Greedwood
ni RedOctoberCZ
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Greedwood
Mga tag para sa Greedwood
Deskripsyon
Greedwood is a dark fantasy extraction RPG built around tactical card combat.
Leave the safety of town and venture into dangerous forests and forgotten caves. Read your enemy’s intent, choose the right cards, and combine attacks, defenses, stuns, poisons, and other effects to survive each fight.
Find new cards, upgrade your favorites, shape your combat deck, and develop a strategy that fits your character and equipment.
Win the fight. Take the loot. Know when to turn back.
Every expedition is a gamble. The deeper you travel, the more dangerous the enemies become – and the more valuable the weapons, armor, resources, and gold you can find.
But defeating the monsters is only half the challenge. Everything in your expedition bag remains at risk until you return safely to town. Push your luck too far, fall in battle, or lose the journey home, and your hard-earned treasures may disappear with you.
Improve your gear, unlock powerful skills, complete Tavern quests, strengthen your deck, and venture deeper as your character grows.
Build your deck. Risk your loot. Greed has a price.
Paano Maglaro
Fight enemies, collect loot, and return safely to town before you die.
• Tap or click the available actions to explore, fight, loot, and travel.
• During combat, use your attacks and equipped skills to defeat enemies.
• Loot collected during an expedition is at risk until you return to town.
• Return safely to secure your gold and items permanently.
• Use the Town to equip gear, improve your character, complete quests, and prepare for the next expedition.
• The deeper you travel, the greater the danger – and the better the rewards.
Mga Update mula sa Developer
THE TAVERN HAS STORIES TO TELL!
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Story quests are now available in Greedwood, bringing named townspeople, dialogue, and new adventures into the expedition loop.
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Visit the Tavern to meet people who need your help. Mara’s lumberjack crew has been driven from its clearing, Elin is worried about the forest road, Bram has heard something strange inside his furnace, and Severin is investigating disturbed graves.
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Their quests will lead you to specific places in the wilderness, where you can discover quest encounters, search for clues and lost items, and fight enemies connected to each story. Quest encounters appear as you explore, so you’ll need to venture beyond the entrance to find them.
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Some stories unfold across several stages and expeditions. Read the dialogue and objectives — they’ll help you work out where to look and what to bring back.
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Story quests have a separate section in the Tavern. The existing daily tasks remain available alongside them.
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This is the first set of stories and the foundation for more adventures to come. I’m looking forward to hearing what you think of the characters and quests. As always, please report any bugs or confusing moments you run into!
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RedOctoberCZ, Greedwood
Mga Komento
Bruck
Sep. 16, 2026
Is it actualy a not mentioned feature that on the way back the most valuable items are stolen and not just items at random? Then you schould make that very VERRY clear! And at the risk of repeating myselve number 5, this is a perfect way of loosing players due to frustration! Ther is ABSOLUTLY nothing worse as comming down from the high feling of finaly finding something usefull and then droping all the way down to the deepest low of loosing it. That's MUCH worse then never having gotten it in the first place!
No, it doesn’t pick the most valuable item. The choice is random, and legendary items are always safe. But I went through your actual losses, and honestly, you’re right about the bigger problem: items are being lost too often. I’ve tuned that down. Bringing loot home should still be risky, but losing several items during one return is too much.
Sir_Gregor
Sep. 30, 2026
I just returned from a run with only three items and lost all of them to return ambushes. I think that is a bit too drastic.
Yeah, losing the entire haul to return ambushes is too harsh, especially when several ambushes can happen during the same journey back. The return should still carry real risk, but it shouldn’t make the whole expedition feel pointless. I’ll review the balance - both the amount lost per ambush and how those losses stack during a single return. Thanks for bringing it up.
Meh123456
Sep. 13, 2026
Might also want to lower the CD time for clicking on a next step (maybe halve the time?)
Yeah, I can see how that pause gets old when you're taking lots of steps. I'll try to shorter cooldown and see how it feels. Not sure about halving it yet, but thanks for pointing it out.
mary_sue123
Oct. 09, 2026
Is there a way to fulfil the "win return ambush" task at the tavern now? Fought a few times (and won ;)) on the way back but it doesn't count toards the task?
Good catch! The task was still looking for the old return ambushes, so your wins in the new road encounters weren’t being counted. I’ve fixed that and renamed it to “Win battles on the road home.” Your wins count once you reach town safely. Opening the tavern again should also recover any missed wins from today’s successful returns. Thanks for spotting it - those fights deserve credit ;)
Meh123456
Sep. 24, 2026
So quick question about resources: are they needed for anything in the game, except money? Because so far I haven't seet it and if it's not used for anything (say forging or another mechanic), maybe renable it as junk or something else? That might make it a bit clearer (could be just me tho ¯\_(ツ)_/¯ )
Good question - at the moment, regular resources are primarily valuables that can be sold for gold. The current Forge uses equipment and gold, so these resources aren’t consumed by crafting yet. I plan to use materials in deeper crafting later, but you’re right that calling everything a “resource” right now can suggest functionality that isn’t currently available. Renaming the category to something like “Valuables,” with a “Can be sold for gold” description, would make its present purpose much clearer. Thanks for pointing it out!