Run a guild. Recruit the heroes, build the party, take the contract, and watch every dungeon run resolve blow by blow.
Guildbound: Tales of the Deep is a party-based fantasy RPG and dungeon crawler where you never swing the sword yourself. You sign the adventurers, choose their class and specialization, kit them out, and send them into the deep. Combat plays out on its own, so the run is won or lost by the party you built and the region you chose to take on.
BUILD THE PARTY
Recruit adventurers from the Tavern and grow them from raw Adventurer to a 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.
- Warrior: Protector holds the line and shields allies. Berserker trades defence for pressure.
- Rogue: Assassin deletes single targets. Ranger lays down sustained ranged damage.
- Mage: Fire, Frost and Storm Elementalists for burn, control and chain lightning.
- Cleric: Templar heals and protects. Herald buffs the party and sets the tempo.
Each specialization has three branches of skill nodes that change how a hero behaves, not just their numbers. Three viable six-point builds per specialization: go deep, split, or hybrid.
TURN-BASED COMBAT THAT REWARDS COMPOSITION
Combat is turn-based and resolves round by round on its own. Seven damage types (physical, fire, frost, lightning, poison, holy, shadow) meet armor and per-type resistances. Nine status effects stack, tick and expire on documented rules: bleeding, burning, chilled, frozen, shocked, poisoned, cursed, feared and exposed.
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.
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, enemy family 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.
RUN THE GUILD
- Guild contracts refresh over time and pay in gold and reputation
- Breach contracts open when something escapes into a region you have cleared
- The Smithy sells and buys weapons and armor; the stash carries what you are not wearing
- Soul Stones drop from regional bosses, guaranteed on the first kill
- Downed heroes need real time to recover, so depth matters more than speed
- Every dungeon run is replayable; farm a region or push into the next one
THE UNDERWAYS
Beneath the regions is an endless descent. 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.
ASYNC PVP: THE ARENA
Post a defending party and fight other guilds in asynchronous PvP. Ranked skirmishes move your rating up or down, and your defence fights on while you are away. Scout an opponent before you commit, or take the match blind.
AN OFFLINE RPG THAT RESPECTS YOU
- A complete offline RPG: the full single-player campaign works with no connection at all
- Cloud save is optional; the game never asks you to sign in to play
- No analytics SDK, no tracking, no dark patterns
- No in-app purchases. Nothing is sold, and nothing is locked behind money
- Rewarded ads only, and only when you choose one: a Guild contract, a scout report, or an early revive for a downed hero
- Delete your account and every trace of it from inside the game, in one tap
Free to play, in the honest sense: this is a free RPG with no premium currency, no energy timer you can pay to skip, and no way to buy a stronger party.
Guildbound is an independent game with original art and systems from a one-person studio, A Byte of Everything.
Party-based dungeon crawler RPG. Recruit heroes, take contracts, play offline.