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Guilds Of Delenar

Guilds Of Delenar Steam news

Batholith Entertainment | Mar 22, 2019 | game

Released

0players observed · 25 September 2026 - 05:07:44 UTC

IndieRPGStrategyEarly AccessBase-BuildingSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score73% positive

Guilds Of Delenar news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score73% positive
  • Total reviews44
  • Release dateMar 22, 2019
  • DeveloperBatholith Entertainment
  • PublisherBatholith Entertainment

Genres: Indie, RPG, Strategy, Early Access

Company pages: Developer: Batholith EntertainmentPublisher: Batholith Entertainment

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Guilds Of Delenar Steam news

Guilds Of Delenar news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Bug fixes a few quests - 5 March 2021

    Hello Everyone, I was not really planning to patch today, but there was a pretty major bug found and fixed. So I figured why not. This patch comes with a few bug fixes, a few extra quests, and a new battle scene. The are also a some balance changes (still working on this), and we are preping a new kind of quest. It is not a big patch, but we are working on some larger ones in the future.

  • Combat log, new quest, balance, and lots of bug fixes - 19 February 2021

    Hey Everyone, So I added a basic combat log (it will expand as we go) in order to aid us in balancing the game better. As such we have identified that spell damage was consistently to high, and thus we have taken steps to bring it back in line with what we expected. As mentioned before we are going to add more quests that take you into the dungeon, there is now one to help npc's retrieve their diary. More will be coming in this vein, but this is a start. As for bug fixes there are a lot of them in here. Some so minor that they may have not been noticed (like frames sometimes having a 1 pixel gap in them), and some larger ones like when you open the item shop it was crashing (not sure when that started but it is fixed now). There are also some UI updates mixed in. Content is rapidly becoming the focus for us, but if you find any bugs please let us know and we will get them taken care of.

  • Dungeon Lighting, Upgraded Marauding parties, and Dungeon Guild nodes - 5 January 2021

    Hello Everyone! This update is a kinda a grab bag. We got new features, bug fixes, and some new design changes to boot. Dungeons: We are working to make the game more Dungeon centric, this does not mean removing features from the towns, but rather increasing features of the dungeon. There will be some new node types, as well as many more features like floors, and mini-bosses etc that are coming in the near-ish future. In today's patch we have nodes that are controlled by the opposing guilds, and just as in the town these fights will give you substantial fame, but no items. We have also added lighting to the dungeon which in turn works like a fog of war. We feel this addition adds to the mystery and depth of the dungeons, as well as adds to what we can create moving forward (possibly even some random elements). Marauding parties: Will now give you substantial gold, and a decent amount of…

  • UI update - Unit cards, buttons, new windows, etc - 15 December 2020

    Hey Everyone, Today's update is mostly UI updates and bug fixes. This is the first of 3 or more UI updates to come what will be spread out over the next while (not all in a row). It comes with new buttons, new fonts, new some new frames, etc... The effects of this can be seen most obviously in the new unit cards, and the new party window. I think its likely to be unanimous that they are much better than they were previously. These items are going to be the base of our new "UI design language", so if you have any thoughts or requests in regards to the new design please speak now so that we can consider them prior to redoing the entire thing :) - A new font is now used in the game. This is a much more standard and "clean" font. It should help readability. - New Button art has been added to the game. - Healthbars have been completely redesigned. - Main Menu art has been improved. - Added n…

  • Dual Wielding, Zombie, and weapon art - 24 November 2020

    Hello Everyone! We have been hard at work hammering out portions of the game that need some love. One big thing was making dual wielding actually swing twice, which in turn opens up design space for the 3 main styles to be distinct. 2-handers, dual wielding, and board/sword. Dual wielding will get expanded on over time, but the general idea is that some effects/skills will allow for both weapons to swing, and thus have the chance to apply their effects twice. Other skills will be only used by main hand or 2-handers. Board sword already has its place, but we will likely expand on it as well. We added the Zombie. This mob is slow (only 2 base action points per turn), however he hits quite hard if he can get to you. Zombies are the first in a line of mobs that are "different" than standard 3 base action point mobs. We also added a ton of weapon art, 3-5 pieces in every weapon category. Thi…

  • Talent System update, sound system overhaul, lighting fix, and other fixes - 17 November 2020

    Hello Everyone, Today's update is mostly structural in nature. The talent update doesnt change how the game plays, but it does change how we are able to describe the talents, and display the information. This update will also make it so there are less human error in transcribing the talents into the game (it removes double entry). The Sound system update is actually something I had worked on for a business tool I made, and I have ported it over. It seem to have solved the "missing sounds" bug. Essentially there were rare times when a sound "just didnt play", and now that bug seems to be fixed. Beyond that we have added/edited a few UI elements and continued on the bug hunt. Path Notes: - Did a pretty major overhaul of the talent tooltip system. This new system will allow much more detailed and clear talent tooltips. - Did a pretty major overhaul of the sound system... This appears to ha…

  • Gems, Socketed Items, Stackable Items, etc... - 10 November 2020

    Hey Everyone, We are happy to release our first patch in awhile. As mentioned about a month ago we are 100% committed to finishing this project :) This patch has lots of little thing in it, most of which are bug fixes that were reported (not all of the bugs are fixed, but some are now). Along with those smaller things we have put alot of time into the item system in order to allow for stackable items, socketable items, and gems. As of now there are 6 different gems, 1 for each of the main stats (str, stam, int, spi, agi, and dex). For the time being you can put Gems into items, and you can collect Gems. However coming in the next larget patch (though there will probably be 1 or 2 smaller ones between this one and that one), well be the Jeweler. The Jeweler will allow you to unsocket gems, and combine gems in order to make more powerful gems. The Jeweler will be a building in the 2nd tow…

  • Dev Meetings on Youtube - 20 October 2020

    There will be one of these posted every 1-2 weeks for the rest of this project. https://www.youtube.com/watch?v=fcbsk3uM6jU In this one you can meet the new team members as well see a massive list of things we want to change/fix/improve about the game. We told you we are back at it, and we meant it :)

  • Update about the things :) - 30 September 2020

    Hello Everyone, Im gonna do my best to answer questions, and also to let you know where we are and what we are doing. First off, where have I been? Around the mid summer of 2019 I started experiencing some pretty major abdominal pains. After having dozens of tests run and seeing all kinds of doctors, the best anyone can tell me is that my intestines are swollen (this swelling goes up and down even within a single day), but no one can tell us/me why... The good news is the pain has gone down quite alot, and I have been able to work more as a result. I tell you this, not to complain but to be as transparent and honest as possible. Next financial issues took hold, both due to medical bills and the fact that I was unable to keep pushing this game which lead to a pretty big hole. From there I had to dig myself out of that pretty massive financial hole. Again there is good news here, that hol…

  • Patch .31: Stash upgrades - 30 July 2019

    Hello Everyone! Today's patch is fully based on feedback given since EA started, and also helps me set the stage for the next systems. The biggest of the features today is the guild stash upgrades. There are 2 of them, costing 500g and 750g, which each up your guild stash size by 1 row (7 slots). Next we have placement in your party mattering. Initially I wanted this to be random as it produced more situations. But it has been made very clear to me (by quite a few of you) that it reduces the strategy elements, and I agree. So I have made it so that the characters places in the front of the part will spawn closest to the other team, and the ones in the back will spawn farthest. Patch notes: - Guild Stash Upgrades: each will expand your guild stash by 1 row. - Unit order in a party now matters and the party creation menu now states where the front is (to the left), and where the back is(t…

  • Patch .30: Blacksmith as a room. - 15 July 2019

    Hello Everyone, Today's patch is adding the blacksmith as a room in the guild after the first level. Next patch the blacksmith in Galic (level 2) will burn down and a new building with a new system will take its place :) (this will only take place on new starts for level 2, if you are on level 2 now, you will still need to use the blacksmith on map). Im sorry for the slow patching, my health has not been what I wish it was, and I am still dealing with it. But rest assured this project is my focus, and it will continue to grow :) Please keep me informed on any bugs or crashes and I will work to get them fixed. Patch Notes: - The blacksmith is now a room in your guild house after the first level. This is the same process that will be used for other systems going forward... - When a unit is selected items they can not wear become grayed out. - Buildings now highlight when hovered. - Fixed…

  • Patch .29b: CPU efficiency work. - 15 June 2019

    Hello Everyone, This is a one part patch, normally I would just leave it as a hot fix and not announce it, but in this case I want to make sure that you all know about it just in case it broke something. Also IF you are having issues with the performance of the game on your hardware please let me know and I will work with you to make it better. I hope you all have a great Father's day weekend, and I will get working on the next patch :)

  • Patch .29: Elves, traits and bug fixes - 13 June 2019

    Hello Everyone, Sorry it has been so long since the last update, I have been having some health issues... That being said art is still coming in, and I am trying to get to all the things that we have planned. Today as the title say I have Elves in the game, they are a high int race and should make good casters. They also have agility and Dex to make decent rogues. So the trait system was put in a long time ago, but I added 3 traits and also made it so tavern hires can have traits as well. - The Elven Race has been added to the game. Elves sacrifice strength for intelligence. - New Trait: Smart, adds 5% int. - New Trait: Strong, adds 5% str. - New Trait: Well Rounded, adds 2% to all stats. - Tavern Hires can now start with traits (good and bad ones, the bad ones can be removed tho). - Tavern window now shows traits (if there are any), as well as gender (more female race options coming so…

  • Patch .28f bug fixes - 27 May 2019

    Hey Everyone, With new players from the sale came more bug reports and thus more bug fixes. Here is the list that was fixed this week. Please keep me posted about bugs, and I will keep working to get them fixed. Patch Notes: - Clicking the guild house button now works the same as clicking your guildhouse itself. This is aimed at fixing a bug that was reported but that I have not been able to duplicate yet. - Fixed a bug where rival guilds were not able to complete some quests. - Fixed a bug where when losing the game would ask if you wanted to leave items behind. - Fixed a very rare bug where units could enter a battle with the wrong number of actions points - Fixed a bug where Dampen Magic could not show up in your spell book. - Fixed a crash that could occure when losing a battle in a Dungeon. - Fixed a bug where if you reforged an item with the window that the item came from (party o…

  • Patch .28e Melee range highlighting - 20 May 2019

    Hey Everyone, This patch is a super small one as I continue working on Vandamir (level 3). I have done work on trying to make Melee range easier to gauge, and though there has been quite alot of progress on this in the past, there were still issues for new players with this feature. This patch aims to address that once and for all :) Now when your are choosing where to move, any enemy in melee range will highlight an orangy/yellow color. This should make moving into melee range and exact science, if there are any further issues please let me know and I will continue to try to address them! Patch Notes: - In battle, when the move path is showing enemies will now highlight in an orangey/yellow color if they are in melee range. - In battle, the move range of enemies will now only show when your move path is now showing (it became slightly confusing to see the move distance of the enemy whe…

  • Patch .28d Quality of Life Stuff - 15 May 2019

    Hey Everyone, This small patch has a few QoL elements that should make playing more pleasant :) As for Vandamir, it is coming along, I will probably post dev blog on making it when its done. Its a long process and I am still pushing for Friday, but the closer I get the less likely it seems to be as its a whole new tileset and I am trying to get some new quests in also... Patch Notes: - When hovering over an enemy unit in battle it will now show you their movement range for next turn. - At the end of a battle it now shows your guildies with their exp bar, and lets you know if any of the leveled. - Fixed a bug where pressing escape in battle would remove the Unit UI. - The new game screen will now have random skin colors as a starting point as appose to just the uncolored version. - The highlight shader has be edited a bit to be a bit less rigid. More to come as always!

  • Patch .28c Goblin Cold Blood Mob and bug fixes - 11 May 2019

    Hello Everyone, I am sorry its been so long since a patch, but I had my Hard Drive fail and it set me back quite of bit of time getting everything running correctly again (worry not I only lost about 3-4 hours of work on the game, which I since recreated). I am still working on Vandamir, and I think there is a good chance it will be out late next week. For this patch I have a new mob for you all. The Goblin Cold Blood is a frost mage type mob, with frost bolt, waterblast and power overwhelming. This mob is a normal scaled mob (not elite) but it will spawn less often than normal mobs due to its strength. I also found some bugs and crashes that I have since dealt with and I wanted to get out to you all sooner rather than later. Patch Notes: - New mob: Goblin Cold Blood, This mob has frostbolt, waterblast, and power overwhelming - Power Overwhelming now lasts 5 turns. - Waterblast now as a…

  • Patch .28b: Another dungeon quest - 3 May 2019

    Hey Everyone, Just a small one today in order to add a repeatable dungeon quest to both cities. This is in direct response to feedback, and I should have pushed to get a repeatable version of the quest type into the game last patch. None the less its there now :) Patch Notes: - Added a Non-Story Dungeon quest called "Recover Relics" to Drom and Galic Churches. These quests have a high base reward rating. Now there is at least 1 repeatable quest for dungeons in each town :)

  • Patch .28: Story Quests and Dungeon Quest Type - 1 May 2019

    Hello Everyone! Well this one took me a bit longer than I figured it would, but its pretty major to the game. Story quests: Will add set quests that add some lore and some solid items to the game. Story quests will not be done by the opposing guilds so you can complete them at your leisure. Story quests will also sometimes unlock new functionality, for instance the story quests in Drom must be done before you can reforge items. There are only 2 so far but having the ability to add these types of quests should give a better experience :) Dungeon Quests: These types of quest require you to head into the dungeon(s) and find something. Normally this will be either a piece of loot from a fight, or a treasure chest. These types of quests will require you to return that item to the quest giver. The only instance of this currently is the "Find My Hammer" story quests that was added this patch,…

  • Patch .27b: Pally Skills and Quality of Life - 26 April 2019

    Hi Everyone! Today's patch contains 2 more Pally skills, which brings the pally up to the same number as the other classes, some balancing of ultimates, and it also includes some quality of life stuff while dealing with the guild house window and alert messages. Patch Notes: - New Paladin Ultimate: Divine Blow, Stuns the target for 1 turn and does heavy Holy damage which is then spread as healing over the entire party. - New Paladin Talented Skill: Crusader's Fury, The Paladin lashes out with Holy power and strikes 3 random enemies within a small range for moderate damage. This skill counts as a spell, but takes into account both melee and spell power. - Tank and Spank has had its damage coefficient increased to 1.75 from 1.0. - Tank and Spank has had its damage coefficient increased to 2.25 from 2.05. - Holy Nova has had its damage coefficient increased to 1.25 from 1.15. - Slice and D…

Patch notes and updates

S.noRelease datePatch nameGID number
15 March 2021Bug fixes a few quests4057152305717677306
230 July 2019Patch .31: Stash upgrades3364670677197794916
315 July 2019Patch .30: Blacksmith as a room.2436927798963510579
415 June 2019Patch .29b: CPU efficiency work.2408777766645403445
513 June 2019Patch .29: Elves, traits and bug fixes2408777766635893236
627 May 2019Patch .28f bug fixes2408775863534677610
720 May 2019Patch .28e Melee range highlighting2905297189262661365
815 May 2019Patch .28d Quality of Life Stuff2405397525625907043
911 May 2019Patch .28c Goblin Cold Blood Mob and bug fixes2405396896213876763
103 May 2019Patch .28b: Another dungeon quest2404270358327042995
111 May 2019Patch .28: Story Quests and Dungeon Quest Type2404270358319936460
1226 April 2019Patch .27b: Pally Skills and Quality of Life2432417221737361769
1324 April 2019Patch .27: Female Human Characters2432417221730358496
1420 April 2019Patch .26: Wave battles/quests2434668385552546811
1518 April 2019Patch .25b: Preping for Wave battles2434668385545284075
1612 April 2019Patch .25: Hair Styles and Hide Helm3763229740647721898
1710 April 2019Patch .24: Paladin Stuff, and some Galic work2507851250555565881
186 April 2019Patch .23b: General work, some Galic, and bug fixes2508976515649214445
194 April 2019Patch .23: Bounty Quests, bug fixes, and balance.2508976515644786101
202 April 2019Patch .22: Elite Mobs, and Continue Playing2465065785314257071

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