
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: January 15, 2026
New treasure: (Main Hand): \"Flamestrike deals +200 Fire damage and roots the target for 7 seconds. Reuse timer is -8 seconds\"\n New treasure: (Necklace): \"Fire abilities deal +63% direct damage if cast while you are channeling a Priest ability\"\n New treasure: (Hands): \"Indirect Psychic Damage and Indirect Fire Damage +40% while Priest skill active\"\n additional minor treasure effect stat improvements\n [/list]\n New Ability: \"Call For Backup\" summons a crowd-controlling and damage-dealing pet. Trained by Sugar in the Warden cave. New treasure effects added to enhance its effectiveness\n New treasure effect: (Hands) \"Lethal Force deals +335 damage. Damage type becomes Fire\"\n New treasure effect: (Ring) \"Warning Jolt taunts +500 and causes the target to suffer +10.5% damage from future Electricity attacks for 15 seconds\"\n [/list]\n
This update ends the holiday event. We also had a bunch of other fixes and changes ready to go, so they\'re included here. (Some of the skill-rebalancing stuff may not make have its full synergistic potential until the release of Statehelm later this month, but most of it will be pretty obvious.) Plus new foliage in low-level zones, especially Eltibule. Plus plus: the much-requested \"stack size 100\" change!\n\n
Priest Changes
\nPriest has always had killer group-support tools, but some of its tricks -- especially its offensive tools -- had fallen way behind the curve and needed some \"modernizing\". As usual, it\'s possible we \"over-modernized\" in our enthusiasm; we\'ll have to wait and see! (We\'ll do a general balance check, including any 100%-necessary nerfs, about six months after launch.) Please explore and see what you can do with these new changes.\n\nAbility Changes:
- \n
- Ability Corrupt Hate: reuse time is 20 seconds instead of 30 seconds. Treasure effects recalibrated\n
- Ability Triage: instead of only restoring Health, Triage restores \"Health or Armor when Health is full\"\n
- Ability Invigorate: base reuse time is 30 seconds (from 45 seconds). In addition to restoring X Power and Y Armor, it also restores Y \"Health or Armor if Health is full\"\n
Treasure Changes:
- \n
- (Head) \"Admonish boosts your Priest Damage +20 for 10 seconds (this effect does not stack with itself)\" => \"Admonish boosts your Priest Damage +20 for 60 seconds\" [and does stack with itself]\n
- (Chest, OffHand) \"When Castigate is used on an undead target, it has a 25% chance to deal +380 damage and stun the target\" => \"Castigate has a 25% chance to deal +380 damage and stun the target\"\n
- (Legs, OffHand) \"For 30 seconds after casting Exhilarate on a target, additional Exhilarates on the same target restore +53 Health\" => Lasts 60 seconds instead of 30\n
- (Hands, Feet) \"Exhilarate restores 100 Armor over 8 seconds\" => 164 Armor over 8 seconds\n
- (Feet, Necklace) \"Flamestrike deals 500 Fire damage over 10 seconds\" => \"... and Reuse timer is -10 seconds\"\n
- (Hands, OffHand) \"Corrupt Hate causes the target to deal X Psychic damage to themselves the next time they use a Rage attack\" => \"Corrupt Hate causes the target to deal X Psychic damage to themselves when they use a Rage attack\"\n
- (Legs, OffHand) \"Remedy costs -29 Power to cast, its reuse timer is -1 second, and it has a 47% chance to mend a broken bone in the target\" => \"Remedy reuse timer is -4 seconds and it has a 47% chance to mend a broken bone in the target\"\n
- (Chest) \"Triage costs no Power to cast and restores +66 Health, but takes +1 second to channel\" => \"Triage costs no Power to cast and restores +66 Health\"\n
- (Legs, Feet) \"Triage restores 100 Health over 15 seconds\" => 140 Health over 15 seconds\n
- (Head, Hands) \"Invigorate Healing +112\" => \"Invigorate restores +132 Health (or Armor if Health is full)\"\n
- (MainHand, Chest) \"Exhilarate Healing +59\" => \"Exhilarate restores +59 Health and hastens the current reuse timer of Invigorate -12 seconds\"\n
- (MainHand, OffHand) \"Relentless Hope Armor Healing +130\" => \"... and Reuse Time -3 seconds\"\n
- (Necklace, Ring) \"Relentless Hope Healing +93\" => \"... and Reuse Time -3 seconds\"\n
- (Hands, Feet) \"Relentless Hope Power Restoration +84\" => \"... and Reuse Time -3 seconds\"\n
- (Head, Legs) \"Corrupt Hate Damage +241\" => \"... and Reuse Time -3 seconds\"\n
- (Chest, MainHand) \"Corrupt Hate Damage +92%\" => \"... and Reuse Time -3 seconds\"\n
- (OffHand, Hand) \"Corrupt Hate causes the target to suffer 480 Psychic damage the next time they use a Rage Attack\" => \"Corrupt Hate causes target to suffer 480 Psychic damage whenever they use a Rage Attack. Corrupt Hate Reuse Time -3 seconds\"\n
- (Legs, Necklace) \"Give Warmth restores 99 Health and +26 Body Heat\" => \"Give Warmth restores 390 Health and 100 Body Heat over 60 seconds\"\n
- (Hands, MainHand) \"Give Warmth causes the target\'s next attack to deal +247 damage if it is a Fire attack\" => \"Give Warmth boosts the target\'s direct Fire damage +10.5% for 60 seconds\"\n
- (Ring) \"Admonish makes the target 12% more vulnerable to Psychic damage for 10 seconds (this effect does not stack with itself)\" => for 20 seconds\n
- (Feet, MainHand) \"Righteous Flame deals +335 Fire damage over 10 seconds\" => \"... and Reuse Time -1 second\"\n
- New treasure: (Head): \"Flamestrike deals +112 direct damage. When you have Flamestrike on your ability bar and you\'re injured by an enemy attack, that enemy is struck by Flamestrike 10. The cooldown on this effect is the same as your reuse time for Flamestrike.\"\n
- New treasure: (Ring): \"Flamestrike deals +24% direct damage. When you have Flamestrike on your ability bar and you\'re injured by an enemy attack, that enemy is struck by Flamestrike 10. The cooldown on this effect is the same as your reuse time for Flamestrike.\"[list]\n
- Dev note: currently if you have both of these, the first enemy that attacks you gets two Flamestrikes to the face instantaneously. This is fun, but visually kind of confusing, and may not be optimal usage. And is an insane amount of damage. In the future we may change these so that the second copy of the effect triggers on the second attack you receive.\n
Warden Changes
- \nJust some balancing touch-ups here. Since there is very little acid synergy available to most animals, the inherent potency of Aggression Deterrent was significantly incresaed. \nWe\'ve also added a new Warden ability to help round out the skill\'s versatility.\n
- Ability Aggression Deterrent: ability now costs more Power to cast and deals simultaneous health and armor damage. [list]\n
- Related treasure effect stats revised. Note that while some treasure stats were lowered, this change is overall a large buff to the ability\n
- \n
Other Skill Changes
- \n
- Most Spirit Fox treasure effects were improved numerically a bit. A new Spirit Fox ability can be found from loot scrolls (!)\n
- Fixed bug with Hammer treasure effect \"Latent Charge direct damage becomes Electricity and deals +X direct damage. In addition, the target takes a second full blast of delayed Electricity damage after a 4-second delay\". Bug was that the \"second full blast of damage\" was only dealing 1 damage\n
- Gain synergy bonus levels in Giant Bat by reaching Vampire 25, Vampire 75, Vampire 100, Warden 40, Warden 80\n
- Gain synergy bonus levels in Hammer by reaching Toolcrafting 60, Toolcrafting 80, Blacksmithing 60, Blacksmithing 80, Armorsmithing 60, Armorsmithing 80\n
- Gain synergy bonus levels in Spider by reaching Unarmed 60, Nature Appreciation 45, Survival Instincts 65, Interpretive Dance 65, Shamanic Infusion 37\n
- Gain synergy bonus levels in Shield by reaching Armor Patching 85, Armorsmithing 85\n
- Gain synergy bonus levels in Cow by reaching Nature Appreciation 85, Survival Instincts 70, Ruminant Anatomy 37, Saddlery 15\n
- Gain synergy bonus levels in Staff by reaching Carpentry 70, Unarmed 95, Calligraphy 65, Psychology 85, Whittling 50\n
- Gain synergy bonus levels in Deer by reaching Gardening 80, Nature Appreciation 95, Survival Instincts 85, Warden 85\n
- Gain synergy bonus levels in Archery by reaching Bowyery 75, Fletching 75\n
- Gain synergy bonus levels in Fairy Magic by reaching [redacted] 25, Weather Witching 70, Candlemaking 42\n
- Gain synergy bonus levels in Crossbow by reaching Bowyery 85, Endurance 85\n
- Gain synergy bonus levels in Vampirism by reaching Weather Witching 85, Giant Bat 100\n
- Bugfix: abilities Yetiskin/Yetiskin 2 were restoring much more armor than intended, and have been for a while now (due to a spreadsheet copy-paste bug.) Changed from 325/350 armor restoration to 150/200. (This is still significantly higher than the original values, but we like that they remain useful for a longer level range this way)\n
- Ability Armor Patching 10 requires a new tier of patching kit, and restores 25 more Armor than before. Temporarily the recipe for the new kit can be learned from Pitre Ferrence\n
- Armor Patching Kit consumption rate reduced for some tiers of the ability\n
- Denton Razor has raised his price to train Archery Level 81-90 from 150 Vidaria Renown to 250. He is also now willing to take cash as alternate payment.\n
- Bugfix: Magma Spheres correctly behave as sentient weather phenomena\n
Character Creator v2 Tweaks
- \n
- New v2 character slider: Eyeball Height. Controls the height of the eyeball/pupil inside the socket\n
- Better handling of lower face bones when a beard is present (v2 models only)\n
- Improve look of eyebrows\n
- Remove color grading from character creation, so the colors you see while building are more accurate (though they can be graded in specific zones still)\n
- Adjust hag materials\n
Everything Else
- \n
- Items with a max stack size of 99 now stack to 100. Items with max stack size of 199 stack to 200\n
- Continued environmental changes in lower-level zones\n
- Hiding the UI no longer removes mouse controls\n
- Fix player nameplates showing when they shouldn\'t\n
- Fix bug causing the transmutation window to sometimes show the wrong tier of a mod, specifically when there are multiple tiers with the same level range\n
- Mounts are no longer allowed in Tapestry Inn and surrounding buildings\n
- Adjust wall colliders in Carpal Tunnel to prevent monsters getting stuck\n
- Remove rock that was embedded in a signpost in Ilmari\n
- Reduce brightness of the stock weapon-hit particle effect\n
- Fix some animation bugs around performance animations not stopping properly\n
- Wands are now sheathed at your hip instead of on your back\n
- New setting to disable increased screen brightness due to beneficial nightvision effects, such as Echolocation: Graphics > Post-Processing > Disable Brightness Effects\n
- \"Poor\" and \"Bad\" graphics settings force lower-res mipmaps than before (therefore using less video RAM)\n
- Bugfix: Sharpened effects are no longer part of transmutation\n
- Properly show sharpened effects in the item tooltip UI\n
- Reduce wind in Serbule and Serbule Hills\n
- Bugfix: some mushrooms on the newbie island were difficult to click on\n
- The quest \"Ur-Bacon\" no longer consumes the recipe scroll\n
- New setting: Controls > Advanced > Horizontal Camera Offset. Moves the camera left/right so your character is no longer centered. Particularly useful when using the Action mode camera\n
- Removed option for buying money sacks with guild credits\n
- Reduced material requirements for the Bird Feed recipe\n
- Added Bowyery to the Crafting Caravan event\n
- New upcoming feature for VIP users: when there is more than one game server, your character\'s names will be automatically reserved on the new server\n
- Add maps back to Fungal Fortress\n
- F1 now lets you inspect yourself again\n
- Fix flitterbies - you can pick them up again!\n
- Remove erroneous Simultaneous Breeding Attempts from the Genetics skill level-up list\n
- Fix typo in an error messaging requesting that you \"benulloutdoors\" for certain things\n
- Fix for NPCs getting stuck inside tents in Povus Caves\n
- Treants no longer remain in their stunned animation until death\n
- Jurl & Fitz now have their very own icons on the map\n
[ 2026-01-15 07:11:40 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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