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Early Access Game

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

Note: Games in Early Access are 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?

“Guilds of Mountgate is built around interconnected systems such as gathering, crafting, trading, exploration, regional economies, weather, travel, and long-term character progression.

Early Access gives us the opportunity to expand and refine these systems together with the community. Player feedback is particularly valuable for balancing progression, improving the user interface, identifying unclear mechanics, and making sure that new features work well within the existing game world.

The foundation of the game is already playable, but many of its larger systems and regions are still being developed. Early Access allows us to continue building upon that foundation while involving players directly in the development process.”

Approximately how long will this game be in Early Access?

“We currently expect Guilds of Mountgate to remain in Early Access for approximately 12 to 18 months.

This estimate may change depending on player feedback, the scope of upcoming systems, and the amount of testing and balancing required. We would rather give important features the time they need than rush the game toward Version 1.0 before it is ready.

Development will continue throughout Early Access with regular updates, additional content, balancing changes, quality-of-life improvements, and larger system expansions.”

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

“The Early Access version provides the core foundation of Guilds of Mountgate, while the full version is planned to offer a significantly larger and more complete world.

Planned additions and expansions include:

Combat and related progression systems
Higher skill levels and further progression tiers
More towns, villages, regions, and explorable locations
Additional quests, characters, stories, and world events
Expanded trading, caravans, transportation, and deeper economic systems
Guild-related features and deeper player interaction
Housing and further long-term progression systems
More music, ambient sounds, animations, and visual variety
Continued improvements to balancing, accessibility, user interface, and quality of life
Transitioning away from AI-generated artwork toward custom pre-rendered scenes created with tools such as Blender

The exact scope and order of these additions may evolve during development. Community feedback and the way players interact with the existing systems will help determine which areas require the most attention.”

What is the current state of the Early Access version?

“The Early Access version already provides a playable progression-focused RPG experience with gathering, crafting, trading, exploration, quests, dynamic world systems, and idle elements.

Players can currently develop a range of gathering and production skills, including Fishing, Cooking, Woodcutting, Mining, Smithing, Crafting, Survival, Agility, Farming, and Mysticism. The initial Early Access content is primarily designed around progression up to approximately level 20 in each available skill, with further level ranges and content planned throughout development.

The current version also includes:

Multiple towns, villages, and gathering locations
A connected world map with travel between locations
Quests and NPC interactions
Regional shops, merchants, and trading opportunities
Dynamic weather and day-and-night systems
Active and idle gathering methods
Optional activity-based minigames
Inventory and storage management
Equipment, durability, crafting, and repair systems
A Journal that records recipes, resources, discoveries, rumors, locations, and other useful information
Random travel events and other systems intended to make the world feel active

Some later-level content is still limited, and certain interfaces, balance values, quests, descriptions, icons, and systems may remain unfinished or subject to change.

Our goal is to preserve player progress after the start of Early Access. However, because the game remains in active development, severe technical issues, critical exploits, or fundamental system changes could require corrective action, a rollback, or—in an absolute worst-case scenario—a full reset. A full reset would only be considered if no reasonable alternative exists.”

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

“We plan to increase the Early Access price at a certain point during development, most likely alongside the release of the Combat system. By then, Guilds of Mountgate will have grown significantly in terms of content, systems, regions, and overall scope compared to its initial Early Access release.

A further price increase is planned when Guilds of Mountgate eventually leaves Early Access and reaches Version 1.0, reflecting the additional content and improvements added throughout the remainder of development.”

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

“Community feedback is already an important part of the development of Guilds of Mountgate.

Players can share bug reports, balancing concerns, usability problems, and feature suggestions through the Steam Community Hub and the official Discord server. Feedback is regularly reviewed and has already influenced user-interface improvements, quality-of-life changes, balancing decisions, sound design, progression systems, and other parts of the game.

During Early Access, we plan to continue involving the community through:

Steam discussions and announcements
The official Discord server
Feedback and bug-report channels
Community polls when different development directions are being considered
Testing of systems, and balancing changes
Patch notes and regular development updates

Not every suggestion will necessarily be implemented exactly as proposed, but all constructive feedback helps us understand how players experience the game and where its systems can be improved.”
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About This Game

A Living Online World That Doesn’t Wait for You

Guilds of Mountgate is an online RPG with idle elements set in the persistent world of Vellgar.

Travel between settlements, develop your skills, and turn gathered resources into valuable goods. Regional markets, weather, and world events influence your opportunities – while many activities can continue in the background.

What you do – and when you do it – can make a difference.

Develop Your Character Your Way

Improve a variety of interconnected skills:

  • Woodcutting

  • Mining

  • Fishing

  • Survival

  • Smithing

  • Crafting

  • Cooking

  • Agility

  • Farming

  • Mysticism

Each skill offers different activities, unlocks, and progression mechanics. As you gain experience, you’ll gain access to new materials, recipes, locations, and opportunities.

Survival combines gathering wild resources with hunting. In Farming, you can purchase and manage fields and mushroom beds. Agility provides travel benefits, obstacle courses, and shortcuts. Mysticism allows you to analyze and bind jewelry as well as create extracts, essences, salves, and potions.

Higher skill levels can improve your efficiency, unlock new resources, and open up additional possibilities within existing systems.

Gather, Process, and Trade

The resources you find depend on the area, your skills, your equipment, and local conditions. New tools and unlocks provide access to additional materials and can improve your yields.

Process your findings through interconnected production chains:

  • Smelt ore into bars

  • Forge tools and equipment

  • Craft materials and components

  • Cook food with different effects

  • Process plants and other natural resources

  • Use mystical materials to create jewelry, essences, salves, and potions

Many items are not only useful on their own, but also serve as part of larger production and trade chains. Because of this, processing a resource further can often be more worthwhile than simply selling it immediately.

Fishing – Relaxed or Active

Fishing can be enjoyed casually in the background or played actively through the Pro Fishing Mode.

Choose your fishing spot, match your bait and rig to the situation, and explore the water. Different areas, depths, and underwater structures offer different opportunities and fish species.

Watch for a bite, set the hook, and keep the line under tension while fighting the fish. Species, size, and the rod you’re using determine how challenging the catch will be. Good timing can shorten the fight, while personal records give you something to chase beyond simply catching another fish.

If you prefer a more relaxed approach, the passive version of fishing remains available.

A Regional and Reactive Economy

Cities have different production focuses and supplies of goods. Player trading, regional supply, and the movement of goods influence local markets.

World events can temporarily change these conditions: disrupted deliveries, trade interruptions, and other events can create shortages before supply gradually recovers.

An item that is readily available in one location may be considerably more valuable somewhere else.

Watch the markets and decide where crafting, buying, and selling are most worthwhile.

A World in Motion

Vellgar is not a static backdrop.

Weather, time of day, and world events can change conditions across different regions. Some developments progress through several stages and may continue to have consequences even after the original event has ended.

If a merchant ship sinks or an important delivery fails to arrive, for example, certain goods may temporarily become scarce until supply gradually recovers.

This allows small stories and economic changes to emerge independently of whether you are actively involved.

Travel and Exploration

Move across a connected world map with real travel times.

Each location has its own functions and characteristics, including resource sites, workshops, merchants, quests, NPC services, and regional prices.

Random events can occur while traveling. Weather, time of day, and your skills can influence how efficiently you make your way through the world.

Rumors and discoveries may also lead you toward special opportunities that are not necessarily available permanently.

Quests, NPCs, and a Growing Handbook

Talk to NPCs, take on tasks, and gradually learn more about the world.

Quests are connected to locations, skills, resources, and progression. Not every solution is handed to you directly – exploring your surroundings and connecting existing game systems can often be worthwhile.

The Handbook serves as a central reference and collects information about items, resources, recipes, locations, rumors, discoveries, unlocks, and personal statistics.

The world should remain understandable without turning every task into a complete step-by-step guide.

Play Actively or Progress in the Background

Guilds of Mountgate can be played both actively and casually in the background.

Many gathering and production activities continue for their selected duration even while you are away. Offline progression runs at reduced efficiency. Materials, equipment, and the conditions of the activity determine how long your character can continue working.

At the same time, various systems offer active gameplay opportunities. Paying attention and actively participating can provide additional possibilities without requiring you to constantly supervise every activity.

You decide when you want to play actively and when you simply want to let your character get on with their work.

A Light Social Layer

Guilds of Mountgate is a shared online world without constantly forcing you to interact with other players.

Chat, player trading, world messages, and community activities allow you to participate in what is happening around you. At the same time, much of the game can be experienced at your own pace and largely independently of others.

As development continues, these social elements are planned to expand with guilds and additional community systems.

Current Early Access Content

The Early Access version already provides the playable foundation of Guilds of Mountgate.

This includes multiple towns, villages, and gathering areas, a connected world map, various gathering and production skills, quests and NPCs, regional merchants and markets, dynamic weather, a day and night cycle, equipment and durability, inventory and storage management, travel events, active and passive gameplay options, and a reactive economy.

The amount of available content varies depending on the skill and region. Additional progression tiers, materials, quests, and areas will be added throughout Early Access.

Planned Expansions

Guilds of Mountgate will continue to expand throughout Early Access.

Planned additions include PvE combat and combat-related character progression, further progression and production options, additional towns and regions, new quests and stories, and continued expansion of the existing economy and trading systems.

In the longer term, larger transportation options such as caravans, horses, and carts are planned. Sea trade, further interactions with foreign factions, guilds, housing with functional rooms, workers, and additional automation options are also intended for future development.

Optional PvP is planned in the form of voluntary arena duels; forced open-world PvP is not planned.

Music, ambient sounds, animations, and the visual variety of the world will also continue to expand throughout development.

Visual Development

Current artwork has been created partly with AI assistance to make a project of this scope possible during its early stages.

In the long term, the plan is to gradually replace backgrounds and larger scenes in particular with individually created, pre-rendered 3D environments.

The goal is to establish a more consistent and distinctive visual identity without changing the game’s fundamental UI-based approach.

Part of a Larger Universe

Guilds of Mountgate is part of the world of Vellgar.

What begins as a journey between a handful of towns and villages is intended to grow into a significantly larger world over time. New regions, cultures, economies, systems, and stories will gradually become interconnected.

The goal is not simply to make the world bigger. New content should complement and connect with existing systems so that previously explored locations, skills, and resources remain relevant in the long term.

Why Guilds of Mountgate?

Guilds of Mountgate is made for players who enjoy long-term progression, interconnected systems, and a believable game world.

The focus is on decisions rather than constant action, long-term character development, and a world that continues to move even when you are not around.

Play actively when you want to. Let your character work when you have other things to do. Watch the markets, specialize in particular activities, or explore many different parts of the world.

Build your character, find your place in the economy, and become part of a world that is only beginning to grow.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Guilds of Mountgate currently uses AI-generated visual assets during Early Access, primarily for environmental backgrounds and UI-related imagery.

All assets are individually selected and refined to ensure visual consistency within the game world.

This approach allows development to focus on the core systems that define the game — including progression, economy and world simulation.

As development continues, many of these assets — especially location backgrounds — are planned to be replaced with handcrafted, pre-rendered 3D scenes created in Blender for the full release (v1.0).

System Requirements

    Minimum:
    • OS *: Windows 11 / 10 / 8 / 7
    • Processor: Dual-Core CPU (e.g. Intel Core i3 or equivalent)
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics sufficient
    • Network: Broadband Internet connection
    • Storage: 1050 MB available space
    • Sound Card: Any
    • Additional Notes: Runs on nearly any system. Requires a modern web browser with JavaScript and HTML5 support (e.g. Google Chrome, Mozilla Firefox, Microsoft Edge or Safari). Stable internet connection required. No dedicated GPU needed.
    Recommended:
    • OS: Windows 11 / 10
    • Processor: Quad-Core CPU
    • Memory: 8 GB RAM
    • Graphics: Integrated or dedicated GPU
    • Network: Broadband Internet connection
    • Storage: 1250 MB available space
    • Sound Card: Any
    • Additional Notes: For optimal performance during extended play sessions. Recommended to use a Chromium-based browser and keep it up to date. Installing the game as a Progressive Web App (PWA) is recommended for the best experience.
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
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