Project: Gorgon is a fantasy MMORPG that allows you to forge your own path through exploration and discovery.
Recent Reviews:
Mixed (19) - 68% of the 19 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (493) - 83% of the 493 user reviews for this game are positive.
Release Date:
Mar 12, 2018

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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?

“Although Project: Gorgon is already quite playable, there are still a lot of systems and content to add. It's a sprawling MMO world full of wondrous adventure, after all.

We have already been working with a wonderful community of players and testers to make Project: Gorgon the best it can be, but to really flesh out the game we need more players, more feedback, and more ideas!

Early Access will also give us funding to further improve the game's graphics.”

Approximately how long will this game be in Early Access?

“Based on our experience with the game's development to date, and accounting for the quantity and quality of content and polish we aim to hit, we expect that Project: Gorgon will be in Early Access for about a year.”

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

“The full version of Project: Gorgon will differ from Early Access primarily in terms of 'more': more levels, more skills, more zones, more NPCs, more animal forms, more curses.

There are a couple of major features that are planned but not yet available, including 3 more playable races, horseback riding, and instanced housing. We expect to be adding these during the course of Early Access.

In addition, the full version will have improved graphics, additional character customization, and be much more optimized for performance.

Please note: At the end of Early Access, you will retain your characters and all their skills, but items will be reset in order to help foster a healthy economy.”

What is the current state of the Early Access version?

“In terms of content, the game is already quite full-featured. There are over 100 skills, thousands of items, and dozens of dungeons with content up to level 70. (On release, levels will go to 100.)

There are still many dungeons, skills, NPCs, and other systems to come, and much of the existing content will see further improvement, but the game is already enjoyable and engaging.

In terms of graphics, things aren't quite so rosy. Much of the game's graphics are still in development and need further refinement. You will run into some placeholder models, some buggy animations, and plenty of things that need more graphical polish. If you're okay with that, this is a great time to jump in.”

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

“The price may increase after Early Access.”

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

“The game has been in alpha development for several years and has grown and evolved based largely on player feedback. This will continue during beta, with skill ideas, ability designs, and even dungeon ideas often being taken from player suggestions.”
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Recent updates View all (10)

September 21

Update Notes: September 21, 2018

Red Wing Casino

The Red Wing Casino is now open! You can find the entrance to this "teleportation-accessible luxury resort destination" in Rahu. (And perhaps there are easier ways ...) To help us test the games in the casino, type the command /redeem RedWingTickets in chat to receive some free game vouchers!

Storage Cleanup

In this update we've tried to clean up a lot of storage-related weirdness. For example, one big problem was that many ingredients couldn't be stored in storage for "ingredients" -- because every ingredient had to be manually flagged by us and we often missed some. Now we've switched to automated tagging of ingredient types.

We've also cleaned up the categories. Several NPCs stored "Ingredients for any skill," but now that all ingredients are being tagged automatically, this is far too large a category -- nearly everything is an ingredient for something! In practice, only food items were reliably tagged as ingredients in the past (and not even all of those), so "ingredients for any skill" storage were effectively cooking storage. As such we've converted "ingredients for any skill" storage into "food or cooking ingredients" storage in this update.

We've also changed the storage of Joeh in Serbule. He offered a large amount of storage for equipment, but Serbule is the newbie town. Newbies don't have a lot of extra equipment to store and it's a much better idea for them to sell or gift any excess equipment instead of trying to store it! So Joeh was actually hurting our newbie experience by teaching newbies that they should hoard low-level gear. Joeh now has storage for any type of item, but fewer storage slots than before. (Tyler Green remains unchanged because his equipment storage doesn't open up until players reach Best Friends favor level, at which point they aren't likely to be newbies.)

We've added more Equipment-specific storage in the new casino area (along with tons of other new storage), but it's been tweaked a bit: Equipment storage now also lets you store ammunition. This includes things like arrows (obviously) but also includes anything consumed by an ability: throwing knives, first aid kits, diamonds (used by a certain ability), and many others. The intent is to let you store all the items for a particular combat skill in one place.

In all cases where a storage vault changed, existing items are still there. If you take those items out, however, you won't be able to put them back in if they no longer meet the requirements for that storage.

Specific notes:
  • Laura Neth: "ingredients for any skill" ==> "Food or Cooking Ingredients"
  • Selaxi: "ingredients for any skill" ==> "Food or Cooking Ingredients"
  • Julius Patton: "Food or Cooking Ingredients" ==> "Food, Cooking, or Brewing Ingredients"
  • Joeh: "Equipment" ==> "any item". Max slots reduced from 64 (at Like Family) to 40.
  • Tyler Green: "Equipment" ==> "Equipment and Ammunition"
  • Charles Thompson: "Alchemy [potions]" ==> "Potions and Alchemy Ingredients"

Monster Crits

High-level monsters needed to do a bit more damage, and high-level combat also needed to be a bit less predictable. So instead of just buffing monster damage as we've done in the past, this time we've introduced monster crits. Monsters now have a chance to critically-hit for double damage. The chance is based on the monster's internal combat level. For every level after 30, monsters gain 0.25% chance to crit. This means that by level 70, they have a 10% chance to crit for double damage. Elite and Boss monsters have an extra +5% chance to critically-hit. (This is a flat bonus that's the same at every level. This means that even newbie bosses will occasionally lay the smackdown. It's for your own good! Dying builds character.)

(Non-AH) Pet Crits

Some of the pet skills are in an awkward place right now because high-level player damage is still so high that pets can't contribute very usefully. We're still working on high-level player damage scaling. In the short term, the tech for these new monster crits give us an interesting way to buff pets a bit.

For every pet-level above 30, the pet gains 0.25% chance to crit. Note this is not YOUR skill level, but the pet's level. (Each summoned pet has an inherent level; to get a higher-level pet you need to use a higher-level summoning ability.) Pet crits deal +100% damage at level 30, plus 1% more for every level above that.
  • Example: the pet summoned by Raise Skeletal Archer 4 is level 47. Thus it has a 4.25% chance to critically-hit, and crits deal 217% damage.
  • Example: the spider summoned by Incubate 5 is level 70. Thus it has a 10% chance to critically-hit, and crits deal 240% damage.

This change may not be permanent, but it will help high-level pets in the short term. Note that this applies to all pets EXCEPT animal-handling pets. Animal-handling pets use a different critical-hit mechanic already. So this affects necromancy pets, baby spiders, summoned deer, minigolems, etc.

Other Changes & Fixes
  • Monsters no longer notice players before the player's loading screen finishes.
  • Area-of-effect attacks no longer "loot-lock" monsters hit by the burst.
  • Added a button to sort storage vault contents. (This uses the same sort order as the inventory-sort button does.)
  • About 200 new Work Orders have been added to the game; there is a new Work Order sign in Red Wing Casino, and all existing boards have at least a few new ones.
  • In addition, many old Work Orders have been moved from one city to another (to try to make things a little more sensible... but it still needs more reorganization in the future). You may want to check your active Work Orders in case they now need to be delivered to a different city than before!
  • Some melee abilities were not flagged as melee, so buffs/debuffs applicable to melee attacks did not work on them: Phoenix Strike, Bun-Fu Strike, Rabbit Scratch, Doe Eyes.
  • Some burst attacks were not flagged as bursts, so buffs/debuffs applicable to burst attacks did not work on them: Wave of Darkness, Song of Discord, various minigolem abilities.
  • Druid ability Cloud Sight did not benefit from equipment that boosted druid base damage by a percentage.
  • Stopped damage-reply effects (such as Fire Shield Potions) from activating due to friendly damage (e.g. from Restorative Arrow).
  • "Fight Me You Fools" had untyped damage instead of Crushing damage.
  • Some healing abilities that normally deal 0 damage (since they're heals) could inflict damage when flat damage-type boosts were added (e.g. a Ring of Psychic Pestering, which adds +2 psychic damage, would cause some mentalism heals to deal 2 damage).
  • Corrected the Causes of Death from Priest attacks.
  • The sidebar ability Fish Gut has been completely redesigned: it no longer uses fish scales as ammo and instead uses a skinning knife (with a 5% chance the knife will be lost). Creatures with Fish anatomy take double damage. This is considered a (non-bleed-inducing) variant of Gut for purposes of equipment and combos.
  • Renumbered the IDs of poetry appreciation effects to allow room for new effects in the future; if you had a poetry appreciation buff on, it has been dispelled - sorry!
  • Recipes for exotic mushroom substrate have fewer ingredients but only yield half as much substrate.
  • The cow ability Chew Cud now only consumes regular "Grass", and not other grasses such as "Evil Grass" or "Barley". This is because chewing something besides regular Grass is pretty much always a mistake, and sometimes a tragic one (like when you chew up your Eternal Greens).
  • For similar reasons, the ability Organ Displacement now only takes basic Aquamarines, not things with aquamarines in them (such as Aquamarine Rings).
  • For similar reasons, the ability Resuscitate now only takes basic Diamonds, not fancy diamonds (such as Winterprize) or equipment with diamonds in them.
  • The recipe for some alchemy potions has been simplified: Persona Reducer Potion, Memory Inhibitor Potion.
  • Reduced the ingredients needed for high-level Shamanic Infusion recipes.
  • Fixed recipe icons that did not match the items generated by the recipe.
  • Bottles of Fertilizer now stack to 5.
  • Rennet now stacks to 5.
  • NPCs that like specific flowers (e.g. Brianna Willer likes Dahlias) now really like bouquets containing just that flower (Dahlia Bouquets in this case).
  • Fae Felt can now be dropped by all killable fairy enemies. It is an extremely rare drop for low level fairies such as fairy slaves, and an uncommon drop for higher level fairies.
  • Crazed Alphas are more dangerous.
  • Fixed missing icons (shown as all-white squares) when viewing player raffle boxes or vend-o-matics.
  • NPCs that interact with lamps (such as Sir Coth does at night) can once again actually turn said lamps on/off.
  • Slightly shrank the default NPC dialog font text from 18pt to 16pt. (This does not affect existing installations. You can always manually change the font size in Settings->GUI->Font Sizes.)
  • Upgraded to a new version of Unity, 2017.4.10
3 comments Read more

July 12

Update Notes: July 9, 2018

This is a server-only update to fix some networking and database performance problems.

The only gameplay change is the following:

  • Bard treasure mod: "Whenever you take damage from an enemy, you gain Song of Discord Damage +6% and Song of Resurgence Healing +6 for 20 seconds." => This now stacks up to 12x (instead of infinitely)
  • Bard treasure mod: "Whenever you take damage from an enemy, you gain Bard Base Damage +8% for 15 seconds." => This now stacks up to 10x (instead of infinitely)

That's it for now, but we're hard at work on a new content update which will be ready in a few weeks. More info soon!
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About This Game


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.


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.

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?


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.

System Requirements

Mac OS X
SteamOS + Linux
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or newer
    • Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHz
    • Memory: 4 GB RAM
    • Graphics: ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 4000 Integrated Graphics
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or newer
    • Processor: Quad Core Processor 2.4GHz or faster
    • Memory: 8 GB RAM
    • Graphics: AMD Radeon R9 / NVIDIA GeForce GTX 1070
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Requires a 64-bit processor and operating system
    • OS: 10.8.5 (Mountain Lion) or newer
    • Processor: 2.2 GHz Intel Core 2 Duo (Dual-Core)
    • Memory: 4 GB RAM
    • Graphics: ATI Radeon HD 3870 / NVidia Geforce 640M
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Requires a 64-bit processor and operating system
    • OS: 10.8.5 (Mountain Lion) or newer
    • Processor: Quad Core Processor 2.4GHz or faster
    • Memory: 8 GB RAM
    • Graphics: ATI Radeon HD 5870 / NVidia Geforce GTX 775M
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 14.04
    • Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHz
    • Memory: 4 GB RAM
    • Graphics: ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 4000 Integrated Graphics
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 14.04
    • Processor: Quad Core Processor 2.4GHz or faster
    • Memory: 8 GB RAM
    • Graphics: AMD Radeon R9 / NVIDIA GeForce GTX 1070
    • Network: Broadband Internet connection
    • Storage: 10 GB available space

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