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Project: Gorgon
Elder Game, LLC Developer
Elder Game, LLC Publisher
2018-03-12 Release
Game News Posts: 111
🎹🖱️Keyboard + Mouse
Very Positive (2130 reviews)
The Game includes VR Support
Public Linux Depots:
  • P:G Linux [7.37 G]
Available DLCs:
  • Project: Gorgon VIP Membership
  • Project: Gorgon - Extra Character Slots Pack
Update Notes: March 26, 2025

In this update we revise several combat skills and make improvements in many areas. Note: We're still working on the upcoming city Statehelm; it's probably two major updates away. You may see new references to it in-game, but it's not accessible yet.

Unity Engine Upgrade


We've updated the game to use Unity 2022.3. This is a major version change, which usually causes some hiccups and weirdness -- we've tried to smooth everything out, but if you see new problems please let us know. In particular, Unity 2022.3 uses a new navigation system. If you find places where monsters or pets cannot traverse (when they could before), that's a bug we'd love to hear about! This upgrade doesn't directly add a ton of new features, but it includes many subtle bug-fixes for various hardware configurations.

Lost Scapegoats Event Fixes


If you did the Lost Scapegoats event sub-quests before obtaining the main quest, the main quest will update properly the next time you talk to Miss Chievous. This applies to every sub-quest except for Miss Take - you'll have to go and talk to her again after obtaining the main quest.

UI Changes


  • Adjust UI defaults to look better on a 1920x1080 screen. Namely:
    • GUI Scale defaults to 1.5, and has a new maximum value of 3
    • Several window default sizes have been increased: Quest Log, Recipes, Item Info, Chat
    • Note: These changes will only affect new installations!
  • The setting "Chat Text Size" now affects the chat input font size
  • There's a new default chat tab called "Chat" with the following channels: Nearby, Global, Tell, Status, Error, Emotes, Trade, Help. This tab is selected by default for new players
  • New setting "Windows Text Size" affects the font size of the Quest Log, Recipes, & Item Info windows. More windows may be added in the future
  • New setting "Popups Text Size" affects the font size of the Summon Item, Split Stack, & Informational Popups
  • You can now ctrl-click on an item to view More Info about it
  • Slightly adjust text of the Word of Power popup
  • Slight changes to some of the windows, to make them look better and be easier to read
  • New setting, "Use Reflections", turns reflections on or off. Find it in Settings > Graphics > Advanced > Lighting & Shadows

Weather Witching Changes


Ability Changes


  • Summon Doomstorm: chance to consume necromancy dust reduced from 33% to 10%
  • Tsunami: Base Damage significantly increased (e.g. Tsunami 6 from 741 to 1007). Some treasure effects adjusted as a result of this formula change
  • Deluge: Base Damage significantly increased (e.g. Deluge 9 from 578 to 882). Some treasure effects adjusted as a result of this formula change
  • Summon Tornado: works in water
  • At level 50, weather witches gain a lore recipe to determine the current weather in all outdoor areas

Treasure Changes


  • "Tsunami Damage +116, Targets also take +20% damage from sentient weather phenomena for 30 seconds" => ... take +30% damage
  • "Tsunami deals +469 Nature damage over 7 seconds" => +560
  • "Tsunami Damage +179, Every other casting resets the timer on Summon Tornado (so it can be used again immediately)" => "Tsunami Damage +252, ..."
  • "Deluge deals +102 damage on contact and increases the target's Poison Vulnerability and Electricity Vulnerability +15% for 30 seconds (non-stacking)" => +18%
  • "Dampen deals Cold damage and debuffs the target so that it takes +90 damage from future Cold attacks for 10 seconds" => ...takes +12.5% damage from future Cold attacks
  • "Dampen debuffs the target so that it takes +90 damage from future Nature attacks for 10 seconds" => ...takes +12.5% damage from future Nature attacks
  • (Head, Chest) "Shocking Grasp Damage +114. Every other use has a 25% chance to stun the target" => "Shocking Grasp Damage +95. Shocking Grasp has a 100% chance to stun the target"
  • this treasure effect is now only available on Head-slot equipment. Chest-slot items that have this effect have become Legacy Items. You can use Transmutation to remove this treasure effect and make the item "un-Legacy", or speak with the Legacy Item Helper golem in Serbule to get a randomized replacement item
  • new: (Head): "When you use Summon Tornado 3 or higher, you summon a second tornado that is 2 ability-tiers weaker. In addition all summoned Tornadoes deal +15% Damage"
  • new: (Main-Hand, Ring): "Using Dampen, Lightning Bolt, Shocking Grasp, or Hailstorm while simultaneously channeling a different Weather Witching ability boosts your next attack (which is typically the channeled ability, unless it's not an attack) damage +34%"
  • new: (Chest) "Shocking Grasp Reuse Time -5.5 seconds"

Vampirism Changes


  • Dominate ability: no longer has a casting time
  • Sidebar ability "Giant Bat Form" no longer requires you to have the Vampirism skill active to cast it
  • Fixed bug that prevented rakshasa enemies from dropping blood
  • Treasure changes:
  • (Feet) "Enthrall Range +15 and Damage +138" => "Enthrall and Dominate Range +25"
  • (Feet, Necklace) "Dominate Reuse Time -10" => "Dominate Duration +10 and Reuse Time -10"
  • new: (Off Hand) "If you abort Dominate before it naturally expires, or if you use it on an Elite target, the target is stunned for 6 secs and it suffers +25% damage from all Indirect Damage sources for 30 seconds"
  • new: (Chest, Hands) "Dominate boosts its victim's Direct Damage +79% and Taunt +1000% while charmed"
  • new: (Ring) "Dominate boosts its victim's non-Rage attack damage +162% while charmed"

Animal Handling Changes


Animal Handling saw changes both to the skill itself, and to the various pets you can tame.

Ability Changes


  • Ability Clever Trick is now marked as a Survival Utility ability, which allows some buffs to apply to it
  • Changed the level that you get "Sic 'Em" from 9 to 3. Changed the level that you get "Feed Pet" from 3 to 4. Since newly-trained Animal Handlers are automatically raised to level 3, this means Animal Handlers will always have an offensive combat ability they can put on their bar. (You need to use an Animal Handling ability at least once per minute to earn Animal Handling XP, but previously newbies only had "Feed Pet" available at level 3, and it wasn't intuitive that they needed to feed their pet before battle to earn XP.)
  • Ability "That'll Do" no longer has a casting time. Reset time is 15s instead of 30s
  • Added a new ability "Mark Target". This ability will eventually be trained by an NPC in Statehelm, but in the short term it can be learned from Crelpin in the Fae Realm.

Treasure Changes


  • (Chest) "Direct Cold Damage +20% when Animal Handling skill active" => "Direct Cold Damage and Direct Darkness Damage +20% when Animal Handling skill active"
  • (Head) "Direct Electricity Damage +20% when Animal Handling skill active" => "Direct Electricity Damage and Fire Damage +20% when Animal Handling skill active"
  • (Hands) "Direct Piercing Damage +20% when Animal Handling skill active" => "Direct Piercing Damage and Direct Slashing Damage +20% when Animal Handling skill active"
  • (Head, Main Hand) "Animal Handling pets' Sic 'Em abilities taunt +1500" => +2000
  • (Legs, Main Hand) "Animal Handling pets deal +20% damage when they critically hit" => +50%
  • (Legs, Necklace) "Animal Handling pets taunt as if they did +200% additional damage" => +400%
  • (Chest, Ring) "Animal Handling pets taunt their opponents 40% less" => 57% less
  • (Necklace, Ring) "Animal Handling pets' damage-over-time effects (if any) deal +162% damage per tick" => +200%
  • (Legs, OffHand) "Animal Handling pets recover +21 Armor every five seconds (whether in combat or not)" => "Animal Handling pets have +11% Max Armor, and every second they recover Armor equal to 2% of their Max Armor"
  • (Hands, MainHand) "Animal Handling pets' Clever Trick abilities deal +24% damage" => +27%
  • (OffHand, Ring) "Animal Handling pets' basic attacks deal +15% damage" => +26%
  • (Main Hand, Necklace, Legs) "For 19 seconds after using Clever Trick, pets' basic attacks have a 15% chance to deal double damage" => 30% chance. Also fixed bug that caused high tiers of this effect to only last as long as the lower tiers.
  • (Legs, MainHand) "Animal Handling pets' healing abilities, if any, restore +53% health" => +73%
  • new: (Chest, Ring) "Mark Weakness Damage +193"
  • new: (Main Hand, Feet) "Mark Weakness Damage +75%"
  • new: (Hands) "When Mark Weakness is used on a target that has less than 33% of their max Rage, it triggers again, targeting an enemy within 8 meters of the first (using Mark Weakness 9)"
  • new (Off-Hand) "Mark Weakness further increases target's Pet Vulnerability +16%. Reuse time -4 seconds."
  • new (Necklace, Legs) "Mark Weakness causes your next attack to deal +182 damage if it is a Psychic attack"
  • new (Head) "Psychic Damage +18% while Animal Handling skill active; Crushing Damage +18% while Animal Handling skill active"

Dev Commentary


Notes on a weird treasure effect: "For X seconds after using Clever Trick, pets' basic attacks have a X% chance to deal double damage":
  • Note that some pets have better inherent Basic Attack damage than others. Pets that aren't damage-focused, including most Bears and some Rats, have better Basic Attacks than damage-centric pets such as Cats. (This is because the cats' damage bonuses are applied elsewhere, usually to their Sic 'Em and/or Clever Trick attacks.) So Basic Attack-boosting treasure is a way to improve the damage of less damage-focused pets.
  • If you equip multiple copies of this effect, the percentage-chances aren't added together; instead each is rolled separately. If you have two copies equipped and they both trigger on the same attack, the pet would deal 400% more damage than normal.
  • If you use these treasure effects, it's recommended that you also use the effects that boost pets' Basic Attack Damage!
  • Also consider the treasure effects that boost pets' Critical Hit Damage. Most pets have about a 10% Critical Hit Chance with all their attacks. (Chance is based on the pet's Enthusiasm.) When their Basic Attacks crit, the crit damage is also doubled, which can stack with this effect.
  • Typical builds that use this effect only use one or two copies of it (because other treasure effects are more important). Three copies are available to provide build flexibility

Animal Handling Pet Ability Changes


Animal Handling pets have three abilities: a basic attack, a Sic 'Em attack, and a Clever Trick. (You can examine your pet to see what abilities it uses.) We've revised most of the Sic 'Em and Clever Trick abilities as follows:
  • Bear Taunt: is now an 8m Burst attack. High-level versions of Bear Taunt have a percentage-based taunt bonus instead of a flat bonus
  • Bear Stun: is now an 8m Burst attack
  • Bear Ultra: is now an 8m Burst attack. Base damage is higher
  • Bear Warmth: self-taunt buff is now percentage-based instead of a small flat amount
  • Bear Self-Heal: restores same amount of health, plus restores even more armor
  • Bee Inject: increased damage over time (by more than double at higher-level tiers)
  • Bee Poison Vuln: lasts 30 seconds instead of 15; range increased to 40m
  • Wasp Blast: damage increased; ranged increased to 40m
  • Wasp Ranged Slow: damage significantly increased; range increased to 40m
  • Wasp Ranged Debuff: damage increased; range increased to 40m
  • Wasp Burst Pierce: damage increased
  • Big Cat Kill: now an 8m Burst slashing attack
  • Big Cat Ultra-Kill: deals more damage; deals its full damage directly to both Health and Armor (doubling effective damage and bypassing armor mitigation)
  • Big Cat Root: now a Burst 8m effect
  • Raking Claw (Slashing Debuff): now a Burst 8m effect; debuff lasts longer
  • Big Cat Heal: retains its instant heal and also has a heal-over-time effect that restores twice as much (total) health over 10 seconds
  • Grimalkin Puncture: bleed damage dramatically increased
  • Grimalkin Flee: added massive built in taunt plus an increased temp-taunt to more reliably pull target away
  • Rat De-Rage: base damage is higher
  • Rat Heal: now is a 20m burst heal that targets the pet, owner, and any other allies
  • Rat Poison Vuln: now a 8m burst attack
  • Rat Burn: fire DoT damage dramatically increased

Other Pet Changes


Almost all Animal Handling pets had some changes to (hopefully) improve their utility in their intended role. The biggest changes are to their abilities as listed above. Pets also may have received Max Armor, Max Health, or damage changes. Those changes are too numerous and minor to be listed here (sorry), but below are changes that are more dramatic than just stat-changes:
  • Bees with melee poison attacks now deal Poison damage-over-time with every basic attack (with shorter and weaker effect than their special move, but scaling at all levels)
  • Chopjaw's regeneration has been reduced. Previously it regenerated 361 health per second at level 100. This was a bug; it was using monster-regen instead of pet-regen. Chopjaw now recovers 15% of its Max Health every second, which by default is 89 health/sec at level 100. This value can be buffed by using equipment or abilities that boost the pet's Max Health.
  • Freeze Wasps' basic attack is now ranged
  • Shooty wasps now have all ranged attacks (some had melee-range basic attacks)
  • Grottofang has nature resistance instead of cold resistance

Everything Else


  • revised pet AI logic for "Aggressive" and "Aggressive Seeker" pets so that they attack a nearby enemy immediately upon existing, even if their owner is not in combat. Previously they could not detect foes that weren't actively in combat with themselves or their owner.
  • To help players adjust to the skill changes in this update, the following skills will have discounted Transmutation costs through April: Weather Witching, Animal Handling
  • The Serbule Community Chest is now known as the Serbule Dynamic Safebox. The name has changed, but everything else is the same.
  • Elven Lily, Red Rose, & Cedar Wood are now a bit more abundant, and each now spawns somewhere in the world
  • Game now specifies that Denton Razor likes "Elvish" jewelry
  • Upgrade fat dropped by Vidarian Hogs
  • The footpath in Vidaria no longer counts as being in water
  • Vidaria Orc Invasion event now shows up on the map
  • Add a note to a strange panel in Vidaria to denote that it doesn't do anything yet
  • more locations are accessible via teleportation coordinates
  • Elite and Boss monsters have increased Critical-Hit Chance (from a flat 5% chance to up to 8% for some epic bosses)
  • fix bug that allowed Battle Chemistry mutations to stay on pets even when the caster stopped using the Battle Chemistry skill
  • fix bugs that caused you to lose/gain Body Heat, Flight Power, Breath, Radiation, Cleanliness, Peaceableness, and Hydration while the client was still loading a new area
  • Fix Eltibule and Vidaria trees not providing shade for vampires
  • Fix for Corey the Croaker not actually providing a hangout
  • Fix Makara's dialogue not progressing
  • you can now train Corpse Talking if you have either Necromancy 20 or Shamanic Infusion 20
  • monsters who hunt by scent no longer track dead players
  • fixed certain abilities such as Castigate that could not be used in water unless you were standing on the bottom of the lake or pool


[ 2025-03-26 17:25:09 CET ] [ Original post ]




GO ON AN ADVENTURE

Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) featuring an immersive experience that allows the player to forge their own path through exploration and discovery. We don't guide you through a world on rails, and as a result, there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill-based leveling system that bucks the current trend of pre-determined classes, allowing the player to combine skills in order to create a truly unique playing experience.

AN IMMERSIVE WORLD

When you play Project: Gorgon, we want you to feel as if you’re immersed in a whole new virtual world. Rather than trying to manage this with just graphics and excessive backstory, we’ve designed the game with dozens of gameplay features that make you feel like you’re really there interacting with the world, such as:

  • Each non-player (NPC) you meet has their own goals and interest, and reward players that choose to be their friend.
  • You can drop items on the ground, and other players can pick them up. What’s so great about that? Imagine laying down a trail of literal (virtual) breadcrumbs to guide your friends (or lure your enemies) into the woods.
  • Shopkeepers keep inventory, so you can buy items that other players have sold to them. Want to help out new players? Sell your cast-off items to the shopkeeper in the new player zone and watch the new players go to town.
  • If you are on fire, you can jump into a lake to put it out. This type of mechanic can have a subtle effect on your strategies, especially when you are fighting a fire mage!
  • You can inscribe messages onto items, write books, and even leave notes for other players. Make your name as an in-game poet, or pronounce your greatness to the world!

UNIQUE EXPERIENCES

In Project: Gorgon you kill monsters - a lot of them - and you take their loot. In order to keep the experience fun and interesting, we’ve developed unique combat experiences to keep the fights feeling fresh. The loot is randomly generated, monsters have unique abilities, and dungeons have puzzles, traps, and terrifying bosses! The combat skills are entirely free-form. You can learn as many combat skills as you want, and use any two of them at the same time to create your own personal “class.” Project: Gorgon features dozens to choose from, including:

  • Battle Chemistry: Create huge explosions, inject yourself with mysterious mutagens or program a pet golem!
  • Unarmed Combat: Grapple and control enemies using a situational-aware combo system that varies based on where you are and what day it is.
  • Animal Handling: Tame animals and train them to become ferocious fighters. Then breed your best and sell their offspring to other players.
  • Necromancy: Seek out corpses and graveyards to raise an undead army. No graveyard around? Well, there are always the corpses of your friends.
  • Cow: Got turned into a cow by that boss? That sucks. But learn some kicks and how to stampede, and you'll be right back out there kicking grass in no time!
  • That’s just a few! There’s also Sword Fighting, Combat Psychology, Staff Fighting, Sigil Scripting, Mentalism, and more.

Player Choices are important in Project: Gorgon. You can learn as many skills as you want, but sometimes power comes with downsides. You can become infected with lycanthropy and gain access to very powerful skill sets. As a lycanthrope, you are able to roam the world in a pack or as a lone wolf; however, when there is a full moon (which is tied to the real world lunar calendar) you are stuck in your beast form. There’s no cure for lycanthropy.

You can become a Druid - which will give you great power, but you have to vow to drop everything when there’s an emergency involving nature. It could be a forest fire, a monster invasion or even a pesky insect. Nature never lets you ignore your duties, ever.

New opportunists come open, but others will be closed. Can you bear heavy burdens in exchange for greater power?

JOIN THE COMMUNITY

The community is a critical aspect of Project: Gorgon. We strive to maintain a strong, engaged community, supporting our players through:

  • Live Events with a focus on story.
  • Mechanisms For player-created quest content.
  • Player housing (limited and instanced).
  • Player-managed shops and vendor stalls.
  • In-game communication tools like bulletin boards.
  • Bookshelves where you can write and submit your own books and stories (and players can vote on their favorites).

HELP DEFINE THE GAME

During our beta ("early access") period, your feedback helps improve the game, from small things like bug-reports to large things like new skill suggestions, monster ideas, and more! We've already used hundreds of player-provided suggestions during our alpha period, and we'll use even more suggestions during beta as we get into the down-and-dirty details of combat, crafting, and exploration.

MINIMAL SETUP
  • OS: Ubuntu 18.04
  • Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHzMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 4000 Integrated GraphicsNetwork: Broadband Internet connection
  • Storage: 10 GB available space
RECOMMENDED SETUP
  • OS: Ubuntu 18.04
  • Processor: Quad Core Processor 2.4GHz or fasterMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: AMD Radeon R9 / NVIDIA GeForce GTX 1070Network: Broadband Internet connection
  • Storage: 10 GB available space

GAMEBILLET

[ 6078 ]

12.44$ (17%)
49.77$ (17%)
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12.59$ (16%)
26.34$ (12%)
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13.02$ (13%)
24.86$ (17%)
12.42$ (17%)
12.59$ (16%)
GAMERSGATE

[ 1321 ]

2.13$ (79%)
1.45$ (91%)
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1.28$ (91%)
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1.58$ (77%)
7.73$ (45%)
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1.58$ (77%)
8.1$ (73%)
0.58$ (92%)
5.31$ (79%)
MacGamestore

[ 4049 ]

14.29$ (76%)
17.99$ (10%)
1.10$ (93%)
1.28$ (87%)
2.98$ (90%)
2.89$ (86%)
27.49$ (8%)
3.49$ (88%)
43.99$ (27%)
0.99$ (90%)
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49.99$ (17%)
17.49$ (12%)
51.49$ (26%)
1.19$ (88%)
42.49$ (15%)
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2.99$ (75%)
21.99$ (27%)
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3.99$ (73%)
1.49$ (85%)
1.19$ (88%)
1.29$ (91%)
26.99$ (10%)
1.99$ (80%)
25.99$ (13%)
1.99$ (90%)
15.99$ (20%)

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