Greedwood
von RedOctoberCZ
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Greedwood
Tags für Greedwood
Beschreibung
Greedwood is a dark fantasy extraction RPG where every journey is a gamble.
Leave the safety of town and venture into dangerous forests and caves. Fight monsters, discover strange encounters, and collect weapons, armor, gold, and rare loot.
The deeper you go, the greater the rewards – but everything you carry is at risk until you make it safely back to town.
Fight. Loot. Decide when to turn back.
Build your character, equip powerful skills, improve your gear, complete quests, and push deeper into the wilderness as you grow stronger.
But greed has a price: die before returning to town, and you may lose the treasures you fought for.
Safe in town. Rich in the wild. Greed has a price.
Age suitability: 13+ – Fantasy violence.
Privacy Policy: https://ancillary-proxy.atarimworker.io?url=https%3A%2F%2Fgreedwood.com%2Fprivacy
AI disclosure: Generative AI tools were used as part of the visual asset creation and AI-assisted creative workflow for Greedwood.
Spielanleitung
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.
Entwickler-Updates
CARD COLLECTIONS ARE COMING TO LIFE!
The Card Combat beta is growing beyond the original starter deck.
Combat cards can now appear as expedition loot. Just like other valuables, they must be brought safely back to town before they become part of your collection – if the expedition fails, the card may be lost along with the rest of your loot.
The new CARDS section lets you browse the available cards, see which ones you have already discovered, and inspect their effects. Undiscovered cards remain visible as darkened entries, so you can see that there is still more to find.
The first new cards introduce more ways to play, including defensive attacks, corrosion, burning damage, weakening effects, cleansing harmful statuses, and reactions to enemy intent. This is the beginning of the deck-building side of Greedwood, with more cards and combinations still to come.
I’ve also made another combat balance pass based on your feedback. Newly started battles should generally take fewer turns, which should reduce durability loss and repair costs as well.
Card Combat is still in beta, so numbers, effects and drop rates may continue to change. Keep telling me which cards feel useful, weak, confusing or unfair – your feedback is directly shaping the system.
RedOctoberCZ, Greedwood
Kommentare
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.
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!
Meh123456
Sep. 14, 2026
Also might want to up the item find if you fight a monster (or 100% with higher monsters, it happens alot that you get "nothing" after almost dying (had trolls and such drop nothing after deafeting Forest 1 o.O)
Yeah, barely surviving a monster and then getting no item drop is a pretty disappointing finish. I'll take a look at the drops for tougher enemies. Thanks for sticking with the game and writing all this up!