
Hello Guildmasters,
and welcome to our first update to the demo.
Before I jump into the changes, I wanted to give a warm and enthusiastic thank you to each and everyone of you. By now, over 200,000 of you have played the demo and have made us the #1 demo on Steam one day after release. None of us at the studio expected remotely that something like this would happen, and we’re incredibly happy and very grateful at the same time. Another special thank you to our Discord community, who in the first week of the demo release put together a wiki, guides, teambuilders, fan art and even a website. You guys are the best.
Now, onto this week’s patch notes. The first update to the demo brings you
A big balance update to expand the number of playable strategies and to address some points of frustrations you expressed
Small quality of life improvements and bug fixes based on your feedback
⭐ = Community Suggestions
Note for our new players: The Merged and SSS Leaderboards both reset with our weekly updates, to give everyone a level playing field, while the red rift leaderboards stays on longer as more of a seasonal feature. The leaderboard Hall of Fame can be found in our Discord.
⭐ The last difficulty you picked last run is now the difficulty of your next run by default
Added a reset timer to the leaderboard panels to indicate when the next reset will take place (implemented earlier this week with a hotfix)
⭐ Fixed refreshing Rushes counting twice to the Rush counter
⭐ Fixed an exploit that allowed players to quit the game without saving during the shop
Fixed option to disable data collection in the settings not appearing
⭐ Fixed a soft lock happening due to a wrong delay in the results screen after the Emergency Rewind triggered (implemented earlier this week with a hotfix)
⭐ Fixed an exception happening when clickspamming the "Proceed" button in the shop under certain circumstances (implemented earlier this week with a hotfix)
⭐ Fixed S Rank heroes offered in the shop and endless events sometimes having duplicate class modifiers (implemented earlier this week with a hotfix)
By Aleco, Lead Designer on Guildrun
Hello everyone, and welcome to the Guildrun demo’s first balance patch! My name is Aleco and I’m the lead game designer on Guildrun. One of my favorite parts of working on Guildrun is putting together our balance patches and writing up their patch notes, which I’ve been doing every week throughout our closed Alpha since January.
One of the main things I use for making balance decisions (along with player feedback) is our internal data, which uses data from completed runs to track statistics such as the popularity and winrate of Heroes, items, relics, etc. I genuinely never could have imagined just how much beautiful, beautiful data I would have access to for putting together this balance patch when we launched the demo. As of writing these patch notes we are closing in on 2 million completed runs of Guildrun in our first week, which translates to plenty of data for me to work with! I’m incredibly grateful for all of the time and passion that players have poured into Guildrun so far, and I owe our community a huge thanks for all of the incredible support they’ve shown us.
I hope you enjoy the patch, and look forward to hearing your feedback on these changes!
Expand the number of playable strategies, particularly in Endless Mode and Red Rift, by buffing things which are unpopular/underperforming and nerfing things which stand out as the best within their category.
For difficulties below SSS, I’m very pleased with the wide variety of Heroes and strategies that appear to be viable according to our internal data. There don’t seem to be any Heroes that stand out as too weak or too strong for sub-SSS runs which don’t stand out in the same way for SSS/Red Rift.
In both Red Rift and Endless Mode, there were a few Heroes and specializations which stood out as outliers which did not stand out in lower difficulties.
Identify things which are preventing players from enjoying the game or progressing in their runs, and take steps to address them when possible.
One of the most common pieces of feedback we’ve been hearing from players is that it is frustrating to run out of Boss Tokens, particularly while doing Red Rift runs. We are currently exploring changes to the Boss Token system and plan to make a change to this system in an upcoming patch.
There were a few Challenge Fights and Fight Events which were more difficult than their counterparts, which have been nerfed in this patch.
Team Size Quest relics in the Auction House were underperforming across the board, and have had their cost reduced by 5 Shards.