
Become the new Guild Master of the Adventurer Guild and lead your adventurers in explorations and turnbased tactical battles. Will the Guild thrive under your leadership? Or will it finally disband under it?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.71/day in the week to Sep 14 → 3.17/day in the week after.
About
Your friend, the former Guild Master of the declining Adventurer Guild, has died and named you his successor. Will you lead the Guild to fame and glory? Or will it finally disband under your leadership?
Our Adventurer Guild is a game about managing an Adventurer Guild. Accept quests to raise the reputation of your Guild. Lead your adventurers in quests to explore and battle foes in turnbased tactical combat. Keep an eye on the mood and relationships of your adventurers. Raise and grow them and watch as they make a name for themselves.
Become the Guild Master of the Adventurer Guild
Manage your Guild and your adventurers. Do not let the Guild fall to ruin and lead your adventurers to a better future.
Turnbased tactical battles
Fight in deadly gridbased tactical battles against dozens of different enemies with their own unique skills. Take advantage of the Bravery System to push your adventurers to their limit. Will they overcome the odds and turn the tide of battle or will they break under the pressure?
Memorable Characters
Your adventurers have their own traits and characteristics. Watch them grow and develop relationships with each other. Will they stay the way they are or will the life of an adventurer mark them?
Build your Adventurer
Train your adventurers to become legends. Choose from a variety of different classes each with their own skill trees to explore. Customize their appearances and create a party to your liking.
Crafting
Use the materials your adventurers find on their quests and craft them items that will help them on their next adventure.
Meet the Cast
Meet several Characters who will help you on your path to restore the Adventurer Guild. Each one with their own personal stories and personalities.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.49−50% | 3.6Kreviews | 95% | — | $1.3M |
| $14.99 | 131ratings | 91% | — | not modelled | |
Engagement
Reviews
Themes across 285 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
thunderfang is trash boss encounter. and too many bosses have crappy "gotcha" mechaniccs. ♥♥♥♥ that ♥♥♥♥.
At first blush, I wasn't entirely sure about Our Adventurer's Guild. All the basic building blocks of a perfectly passable squad turn-based RPG are there, but difficulty balancing problems leave the game a sometimes messy affair that can be more frustrating than fun. But when I dug around in the guts of the difficulty options to discover a dozen or so sliders that let me fine-tune the experience I wanted to have, it made me sit up and pay attention, because this is the ideal way to give a game the kind of replayability I want. I can bum up the difficulty on easier missions (along with loot rewards to keep it worthwhile), Boss baattles no longer feel like an exercise in getting crit-slaughtered. It's a fantastic little touch that I think should be the gold standard for all SRPGs in the future. We've seen variations of it in games like (please don't throw tomatoes at me) Disgaea, but not with this level of fine-tuning. It's a really cool difficulty system and it changed the entire landscape of the game for me. And on top of that, I'm hugely fond of the silly visual novel tone of this whole thing. It's lighthearted and remidns me a lot of the sensibilities of the Phoenix Wright games, never taking itself too seriously. The skill trees could use a little bit more variation in the early goings. Actually, the game could use a hefty dose of "more" across the board - more maps, more battlefields, more enem variations, more equipment, more profile art for the party members. But that's also a testament to how much I liked this game, that I just wanted more of it. Highly recommended for strategy fans.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 4.11/day in the week to Aug 4 → 4.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Korean, Simplified Chinese
| $14.99 |
| 58ratings |
| 90% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 285 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩,什么时候出新作
Excelente juego, lástima que no este en español y toque parcharlo externamente por lo demás esta bastante bien me recuerda a esos juego que jugué de niño hace décadas pero modernizado.
2块钱买的游戏,可玩性还可以,要啥自行车,超推荐
While the art style is basic (I'd say it has an old school charm) this is probably one of the best games ive played in a long while that genuinely hooked me for long long periods of time. After 2 playthroughs the depth is great and you can build your team in as many ways as you could wish for. While there is a somewhat "solved" way to play the games in what units are the best, The absolute joy of my first playthrough in figuring everything out was truly amazing. As a big fire emblem fan this definitely scratched the gameplay itch I was looking for
Our Adventurer Guild is a charming indie tactics RPG that I would happily recommend. It's probably easiest to get the negatives out of the way with first. [list][*]I did run into some apparent minor gameplay bugs and came across a number of grammatical errors in the writing during the playthrough. [*]Some aspects as not as balanced as they could be. For example, some end-game classes (of which you're only allowed to have a single one of those classes) didn't feel particularly impactful or even better than the mid-tier class. Also, you have to earn gold to pay for your weekly running costs and upgrades, unlocking skills, making gear, etc. but it didn't feel like the rate you could earn gold went up at the same rate throughout the game, meaning that by the end of the game you could go grind out a ton of extra missions for extra unlocks, gear. etc. or, well, just finish the game. [*]I find it charming enough but I can see how some people might bounce off of some of the character art. There were also some conversational poses that looked a bit odd and there was one loading screen in particular where once you see the giant hand you can't unsee it.[/list] But, with that out of the way, the rest is pretty darn good. The writing on the whole is decent, has some genuinely funny and poignant moments and serves well enough for the game's length. There's quite a bit of depth in both systems and side-quests and events. There's quite a bit of customisation available for your adventurers' build paths and even over the game's runtime (which I'd say you could rush through in maybe 40 hours, but it'll be closer to 60 if you're doing most things), I was still running into new events and didn't see some of the ones available. The gameplay itself is probably the strongest selling point - the management layer is likely what you'd expect from a competently-made game, but I found the strategy layer pretty addictive with combat that flowed well. There's an interesting mix of enemies that need you to plan your approach each time, varying from enemies that might charge at you from across the map reducing the amount of time you have to get into positions or enemies that might come into the fight in stealth making it harder for you to just set up a blocker. Bosses in particular felt pretty novel each time, with each having their own attack patterns or gimmick. On the whole, it's pretty fun, definitely a good length for the price tag and an easy recommendation.
好玩,找到了小时候玩火焰纹章的感觉
神中神,符合我对游戏的核心观点,即游戏必须要好玩,且大于一切。
375小时通关一周目,游戏内存档显示155小时,大量的时间花在了凹点上面。游戏性很高,适合喜欢战棋游戏的人。至于画风,习惯了就好,可以上传自定义头像,稍微弥补了一下。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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