You are the receptionist at the Adventurer's Guild in a small rural village.
Every morning, adventurers stand before the reception desk.
You decide who to entrust with which quest and who to send with them.
And when evening comes, you wait for them to return.
■ Who, With Whom, Where
For every quest, you can see the probability of success and the risk of injury or death. However, numbers aren't everything.
Whether to let the exhausted rest, send a timid newcomer with a senior, or make unreasonable requests for a large reward.
Once an expedition begins, it cannot be reversed.
■ The Story of Each Person
Every adventurer has their own personality, dreams, and fears.
They become friends, rivals, fall in love and get married, have children, and retire to open a shop in the village.
And some… never return.
The letters left behind before they left, and the items left in the reception desk drawer, keep them remembered.
■ The Guild's 30 Years
From a small guild to becoming the kingdom's largest guild city. Every five years, an era draws to a close, and with each era comes a major event that shakes the guild.
The choices you make accumulate to determine which guild will remain at the end.
■ Recommended for:
· Those who enjoy stories about raising, watching over, and letting go of people
· Those looking for a calm management game that can be played in short bursts
· Those who like warm pixel graphics and music
■ Purchase Information
You can play Year 1 (the guild's first year) for free.
The story thereafter is permanently unlocked across all save slots with a one-time purchase (3,300 KRW).
There are no ads or additional payments.
You can play without an internet connection, and no personal information is collected.
Who to send, with whom, and where. Become an Adventurer's Guild receptionist and bring them back alive.