ギルド探求団へようこそ! artwork$3.9997%

ギルド探求団へようこそ! Rebuild a guild's lost history

Piece together which adventurers formed which parties, what they did and who came home, one clue at a time.

Is ギルド探求団へようこそ! worth it?

ギルド探求団へようこそ! is worth it if…

  • you enjoy deduction games where the clues hide in what people say, not in item lists
  • you like piecing a story together from interviews, news articles and fragments
  • you want a mystery you can work through at your own pace, with no timers or fail states
  • you don't mind rereading a long interview to catch the detail that cracks the case

Screenshots

Rebuilding a thousand days of guild history

The guild has lost its member records, and your job is to restore them. Every party needs its full roster: the leader, the members, who has died, what rank the party holds. You fill in a whole team at a time, and only a complete, correct sheet gets confirmed.

The material you work from is a stack of interviews and news articles from the guild's own publications, tucked away in an archive you unlock piece by piece. The information rarely arrives straight. Someone mentions a party already has two fighters, so they could not join. Someone else brags about a past expedition, and a third person remembers how that actually ended. Little by little, 78 lives take shape on the page, and a few of them will stick with you.

Deduction that rewards careful reading

This is a puzzle for people who like to reason their way to an answer. The clues are woven into how people talk: their jobs, their backgrounds and their fates show through in asides, habits and offhand remarks rather than introductions. The guild's own rules become tools too, since party ranks and registration limits quietly shape who could have been where, and when.

It asks for real attention. Solving everything purely by logic takes careful reading and a bit of imagination, and a wrong first impression can send you down the wrong path entirely. When a guess finally clicks and two interviews suddenly confirm each other, that is the good part. And if you do get stuck, an official guide is there, written to spoil as little as possible.

What should you know before starting?

Can you play it solo?

Yes, it is a singleplayer game from start to finish. You work through the archive on your own, and the only companion is the guild's assistant, who is on your side the whole way. There is no time pressure and no way to lose: a wrong guess simply waits until you find the right one.

How hard is it, really?

Fairly demanding. The puzzles hold together logically, but getting there takes close reading, and some players stumble early on before the pieces start to fit. The game does soften the edges: it checks your answers in detail, so a bit of trial and error can carry you past a wall, and the official guide exists for the spots that refuse to give.

What happens after you solve it?

Each party gets an epilogue once the case is done, showing what became of the adventurers you spent the game piecing together. The music also shifts as your restoration progresses, so the guild slowly comes back to life around the paperwork. Clearing the final sheet lands differently once you know whose story you just confirmed.

How long does a playthrough take?

Most people finish in somewhere around 5 to 12 hours, depending on how much they lean on deduction versus the guide. It is a compact game, but the 30 or so documents cover a lot of ground, and there are small extras to poke at afterwards if the guild has grown on you.

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