A turn-based tactical game about assembling an expedition deep underground- adventuring, exploring and fighting hostile denizens of the underworld along the way set in a medieval fantasy world without magic.
Ages ago, two vastly different civilizations made for unlikely allies, the people of Wesnor, with their large and powerful armies, a shining beacon of military might and the Gaians, brilliant inventors and engineers who lived far below the earth.
As their kingdoms traded and cooperated, Wesnor grew and expanded, and the Gaians gained knowledge and resources they could never have access to otherwise. Together, they stood firm against many foes and disasters.
However, tensions grew when the Gaians discovered the forbidden and heretical secret of immortality. Trade has stopped, and in time, the path to their world was sealed.
But now there are rumors of a strange plague- similar to one that has struck eons ago and was cured with the help of the Gaians. And thus, five hundred years after the sealing of the underworld, the king and his royal council have created the Netherguild, a guild for exploring far underground in the hopes of finding some sort of solution or cure from our ancient allies.
In Netherguild you command an expedition with the goal of going far underground in your search for the ancient kingdom of Gaia- which means commanding different characters with different skills or specializations, interacting with certain objects or people of interests along the way, fighting together and feasting alongside your companions around bonfires.
Netherguild features turn-based gameplay, somewhat inspired by games like XCom, Darkest Dungeon and Battle for Westnoth. With that being said, it also varies from these great games in a lot of different ways, like in its own randomly generated levels, different character personalities and backgrounds, or with the fact it ditches chance based combat for its own type of strategy- where your abilities are certain but the terrain, enemy composition, and abilities aren’t.
It’s also planned to become more of a roguelike game (but one with persistent progress) in the future with various elements that differ between runs allowing for the player to try different playstyles and find the one/s they like best.
- Streamlined, quick and rewarding but tactical turn-based gameplay – Unique voxel art style.
- Different character personalities based on class background.
- Randomly generated dungeons filled with enemies and events.
Some planned features:
- A lot of different areas to explore filled to the bream with story, adventures and different enemies to fight!
- A rogue-like experience with progression & story.
- Different unique abilities for each class background, making for different team compositions every play-through and multiple play-styles.
- Unlockable (via gameplay, not micro-transactions) classes and randomly generated loot for even further customization.
David Vinokurov is a young game developer from Israel. In the past he worked on a lot of smaller projects and game jams, some of which as part of a “one game a week” challenge (https://superobot1.itch.io/) and also did a lot of freelance work for some yet un-released projects such as Manalords and Code Void among others.
He always wanted to try and make huge, sprawling projects all by himself so he started working on Netherguild (or “Deeper Down“, as it was called back then), and made a personal vow to not develop any other game until Netherguild is finished.
Been developing Netherguild for soon a year and a half, planning on developing it until it’s finished, and perhaps putting it on early access once it’s in a state where is willing to buy it or running an IndieGoGo campaign if it ends up being necessary down the line.
Release date & platforms
To be decided. It’s ready when it’s ready! And that’s not in a while. Learn more about cool turn-based games with our overviews.