Hello,
The second playtest for Guild of Three has begun!
This playtest will run from May 23 to May 25.
You can join from the Steam store page by clicking Join Playtest, and once it is added to your library, you will be able to play freely during the test period.
Guild of Three is a 3-character party-based turn-based deckbuilding RPG where each character has their own deck and role.
The core of the game is building party-wide strategy by combining each character’s turn order, class, and card setup.
There have been large-scale changes across the game since the last playtest build.
< New Systems >
The Intent System has been added.
Enemies now display their next actions above their heads, including whether they will attack, defend, buff, debuff, and so on.
Attack types are also shown in the intent display. Position-based attacks used by enemies are now shown explicitly.
The target position of enemy skills is also displayed.
Corruption Source nodes have been added to the map.
These nodes create Corruption Zones over a wide area.
Passing through these zones increases your Corruption, and enemies in the area are also strengthened.
Purifying a Corruption Source removes the surrounding Corruption Zones.
A new dialogue system and dialogue illustrations have been added.
Certain events now display dialogue in a full-screen format with illustrations.
Help popups for Barrier, Corruption, and Corruption Zones have been added.
Unique character effects have been added.
Ranged / Melee keywords have been added to some cards.
Melee cards are penalized when the user is not in the front row.
Ranged cards are penalized when the user is pulled into the front row.
The generation rules for ? nodes have been changed.
? nodes are now generated using a separate algorithm from normal nodes.
Battles in these nodes now have a chance to begin as an ambush.
Job card upgrades are now stored as part of a character’s proficiency.
Even if you change jobs later, you can freely apply the same number of job card upgrades again.
Champion monsters now begin appearing from Level 3 onward.
< Classes >
The Paladin’s starting cards have been changed.
Smite now deals less damage. Instead, it grants 3 Absorption each time it is used.
The starting deck now contains 1 fewer Smite.
1 copy of Purification has been added to the starting deck. It costs 1 AP, restores a small amount of HP, removes all negative effects from self, and can be used 2 times before the next rest.
The Outlaw’s starting cards have been changed.
The starting deck now contains 1 fewer copy each of Eviscerate and Hemorrhage.
2 copies of Aggravate Wounds have been added to the starting deck. It costs 0 AP, deals a small amount of damage to a single target, and additionally applies Weaken if the target already has Bleed.
The Shooter’s deck design has been rebuilt from scratch.
The Alchemist class has been added.
All characters now have +1 base AP, draw 1 more card per turn, and the maximum hand size has been increased from 8 to 9.
The draw bonus has been changed from +1 per 5 cards to +1 per 7 cards.
Some cards have had their AP costs adjusted to fit the new 3 AP baseline.
< Improvements >
The rewards and UI of interaction objects have been changed.
Rewards now differ depending on whether or not you use a tool.
Damage over Time (DoT) has been changed so that elemental resistance reduces the applied amount rather than reducing the final damage dealt.
Cards now explicitly show the value that will actually be applied in advance.
Traps can no longer be directly interacted with.
Instead, once discovered, they now activate automatically and then disappear.
The hand now spreads out more widely by default and moves more naturally.
Motion sickness-inducing elements in the combat camera have been reduced, and the DOF effect has been weakened.
< Changes >
The enemy skill detail window has been removed.
Consumables can now only be used on yourself during your own turn in combat.
With the addition of Intent, enemy attack power has been increased and some enemy skills have been changed.
Countering enemy Intent is now more important.
Some battle tracks that previously used rock-style music have been changed to orchestral-style tracks.
With the addition of Intent and the increase to AP and card draw, the overall balance of all enemies has been readjusted.
Monster patterns have been updated to match the Intent system.
A new main quest has been added at Level 1.
The Card Crafting system is now locked by default.
Completing this quest unlocks the system and rewards you with 4 common cards.
In this playtest, you will once again be able to play up to Level 5 / the second boss.
Here are the main things I would especially like to check during this test:
Whether the improved combat system delivers enough strategic depth
Whether the improved exploration system makes route choices and decisions more engaging
Whether level-up pacing and resource income feel appropriate
Whether class combinations and deckbuilding choices feel varied and interesting
Whether there are any frustrating or cumbersome points in the balance or UI
There is also a survey link available in the game.
Feedback at any point during or after your play session would be greatly appreciated.
Please note that the current build is still in development, so some balance, presentation, UI, and text may continue to change, and unexpected bugs may still occur.
Your feedback will be actively used in future development and to help refine the full release version.
Your playtesting and feedback are a huge help in making the game better.
Thank you in advance for your participation.
