

Hero's Guild
Antoni Saez · Early Access, Dark Comedy, Tactical RPG, Dungeon Crawler, RPG
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About Hero's Guild
Hero's Guild puts you in charge of an adventurer's guild where your heroes are permanent characters with real personalities, relationships, and consequences—sending them into dungeons means watching their friendships deepen or shatter, their grudges fester, and their deaths leave actual scars on your guild's story.
they die — permanently — your guild will never quite be the same.
You run an adventurer's guild. They run their own lives. Recruit them, train them, dispatch them on dungeons
that are actively trying to kill them, and watch as their stories become a chronicle you didn't write and
can't fully control.
HEROES WITH PERSONALITIES (FOR BETTER AND WORSE)
Every hero arrives with a real disposition. They make friends, start fights, fall in love with the worst
possible candidate, hold grudges for forty days, and explode at the worst possible moment.
Relationships develop across ten tiers — from outright hostility to devotion that produces legendary teamwork
or catastrophic grief. Push their mood too far and heroes desert, go berserk, or take a personal day during
your most important mission.
PERMADEATH THAT MEANS SOMETHING
Death is permanent. But it isn't random. Devoted lovers will sacrifice themselves to save a partner without
being asked. Close friends step between a companion and a killing blow. The relationships you build are the
difference between a hero coming home and a hero becoming a memorial plaque.
When a hero falls, their friends grieve. The guild carries on, slightly emptier.
A GAME THAT WRITES ITSELF
"I had to send Aldric and Theron together even though they hate each other — Elena refused to go back
to the Crypt (her brother died there), Marcus was hungover, and Sofia took a personal day. It was a disaster.
They fought the whole time. They made it back, barely. Now Theron has 'grudging respect.' Aldric still hates
him. I love this game."
"My best ranger lost her arm to a troll. Took three weeks to craft a prosthetic, but now she's got an
enchanted arm that's actually BETTER than the original. She's still bitter about the troll though."
DEEP BUILDS, NOT JUST DEEP STATS
Six classes connected by one enormous hexagonal passive tree. Cross-class bridges let your Warrior
pick up spell damage, your Cleric grab Evasion. Respec is free; experimentation is encouraged.
Fourteen ascendancy paths. At level 25 each hero faces a solo trial — survive, and they choose a
permanent specialization that reshapes their role in combat.
The body remembers. Heroes have eyes, arms, legs, organs — each one can be damaged, destroyed, and
replaced with prosthetics that range from a peg leg to enchanted gear that exceeds the original.
DUNGEONS WITH DECISIONS, NOT JUST DICE
Seven environments. Branching room layouts. Moral events that change with which hero is present — a
wounded traveler will get different responses from your Cleric than from your Necromancer. Environmental
hazards that demand the right party composition. Command points for tactical interventions during
live runs, or auto-resolve presets for when you're managing five expeditions at once.
ENDGAME THAT KEEPS GOING
Heroic Dungeons — three weekly rotating challenges with brutal modifiers.
The Abyssal Spire — endless tower where enemies start at level 100 and climb. Leaderboards.
Quest Chains — story arcs with named legendary rewards and, occasionally, a hero who simply joins your
guild — pre-equipped and opinionated.
World Bosses — multi-party raids that demand coordinated rosters.
THE GUILD HAS A SOUL
Your guild develops a moral identity across three axes — Valor, Wealth, and Order. Every decision nudges
them. A guild that hoards gold attracts merchants and their temptations. A guild fixated on order eventually
meets problems that order alone cannot solve.
Heroes build attachment to their gear, from Comfortable to Soulbound. Famous forges have brand
loyalists and boycotters — and when a forge scandal breaks, your loyal customers suffer for it. The economy
has feelings. The feelings have consequences.
CHRONICLES — EVERY HERO WRITES THEIR OWN STORY
Each hero maintains an autobiography assembled from their achievements, relationships, dungeons survived,
friends lost, and questionable tavern decisions. It writes itself. It reads like a life.
INSPIRED BY
Darkest Dungeon (the psychological toll of war) · RimWorld (emergent stories from systems) ·
Path of Exile (deep build-crafting) · Guild of Dungeoneering (light strategic management).
Hero's Guild combines them into something that frequently surprises the person running it.
Active development. Frequent updates. Detailed changelog. The Guild Clerk keeps records.
Hero's Guild — game info
- Platforms
- Windows, macOS, Linux / SteamOS
- Player modes
- Single-player
- PC Game Pass
- Not included
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