Two guilds, and neither one is yours
Search the build for the word “guild” and you get exactly two kinds of hit. The first is a biography. Jhin — id 26 on the roster — is the game's demon-hunting gunman, and the one sentence in the whole shipped text that names a guild is his:
“He founded his own demon hunter guild and possesses combat power rivaling that of an entire nation”
—HERO_DESC_DevilHunter, read from the 27.0.0 Locale table
That is fiction, and it is good fiction, but it is fiction: it describes something that happened to him before the game starts. You cannot join his guild, and neither can anyone else — he is being hunted by his own disciples. His full entry is on the Heroes & Evolution page if you want the numbers behind the flavour.
The second hit isn't text at all. The shipped Unity bundles carry guild-named art:
| Asset string | What it appears to be | Seen in |
|---|---|---|
Hunter_Guild_Sign | a placeable sign prop, referenced from several world bundles | every build we hold |
Hunter_Guild_Sign_Snow | the same sign with a winter skin | every build we hold |
Hunter_Guild_01 | a second guild-branded prop | every build we hold |
GuildSign | the object name the sign carries in the scene | every build we hold |
building/guild | building art path in globalgamemanagers | every build we hold |
building/guildsign | the sign's building art path | every build we hold |
Read the neighbours and these stop looking like a feature and start
looking like scenery. They sit alongside Grass_03,
LiveTree, Rock_S5_007 and the building art paths
(keyhouse_box and friends), and one of them has a
_Snow twin — which is how you name a prop that gets placed on a
map in two biomes, not how you name a menu. So there is a hunter guild sign
in the world, with a winter skin, matching the hunter guild in Jhin's
biography.
Both traces are the same trace. They are the set dressing for a piece of a hero's backstory — and the art was already there in 25.3.0, the oldest build in our archive. None of it is a system. There is no guild to found, no roster to fill, no chat to open.
The sweep — what the game doesn't have
A guild isn't one feature; it's a pile of them. Membership, roles, a shared wallet, a shared boss, quests, a shop, and — the one people forget — somewhere to talk. So we swept the current extraction for the parts, not the word. This is the whole result:
| What we searched | Looking for | Found |
|---|---|---|
| 179 table names | guild tables found | 0 |
| 4,213 Locale keys | keys containing GUILD | 0 |
| 4,213 Locale strings | values mentioning a guild | 1 |
| 4,213 Locale keys | keys containing CHAT | 0 |
| 363 RemoteConfig keys | guild switches | 0 |
| 4,213 Locale keys | keys containing CLAN | 1 |
| 4,213 Locale keys | keys starting SOCIAL_ | 5 |
Two rows deserve a note. The one CLAN key
(STB_IRONHOOF_CLAN_OPEN) is story text — the Ironhoof clan is
a monster's line in a cutscene. And the guild mention in the
“values” row is Jhin's sentence above. So the word appears in
zero key names and exactly one string.
That distinction is the whole method. A system leaves a fingerprint even when it's switched off: a table, a key prefix, a flag in remote config. We have taken this build apart table by table and compared the older extractions we keep, and a guild feature has never left one of those marks. If it were sitting behind a flag, we would have found the flag.
The request, in full
The clearest version of the ask we've seen came from the official XP Hero Discord. It is worth reading whole, because it is unusually good: it knows what it's asking for, it's phased, and it has already thought about moderation.
Add Guilds so players can team up, chat, and work toward shared goals and rewards.
Impact area: Gameplay, social, events, progression/rewards
Details
For players
- Create or join a guild with a name, emblem and description. Open, request-to-join or invite-only.
- Roles: Leader, Officers and Members. (maybe more)
- Guild chat with an activity feed (e.g., “Player X cleared a new chapter”).
- Weekly guild quests: normal play (clearing stages, defeating enemies, earning XP) fills a shared progress bar that unlocks rewards for everyone.
- Guild Boss: a weekly co-op boss with shared HP. Each member gets a few attempts per day, and rewards scale with personal and guild damage.
- Guild level: activity raises the guild level and unlocks small perks (e.g., +5% gold, cosmetic emblems), kept modest so solo players aren't left behind.
- Guild shop using a currency earned by contributing.
For the XP Hero team
- Can be released in phases: 1) create/join + chat + guild quests, 2) guild boss + shop, 3) leaderboards/seasons.
- Fully asynchronous: no real-time multiplayer or matchmaking needed.
- Reuses existing systems (quests, bosses, currencies, rewards), so it needs less new content than a new chapter.
- Gives players a daily reason to log in (helping their guild), improving retention between updates.
- Moderation: chat filter + report button, or only preset quick messages/emotes. Leadership passes automatically if the leader is inactive for X days.
- Room for fair cosmetic monetization (emblems, frames, banners).
References
- Clash Royale: Clans (chat, donations, Clan Wars)
- AFK Arena: Guild Hunting (shared co-op bosses)
- Brawl Stars: Clubs and Club League
- Skull Hero
Skull Hero Yesterday at 06:39 — yes please!
BLACK Yesterday at 08:31 — @XP Hero 🙏
Quoted verbatim from the official XP Hero Discord; timestamps are as displayed in the app when the thread was saved. The request, the replies and the reference list belong to their authors.
Our theory: why it isn't a feature yet
We don't work on XP Hero, and we can't see the roadmap. What follows is inference from the build — take it as our best guess, not as a statement from Supercent.
The game has never had a chat channel
This is the big one, and it's the reason a guild is more expensive than it
looks. Across 4,213 locale strings there is not a single
CHAT key. The only free text a player ever authors is their
nickname, and even that is fenced in: a 228-row
BadWordData list (58 reserved names,
170 profanity entries) with six
NAME_INVALID_NICKNAME_* errors to explain the rejections —
length, spaces, repeats, reserved words, and the filter itself. The
“social” strings in the build are all one-way doors:
SOCIAL_DISCORD, SOCIAL_ENTER, SOCIAL_TITLE, SOCIAL_X, SOCIAL_YOUTUBE — they point at Discord, X and YouTube. There is even exactly
one SAMPLE_MESSAGE string, and it's a layout placeholder, not a
channel.
So “guild chat with an activity feed” isn't a new screen. It's the first player-to-player text channel this game would ever run, plus its first live moderation surface. That is a different order of work from anything the update history shows — and a bad-word list tuned for nicknames is not a chat filter.
Every social system so far is a ladder, not a group
XP Hero already does asynchronous competition, and it does it well: Invasion pits you against another player's world, boss raids rank your score against everyone's, the tower ranks clears. In all of it, you compare with other people's numbers. You never share state with them. A guild would be the first thing two players co-own — a shared roster, a shared wallet, a shared hp bar the whole guild writes to. That's not a new row in an existing table; it's a new data model, and new data models are where updates get expensive.
The reuse argument is true, and it's also the catch
Give the request its due: it's right that
QuestData could carry weekly guild quests, that the
BossRaid* tables could carry a shared boss, and that
ExchangeShop and ShopProduct* could carry a guild
shop. That is exactly how the team already works — events are built from
quests, reward groups and existing currencies rather than from scratch. But
look at what reuse covers: the rewards. The parts that can't be
reused are the parts that make it a guild — chat, membership, roles,
moderation, and a boss several players write to at once. The reusable 80% is
the cheap 80%, and the expensive 20% has no table to borrow.
“Party” is not multiplayer — a warning for fellow data-miners
If you go digging yourself, you'll hit PartySkillData and
wonder. Don't: in XP Hero, a “party” is your team of heroes.
Party Skills are team-wide actives you equip and fire in a raid. No second
player is involved anywhere in that system. We've made this mistake on other
files; it's worth flagging before someone builds a rumour on it.
Async isn't free, and it isn't the hard part here
The request is right that guilds need no matchmaking — XP Hero is already a game you play on your own schedule. But asynchronous doesn't mean simple: every async system the game runs today is read-mostly. A score, a rank, a clear count — written by you, read by the leaderboard. A guild is shared and write-heavy, which is the profile of the systems that hurt most when they're wrong.
And the honest version
None of that rules guilds out. It explains why they'd be a big-ticket feature rather than a small one, which is the same thing the team says out loud when it asks for patience: changes don't happen overnight, and not everything makes it in because resources are limited. A guild is the kind of thing you schedule, not the kind you slip in. It is entirely possible guilds are on a list we can't see. It's also possible they're not on one. The data only tells us they aren't in the build.
The demand
We can't put a number on how many people want this, and we're not going to pretend otherwise: we don't have the server's numbers, so a percentage would be a guess dressed up as a fact. What we can say is that the ask is persistent and it arrives fully formed — the post above drew a “yes please!” within hours and a @XP Hero nudge the same morning, and it is one of several we see. We're quoting the clearest example, not manufacturing a statistic.
What's striking is the shape of it. A phased rollout, deliberately asynchronous, built on systems that already exist, with a moderation plan and an explicit care for solo players — that is a pitch that survives being triaged, which is where most feature requests die. Whether it changes anything is up to the team. But if you want guilds, this is the template to write to: concrete, staged, and honest about the cost.
If it ships, here's how we'd know first
A guild system would appear in our extraction before it appeared in a
patch note — it always does. We'd expect a new Guild* table, a
block of GUILD_* locale keys, chat or quick-message strings
where today there are none, guild quest rows hanging off
QuestData or a sibling, a new currency in the shop tables, and
guild rows under BossRaid*. The moment any of that lands in a
build, our table diff browser will show it
old→new with row counts, the same way it surfaced the codex and the raid
scoring before 27.0.0 shipped.
And if it doesn't land, that's an answer too — a more useful one than waiting. “Not in the build” is a fact. “Coming soon” is a hope. We'll keep reporting the first kind.
Locale at build time and the build fails
rather than ships if Jhin's bio loses the word guild, if any
GUILD or CHAT key appears, if a guild table or
remote-config flag turns up, or if BadWordData stops looking
like a name filter. The guild art is re-scanned out of the payload bundles
every build — checked in 27.0.0, 26.2.0, 25.3.0. The “unchanged since 25.3.0” check is
byte-identical to 25.3.0/26.2.0.The Discord request and the replies above are reproduced
verbatim and belong to their authors and to Supercent; XP Hero is developed
by Supercent, and XPHero Fans is unofficial and not affiliated with or
endorsed by them. The table names, locale strings, BadWordData
counts, remote-config keys and art-asset strings quoted here are read from
the v27.0.0 extraction and the shipped payload bundles in our
archive. Nothing on this page is a roadmap, a promise or a leak — it is what
one build of the game contains, and our reading of it.