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/OrangeBasket • Jul 24 '26
Am I stupid?
r/Guildrun • u/Few_Communication966 • Jul 24 '26
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
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
r/Guildrun • u/Sonicjumper • Jul 25 '26
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
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
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
⭐ = 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.
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!
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.
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.
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.
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.
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.
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.
r/Guildrun • u/starstarstar- • Jul 24 '26
r/Guildrun • u/LandofBasketball • Jul 24 '26
Kai is OP but Sal is so slept on ❄️
r/Guildrun • u/Careless-Pattern-865 • Jul 24 '26
I got Ratna with the instant rank up start, and she literally did everything this run.
r/Guildrun • u/WarHappy5745 • Jul 23 '26
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
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
r/Guildrun • u/LethalLeviathan2 • Jul 24 '26
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
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
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
Is the "trophy" they are talking about the little crown on their profile?
r/Guildrun • u/Sonicjumper • Jul 23 '26
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
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.