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Genre: Role-playing (RPG), Indie

Project: Gorgon

Update Notes: April 27, 2022

This is a bug-fix update. The purpose is mainly to fix a UI bug when viewing alcohol casks, but we've also included some other fixes and changes that were ready to go.

We've heard some reports of issues with golf balls occasionally "glitching" in various ways. We're still investigating these, and will fix them as soon as we can. If you have a reproducible situation that causes problems, please bug-report it!

Glamour Gourds in the Guild Shop


You can now purchase "Glamour Gourds" with Guild Credits (from any Guild Sign). These work like Glamour Berries, with a few caveats. When you buy a Glamour Gourd, it is automatically attuned to your account. Glamour Gourd items also don't stack in inventory. (The latter is a technical limitation because attuned items can't be stackable.)

We're using these Gourds instead of Glamour Berries because we want to avoid reselling for now. We want these items to be a reward for doing guild quests, not a way to make Councils off of other players. It's possible that we're being overly cautious here, in which case we'll make further changes in the future.

Other Changes/Fixes


  • Alcohol items now show their effect information when examined.
  • Fixed the start and goal beacons for holes 8 and 9 in Pennoc's Pennant.
  • Rebalanced reward tiers for Pennoc's Pennant based on initial scoring this round. (This only affects the reward tiers you haven't received yet, of course.)
  • Improved legibility of the recipe UI window.
  • Fixed skill reward text-wrapping UI issue.
  • In addition to Glamour Gourds (discussed above), you can also buy Portal Summoning Devices with Guild Credits (sold at any Guild Sign).
  • Increased the cost of Extra-Gigantic Coin Sacks at the Guild Signposts. Cost increased from 2 to 4 Guild Credits.
  • You can now occasionally find Live Event Credit Vouchers (worth 10 Live Event Credits) when playing the high-stakes match-3 game in the casino.
  • Added a Portal Summoning Device for Fungal Fortress that is available through Riston and the Guild Sign.
  • Fixed client bug that could cause items in your storage vault to display incorrectly if you clicked and dragged really fast.
  • Riston now sells VIP Tokens, as well as Povus Teleportation Devices, for Live Event Credits.

Project: Gorgon is on Sale for Half Price!

Project: Gorgon is on sale for 50% off! We've been working hard to polish and improve the game, and now we want to share it with new players -- at a discount!

If you're still on the fence about joining us, why don't you check out our free demo? The demo lets you play a BIG portion of the game, and your demo character will auto-upgrade to a real character when you buy the game. It's a great way to explore the breadth of content that PG has to offer.

If you checked us out during Alpha but haven't been back since we started Beta, this is a great time to see what's changed. We've been smoothing out newbie game flow, removing irritants that frustrate players, improving general quality of life, and making the game's content more accessible, discoverable, and useful. Not to mention all the features and content that we've added recently, like horseback riding, animal husbandry, and a big new level 80+ outdoor zone.

Just for extra fun, we've got some newbie-accessible events lined up for the next two weeks, including an Easter-themed bunny invasion, a golf tournament, and a risk-free chance to try out an animal form.

See you in Alharth!

Hotfix Notes: April 16, 2022

This is a quick patch to address some bugs in today's earlier update, including a fix for teleportation.

Kalaba Logic Fix:


We fixed a bug that let you start Kalaba's quest "Phlogiston Basics" from his Favor menu, before he taught you Transmutation. If you did this, he wouldn't actually teach you Transmutation! If this has happened to you (meaning you have this quest but you don't know the recipe the quest refers to), just cancel the quest in your quest journal. That will fix the NPC logic and you'll be back to normal. Kalaba will give you this quest automatically after teaching you the skill (after you finish his two panther-related quests and he asks you about a "business opportunity").

Werewolf Fix:


Werewolves were randomly losing their Norala buffs and Tokens of Norala. We can't reproduce this bug, but we think we fixed the root cause. We'll keep an eye on things to make sure. We don't have an easy way to restore the exact number of Norala Tokens you lost, so we've just decided to give every werewolf a dozen extra tokens during this full moon. Type `/redeem` in chat and you'll see a redemption called "Werewolf Fix: 12 Tokens of Norala".

Other Bug Fixes:


  • Fixed: some recipes (including common Teleportation recipes) could not be used
  • Fixed: some portals in Serbule Crypt had sunk into the ground
  • Fixed: some title scrolls caused client errors when dropped on the ground

Update Notes: April 16, 2022

Continuing our focus on improvements for new players, this update makes some changes to Transmutation. We are also premiering our new glamour mechanics (which some other games call transmogrification). And we have exciting news - we're going on sale for half off!

Known Issues:


  • Some recipes aren't able to be used right now, most notably certain teleportation recipes. We'll be fixing this in a client patch later this evening.

P:G is on Sale!


Project: Gorgon will be 50% off from April 18 at 10am PDT (1pm EDT) to May 2 at 10am PDT (1pm EDT)! This is a bigger discount than we've done before, because the game is in better shape than ever and it's time to get more players involved! (And as we talked about in the latest dev blog, we need more mid-to-high level players to help us balance combat. You can read the dev blog on our forum, or you can read it in-game by typing /blog in chat!)

So this is a great time to get friends into Project: Gorgon! If your friends are on the fence, remember that our free demo lets you play a BIG portion of the game, and your demo character will auto-upgrade to a real character when you buy the game.

Transmutation


Transmutation is an important skill that we expect all high-level players to take advantage of. It allows you to randomly replace treasure effects on your equipment, fine-tuning them to your specific gameplay style. But for such an important skill, it's been pretty obscure.

Higher level combat requires transmutation in order to keep up with the difficulty curve. But transmutation was hard to find on your own at the appropriate level, and confusing to boot. We found that players who discovered how to use transmutation to their advantage tended to stick around, while players who missed it tended to stop playing when they couldn't keep up. This is a huge problem, so we've made some changes:

Previously, you learned Transmutation after becoming friends with Makara, a hermit in the Ilmari Desert (a level 50+ area). Makara is still the advanced Transmutation trainer, but now you can learn the basics from Kalaba in Eltubule, a level 20+ area. Kalaba offers to teach you Transmutation after you complete his second panther-killing quest; he teaches the basics and has Favors that give more XP, recipes, and prisms. Eventually these favors culminate in a request to meet Makara in the Ilmari Desert for advanced Transmutation training. (If you have previously learned Transmutation through Makara, you won't be affected by this change.)

In addition, some of the mechanics of Transmutation have been tweaked to remove some of the frustration: now when you use Transmutation to replace a power on an item, you won't roll the old power again immediately after. We track the last two replacements on each item and prevent them from being rerolled. (Since we weren't storing this info until now, existing items have no history, but it will get filled in as you transmute.)

We also realized that new players often don't even know what an enchantment *is*, because items have their own built-in powers (which are non-fungible) as well as enchantments which can be changed. We've redesigned equipment tooltips to help make this more intuitive. (See below for more on that.)

Other related changes:

  • Added a Transmutation table to Kalaba's work area in Eltibule.
  • The Transmutation level requirement for "Distill Rare Magical Item (0-30)" is now 5 (instead of 10).
  • The Transmutation level requirement for "Repair Transmutation Damage 1" is now 10 (instead of 5).
  • We now allow transmuting when shield wax is on an item.
  • Fixed a bug with the transmutation animation swipe not working correctly.
  • Changed "power" to "enchantment" in the Transmutation window, for consistency.

Glamour Berries


Glamour Berries are a nifty cosmetic feature that let you make your equipment look like other equipment. This can be really useful when your tired of wearing non-matching armor! (Some other MMOs call this process "transmogrification", but that word seemed too close to "transmutation", so we call it "glamouring".)

Glamour Berries are magical fae fruit that can permanently make any one piece of gear look like another piece of gear. This is only an illusion, though -- the glamour has no effect on the item's stats or behavior. This includes NPC behavior: NPCs automatically "see through" glamours, so they will react to you as if you were wearing the original item. For instance, if you're wearing "hideous" clothing that's been glamoured into something beautiful, NPCs will still think you look hideous.

Here's other important details:

  • Any piece of armor can be glamoured to look like any other piece of armor that goes in the same equipment slot. Main-hand and off-hand items can be glamoured to look like similar items (e.g. you can glamour a sword to look like another sword, but not a hammer or a shield).
  • Glamoured items can't be dyed (because glamours hide the original paint, so dyes wouldn't do anything).
  • You can glamour a piece of gear as often as you like, as many times as you like.
  • Glamouring the equipment doesn't attune the equipment; in fact, attunement doesn't affect glamouring at all.
  • Glamours can be copied: if you glamour an item to look like another glamoured item, the new item will have the same glamour as the other item.
  • If you glamour an item to look like something that is animal-only (such as Werewolf Armor), the glamour will only be active when worn in that animal form. It will look un-glamoured in other forms.
  • We haven't yet implemented UN-glamouring, so the effect is very permanent! (But you can always apply a different glamour on the item.)

The VIP Program gift for April is 12 Glamour Berries -- check the Redemptions button on the Persona window (or type /redeem in chat) to get them. Glamour Berries can also be purchased for 20 Event Tokens from Riston in the Red Wing Casino, or rarely found in the high-stakes casino Match-3 games. In the next update (or soon thereafter) we'll also be adding a way to obtain some with Guild Credits.

Related changes:

  • Due to internal changes, certain "head gem" items, such as the Orbiting Gem, are no longer shown on your character when you're in an animal form -- they are only visible when you're a biped. The old behavior was accidental, but it was fun, so we expect to add new animal-specific floating gem items soon. Affected items are: Orbiting Gem, Rohina's Mind Gem, Monger's Boon, Ever-Hateful Jack O' Lantern, Ever-Glaring Jack O' Lantern, and Fae Navy Communicator.


Item Tooltips


Items - weapons and armor and potions and foods and all sorts of items - are extremely important. They're information-dense, and getting all that information into a readable, comprehensible form can be really tricky. We've rewritten the item information blocks that are shown when you hover over an item (called "tooltips") to help make some of that info more understandable. These tooltips are a work in progress, so we'll be reacting to your feedback and suggestions, and we really need your bug reports!

Changes:

  • There's now a "short description" right underneath the item name that tries to point out the most important aspect(s) of the item. Some items do not have a short description.
  • "Attributes", "Enchantments", "Augment" and "Shamanic Infusion" for equipment are now grouped together in a display that's easier to digest and (hopefully) makes the underlying mechanics more obvious.
  • Augment rarity is now displayed in the tooltip.
  • Augment tooltips now explicitly indicate the required rarity of the item it can be placed in.
  • Dynamic stats (durability, doses, waxes, & craft points) are now more obvious when they show up.
  • Added an indicator to tooltips for items that can be used, such as "Right-click to Drink".
  • Shield short descriptions are now accurate (instead of "Level X OffHandShield").
  • Crystal color now displays in the tooltip.

Known Issues:

  • When you raise the Tooltip Font Size to the higher ranges allowed by the slider, equipment tooltips don't fit on the screen well. We'll be working on this in future iterations.

UI Features and Bug-Fixes


  • Added an "Always compare items?" setting under GUI/Features. This auto-compares items without having to hold the Alt key. Defaults to off.
  • Added a purchase confirmation to player-vendor purchases. The amount over which the confirmation presents itself is set by the "Purchase Confirmation Amount" setting, under GUI/Other. Default is 10,000 councils.
  • Active combat skill levels are now displayed on the bottom bar.
  • Skill tree collapse states are now character-specific.
  • Skills are now added to the Skills & Abilities window when you first earn XP in them, instead of when they first hit level 1.
  • We now show skill levels in the skill list on the Skills & Abilities window.
  • We now display your new skill level in the pop-up message when leveling up.
  • Loot Mode is now displayed properly in the UI; previously it would reset every time you logged in.
  • Monster info should no longer get cut off in the combat info window.
  • Inventory items can be used via double-click while the Crafting window is open.
  • We now account for XP mods when displaying the addition in the crafting XP bar.
  • Sped up the minimum crafting repeat time from 2 seconds to 0.5 seconds.
  • The "repeat" feature of the Crafting window now takes into account durability and consumption rate when calculating the max number of times you can repeat the recipe.
  • The quest tracker respects the "Show Quest Tracker" setting again.
  • Tracked quests are now saved properly.
  • The quest log now displays the associated NPC's name in the list of quests.
  • The chat channel of the current tab will now remember when it is switched via a command, such as '/p' or '/n'. So if you switch to another tab and then back, you will remain in that channel. This should reduce mistells.

Physics & Graphics


  • The "High-Quality Anti-Aliasing" graphics option now uses a different anti-aliasing algorithm that doesn't cause as many visual artifacts. (The old one could cause a type of unintentional "motion blur".)
  • We now properly set camera effects (vignetting, blur, etc.) when entering a new area.
  • Fixed a bug that caused heavy framerate loss when certain static objects were selected in the world.
  • Removed the "Overhead Name Fade Distance" setting for now, as it didn't actually do anything.
  • The change in moving upward to falling during a jump is now smooth instead of instant. (The jump physics still isn't 100% realistic but it should look a little better now.)
  • Added particles to Fire Shield ability to make it more obvious when the effect ends.
  • Polished fairy Free-Flutter animation.
  • Fixed several bed sleeping animations.
  • Polished Brambleskin particles.
  • Animated Crafting XP & NPC Favor bars.
  • We now do better handling of your currently-selected entity's appearance changing (such as Vendor Fox coming out of its box).
  • Fixed mounting/dismounting bug that would enable infinite jumping.
  • Reduced lag, and fixed a bug that caused the screen brightness to change, when mounting the first time.
  • Prevented ice fishing holes from falling through the ice or being un-clickable.
  • We now only reduce selection box size when entities are behind the player. This should make things like large doors and trees easier to click on.

Other Changes


  • Added keybinds for corpse actions, such as Autopsy, Bury, etc. They default to keys 1-6, and can overlap with non-corpse keys (such as ability keys). The corpse action keybinds are used only when the corpse window is open.
  • Added a "Loot All" hotkey for corpses that defaults to Spacebar.
  • Werewolf-altar buffs now last until the next Full Moon (instead of the next Waxing Gibbous Moon). Note: since this patch is happening DURING a full moon period, things are a little weird - if you logged in yesterday as a werewolf, your timer is currently set to end on the next Waxing Gibbous Moon. If you log in today or tomorrow, your timer will be updated so the buffs last until the next Full Moon.
  • Werewolf's "Lunacy" buff ("You feel powerful.") now buffs Max Health +30% instead of +30.
  • Fixed bug with treasure effect "Tundra Spikes deals +19% damage, gains +8 Accuracy, and lowers targets' Evasion by -16 for 20 seconds". The evasion debuff did not stack with itself (if you had this effect on two pieces of gear).
  • Uncommon items in loot now glow green, but do not have an associated humming sound.
  • Characters now have some control over their jumps while mid-air (e.g. jumping with no momentum and then moving forward).
  • Higher-level poisoned blades can now be used for lower-level Poison Knife abilities.
  • Loot bonus related Words of Power now last 1 hour instead of 15 minutes.
  • Dead pets can now always be interacted with.
  • Enemies can no longer sink into the floor.
  • Corpses of sheep and floating skulls can now be walked through.
  • Fix typo in Spider Speed effect.
  • Sarina, the enslaved fairy in the Goblin Dungeon, no longer just pretends she is leaving after you free her. She now uses a nearby teleporter to leave. It's also now possible for multiple players to finish the quest by talking to her as she leaves (or before she leaves) rather than having to re-kill the goblin boss.
  • You can now loot fruit trees even if your inventory is full (in which case your inventory will become overflowing). You cannot loot fruit trees when your inventory is overflowing.
  • Bone Meal can now be stored in gardening-related storages.
  • Work Orders for Healing Potion Omegas are now correctly labeled Mycology instead of Alchemy.
  • Work Orders for werewolf armors are now correctly labeled Armorsmithing instead of Blacksmithing.
  • Cloth enhancements now require a tanning rack.
  • Changed references to "Enhancement Points" to "Craft Points" for consistency. "Craft Points" is shorter and thus easier to display in the UI.
  • Changed Serpentine to an Orange Crystal instead of Orange + Green.
  • Hiral now gives juices at each favor level-up.
  • Added durations to pineal juice descriptions.
  • Torches in Eltibule now turn off when they're not lit.

Update Notes: March 16, 2022

This is a minor bug-fix update to fix issues with our latest major update.

  • Fix problems with projectiles that persist after monster death
  • Reverted unintentional lighting change that made certain dungeons extra dark (including "under the model home" and "Dark Chapel" dungeons)
  • Fixed treasure effect "Nip boosts the damage of Basic, Core, and Nice attacks +X for 6 seconds" which actually buffed the enemy, not the attacker
  • Item prompt now only shows when appropriate for NPCs
  • Fix floating barrels in Goblin Dungeon
  • Stop auto-running when using an ability on an enemy
  • Fix minor padding issue in crafting window ingredients

We'll be back with more fixes and features soon!

Update Notes: March 11, 2022

In this update we've done a ton of polishing and bug-fixing, and we have some new content for the Eltibule region.

Eltibule Content


After a very long hiatus on the game's storyline, we've started expanding it again. We've only added a few new steps in this update, though it may be somewhat obvious where things are headed. We'll be adding more storyline quests in future updates.

Until now, the storyline ended with the quest "Chasing Dalvos to Eltibule". That quest completed when you talked to Oritania, and there were no further quests. Oritania now has a new storyline quest which she will bestow after "Chasing Dalvos to Eltibule" is complete. You will need to run some errands for her first (although you may have already done those errands for her in the past).

There is also a new "top floor" to the dungeon underneath Eltibule Keep. Most of the top floor has low monster density, making it more approachable to players who don't yet have solid level 30 equipment. There is also a new quest on this top floor, which starts in the first room. (The new "top floor" connects to the older floors, which are almost completely unchanged.)

UI


  • Polished all of the main UI windows to have consistent header fonts, colors & sizing.
  • Organized the GUI/Features settings with headings.
  • Augment sub-skills now show up under the "Augmentation" umbrella skill in the Skills & Abilities window.
  • Fixed an issue with Skills being displayed in a weird order in the Skills and Abilities window.
  • Repeated searches within the Skills & Abilities window will no longer mess up Skill name padding.
  • Reunited Toxic Flesh 9 with its friends Toxic Flesh 1-8 in the Special Abilities window.
  • Mushroom Farming max grow-box bonus is now displayed in the Skills and Abilities window.
  • Set correct error message for abilities whose parent skills are not high enough level, most notably when Fairy Magic is higher level than Mentalism.
  • The right-click hotbar submenu "Change Skill" will now display in 2 columns when you have 25+ combat skills. This prevents the list from going off the screen.
  • Tightened the display of the right-click submenu that displays list of combat skills.
  • The Crafting window now has an XP bar, displays the associated skill under the recipe name, and has a star icon to quickly favorite the selected recipe.
  • Clicking an item while the crafting window is open will now place that item into any applicable ingredient slots.
  • Attempting to craft with an ingredient in storage will now show an accurate error.
  • Improved algorithm for single-clicking an inventory item with the crafting window open:

    • If there are multiple ingredient slots, it will no longer swap them and will instead fill successive slots.
    • If there is a single ingredient slot, it will swap any existing ingredient in the slot.

  • Empty stable slots now have a custom UI that is more descriptive.
  • The mount preview window should no longer be black.
  • Polished pet UI, including highlighting the currently-selected mode (Assist, Guard, etc.).
  • Added a new setting, "Automatically show pet UI?" under GUI/Features, which auto-shows the pet UI when a pet is summoned. Defaults to true.
  • Added an option "Close mount window after action?" to prevent mount window from closing after performing an action.
  • Properly resize Dismount button text.
  • Mount anxiety bar now changes from green to red as anxiety increases.
  • Added Riding to list of toggleable shop skills.
  • Fixed a bug that prevented you from toggling off Riding skill when using the shop search golem (if you first talked to the golem while on a mount).
  • General polish of the transmutation window.
  • Transmutation now always uses the new transmutation window.
  • Polished the Quest Tracker a bit.
  • Added an icon to quest list headers when one of their quests is completed. (It's a little green dot.)
  • Tracked quests can now be right-clicked to view the Quest details or untrack the quest.
  • Allowed locking of the hotbar from the right-click menu of the ability icons.
  • Sidebar is no longer movable when attached to the main hotbar.
  • The minimap now starts at the correct location when changing zones.
  • The second floor map of Gazluk Keep now uses the correct map pins.
  • The item comparison tooltip now properly disappears when the compare key isn't held in, and the equipped item in the comparison is more obvious. (It has an "Equipped" label.)
  • Chat bubbles & selection boxes for yourself should no longer be jittery.
  • Scaled down selection boxes for large rabbits, so they stay more-or-less centered on the rabbit itself instead of hovering over its head.
  • We now update a selected target's description in real-time (if, for instance, someone's title changes while you have them selected).
  • Monster name colors now update properly when the monster dies.
  • The monster Rage-Full indicator (in Combat Info) now only displays on attacks that actually require full Rage.
  • Removed blue power bars from above target heads.
  • Polished favor bar in the NPC interaction window.
  • Julius Patton's favor increase text now lines up properly with his storage unlock.
  • Moved the effect icon for "background downloading" to the end of the effects list, and only show it when background downloads are active for more than half a second. This should prevent pop-in of the icon repeatedly, which shifted the rest of the effects icons.
  • Float item pickups to the correct place when they go into a different inventory pack than is currently selected.

Graphics & Animation


  • Added a new "Gather" animation for collecting fruit from trees/bushes.
  • The transmutation animation is now quicker, and can be skipped via clicking on it.
  • Changed animation for all fae recipes.
  • Fixed fairy swim animation.
  • Fairies should continue looking like they're floating when using most emotes.
  • New pickup animation for rabbits.
  • Revamped Knife Fighting animations.
  • We now correctly orient knives during stab animations.
  • Add particle effects to bard songs that last as long as the song is active.
  • Improved mount ability animations.
  • Add particle effects to mount abilities.
  • Reset horse state completely when swapping between mounted & unmounted.
  • When mounting, the camera now raises so your head is still in the same position on the screen.
  • Polished spawn premonition particles.
  • Eltibule: replaced legacy Unity trees with speedtree trees to fix problems with LODs. (The actual tree choices are still a work in progress, but good enough for now.)
  • Eltibule: fixed LOD on "casino castle" (the facade entrance to casino).
  • Removed advanced graphics setting for "Tilt Shift". (It hasn't actually done anything for a long time.)
  • Added advanced graphics setting for "High-Quality Anti-Aliasing". Previously this was always enabled when you set the graphics quality to "Great" or higher. (And that's still the default, but now you can override it.)
  • Added two new graphics settings:

    • There's a new Advanced Graphics Setting for "Torch Flicker". This is on by default for "Great" or higher graphics settings. It's a relatively inexpensive graphical flourish.
    • There's a new Advanced Graphics Setting for "More Lightsource Shadows". This causes some torches and fires to cast dynamic shadows. This is a MUCH more expensive graphical flourish, but it looks neat in the goblin dungeon. This feature is off by default for all quality settings (even Ultra).

  • Fixed camera reversal when entering Serbule sewers via the lake.

Abilities and Treasure Effects


  • "Headbutt and Knee Kick Damage +X" now correctly applies to Headbutt instead of Barrage (and still applies to Knee Kick, of course).
  • "Provoke Undead deals extra damage" will no longer do double the specified damage to the minions.
  • "Basic Attacks restore X Power" now properly restores the power.
  • "Trick Foxes have +X Max Health and +X Max Armor" now properly gain the specified Max Armor instead of a Taunt boost.
  • "Ridicule taunts and causes target's next attack to miss" now applies the chance to miss to the target instead of the caster.
  • "Spirit Pounce hits all enemies within 6 meters" now displays in the ability tooltip.
  • Fixed the icons for various treasure effects.
  • Elemental Ward's darkness and trauma mitigation effects will no longer display if they aren't active.
  • Bulwark Mode's health & armor leech effects will no longer show up in the effects list.
  • The treasure mod for System Shock's DoT now correctly reports the DoT damage type as Psychic instead of Trauma.
  • The armor ability from Gazluk War Wizard Armor ("War Wizard's Battle Cry") now has a reset time of 180 secs and restores 300 power.
  • The armor ability from Gazluk Death Trooper Armor ("Death Trooper's Battle Cry") now restores 350 armor as well as 350 health.
  • Attempts to transmute a mod with no possible replacements will now be prevented.
  • Endurance mods will now show up on crafted gear as intended, and can be extracted.
  • Endurance mods can now be transmuted into generic mods.
  • One of the treasure effects that gives small +Armor bonuses previously had no requirements and now has endurance-level requirements.

Other Bug Fixes


  • Toned down the rate of XP decay in Povus (until there are more high-level players to work on it).
  • We now put abilities on cooldown immediately, and refund cooldown if you are stunned before ability goes off.
  • Reverted an old change to in-combat fly costs. The earlier change raised flight costs exponentially the longer you were flying, which definitely did fix the exploit we were trying to fix, but took away a lot of the fun of being a fairy. (Now the cost is still not cheap, but it increases linearly instead of exponentially.)
  • Fixed a bug that caused pets to reduce the total XP value of monsters they fought.
  • Fixed a bug that caused Saddlery skill to give permanent health/power bonuses for leveling it up.
  • Fixed bug that prevented you from earning Riding XP if your bonus synergy levels put you over the level cap.
  • All effects that require a specific active ability will now persist while mounted, such as Summoned Skeletons, Battle Chemistry buffs, etc. The only exception is Bulwark Mode, which will be dispelled as normal.
  • Fixed an issue with mounting/unmounting in water sometimes not updating your speed correctly.
  • Humanoid illusions can now ride mounts (including some skeletons).
  • Banana & Guava trees now have 3 of their respective fruits.
  • Add bananas to banana tree models.
  • When a tree has no fruit but still has wood, its name now changes to "Harvested Tree" to denote the change.
  • Guava trees now yield Maple Wood when they run out of fruit.
  • Banana trees now yield Cedar Wood when they run out of fruit. (What, you've never heard of banana cedars?)
  • Made it clearer which foods and effects are meals vs snacks.
  • Recalling to the underwater teleport circle in Sun Vale will no longer teleport you to the circle near the druids.
  • Fixed Carpal Tunnel chairs that were embedded in the ground.
  • Fixed errors for some golems in newbie caves.
  • Filled in the mini-pools in the caves in Gazluk, making them shallower to prevent exploitability.
  • Kur beds can now be slept in properly.
  • Fixed a bug that caused the server to think you were floating when you first enter a new area (until you move). This could lead to messages like "You can only do that when standing on the ground" when trying to drop items, and cause your mount to generate anxiety (because it thought it was flying).
  • Newly spawned entities will place themselves on the ground quicker.
  • You now stop auto-running after interacting with something that is too far away. This would cause problems when interacting with things while mounted.
  • Added a lore note in the tomb of James Eltibule I.
  • Replaced the lore note for James II (found in a secret place in Eltibule). Note that this text canonically replaces the original lore.
  • Misc. lore cleanup; notably, moved the text of "Sedgewick's Journal" from a static entity into a lorebook file.
  • Fixed yet more references to "Davlos". (It should be Dalvos.)
  • Roshun the Traitor's favor should no longer reset for fae.
  • Nelson Ballard's small talk is more accurate (to indicate that he accepts all Carpentry items, not just hand-made ones).
  • Glajur should now teach everyone Phrenology, unless you have both the skill and the research recipe for each individual phrenology.
  • Irkima will now offer a hangout if you've finished Probing Tavilak's History.
  • Added a new favor to Jesina in Eltibule which is automatically given to "scary" animal players. After completing this quest, you can interact with her normally.
  • Game client now retries Steam authentication if the first attempt fails for any reason. (If the second attempt also fails, we show an error message like before.)
  • Added a new redemption package for our 4th Anniversary on Steam. Redemption will run Mar 11 - Apr 30.

Update Notes: February 9, 2022

This is a bug-fix update. Here are the fixes:

  • Fixed bug causing some entities to be invisible and some particle effects to be permanent
  • Fixed issue that prevented monsters from fully loading, causing a permanent loading screen
  • Prevent placing a saddlebag inside of itself
  • Put an ability on cooldown only when the ability successfully completes
  • Added crossbow mods back to crossbows. This also fixes crossbows thinking they are legacy because they have crossbow mods on them
  • Fairies now sit on horses properly
  • Fixed the avatar pictures on the login-screen & persona window when character is on horseback
  • Elevation changes while flying are now smooth when Camera Vertical Smoothing is turned on
  • Remove duplicate "Read more about V.I.P." buttons from UI
  • Bring horse to a full stop before interacting with an object after moving via right-click (and bring the horse to a stop quicker). This fixes the issue with the player attempting to collect something with a delay but not actually collecting the thing
  • Forbid mounting/dismounting while performing an attack. This should prevent some edge-casey bugs that prevent you from using abilities
  • Toggle saddlebag window instead of showing it every time the button is clicked
  • Show floaties again for DoTs on self
  • Properly dismount horse when un-mounted due to a DoT
  • Change "Mount Anxiety Cost -20" to "Mount Anxiety -20" for horse calming abilities
  • the Riding skill gives bonus Max Health and Max Power when active
  • Mount doesn't gain or lose anxiety while the client is still showing the loading screen

Update Notes: February 2, 2022

This update introduces mounts! There are also a LOT of new user-interface features. Read the "UI Improvements" section carefully, it's full of useful stuff!

Mounts


In this update, you can learn to ride a horse. This mount is useful for traveling and can also serve as extra storage. All the horses in this first version look and behave exactly the same. In the future there will be multiple breeds of horse that use the genetics system to allow a huge variety of mounts, but first we need your help testing the basics! We'll continue to polish and improve the basic functionality for a few updates, and when things seem good, we'll start introducing more mount types.

We don't want to explain all the ins and outs of how mounts work because we're hoping it's understandable enough that you can figure it out in-game. If it isn't, we'll need to make things more obvious! But here are some basics you should know:

  • You can purchase a horse from a trainer in Hogan's Keep, Eltibule. The total cost is 6000 councils. You'll also need an empty stable slot to store the horse.
  • All players who log in this month can redeem a pack of basic horse tack. Click the redemptions button at the bottom of the Persona window.
  • There is also a new crafting skill that lets you create better tack. The trainer is in Amulna and the skill requires Leatherworking 50 to learn.
  • Players in an animal form can't ride horses. However, they can access the saddlebag even when not on the mount, so there's still some benefit. (Animal forms will eventually have a travel mode, but we haven't decided how it will work yet.)
  • We've talked in the past about revising how "sprint gear" works, and we still intend to do that, but not until mounts are more thoroughly tested. For now, there are no changes to how gear works.
  • You can access your saddlebag while on your mount, and you can also access it while NOT on your mount, as long as you're in an area where you could theoretically ride the mount. (In other words, you can't access your saddlebag in dungeons.) The Red Wing Casino is a special case: even though you can't ride a mount there, you can still access your saddlebag.
  • If you have a backer package that includes a horse, basic riding skill, and a saddlebag, you can now redeem that feature. Click the redemptions button at the bottom of the Persona window. NOTE: horses require a stable slot. If you don't see the redemption, make sure you have an open stable slot!
  • If you have the "Thoroughbred Breeder" package, those horses are not yet available -- they'll be added when horse genetics are in. You can safely redeem the free horse+riding skill+saddlebag now; you'll get the two "breeder" horses at a later date.

UI Improvements


  • Added a new window for cosmetic pets, accessible via a button in the Persona window. Pets are summonable from the window directly or can be placed on the sidebar like before. All cosmetic pets have been moved here from the Skills & Abilities window.
  • Added a "Hotbar Layout" option for attaching the sidebar to the main hotbar, which turns it horizontal and places it underneath the active skills hotbar. You can access this in Settings, under GUI/Features, or by right-click the sidebar and selecting "Attach to Hotbar", or "Detach from Hotbar" when attached.
  • Added the setting "Camera Vertical Smoothing" under Controls in the Settings window. This causes the camera to smoothly follow the player vertically instead of being directly tied to them. Enabled by default.
  • Added options to individually lock most HUD elements, either by right-clicking on the window's titlebar or by clicking a lock icon. To enable the lock icons, go to Settings->GUI->Features and check the "Show GUI Locks?" option.
  • Added confirmation to stable slot purchasing.
  • The Transmutaion window has been redesigned. Due to its complexity, we'd like your help testing it! When you use an item workbench, you can choose between the old and new interface. Please try out the new interface first. We're leaving the old one available in case there are bugs. (Both interfaces use the same server-side transmutation code "under the hood"; only the interfaces are different.)
  • The "Hide Known Recipes" toggle is no longer displayed when the Sell tab is selected.
  • Added a hotkey in Settings, under Keys, that bypasses players and pets when clicking, titled "Hold to Bypass Clicking Players & Pets". For example, while holding this key you can click on a player who is blocking your view of a corpse and select the corpse, not the player.
  • When a party member dies, the party status window should now display the text "DEAD" in all of the attribute rows, rather than 0's or, worse, incorrect non-0 values.
  • Added a search bar to Special Abilities in Skills & Abilities window.
  • Added a news ticker of player activity to the login screen.
  • The skills window now lists previously-earned skill rewards under the list of upcoming rewards.
  • There's a new hotkeys to summon your mount. It defaults to Shift+NumLock. (The Auto-Run key defaults to NumLock, so you can press Shift+NumLock, then NumLock, to start traveling.)
  • There's a new hotkey to view your saddlebag. (It doesn't have a key by default.)

Animations & Graphics


  • We now take animations into account when attempting to queue an ability. E.G. When summoning a pet and then queueing up another ability, the summoned pet animation will finish (thus actually summoning the pet) before firing the queued ability.
  • Polished all Necromancy animations and particle effects.
  • Sped up animation and removed the movement slowdown for Dig Deep & Push Onward.
  • Slightly sped up animations for First Aid and Patch Armor.
  • Improved Fae Bee attack animations.
  • Fixed a bug with players not standing back up after dying.
  • When initiating flying mid-jump, the jump will properly be canceled and the character can no longer fly sideways/diagonally.
  • We now delay shooting of some archery projectiles until the proper moment; they were shooting right away.
  • Fixed LOD issues with buildings and some terrain objects in Rahu.
  • Adjusted camera settings and draw distances in Eltibule to reduce the horrendous pop-in. This change may impact performance for some users on low-end machines, but hopefully not too badly!

VIP Changes


  • We've cleaned up the half-assed VIP panel in the settings window. It now explains what VIP is, and has a link to the Steam store page for non-VIPs that may want VIP.
  • Most of the features under the VIP section now actually require VIP. The exception is basic chat logging, which will remain permanently available to everyone. The option is still in the VIP section, labeled as a "VIP preview feature". Note that combat logging does require VIP.
  • Added new combat logging options, including ways to log indirect damage and healing amounts. (These options show the raw damage/healing amounts, but it's not always easy to tell which ability caused which indirect damage/healing. This is something we want to show in the logs, but it will require some rearchitecting. So this is an incremental improvement.)
  • VIP members who log in during Jan 25 - Feb 28 can redeem a February VIP gift package: a Sturdy Music Box.
  • New permanent VIP benefit: VIP players gain +15 saddlebag slots.

Favor Fixes


  • We realized that many NPCs did not have their target level set in data, effectively making them level 0 NPCs. This made them more receptive to gifts than intended. We've fixed these NPCs, and as a result they will give somewhat less favor for gifts. (This is a bug-fix, not an overall balance change. We're fixing bugs in preparation for balance work.) Affected NPCs include:

    • Gorvessa in Hogan's Basement
    • Yalox in the Goblin Dungeon
    • Glajur in Kur Tower
    • Percy in Eltibule
    • Sem in Snowblood Shadow Cave
    • Rubi and Cassie in the Warden Cave
    • Laura Neth in Kur Mountains
    • Ratuk the Thinker in Kur Mountains
    • Mope in Povus
    • Hirochi in Rahu
    • Ichin in Rahu
    • Wintria Irasca in Rahu
    • Silvia in Sun Vale

  • Several NPCs who said they liked "Magical Equipment with Skill X prereq" actually liked anything with that skill prereq, including textbooks. Now they only like actual magical (i.e. loot and crafted) equipment. Those NPCs are:

    • Alravesa in Ilmari(Archery)
    • Falkrin Overstrike in Ilmari (Hammer)
    • Sand Seer in Ilmari (Fire Magic)
    • Sugar in the Warden Cave (Deer)
    • Leah Bowman in Povus (Animal Handling)
    • Ashk in Rahu (Mentalism)
    • Lady Windsong in Rahu (Druid)
    • Jumper in Sun Vale (Deer)
    • Raul in Sun Vale (Cow)
    • Silvia in Sun Vale (Druid)

  • Crafted belts and buckles now count as 'magical equipment' for favor gifting.
  • For the purpose of gifting favor only, textbooks now cap how much an NPC will value them. This does not affect their actual Council value, just how much favor an NPC will give for the gift.

Mount-Related AI Changes


    We've made some small changes to how monsters react to players when they are on a horse. We'll be refining these ideas in the future.
  • While you are mounted, melee-centric monsters have 33% reduced player-detection radius. (They still respond to help shouts at the same distance, however.)
  • While you are mounted and not in-combat, melee-centric monsters ignore your out-of-combat pets. (But ranged attackers will still shoot at pets, which will bring the pets into combat. And then melee monsters will notice it! So best not to rely on this overmuch.)

Other Changes


  • When mining in Povus, there was a chance to receive the message "You didn't find anything valuable that time, but you can still try again." This seemed like a failed skill-check to players, but it was actually just random. We've replaced this with an equivalent change to mine very-low-value items (such as Pebbles and Flint). This way it's clear that you haven't failed at anything, you just have more mining to do. (The total number of high-value items in each node is unchanged.)
  • Items with shamanic infusions on them should now be transmutable. The infusions also show up differently in the UI with the new transmute window.
  • Crossbows mods will no longer appear on non-crossbow off-hand items.
  • We now prevent right-click movement when dead.
  • Bulwark Mode is now fully dispelled on death. (Previously a few side effects of it would stick around.)
  • Chat logs now include timezone offset when you login to the game (to aid automated tools).
  • Fixed Amutasa's broken "Install Augment" option when your favor level is too low to augment.
  • You no longer stop auto-running when using an ability without a channeling time. This functionality can be re-enabled via the "Always Stop Auto-Moving when Using an Ability" option in the Settings window under Controls. Note: You WILL stop auto-running if you use an ability outside of its range and have Auto-Move to Attack turned on.
  • Added collision to the gates in Rahu.
  • Fixed the MacHack3 special setting so that it works more reliably: you no longer have to re-apply it whenever switching areas.
  • Removed MacHack1 and MacHack2 special settings because they didn't actually help Mac users fix the visual problem. You can now just type MacHack instead of MacHack3 in the special settings. (Although MacHack3 continues to work.)

SUPER BUFFS Event!

In celebration of the new year and the outstanding level of support we have received from the PG community, we want everyone to start off the new year with a little something in their pockets! So, for ONE DAY ONLY (Jan 1), we have turned on a whole bunch of our special event buffs and cranked them to max, including double combat and crafting XP!!! These buffs will turn off at midnight server time (US EST), so get out there and grind it up while you can! Enjoy the super buffs and we thank you again for playing and supporting Project: Gorgon! Happy New Year!

Update Notes: December 24, 2021

New Dungeon


There's a new level 85 group dungeon available for high level players who are Friends with Mope in Povus. Speak to Mope to get started. This one is intended to be a challenge for a group of six level 85 players wearing reasonably good gear. It's brand new in the sense that we finished it up last night, so no doubt it'll need some refinements. Remember to report bugs, and after you've been into the dungeon a few times, please share your balance feedback with us!

Ri-Shin Event Changes



  • Povus now has a Ri-Shin tree to set up; speak with Leah Bowman for more information.
  • There is a small chance to receive a Live Event Credit when opening a Ri-Shin tree present.
  • Tweaked the Ri-Shin Shrine event in various ways, changing the required item amounts, adjusting buff effects, and adding a small chance to receive a bonus Live Event Token each time you receive a Ri-Shin Token from Snowleaf.


Combat Changes



  • The basic effect of Sword items has been recalculated. Weapons that boosted "Sword Base Damage" now boost "Sword Damage" (to different amounts). This is a buff to high level sword damage.
  • The basic effect of Dagger and Dirk items has been recalculated. Weapons that boosted "Knife Base Damage" now boost "Knife Damage" (to different amounts). This is a buff to high level knife damage, especially dual-wielding damage.
  • Fixed brewing buffs that are supposed to buff damage versus a specific anatomy group (e.g. Bears). (Previously they did nothing.)
  • Fixed brewing buffs that are supposed to buff Burst damage vs. Elites. (Previously they incorrectly boosted Melee damage.)
  • Revised brewing buffs that were intended to buff Projectile damage vs. Elites; they now buff Ranged damage. (Previously they incorrectly boosted Melee damage.)
  • Fixed ability "Toxic Irritant" not applying certain buffs/debuffs.
  • Fixed minigolems' "Taunting Punch" not applying certain buffs/debuffs.
  • Fixed pet rats' "Rat Burn" Special Trick not applying certain buffs/debuffs.
  • Fixed the Problem Spider's curse.
  • Fixed treasure effects that make Pixie Flare deal bonus damage vs. Demons.


Other Changes



  • Items with only generic mods should extract properly now.
  • Sunstone & Goshenite will now properly extract generic augments.
  • Brought back the "Genes" window at stables.
  • Stable pet previews should now always show.
  • Persona window preview should now properly display at all times.
  • Fae now float in the character select screen & persona window.
  • Improved how effects line up with the attack animations.
  • Polished & sped up hammer animations.
  • Mushroom Box use level requirement changed from 0 to 1.
  • Corrected tutorial text after researching your first fire magic spell. (The UI has changed since it was originally written.)
  • Fixed typo in foods (mitigatation -> mitigation).
  • Summon the correct skeleton with Free-Summon Skeletal Archer 6.
  • Elite members of the "Evil Carnivore" gang (seen during a Povus invasion) now correctly have group loot instead of solo loot.


Bonus Levels



  • Animal Handling: Fishing 42, Skinning 15, Feline Anatomy 19, Bear Anatomy 29, Animal Husbandry 25, Animal Husbandry 50, Animal Husbandry 75, Rodent Anatomy 19, Rodent Anatomy 39
  • Archery: Meditation 25, Human Anatomy 19, Crossbow 25, Crossbow 50, Crossbow 75
  • Armor Patching: Armorsmithing 15, Armorsmithing 45, Armorsmithing 70
  • Bard: Art History 15, Art History 45, Poetry Appreciation 35
  • Battle Chemistry: Mycology 30, Cooking 55, Iocaine Resistance 30
  • Cow: Unarmed 27, Gardening 51, Gourmand 25, Foraging 26
  • Crossbow: Fletching 21, Fletching 34, Fletching 53, Archery 32, Archery 58, Gadgeteering 15, Gadgeteering 45
  • Deer: Unarmed 16, Psychology 17, Ruminant Anatomy 17, Cow 26
  • Druid: Mycology 45, Rabbit 42, Pig 48, Nature Appreciation 38, Nature Appreciation 65
  • Fairy Magic: Fae Anatomy 49
  • Fire Magic: Battle Chemistry 20, Battle Chemistry 40, Armorsmithing 28
  • First Aid: Priest 15, Priest 45, Compassion 15, Compassion 42, Phrenology 10, Druid 29
  • Giant Bat: Animal Handling 46, Necromancy 55, Bard 40
  • Ice Magic: Fire Magic 28, Fire Magic 39, Fire Magic 65, Armor Patching 55, Meditation 30, Battle Chemistry 30, Battle Chemistry 55
  • Hammer: Unarmed 26, Mining 65
  • Necromancy: Undead Anatomy 19, Undead Anatomy 49, Incorporeal Creature Anatomy 26, Spirit Fox 29, Paleontology 24, Paleontology 49
  • Pig: Mycology 65
  • Priest: First Aid 45, Pig 55
  • Rabbit: Unarmed 10, Unarmed 38, Gardening 25, Gardening 53, Gourmand 30, Foraging 28, Deer 16, Animal Handling 28
  • Shield: Armorsmithing 48
  • Sigil Scripting: Calligraphy 10, Calligraphy 30, Calligraphy 45, Calligraphy 60, Battle Chemistry 11
  • Spider: Psychology 19, Psychology 46, Arthropod Anatomy 13, Textiles 34
  • Spirit Fox: Unarmed 49, Fishing 37, Gourmand 35, Psychology 51, Myconic 40, Foraging 47, Mentalism 30, Canine Anatomy 23, Fae Anatomy 29, Incorporeal Creature Anatomy 49
  • Staff: Sword 42
  • Unarmed: Staff 60
  • Werewolf: Skinning 35, Canine Anatomy 19, Canine Anatomy 47, Butchering 34, Giant Bat 25, Animal Handling 60


Merry Christmas, and we'll be back with more updates soon!