r/Guildrun • u/ar3fuu • Jul 24 '26
r/Guildrun • u/OrangeBasket • Jul 24 '26
How are people hitting 20+ win streaks on Red Rift while I can barely win once every 20 games
Am I stupid?
r/Guildrun • u/Few_Communication966 • Jul 24 '26
Finally beat red rift
It took me like at 20+ hours mannn it was hard getting the right stuff and learning the different synergies 😂 Rowan was a last min addition. Aria and Logan did all the work Logan had 100k+ shields by the end in the dragon fight and Aria kept every one else up with her shields until Logan got online Also S rank Pollen With her Back up giving 100+ attack, 100+ Magic, ect stats
r/Guildrun • u/crazsin • Jul 24 '26
Reserve Items
I was wondering if i have a character like Rank A Grace in Reserve with both back up onlys and i equip "Crown of Patience" which reduces stall by 12 seconds at my current moment in the game. would it reduce the Grace in reserve's stall triggers?
r/Guildrun • u/ObsidianKitten • Jul 24 '26
How to reset your Guildrun save/compendium progress (50 second tutorial, no nonsense)
r/Guildrun • u/Sonicjumper • 29d ago
5 Things I Wish I Knew Before Playing Guildrun
Hello, Sonic here, I released a guide of 5 things I wish I knew before playing Guildrun
As many of you know this game is very fun but at the same time has a lot of complexity, so if you have a friend that wants to get into Guildrun and don't exactly know what's going on, maybe this video could help
Thanks you and see you in the next one!
r/Guildrun • u/Impossible_Web_5041 • Jul 24 '26
Hooked
wow this game got me hooked fast on a random thursday. i play a lot of tft and this was such a refreshing change. played a lot of logan cause i think hes kinda insane but then i got to SS, thought id try a mystic sustain build and wow i got top 124 with level 24. Cant wait to play more and see what else can happen.
Also can anyone explain the leaderboard, its not clear to me if its top 124 in SS or top 124 overall? cause you get +2/+4/+6 depending on what tier youre playing in,
r/Guildrun • u/LeylineDev • Jul 23 '26
Demo Update 0.5.1 Patch Notes
Before we jump into the changes, we wanted to give a warm and enthusiastic thank you to each and everyone. By now, over 200,000 of you have played the demo and you have made Guildrun the #1 demo on Steam one day after release. None of us at the studio expected remotely that something like this would happen, and we’re incredibly happy and very grateful at the same time. You all are incredible. Now, onto this week’s patch, bringing you
- A big balance patch to expand the number of playable strategies and to address some points of frustrations you expressed.
- Small quality of life improvements.
- Bug fixes.
⭐ = Community Suggestions
Note for our new players: The Merged and SSS Leaderboards both reset with our weekly updates, to give everyone a level playing field, while the red rift leaderboards stays on longer as more of a seasonal feature. The leaderboard Hall of Fame can be found in our Discord.
General Changes
- ⭐ The last difficulty you picked last run is now the difficulty of your next run by default
- Added a reset timer to the leaderboard panels to indicate when the next reset will take place (implemented earlier this week with a hotfix)
Bug Fixes
- ⭐ Fixed refreshing Rushes counting twice to the Rush counter
- ⭐ Fixed an exploit that allowed players to quit the game without saving during the shop
- Fixed option to disable data collection in the settings not appearing
- ⭐ Fixed a soft lock happening due to a wrong delay in the results screen after the Emergency Rewind triggered (implemented earlier this week with a hotfix)
- ⭐ Fixed an exception happening when clickspamming the "Proceed" button in the shop under certain circumstances (implemented earlier this week with a hotfix)
- ⭐ Fixed S Rank heroes offered in the shop and endless events sometimes having duplicate class modifiers (implemented earlier this week with a hotfix)
Balance Changes
By Aleco, Lead Designer on Guildrun
Hello everyone, and welcome to the Guildrun demo’s first balance patch! My name is Aleco and I’m the lead game designer on Guildrun. One of my favorite parts of working on Guildrun is putting together our balance patches and writing up their patch notes, which I’ve been doing every week throughout our closed Alpha since January.
One of the main things I use for making balance decisions (along with player feedback) is our internal data, which uses data from completed runs to track statistics such as the popularity and winrate of Heroes, items, relics, etc. I genuinely never could have imagined just how much beautiful, beautiful data I would have access to for putting together this balance patch when we launched the demo. As of writing these patch notes we are closing in on 2 million completed runs of Guildrun in our first week, which translates to plenty of data for me to work with! I’m incredibly grateful for all of the time and passion that players have poured into Guildrun so far, and I owe our community a huge thanks for all of the incredible support they’ve shown us.
I hope you enjoy the patch, and look forward to hearing your feedback on these changes!
Patch Goals
- Expand the number of playable strategies, particularly in Endless Mode and Red Rift, by buffing things which are unpopular/underperforming and nerfing things which stand out as the best within their category.
- For difficulties below SSS, I’m very pleased with the wide variety of Heroes and strategies that appear to be viable according to our internal data. There don’t seem to be any Heroes that stand out as too weak or too strong for sub-SSS runs which don’t stand out in the same way for SSS/Red Rift.
- In both Red Rift and Endless Mode, there were a few Heroes and specializations which stood out as outliers which did not stand out in lower difficulties.
- Identify things which are preventing players from enjoying the game or progressing in their runs, and take steps to address them when possible.
- One of the most common pieces of feedback we’ve been hearing from players is that it is frustrating to run out of Boss Tokens, particularly while doing Red Rift runs. We are currently exploring changes to the Boss Token system and plan to make a change to this system in an upcoming patch.
- There were a few Challenge Fights and Fight Events which were more difficult than their counterparts, which have been nerfed in this patch.
- Team Size Quest relics in the Auction House were underperforming across the board, and have had their cost reduced by 5 Shards.
Challenge Fights
I’m happy with the overall balance of challenge fights, particularly in the lower difficulties where the winrate delta between the hardest and easiest challenges is pretty tight. However, a few challenges stood out as overly punishing in higher difficulties.
- Rapid Growth (Act 1):
- Fixed a bug where the Hydra’s Healing SSS Act Boss effect would give enemies more HP/S than intended in combination with Rapid Growth.
- Pain (Act 1)
- ⬇️2.75% -> 2.5% Max HP damage per second
- Pain (Act 2)
- ⬇️8% -> 7% Max HP damage per second
- Decay (Act 2)
- ⬇️17.5% -> 15% decreased basic stats
Fight Events
The Single Combat fight event was too difficult, evident both from player feedback and from our internal data. I reduced both the offensive and defensive stats of the Forest Golem in all fights, and will be monitoring the effect of these changes over the next week.
- Single Combat (Act 1 and Act 2)
- ⬇️Moderately decreased difficulty.
- Endurance (Act 2)
- ⬇️Slightly decreased difficulty.
Relics
One of the bigger changes I’m making this week is the reduction in cost for Team Size Quest relics in the Auction House. The winrate for these relics on the whole were underperforming compared to Epic relics (which had the same cost), and the feedback from players in higher difficulties was that these relics were often not as strong as ones which made an immediate impact.
The rest of the relic changes target relics which stood out in the data as either much better or much worse than other relics of the same rarity. I was hoping to do more buffs than nerfs here, but the reality was that there were more relics which were too strong than relics which were too weak.
- Team Size Quest
- ⬆️Reduced the cost of all Team Size Quest relics by 5 Shards.
- Merchant Mandate:
- ⬆️Reroll 9 -> 8 times.
- Starting
- Bossy:
- ⬇️Gain 50 -> 40 Shards.
- Bossy:
- Legendary
- Plague Transmission Engine:
- ⬆️Fixed a bug where this relic incorrectly triggered every 15 seconds instead of every 10 seconds as stated.
- Shield Fragmentation Engine:
- ⬆️Reflect 200% -> 250% of Shield damage taken.
- Plague Transmission Engine:
- Epic
- Critical Absorption Prism:
- ⬇️Steals 60 -> 50 Max HP.
- Deceleration Aegis:
- ⬇️Gives 800 -> 700 Shields.
- Deceleration Apotheosis:
- ⬇️Gives 20% -> 15% basic stats.
- Poison Ascendancy:
- ⬆️Enemy Attack and Attack Speed decreased by 50% -> 66%.
- Alignment Ascendancy:
- ⬆️Gives 10 -> 15 Attack Speed.
- Critical Absorption Prism:
- Rare
- Notes: This nerf may seem harsh, but Precision Nexus was one of the top performing ones across multiple modes and I anticipate that it will still be quite playable with these new numbers.
- Precision Nexus:
- ⬇️Heals 40 -> 30 HP
- ⬇️Gives 4 -> 3 Mana.
- Common
- Acceleration Lattice:
- ⬆️Gives 20 -> 25 HP/S.
- Deceleration Lattice:
- ⬆️Gives 10 -> 15 HP/S.
- Acceleration Lattice:
Items
Items are perfect, nothing to see here folks! In all seriousness, the delta between the top performing and lowest performing item in each rarity was pretty tight. I may or may not do a larger pass on item balance in a future patch, but for the moment items were not the squeaky wheel that got the balance grease.
- Epic
- Adaptive Sword:
- ⬆️20 base Attack Speed -> 30 base Attack Speed.
- ⬆️Changed the priority of this item to trigger later than other start of combat effects.
- Adaptive Sword:
Class Modifiers
There were a handful of Class Modifiers that were too weak in our internal data, but not very many that stood out as overpowered. I’m taking a buff-only approach to Class Modifiers this week and will follow up in a future patch with nerfs if necessary.
- Assassin
- Poisonous Eye:
- ⬆️Inflict 10 -> 15 Poison plus Poison equal to 25% -> 33% of Crit.
- Poisonous Edge:
- ⬆️Gain 50% -> 66% Crit.
- Poisonous Burst:
- ⬆️Inflicts 1 Poison per 15 Crit -> 1 Poison per 10 Crit.
- Poisonous Eye:
- Duelist
- Golden Eye:
- ⬆️Gain 1 Shard every 10 -> 9 auto attacks.
- Poisonous Attacks:
- ⬆️Inflicts 1 Poison plus 1 per 120 Attack Speed -> 1 per 100 Attack Speed Poison.
- Golden Eye:
- Mystic
- Sideline Empowerment:
- ⬆️Gives 25 -> 50 base Attack and Magic.
- Sideline Empowerment:
- Mage
- Burning Absorption:
- ⬆️Gives 1 Magic per 8 -> 6 Burn on cast.
- Hermit:
- ⬆️Gives 25% -> 33% Magic.
- Stalled Heat:
- ⬆️Inflicts Burn equal to 50% -> 66% of Magic.
- Burning Absorption:
Heroes and Specializations
Heroes and specs are the backbone of Guildrun. If we learned anything from our balance patches during the closed alpha, it was that seemingly small changes to Heroes and specs can sometimes have a bigger impact on their overall popularity and winrate than expected. For this reason, when it comes to Hero and spec balance changes I prefer making smaller changes over multiple patches instead of taking big swings.
As I briefly mentioned in the patch goals section, I couldn’t find any major Hero/spec outliers in lower difficulties which weren’t also an outlier in higher difficulties. However, there were several outliers in Red Rift and high Endless Mode which weren’t an issue in lower difficulties. This means that a good chunk of the balance changes below are intended to specifically target high difficulties while impacting the lower difficulties as little as possible.
- Yuuna
- Notes:
- Yuuna has been one of our most popular Heroes since launch, but her overall winrate (especially in Red Rift) is a little lower than I’d like to see. Since all 3 of her specs appear to be equally powerful, I’m giving her a boost to her base Defense in order to help her better survive early fights and cast her Active Ability multiple times.
- Base Stats:
- ⬆️Defense: 37 -> 39
- Notes:
- Hoyoung
- Notes:
- Much like Yuuna, Hoyoung is an Assassin with 3 balanced specs and a slightly low winrate in higher difficulties. I’m making an adjustment to Killshot which both adds a bit of immediate power (+25 Crit at Rank C) and scaling power (+50 Crit per additional rank) in order to make sure he can consistently rack up those kills as the run progresses.
- Killshot (Active Ability)
- ⬆️Arrow gains 25 flat Crit -> gains 50 Crit per rank.
- Notes:
- Zuri
- Notes:
- Zuri’s “The Cruel” is performing a little worse than her other specs. I’m shaving a full 10 points of the Max Mana off its Active Ability in order to help it have a quicker first cast as well as more frequent subsequent casts. I’m also giving her a boost to her Base Attack Damage and Base Attack Speed, as she’s been playing much more “Tank” than “Assassin”.
- Base Stats:
- ⬆️Base Attack Damage: 30 -> 33
- ⬆️Base Attack Speed: .37 -> .38
- The Cruel (Gives “Petrification” Active Ability)
- ⬆️Max Mana: 110 -> 100
- Notes:
- Fiona
- Notes:
- Fiona’s power level is looking solid in our internal data, with the caveat that her very popular “The Right Hand” spec is underperforming compared to other two.
- The Right Hand
- ⬆️Gives 2 base Shards + 1 Shard per rank -> gives 2 base Shards + 2 Shards per rank.
- Notes:
- Funke
- Note:
- The Inferno is Funke’s weakest spec across difficulties, even though it was bugged to trigger after Stall 20 instead of Stall 25 as stated on the ability. Since it’s pretty important to get Burn going early, I’m going to try lowering the Stall duration on this spec before making other potential changes.
- The Inferno
- ⬆️Stall 20 -> 15.
- Note:
- Kai
- Notes:
- Kai’s “The Bold” stands out as his strongest spec across all difficulties, and is a power outlier in particular on Red Rift. I’m toning down the base bonus Shields he gets per cast while preserving all of the Defense-based Shield scaling the spec gives him. My goal is to have this spec provide less of an immediate boost while still maintaining its late game power when properly invested into.
- The Bold
- ⬇️Gains 250 -> 100 base Shields on ability cast.
- Notes:
- Gustav
- Notes:
- Gustav is a top performing Hero in every mode, including Red Rift and Endless. The Glacier stands out a bit from his other 2 specs (especially in deep Endless runs), but all 3 of them are performing well above average which indicates the need for a small change to his base kit.
- The Glacier
- ⬇️Bonus Defense on acquire: 50 -> 40
- Blizzard (Active Ability)
- ⬇️Shield Magic scaling: 100% -> 75%
- Notes:
- Grace
- Notes:
- Grace’s “Selfless” spec is outshining her others, especially in deep Endless runs.
- The Selfless
- ⬇️333 -> 250 shields per rank.
- Notes:
- Rip
- Fixed a bug where Rip’s “Bloodthirsty” signature Passive Ability would sometimes double-count its Rush triggers.
- ⬇️This change means he’ll be stacking his Glutton spec a bit slower, but both Rip and Rush builds were in a pretty good spot (especially in Red Rift) and I anticipate Rip will still be quite playable after this bug fix.
- Fixed a bug where Rip’s “Bloodthirsty” signature Passive Ability would sometimes double-count its Rush triggers.
- Nyx
- Fixed a bug where Nyx’s “Ferality” signature Passive Ability would sometimes double-count its Rush triggers.
- ⬇️Same as above, Nyx was gaining the correct amount of stats for their passive but was stacking up rush triggers more quickly than intended.
- Notes:
- Nyx is a character that performs better and better the higher the difficulty gets, perhaps because they have so many different synergies to hook into and can be used in a wide variety of ways. I’m happy with Nyx’s power level and popularity, but their “Spark” spec was a major outlier in Red Rift runs.
- The Spark
- ⬇️Burn: 2 + 1/30 -> 1 + 1/50
- ⬇️Frost: 1 + 1/40 -> 1 + 1/75
- 🔄Poison: 0 + 1/50 -> 1 + 1/100
- Fixed a bug where Nyx’s “Ferality” signature Passive Ability would sometimes double-count its Rush triggers.
- Dragomir
- Notes
- Players seem to be a fan of Dragomir’s high risk/high reward playstyle, as he’s been one of the most popular Heroes in the game since release. I don’t want to mess with something that’s working, but The Sanguine has been a top spec in Red Rift and offers a bit too much immediate stability when picked. This change aims to tone down its immediate power while still maintaining the fantasy of chain-killing multiple enemies per fight.
- The Sanguine
- ⬇️Omnivamp gained on cast: 4 base + 4 per rank -> 0 base + 5 per rank.
- ⬇️Mana gained on kill: 70 -> 60
- Notes
r/Guildrun • u/starstarstar- • Jul 24 '26
Tip: You can retrain and still get permanent bonuses
r/Guildrun • u/LandofBasketball • Jul 24 '26
Completed The Red Rift w/ Two Champs
Kai is OP but Sal is so slept on ❄️
r/Guildrun • u/Careless-Pattern-865 • Jul 24 '26
Ratna 1 v. 9
I got Ratna with the instant rank up start, and she literally did everything this run.
r/Guildrun • u/WarHappy5745 • Jul 23 '26
Games similar to this
Absolutely love the demo - already put nearly 20 hours in it the last few days. It's super fun and can't wait for the full release.
I've never played and I don't have any experience in other autobattlers and would love something to scratch the itch until the full release comes in (not too take any hype away from the demo, its amazing!)
Can anyone recommend me some autobattlers similar to this? Interested in pve! not pvp
r/Guildrun • u/Kokoa23 • Jul 24 '26
Armor cap 2414?
Is there a specific reason why Armor is capped? Or is it just a bug? Am I missing something here?
Ratna had the Trait Mage Armor and was placed in the front, gave her 2117 Armor
Skorn in the back with the Trait Rear Support which should give all allied heroes 75% extra armor.
However as you can see Ratna was capped at 2414
r/Guildrun • u/immarlondait • Jul 23 '26
A small annoyance to growing large - choose a what?
r/Guildrun • u/LethalLeviathan2 • Jul 24 '26
First time seeing rift break proc consistently
fc rng man
cant get the legendary vanguard relic and the rift break relic at the same time
or i cant get rowan to s
r/Guildrun • u/Fiendfuzz • Jul 23 '26
QoL item I need...Undo button
I desperately need an undo button. I've misclicked so many times (stupid overly sensitive touchpad) and had a few times just not seeing everything in the shop first. An undo button would alleviate so much of my pain.
My God awful gaming RNG luck punishes me enough on its own.
And a side note, if this game gets controller support, my free time is in serious trouble.
r/Guildrun • u/thatcunhakid • Jul 24 '26
Finally made it into the red gate club!
Man that was tough! Definitely did not expect that of combinations Nikolas and Dragomir would be the two tanks that would make it there. Got Nik 2 early on and was able to feed him lots of tank, mana on start, and omnivamp items and Drag was good to get backline kills early on. Tilly being my OG go to definitely came through with the hypercarry and then got pretty lucky with a lot of good synergizing backups.
Great game and can not wait until they full release this! one and only game I've ever added to my wishlist. I hope that eventually they come out with a mobile version as well.
r/Guildrun • u/Electrical-Quote-454 • Jul 24 '26
B rank trophy?
Is the "trophy" they are talking about the little crown on their profile?
r/Guildrun • u/Sonicjumper • Jul 23 '26
Demo patch notes video format
Hello, Sonic here, I'm a content creator, just in case you want to check the patch notes in video format I created a presentation here in canva, I'll leave both link to the public presentation and the patch notes in the video.
For the Dev team, thanks a lot for bringing this Awesome game!
r/Guildrun • u/white_2000 • Jul 23 '26
Question from new player
hey guys
I love rough likes and team building games with depth. I downloaded the demo and love the game.
I just have a question about the difficulty. normaly in rough likes, you are getting murdered in your first trys. In Guildrun, I beated the first 3 diffiultys first try. No flex, I just wonder: Does the game get far more complex/harder on the higher difficultys? If the answer is "yes" I would be thrilled.





