Hunter's Guild artwork$6.99

Hunter's Guild

Heroes can't be ordered around, only tempted. You are the master of a hunters' guild: raise the village, recruit, research and pay well. They decide whether a contract is worth their skin. Six territories, invasions, and a Lich King waiting at the end.

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"Heroes can't be commanded. They have to be tempted."

You are the guild master. You never select a hero, never tell one where to go, and never fight a single battle yourself.

The villagers pin their requests to the board in the tavern: a bounty for clearing the forest, a contract on a beast with a name. Your hunters read it, weigh the pay, take a hard look at themselves, and decide. The ones who are rested and well equipped set out on their own. The rest stay in the tavern, and they are right to.

Your job is not to command. It is to build a guild worth leaving it for.

The village

Class bases — each one recruits a different kind of hero. It all starts with a Soldiers' Base and one warrior who has no idea what is coming. The tavern holds the board, and draws better hunters as it grows. Eight levels. The smithy forges the gear they buy for themselves. Eight tiers of weapons and armour — and relics from unique beasts become legendary weapons here. The jeweller gives them what no sword can. Research unlocks class abilities. You never cast them: your mage does, when she needs to, because you paid for her to know how.

And sometimes they come to you

Invasions don't ask permission. They walk into the village and tear buildings down. Your heroes will run to defend it on their own — but you can help: raise towers, and when things turn ugly, ring the bell and call every one of them home.

Whatever is left standing rebuilds itself as long as you have the resources. Repairing by hand is not an interesting decision.

Nobody is lost for good

A fallen hero doesn't vanish: his spirit travels to the Miracle Fountain and returns before long. You can watch him rise again beside the water. The years of experience, on the other hand, nobody gives back.

Six territories

Forest, swamp, mountains, desert, crypt and the Legendary Lands. Every new zone brings harder beasts, better rewards, and buildings and upgrades that did not exist before. None of them opens on its own: it opens because somebody went, fought, and came back to tell it.

The north gate

At the very end the sanctuary gate breaks open and the LICH KING is waiting. This is not a contract from the board: you gather the whole guild, equip them, and launch the raid. Arrive with level 50 heroes, tier VIII gear and a legendary piece or two, and he falls in minutes. Arrive too early and he does not fall.

Details

Four languages — Spanish, English, German and Italian — switchable mid-game, with nothing to restart. Sixteen music tracks on rotation, with its own ambience per zone. And you can point the game at your own music folder. Four save slots. A full campaign runs 15 to 20 hours.

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