Update history for Guild Idle — newest first. Current version 0.6.1.
Version 0.6.1 July 28th, 2026
Colosseum
Inspecting a registered hero or an arena opponent now opens the full Hero Sheet — class banner, stat tiles, ability scores, computed ability values and the gear grid — in read-only form. The skill tree opens inside the sheet via the Skills pill.
Mobile
Skill tree node selection reworked on phones: tapping a node selects it and opens a detail card docked at the bottom — its effects, description and a clear Stage / Unstage / Stage Path button — instead of a tooltip hidden under your finger. Tap the selected node again as a shortcut for the action; tap empty canvas to dismiss. Desktop is unchanged.
Hero Sheet
Crit chance and crit damage now each get their own stat tile (the combined value could overflow its cell). The crit-damage diminishing-returns tooltip lives on the Crit Dmg tile.
Wiki
Every wiki page now has a sticky header with instant search across everything — pages, items, enemies, upgrades, titles and more — plus quick links to the Wiki Hub and the game.
Three new strategy guides: Best Party Compositions, How to Unlock Subclasses, and Glory & Honor Farming.
Fixes
Claim & Return now takes you back to the Raids lobby after a raid victory or defeat, instead of dropping you on the battle screen.
Fixed a Safari error where opening the Beyond Colosseum after a game update could show "Beyond failed to render" with a Retry that couldn't recover — it now offers a Reload to pick up the new version.
Fixed a rare loading failure that could stay broken even after reloading (a bad download at the wrong moment could get stuck in the browser cache) — a simple reload now always recovers.
Version 0.6.0 July 22nd, 2026
Mobile Support
The whole game now plays properly on phones — a dedicated mobile presentation switches on automatically on touch devices. Desktop is unchanged.
New phone header & navigation: a pinned compact header with your currencies on their own row, Patch Notes / Wiki / Discord tucked into a ⋯ menu, and big swipeable section tabs.
The battle view is phone-tuned: a slim tap-to-expand combat log, dispatch controls up top with a dungeon picker that expands over the roster, a folded mini dock on other tabs, and the Heroes tab split into Adventurers / Inventory sub-tabs.
The Hero Sheet goes full-screen — gear, subclass, title, weight and archetype pickers slide up as bottom sheets, and the skill web now fits the sheet with easy-to-tap nodes.
Raids fit your phone: the boss becomes a compact strip pinned below the tabs, keeping his health bands, wind-up and status effects in view while you scroll your party.
Touch controls throughout — long-press a button to read its tooltip, tap outside to dismiss, and press the grip handle to drag-reorder the Heroes list and Colosseum roster.
Everything else fits phone width too: the Stash (now a bottom sheet), stores, Colosseum, Ladder (two switchable boards), bounties, Codex, tutorials, toasts and fight summaries.
Balance
Cooldown reduction is now a deliberate build choice. Intelligence and Spirit no longer grant it passively — CDR comes only from gear, the Magic cluster's haste nodes (including the new Temporal Attunement) and legacy bonuses, capped at 100% (was 250%).
The Magic cluster opens its doors: a direct entrance from the Quickened Mind gateway, real cast identities — ability haste, Arcane Momentum's stacking Ability Power, Opening Gambit's head start on each floor, Echo's 35% chance to double-cast — plus Ability Power riders on the haste line, and Overload now staying active above 60% HP. Your allocated points stay allocated.
Skill tree — dead branches bloom: crit tier 2–3 nodes now grant crit damage instead of overcapped crit chance, Exploit Weakness shreds 30 DEF (was 3), the defense tiers got real magnitudes with Immovable as a true tank keystone and Second Wind healing 25% of max HP, and Midas Touch's attack penalty drops to −5%.
The raids fight back: Void Terror's Black Hole now crushes every hero for current HP that deepens with their own Doom stacks, and Wandering Souls' living adds now wail — draining the whole party every second (watch the new wail indicator) — with much tougher shades and wraiths.
Spiritmender — Bloom: overhealing an ally now charges their next attack with bonus grove damage scaling with the Spiritmender's Ability Power.
Class kits now scale with your build: Shogun's War Cry, Onmyoji's Shikigami, Enchanter's hexes, Gladiator's Crowd's Favour and Transmuter's Conversion gained real scaling; Einherjar's save adds an AP-scaled heal, Druid's Beast Form grows to +100% ATK, Thornguard's ward to 30%, Pit Fighter's parry to 40% with Agility, and Warden's chill to 90% with Ability Power.
Death's Herald now feeds on every death — each enemy the party slays rekindles a short burst of its +50% ATK rage.
Critical hits reshaped: Dexterity grants more crit damage per point, while crit chance stacked far above the 50% soft cap counts for slightly less.
Ability Descriptions
Passive effects now show live, color-coded values in ability descriptions, with the full calculation in a tooltip.
Descriptions corrected to match the game: wrong numbers fixed, never-implemented claims removed, and hidden mechanics documented (Haste Weaver's party haste, Warden's chill, Duelist's per-cast strike, Thornguard's ally ward, Pit Fighter's parry).
PvP hero snapshots and the wiki now show real ability values instead of placeholder text.
Polish
Class emblem tooltips now describe who that specialization is; the mechanical breakdown stays on the subclass-selection card.
Colosseum battle replay freshened up: a proper progress bar, a Fast toggle, a Skip button, crisp vector icons, centered 1v1 duels and a tamed combat log.
Hero Sheet Light-mode fixes (unreadable buttons, pips and picker filter bar), and a narrower Match Log rail in the Colosseum lobby.
Fixes
Absolute Zero no longer freezes attack timers on enemies that resist the stun — chain-casting Chronomancers could make parties unkillable deep in the Eternal Strife.
Max-level heroes' cards no longer blink endlessly on the Heroes tab.
Feature tutorials no longer get stuck behind one whose target is on another tab, and outdated tutorial text was corrected.
Skill tree tooltips now show cooldown reduction and crit damage as percentages, and the active-bonuses summary includes cooldown reduction.
The dungeon-challenge roll no longer flashes a horizontal scroll bar.
Version 0.5.1 July 15th, 2026
The Hero Sheet
The hero popout is now a full Hero Sheet: a class-colored banner with your hero's emblem, level, subclass and title at a glance (XP is the thin gold line beneath), and Overview / Skills as tabs — the full skill web now opens inside the sheet.
Ability scores are compact chips with one-click +1 and spend-all buttons; hover for the base / points / items breakdown.
Ability descriptions now show your hero's actual numbers, color-coded by the stat they scale with — hover for the full calculation. Several stale descriptions were corrected to match how abilities really work.
Gear management in place — clicking a slot slides out a replace panel with search, filters, upgrade badges and full stat lines, without the equipment grid ever shifting. Items with special effects show a "passive" tag.
Choosing a subclass, picking a title, tuning auto-equip weights, and managing archetypes all open in that same panel.
Polish
New checkboxes everywhere — an engraved rune that ignites when you enable it, with a spark that runs the border. Clearly visible on every theme and fully keyboard-accessible.
Tidier Adventurer cards — compact and all one height, lifetime stats under the name, and the alert pips are now clickable: they open the hero's sheet straight at stat allocation, the title picker, or the subclass chooser.
Balance
The storm is now truly inevitable. Nothing absorbs storm damage any more and it keeps ramping past its old peak, so no party outlasts it indefinitely. Healers still buy you real time — they just can't buy forever.
Fixes
Status effect icons hold still — each effect keeps its slot while active instead of reshuffling every second, so you can actually hover and read them.
Revives and death saves (Cleric revive, Phoenix Spirit, and more) now trigger on every kind of lethal damage — raid boss abilities, Doom, damage-over-time and enemy spells included — and a run isn't counted as defeated while a revive is still incoming.
Save import works again — your own exports now load, and a corrupted or invalid file is refused up front, leaving your current save untouched.
Item bonuses that displayed as raw names like "+3 BONUSAGILITY" now read "+3 AGI".
Version 0.5.0 July 13th, 2026
The Battle Is the Main Screen
The Run Log sidebar is gone — the battle now fills the whole screen, with full unit frames for your heroes and every enemy, a live combat log, and the floor tracker.
New ⚔ Battle tab. Switch to any other tab and the fight follows you into a dock at the bottom; expand it to bring the battle back full-size.
Party chips up top switch between your parties in the field, each showing where it's fighting and its members' health.
Idle parties become a dispatch workspace — unit frames, a dungeon browser, one-click Add Hero, plus New Party and Quick Dispatch. The interim Parties tab and Eternal Strife War Room are retired.
Dungeon Challenges now roll inline on the dispatch panel (slot-reel roll, gem toggles, per-card Reroll / Tier Up) — no more modal.
Dispatching jumps you straight to the fight; Retreat / Forfeit and AutoRun / AutoEquip / AutoSell sit on the battle's top bar.
Raids on the Battle View
Raids play out on the battle view: a large boss frame with a segmented health bar, status chips, and a charge ring that winds up before each ability.
Every raid ability has its own stage effect (whirlpool, rift, arrow storm, screen shake…).
The victory screen fills the stage — a burst, a rarity-reel drop reveal ("New — added to Codex" on first find), reward tiles, and Claim.
A live raid shows a Watch Battle button and pulses the Raids tab.
Combat, Readable at a Glance
New Combat Effects setting (Minimal / Standard / Full): floating damage & heal numbers, status icons with countdown / stacks / hover, floor-clear transitions, and kill / crit / AoE emphasis on Full. Works everywhere combat happens.
Health bars now read in HP — a tick every 100, a heavier line every 1,000 (auto-scaling on high-HP foes).
Raid bosses get a stacked multi-bar with an ×N bars-left counter that refills green → red.
Proc callouts label hidden effects when they fire (Riptide, Dualcast, Combustion, Oathblade, Execute, and more).
Stacking damage-over-time now shows its ×N stacks (Poisoner toxin, Ravager bleed).
All-new unit frames in the Colosseum and Eternal Strife — emblems, shield / overheal segments, attack-speed bars, ability cooldown rings, and execute markers.
Party Power
Each hero on the party view is now a full card with a single Power number (hover for the breakdown); the header totals your party's Power, and the Add Hero picker lists each hero's.
The Colosseum's Est. Power uses this same metric now. It's display only — matchmaking still uses Elo.
Colosseum & Ladder
Colosseum roster relayout: the format brackets and Find Opponents are pinned to a top bar, and match history moved to its own scrollable Match Log.
The Ladder now shows class emblems (hover for class / subclass) and gold / silver / bronze medals for the top three.
A Fresh Coat of Paint
Redesigned Heroes cards — class / subclass emblem, level pill, and crisp icons for pending points, titles, and subclass choices.
Guild Upgrades, the Honor Store and the Glory Shop share a new grouped, full-width look tinted by currency.
Raids lobby overhaul — boss portraits, target level, payouts, and codex-gated unique drops.
Vector icons across the game replace the old emoji (gear slots, currencies, combat log, locks and warnings).
One consistent tab-header style, full-width multi-column layouts, and a two-column Bounty Board.
Cleaner Codex (enemy emblems, slot icons) and Inventory (sell prices spelled out as "… gold", rarity slot tints).
Balance
The Kraken fights back. Whirlpool now hits a share of each hero's current HP that grows with living tentacles (10–22%), Abyssal Wrap crushes 4% max HP per second, and tentacles are three times as tough. (First pass — may be re-tuned.)
Attack speed is now precise — differences that used to round together (1.20s vs 1.05s) now count, so every point matters. Applies to heroes and enemies in dungeons and raids.
Quality of Life
New saves now default to Combat Effects Full, Verbose run log, and compact toasts. Existing saves are unchanged.
New-player spotlights for Settings, the level-10 subclass pick, your first Raid / Honor / Glory, and Archetypes; the AutoSell / AutoEquip / AutoRun tutorials now fire the moment each unlocks.
Clearer AutoEquip wording — a party only equips its own drops onto its own heroes.
Light theme readability sweep — surfaces that were showing as black boxes are fixed (also Sepia, Ocean, Forest, Blood Moon and High-Contrast).
Bug & Economy Fixes
Your run's active affixes are shown during the fight again, as chips on the control strip.
Hero ability toasts no longer replay at the start of each floor.
Raid boss cast timers show the right cadence again (they were flashing about 4× too fast; the ability always fired on schedule).
The last enemy now finishes dying before "Floor Cleared" sweeps in, and the transition is snappier.
Raids show combat effects too, raid damage numbers are readable, and raid ability damage is counted in the fight summary.
No more stray horizontal scrollbar during battles.
Rolled Dungeon Challenges stick to their dungeon until you set out (closing a free-reroll).
Guaranteed "Higher Tier" affix upgrades now charge their listed price (a bug was billing only a fraction of the 5,000g).
Version 0.4.0 July 5th, 2026
Ranked Seasons — Beta Season 1 begins
The Colosseum and Beyond Arena ladders now run in seasons; this update launches Beta Season 1. Big balance updates trigger a season reset that clears the ranked ladders.
Heroes now carry a season badge showing which season's balance they were built under.
Existing heroes are now "Preseason" and retired from ranked PvP (a build locks in when it enters the Beyond). Promote fresh heroes to compete in Beta Season 1, or retire your old champions all at once for Glory from the season-start notice.
Placement matches: a hero's first 5 ranked matches each season swing ELO twice as hard.
The Endless Strife leaderboard also resets each season (cosmetic).
PvP / Colosseum Overhaul
The arena now runs the full combat model: dodge (AGI), shields & block, lifesteal & healing, status effects (poison/bleed/burn/stun/chill/def-down…) and gear procs all fire — previously only crit and a flat damage roll applied.
Role-based targeting: tanks now soak hits for the team instead of random targeting.
PvP Resilience: a damage-reduction lever so top-end fights last long enough for dodge, sustain, status and comeback mechanics to matter, without flattening ATK/crit ordering.
Low-HP comeback keystones now trigger in PvP.
The live Colosseum and the balance simulator now share one fight engine.
Colosseum — Class Kits
Every class now has a real Colosseum ability. Eight that fell back to a generic Power Strike (Swashbuckler, Samurai, Gladiator, Chronomancer, Enchanter, Alchemist, Valkyrie, Onmyoji) now have signature kits, and Inquisitor smites instead of casting a heal.
Controllers and support now work in team fights: Timestop freezes the enemy team, Pyromancer burns, Poisoner poisons, Warden chills, Ravager bleeds, Hexblade weakens; Harmonist and Shogun buff team ATK, Haste Weaver hastes allies, Thornguard bunkers.
Caster autos now channel spellpower — Mage, Chronomancer, Enchanter and Onmyoji swing with the higher of Attack or Ability Power.
Global Combat — Soft Caps (PvE + PvP)
Crit damage now diminishes past ×2.0, approaching a ×4.0 ceiling. The hero sheet shows effective vs invested crit damage.
Dodge now diminishes past 12% and is hard-capped at 25% across all sources. The hero sheet shows a Dodge stat, and a "Dodged!" pop appears on evade.
Attack speed from Agility now diminishes past ~+25%, approaching a +50% ceiling. Dexterity's finesse attack value now matches Strength's, with a slightly reduced crit-chance grant.
Crit power rebudget: removed three redundant crit-damage skill nodes, trimmed Glass Edge / Vorpal Edge and title crit grants, and reduced crit damage from Dexterity. All skill points refunded.
Tanks — real roles
Enemy abilities (fireballs, magma, void lances) now respect shields and tank mitigation instead of hitting HP directly.
Paladin: Sacred Guard now also scales with Toughness; takes 20% less damage while taunting; intercepts 25% of damage aimed at allies until below 30% HP.
Iron Titan: Iron Stance raises a bulwark of temporary HP and stacks damage reduction per hit taken (Dig In) while taunting all. Deals almost no damage, and damage-over-time bypasses the bulwark.
Thornguard (Druid): now taunts and soaks, its reflect scales with its own max HP, and Entangle shields the party.
Pit Fighter (Gladiator): new Execute finisher that hits harder the lower the target's HP; duels the strongest enemy (+30% damage dealt, +20% taken), heals on Execute (Second Wind), and parries some of its rival's blows. Single-target only.
Class Reworks
Berserker: rage now builds from damage taken and dealt, granting stacking damage reduction (diminishing) and an ATK ramp, and keeps more armor as HP drops. Attrition brawler; mortal in short fights.
Warden: autos hit lighter, but Volley now hits every enemy for double damage and chills them.
Ravager (Druid, was Shapeshifter): Beast-Form claws stack more bleed and ramp longer.
Poisoner: autos hit lighter, but every strike deepens a ramping toxin (capped by ATK).
Pyromancer: Inferno now deals immediate AP-scaling damage on cast on top of a stronger, faster burn.
Bomber: Acid Flask now hits all enemies with a strong poison and melts a chunk of their armor.
Haste Weaver: Acceleration now also grants a lingering party-wide attack-speed buff.
Assassin: the crit-refund frenzy now decays over a crit streak; any non-crit resets it.
Kensei: Brand Detonate can now crit, and its burst rises from 1.5× to 1.8× ATK.
Samurai: now a Strength-scaling physical warrior (base Strength 18, Dexterity 14). Dexterity-invested Samurai can refund with a Tome of Unlearning (Epic).
Harmonist: Resonance now peaks (diminishing past ~+45%, ~+90% ceiling).
Balance is an ongoing pass — expect follow-up tuning.
Healers & Support
Dedicated healers (Apothecary, Spiritmender, Lightbringer) now scale healing off Spirit instead of Intelligence; their auto-attacks are intentionally weak.
Lightbringer: Radiant Heal's overheal now becomes temporary HP (up to 20% over max HP), shown as an amber bar. Temp HP absorbs damage — including damage-over-time — before real health. Applies in the Colosseum too.
NEW Druid subclass — Spiritmender (healer): Mend heals and wraps the tank plus two allies in Nature's Ward, blunting 15% of enemy strikes.
NEW Alchemist subclass — Apothecary (healer): allies auto-drink potions each floor that heal on damage, and Aiding Vials heal the party with a short ATK/DEF buff.
(Existing Druids and Alchemists keep their pick; the new healers are added options at level 10.)
Eternal Strife
The deep-floor difficulty curve has been flattened so any composition can push to floor 40+. Cleared floors stay cleared.
Defense now matters: armor penetration no longer applies in the floors you're climbing, and the Wounds healing penalty is roughly halved.
Stuns now fatigue: chain-stunning the same enemy makes each stun land shorter (never below 1 tick, recovering after stuns stop), across every stun source.
Several Strife champions gained signature abilities: Void Titan's Inferno Blast, Rift Sovereign's party-wide Magma Blast, and elites that shield, disarm, sap healing, strip buffs/shields, or detonate every shield at once.
Raids
Void Terror, Pinnacle of Glory and Wandering Souls recalibrated to the new power curve after fairness fixes removed the exploits they were balanced against — winnable again without being pushovers. The Kraken is unchanged.
Shields
A hero can no longer be shielded past their max HP; stacking shield-granters now saturates instead of scaling forever.
Skill Tree
Click an out-of-reach node to stage the whole highlighted path at once (when affordable); the tooltip shows the total SP cost. Works in the archetype builder too.
New tier-4 magic keystone — Arcane Overflow: abilities deal +20% damage, always on.
Bug fix: deselecting a node now removes every node it disconnects from your build, so orphaned picks no longer silently fail to apply.
Fight Summary & UI
Fight summaries now credit prevented damage: Nature's Ward, taunt & stance reduction, Iron Titan armor, intercepted hits, temporary HP, and crowd control.
ATB attack bars no longer "fire blanks" — they hold still while combat is paused or a fighter is frozen/stunned, and reaching full now lines up with the hit landing.
Shields and temporary HP now ease in smoothly instead of snapping.
Damage & revive titles now unlock correctly — the lifetime "total damage dealt" and "times revived" stats weren't being recorded. Both track from your next run.
Run Log tab labels no longer turn hard-to-read black on hover.
Bug Fixes
Death's Herald's Last Rites ability power no longer becomes permanent across floor transitions (it was compounding without limit deeper into a run).
Version 0.3.1 June 25th, 2026
Stash Item Changes
Added "Elixir of Insight", a new rare consumable that Raises XP Gain for the next dispatched dungeon by 25%
Unnecessary Bounty Notice Use option removed from Stash as they're used in the Bounties tab.
Stash auto-use options now appear even when you have 0 of an item.
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/YjEdDNkEfv
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.