
Project: Gorgon is a fantasy MMORPG that allows you to forge your own path through exploration and discovery.
Modeled estimate, not a reported figure. How we estimate →
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GO ON AN ADVENTURE
Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) featuring an immersive experience that allows the player to forge their own path through exploration and discovery. We don't guide you through a world on rails, and as a result, there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill-based leveling system that bucks the current trend of pre-determined classes, allowing the player to combine skills in order to create a truly unique playing experience.
DEEP DEMO!
Not sure if an exploration-centric MMO is for you? Try the free demo! (See link above.) The demo lets you explore a large part of the game and learn dozens of skills. Your demo character will be capped at level 15 in each skill you learn. When you purchase the game, you'll keep your demo character and all restrictions will be lifted.
AN IMMERSIVE WORLD
When you play Project: Gorgon, we want you to feel as if you’re immersed in a whole new virtual world. Rather than trying to manage this with just graphics and excessive backstory, we’ve designed the game with dozens of gameplay features that make you feel like you’re really there interacting with the world, such as:
Each non-player (NPC) you meet has their own goals and interest, and reward players that choose to be their friend.
Shopkeepers keep inventory, so you can buy items that other players have sold to them. Want to help out new players? Sell your cast-off items to the shopkeeper in the new player zone and watch the new players go to town.
If you are on fire, you can jump into a lake to put it out. This type of mechanic can have a subtle effect on your strategies, especially when you are fighting a fire mage!
You can inscribe messages onto items, write books, and even leave notes for other players. Make your name as an in-game poet, or pronounce your greatness to the world!
UNIQUE EXPERIENCES
In Project: Gorgon you kill monsters - a lot of them - and you take their loot. In order to keep the experience fun and interesting, we’ve developed unique combat experiences to keep the fights feeling fresh. The loot is randomly generated, monsters have unique abilities, and dungeons have puzzles, traps, and terrifying bosses! The combat skills are entirely free-form. You can learn as many combat skills as you want, and use any two of them at the same time to create your own personal “class.” Project: Gorgon features dozens to choose from, including:
Battle Chemistry: Create huge explosions, inject yourself with mysterious mutagens or program a pet golem!
Unarmed Combat: Grapple and control enemies using a situational-aware combo system that varies based on where you are and what day it is.
Animal Handling: Tame animals and train them to become ferocious fighters. Then breed your best and sell their offspring to other players.
Necromancy: Seek out corpses and graveyards to raise an undead army. No graveyard around? Well, there are always the corpses of your friends.
Cow: Got turned into a cow by that boss? That sucks. But learn some kicks and how to stampede, and you'll be right back out there kicking grass in no time!
That’s just a few! There’s also Sword Fighting, Combat Psychology, Staff Fighting, Sigil Scripting, Mentalism, and more.
Player Choices are important in Project: Gorgon. You can learn as many skills as you want, but sometimes power comes with downsides. You can become infected with lycanthropy and gain access to very powerful skill sets. As a lycanthrope, you are able to roam the world in a pack or as a lone wolf; however, when there is a full moon (which is tied to the real-world lunar calendar) you are stuck in your beast form. There’s no cure for lycanthropy.
You can become a Druid, which will give you great power, but you have to vow to drop everything when there’s an emergency involving nature. It could be a forest fire, a monster invasion or even a pesky insect. Nature never lets you ignore your duties, ever.
New opportunities come open, but others will close. Can you bear heavy burdens in exchange for greater power?
JOIN THE COMMUNITY
The community is a critical aspect of Project: Gorgon. We strive to maintain a strong, engaged community, supporting our players through:
Live Events with a focus on story.
Mechanisms for player-created quest content.
Player housing (limited and instanced).
Player-managed shops and vendor stalls.
In-game communication tools like bulletin boards.
Bookshelves where you can write and submit your own books and stories (and players can vote on their favorites).
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like many of the ideas behind this game's systems, but many of those same systems are then implemented poorly. I like the flexible equipment but dislike that current equipment appears both in bags and on character simultaneously. I like the active/proactive combat, but feel response windows are too short and early game balanced poorly for new players. I like being able to work any skill without having your loadout determined at character creation, but dislike how the loop settles into "grind gold to unlock the next grind for gold to unlock the next grind gold to unlock...." Between managing the aggravatingly small space for inventory and storage, the different vendors buying different types of vendor trash for different prices depending on whether they like you / you're not a furry / you bathed recently (no, really), I feel this game might be a decent way to get normies to understand how it feels to actually be OCD.
Surprising game. One of the few survivors of Kickstarter MMOs, this game was developed as a labor of love on a skeleton budget by a tiny crew. It looks like a puddle, but it is an ocean deep. With over a thousand hours in the game, I'm still discovering new content, new skills, new synergies between skills. I've barely touched the many classes available, including a bunch of animal classes. I'm less than halfway through the many crafting options available. Most importantly, my server (the original) has the best community I've encountered in any MMO, and I've played many. There's no real PVP, there is moderation, and the community itself rejects jerks... which makes it a lovely place to spend a few hours if you want to play with grown-ups of all ages. That makes for some nasty reviews at times, from people I don't want to play with anyhow. It also has a warped sense of humor that I quite enjoy, and little surprises that constantly amuse. I fell thru the world the other day for the first time in 1k hours of play - and got xp for it! There's a generous free demo that lets you explore the starting zones thoroughly. If you expect to be handheld, it's not that kind of game, Explore, talk to every NPC, and ask the community if you get stuck. They'll help.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Languages: English**languages with full audio support
Hours played at review time, across 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
awful, unfun garbage game with horrible drop rates the latest event is tedious nonsense do not waste your time the biggest problem with the drop rates is this unlike other mmos where if you're hunting, say, giant snails, you could get a shell, some part of the snail and maybe something else project gorgon only has 1 drop per mob so if the drop table rolled some random flower seeds congrats, that's the only item you get from that snail multiply it by ridiculously low drop rates for the item you need and what might have been a simple quest becomes ridiculous tedium and mobs are shared spawns so you can hunt the snails to extinction unless you clear the random seemingly irrelevant other mobs in the same area
Do not recommend, 1-50 gameplay is decent, but then you will hit hard wall of daily grinds that are not even remotely fun. Core gameplay loop will be doing badly designed dailies, so your progress is time gated to an absurd degree. Also loot system is basicaly like diablo 4 before gear rework times 10 in terms of badness, pretty much 99% of gear is not even worth looking at, so it just wastes your time and since there is no loot filter its really annoying.
The game is great until you get to the endgame*, at which point it becomes a buggy, poorly-balanced mess. The community is great, until you reach said endgame and have anything negative to say about it, at which point they turn on you and make it extremely unpleasant to be around. Don't get invested, it will only make it worse when it inevitably turns to ♥♥♥♥. *literally not even at the level cap, not prodigy levels, just level 90 stuff
I could write paragraphs on this game but I'll try and keep it short. This is a great game with many good points, but with, in my opinion, enough negatives to outweigh them. Like a lot of people here in the reviews have said before me, once you hit about the 50 to 60 range, the game stalls to a crawl, but up to that point, and even at that point for a good bit of time, you'll have a blast, but there will just grow to be so many time consuming skills to level that you'll come to a stand still. The game isn't really meant to be played alone after the early game if I'm judging by the balance of things as they are, but I've heard you can do it if you really, really, invest your time in the game. Carrot at the end of the stick just wasn't worth it to me once I saw how many times it telescoped away from me.
Inventory management sim.
constant server disconnects, the fast-travel system is... unwieldy (you can't easily tell where you are bound, and it's usage is not very well documented or intuitive.) storage could use some help, you pick up quests and end up needing hundreds of items, but stack size and limited number of slots kills any enjoyment. tried contacting support, but never got a response. no big deal.
As an MMO veteran who has hit max level (99s) in other major MMORPGs, I know what a patient grind looks like. Unfortunately, Project Gorgon eventually becomes straight-up boring. I genuinely had fun for the first 30 to 40 levels of combat. However, the longer I played, the more I realized the endgame loop just isn't rewarding. Here is why: * Lack of Visual Progression: Too many weapons and armors share the exact same skins. It gives the game an unfinished, "lazy" feel. This completely kills the excitement of earning unique rewards and ruins the immersion. * Broken Enemy AI: Combat can be easily cheesed because enemies do not reset or tether properly. You can easily break up groups of mobs that were clearly designed to be fought together, taking away any real challenge. * Tedious Skill Acquisition: The system for learning new spells is unnecessarily frustrating. Instead of simply buying skills from an NPC like standard MMORPGs, you have to gather random materials and find a campfire. Trying to be unique for the sake of it just makes the gameplay tedious here. * Restricted Combat: The severe limits on how many spells you can equip and use at one time feel way too restrictive. It starts strong, but the unique charm quickly wears off into artificial friction.
The game is pretty good up to 40/50. After that, it starts to transform into a massive timesink and/or money sink. The experience also stops feeling handcrafted, and is kinda just thrown together. The game has a lot of unique things going for it. it does things i've never seen other games do. You can be a butterfly. That's crazy and awesome. Unfortunately, the quality declines steeply in the midgame. at levels 40~ and beyond, you start having the option of daily dungeons. They're not mandatory, but not doing them is much slower. At Level 80 tailoring, they introduced a timegate to getting materials. You suddenly get capped at 6 per day, or you buy them from other players. (80 takes a long time to get to) Mushroom farming is basically required to get enough of any of the middle to higher end mushrooms. timegated. cheesemaking - timegated brewing - timegated industry/work orders - 1 month cooldown per unique work order The game has a relatively straightforward questing and exploring sequence through the first 3 zones. Those are fun. After that, they seem to start timegating things rather than continue to craft a naturally advancing experience. I know i'm mostly negative, but that's mostly about the midgame. if you just want a unique and weird experience that feels pretty good for a few weeks or months, it's not a bad choice.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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