Golem Gates blends elements of real-time strategy (RTS) and card battle. Collect cards (called Glyphs) containing your forces and powers. Strategically weave them into a deck to prepare for battle, then unleash them in streamlined, fast-paced battles.
All Reviews:
Positive (19) - 89% of the 19 user reviews for this game are positive.
Release Date:
Dec 7, 2017

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“With almost 100 Glyphs, there are a lot of combinations and strategies. Although we've done a lot of balancing work already, we know the community will discover things we hadn't considered. By releasing the multiplayer-capable aspects of the game early the community can give the feedback and ideas we need to make the game the most fun and balanced it can be. We also need to prove out the online matchmaking systems and the additional players will allow us to do that.”

Approximately how long will this game be in Early Access?

“We plan to ship Golem Gates at the end of March 2018. We feel confident in that date, but if it were to change for any reason, we'll let the community know immediately. We understand the concern about games lingering in Early Access forever and that's not us.”

How is the full version planned to differ from the Early Access version?

“The remainder of the single player campaign will be added on the full release. The remaining Survival maps and additional Trials will be added later during Early Access. We also plan to add cosmetic upgrades to many of the unit and building Glyphs that can be earned in game.”

What is the current state of the Early Access version?

“All Glyphs that we plan to ship are available to earn in the game. Competitive multiplayer is fully functional - local matches against bots, multiplayer quickmatch, and custom matches with configurable game settings. Survival (single and two player co-op) is also available but with only three maps. The first act of the campaign is available and a portion of the challenges in Trials mode.”

Will the game be priced differently during and after Early Access?

“The price will slightly increase as we get close to the full release.”

How are you planning on involving the Community in your development process?

“We will be closely reading and reacting to feedback, particularly balancing and multiplayer matchmaking. We want to hear about your decks and your strategies. What worked? What SHOULD work? What Glyphs feel too strong, too weak, or just right?”
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Recent updates View all (7)

February 9

Update Notes 2/9/2018

New Features
  • Added the ability to invite friends from within the game by clicking on the + button in the top right, on the Survival player list, or by selecting Invite from the Custom Match player options.
  • Added achievements for Campaign and Trials completion.
    • Achievements already earned will be granted retroactively on starting the game.

  • Improved bot usage of timed buffs to apply them when its forces are closer to combat.
  • Improved bot behavior when it is low on units.
  • Made some improvements to bot deckbuilding.
  • Adjusted the AI for using Artillery (both bot controlled and the "Auto" setting for humans) so that when the player controls multiple copies, they don't all fire simultaneously.
  • Added an additional event to Chapter 5 to make things more interesting.
  • Fixed a rare issue where bots could get stuck attempting to place a Glyph in an invalid location.
  • Fixed a bug in Chapter 1 where sometimes the Gate would stop creating units.
  • Fixed the Spider King sometimes not obtaining the correct amount of health when minions are sacrificed.
  • Fixed extra Scriveners spawned via Glyphs that add additional squad members not properly activating their summon ability.
  • The Mimic can no longer clone units that do not have a basic attack, since it doesn't copy specials and that therefore would leave it unable to do anything useful.
  • Squad bar positions, control groups, and saved camera positions are now properly saved in savegames.
  • Fixed a bug when playing Colossus in multiplayer where sometimes a player would get red placement indicators within the shielded area even though Glyphs can be used there because that player controls the shield.

Balance Changes
  • Destroyer: Health increased from 1200 to 1300.
  • Dispel Area: Cost decreased from 80 to 70.
  • Dispel Trap: Cost decreased from 50 to 40.
  • Explosive Mine: Cost decreased from 100 to 90.
  • Poison Trap: Cost decreased from 150 to 130.
2 comments Read more

January 31

Content Update 1/31/2018

Our first major content update for Early Access is here! The first part of the campaign and additional single player content accompanies a host of improvements.

New Content and Features
  • Added Book 1 of the campaign mode featuring 5 missions.
    • Campaign missions support in-mission save and load.
    • Two of the heroes are available to be unlocked in the current missions. If you also unlock the achievement, you will receive an alternate art version.
  • Added Trials mode with 10 trials. Trials are set game scenarios with special rules.
    • Trials have set rewards. Any Glyphs you already own the max of will be converted to Bits when awarded so you can obtain something else.
    • A top score is recorded (completion time or point value depending on the situation) and displayed in the Trial selection screen.
    • As with the campaign, more Trials will be added as we move closer to release.
  • Added a Survival variant of the Stygian map.
  • It is now possible to save and restore camera positions during a match. (Default binds: Ctrl+Numpad 2/4/6/8 to save, Numpad 2/4/6/8 to restore)
  • There is now a short sequence at the beginning of matches where the Harbinger appears and creates the initial Projection unit, giving players a little more time to get oriented.
  • Added additional team colors for Custom Matches.

  • Higher difficulty AI are now more responsive in giving newly created squads proper orders.
  • AI now has special handling and tactics for stealth units.
  • Improved AI behavior when it has a hand full of Glyphs that aren't useful in the current situation.
  • Fixed a bug that prevented Pulse Cannons from automatically ugprading when an untargetable structure is nearby (such as the force fields in Colossus)
  • Fixed a bug that caused an unintended 62 FPS cap.
  • Fixed a bug where structures that were recently destroyed could still be selected.
  • Fixed a bug where if the Mimic cloned a unit under the effects of a control change Tech, the Mimic's controller would change as well.
  • Improved unit pathing and reach detection when moving large groups.
  • Fixed melee units ordered to attack a building that get knocked back sometimes not re-engaging.
  • When playing a solo AI match, if the human player dies, the game now ends immediately without waiting for the AI competition to resolve.
  • When an enemy Harbinger remains visible and unmoving, the UI will no longer generate a repeated ping alert and will hold off until the situation actually changes (enemy moves significantly or visibility is lost and restored)
  • Fixed a bug that caused the AI to mis-evaluate the strength of certain special units such as the Super Destroyer.
  • Fixed a UI issue where when running fullscreen with the Windows Task Bar assigned to a position other than the bottom of the screen, the cursor would be offset.
  • Fixed a bug where the game save data couldn't be accessed (load or save) when Steam is in offline mode.
  • Glyphs in the Collection are now sorted alphabetically except for new unviewed Glyphs which display first.
  • Fixed enemy units in Survival not using unit special abilities.
  • Cipher: Removed a 1 second cooldown on its basic attack that caused unintuitive behavior.
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About This Game

In a desolate land ravaged by ancient wars, you are the Harbinger, an outcast with the ability to manipulate and command nanites from ‘The Ash’– a leftover power manifesting itself in your barren world’s atmosphere. Ancient warrior machines spawn from Golem Gates while an unseen force compels you to take up arms. Wielding the power hidden within ‘The Ash’, you’ll battle the golems and unravel the mysteries surrounding their long-lost creators.

Golem Gates blends elements of real-time strategy (RTS) and card battle. Collect cards (called Glyphs) containing your forces and powers. Strategically weave them into a deck to prepare for battle, then create them on the field to defeat your enemies in fast-paced and highly tactical battles with streamlined management to keep focus on the action. Play singleplayer or multiplayer in local matches with bots, online matches with other players, single and co-op Survival, solo challenge scenarios and a full single player campaign. (Only part of the campaign is available in Early Access)

  • Dynamic Diversity: Nearly 100 Glyphs provide the options for your strategy: Units, buildings, traps, buffs, debuffs, and techs. Create your own unique battle plan and counter your opponents'. Randomized drawing puts a slightly different spin on every battle - eliminating monotonous build sequences, rewarding deckbuilding skill and strategic planning in equal measure.
  • Streamlined Strategy: Build your forces and enhance them with Glyphs; no production or research buildings needed. Capture resources in King of the Hill style without dedicated gathering units. Keep your focus where it belongs: on the battle.
  • Fight Where You Have Sight: Glyphs can be played almost anywhere you have an existing presence. Add more forces to a battle to turn the tide, transform a scouting party into an army, place emergency defenses to respond to the enemy, or hide an outpost in a direction the enemy doesn't expect. The choices are yours, but beware: the enemy will do the same and with the right Glyph your forces can be destroyed as fast as they were created.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7/8.1/10 64-bit
    • Processor: Intel Core i3 2.4 Ghz/AMD Phenom II 2.5 Ghz
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 480 / AMD Radeon HD 5870
    • DirectX: Version 10
    • Storage: 10 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Windows 7/8.1/10 64-bit
    • Processor: Intel Core i5 2.8 Ghz/AMD FX-8320
    • Memory: 8 GB RAM
    • Graphics: Nvidia GeForce GTX 770 / AMD Radeon R9 280X
    • DirectX: Version 11
    • Storage: 10 GB available space
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