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Watch trailer on Steam ↗GuildMestar
OffPath LLC · Published by OffPath LLC
2 user reviews — 100% positive (2 reviews) · 20 achievements
Last updated 28 Sept 2026
Control, defend, and manage a guildhall in this fantasy, party based, card battler with a heavy focus on trading. Your journey will take you through many procedural generated dungeons on your quest for power.
£8.50
Lowest price we've ever recorded
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Price history
Adventure, Indie, Strategy · 2025 · More £5 - £15 games
GuildMestar challenges you to control and defend your guildhall while trading and battling through ever-changing dungeons. Navigate the complex world of fantasy strategy with OffPath LLC's unique blend of adventure and management.
About this game

Drawn in by outside forces follow one of the only remaining unlucky beings who remembers a time before the Accord. Manage a guildhall's finances and send out expeditions to quell rising unrest in a myriad of randomly generated dungeons. Build your reputation by training adventurers to take on ever increasing challenges and replace those who failed before.
Years ago tensions between the Guild and the local populace came to a climax as each took up arms against the other. Ultimately the Guild was outnumbered and crushed almost entirely, leaving them as but a shred of their former glory. Among the people a circle arose with the intent to exercise their control over Lorn. As part of this reform guildhalls were forced to adopt the then propagandized term of "GuildMestar" as official titles to remind them of their past failures. Though under strict regulation there are those who still operate against the Calrian Accord, and quieter yet are those who whisper of a coming second great war.

Trading
Buy and sell items managing your margins to stay in business. Bargaining leads to better deals and character's opinions change from every trade, successful or not. Keep a weather eye out as even something like a shift in the forecast can put someone in a bad mood, best to trade carefully.
Procedurally Generated
Items, adventurers, dungeons, and more are randomly generated to make each player's experience unique. Using an affix system allows for drastic differences between similar bases creating more opportunities for alternative gameplay.
Quests
Undertake compelling questlines that reveal more about the world around you. Earn rewards ranging from valuable currency to new locations for expeditions. Multiple outcomes for quests allow you to control the effect they have on the world and its people.
Expeditions
Set out and explore different points of interest with your assembled band of adventurers. Navigate winding corridors and secluded glades while making the best decisions for success and profit. Keep your party safe from those that would do you harm and your reputation is sure to rise.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7 (SP1+) , Windows 10 and Windows 11
- Processor: x86, x64 architecture with SSE2 instruction set support.
- Memory: 2 GB RAM
- Graphics: DX10, DX11, DX12 capable
- DirectX: Version 10
- Storage: 300 MB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
GuildMestar Update 1.0.0.0!
Hello GuildMestars,The wait has been long, longer than I ever wanted it to be but the day is finally here... 1.0.0.0 is officially live! After many months of tinkering and building the full release and final main story entries have been completed. While I did want to keep everything compatible with the previous version the sheer amount of changes have rendered previous saves incompatible with this last update though I'm sure Ornif won't mind the company!On a more serious note, it is difficult for me to describe just what a journey GuildMestar has been. For all the hardship and despair this project has put me through I still find myself reminiscing about those times when I was simply lost in the code putting pieces together for no other reason than I thought it would create something fun. I have spent more time working on this now than any other single thing in my life and I wouldn't take any of it back given the chance. No matter how big or small this game ever becomes it will always hold a special place in my heart.Thank you everyone who gave this tiny project even the slightest chance, your interest and support mean more to me than you could ever know.As always, for more details read the full patch notes below.Signed, StrangerTod - OffPathVersion: 1.0.0.0 - Major - Completed the main quest-REDACTED- modeMultiple Endings5+ new enemiesAchievements!Update Unity version to LTS 6.0- Minor -Added new option to toggle pixel fontUpdated Calendar UI to track active effects on the guildhall as a wholeBuffed Storeroom counter tier 3 from +20 trade opinion to +25Updated item repair costs to be more forgivingScraped items no longer provide the Guild gold (adventurers are still compensated however)Goods now occupy the pocket slot instead of both handsUpdated Item Mechanics display to display larger text based on number of mechanicsAdjusted Heirloom prefix to require 6+ levels of renown before appearingAdjusted Crashing prefix from +4 attack to +2 attackRemembrances now draw an ...Read full article on Community Announcements (StrangerTod)Patch NotesOfficial
GuildMestar Update 0.2.4.0
Hello GuildMestars, Today marks the release of version 0.2.4.0! Not too much of this update is available yet but similar to the last update most of the work included here is for the big 1.0 full release. Speaking of which, currently our goal is a full release around Q1 2025. There is still much to do but at our current pace we do believe this to be an achievable target. Some of the planned features include the full story of Phern, Steam achievement integration, and ideally controller support (though don't quote me on that). As for what is in today's update the primary focus was adding some new life to existing story dungeons. New events have been added to most and alongside them you'll find a new rather vexing pest. The territorial Lastari have been spotted in growing numbers, especially around deeply forested regions. Be sure to deal with them swiftly as in numbers they can be quiet a handful. For more details read the full patch notes below. Signed, StrangerTod - OffPath Version: 0.2.4.0 - Major - Added currently inaccessible additions to prep for v1.0.0.0 - Minor - Added a new enemy type specific to outdoor encounters Added new paths to existing unique dungeons Updated weather display on map - Bugs - Fixed a rare bug that would not allow creating new saves if the existing file had been deleted but the backup had not Fixed a rare bug that would not allow old saves to be loaded after new unique or persistent dungeons were created Fixed a bug that would not allow drawing more cards than are in your deck and discard combinedRead full article on Community Announcements (StrangerTod)Patch NotesOfficial
GuildMestar Update 0.2.3.0 - Item Tweaks
Hello GuildMestars, It's been a couple months so here I am once again with update 0.2.3.0! If you missed the previous update here is a little reminder: Currently the main focus of development is on writing Act 2 and subsequently version 1.0. That being said I don't want to leave you with nothing so lets take a look and what can be found in this latest version. Alongside a couple new event bases, bug fixes, and back end code changes, the update includes a handful of various item exclusive mechanics. In v0.2.2.0 characters saw an overhaul of their skill systems that brought new life to leveling. Because of this however trade items have begun to feel less impactful. To address this a set of completely new mechanics have been added at various levels of power exclusively to the item pool. In addition to these new mechanics two (but really one) new NPCs have appeared! A mysterious creature now stalks the halls. Dressed in the vestiges of night's first light, cloaked in shadow, and swaying in purloined excellence, they lie in wait with feigned disinterest. Oh, and someone finally found the cook's assistant slacking off somewhere, and they have once again been enabled. For more details read the full patch notes below. Signed, StrangerTod - OffPath Version: 0.2.3.0 - Major - Added currently inaccessible additions to prep for v1.0.0.0 Added 3 new mechanics exclusive to items: Burning, Expose, Feign Weakness - Minor - Remembrance cards gained from allies deaths are now playable. This was changed to make it more clear when enemies were under the effect of remembrance, rather than taking little to no actions. Refined pathfinding code. Adjusted character collider offset calculation for hitboxes and overhead displays. Added Addy. Added a line to the Sum introduction quest referencing Addy's addition. Added various cursor states image to "Controls" section of the Help menu. Adjusted various door sprites in the Guildhall to better align with their surroundings. Added 10 new event ba...Read full article on Community Announcements (StrangerTod)Patch NotesOfficial
GuildMestar Update 0.2.2.1 - Talk about Act 2
Hello GuildMestars, Just a small little update today, so small I'm only considering it a hotfix. The real reason for this update is to talk about the size and frequency of future updates in relation to Act 2 and a small note on the game's price. Lets get into it! This update really only adds one small feature, yet I feel it's an important one. I have noticed several people find some sections of the game less clear than I would like. Though they have been designed to be as intuitive as possible a little help never hurts. Coming in v0.2.2.1 a new section has been added to the quest book offering helpful explanations of various gameplay elements. While not all encompassing the information there should help those needing an extra hand and is available at any time via the Esc menu. And that's it for the update. Told you it was small. Now, moving on... If anyone is familiar with the updates leading up to v0.2.0.0 (or lack there of) they may have noticed a wide gap when development focus switched. I felt full focus on the upcoming content was the best thing at the time however now believe differently. In the future though the main focus may be on a larger update I would still like to release, smaller, intermittent updates, generally expanding existing content rather than adding or overhauling. The plan is to ideally release one of these smaller updates at the regular update interval (every month or two). With that said I'm happy to announce from this update on development will start focusing on Act 2, and subsequently the v1.0.0.0 final version of GuildMestar. Currently GuildMestar hosts a branching story spanning the landmass of Lorn and Phern's journey as a GuildMestar in the Calrian controlled continent. Act 2 will continue where Act 1 leaves off exploring the consequences of your choices so far and the fallout (or uprising) that occurs. In this major update expect to expand on the stories of previously met characters, make new allies and enemies, and take your shot at ...Read full article on Community Announcements (StrangerTod)Patch NotesOfficial
GuildMestar Update 0.2.2.0 - All Skilled Up
Hello GuildMestars, This update brings with it a number of large changes to the game's skill system, completely changes the way the game handles dungeon generation, and adds a new type of skill for adventurers to use. Let's dive in! One thing that never sat right with me was the chance that should you enter combat the initial situation could be so dire it would be completely unrecoverable. As the game previously handled combat there was very little a player could do outside the normal flow and as such it felt frustrating for the wrong reasons. Update 0.2.2.0 adds a new type of skill for adventurers, granted at level 2, called an Exert skill. These skills are special in that they do not get added to the character's deck but rather are available at any time via a new UI element on their exploration information. The power of these new Exert skills lies in the fact that they are able to be used prior to the regular combat cycle and have powerful effects such as immediately drawing additional cards or granting Taunt. This on its own would be far too strong so they carry 2 heavy downsides: firstly they can only be used once per combat, secondly they cause you to discard ALL other cards belonging to that character. Due to these downsides the skill can still be used regularly but contains a strong level of strategic importance on when to best use them. Adding a new type of skill shed some light on the existing skill system and while I liked the varying trees overall it felt... lacking. This update provides some much needed love adding altered skill trees tied to the number of overall skillpoints spent, passive upgrades such as increased stats and unique upgrades for each profession, auto granted upgrades for more basic race skills, and a complete visual overhaul. Having some skills auto grant level ups provides a constant source of power while the additional options in the skill tree allow for more diverse character specialization. Oh, and skill points can now freely be cha...Read full article on Community Announcements (StrangerTod)






