Project: Gorgon is a fantasy MMORPG that allows you to forge your own path through exploration and discovery.
Recent Reviews:
Mostly Positive (26) - 76% of the 26 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (521) - 83% of the 521 user reviews for this game are positive.
Release Date:
Mar 12, 2018
Developer:
Publisher:

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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 (12)

November 3

Update Notes: November 3, 2018

This is a small bug-fix update. The Halloween event is NOT over yet -- it will run through the middle of the week (Wednesday or Thursday).
  • Fixed navigation issues with the boardwalks in Serbule and Anagoge Island
  • Fixed bugs that prevented the thick green "queued ability" overlay from showing up on a queued ability
  • Fixed bug where the faces of some male elves were lighter-colored than their bodies
  • Fixed bug with human and elf female eyelashes (they looked creepy in some light conditions)
  • Tried to work around weird behavior with Windows 10 firewall: if you log out or disconnect due to being AFK too long, the firewall would sometimes decide the game wasn't allowed to use the internet anymore and constantly break any connections to the server, requiring you to restart the game to log back in. The cause of this is unknown (Microsoft does not document much of anything about how their firewall app works or why), but we've made some changes based on hunches and we'll see if it helps.
  • Worked around Unity 2017 bug that caused the lowest graphics tiers (Bad, Abysmal, and Retro-Terrible) to be less efficient than they should be
  • Partially worked around a Unity engine bug involving shadows (where performance gets worse at certain times of day when facing certain directions outdoors). This is a partial fix, meaning the issue persists but is reduced. There is a side-effect, though: interactive elements such as monsters, NPCs, signs, lamps, chairs, etc., are no longer lit by the sun or moon. Usually this is completely unnoticeable, but sometimes it can be really surreal: "why is that lamppost not casting a shadow?!" If it's distressing, you can disable this fix by opening Settings and adding EntityShadows to the special-settings box. (There are better ways to address this problem in bleeding-edge versions of Unity, so we anticipate that this workaround is temporary.)
  • We'd like players to test out a new experimental graphics feature: spherical culling. To enable it, open the Settings window in-game and add SphereCull to the Special Settings window. Normally the game uses frustum culling, meaning anything that's not right in front of the camera isn't rendered. This is theoretically optimal: why render stuff that's not on the screen? But it has side-effects. One problem is that when you spin around in a circle, a lot of art assets have to be swapped in and out of video memory, which can cause framerate to drop momentarily. Spherical culling means everything in a circle around you is rendered. This may have a lower framerate overall, but it will greatly reduce "turning lag". Please try it out and report your experiences with it (especially bugs, such as missing water or other things being invisible)! And remember: you may need to lower your settings to effectively use this, especially if you've overridden settings like view distance or animation distance!
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October 20

Update Notes: October 18, 2018

Halloween

Strange things are going on in Alharth. You'll receive more information as soon as you log in.

Slow-Boxes Optimization Turned Off By Default

If you have noticeably worse framerate after this update, read on:

In this update we disabled one of the experimental optimizations known as "slow boxes". This optimization *does* improve framerate when lots of selectable things are on-screen, but the improvement often isn't worth it: the targeting selection-boxes can move around randomly, which can be deadly in combat situations. We've turned this optimization off while we improve it. If you want to re-enable it (which might be needed on low-end machines in busy areas), open up the settings window in-game, click "Special", and type SlowBoxes into the special settings box. This will reactivate the slow boxes optimization.

(The old special setting NoSlowBoxes no longer does anything, since slow boxes are off anyway.)

Changes to Damage Formula

We've corrected a problem with how damage is calculated for target-conditional modifiers that increase damage by a percentage. Target-conditional modifiers are things that only apply if the target is a certain way. For instance, "+X% damage to non-Elite targets", "+X% damage to undead", "+X% damage when the target's rage meter is 66% or higher", etc.

Previously, if these modifiers added a percentage of damage to your attack, that percentage wasn't added to your other percent-boosters like other mods; instead it was multiplied separately, very late in the calculation process. These percent-boosters are now included with other regular percent-boosters.

In other words, if you had two mods, "+25% damage all the time" and "+25% damage if the target is Elite", the combination will now result in +50% damage. Previously that combination would result in +56% damage, because they were multiplied together instead of added together.


"Dangerously Improve Weapon" Recipes Return

The three blacksmithing recipes to "dangerously" improve an item have returned. (The "danger" is that the item may shatter and be destroyed.) The chance for the item to be destroyed has increased from 2% to 3%, and the weapon now gains simple damage, not regular damage. Simple damage is not multiplied by any other gear mod benefits, but it is still multiplied by the enemy's vulnerabilities, or lack thereof.

There is now a cap of 300 simple damage that can be added to an item, and to prevent these items from being used as insanely overpowered newbie gear, the weapon must be at least level 30.

Weapons that were dangerously improved with the old recipes have been updated to use simple damage and have a cap of 300.

To sum up, the recipes now read like this:
Add +2 Simple Sword Damage to a sword, up to a maximum of +300. The sword must have enchantments of at least level 30. Simple damage is added to the total damage after all other multipliers. This recipe does not use Enhancement Points, but there is a 3% chance the weapon will shatter and be destroyed. (Must be near a forge.)


Item Rafflers & Item Vendors Changes

Ultra Item Rafflers with timers set to greater than 1 hour could sometimes be garbage-collected by the server before their timer was up (causing a winner to be immediately chosen from the people who had already bought a ticket). Large-Capacity Item Vendors and Fancy Item Vendors that are deployed in busy areas will now last longer before being garbage-collected by the server (and unsold items mailed back to the owner).

A note about how these work: when there are a lot of items in an area, the server deletes old items based on internal priorities. If the server decides to delete a vend-o-matic, the remaining unsold items are mailed to the creator. If a raffler is destroyed before all tickets are sold, a winner is immediately chosen from among the sold tickets. If no tickets were sold, the raffle items are mailed to the creator.

Most gadgeteering items will last about an hour in a busy area, but can last much longer in areas that don't have a lot of items on the ground. The above-mentioned high quality vend-o-matics will typically last 90 minutes in busy areas.


Other Changes
  • All pet damage is increased noticeably. This is especially true of necromancers' skeletal pets. The most dramatic example is high-level skeletal mages, whose base damage increased by more than 50%. (The adjustments in this update are a "bulk" formulaic change; further adjustments will be made in the future.)
  • As of the last update, Elite monsters that are killed with only area-effect attacks are no longer combat-locked. But if a group killed an Elite with ONLY area-effect attacks, the elite would incorrectly act like non-elite for turn-based looting. Non-combat-locked elites now "faux lock" themselves to the group of the main killer when they die so that the group's turns are honored.
  • Higher tiers of the ability Spade Assault did not correctly have the lower tiers as prerequisites.
  • Fixed a scenario where you could skin an illusion of a dead werewolf if you were really, really quick.
  • Fixed weird particles appearing when drake worms burst out of the ground.
  • Fixed a client display bug that caused some damage attributes to not be updated after equipment was taken off. This was only a tooltip display bug.
  • Fixed a server-side rounding error with base-damage multipliers that could cause attacks to deal 1 less damage than the client tooltip indicated it should.
  • Stuffed toy bears can now be deployed for others to be able to hug. (The bear is not destroyed; only one bear can be deployed per 15 minutes per player.)
  • The map in the casino was shifted over a bit to include the new party room. The fog is reset, and any map pins in the casino will be off by a small amount. Sorry about that!
  • Added signs to the Red Wing Casino to help guests navigate more easily.
  • Added a "secret" entrance/exit to Gazluk Keep.
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About This Game




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.

Mature Content Description

The developers describe the content like this:

This game contains fantasy violence as well as references to fantasy drugs and alcohol. There is no explicit visualization of gore.

This game contains mature themes, including profanity, suggestive dialog, and references to sexual activities. Sexual activities are not explicitly detailed in text, and there is no visual representation of sex.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • 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
    Recommended:
    • 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
    Minimum:
    • 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
    Recommended:
    • 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

What Curators Say

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