
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
Fun encounter and class design. Looking forward to what the dev releases next.
Another game that seems great in theory, but fails in practice. It kept me mildly entertained until probably about mid-game, and my enjoyment plummeted pretty steeply even as I was unlocking more features. The concept where you are running a guild of adventurers that you can level up and train in various ways, gear up, team up, and send on quests... yeah, that sounds awesome. Which is why I bought this game. You have your "stable" of adventurers, you get a list of quests or other tasks you can assign your adventurers to, there are story beats occasionally, rinse and repeat. The problem is that it doesn't do any one mechanic great. It does them all well enough. The best part was the actual training of the adventurers, giving them different skills and unlocking better classes based on their attributes. I really enjoyed that. I wish that the various traits that an adventurer could earn from their level or completed quests had more variety, and there were more unique events that would help flesh out the adventurers in ways that made each one feel special. But this aspect of the game was.... not a huge part of the overall game. I would have loved to see a quest mechanic that was more similar to the mechanic in the game Dispatch. The best part of Dispatch could have been the core gameplay here. Instead we get generic quest maps, generic battle maps, generic enemies, and generic objectives. And the battle mechanics are one of the weakest aspects of this game, but it's what the game really hinges on. There are certainly optimal strategies here, and the one that jumps out at me is really just to avoid melee altogether. In fact, I find it hard to find a better team than one stacked with mages and potions. The melee component of combat will punish you, with your tank characters being surrounded and then targeted by enemies including their ranged units. And if you have two tank characters, the AI will target and try to kill a single one instead of splitting the aggro. You really have to be careful with use of taunt and block abilities, and sometimes decline counter attacks (as the enemy can counter your counter, resulting in even more damage to your character). When I took a defender into combat, it was mostly about him standing here so the mage can blast the enemy from behind with impunity, and that got old. So, yeah, the game has mediocre mechanics everywhere. Crafting was bland and mediocre. The NPCs that flesh out your guild are all common fantasy trope characters. The story is boring and generic. And the quests became a chore. Someone needs to make roughly the same game, but really allow you to design your own character (the guild master) with actual guild master traits and the ability to level up. And then allow you to run your guild and adventurers using mechanics similar to the ones in Dispatch. No combat, just you, as the guild master, picking the best team for the job based on their attributes and abilities, and then living with the consequences. If this looks good to you, it will probably entertain you for a while, and based on that might be worth the buy, but it ultimately becomes tedious, dull, and boring, not to mention frustrating, and you'll likely end up like me: disappointed.
Media

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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
So I just did a first playthrough and new game plus of this game back to back. Took me 168 hours. This was the only 3rd game I've 100%-ed ever, and I've been playing games for a long, long time. This game is a masterpiece. Which doesn't mean it's perfect, it isn't. Like initially I was turned off by the art style, but eventually it grew on me. I'd rather have this than generic anime style or lifeless Illumination-like many other games use. And the ending couldv'e been done better. As it is, it feels anti-climatic. But where this game really shines is it's highly-addictive and well-executed gameplay loop. Recruit -> train -> do quests -> level up, rinse and repeat. And tie everything together by managing the town. There's nothing really new here, nothing complicated, but the dev made everything work. And I think this was a one-person dev, it's almost unbelievable. I hope more people would play this, I hope it sells more. I got it off Humble Bundle July 2026, which had other more popular games. But this was the highlight for me, definitely. I hope the game becomes successful enough so that the dev makes a sequel or even a totally new game. I'd be up for that, for sure.
太好玩了,虽然这个雷霆美术一直让我我眼睛喷血,但是真好玩。玩得我恋丑癖都来了 而且角色头像也可以改,小人外形也可以捏,设置还可以开自定义人物属性,完全可以拿去当角色代餐 (有恋人系统需要自己留意一下,不过我一周目打完也没人恋爱) 如果想代餐,剧情自带的冒险者其实不用也没问题,在意成就可以雇佣之后再解雇 虽然剧情送的冒险者比大部分酒馆的强,但是酒馆也刷战神,而且自定义冒险者也强所以不用太在意 难度设置非常自由,可以跳过一些牢的部分,护肝好评
Enjoying it so far, took a little bit to actually put the tool tips into practice. I'm sure there are some super degenerate party comps/combos people have come up with but I enjoyed just RP'ing as a guild master and kinda making my own stories for each party I made. The game isn't grindy which is nice but if you're a completionist it can be since there are special materials that only appear like once a week (in game). I believe I have the last map left to go, will update if anything changes my opinion - if not I would recommend!
quite fun
没想到这个小游戏这么好玩,玩着就停不下来
If you seeking solid Epic Adventures , here it is! This is RPG!
路遇两强盗为宝争吵,遂偷听之👀。 本欲等他们打起来,我再出去捡漏🤓。 没想到吵了几轮后二人竟互看对眼,并决心远走私奔过正常人生活💕。 不忍下手,放之走矣🤚😭✋。
一玩就停不下来, 可惜点都围绕在美术差上了. 细看对话部分有种想做逆转裁判那样演出的味道, 救的那位蓝毛炼金术师尤其明显. 也是可惜美术演出不行. 剧情展开蛮水的, 不期待就好. 事件倒是确实有分支, 比如救人的事件拖久了确实npc会死. 反之会加入公会团. 战棋该有的传统系统都有, 能开心配队bd.
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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