Guildbound

A Byte of Everything · For Android

GUILDBOUND

Tales of the Deep

Run a guild. Recruit the heroes, build the party, take the contract, and watch every dungeon run resolve blow by blow.

  • Party RPG
  • Auto-battles
  • Single-player plays offline
The world map, seven painted regions
The town of Stonebridge at night, with the Guild Hall at its centre

Welcome to Stonebridge

You never swing the sword yourself

Sign the adventurers, choose their class and specialization, kit them out and send them into the deep. Combat plays out on its own: every run is won or lost by the party you built and the region you chose.

Guild notice

“Ah — new faces. Welcome to Stonebridge, adventurers. … Before anything else: every party that works under this roof carries a name. What shall the register say?”

Aldous Vane, the Guild Master

Aldous VaneGuild Master of Stonebridge

From the game

See it in the field

Real screens from the current version, captured from the game itself. Tap one for the full-size frame.

Build the party

Four classes, nine specializations

Recruit adventurers from the Tavern and grow them from raw Adventurer to specialist. Every hero picks a base class at level 5 and a specialization at level 10, then spends six specialization points across levels 10 to 20.

  • Each specialization has three branches of skill nodes that change how a hero behaves, not just their numbers.
  • Take four heroes into the field from a guild roster of eight.
  • The front rank holds the line; the back rank casts, shoots and heals.
  • A Warrior in plate

    Warrior

    Protector holds the line. Berserker trades defence for pressure.

  • A hooded Rogue

    Rogue

    Assassin deletes single targets. Ranger lays down sustained damage.

  • A Mage with glowing eyes

    Mage

    Fire, Frost and Storm Elementalists: burn, control and chain lightning.

  • A Cleric in green

    Cleric

    Templar heals and protects. Herald buffs the party and sets the tempo.

The painted world map of Guildbound

The world

Seven regions, six enemy families

Push from the Old Cellars out through Oakrest, the Fen Trails, Whisperwood, the Bandit Camp, the Frozen Mine and North Pass. Every region has its own environment, enemies and recommended traits, shown before you commit the party.

Fight Vermin, Beasts, Bandits, Undead, Constructs and Elementals, plus the things that come up from the Underways. Scout the encounter, read the biome, then decide who goes.

Combat

Turn-based fights that reward composition

Combat resolves round by round on its own. Seven damage types meet armour and per-type resistances:

  • Physical
  • Fire
  • Frost
  • Lightning
  • Poison
  • Holy
  • Shadow

Nine status effects stack, tick and expire on documented rules:

  • Bleeding
  • Burning
  • Chilled
  • Frozen
  • Shocked
  • Poisoned
  • Exposed
  • Fear
  • Curse

Undead ignore poison. Constructs have no body to bleed. Bosses shrug a full Freeze down to Chilled. The party that beats a region is the party built against what lives there.

What waits out there

  • Portrait of the Cellar RatCellar RatVermin
  • Portrait of the Grey WolfGrey WolfBeasts
  • Portrait of the Bandit ChiefBandit ChiefBandits
  • Portrait of the Cold WraithCold WraithUndead
  • Portrait of the Mine GolemMine GolemConstructs
  • Portrait of the Storm ElementalStorm ElementalElementals
  • Portrait of the Frostheart ColossusFrostheart ColossusElementals

Run the guild

Contracts, standing and the staff who matter

  • Guild contracts come up on a fresh board each day and pay in gold and reputation. Reputation opens ranked Arena play, then tournaments, and at Renowned the Underways.
  • Breach contracts open when something escapes into a region you have cleared.
  • The Smithy sells and buys weapons and armour; the stash carries what you are not wearing.
  • Downed heroes need real time to recover, so depth matters more than speed. The Guild Cleric can bring one back early.

Around Stonebridge

The people you will deal with

  • Aldous Vane, the Guild MasterGuild Master
  • The Guild ClericCleric
  • The smith at the SmithySmith
  • The Arena MasterArena Master

“One contract on the board. Take one before you ride out — the Guild remembers who does its work.”

Aldous Vane, when the board has work

Beyond the map

Go deeper, or go to the Arena

Torch-lit stone steps leading down into a crypt

The Underways

An endless descent

Beneath the regions the Underways go down and keep going. Seven depth ranks, from Novice up through Gold at floor twenty to Mythic at twenty-six. How far you got is the only score that counts.

“The expedition ledger is open. Down there, depth is the only rank that matters.”

The Arena Master

The Arena

Rival guilds, fought asynchronously

Post a defending party and fight the rival guilds on the ladder: other players’ parties, and parties the Guild itself fields. Ranked skirmishes move your rating up or down, and your defence fights on while you are away.

  • Practice skirmishes change nothing; ranked ones move your rating and record.
  • Your defence is kept in step with your active party.
  • Scout an opponent before you commit, or take the match blind.

The Arena is optional and needs a linked Google account. The rest of the game does not.

Before you sign the contract

The honest small print

Stonebridge is hiring

The board has work.

Guildbound: Tales of the Deep is on Google Play for Android.

Get it on Google Play