Project: Gorgon is a fantasy MMORPG that allows you to forge your own path through exploration and discovery.
Recent Reviews:
Mostly Positive (23) - 78% of the 23 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (573) - 83% of the 573 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 (17)

January 9

Update Notes: January 9, 2019

Player Work-Order Board: Browse Categories
The "browse recent orders" option on Player Work-Order boards now lets you see orders for just a particular category of thing, such as arrows or gems. This helps work-order fulfillers see a broader picture of demand for their particular skill.

We've created a lot of browse categories just to see what ends up being useful to players, and we'll evolve them based on usage. (If a work order doesn't show up in the category you expect, such as a crystal order not showing up in the Crystals section, please report it as a bug.)

Zombie Changes
Necromancer's zombies were too hard to keep alive, even with necromancer-provided healing. There are a few changes to help alleviate this:
  • zombies' inherent self-bleed is reduced by about 75%
  • zombies now reap 25% of the health damage they deal (meaning that every time they deal damage to an enemy's health, they are healed by 25% of the health damage they dealt)

Training Changes
  • Battle Chemistry: the trainer in Rahu now uses the Training system for golem conditionals and abilities, instead of selling them as books. This makes it easy to tell which ones you've learned: only ones you haven't learned yet will show up!
  • Tanning: previously the easiest way to learn Tanning was to complete a favor for Kleave. This is too hidden for such an important low-level skill, so Kleave's training menu now has an entry to Learn Tanning for 500 Councils, which she teaches at Comfortable. (If you prefer, you can still learn it by completing the favor. This will save you a few hundred Councils in Training costs.)
  • Learning the first level of Tanning (from whatever method) now teaches the first Tanning recipe. (The other Tanning recipes are still taught by Kleave.)
  • Leatherworking: Kleave now teaches her Leatherworking recipes from the Training menu, like a normal trainer. (She previously sold books of leatherworking recipes instead)

Other Changes
  • the ability Set Broken Bone did not have the intended 33% chance to consume the Master First Aid Kit. (Instead the kit was always consumed.)
  • added another background music track to Red Wing Casino
  • Spider: Treasure effect "Premeditated Doom channeling time is -1 second and boosts your Indirect Poison damage +X (per tick) for 20 seconds" was bugged. Data errors caused this effect to use the level 80 version for all levels 60-80
  • the game now tries a bit harder to ensure that summoned and deployed items (such as tapped kegs, growing vegetables, motherlodes, etc.) are in an accessible location, and not trapped underground or in a wall. Note that as a side-effect, they can now spawn up to 12 meters away from you (instead of 5 meters as previous), and can now appear above or below you in some cases, so you may need to look around for them
  • removed terrifying error about speed-hacking when you try to turn off a toggleable ability too quickly (such as giant bats' Echolocate). You can now turn off abilities like this instantly, without having to wait for the ability's reuse timer to be up.
  • fixed a bug where the Party chat channel could be dropped from custom chat tabs when leaving a party
  • as a side-effect of cleaning up some old treasure system mechanics, the drop-chances of some treasure effects have changed. Most notably, effects that boost base-damage (e.g. "Sword Base Damage +X%") used to drop at a rate 15x higher than regular mods; they now drop 5x as often. (During pre-alpha those effects were extremely crucial and they needed to show up a lot, but they're more "optional" now.)
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December 20, 2018

Update Notes: December 20, 2018

Ri-Shin Winter Celebration
Winter is here, and humans and their friends across Alharth have begun celebrating the winter festival dedicated to Ri-Shin, god of plants and trees. Many towns and communities are looking for help to make their areas a little more festive, and you may find that your NPC friends have New Years' gifts for you as well!


"Dangerous Improvement" Recipes Disabled
When we opened the Red Wing Casino a few updates back, we introduced blacksmithing recipes to "dangerously improve" some types of weapons. This was a bit of an experiment for us as we looked at different ways to meet our goal of helping level-40 players improve their gear.

After watching the recipes in action and tweaking them a bit, we've realized that this implementation will probably never meet our goals: it just requires too many resources for level-40 players to afford. And since "dangerously improved" weapons were overpowered in the hands of higher-level players, it didn't make sense to leave them in the game as they were.

We apologize for having to remove this experiment. We're still prototyping replacement systems that will meet our goals better, and when we've chosen that new system, we'll attempt to update your equipment in whatever way seems to make sense. We'll do our best to preserve the time and effort that you've put into your "dangerously improved" weapons and translate that into the new system.

In the meantime, we've left the non-working enhancements encoded into your weapons; you may seem them listed as "Do Nothing +X". Similarly, the recipes are still in your recipe list, labeled as "OBSOLETE", until we decide how the new system will work.


Treasure Effect Location Fixes
Several treasure effects were misconfigured, making them unavailable on randomly generated items. These have never actually been seen in the game before. So really, it's like they're brand new effects! Other treasure effects were only available in some of the locations or on some of the objects they were intended to cover.

Bard:
  • Some treasure effects for main-hand weapons could only be found on Lutes, and some effects for off-hand weapons could only be found on Horns.
Battle Chemistry:
  • "Toxic Irritant boosts your Nice Attack Damage +X for 8 seconds" is now available on rings and main-hand weapons.
Druid:
  • "Toxinball Damage +X%": This was intended to be findable on necklaces and main-hand equipment, but couldn't be found on main-hand equipment.
Ice Magic:
  • "Tundra Spikes deals +X% damage, gains +Y accuracy, and lowers targets' Evasion by Z for 20 seconds": This mod comes on two equipment slots, but the evasion-debuff aspect of the mod did not stack with itself.
  • "Ice Spear heals you for 46 health after a 15 second delay": This was intended to be findable on gloves and off-hand items, but couldn't be found on off-hand equipment.
Knife:
  • Many treasure effects for main-hand weapons could only appear on Daggers. Now that dirks can be wielded in the off-hand, it's now reasonable to have a sword with Knife effects!
  • "Poisoner's Cut boosts indirect poison +X per tick" is now available on pants and off-hand weapons.
  • "Gut deals +X% damage and reuse timer is -1 second" is now available on shirts and necklaces.
Pig:
  • "Grunt of Abeyance restores X Power to all targets": This was intended to appear on necklaces and main-hand equipment, but couldn't be found on main-hand equipment.
Staff:
  • "Phoenix Strike deals +10% damage and triggers the target's Vulnerability" is now available on staves.
Werewolf:
  • "All Werewolf attacks have a X% chance to deal Y Trauma damage over 8 seconds": This was intended to appear on helmets and main-hand equipment, but couldn't be found on main-hand equipment.
Unarmed:
  • All main-hand treasure effects could not be found on daggers (but could be found on other weapons such as swords).
Other:
  • Fixed several dozen Feet-slot treasure effects that could not be found on animal shoes (such as Deer Shoes).
  • Fixed a handful of other cases where certain treasure effects could not be found on certain specific types of equipment.


Skill Revisions
Several skills have gotten a bit of holiday love! For the following skill changes, we've tried to avoid turning gear "Legacy". (Legacy items are invalid items; they stop working and have to be replaced after 30 days.) To do that, retired treasure effects have been replaced with new effects that use the same equipment slots as the old. As a side-effect of squeezing new effects in wherever they can fit, it's possible that your gear will have effects for entirely different abilities than it had before! Sorry about that. We try to avoid that, but sometimes it's unavoidable.


Necromancy:
Necromancy has never been especially powerful at high-level, in large part due to a bunch of buggy treasure effects. You could build some interesting "darkness blaster" necromancers, but at high-level the pets were generally useless. We started out just fixing the bugs, but then decided to go a lot further: the majority of Necromancy's treasure effects have been altered with an eye toward creating interesting pet-oriented playstyles and skill combinations.

Ability Changes:
  • "Create Super Zombie": This ability has been removed! It is now merged into the Raise Zombie ability (which was previously called Create Shambling Corpse).
  • "Create Shambling Corpse" was renamed "Raise Zombie". (It was already called in some parts of the game.) You can now use Raise Zombie even while you have a zombie alive, in which case it buffs and heals the existing zombie. The reuse timer on Raise Zombie is increased to 60 seconds and the Power cost is higher. All gear pertaining to zombies has been revised, and many new gear effects have been added for zombies.
  • Wave of Darkness: Changed from a 20m burst to a 10m burst. Changed base reuse time from 30 seconds to 18 seconds. All treasure mods that affected Wave of Darkness have been rebalanced as a result.
  • Provoke Undead: The inherent damage boost is slightly larger. Also, all treasure effects that were supposed to boost the damage from Provoke Undead were bugged and did (almost) nothing. These effects have been fixed and significantly revised, and new effects were added as well.

Treasure Changes of Note:
Since there were almost no Necromancy treasure effects that were entirely unchanged, this just lists the ones that changed significantly in function. Many other effects were rebalanced but not fundamentally changed, and a bunch of other Necromancy effects were entirely removed to make room for new ones. (See below.)
  • "Provoke Undead causes target undead to deal +X% damage for 10 seconds" => was bugged and did not work. It has been refactored to deal +X% damage but also deal Y damage to your minions over a 10 second period.
  • "Provoke Undead causes target undead to deal +X% damage for 10 seconds, but also take Y Health damage after a 10-second delay" => also did not work correctly. It has been refactored to deal damage immediately, not after a delay.
  • "Provoke Undead causes target undead to deal +X% damage with their Fire/Ice/Electricity attacks (if any) for 10 seconds" => also didn't work correctly. It has been refactored into a flat global damage bonus instead of an elemental percentage bonus.
  • "Life Steal targets all enemies within 10 meters and deals +X damage but reuse timer is +3 seconds" => was tweaked a bit because the +X flat damage wasn't useful. It is now: "Life Steal targets all enemies within 10 meters and steals +X health, but reuse timer is +3 seconds and Power cost is +Y".
  • "Wave of Darkness heals you for 66 health" => was replaced with a new effect: "Wave of Darkness damage +X and reuse timer is -1 second".
  • "Rebuild Undead restores X health/armor to your undead after a 15 second delay" => now has a 10-second delay.
  • "Summoned Skeletons deal +X direct damage with each attack, but take Y% more damage from any cold attacks" => damage bonus is a percentage instead of flat.
  • "Summoned Skeletal Archers and Mages deal +X direct damage, but take +50% more damage from any slashing, piercing, or crushing attacks" => damage bonus is a percentage instead of flat.
  • "Summoned Skeletal Archers deal +X direct damage with each attack" => now also applies to Skeletal Mages.
  • "All Summoned Skeletons deal +X damage with each attack, but are instantly destroyed by ANY Nature attack" => damage bonus is a percentage instead of flat, and this effect no longer applies to skeleton swordsmen.
  • "Death's Hold causes target to take +X% damage from Slashing for 15 seconds" => was quite overpowered, or would have been if it worked. It works now but has reduced efficacy.
  • "Rebuild Undead restores X health/armor to your undead after a 10 second delay" => accidentally healed the necromancer, not the undead minions.
Retired Necromancy Treasure Mods:
    All of these have been replaced with entirely new effects.
  • "Death's Hold deals +X damage and Stuns target after a 15 second delay": This effect was almost always useless. It has been replaced.
  • "Necromancy Base Damage +%": The skill actually had two of these mods for a total of 4 slots' worth. This didn't seem to fit the Necromancy skill as it is currently envisioned, so two of those slots have been repurposed to boost Skeleton pet damage instead.
  • "Summoned Skeletal Archers and Mages regenerate +X health every update, both in and out of combat": Most tiers of this ability did not work on the right kinds of skeleton. It was fixed, but then completely replaced with a new effect.
  • "Summoned Skeletal Mages deal +X direct damage with each attack": This effect has been merged with a different one (above), so it was repurposed for a new effect.
  • "Create Super Zombie also heals yourself for 192 health, 192 armor, and 38 power": This has been replaced with a new effect that buffs Raise Zombie.
  • "Create Zombie also heals yourself for X health": This has been replaced with something that actually makes zombies better.
  • "Provoke Undead causes target undead to recover 66 Armor": Although it was one of the only Provoke Undead treasure effects that actually worked, it was thematically inappropriate for the ability. It has been replaced.
  • "Heal Undead restores +X Health/Armor and boosts targets' Slashing damage +Y for 8 seconds": The amounts here were so small as to be useless. Replaced.

Cow:
    Cows' gear configuration posed a slightly thornier problem. While it was possible to build robust tanky builds, it required a lot of gear before it started to work: there were separate treasure effects for crushing, slashing, and piercing protection, and a typical "tank" would need all three -- and at high level they would probably want two of each. And since all six of those effects appeared on only Hands and Feet gear, cow gear ended up feeling pretty uninspired. We've changed those effects around, and also tried to address some other problematic play aspects and build limitations.
  • "Chew Cud boosts Crushing Mitigation +22 for 10 seconds" => "Chew Cud boosts Crushing/Slashing/Piercing Mitigation +14 for 10 seconds". In addition, this effect is now available on 4 slots instead of 2.
  • "Chew Cud boosts Slashing Mitigation +22 for 10 seconds" => was replaced with a new effect.
  • "Chew Cud boosts Piercing Mitigation +22 for 10 seconds" => was replaced with a new effect.
  • "Stampede Damage +X" => "Stampede Taunt +X" (for a much bigger X).
  • Ability "Tough Hoof" has been revised. "If the target attacks and damages you within 5 seconds, you regain X health" => is now "Each time the target attacks and damages you within 8 seconds, you regain X health". The ability's damage is a bit lower and reuse timer is 12s instead of 10s. Treasure effects have changed also.
  • There is also a new ability for Cows, as well as a bunch of new treasure effects. The new ability can temporarily be learned from Raul in Animal Town. (Although not permanently, as he finds it extremely uncouth.)


Deer:
  • Cuteness Overload is now marked as an Epic Attack for purposes of equipment that boosts Epic Attacks.
  • "Summoned Deer deal +X damage" => damage is now percentage-based instead of flat.
  • "Deer Kick deals X armor damage and reduces target's rage by Y" => accidentally dealt Health damage instead. It has been refactored to just deal regular damage.
  • "Deer Kick implants insect eggs in the target. Future Deer Kicks by any deer cause target to take X Nature damage over 5 seconds" => didn't work. It now works as intended. In addition, all attacks made by player-summoned deer are now considered "Deer Kicks" for the purposes of this treasure effect.
  • "Deer Bash heals X health" => accidentally restored Armor instead.
  • Plus a new ability and a number of new treasure effects! The new ability can temporarily be learned from Jumper in Animal Town.

Rabbit:
The rabbit skill was unfinished: it had basic treasure effects but the selection was very shallow, which especially caused problems at high level. We've added two new abilities and dozens of new treasure effects to give Rabbit players a wider range of builds. Rabbits are the only animal form that can access Ice Magic, so some of the new rabbit treasure synergizes with it. We've also deepened the possibilities for melee rabbits (when combined, presumably, with Unarmed) and added more tools to build supportive Mentalist rabbits.

We've also worked harder to make Carrot Power the defining feature it was meant to be. Rabbits love veggies and we want rabbit players to love veggies too, thanks to their powerful game effects! There were two problems with carrots: they was too expensive to use routinely, and the effects didn't really justify that hassle. So we've tackled the problem from both directions, making rabbit abilities consume far fewer carrots (especially with gear effects), as well as buffing up the potency and versatility of the ability's treasure options. (And remember that the ability's requirement for "carrots" can also be met with carrot-flavored rabbit treats, which can be bartered in Animal Town. This is how you turn other veggies into "carrots"!)

Other changes:
  • Reuse timer of Hare Dash changed from 30 to 25.
  • Reuse timer of Play Dead now gets faster with each tier of the ability.
  • "Carrot Power Boosts Direct Cold Damage" => now boosts direct and indirect cold damage.
  • Fixed effect-ordering bug where the Play Dead effect that boosted Psychic damage did not apply to the Play Dead effect that dealt Psychic damage.
  • Plus two new abilities and a large new assortment of new treasure effects! The new abilities can temporarily be learned from Cinnamon in Animal Town, although they will be taught by a different NPC in the future.

Spider:
Abilities:
  • Incubate is no longer marked a Nice Attack. Spit Acid is now a Nice Attack.
  • Incubate can now be placed on the sidebar.
  • Baby spiders' rage attacks now have significantly better poison DoTs, and the spiders have smaller rage bars so they can use their poison a bit more often.
  • Spit Acid now destroys more armor on immediate impact.
  • Inject Venom's poison DoT deals more damage in a much shorter time window (12s instead of 20s).
  • Premeditated Doom reset time changed from 40s to 20s. Durations of various treasure effects adjusted accordingly.
    Treasure:
  • "Incubated Spiders deal +X direct damage with each attack" => now boosts damage by a percentage instead of a flat number
  • "Spider Bite has a 50% chance to deal +X damage" => now works for both Spider Bite and Infinite Legs, and it boosts damage by a percentage instead of a flat number.
  • "Combo: Gripjaw+any+any+Inject Venom deals +X damage and +Y over 20 seconds" => now deals +X% damage instead of a flat boost. The Damage-over-Time aspect has been dropped, but it was awful and you won't miss it.
  • "Spider Bite deals +X% damage" => has been replaced with "Combat Refresh restores +Y Power while Spider skill active".
  • "Premeditated Doom restores X health" => restores health after a 10-second delay.
  • "Premeditated Doom restores X armor" => restores armor after a 10-second delay.
  • "Infinite Legs restores X health" => now also applies to Spider Bite.
  • "Spider Bite restores X health" => was made obsolete because the Infinite Legs version now applies to both abilities. So it has been replaced with a completely new effect, one that buffs Premeditated Doom.
  • "Infinite Legs restores X armor" => has been replaced with "Infinite Legs deals +X% damage and reuse timer is -0.5 seconds".
  • "Grappling Web causes the target to take +X% damage from Poison attacks" => now correctly stacks with itself when the effect is present on two equipment slots.
  • "Poison Mitigation +X while Spider skill active" => now also mitigates Acid.
  • "Acid Mitigation +X while Spider skill active" => has been replaced with a new treasure effect for Spit Acid.
  • Plus various rebalances and new treasure effects to flesh out the spider's arsenal.

Other Stuff
  • Abilities that summon pets now list the treasure effects that will apply (just as other types of abilities do).
  • You can now click on your pets in-game and examine them to see a rudimentary report of their combat stats at that moment. (Previously this was only available to Animal Handling pets.)
  • Sammie Grimspine in Serbule Hills sells Skinning Knives to her Friends. (This is a backup method for demo players who lose the knife they get from Ivyn's favor reward.)
  • Fixed equipment-crafting bug where using two of the same gem could generate Legacy items.
  • Fixed bug preventing Rabbit treasure mods from being extracted into Malachites.
  • Equipment-crafting recipes are changed so that using two of the same gem now usually results in gear for that skill + generic enhancements (rather than being for that skill + a randomly-picked skill) .
  • Fixed a bug where Death Avoidance gear did not always take your remaining armor into account before activating.
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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

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