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Game updates

This page includes the five most recent game updates. You are welcome to tidy up the formatting and add wiki links, but please keep any discussion in the Talk pages as these Game updates are meant to be verbatim from the launcher update notes. Game updates can be found on the launcher, or at the following link: https://cdn.projectgorgon.com/news.txt

If you are returning to the game and want short summaries of what was changed, see Quick Notes.

For information on possible future content, please see Knowledge of the Future.

Click Here for a complete archive of Game Updates

Update Notes: January 21, 2026

We've temporarily disabled the following treasure effect because it has an exploitable bug:

"Flamestrike deals +X direct damage. When you have Flamestrike on your ability bar and you're injured by an enemy attack, that enemy is struck by Flamestrike X. The cooldown on this effect is the same as your reuse time for Flamestrike."

In the very short term, this effect has changed so that it causes confetti to rain on the target rather than dealing damage. We apologize for the inconvenience. This will be fixed in the next real game update (in a few days).

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Update Notes: January 17, 2026

Another bugfix update:

- Skeletons are no longer contortionists
- Fix navigation issue with Serbule Keep's corner towers
- Add waves back to water in Serbule, Eltibule, Kur, Rahu, & Sun Vale
- Adjust Barter UI so it fits in the smallest window
- Change currency display for Vidaria Renown
- Increase minimum size of Dialog window, from 550 -> 600

Known Issues:

- Reverted the fix for Endurance mods transmuting into Generic mods (will be fixed in a future large update)

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Update Notes: January 15, 2026

This update ends the holiday event. We also had a bunch of other fixes and changes ready to go, so they're included here. (Some of the skill-rebalancing stuff may not make have its full synergistic potential until the release of Statehelm later this month, but most of it will be pretty obvious.) Plus new foliage in low-level zones, especially Eltibule. Plus plus: the much-requested "stack size 100" change!

Priest Changes

Priest has always had killer group-support tools, but some of its tricks -- especially its offensive tools -- had fallen way behind the curve and needed some "modernizing". As usual, it's possible we "over-modernized" in our enthusiasm; we'll have to wait and see! (We'll do a general balance check, including any 100%-necessary nerfs, about six months after launch.) Please explore and see what you can do with these new changes.

Ability Changes:

- Ability Corrupt Hate: reuse time is 20 seconds instead of 30 seconds. Treasure effects recalibrated
- Ability Triage: instead of only restoring Health, Triage restores "Health or Armor when Health is full"
- Ability Invigorate: base reuse time is 30 seconds (from 45 seconds). In addition to restoring X Power and Y Armor, it also restores Y "Health or Armor if Health is full"

Treasure Changes:

- (Head) "Admonish boosts your Priest Damage +20 for 10 seconds (this effect does not stack with itself)" => "Admonish boosts your Priest Damage +20 for 60 seconds" [and does stack with itself]
- (Chest, OffHand) "When Castigate is used on an undead target, it has a 25% chance to deal +380 damage and stun the target" => "Castigate has a 25% chance to deal +380 damage and stun the target"
- (Legs, OffHand) "For 30 seconds after casting Exhilarate on a target, additional Exhilarates on the same target restore +53 Health" => Lasts 60 seconds instead of 30
- (Hands, Feet) "Exhilarate restores 100 Armor over 8 seconds" => 164 Armor over 8 seconds
- (Feet, Necklace) "Flamestrike deals 500 Fire damage over 10 seconds" => "... and Reuse timer is -10 seconds"
- (Hands, OffHand) "Corrupt Hate causes the target to deal X Psychic damage to themselves the next time they use a Rage attack" => "Corrupt Hate causes the target to deal X Psychic damage to themselves when they use a Rage attack"
- (Legs, OffHand) "Remedy costs -29 Power to cast, its reuse timer is -1 second, and it has a 47% chance to mend a broken bone in the target" => "Remedy reuse timer is -4 seconds and it has a 47% chance to mend a broken bone in the target"
- (Chest) "Triage costs no Power to cast and restores +66 Health, but takes +1 second to channel" => "Triage costs no Power to cast and restores +66 Health"
- (Legs, Feet) "Triage restores 100 Health over 15 seconds" => 140 Health over 15 seconds
- (Head, Hands) "Invigorate Healing +112" => "Invigorate restores +132 Health (or Armor if Health is full)"
- (MainHand, Chest) "Exhilarate Healing +59" => "Exhilarate restores +59 Health and hastens the current reuse timer of Invigorate -12 seconds"
- (MainHand, OffHand) "Relentless Hope Armor Healing +130" => "... and Reuse Time -3 seconds"
- (Necklace, Ring) "Relentless Hope Healing +93" => "... and Reuse Time -3 seconds"
- (Hands, Feet) "Relentless Hope Power Restoration +84" => "... and Reuse Time -3 seconds"
- (Head, Legs) "Corrupt Hate Damage +241" => "... and Reuse Time -3 seconds"
- (Chest, MainHand) "Corrupt Hate Damage +92%" => "... and Reuse Time -3 seconds"
- (OffHand, Hand) "Corrupt Hate causes the target to suffer 480 Psychic damage the next time they use a Rage Attack" => "Corrupt Hate causes target to suffer 480 Psychic damage whenever they use a Rage Attack. Corrupt Hate Reuse Time -3 seconds"
- (Legs, Necklace) "Give Warmth restores 99 Health and +26 Body Heat" => "Give Warmth restores 390 Health and 100 Body Heat over 60 seconds"
- (Hands, MainHand) "Give Warmth causes the target's next attack to deal +247 damage if it is a Fire attack" => "Give Warmth boosts the target's direct Fire damage +10.5% for 60 seconds"
- (Ring) "Admonish makes the target 12% more vulnerable to Psychic damage for 10 seconds (this effect does not stack with itself)" => for 20 seconds
- (Feet, MainHand) "Righteous Flame deals +335 Fire damage over 10 seconds" => "... and Reuse Time -1 second"
- New treasure: (Head): "Flamestrike deals +112 direct damage. When you have Flamestrike on your ability bar and you're injured by an enemy attack, that enemy is struck by Flamestrike 10. The cooldown on this effect is the same as your reuse time for Flamestrike."
- New treasure: (Ring): "Flamestrike deals +24% direct damage. When you have Flamestrike on your ability bar and you're injured by an enemy attack, that enemy is struck by Flamestrike 10. The cooldown on this effect is the same as your reuse time for Flamestrike."
- dev note: currently if you have both of these, the first enemy that attacks you gets two Flamestrikes to the face instantaneously. This is fun, but visually kind of confusing, and may not be optimal usage. And is an insane amount of damage. In the future we may change these so that the second copy of the effect triggers on the second attack you receive.
- New treasure: (Main Hand): "Flamestrike deals +200 Fire damage and roots the target for 7 seconds. Reuse timer is -8 seconds"
- New treasure: (Necklace): "Fire abilities deal +63% direct damage if cast while you are channeling a Priest ability"
- New treasure: (Hands): "Indirect Psychic Damage and Indirect Fire Damage +40% while Priest skill active"
- additional minor treasure effect stat improvements

Warden Changes

Just some balancing touch-ups here. Since there is very little acid synergy available to most animals, the inherent potency of Aggression Deterrent was significantly increased. We've also added a new Warden ability to help round out the skill's versatility.

- Ability Aggression Deterrent: ability now costs more Power to cast and deals simultaneous health and armor damage.
- Related treasure effect stats revised. Note that while some treasure stats were lowered, this change is overall a large buff to the ability
- New Ability: "Call For Backup" summons a crowd-controlling and damage-dealing pet. Trained by Sugar in the Warden cave.
- New treasure effects added to enhance its effectiveness
- New treasure effect: (Hands) "Lethal Force deals +335 damage. Damage type becomes Fire"
- New treasure effect: (Ring) "Warning Jolt taunts +500 and causes the target to suffer +10.5% damage from future Electricity attacks for 15 seconds"

Other Skill Changes

- Most Spirit Fox treasure effects were improved numerically a bit. A new Spirit Fox ability can be found from loot scrolls (!)
- Fixed bug with Hammer treasure effect "Latent Charge direct damage becomes Electricity and deals +X direct damage. In addition, the target takes a second full blast of delayed Electricity damage after a 4-second delay". Bug was that the "second full blast of damage" was only dealing 1 damage
- Gain synergy bonus levels in Giant Bat by reaching Vampire 25, Vampire 75, Vampire 100, Warden 40, Warden 80
- Gain synergy bonus levels in Hammer by reaching Toolcrafting 60, Toolcrafting 80, Blacksmithing 60, Blacksmithing 80, Armorsmithing 60, Armorsmithing 80
- Gain synergy bonus levels in Spider by reaching Unarmed 60, Nature Appreciation 45, Survival Instincts 65, Interpretive Dance 65, Shamanic Infusion 37
- Gain synergy bonus levels in Shield by reaching Armor Patching 85, Armorsmithing 85
- Gain synergy bonus levels in Cow by reaching Nature Appreciation 85, Survival Instincts 70, Ruminant Anatomy 37, Saddlery 15
- Gain synergy bonus levels in Staff by reaching Carpentry 70, Unarmed 95, Calligraphy 65, Psychology 85, Whittling 50
- Gain synergy bonus levels in Deer by reaching Gardening 80, Nature Appreciation 95, Survival Instincts 85, Warden 85
- Gain synergy bonus levels in Archery by reaching Bowyery 75, Fletching 75
- Gain synergy bonus levels in Fairy Magic by reaching [redacted] 25, Weather Witching 70, Candlemaking 42
- Gain synergy bonus levels in Crossbow by reaching Bowyery 85, Endurance 85
- Gain synergy bonus levels in Vampirism by reaching Weather Witching 85, Giant Bat 100
- Bugfix: abilities Yetiskin/Yetiskin 2 were restoring much more armor than intended, and have been for a while now (due to a spreadsheet copy-paste bug.) Changed from 325/350 armor restoration to 150/200. (This is still significantly higher than the original values, but we like that they remain useful for a longer level range this way)
- Ability Armor Patching 10 requires a new tier of patching kit, and restores 25 more Armor than before. Temporarily the recipe for the new kit can be learned from Pitre Ferrence
- Armor Patching Kit consumption rate reduced for some tiers of the ability
- Denton Razor has raised his price to train Archery Level 81-90 from 150 Vidaria Renown to 250. He is also now willing to take cash as alternate payment.
- Bugfix: Magma Spheres correctly behave as sentient weather phenomena

Character Creator v2 Tweaks

- New v2 character slider: Eyeball Height. Controls the height of the eyeball/pupil inside the socket
- Better handling of lower face bones when a beard is present (v2 models only)
- Improve look of eyebrows
- Remove color grading from character creation, so the colors you see while building are more accurate (though they can be graded in specific zones still)
- Adjust hag materials

Everything Else

- Items with a max stack size of 99 now stack to 100. Items with max stack size of 199 stack to 200
- Continued environmental changes in lower-level zones
- Hiding the UI no longer removes mouse controls
- Fix player nameplates showing when they shouldn't
- Fix bug causing the transmutation window to sometimes show the wrong tier of a mod, specifically when there are multiple tiers with the same level range
- Mounts are no longer allowed in Tapestry Inn and surrounding buildings
- Adjust wall colliders in Carpal Tunnel to prevent monsters getting stuck
- Remove rock that was embedded in a signpost in Ilmari
- Reduce brightness of the stock weapon-hit particle effect
- Fix some animation bugs around performance animations not stopping properly
- Wands are now sheathed at your hip instead of on your back
- New setting to disable increased screen brightness due to beneficial nightvision effects, such as Echolocation: Graphics > Post-Processing > Disable Brightness Effects
- "Poor" and "Bad" graphics settings force lower-res mipmaps than before (therefore using less video RAM)
- Bugfix: Sharpened effects are no longer part of transmutation
- Properly show sharpened effects in the item tooltip UI
- Reduce wind in Serbule and Serbule Hills
- Bugfix: some mushrooms on the newbie island were difficult to click on
- The quest "Ur-Bacon" no longer consumes the recipe scroll
- New setting: Controls > Advanced > Horizontal Camera Offset. Moves the camera left/right so your character is no longer centered. Particularly useful when using the Action mode camera
- Removed option for buying money sacks with guild credits
- Reduced material requirements for the Bird Feed recipe
- Added Bowyery to the Crafting Caravan event
- New upcoming feature for VIP users: when there is more than one game server, your character's names will be automatically reserved on the new server
- Add maps back to Fungal Fortress
- F1 now lets you inspect yourself again
- Fix flitterbies - you can pick them up again!
- Remove erroneous Simultaneous Breeding Attempts from the Genetics skill level-up list
- Fix typo in an error messaging requesting that you "benulloutdoors" for certain things
- Fix for NPCs getting stuck inside tents in Povus Caves
- Treants no longer remain in their stunned animation until death
- Jurl & Fitz now have their very own icons on the map

Click here to return to the Game Updates page.

Update Notes: December 19, 2025

This is a quick update to address problems with yesterday's update.

- Fix issues with some trees not having collision physics
- Fix issues with monsters and pets not being able to move in some outdoor areas.
- the new max-tier first aid kit recipes are now taught by Pitre in Vidaria. (This is temporary until Statehelm opens.)

Click here to return to the Game Updates page.

Note: Bug - There's a bug in the current build that prevents monsters (and pets) from moving around in several outdoor areas. We're making a new build to address this which will be ready in a few hours. In the mean time please avoid cheesing the monsters -- remember, it's Christmas and the monsters have families too.

Update Notes: December 18, 2025

It's that time of year again: Ri-Shin! When the thankful people of Alharth decorate trees in the name of the god of trees, to honor that one time when he saved humanity. And elfanity. (But not rakshasanity, as they hadn't arrived yet. Rakshasa can participate anyway.) In each city, look for townsfolk wearing festive Ri-Shin hats and see how you can help with the festivities!

The people of Alharth also celebrate the new year by giving their Friends gifts. The first time you speak to townsfolk who have at least Friend favor-level, you'll receive a gift. These gifts range from "it's the thought that counts" to extraordinarily generous, depending on the gifter. Some gifts are equipment with randomized treasure effects, so you should have your preferred combat skills active when you speak to them.


Character-Creator Preview:

Version 2 of the New Character Model Creator (Preview) is now available!

There are some significant changes to the models in this version, including a plethora of new colors and adjusted hairstyle options. If you've saved a model preset in the past, please revisit it now to ensure it still looks the way you want it to. We've done our best to preserve the look, but with so many new options some things have likely changed.

This is basically the version of the creator we'll launch with, so we won't be making any more dramatic updates to it. But you should still submit bug reports and suggestions - we can always make improvements in the future, and we'll of course fix bugs as time permits.

Here is a list of the major changes, with some extra details where applicable:

- Dozens of new color options for everything - skin, hair, eyes, etc.
- Many people have requested full freedom on colors, and for both technical & story limitations we cannot allow that. Our system tracks colors as palette indexes, and to overhaul that would be a massive undertaking - so we cannot offer e.g. saturation sliders.
- Finalized hairstyles and add a few new ones - including some popularly requested ones!
- Space Buns, pigtails, and Rakshasa Dreads have all made a comeback. Rejoice!
- Some previous hairstyles are no longer available. We spent some time deciding what types of styles should belong to which races, and some of the old hairstyles did not match. - If you selected one of the no-longer-available styles in one of your presets, we tried to convert it to the most similar now-available style.
- If you've been using the creator for a while, you'll notice that hair has gone from 2-tone to 1-tone colors. This is intentional. We are limiting base characters to only a single color, but we have plans to introduce 2-tone back into the game in the future, available via a different means. So you'll still have complete hair color freedom... eventually!
- A bunch of new sliders!
- New face sliders: Lower Face Depth, Chin Rotation, Eyes Depth, Eye Shape (Inner Eye, Outer Eye, Upper Eyelid, Lower Eyelid), Nose Rotation, Nose Twist, Mouth Rotation
- New body sliders: Neck, Upper Arm, Lower Arm, Belly, Breast, Hips, Upper Leg, Lower Leg
- Rakshasa ears are now scalable and rotatable. Rejoice a second time!
- Fae now have "Foliage", which are plants and flowers that stick out of their heads and bodies. There is still some visual weirdness with this that will be addressed in the future.
- Several UI improvements, which we'll continue to make until launch (and probably after)

Other Changes

Mastercrafted Boost Recipes:
- the foretold/mastercrafted item enhancement recipes are temporarily disabled while we address some feedback received during the recent Statehelm beta.
- we've also postponed converting your equipment to the "new system", so your items are unchanged.
UI Change
- UI Setting change: "Show Interactible Names" is now "Interactible Names", a dropdown to show All, Important Only, or No interactibles. Default is "Important Only", which hides certain clutter-inducing interactible nameplates.
- The new setting does not access the old setting's value, so you'll have to re-set it if you want to
- Hovering over an object whose nameplate is hidden now shows its nameplate while it's hovered over
Everything Else:
- if a player dies with their primary active combat skill higher than level 30 but they don't know Transmutation, the death box has a special message suggesting they learn the skill by talking to Kalaba or Makara
- Galdyr's Tasty Energy Flask generates less sugar
- Fixed missing steps in quest "Aurest Mission: Gazluk Assassination"
- most spore bomb recipes create +1 spore bomb
- value of spore bomb items decreased
- some NPCs did not correctly limit their training options based on favor level. These NPCs have been fixed: Malgath, Poe, Syndra, Gribburn
- Fix bug causing newly-acquired skills to not show up in the Skills window
- First Aid 10 now requires a higher tier of First Aid Kit
- revisions to toolcrafting recipe for Amazing First Aid Kit. Replace ingredient Coarse Cotton Yarn x2 with Healing Potion x1
- revisions to toolcrafting recipe for Astounding First Aid Kit. Now takes an additional ingredient: Healing Potion Extreme x1. Requires higher tier of skinning knife. Yields 2 kits instead of 1
- higher tiers of Field Surgery casting time is 2 seconds instead of 3 seconds
- reduced potency of crafted werewolf barding a bit
- gain bonus synergy levels in Ice Magic by reaching Cooking 80, Geology 45, Nature Appreciation 80, Rabbit 55, Rabbit 80
- Taunty Fire Wall is no longer weaker than regular walls; is much more taunty
- changed treasure effect: (Feet, MainHand) "Molten Veins and Flesh to Fuel restore 145 health to any pets (including Fire Walls) within 10 meters" => within 20 meters
- new fire magic effect: (Feet, Legs) "Fire Walls' attacks deal +100 direct damage and they gain Burst Evasion +43%. Fire Wall reuse time is -3 seconds."
- changed treasure effect: (Hands, Ring) "Fire Walls' attacks taunt +310%. Fire Wall reuse time is -3 seconds." => "Fire Walls' attacks taunt +310%. They gain Melee Evasion +20% and heal +100 Health every 5 seconds. Fire Wall reuse time is -3 seconds."
- Fire Walls gain damage vulnerabilities and resistances
- Exotic Firewall Research recipes have an additional exotic firewall to discover
- Fix scenarios where pets/monsters could get stuck and unable to move
- Added more debug information. If your pet still gets into a position where it can't move, please examine it, screenshot the "debug info" at the bottom of the examine window, and paste it in the corresponding pet thread in Discord. Thanks!
- increased potency (and withdrawl effects) of cranium powder
- increased potency (and in some cases addictiveness) of pineal juice


Click here to return to the Game Updates page.