Compare Our Adventurer Guild prices across trusted key stores and find the best deal. Developed by GreenGuy. Published by GreenGuy. Released on 4/12/2024. Available on PC, Xbox. Genres: Indie, RPG, Strategy.

A solo-dev tactics gem that punches well above its art budget, stacking guild management, a 22-class progression tree, and grid combat into one quietly addictive loop.

I went in skeptical, because the hand-drawn art looked like something assembled over a weekend, and solo-dev tactics games have a high failure rate on the depth-vs-polish axis. Two dozen hours later I am still planning my next class promotions, so the skepticism did not survive contact. Our Adventurer Guild is a guild-management tactics hybrid that asks you to run the back office AND win the battles: recruit adventurers from the tavern, pay their daily wages, slot them into quest parties, craft gear from mission loot, manage inter-party relationships, then personally direct the grid combat when a quest goes live. The two halves are tightly coupled in a way that earns genuine respect. Neglect your finances and your best fighters walk out; ignore the tactical layer and they come home in boxes. The class system is where the serious decision-making lives. You start with six novice archetypes, Warrior, Defender, Priest, Archer, Rogue and Mage, each costing 300 gold to swap into. Prove your adventurers capable and the ten veteran classes open up, including Arcane Knights, Paladins, Monks, Bards and Guardians, each requiring specific stat thresholds and, in some cases, recruiting dedicated trainers to the guild first. Beyond that sits a tier of master classes I had not fully unlocked at twenty-plus hours in. The promotion path is stat-gated rather than level-gated, which means you are actively shaping growth curves rather than just waiting for XP bars to fill. That is exactly the kind of decision architecture I want from this genre. The Bravery System adds a combat-layer risk dial: push it too hard and your fighters panic or exhaust themselves, calibrate it correctly and you pull off comeback wins that feel earned rather than lucky. The criticisms are real and worth naming clearly. Quest variety is thin. Missions shuffle between collecting resources, hitting objectives, and killing a target, and the map grids start feeling repetitive before the mid-game. The writing is tropey and voluminous in equal measure; the bickering dynamic between your Guild Master character and deputy Piola lands for some players and grates for others, and the overall story is functional rather than compelling. Community reviewers consistently flag difficulty spikes in main story missions, where the gap between standard quests and boss-tier content can force grinding that disrupts the otherwise clean progression rhythm. The late-game wage economy also creates a structural tension where running multiple strong squads becomes financially punishing, which can channel you into a single-party approach rather than a true roster management game. Here is the part where I tell you why none of that should stop a tactics player from buying this. The fundamentals are solved. Grid combat rewards positioning and party composition in ways that recall Final Fantasy Tactics and XCOM without copying either wholesale. The optional permadeath toggle raises stakes without being mandatory. Randomly generated recruits plus 22 classes across three tiers plus a New Game+ mode with scalable difficulty modifiers gives the game real replay legs. The tutorial is patient enough for newcomers without being insulting to veterans, and the in-game tips system does solid reference work once the training wheels come off. If you have never played a tactics-management hybrid before, this is a better entry point than most titles that market themselves as accessible. If you have 200 hours in Battle Brothers, you will recognize the DNA, find the depth slightly lighter than you prefer, and probably still sink 40 hours into it anyway. Diego, Scout Team

Our Adventurer Guild

Our Adventurer Guild

Apr 12, 2024GreenGuy
GamerScout Says

A solo-dev tactics gem that punches well above its art budget, stacking guild management, a 22-class progression tree, and grid combat into one quietly addictive loop.

PCXbox
Steam Deck VerifiedProtonDB Platinum
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Historical low: €0.62

GamerScout Verdict

Solid pick for tactics-RPG fans who want roster depth and grid combat with management stakes baked in, despite thin quest variety.

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About Our Adventurer Guild

I went in skeptical, because the hand-drawn art looked like something assembled over a weekend, and solo-dev tactics games have a high failure rate on the depth-vs-polish axis. Two dozen hours later I am still planning my next class promotions, so the skepticism did not survive contact. Our Adventurer Guild is a guild-management tactics hybrid that asks you to run the back office AND win the battles: recruit adventurers from the tavern, pay their daily wages, slot them into quest parties, craft gear from mission loot, manage inter-party relationships, then personally direct the grid combat when a quest goes live. The two halves are tightly coupled in a way that earns genuine respect. Neglect your finances and your best fighters walk out; ignore the tactical layer and they come home in boxes. The class system is where the serious decision-making lives. You start with six novice archetypes, Warrior, Defender, Priest, Archer, Rogue and Mage, each costing 300 gold to swap into. Prove your adventurers capable and the ten veteran classes open up, including Arcane Knights, Paladins, Monks, Bards and Guardians, each requiring specific stat thresholds and, in some cases, recruiting dedicated trainers to the guild first. Beyond that sits a tier of master classes I had not fully unlocked at twenty-plus hours in. The promotion path is stat-gated rather than level-gated, which means you are actively shaping growth curves rather than just waiting for XP bars to fill. That is exactly the kind of decision architecture I want from this genre. The Bravery System adds a combat-layer risk dial: push it too hard and your fighters panic or exhaust themselves, calibrate it correctly and you pull off comeback wins that feel earned rather than lucky. The criticisms are real and worth naming clearly. Quest variety is thin. Missions shuffle between collecting resources, hitting objectives, and killing a target, and the map grids start feeling repetitive before the mid-game. The writing is tropey and voluminous in equal measure; the bickering dynamic between your Guild Master character and deputy Piola lands for some players and grates for others, and the overall story is functional rather than compelling. Community reviewers consistently flag difficulty spikes in main story missions, where the gap between standard quests and boss-tier content can force grinding that disrupts the otherwise clean progression rhythm. The late-game wage economy also creates a structural tension where running multiple strong squads becomes financially punishing, which can channel you into a single-party approach rather than a true roster management game. Here is the part where I tell you why none of that should stop a tactics player from buying this. The fundamentals are solved. Grid combat rewards positioning and party composition in ways that recall Final Fantasy Tactics and XCOM without copying either wholesale. The optional permadeath toggle raises stakes without being mandatory. Randomly generated recruits plus 22 classes across three tiers plus a New Game+ mode with scalable difficulty modifiers gives the game real replay legs. The tutorial is patient enough for newcomers without being insulting to veterans, and the in-game tips system does solid reference work once the training wheels come off. If you have never played a tactics-management hybrid before, this is a better entry point than most titles that market themselves as accessible. If you have 200 hours in Battle Brothers, you will recognize the DNA, find the depth slightly lighter than you prefer, and probably still sink 40 hours into it anyway.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayerachievementscloud-savestier:aaaGuild ManagementClass PromotionPermadeath OptionalBravery SystemRoster BuildingWage EconomyNew Game PlusSolo Dev

System Requirements

Minimum

OS
Windows 7, Windows 10, Windows 11
Memory
4 GB RAM
Storage
7 GB available space
Graphics
GeForce GTX 560+
Processor
2+ Ghz

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Game Info

Developer
GreenGuy
Publisher
GreenGuy
Release Date
Apr 12, 2024

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What platforms is Our Adventurer Guild available on?

Our Adventurer Guild is available on PC, Xbox.

When was Our Adventurer Guild released?

Our Adventurer Guild was released on 12 April 2024.

Who developed Our Adventurer Guild?

Our Adventurer Guild was developed by GreenGuy.