
Become the new Guild Master of the Adventurer Guild and lead your adventurers in explorations and turnbased tactical battles. Will the Guild thrive under your leadership? Or will it finally disband under it?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.71/day in the week to Sep 14 → 2.25/day in the week after.
About
Your friend, the former Guild Master of the declining Adventurer Guild, has died and named you his successor. Will you lead the Guild to fame and glory? Or will it finally disband under your leadership?
Our Adventurer Guild is a game about managing an Adventurer Guild. Accept quests to raise the reputation of your Guild. Lead your adventurers in quests to explore and battle foes in turnbased tactical combat. Keep an eye on the mood and relationships of your adventurers. Raise and grow them and watch as they make a name for themselves.
Become the Guild Master of the Adventurer Guild
Manage your Guild and your adventurers. Do not let the Guild fall to ruin and lead your adventurers to a better future.
Turnbased tactical battles
Fight in deadly gridbased tactical battles against dozens of different enemies with their own unique skills. Take advantage of the Bravery System to push your adventurers to their limit. Will they overcome the odds and turn the tide of battle or will they break under the pressure?
Memorable Characters
Your adventurers have their own traits and characteristics. Watch them grow and develop relationships with each other. Will they stay the way they are or will the life of an adventurer mark them?
Build your Adventurer
Train your adventurers to become legends. Choose from a variety of different classes each with their own skill trees to explore. Customize their appearances and create a party to your liking.
Crafting
Use the materials your adventurers find on their quests and craft them items that will help them on their next adventure.
Meet the Cast
Meet several Characters who will help you on your path to restore the Adventurer Guild. Each one with their own personal stories and personalities.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.49−50% | 3.6Kreviews | 95% | — | $1.3M |
| $14.99 | 131ratings | 91% | — | not modelled | |
Engagement
Reviews
Themes across 274 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Super fun! I blinked and 80 hours in-game went by. Has that "just one more quest" addictive quality to it. I just played through with one party so there's a lot of replayability because there are several classes I haven't even tried yet.
Got my guild day 0 - Victor died day 7 - Norwin died day 12 - Darcia died day 22 - Harrison and Nuria died day 24 - Abigail and Daryl died day 48 - Layla died day 72 - Landon died day 92 - Layla died day 101 - Fletcher died day 236 i learned to use the autosave
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 4.11/day in the week to Aug 4 → 4.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Korean, Simplified Chinese
| $14.99 |
| 58ratings |
| 90% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 274 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Just wow! Our Adventurer's Guild is simply one of the best games I've ever played. I had as much fun as X-COM 2, my favorite game in this genre. The story and the soundtrack were nice. The characters progression, the new mission, unlocked abilities and options made the game always fresh and balanced. The guild management was also top notch. But the most important thing is I cared deeply about my characters, as the mix between great combat and solid party management completely captured me. If you like the genre, please Give Our Adventurer's Guild a try: I cannot recommend it more.
OAG is a roster-building, turn-based, party-based tactical fighter which takes different bits from a variety of classics across the genre and combines them into a very pleasant campaign-oriented adventure. Over the course of the campaign, you may undertake one “mission” a day, which may be used to either grind for resources (including experience) or to move the story forward. Once you are in a mission you will move a pawn (representing your party) across a grid-like structure 1) interacting with scripted, random events, 2) gathering resources and 3) engaging in combat. In combat, the battlefield is imagined as a bunch of stacked rectangular blocks (i.e. grid-based, with a height component), wherein your team of 3-6 characters will engage the enemy. As is the custom, there are a variety of available battle skills beyond simply moving and attacking for each character, depending on your current class. After battle, you will have the ability to recruit new toons to your guild, send some toons on off-screen fetch quests, train toons, craft gear or potions, drink some ale (to alleviate unhappiness), research upgrades and on and on. These out-of-battle systems are extensive, yet highly accessible and functional. There are (missable) recruitable special characters, most of whom are superior to the randos you can recruit week-to-week. That said, you will still need to train up 2-4 randos as the number of special characters alone will be insufficient to finish the game with. Each toon possesses a number of traits (some bad, some good) as well as primary-stat growth rates (ala FE). Pros: +++ The tactical battles are very engaging, especially the unique story-driven content. The diverse skills present for the various characters/classes is impressive. +++ Custom difficulty options are vast. +++ Character development is well-done, incorporating traits, growth rates, and skill trees. ++ Wide range of classes and promotions are available. Class-switching adds to the depth. ++ The ability to reroll the level-up boosts one time is appreciated. ++ Character progression was well paced. Nothing worse in a game then peaking too early and being forced into performing the same sequence of events in every fight. + Game length was right on. + Very reasonably priced on sale. YMMV: +/- A lot of the negative reviews focused on the dialogue and storytelling, a critique which I think misses the mark. Though there was a little more dialogue than I would have liked, I thought the weight of the dialogue was perfect for a game like this. I actually greatly enjoyed a lot of the one-off story-telling. Cons: --- Missable recruitable characters is not a design-choice I like. It forces me to play the game with Wiki open, to make sure I don't miss anything crucial (like the strongest toon in the game). -- The overworld maps for the generic mission were longer than I would have liked, with the resulting number of generic battles leaning toward tedious. While “completing” the mission doesn’t necessarily requiring taking every battle, leaving experience and resources on the table is typically a no-no (especially if you have the doom-clock turned on in custom settings). -- While roster-building seems central to this game, and you do need upwards of 12-15 randos to keep things moving, you only ever need to focus on 2-4 to be battle-worthy (and geared). I would have liked a reason to devote more care to more than this number. Summary: OAG is a cute little game with deep underlying mechanics, focused on roster-building, raw character development, and interesting story-driven tactical battles. If you are even a remote fan of the genre, I’d give this one a go. Overall: 9.5/10
This is a fun and relaxing management RPG that captures the feeling of building your own adventurer team from the ground up. The idea of recruiting characters, sending them on missions, improving their abilities, and watching your guild grow is very satisfying. The game offers a lot of customization and strategic choices, with different classes, skills, and party combinations to experiment with. The progression system is rewarding, and there is a nice sense of improvement as your guild becomes stronger over time. The main downside is that some systems can feel a little slow, especially when managing resources or waiting for certain progress. The presentation is also fairly simple, which may not appeal to players looking for a more polished experience. Overall, this is an enjoyable game for fans of RPG management and strategy. It has a lot of charm, a satisfying gameplay loop, and the kind of progression that makes you want to keep improving your guild.
[h1] 𝕎𝕙𝕠 𝕜𝕟𝕖𝕨 𝕞𝕒𝕟𝕒𝕘𝕚𝕟𝕘 𝕒𝕟 𝕒𝕕𝕧𝕖𝕟𝕥𝕦𝕣𝕖𝕣 𝕘𝕦𝕚𝕝𝕕 𝕨𝕠𝕦𝕝𝕕 𝕓𝕖 𝕥𝕙𝕚𝕤... 𝕝𝕒𝕞𝕖! [/h1] I really wanted to enjoy this game, I really did... but it never quite lived up to its premise. Building and managing a guild sounds exciting on paper, yet before long the game settled into a dull repetitive cringeworthy cycle of sending parties on missions, waiting for results, and repeating the same process over and over. The early sense of progression faded much faster than it settled in. The management systems also felt shallower than they initially appeared. While there are plenty of adventurers to recruit and develop, many decisions ended up feeling routine rather than meaningful. After a while I wasn't experimenting anymore - I was simply following the most efficient path to make it to the very end faster because there wasn't much incentive to do otherwise. The game is boring, period... So boring, in fact, that I had trouble keeping up with these unlikeable characters until I stopped caring altogether and kept skipping dialogue (yeah it happened and it rarely does) It's not a terrible game, and I can see why some would take their time doing these obnoxious chores (Yeah, people with only this game on their steam library, no doubt), but for me, though, it lacked the variety and excitement needed to stay engaging over the long term. I walked away feeling like I had spent more time grinding through familiar tasks than actually leading a memorable adventuring guild. It's a [b]1/10[/b] game, and the silly graphics that look like a ten year old drew them to hang them on a refrigirator do not make it any better!
[h2] 对这款游戏最简单的评价就是纯粹,太纯粹了,精致的画面只能锦上添花,游戏它就得好玩。 [/h2] 人物形象鲜明,对话也很有趣,每个npc都有自己的一段故事,而且大部分都是寻找自我价值和救赎,就得好结局包饺子; 职业系统还是根据你有没有导师来解锁的比如说你得随着剧情找到一个圣骑士成为公会的导师这样你才能让冒险者们变成圣骑士,很有代入感毕竟新手冒险者需要老师; 战棋系统还行,但是大部分职业没有借机攻击和棋子之间不会互相卡位玩起来还是少了点味道,但瑕不掩瑜在战棋里面不算差的。 你可以用自己的图自定义立绘,但其实这游戏立绘细节挺多的,npc的面部表情很细致很多; 养成深度足够,基本上没有一个完美的通解,每个人都可以选择自己喜欢的玩法去养成。 游戏有内置辅助,即使你觉得难度太高也可以去调整敌人的数值。 但有一个我个人非常不喜欢的点,非常主观; 人物的养成要从小打好基础,以为他升级获得的属性点不是固定的,你的a属性的成长度越高升级a属性就加的越多,然后还是概率,每次升级都要投骰子,像是dnd规则的升级生命骰一样,就如比95%的概率获得2属性点,角色升级可能大失败,这点让我非常难受,设置里确实有不随机成长但是他是只看下限啊,拉完了。 所以这游戏很多时候你想养成一个角色就是一直让他一级然后给他上各种buff加他的属性成长度,就算经验够了也不去升级,这个方面是真的恶心坏了。 但如果你不追求这些东西可以吗?当然可以甚至说完全不影响你游玩,只是我个人对这种东西有点偏执。 现在有低价key才几块钱,只要你喜欢战棋或者喜欢这种异世界幻想的剧情直接入手。
I'm giving you a thumbs up because this is a "good" game but..... the probability of missing 5 times in a row with an 80% chance to hit is .2 x .2 x .2 x .2 x .2 +0.00032...or 0.032% so why is this happening more than once in my life. I guarantee I'm looking at about my fifth time. Is actual RnG that hard?
I'll admit that I only played the tutorial so this review isn't really a negative or positive one. But about 80% of the games systems are a 1-to-1 copy of Darkest Dungeon. That's not a bad thing persay, but pretty much every system that exists in both is done significantly better by Darkest Dungeon. The combat in this is far better in my opinion, grid based tactics are definitely a better fit for the style of game. I couldn't really bring myself to even finish the tutorial after reaching the guild though as I just didn't really feel like dealing with the annoying micromanagement of Darkest Dungeon in a game with an objectively worse art style and aesthetic. I do REALLY like the massive amount of options you can tweak in the custom difficulty menu. It's such a minor detail to allow that level of customization but it really means a lot in terms of accessibility. Game runs fine on my old PC but I would be rather shocked if it didn't. The biggest downside to this game is it looks awful. Like, ya art is subjective and beauty is in the eye of the beholder but the art here looks low effort and borderline AI (it's not AI though, probably just unity marketplace stuff... which could be AI without disclosing it, but this stuff probably isn't). Like... it's [i]really[/i] bad. Cheap mid-2000's "cartoonime" style with very stiff and rigid animations. Art is expensive AF though so I don't really fault the dev for it, just know what you're getting into with this. Oh, also the game is a part of the Humble Choice bundle for July 2026.
I was looking for a turn-based game I could have running on the side while doing other things, and this came in a Humble monthly bundle. The game met a lot of the criteria, but I hated my character's attitude too much to continue past the third in-game day. Also, if you tend to edit other people's grammar, the narrative is probably going to be painful.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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