Reworked Glass Striker — now doubles attack speed instead of forcing it to max.
Berserker's Resolve now drops DEF as ATK climbs with missing HP.
Reworked attack-speed tiers — top speed now needs 24 AGI (was 18), with a new tier at 18–23.
Retuned casters — scale more off Intelligence, less off Spirit; several caster classes gained bonus starting stats.
Reworked Swift Footwork — now +8% attack speed/level (diminishing returns) instead of a flat tick cut.
Converted the skill tree's flat attack-speed nodes to percentage-based bonuses with diminishing returns.
Minor base-stat tweaks to Rogue and Warden.
Bug Fixes
Lightbringer revive wasn't properly capped at 2, and could revive infinitely in some scenarios
Accessories were not properly counting towards associated bounty
Auto Sell was not working with bounties
Fixed notifications building up endlessly during long sessions, which caused lag and freezes — coming back after time away should now be much smoother.
Certain Codex headers were showing the incorrect values.
Fixed two issues with saving, one possible corruption route and increased the reliability of the backup save kicking in when a bad write happens. Sorry to anyone who may have lost a previous save.
Fixed a bug with colosseum matches being consumed without actually doing them
Version 0.3.0 June 21st, 2026
Dungeon Variety & Abilities
The later dungeons (Sunken Citadel through The Eternal Warfront) have received a makeover, with new enemies, and new abilities.
Some of these may be much more difficult without a tailored party. i.e. one of them has enemies with a new ability that disarms heroes, making them miss their attacks. Maybe ability focused heroes will be better here?
Enemies now appear at different depths within a dungeon, so encounters ramp up more smoothly the deeper you go.
Combat Smoothness & Run Log Redesign
Combat now updates several times per second instead of once per second — attacks, abilities, and enemy cast bars play out far more smoothly, and damage now lands the moment an attack bar fills instead of lagging behind.
Redesigned the Run Log combat view: each hero and enemy is now a cleaner card whose health drains across the whole card, with shields shown on the bar, status-effect tints, a flash when a combatant takes damage, larger aligned names, and HP values that stay readable on every colour theme.
Returning to an active tab after being away catches up more smoothly, with less stutter.
This was a large change to how combat is simulated under the hood. As a side effect, hero balance may have shifted slightly and some parties could perform a little differently than before. If you notice anything off with combat, please reach out on Discord or via feedback so I can take a look.
Archetypes Polish
Click to remove allocated skill nodes on the Archetype skill tree builder.
Fixed ability points not allocating when an archetype is assigned while stat points are still pending (previously this only applied on level-up).
Fixed the archetype skill tree not continuing to auto-assign points after it had been fully allocated once.
QoL
Auto-Enable Affix option added to the Affixes panel (same setting as in settings).
Clicking reload when a new version is detected now saves your game.
Bounty tab now glows when there are claimable bounties, and there is now a claim all button.
Raid Loadouts now allow you to save a set of heroes for quick selection for future raids.
UX
Revives now show visually, previously they just happened with no visual indication.
Bug Fixes
Fixed a bug where Arcane Cowl's 60% reduced damage was compounding on abilities, causing them to eventually deal 0 damage.
Fixed a few matchmaking bugs, should now be more accurate.
Hero abilities no longer instantly fire the moment a new floor begins (which could wipe the next floor's enemies before they acted) — abilities now recharge fresh on each new floor.
Version 0.2.10 June 19th, 2026
Balance
Bleed status effect now capped at 50% of afflicting hero's ATK stat.
Hero Popout QoL
Hero Popout Items now have a small lock in the top-right, enabling you to lock items from being replaced by Auto Equip.
You can now view the next/previous hero in your roster, making quickly gearing up all of your heroes a little bit simpler.
Hero Archetype Redesign
Hero Archetypes now Save Skill Tree & Ability Points, and these can be auto-allocated as a hero levels.
They're now agnostic from Heroes in general, you can create a new one on the Guild→Archetypes tab and then assign it to any hero you'd like.
If a hero is unable to follow the archetype due to lack of levels, skill points, or another reason: a warning will pop up.
Removed the list of archetypes for deletion from the Hero Popout, this now lives in the Guild→Archetypes tab.
Auto Equip stat weighting expanded to all available item stats.
Heroes will now automatically be assigned archetypes created by them on creation.
Party Quick Dispatch
Added a quick dispatch button, so you can send heroes out on adventure a little bit quicker.
This will add affixes if you have dungeon affixes enabled by default in the settings.
Leaderboard Validations
Added a few validations to see if a run is legitimate before adding it to the ladder.
If you believe your valid run is ignored please contact me via discord.
Bug Fixes
Relic & Ring filters in the Inventory should now work as intended.
Sub-Class CSS now styles depending on your selected theme.
More tooltips added.
Version 0.2.9 June 18th, 2026
Combat Summary
Dungeons, Raids, and Eternal Strife now have a Summary view showing how much each hero contributed to your victory or defeat.
The summary is skipped when AutoRun is active. After a run completes, open it via the Summary button next to the Dismiss button.
Let me know if there are any other stats you'd like to see from your party's performance!
Enemy Abilities
Enemies can now have abilities! Previously only Raid bosses had abilities — this now extends to dungeon enemies.
Try out all of the dungeons to discover what new powers they've been given.
Abilities have been added to enemies in dungeons from The Crypt through Volcanic Depths, with more to come over the next few days.
Note: these changes make dungeons more difficult, and some abilities will specifically target certain party compositions — you may need to think carefully about who you send.
Quality of Life
Colosseum heroes can now be viewed in a read-only mode — including your current opponent. No more wondering what that Estimated Power actually means.
Bug Fixes
The tutorial could block players from progressing at certain resolutions — it is now skippable at all phases and tutorial windows are draggable.
Wiki generation now correctly considers alternate costs for hero unlocks.
Various Elo issues fixed.
Made the Run Log more responsive.
Version 0.2.8 June 17th, 2026
Valkyrie Redesign
The old design incentivized having your heroes die, which is both difficult to do and a negative gameplay loop.
New designs still revolve around hero death but focus more on saving and buffing allies rather than letting them die.
Last Rites still procs on ally death — it has a cast time so it has been left as is.
Einherjar has been reworked: once per floor, the Einherjar sacrifices half their own HP to save a dying ally, healing them for that amount.
Death's Herald has been made more offensive: the Last Rites defense bonus is now an Ability Power bonus, and both the AP & ATK values have been raised by 25%.
Hero Popout
Added a tag for items that are direct upgrades over the currently equipped piece — all stats are equal or better.
Added a sort by total stat value.
Equipped items now show a tooltip on hover.
The hero popout now uses the same enhanced tooltips added to the main inventory.
Quality of Life
Inventory filters (aside from search) now persist between sessions. A Clear Filters button has been added.
Fixed a few bounties that had incorrect conditions — please report any others that appear to trigger incorrectly.
Added more clarity to hero ability wording, including actual values and improved descriptions.
Wiki
Fixed a few pages. If you find any page lacking information please let us know what you're looking for — others may have the same questions.
Version 0.2.7 June 16th, 2026
Steam Page
Guild Idle is now listed on Steam! Add it to your Wishlist for updates on when the game goes live later this year — click the button in the sidebar to Wishlist today!
I've been hard at work on Steam Exclusive content, with more general changes coming to both versions soon.
Welcome Screen
Replaces the old patch notes and offline experience popups.
Includes community information, patch notes, and other useful info — appears at the same time the old popups would have.
Hero PopUp UX
Brought Create Bloodline Legacy up a level so it's distinct from gold retiring.
Added Archetype Description on hover of the "Archetypes" header.
Wiki Overhaul
Added pages for dungeons, raids, and items with more detailed specifics on drop rates, mechanics, and item stats.
If you find any data lacking or incorrect on the wiki please let me know — it's dynamically generated so there may be some oversights.
Google Analytics & Transparency
Added anonymous analytics to track player progression — things like which dungeons are being run and how far into the game players are getting.
This data is never sold or shared with third parties. It exists solely to help me understand what parts of the game need attention.
A GDPR consent popup appears on first load — hopefully not too intrusive.
This directly informs what gets worked on next: if a dungeon isn't being run, I can investigate why and improve it. If players are dropping off early, I can focus on the new-player experience. The new Bounties below are a direct result of this.
New Bounties
Added new repeatable bounties for Raids, Selling Items, and Retiring Heroes.
These bounties are designed to nudge you into content you might not have explored yet.
Early analytics showed players spend the most time on the Bounties page — so here's more to do there!
Bug Fixes
Strife-Hardened wasn't actually implemented — it now works as intended.
Version 0.2.6 June 13th, 2026
Combat Damage Formula Rework
New damage formula: Math.round(atk * (K / (K + def))) with a ±20% variance.
The old formula was a flat ATK−DEF, which meant heroes fighting high-defense enemies would always hit 1. This felt bad as a hard wall and made some combat take very long.
K is a constant that will be tweaked to make defense more or less impactful over time.
Other Combat Changes
Def_Down now caps at 20% of max defense — some abilities/items were able to stack until an enemy had 0 def (e.g. a 1000 def enemy cannot go below 200 def).
Pinnacle of Glory: Garrik the Bulwark nerfed — HP & Def reduced.
Pinnacle of Glory: Voren Arcane Lash party-wide AoE nerfed — this was one-shotting entire parties regardless of their tankiness.
Other Raids: I believe these are in pretty good places right now for their target difficulty.
Dungeons: These feel a little better in my opinion — please let me know if you have any strong opinions on combat in the game.
Data Structure Optimizations
Reduced storage for both Heroes & Items, on both the database and locally.
As this changes how many things are stored, please alert me if you find anything not working as intended anymore.
Socials
As we're approaching the Steam Storefront release for wishlisting, here are some places you can connect with the community!
Discord: https://discord.gg/DGhanD7YT
Reddit: https://www.reddit.com/r/GuildIdle/
Itch.io: https://dannyl3tscher.itch.io/guild-idle
Version 0.2.5 June 13th, 2026
Mobile Targeted Changes
Skill Tree SVG Should now be interactable with touch controls.
Changed some on hover text into proper tooltips, allowing for mobile users to view those tooltips by long pressing (they also look way better).
Item Value, Variety & Drop Rate Adjustments
Reduced the number of possible stats that could be rolled on most items
Increased the floor value of these (3 to 20 is way too big a range, 15-20 or 10-15 is more reasonable)
Reduced the drop rate of items from monsters - the average item is now more likely to be useful.
Increased the sellValue of items across the board, selling your items should now feel more impactful towards purchasing your next hero or unlock.
These changes should result in less micro management, quicker understanding of what an item is by looking at the name (once you know what stats that item generally has), and still maintains chase items with perfectly rolled stats.
Skill Tree UX Improvements
Added a Simple Search Bar to the Skill tree, typing something like "Attack" will highlight any node on the tree that matches that text.
Added an Active Skill Tree Effects hover tooltip to the top right of the Skill Tree, this is similar to the Item Effects hover tooltip on the Hero Popout and should help you assess what you're gaining from your Skill Points
Further Optimizations
Total Save size reduced considerably for late game players.
If you've been experiencing lag it should be reduced. Let me know if you're experiencing lag and provide some context around your game state (you could also export your save in the settings and send me the file for testing).
Thank You!!~
Some of these changes are in direct response to player feedback, so thank you to everyone who has taken the time to send in their thoughts and suggestions, it really does help shape the direction of the game and ensures I'm working on the things that will have the biggest impact for players.
Most of the messages I've received have been incredibly well thought out and detailed, so thank you for taking the time to provide such valuable feedback.
I'm hoping to have the Steam Store page open for wishlisting sometime next week, so look forward to that announcement as well!
And finally, for those of you that read the patch notes, here's a soft launch of the game's discord!! https://discord.gg/UC72sVyHq - I'll be active there and I hope it becomes a great place to chat with other players, share feedback, and get the latest news on the game's development.
Version 0.2.4 June 11th, 2026
Bloodline Legacy UX
Added a toast notification when a legacy is successfully crafted.
The Bloodline Forge item acquisition is now locked behind the Honor unlock, these were unintended to be obtained before the unlock. If you have already acquired some you will still have access to them.
Stash Items
Made more rare across the board, as these were way too common.
All stash items now have a confirmation dialogue before using.
Save Import/Export
In preparation for the eventual Steam release I've added the ability to Export & Import save data in the options, be careful not to progress a game state in multiple places at once, as you won't be able to merge your progress.
When you import a save your colosseum matches will always be on cooldown, this is to prevent misuse.
Miscellaneous Bug Fixes
The Lock All & Junk options in Grouped inventory should now persist between sessions.
Fixed the Save Reset Button in Options, it now properly deletes your save.
Some Bloodline Legacies weren't saving their passives correctly, these should now be fixed.
Fixed some components that were not properly styled. If you see any components that don't change between themes please report them to Bugs@GuildIdle.com
What's Next, Sneak Peek
Pulling the curtain back a bit on what I'm currently working on, as it might be a bit longer than usual until the next set of patch notes.
There are a few QoL improvements and bug fixes I'm working through, but the main focus is on early game balance and item variety.
Currently items have too many potential variations in stats and values, making it difficult to assess a drop's usefulness at a glance.
I'm working through the item spreadsheet values line by line to ensure each item has a clear purpose, so expect some major changes to the item pool in the next patch.
In addition, I'll be taking a look at early game upgrade values & dungeon difficulty, as I believe at moments they're either too low or too high
Feedback
Guild Idle is still in early access and every bit of feedback helps shape the game's development.
If you have any opinions whatsoever about the game or the direction I'm taking it please head on over to the reddit/itch/email/anywhere and make a post about it, getting feedback from the community is the best way to make sure I'm working on the things that will have the biggest impact for players, and I read every single comment regardless of if I actually end up implementing your feedback.
Version 0.2.3 June 9th, 2026
Hero Management UX
Heroes settings can now be saved as Templates, allowing you to apply the same settings to heroes of the same Class
You can now save a skill tree as a Build, letting you quickly apply the same nodes to any hero.
Guild Defaults has been added to the Guild Tab, allowing you to apply hero settings to newly hired heroes
Item Management UX
Added a new Grouped View, allowing you to group all items of a type together for easier browsing and management.
Sell Junk button added to allow you to sell items that are defined as sub-par for your heroes in one click.
Each item group in Grouped View now has Sell All, Lock All, and Mark as Junk options — Lock All and Junk persist for future drops of that item type.
Title Polish
Titles have been added to the wiki.
Title stats now show when you hover a title in the Hero Popout.
Titles are now filterable by stats in the Hero Popout, making it easier to find the right title for your build.
Shields
Shields now show as a separate blue bar on the run logs, making it easier to track them during combat.
They've been tweaked slightly in functionality as well, further balance to be applied as we gather data on their performance.
Save Performance
Significant improvements from the previous patch, increasing the amount of space available for saves and reducing the amount of data saved per object.
Thank You
Guild Idle is still in early access and every bit of feedback helps shape the game's development.
If you have any thoughts, suggestions, or bug reports, please reach out to us at feedback@guildidle.com or leave a comment on the itch.io page or reddit.com/r/GuildIdle. We read everything and are grateful for your support!
Steam Release is not far off, including Cloud Saves & Achievements — stay tuned for more updates!
Version 0.2.2 June 6th, 2026
New Low Rarity Items
Added a variety of new items across all dungeons, with a focus on more common rarities (Common, Uncommon, Rare) to improve early and mid-game variety.
Some of these might end up being your best in slot for now, as I tried to add items where the current pool was thin or underpowered — especially for the earlier dungeons. Happy hunting!
Matchmaking Improvements
Heroes should now find opponents of similar elo in the Beyond Colosseum
Note: If you have a very high or very low elo, you may be unable to find someone of similar rating.
Fixed the leaderboard display missing some heroes that should have been displayed in the top 100.
Save Performance
Significant improvements to autosave times, especially for players with large rosters of heroes and items, hopefully you no longer see the game freeze for a few seconds every 10 seconds.
Auto Save has been increased to every 30 seconds (from 10) to reduce the amount of processing time spent during play sessions.
There is now a toast notification confirming the saves in the top right corner of the screen, so you can be sure your progress is being preserved.
Manual save has been moved to the top right of the screen. This save is still synchronous and may cause a brief freeze while it processes.
Added tons of compression to the saves, reducing the amount of localStorage space used by the game, which in turn means raising the item cap in your inventory!
Added a warning if your game fails to save, if you see a red bar appear at the top of the screen, try selling some items to free up space and avoid losing progress.
Bug Fixes
Offline XP Gains were applying even to heroes at max level, these have been removed from the notification when logging in.
Thank You
Guild Idle is still in early access and every bit of feedback helps shape the game's development.
If you have any thoughts, suggestions, or bug reports, please reach out to us at feedback@guildidle.com or leave a comment on the itch.io page. We read everything and are grateful for your support!
Steam Release is not far off, including Cloud Saves & Achievements — stay tuned for more updates!
Version 0.2.1 May 31st, 2026
Skill Tree Rebalance
Nodes across all nine clusters have been repositioned — early-path choices are more impactful and the routes to deep keystones are clearer.
The tree's overall flow has been improved so investment feels deliberate at every step, not just at keystone depth.
All skill tree allocations have been reset and every spent skill point fully refunded.
Performance
ATB intervals are now more precise — heroes attack on exact tick boundaries with no micro-delays between casts or attacks.
The ATB bar animation in the run log is now smoother and accurately reflects actual attack timing.
Returning from AFK is more responsive: frame budgeting during the catch-up pass is tighter, keeping the progress bar smooth even during long offline syncs.
Beyond Colosseum
Fixed a bug where heroes in 3v3 and 5v5 formats were sharing a single Elo score across all team members instead of maintaining individual ratings.
Each hero now has a fully independent Elo per bracket, as intended.
This was a significant fix — if you notice anything unusual with matchmaking or ratings, please report it to the team.
Quality of Life
New "Unequip All" button in the hero panel's Danger Zone — strips all equipped items from a hero and returns them to the inventory in one click.
Wiki
A wiki is now available at guildidle.com/wiki — covers classes, dungeons, items, the skill tree, raids, and more.
Version 0.2.0 May 26th, 2026
Raids
Raids are a new end-game activity: single-encounter boss fights with no floors, no auto-dispatch, and a 15-minute cooldown per raid. Select up to 10 heroes manually and launch when ready.
Heroes are never locked out — they can run dungeons and a raid simultaneously.
Each raid's difficulty is tuned around the content required to unlock it.
Defeat still grants partial rewards. Victory grants the full package and a chance at a raid unique item.
The Raids tab appears in the navigation once your first raid unlocks.
You may Retreat from an active raid at any time — no rewards are granted, but the cooldown begins.
Every raid has its own strengths and weaknesses. You'll need to think carefully about party composition and strategy to take them down.
The Kraken
Unlock: 100% Sunken Citadel Codex.
Void Terror
Unlock: 100% Void Sanctum Codex.
Wandering Souls
Unlock: Reach floor 10 of Eternal Strife. Rewards Honor on victory.
Pinnacle of Glory
Unlock: 3,000 Glory + 1,400 Elo. Rewards Glory on victory.
Artifact Rarity
A new rarity tier above Divine: Artifact (gold). Exclusive to raids.
Soft pity applies — consecutive victories without a high-rarity drop shift the odds in your favour.
Raid Unique Items
Twelve new items, three per raid. Each carries a unique combat passive. Discover what they do.
The Kraken: Tentaclebound Legguards, Tidevenom Blade, Tentacled Grips.
Wandering Souls: Ossuary Signet, Requiem Sash, Bone Choir Lantern.
Pinnacle of Glory: Crownbreaker Edge, Warlord's Standard, Arcanist Verdict.
Raid Codex
A Raid Codex tab appears in the Codex panel once any raid is unlocked. Tracks every raid unique item you have obtained and shows the highest rarity achieved per entry.
Hero Panel Improvements
The Equipment section of the hero popup now has an "Active Item Effects" hover tooltip listing the passive effect of every currently equipped item that has one.
New "Equip Random Items" button in the hero panel's Danger Zone — instantly equips the best available inventory item for each empty or upgradeable slot, scored by that hero's class weights. Available once Auto-Equip is unlocked.
Settings — New Options
Number Format: choose Abbreviated (1.2M) or Full (1,200,000) for all large numbers in the game.
Toast Size & Duration: independently set notification popup size (Compact / Normal / Large) and how long they stay on screen (Short 2s / Normal 3.6s / Long 6s).
Drop Filter: set a minimum rarity threshold — item drop toasts below that rarity are suppressed entirely.
Run Log Detail: set combat log verbosity to Minimal (floor transitions and outcomes only), Normal (+ item drops), or Verbose (every event including kills).
Quality of Life
Returning to the game after switching browser tabs now runs a fast catch-up pass with a progress bar and time estimate so you can see how long the sync will take.
The "While You Were Away" summary now also shows how many items were found during tab-away catch-up periods.
Bug Fixes
Fixed Auto-Sell and Auto-Equip unlocking at the wrong Global Codex thresholds (30% and 60%). They now correctly unlock at 20% (Auto-Sell) and 40% (Auto-Equip), matching what the Codex panel has always displayed.
Version 0.1.5 May 25th, 2026
Rare Enemy Items
Nine unique legendary and mythical items have been added — one for each dungeon's rare elite enemy, dropping at a 2% chance when that specific enemy is killed.
Each item carries a powerful custom passive. Hunt the rare enemies to discover what they drop.
Rare elite enemies are now discovered in the Codex when you kill them, instead of when you first unlock the dungeon.
Color Themes
Seven colour themes are now available in Settings: Default, High Contrast, Light, Sepia, Ocean, Forest, and Blood Moon.
Stash Improvements
Consumable items can now be sold directly from the Stash for gold.
Elixir of Fortune gains an auto-use toggle — enable it and the elixir is consumed automatically at the start of each eligible run.
Quality of Life
A new 'Allocate All' button on the hero stat panel lets you dump all unspent attribute points into a single stat with one click.
Hero names are now capped at 12 characters and party names at 24.
Beyond Colosseum
Retired Beyond heroes now correctly appear in the My Rankings ladder tab.
Fixed hero names occasionally missing from the global leaderboard.
Fixed heroes incorrectly showing as 'Not ranked' despite having an Elo score.
Balance
Legacy passives that stack ATK on kills (Blood Frenzy, Kill Cascade, Soul Forge, Avenger's Rage, Harmonist) now cap correctly and no longer compound indefinitely across floors.
Bug Fixes
Elite enemy unlock progress now persists correctly across page reloads — previously, unlocked rare enemies could disappear after a reload.
The Glory Shop now correctly shows a checkmark on dungeon unlocks already purchased.
Status effect overlay colours on enemy HP bars now display correctly.
Fixed the party/dungeon badge overlapping hero card content in the party view.
Fixed a tutorial regression that could break the 'Send Your Party' dispatch flow.
Version 0.1.4 May 23rd, 2026
Beyond Colosseum Server Performance
Improved matchmaking performance and leaderboard load times by optimising database queries and introducing caching layers.
The MyRankings ladder tab now shows all of your Beyond heroes for the selected format bracket, including those not yet ranked.
Heroes are now removed from matchmaking if they haven't been used in 7 days, and their elo is removed after 365 days of inactivity.
Further Class Balance Changes
Various minor tweaks to underperforming skills, mostly healers & caster cooldowns reduced.
No nerfs as of now, but I'm keeping a close eye on the data and will likely be making substantial changes in the future.
Bug Fixes
Codex was not properly updating title unlocks, this should now correct itself.
Heroes acquired after obtaining a title that unlocks for all heroes were not unlocking, this now checks when you create a hero, so they should be unlocked now.
Version 0.1.3 May 21st, 2026
Beyond Colosseum
Per-format Beyond Arena leaderboards are now live — the Ladder now shows separate 1v1, 3v3, and 5v5 tabs so you can see each bracket's full rankings.
Fixed a display bug where leaderboard entries would cycle and repeat incorrectly after switching between format tabs.
I've lowered the entry reset timer from 24hrs to 12hrs - I'll be adjusting this based on the number of db requests we see over the next few days. (up or down)
Class Balance Changes
Pyromancer — Inferno: burns now stack. Each cast places a fresh burn on its own independent timer rather than refreshing a single entry. Burn damage scaling with Ability Power significantly increased.
Acid Flask: burns from Acid Flask now stack independently. Burn damage scaling with Ability Power increased.
Poisoner — Venom Cloud: poison damage now scales with Ability Power instead of dealing a flat amount per tick.
Warden — Volley: damage multiplier increased. Volley now uses a dedicated higher multiplier rather than sharing the base Ranger Multishot value.
Harmonist — Resonance: ATK buff duration doubled.
Warrior — Taunt: base taunt duration increased from 4 to 6 ticks. AP scaling significantly reduced — taunt duration was scaling to unreasonable lengths at high Ability Power.
Timestop — Absolute Zero: stun duration now scales with Ability Power. Fixed an incorrect ability description that stated enemies were frozen for a full floor.
Version 0.1.2 May 19th, 2026
Eternal Strife
Heroes below level 10 can no longer be sent into the Eternal Strife. The dispatch button is disabled until all party members meet the requirement.
Repeat runs now earn a small honor bonus (5% of the normal floor reward) for every floor you have previously cleared. Push deeper for more — re-running familiar ground is no longer empty-handed.
Beyond Colosseum
Elo is now tracked separately per bracket — your 1v1, 3v3, and 5v5 ratings are independent. Winning a 5v5 will no longer inflate your 1v1 standing. Separate leaderboards per bracket are planned for a future update.
Fixed an issue where heroes could fail to appear on the Colosseum leaderboard after being renamed, or when multiple heroes shared a name.
All Beyond heroes are now submitted to the leaderboard on every fight, ensuring your full roster is always visible in the rankings.
We are looking at increasing the number of Colosseum fights available per day. We are being cautious about doing so until our matchmaking code is further optimised, due to the associated server costs.
Quality of Life
Added a Relic equipment slot — relic-type items can now be equipped and managed from the hero panel.
Item stat filters now use AND logic — selecting ATK and DEF will only show items that have both stats, making it much easier to find exactly what you need.
Bug Fixes
Fixed an issue where Eternal Strife ladder submissions could fail on forfeit.
Fixed an issue where offline XP gains could be applied to the wrong hero after renaming.
Fixed item tooltip sub-stats overlapping adjacent inventory rows when hovered.
XP gain notifications now correctly reflect the post-bonus amount after guild upgrade bonuses are applied.
Fixed the Eternal Strife entry warning to correctly describe how honor is earned.
Version 0.1.1 May 19th, 2026
Bloodline Forge
The Bloodline Forge is now a permanent guild upgrade, unlocked in the Honor Shop after reaching Eternal Strife floor 10.
Sacrifice a hero instead of retiring them to forge a Legacy item — a powerful class-bound accessory that carries their soul forward.
Legacy items scale with the sacrificed hero's level: higher-level heroes produce rarer items with more sub-stats and a stronger passive.
Each subclass has a unique legacy passive (28 total). Berserkers leave a Blood Frenzy; Corsairs leave a Plunder instinct; Harmonists leave Soul Harmony — and so on.
Legacy passives range from on-kill ATK stacks and AoE explosions to floor-entry shields, party heals, and run-start DEF buffs.
Legacy items are equippable by any hero — the passive activates for whoever is wearing the item, regardless of class or subclass.
New Late-Game Gold Upgrades
Guild Training and Weapon Smithing each gain two additional tiers (levels 13 and 14).
New upgrade — Blooded Steel: permanently increases all heroes' ATK by +5 per tier (3 tiers).
New upgrade — Fortress Walls: permanently increases all heroes' DEF by +4 per tier (3 tiers).
New upgrade — Legendary Vault: increases gold earned from all runs by +10% per tier (3 tiers). Costs scale steeply.
Eternal Strife Milestones
Four new Honor upgrades reward players who push deeper into the Eternal Strife.
Strife Footing (floor 5): all heroes gain +100 Max HP.
Strife Resolve (floor 10): all heroes gain +5% critical hit chance.
Strife Endurance (floor 15): all heroes gain +5 DEF.
Strife Mastery (floor 20): all heroes gain +20% XP earned.
Ascending Legacy (Glory)
New Glory upgrade — Ascending Legacy: raises the hero level cap by +5 per tier, up to +15 across 3 tiers.
Applies to all newly recruited heroes. Existing heroes keep their current cap.
Skill Point Rebalance
Heroes now earn a skill point every level up to level 34.
From level 35 onward, skill points are awarded only at milestone levels (multiples of 5). This keeps late-game choices meaningful without trivialising the skill tree.
Version 0.1.0 May 18th, 2026
Beyond Colosseum
The Beyond Colosseum is now open. Send your Beyond heroes into the arena to compete for Elo, Glory, and legend.
Choose your format: 1v1, 3v3, or 5v5. Each fight plays out as a fully animated duel — live HP bars, status effects, and ability arcs.
Matchmaking draws from real opponents' Beyond rosters worldwide; seeded opponents fill any gaps.
Win to earn Glory and climb the Elo ladder. Your hero survives every fight — win or lose.
10 fights per day. Spend them wisely.
Retiring a Beyond hero permanently converts their power into a Glory bonus.
Global Leaderboards
The Eternal Strife floor ladder and the Beyond Arena Elo ladder are now live and server-backed.
Your best party's deepest Strife floor is ranked against guilds around the world.
Your highest-rated Beyond hero appears on the Arena ladder, ranked by Elo.
Access both from the new Ladder tab.
The Eternal Strife
The Eternal Strife has been massively expanded: 250 hand-crafted floors across 8 escalating difficulty tiers, from Shattered Realm to Eternal Oblivion.
The difficulty curve is brutal by design. Floor 5 already exceeds the hardest content in the base game. Floor 40 is another world entirely.
Beyond floor 250, the Strife generates endless procedural encounters drawn from the most dangerous enemy pools.
Honor is earned only for reaching floors you have never cleared before. There is no gold, no items, and no way back.
When your heroes fall, they ascend to The Beyond — carrying their full stats, gear, and soul forward.
Honor
New Honor purchases: extra run slots, a higher hero level cap, a bonus item affix slot, and extended Eternal Vigil offline time.
New class unlock — Samurai: a Focus-driven warrior who builds charges with every strike and detonates them with Iaijutsu. Subclasses: Kensei (arcane brand spellblade) and Shogun (War Cry commander who emboldens the whole party on kills).
New class unlock — Onmyoji: a spirit-caller who summons shikigami to protect allies and punish enemies. Subclasses: Shrine Keeper (party HP regen + shikigami absorb shield) and Wrathcaller (builds vengeful shades on kills, detonates with Oni Swarm).
New dungeon unlock — The Eternal Warfront: a dimensional rift where an ancient war never ended. Rewards endurance builds and party-wide sustain. 22 floors.
Glory
Glory is earned by winning Colosseum bouts and retiring Beyond heroes.
Spend Glory in the Glory Shop: expand your Colosseum roster, boost gold and XP from all runs, and earn bonus Honor per Colosseum victory.
New class unlock — Gladiator (1,400 Elo required): crowd-control bruiser who gains ATK from kills and taunts in Iron Titan stance. Subclasses: Pit Fighter (thorns/reflect) and Iron Titan (damage reduction + taunt).
New class unlock — Valkyrie (1,800 Elo required): offensive support who emboldens allies with Last Rites and erupts in fury when comrades fall. Subclasses: Einherjar (Last Rites heals survivors) and Death's Herald (ATK rage on ally death).
New dungeon unlock — The Blood Colosseum (1,500 Elo + 5,000 Glory): a supernatural arena where champions of dead empires fight for eternity. Built for Gladiator and Valkyrie compositions. 20 floors.
Version 0.0.4 May 17th, 2026
Skill Tree — Interactive Web View
The Skill Tree is now a fully pannable and zoomable SVG web — drag to explore, scroll to zoom, click to allocate.
120 nodes across 9 themed clusters: Offense, Precision, Defense, Speed, Magic, Vitality, Fortune, Chaos, and Synergy.
Hovering a locked node highlights the shortest prerequisite path so you always know what to unlock next.
Keystone nodes require deep investment to reach and fundamentally alter how a hero plays.
Existing skill tree allocations have been reset — all spent skill points fully refunded.
Titles Rebalance
All titles now grant varied combinations of stats (ATK, DEF, HP, Crit Chance, Gold Bonus, Rarity Bonus, and more) rather than a single flat bonus.
Title milestones are spaced out further — earning a title should feel like a genuine achievement, not an inevitability.
Class-exclusive titles now require dungeon clears or deeper investment to unlock.
Dungeon Auto-Unlock
Completing a dungeon for the first time automatically unlocks the next one — no manual unlock step required.
A toast notification announces each newly unlocked dungeon.
UI & Quality of Life
Locked classes available for purchase now appear directly in the Heroes tab, above the Recruit section.
Discovered items in the Codex are now sorted by rarity within each dungeon.
New contextual one-shot tutorials explain AutoRun, AutoSell, and AutoEquip the first time each is unlocked.
A hero's first level-up now triggers a tutorial spotlight pointing to their profile and the Skill Tree.
Drop toast notifications no longer appear over open modals.
Thank You
Guild Idle just launched and we're blown away by the support — thank you to everyone who has jumped in to play.
The game is actively in development and your feedback shapes every patch.
Leave a comment on the itch.io page or reach us at feedback@guildidle.com — we read everything.
Version 0.0.3 May 16th, 2026
Item System Overhaul
All item sub-stat pools expanded from 2 to 6–7 dungeon-themed options, greatly increasing reroll variety.
Fixed a bug where percentage-based sub-stats (crit chance, attack speed, etc.) could roll as large integers on older items.
Existing items with corrupted percentage values are automatically corrected on load.
Added 6 new items across The Crypt and Void Sanctum to improve dungeon item variety.
Soft Caps
Attack speed bonuses now apply diminishing returns — stacking large amounts of speed gear is less effective.
Critical chance above 50% now scales at reduced efficiency; hard cap remains 90%.
Hard-capped stats (speed, crit) now show "(max)" in the hero details screen.
Party Slots
The "Buy Slot" button now appears in place of "New Party" when all party slots are full, making it easier to discover and purchase.
Version 0.0.2 May 15th, 2026
Global Codex Progression
New 10-node Global Codex bar now visible at the top of the Codex panel.
Each dungeon now grants bonuses as you discover its items: +10% Rarity at 50%, +10% Gold at 70%, and a unique Title at 100%.
Global Codex breakpoints (10%–100%) unlock permanent guild-wide bonuses: rarity, gold, XP, item drop rate, consumable drop rate.
Reaching 30% global unlocks Auto-Sell; 60% unlocks Auto-Equip.
Completing all 7 dungeons to 100% grants the Codex Champion title to all heroes.