
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!
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.
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).
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.
Update Notes: October 22, 2025
This is a minor update to start the Zhia Lian Celebration. Zhia is waiting impatiently for you to log in so that she can communicate with you.\n\nThis update also has bugfixes including some important stability improvements. Finally, it includes a bunch of nerfs because we want to get all the nerfs out of the way before launching new systems in Statehelm (Very Soon (TM)). Even more finally, it includes a revision to monster looting rules.\n\n
Boss Monster Loot Changes
\nMost named \"boss\" monsters have a 3 hour \"loot timer\", meaning that if you kill the monster again within 3 hours, you get much lower-quality loot. In this update we\'re expanding the timer to also change how loot permissions work.\n\nAttacks by a player that has already looted the monster recently no longer \"group-lock\" the monster to that player\'s hunting group. (Other players in the hunting group can still lock the monster by attacking, provided they haven\'t looted it recently.)\n\nIn cases where the monster dies without any group locking it, the old behavior was that the person who did the most damage gets first dibs on loot. That\'s still the rule, but with the extra caveat that players who have already looted the monster recently are never chosen over players who haven\'t.\n\nThe intent of this rule is to reduce friction in places where multiple groups are hunting the same boss monster. It\'s still \"first come first served\" for groups who haven\'t killed it yet, but hopefully this will prevent the same group from needlessly re-tagging the boss. This change also makes it safe for players to stick around and help later groups kill the boss without danger of screwing up looting permissions. \n\nBug Fixes
- \n
- More fixes for audio panel related to in-game voice chat features\n
- graphical performance improvements mainly to help users with low-end graphics cards\n
- Reinstall the out-of-bounds barrier in Serbule\n
- Adjust sunlight brightness in multiple areas\n
- Fix bug preventing the following augment from dropping: \"Look At My Hammer causes your next ability to deal double direct damage\"\n
- Fix \"Word of Power: Elemental Immunity\"\n
- Reduce visual clutter of trees in Kur Mountains\n
- Fix bug causing item rafflers to permanently affect your deployed count when they disappear before being configured\n
- Pulse of Life no longer deals damage to the target\n
- bugfix: loot generation: Sword skill is now compatible with Druid skill\n
- Upgrade Unity version to fix a Unity exploit\n
- A new \"bad network\" icon is displayed in the effect bar when your connection to the server is poor enough to impact gameplay. The intent is to give players more info about what\'s going on when weird things are happening. This in turn can help us understand reported issues\n
- fix issues with pet follow logic, especially when their master is flying or standing in inaccessible locations\n
- Portal Summoning Device - Nightmare Caves now drops you at the true beginning of the Nightmare Caves\n
- Beginners Buttermilk and Black Soup are now stackable to 5 (previously 1)\n
Nerfs!
\nWe\'ve nerfed some systems and treasure effects that are too problematic to work around. Nerfs are always cases where we the devs messed up we couldn\'t find a fix aside from nerfing. I apologize for these mistakes and the impact they\'ll have on you. The bright side is that the nerfs below are all the planned nerfs prior to the game leaving Early Access.\n\nNerfs In the Future?
\nIn the past couple of years of development, we\'ve settled onto a pattern of only nerfing things after observing their impact on the game for a long time -- at least six months. This has the upside of showing us that most things we initially want to nerf don\'t really need nerfing. But the downside is that when we do end up nerfing things, they\'ve been in the game a long time and are commonly used.\n\nGoing forward the plan is to have six-month \"Nerf Updates\". These biannual updates will include any necessary nerfs. These updates will also be when we make major changes to combat skills, ones that require players to revise their characters. The hope is that by bundling big changes into these semi-annual updates we can provide more predictability and less FUD.\n\nChanges to \"When X Skill Active\" Treasure
\nWhen a treasure effect says that it buffs an attribute while a particular skill is active, that previously just meant that the skill was one of your two active combat skills. In this update, \"active\" also means \"usable\":- \n
- Warden gear requires you to be in an animal form\n
- animal-form combat skill gear requires you to be in that specific animal form\n
- gear for a weapon skill requires you to be wielding that weapon\n
- gear for Priest and Necromancy check that there aren\'t any disallowed items equipped\n
Psychology
- \n
- Psychology treasure effect: (Hands, Feet) - \"Mock deals +125% damage, taunts +500, and hits all targets within 20 meters, but reuse timer is +1.5 seconds\" => \"Mock hits all enemies within 20 meters and taunts +1000, but damage is halved and reuse timer is +1.5 seconds\"\n
- This effect was previously available on Hands and Feet; it is now only available on Hands. Feet-slot items that have this effect have become Legacy items. You can use Transmutation to remove this effect and un-Legacy-ify the item. Alternatively you can visit the Legacy Item Helper golem in Serbule for a random replacement item.\n
- New psychology power: (Feet): \"Bonus Taunt to All Attacks +2180 while Psychology skill active\"\n
Crossbow
- \n
- Crossbow treasure effect: (MainHand, OffHand, Ring): \"Crossbow Ability Reuse Time -12 seconds\" => \"Crossbow Ability Reuse Time -5.75 seconds and Damage +240\" \n
Changes to \'Teleport Alts\'
- \n
- if a player uses Elmetaph\'s newbie quest to teleport to a spot deep inside the dungeon, their bind point is now at the entrance to that dungeon. (This mostly affects spots deep inside Errruka\'s Cave.)\n
Rebalance to Foretold Item Boosts
\nWe\'re also going to refactor the potency of Foretold/Mastercrafted specific boost recipes. This change was planned for this update, but we\'ve postponed it because we found a way to implement it that is less obtrusive and annoying -- we\'ll be able to just alter the items in-place. This will happen in the next update.\n\nComing Soon...
\nWe\'re working furiously on a bunch of big updates that will arrive in the coming weeks, including a major character-art revision. Next week we\'ll have a way for you to help us test those changes before they go live. Stay tuned for more info, and happy Halloween.[ 2025-10-22 22:57:40 CET ] [Original Post]
Minimum 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
- Graphics: AMD Radeon R9 / NVIDIA GeForce GTX 1070Network: Broadband Internet connection
- Storage: 10 GB available space
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