Compara los precios de Painters Guild en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Lucas Molina. Publicado por Lucas Molina. Lanzado el 1/9/2015. Disponible en PC. Géneros: Casual, Indie, Simulation, Strategy.

Running a Renaissance art academy sounds richer than it plays - a charming micro-sim that hooks you for an afternoon but runs dry before supper.

My spreadsheet instincts told me to get excited the moment I read 'Italian Renaissance management sim.' A setting this historically dense should generate layered decisions: resource scarcity, commission prioritisation, roster depth. What Painters Guild actually delivers is considerably slimmer than that pitch, but understanding exactly where it sits on the depth spectrum will save you a bad purchase - or land you a genuinely pleasant weekend distraction, depending on what you came for. The core loop works like this: you pick one of three cities to start in - Florence for a gold-per-painting bonus, Venice for beauty bonuses on completed works, Rome for a prestige multiplier on great commissions - then build your founding artist from a character creator and start accepting jobs. Customers arrive with requests rated from half a star to five stars in difficulty, and you drag your painters onto canvases to fulfil them. Managing stamina matters more than it sounds: painters who are overworked slow down, get sick, and can actually die if you cannot afford a doctor. Paint supplies are a second resource to watch - you mix colours manually at a colour station and run out faster than you expect once commissions scale up. Hiring works through a tiered scout system: spend 100 Florins for an instant but low-skill district pick, 300 for a city search over 50 in-game days, or 500 for a countryside hunt that takes 100 days but tends to surface real talent. Historical names like da Vinci and Michelangelo appear as expensive elite hires as your prestige climbs. Every randomly generated painter carries two traits - perks or hindrances - that affect their speed, stamina consumption, or stylistic specialisation, and each painter excels in a particular artistic current, which matters because commissions sometimes specify a style. At Skill Level 50 a painter must attempt a masterpiece to reach Master rank and push toward Level 100, which is one of the game's genuinely satisfying progression milestones. Here is where the strategy layer disappoints anyone coming from deeper management titles. Upgrades are almost entirely linear - a more expensive bed is just a statistically better bed, no tradeoffs involved. Room expansions unlock space for more painters but do not meaningfully change how you play. Random events add historical texture - guild inspections, accusations, unexpected illness, painters requesting a two-year European study trip before advancing rank - but the pool of events is small enough that repetition sets in well before the in-game calendar closes. There is no formal end state; the game loops until you stop, which reads fine as sandbox logic but leaves long-session players without a satisfying target. The tutorial is effectively nonexistent, so newcomers will lose a painter or two to the stamina system before they understand it, which is an avoidable frustration rather than a clever difficulty spike. Who should actually consider this? Casual sim players who find games like Two Point Hospital or Frostpunk overwhelming but still want a light management rhythm will find Painters Guild sits in a comfortable middle space. History teachers, art enthusiasts, and anyone who just wants to watch pixel-art Renaissance painters shuffle around a charming little workshop will get genuine mileage. The soundtrack earns consistent praise and contributes meaningfully to the relaxed atmosphere. Expect somewhere between five and ten hours before the loop fully exhausts itself. Hardened management sim veterans - the crowd with 400 hours in Rimworld or a colour-coded Anno spreadsheet - will hit the ceiling inside two hours and feel the missing depth acutely. Diego, Scout Team

Painters Guild

Painters Guild

1 sept 2015Lucas Molina
GamerScout opina

Running a Renaissance art academy sounds richer than it plays - a charming micro-sim that hooks you for an afternoon but runs dry before supper.

PC
Steam Deck PlayableProtonDB Platinum
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.47

Comparar precios(0 tiendas)

Cargando precios...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Historial de precios

Historical low
€0.479 Jun 2026
Keyshops
€0.47€0.48€0.49€0.509 Jun14 Jun19 Jun23 Jun28 Jun
Tracking prices since 9 Jun 2026
Create alert

Capturas y multimedia

Captura

Acerca de Painters Guild

My spreadsheet instincts told me to get excited the moment I read 'Italian Renaissance management sim.' A setting this historically dense should generate layered decisions: resource scarcity, commission prioritisation, roster depth. What Painters Guild actually delivers is considerably slimmer than that pitch, but understanding exactly where it sits on the depth spectrum will save you a bad purchase - or land you a genuinely pleasant weekend distraction, depending on what you came for. The core loop works like this: you pick one of three cities to start in - Florence for a gold-per-painting bonus, Venice for beauty bonuses on completed works, Rome for a prestige multiplier on great commissions - then build your founding artist from a character creator and start accepting jobs. Customers arrive with requests rated from half a star to five stars in difficulty, and you drag your painters onto canvases to fulfil them. Managing stamina matters more than it sounds: painters who are overworked slow down, get sick, and can actually die if you cannot afford a doctor. Paint supplies are a second resource to watch - you mix colours manually at a colour station and run out faster than you expect once commissions scale up. Hiring works through a tiered scout system: spend 100 Florins for an instant but low-skill district pick, 300 for a city search over 50 in-game days, or 500 for a countryside hunt that takes 100 days but tends to surface real talent. Historical names like da Vinci and Michelangelo appear as expensive elite hires as your prestige climbs. Every randomly generated painter carries two traits - perks or hindrances - that affect their speed, stamina consumption, or stylistic specialisation, and each painter excels in a particular artistic current, which matters because commissions sometimes specify a style. At Skill Level 50 a painter must attempt a masterpiece to reach Master rank and push toward Level 100, which is one of the game's genuinely satisfying progression milestones. Here is where the strategy layer disappoints anyone coming from deeper management titles. Upgrades are almost entirely linear - a more expensive bed is just a statistically better bed, no tradeoffs involved. Room expansions unlock space for more painters but do not meaningfully change how you play. Random events add historical texture - guild inspections, accusations, unexpected illness, painters requesting a two-year European study trip before advancing rank - but the pool of events is small enough that repetition sets in well before the in-game calendar closes. There is no formal end state; the game loops until you stop, which reads fine as sandbox logic but leaves long-session players without a satisfying target. The tutorial is effectively nonexistent, so newcomers will lose a painter or two to the stamina system before they understand it, which is an avoidable frustration rather than a clever difficulty spike. Who should actually consider this? Casual sim players who find games like Two Point Hospital or Frostpunk overwhelming but still want a light management rhythm will find Painters Guild sits in a comfortable middle space. History teachers, art enthusiasts, and anyone who just wants to watch pixel-art Renaissance painters shuffle around a charming little workshop will get genuine mileage. The soundtrack earns consistent praise and contributes meaningfully to the relaxed atmosphere. Expect somewhere between five and ten hours before the loop fully exhausts itself. Hardened management sim veterans - the crowd with 400 hours in Rimworld or a colour-coded Anno spreadsheet - will hit the ceiling inside two hours and feel the missing depth acutely.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:sub-5Renaissance HistoricalStamina ManagementProcedural PaintersCommission-DrivenGuild ProgressionGreat SoundtrackNo TutorialCasual TycoonSandbox No Ending

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
1 GB RAM
Storage
200 MB available space
Graphics
Any
Processor
2.33GHz or faster x86-compatible processor
Sound Card
Any

Sigue explorando

Community Discussion

Be the first to comment on Painters Guild.

Reseñas y valoraciones

No hay valoraciones disponibles

Información del juego

Desarrolladora
Lucas Molina
Distribuidora
Lucas Molina
Fecha de lanzamiento
1 sept 2015

Alerta de precio

¡Recibe un aviso cuando el precio baje de tu objetivo!

Crear alerta

Compra mejor: guías útiles

¿Buscas más? Mira juegos como Painters Guild →

Preguntas frecuentes sobre Painters Guild

¿Cuánto cuesta Painters Guild?

El precio de Painters Guild cambia a menudo y varía según la tienda, la edición y la región. La tabla de precios en vivo de esta página compara las ofertas más baratas en stock de tiendas de claves de confianza como Eneba y Kinguin, para que siempre veas el precio más bajo actual antes de comprar.

¿Dónde puedo comprar Painters Guild más barato?

Compara los precios de Painters Guild en todas las tiendas verificadas en la tabla de precios de esta página. Listamos las ofertas de claves y tiendas más baratas en stock, actualizadas con frecuencia, para que siempre veas la mejor oferta actual antes de comprar.

¿En qué plataformas está disponible Painters Guild?

Painters Guild está disponible en PC.

¿Cuándo se lanzó Painters Guild?

Painters Guild se lanzó el 1 de septiembre de 2015.

¿Quién desarrolló Painters Guild?

Painters Guild fue desarrollado por Lucas Molina.