Golem Gates cover
Golem Gates screenshot
PC PS4 XONE Switch Steam
Genre: Real Time Strategy (RTS), Strategy

Golem Gates

Update Notes 7/1/2019


  • In Survival on Normal or Hard difficulty, certain enemy structures may now appear

    • Structures are more likely on Hard difficulty or when playing in co-op
    • On Hard, structures will also be placed in more advantageous positions for the enemy

  • Improved performance in Campaign Chapter 7 and Chapter 9
  • Fixed some objectives displaying the wrong number of controlled points in certain cases
  • Fixed an issue that caused Chapter 5 to be more difficult than intended
  • Fixed an issue that caused some dialogue lines in Chapter 15 to not be translated when playing in languages other than English
  • In controller mode, fixed damage/buff/debuff Glyphs not automatically hovering a valid target if the player has insufficient Energy
  • Increased range of the shifted (fast) camera speed option
  • Added a tutorial message when creating a public Survival match clarifying that join-in-progress is supported for that mode
  • When returning from a public match, the match type will no longer reset to private
  • In controller mode, on the campaign/trials screens, pressing the right analog stick button will now open a quick deck selection list
  • Fixed an issue that could sometimes prevent unit or building previews from displaying in the background of the Forge
  • Fixed the Creeping Battlement’s firing audio being heard at full volume regardless of camera location

Update Notes 5/30/2019


  • Fixed a rare issue where the next campaign chapter might not unlock after winning when saving and reloading multiple times
  • Fixed a rare issue in multiplayer custom or survival games where client players might not realize the game is paused
  • Fixed an issue where if a player has all Glyphs unlocked and also almost all alternate art variants, sometimes the collection would not display all the variants that were available
  • Fixed a crash that could occur if a player disconnects their PC from the Internet while loading into a multiplayer game
  • Fixed some networking error edge cases where the game returned to the main menu without displaying an error message
  • Fixed misc minor issues with controller input
  • Fixed various localization issues

Update Notes 11/16/2018

We've added support for additional languages and controller mode in addition to a host of performance and quality of life improvements. Enjoy the holidays!

New Features

  • Added support for French, Italian, German, and Spanish.
  • Added full controller support.

    • Note: Currently Xbox button icons will be displayed regardless of the connected controller.

  • Added 6 new achievements.


Fixes and Improvements

  • Drastically improved performance on low detail settings.
  • Improved light and shadow quality in various levels on high detail settings.
  • Reduced startup time.
  • Reduced the size of campaign saves.
  • Improved text scaling, particularly at 720p and at certain nonstandard resolutions.
  • Improved unit pathing in cases where a stationary unit is obstructing moving units.
  • Improved unit behavior when many units are attacking a single enemy.
  • After playing or cancelling a Glyph, units that were selected previously will be reselected if they are still on screen. If the played Glyph summons units, those units will be added to the existing selection.

    • This behavior can be disabled in the Options menu, which will revert to leaving nothing selected after playing or cancelling a Glyph.

  • Reduced delay time when starting a match if other players are connected or the match type allows join in progress (Survival)
  • Reduced loading screen time when starting a match while connected as a client.
  • Improved the initial orders bots give to units when summoning them under pressure.
  • Fixed some edge cases where joining via the Steam overlay was not possible when it should be.
  • When playing with another player in a match, they should now properly appear in the recent players list.
  • Fixed a bug that prevented certain connection errors from being displayed correctly.
  • Quickmatch matchmaking is now properly cancelled if the connection to Steam is lost.
  • In Chapter 4, the resource node below the player starting position now starts out as owned.
  • In Chapter 10, the boss now has Siege.
  • In Chapter 15, the boss's basic attacks now deal AoE damage, the cooldown-based ability is more consistent, and the info card has been updated to be more understandable.

Update Notes 5/26/2018

Fixes/Enhancements

  • Clicking on unit/structure/trap Glyphs in the Forge will now display a preview.
  • Added an explicit UI button to view models in the Archive/Forge. (Clicking on the background still works as well)
  • Adding units to a squad that isn't controllable will no longer cause the squad to restart its path from the beginning.
  • Fixed effects that grant a Glyph copy on death not consistently working on Decaying Horde.
  • Spider Master's minion stats are now displayed wherever unit or Glyph stats are displayed.
  • In the trial "Huddled Together" friendly units will now properly engage enemies encountered while idle if they are within sight granted by structures or the Harbinger.
  • Fixed a bug where attempting to join a friend in-game when the game wasn't currently running would launch the game but not join their session.
  • Improved bot usage of clear vision granted from special sources (buffs, map features, etc)
  • Tweaked bot deck construction.
  • Tweaked bot 1v1 and FFA early game behavior.

Content Update 5/1/2018

We've added a little something for everyone, with new Trials, Versus maps and a Survival challenge as well. New cosmetic skins and a large list of improvements and fixes round it all out. Have fun!

New Features and Content

  • Added 2 new Versus maps. These maps are suitable for either 2 or 4 players and have a new center map objective point that attacks the enemy while it is held.
  • Added 3 new Trials. The new Trials are difficult but offer alternate Glyph skins as rewards.
  • Added a Survival version of Vision with unique enemy spawn mechanics where enemies can appear over more and more of the map as the game progresses.
  • The Glyph Draw Rate setting for Skirmish games (both online and AI) now has a "Pickups" option. When this option is selected, players do not draw from a timer but instead pickups appear all over the level that must be touched by friendly units to draw Glyphs.
  • Added many more cosmetic skins to collect.


Fixes/Enhancements

  • The first half of the campaign has been adjusted to provide a smoother difficulty curve. In particular, the first part of Chapter 4 is easier and in general early mission enemies will use one or zero legendary Glyphs.
  • Various minimap icons have been updated to be easier to recognize at a glance.
  • Improved font size and readability at 4k resolution.
  • If the player buys all the cards in the store, it restocks the next time they enter regardless of time.
  • Clicking on a structure proxy in the fog of war will now display any permanent status effects that were on the structure when it was last seen.
  • Glyphs that don't require a target can now be cast by double clicking on them.
  • Fixed self-targeted AoE attacks (Flame Turret, Vacuum Turret) activating when the nearest enemy is somewhat outside the range at which the ability deals damage.
  • Reanimate (Decaying Horde, Spider King), Duel (Duelist) and Buff Stealer (Cipher) are now correctly disabled if the user is Silenced.
  • Fixed Energy Collectors' Suppress ability not auto activating correctly.
  • Fixed an issue in Vision where the global vision area's activation timing would depend on how long the game lingered in the prematch state.
  • Fixed a rare issue where certain units with a Skill requiring an enemy unit as a target could get stuck attempting to use that Skill on a target that is no longer valid, preventing them from returning to normal attacks.
  • Fixed bots not properly using the Echo unit when dead in an allied game.


Balance Changes
<*>In Versus and Survival the maximum Energy capacity is now 1000. After reaching this value, Energy expansion increases base draw speed instead, to a minimum of 3 seconds.
<*>Stone Boots: Now provides 5 Armor in addition to its other effects.
<*>Lesser Regeneration: Reduced regeneration amount from 20 to 15; added a 50 point instant heal on cast.
<*>Basic Turret: Increased health from 1100 to 1250.
<*>Flame Turret: Increased health from 1300 to 1500.
<*>Pulse Cannon: Increased health from 1500 to 1600; Increased construction time from 20 to 25 seconds.
<*>Vacuum Generator: Increased health from 1000 to 1100.
<*>Twin Blades: Increased regeneration from 10 to 15.
<*>Spider King: If all minions are destroyed, it can now resummon its initial two. This effect has a 60 second cooldown.
<*>Mimic: Increased health from 2500 to 2700.
<*>Creeping Battlement: After teleporting, gains 3 seconds of Impenetrable.

Update Notes 4/13/2018

We've made various fixes and improvements to the game as well as a few balance changes. We're planning to have a content update near the end of April with more stuff!

Fixes/Enhancements

  • Improved functionality while paused via the Pause key to allow more camera control and to continue to draw unit paths.
  • Adjusted the tutorial to improve flow and fix a few minor issues.
  • Fixed camera position bindings not being saved correctly.
  • Fixed Techswallower (Energy Collectors) heal not consistently working.
  • Corrected the material on the back of the Bannermen when using the alternate art.
  • Fixed case where bots would use scry techs on a location they can already see.
  • Fixed various rare edge cases where units would be summoned under the level.
  • Fixed some aspects of alternate art units not being displayed correctly in the Archive.
  • Fixed a bug that caused crowd control effects to stack duration.
    • The duration will now be set to either the current value or the duration of the incoming effect, whichever is higher.

  • Fixed a bug that sometimes caused some minimap elements to draw during cinematics.
  • In Survival, the buff Sight Beacon will no longer appear on units that cloak, since that effect negates stealth.
  • Easy bots will now more realistically "waste" techs on low value targets.
  • In the trial Zombie Apocalypse, fixed a bug that caused certain special unit types to be raised when they shouldn't (like Holograms)
  • Also in Zombie Apocalypse, raised zombies will now more consistently be assigned to the same squad as other nearby zombies, making squad-based techs and attacks more effective.
  • The Survival post-game graphs will no longer display an extra red line for a non-existent player.
  • Added a new context sensitive tutorial when the player moves the Harbinger around too much that explains how that pauses drawing more Glyphs.
  • Adjusted the chase range for Arcanists to fix some cases where they were not properly responding to normal ranged unit attacks when idle.
  • A red X icon is now displayed over objects that will prevent casting a tech due to Techshield.
  • Globally broadcast status effects (such as All Seeing Eye, Hibernate, the buffs from buff control points, etc) are now displayed just over the minimap for the player that possesses them.
  • When Hibernate is cancelled due to damage, the icon will now properly be removed from the player status display.
  • Fixed an incorrect Glyph icon for the alternate art Decaying Horde.


Balance Changes

  • Shock Tower: Increased cost from 220 to 230 and reduced health from 1500 to 1300.
  • Cacophony of Voices: Reduced Energy cost from 60 to 50.
  • Vacuum Turret: Increased minimum range from 200 to 250.

Update Notes 3/31/2018

We've made some improvements and fixes based on player reports in the first week. Thanks for playing! We'll be at PAX next week but more updates to come after that.

Fixes/Enhancements

  • Fixed a bug that caused the tutorial to stop giving direction after discovering the enemy Harbinger.
  • Fixed an issue that prevented the lava bursts in Perdition from appearing consistently.
  • Fixed an issue where matchmaking could get stuck on "Finding best game server"
  • Fixed a bug that prevented some alternate art Glyphs from dropping.
  • Fixed the music volume setting not affecting all music.
  • Fixed the campaign 100% completion achievement not unlocking under the correct conditions.
    • If the correct conditions have already been achieved it will unlock at startup.

  • In the Trial "Big Boned" the enemy will no longer use Glyphs that create squads of more than 4 units.
  • In "Into the Box" fixed a bug where the Gatekeeper could end up on top of a building.
  • In Chapter 14, fixed an issue that could cause a long delay before proceeding after enemies are defeated.
  • Fixed a collision issue near stairs in Stronghold.


Balance Changes

  • Pulse Cannon: Increased range by 10%
    • The sight radius hasn't changed so in general this only affects its ability to return fire against long range units.

  • Summon Trap: Trigger radius increased from 100 to 200.
  • Flame Turret: DPS increased from 45 to 50.

Release Version Update Notes

The completed game is now available! Early Access will end around 12pm EST. Enjoy the completed Campaign, a large selection of Trials, skirmish, multiplayer and more!

New Content and Features

  • Added Book 3 of the campaign with the final 5 campaign missions.
  • Various aspects of the previous campaign missions have been polished with additional art and dialogue lines.
  • Increased the brightness of most maps.
  • Added 10 new Trials.
  • Added additional alternate art/skin Glyphs.
  • Added a new Survival map.
  • Added cyclones to the Desert Survival map that drag in and throw units to random map locations.

Fixes/Enhancements

Golem Gates Will Be At PAX East!

Update Notes 3/7/2018

Fixes/Enhancements

  • Added voice for Tetra.
  • Improved the Chapter 10 ending cinematic.
  • Fixed a bug in Chapter 7 that sometimes caused the enemy to become inactive for long periods.
  • Fixed a bug in Chapter 8 that sometimes caused the enemy to fixate on the center objective even if the sides were left undefended.
  • Slightly increased the difficulty of Chapter 10.
  • Fixed an AI bug on Colossus where the AI would assign military strength to the force fields and therefore be hesitant to attack the right hand side of the map.
  • Bots retreat more consistently when their units are unable to attack due to targeting restrictions (e.g. Arcanists when there are only buildings nearby)
  • Bots are more aware of being scried, particularly when they know the enemy has long ranged attacks.
  • Fixed issues with Spymaster Skill usage when it is set to Auto.
  • Fixed Perfect Golem pathing issues.
  • Added an alternate explosion effect for the alternate skin Artillery Cannon.


Balance Changes

  • Shock Tower: Reduced the Stun Skill damage from 200 to 100.
  • Spymasters: The scry effect displayed at the target location now roughly indicates the direction towards the squad projecting the vision.