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State of the Guild Dec 7th

Another week of development! We're starting to be able to get more art and content into the game at this point, which is always a good thing for me. My anxiety levels when we're just coding and can't actually SEE anything are always higher than they should be.

All the systems aren't yet in place, but a bunch of them are stitching together right now. We've been playing around with the first tutorial island and it's feeling pretty good again, which is always a good sign.

Here's a shot of where the World Map is at right now (names, stats, some HUD elements are up for changes).

You'll be expanding zone-to-zone as you play the game. Originally we had it set up that you were on one island and you would keep resetting the island, but we found that wasn't actually what people wanted from the game--everyone wanted to expand, not redo! So now you'll be able to do just that and start building guilds on other islands.

The cool part is that all your islands will be running at the same time, so you'll be collecting benefits from previous islands, so long as you still have guildhalls running on them.

This week we should have loot drops happening properly, which is very exciting! Seeing a treasure chest pop out of a quest is pretty great, even if they don't actually DO anything quite yet.

The question last week was whether we would have Steam Achievements and I'd like to try and launch with that for sure, but I've got a question! If MORE achievements are added later, is that fine? So long as we don't move the goal posts and change existing achievements, that is.