that as weightage to determine what gera to auto equip. So if say you build a strength hunter for some reason, i.e. one that uses melee instead of ranged, then it'll inteligently equip the appropriate equipment. Then i guess there is the training hall, which gives what seems to be the only offline progress, where you get up to 12 hours of exp gain and nothing else. Dunno if more comes later. You can upgrade it though for probably more time. I see the upgrade, but sadly it doesn't describe what it actually does before you build it. A failing. Now the game still has some jank, and it still lacks some QoL issues, like copying your group orders and tactics over. Though I'm not yet actually feeling that it is a major issue. Maybe when late game you have many parties and want them all focus farming something, then that would be annoying needing to manually do that for each party. Though you shouldn't need to modify individual tactics. You also atm after creating your guild, and creating your characters, first one on start and the rest on recruit, you cannot customize them after the initial customization. So if you ♥♥♥♥♥♥ up their hair color for instance, then atm you cannot fix it. Though the dev seemed to be receptive to adding midgame customization later. Customization for characters is also limited, you can choose their name, hair, eye and skin color and gender. Each class has a unique sprite, but they only have 1 sprite. And gear doesn't show on it. I wouldn't really expect this to change though, last I heard this is more a financial issue, since they don't use AI and need to hire someone to actually make the new looks. But yeah, if you can tolerate some jank, and you like the sound of how much you can tweak the automation, then I would get this. Edit: Had a 3rd party and got lag again, but 1.0.5 patch dropped and it went away for the most part. Seems like each extra party you get could cause some performance issues, but at least so far, the dev is keeping on top of it. Also apparently you can edit your name mid game. It's in the most obvious location too, just click on the name. Still no sign of appearence customization though. And by that I specifically mean the stuff you can customize when you make your stuff, like colors and all that. I'm hoping for but not expecting further customization.
용병 레벨이 40을 달성하면 길드 스킬 특성을 통해 용병들 전부가 강화 되는 특성을 강화할 수 있고 각 용병들의 직업 레벨을 첫 20을 달성하면 직업 레벨이 0으로 초기화 되는 대신 한계를 25까지 증가 시킬 수 있고 일부 스킬들의 최대 레벨 한계가 1씩 증가합니다. 하지만 이 게임의 몬스터들의 난이도는 기하급수적으로 증가하는 반면에 아이템의 최대 등급은 신성이고 직업 레벨 한계도 25가 최대입니다. 계속 특정 직업을 왔다 갔다 하며 초기화하면서 스탯의 최대치를 높여서 강해져야 하는데 성장하는 맛이 너무 재미가 없습니다. 차라리 직업 레벨도 계속 맥스치를 올리면 0으로 다시 초기화 되어 무한 환생하는 느낌으로 강해지고 대장간이나 연금술 같은 시스템도 강화 시스템 느낌으로다가 아이템의 능력을 강화 복불복으로 강화 시키거나 또는 옵션을 주사위 굴리듯이 어느정도 도박으로 증가 및 감소를 시켜 유저가 게임에 몰입을 하고 흥미를 느끼게 해야하며 강해지는 맛이 있어야지 방치형 RPG 게임이라고 할 수 있는데 그냥 오프라인 한계치 업글좀 해두고 자신이 현재 돌 수 있는데에서 최대 오프라인 보상 몇번씩 받으니까 용병들 전부 레벨 40에 저는 궁수랑 전사, 도적 직업을 모두 25레벨 한계 시켜서 6명 전부 똑같이 맞추니까 화산 심층에서 그냥 방치하고 벌써 끝났습니다. 아직 게임 초기다보니 이해는 하지만 계속 이런 정도의 느낌으로 게임이 업데이트 된다면 굳이 이 게임을 더 즐길 이유는 없는거 같습니다.
Guildamation is a fun semi-idle RPG with a lot of potential. When I first started playing, the game had some major performance issues, but those have since been addressed. Like any game, there are still a few bugs, but I haven't encountered anything game-breaking. In every case so far, a simple restart has resolved the issue. You can tell the developer genuinely cares about the game. They've been quick to respond to feedback and have consistently released fixes and improvements. At its core, the game revolves around building your teams, crafting gear and food, and upgrading your guild hall. The crafting system has a lot of room to grow, and I think adding many more recipes would really scratch that crafting itch and give players even more to work toward. I'd also love to see the class roster expand beyond the current RPG staples—Warrior, Rogue, Ranger, Mage, and Cleric. It would be exciting to see more unconventional classes like Shaman, Druid, or Bard, not necessarily in their traditional forms, but reimagined through the developer's own vision and style. Overall, Guildamation had a slow start, but it has the blueprint for success. It's already enjoyable, and with continued updates, expanded crafting, and additional class variety, I think it has the potential to become something really special.
I can see why people are saying this should have been marked early access. It does seem like everything is in place and works most of the time. But things just randomly break every now and then. That said I'm still having quite a bit of fun. It looks like the dev is plenty active for now. So I would still recommend picking it up if you like games like this.
옛날에 유행하던 웹게임 형식으로 캐릭터들에게 자세한 행동순서 정해줄 수 있어 디테일한 전술 운용이 가능한 장르로 길드를 운영하듯 고용한 여러캐릭터가 무한성장 하는건 줄 알고 구입 그.. 장르가 완전 또 아닌건 아닌데.. 뭐랄까 일단 인터페이스가 완전히 구리다 전투필드 보내놓으면 자동으로 무한사냥을 하니 인터페이스 구린게 뭐 문제겠나 싶겠지만 장비하나 입혀주자고 가방열고 캐릭터창 열고 입혀준다음 그 열었던 창을 일일히 다 꺼야한다. 레벨업을 할때마다 캐릭터창 열고 스텟 찍어주고, 직업레벨이 오르면 스킬창 열어 스킬 찍고, 새 스킬을 배웠다면 언제쓸건지 전략창에서 설정을 확인 후 또 하나하나 다 꺼야한다. 그냥 다 열어두면 되지 않냐고? 마치 CRT모니터 시절 추억? 을 불러오는 브라운관 효과는 옵션에서 끌수는 있는데, 해상도마저 800x600 정도의 그시절을 염두해둔 듯한 UI 배치라 메뉴크기를 한화면에 보기좋게 축소하면 글자가 제대로 안보이는건 물론이거니와 심지어 이 창들이 전투화면을 가리고 있고 내 마음대로 옮길수도 없는데다, 전투화면안에 또는 길드창의 리스트중에 캐릭터를 선택해야 그 캐릭터의 스텟과 스킬창을 볼 수 있는거라 생각하는 간편한 배치자체가 안된다. 그와중에 전투파티를 다 고용하고 나면 전투외 작업이나 채집은 추가 인원을 고용하거나, 전투하던 파티가 우르르 돌아가 만들고 다시 전투필드로 이동해야 하는 디테일함 까지.. 여러파티를 키우라는 말이라는거고 그만큼 해볼만한건 많은것 같은데, 위에 설명한 캐릭터 성장할때마다 창 하나하나 열어 눌러줘야 하는점이 여러파티를 키울때도 하나하나 눌러줘야 한다는 말인만큼 그 시절 수동의 재미... 를 주는진 모르겠고 일단 인터페이스가 그 시절 갬성이라고 치기에도 거의 머그게임 초창기 수준으로 너무 불편해서 울티마온라인같은 그 시절게임을 해봤던 나 자신도 오래 플레이 못하겠다 보니 남들에게 추천하기도 어렵겠다.
종자(탱커) 초반 재능포인트 2개가 사라져 돌아오지 않는 버그가 있고, 5파티가 되니 30분마다 튕겨서 노트북인 제 컴 사양으로는 켜놓고 방치형으로 즐길 수 없었습니다. 튕기면 마지막 자동 오더 해놓은 목록이 변경되어 다시 설정해줘야 하는 버그와 튕긴 후 재실행을 했을때 자동 저장이 되지않아 몇시간의 방치가 사라져 롤백이 되어있는경우가 대다수 입니다. 플레이시간이 118시간 정도라 나와있지만 5파티 후 계속 튕겨서 날아간 시간까지 하면 140시간은 될 것입니다. 초반엔 재밌어서 플레이를 하고 버그와 많은 문제점들을 인지하고 난 후 꾸역꾸역 플레이를 했는데 현재는 진심으로 환불하고 싶습니다. 다만, 사양이 좋아서 튕기는 문제가 없으신 분들은 재미있게 플레이 하실 수 있습니다.
Really like it, seems like all the performance issues at launch have been fixed today so if you didn't like it because of that, try again now!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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