Our Adventurer Guild

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?

Our Adventurer Guild is a turn-based tactics, management and party-based rpg game developed and published by GreenGuy.
Released on April 12th 2024 is available only on Windows in 3 languages: English, German and Japanese.

It has received 1,408 reviews of which 1,357 were positive and 51 were negative resulting in an impressive rating of 9.1 out of 10. 😍

The game is currently priced at 14.79€ on Steam.


The Steam community has classified Our Adventurer Guild into these genres:

Media & Screenshots

Get an in-depth look at Our Adventurer Guild through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7, Windows 10, Windows 11
  • Processor: 2+ Ghz
  • Memory: 4 GB RAM
  • Graphics: GeForce GTX 560+
  • Storage: 7 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
I finished my first play-through and have started a second (decided against new game+). I played the game casually and enjoyed the experience overall. Some pros and cons are: Pros: - There are plenty of skills and a good amount of nuance to combat. - There are plenty of items to craft, and the means to gather the resources necessary is well balanced. - Guild (base) management has plenty of options for improvements (you don't require them all). - Character development has nice variety. You can level up through combat or through training (if you don't want to grind). - The dialog and story are adequate (Most times light and refreshing, and even cute). - The maps are nicely varied. The quest maps come in several varieties, and the combat maps have terrain and features that directly affect combat. - The soundtrack is nicely tailored to the maps and events. Cons: - The interface can be counter-intuitive. Many things are not explained well (or at all). I recommend reading a guide before playing. (PurePoetry's guide usually helped when I got lost or confused). - The recommended levels for boss fights seemed on the low side. Once I figured out that my party needed to be higher than the recommended level, I was fine. (I play casually). - Sometimes the dialog seems unnecessary and can get annoying (especially the in-combat encouragement; it is cheesy, repetitive, and much too slow). This game seems well suited for a wide variety of play styles. I have tried all of the classes and various combinations of each. Some were better than others, but they all worked playing casually. If you are a hard core min-max player, this game will suit you too (see the guide I mentioned earlier). Last, but not least: This game is from an Indie developer that I had never heard of before, but was very glad to discover. We need more folks like this! Support them! Unless you want to wait around like a lemming for the 1000th re-skin of "Call of Duty"...
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Aug. 2024
This game did what no triple AAA or strategy game did. It got me invested by the sheer power of gameplay mechanics. Yes this game looks like a flash game, yes it looks very basic, but trust me, the blend of management, tactics and the good difficulty is a charm. I wish there was another game by the same developer, with pixel art style, grim setting and same mechanics, it's that good. You owe it to yourself to play this.
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June 2024
What a wonderful find this has been for me. Players are quick to label a game a labour of love, and this one certainly is, but the impressive part is that this one is a labour of competence. There are so many things that could have gone wrong ; it borrows a lot from various niches and that is usually a recipe for bloat and lack of balance. There are things from Darkest Dungeon (the guild management), mystery dungeon games (the exploration) and Tactical Rpgs (the class system and the combat). And it all flows together beautifully. I personally enjoy the combat the most, in my opinion it takes the best from Final Fantasy Tactics and improves on it. The magic system is great, it gives a clear identity to every element. The stats-based class system makes the characters' growth feel like they are choosing their futures classes almost as much as you.. Some people have, in their reviews, mocked the writing, but in my opinion it's fine. Yes, it's tropey, but it gets the job done, and I think the lighter tone is a fitting choice for a game about an adventure guild. Overall, it's a fantastic game with great tactical gameplay and many features that mesh together very well. Dev, if you're reading these, congratulations, this game is a pleasure to play.
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May 2024
Asked the dev whether we could have a no permadeath option on a weekend, he replied on the same day and added it 2 days later. Service doesn't get better than that. Coming from FFT:WotL, FFTA and Fell Seal - the combat mechanics seem to be a good mix of genre classics, combined with some minor out-of-combat & DnD elements. Looks like a game that I will be putting a lot of hours into. EDIT: 45 hours in, this works flawless on Steam Deck
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April 2024
A very good tactical team-building RPG. The core gameplay loop is managing a stable of adventurers and sending them on missions, which usually have roving monster encounters. The adventurer-building part of it felt impactful: skills usually aren't just +5 to a number but usually unlock new skills or modify existing ones. Gear can also have special abilities (either passive or active) attached to them. On a strategic level, there's no forced missions or time-outs and you can take the story missions at your own pace. I maybe would've appreciated some XCOM-esque "there is an incursion/bandit attack" that must be handled in X days or a reputation loss. As it is, there's nothing stopping you from fielding 1 party for the entire things besides the threat of permadeath. I didn't play on ironman and reloaded when one of my party members got murdered, because I'm attached to them. Permadeath is now optional from what I understand of the patch notes. Randomly generated missions consist of your party dropped on a map with encounters/events on it. Run into an enemy? The party dropped on a battlemap. Adventurers play very differently at different tiers (starting from when you unlock AoE skills) so while this system remained the same through the game, it remained pretty fresh. Characters and social events were nice. Individual NPCs have distinct designs/character. One very minor nitpick that cutscenes have up to 4x text speed and not instant and also may be minorly chronologically wonky in a story segment depending on who you talk to first. Anyway, playing this was worth my time. And also money, I guess. Going to start a second playthrough now that I know what I'm doing. postscript: I can't in good conscience keep sending minor bug reports that get fixed pretty much immediately and not leave a positive review. postscript 2: I've seen one negative review talking about trait generation RNG with comments disabled, so I'd like to point out that you can choose to customize hireable adventurers with a point buy system under the custom difficulty option.
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Data sources

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Last Updates

Steam data 12 December 2024 00:51
SteamSpy data 20 January 2025 03:31
Steam price 22 January 2025 20:48
Steam reviews 21 January 2025 03:54
Our Adventurer Guild
9.1
1,357
51
Online players
807
Developer
GreenGuy
Publisher
GreenGuy
Release 12 Apr 2024
Platforms