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Project: Gorgon News

Update Notes #2: January 28, 2026

This is a quick-fix update to today's 1.0 launch.

[h2]New Character Models[/h2]
  • If you would like to revise your character's appearance: after logging in, use the command /iwannaredo in chat. The next time you log in you can change your appearance. This is a temporary command while people get situated. Use as often as needed. (But also note fixes to skin color below)
  • Fix skin and hair color discrepancies between character creator and in-game
  • NOTE: When you log in, your character will auto-update to the correct colors. Your first time viewing the choose-character screen will still show the old colors.
  • Fix invisible clothing/bodyparts
  • Fix certain clothing turning you into a white cube
  • Better resizing of the character creator for widescreen monitors (more improvements in this regard to come later)

[h2]Statehelm[/h2]
  • Fix capping error with gifting a stack of extremely-high-favor items to Statehelm NPCs
  • Fix issues with the day/night pathing of soldiers at the barracks
  • Pinging the map in Statehelm now works correctly
  • Improve pathing for fickle fairy NPCs in Statehelm
  • Sir Brooker and Sir Hughes no longer give +1 favor for seeing you destroy a training dummy. (But they still think it's cool.)
  • Move ominous floating sewer entrance to a new temporary location that's not in the middle of the street

[h2]Other[/h2]
  • Riston now sells the Invisible Helm cosmetic for 5 LEC (if you want your hat to be invisible)
  • For now, we've doubled the spawns of monsters and loot items on the newbie island

We've heard some of your suggestions (and bug reports!) and are working on more improvements to come soon.

Update Notes: January 28, 2026

Welcome to the 1.0 version of Project: Gorgon! With this update we will be leaving Steam Early Access. We appreciate everyone's support along the way, it's been a long and winding road to get here, but we made it! The 1.0 update includes all-new character models, a new city, level 100 skill unlocks, and more.

Note for those not watching our Discord: there is no character wipe planned. Your characters are all still fine. For new players wanting a fresh start, we'll be opening a second server shard next week, so sit tight just a bit longer. (Or play a character on the existing server shard for a bit! But note that characters are not transferable between server shards.)

With the 1.0 update also come some gameplay changes, which we'll get into below.


New Character Models

We've revised our avatar artwork! Before you can log in with your existing characters, you'll need to style their appearance in the new avatar generator. You'll see a button to do this from the login screen.

There may be a few issues with the new models, as can be expected when an avatar has over 300 special states they can get into. Please report issues in-game! And if they are funny, please post a screenshot of them to our discord's #media channel.


Statehelm Arrives

The capitol city of Statehelm is finally accessible in-game. This sprawling map has:
  • Over 200 new quests
  • Training to level 100 AND BEYOND for all combat skills and most crafting skills
  • Over 750 unlockable storage spots
  • New skills and game systems like [REDACTED-SPOILERS] for combat and [REDACTED-SPOILERS] for those who wish to make Statehelm their hub city

Statehelm is by far the largest and most complex map we've ever made. This will be the hub for max-level players, as well as the jumping-off point for a bunch of new content that'll be coming in the future months. We're also still working hard to optimize the city, including improving loading times and framerate issues.

As you probably know by now, there's never really a "done" point when making an MMO: it grows as long as the game lives. So long live Statehelm!

And stay safe at night.


Changes to Vendor Stalls

We've changed the price calculation for player-run vendor stalls in Serbule. Previously the cost was calculated based on how many days you'd rented as stall in the past month. Now it's calculated based on your rental history for the last 90 days. The cost-per-day increases nonlinearly after the first 30 days, so by the end of 90 days the price is exorbitant (> $100k a day).

The intent of this change is to retain the "flea market" feel that's intended for Serbule: it's a place for intermediate players to open a stall for a few days and sell their stuff. With the old system, high-level players were able to keep their stall open year-round, leaving fewer and fewer spots for newbies to sell their wares.

For the players that want a more permanent (or semi-permanent) stall, the new stalls in Statehelm are for you. Their price is based on your rentals for the past 30 days, at which point the price is steep ($13k-$22k/day depending on location) but fixed. These stalls have much higher level requirements (Retail Management 50-60) and are intended for experienced players.

The casino is somewhere in the middle -- here they check price history for 45 days, making it probably impractical for a permanent stall, but perhaps as the economy changes that won't always be true.

An end of an era
We know that many long-term players have "permanent" stalls in Serbule and we're sorry for the inconvenience of this change. Don't be too discouraged, though: Statehelm is set up to support longer-term stalls, and we can add more stalls there as needed. Statehelm will be the high-level player hub, as well as the location of player housing (soon: housing not included in this update). Your old store is gone, but new vistas arise. If you build it, they will come.


Combat Wisdom Changes

The main way you earn Combat Wisdom is by defeating named boss monsters. (You can kill each up to once every three hours, and earn Combat Wisdom equal to their level.) That hasn't changed. In addition, you previously had a chance to earn 1 Combat Wisdom when you defeated an Elite monster. The chance was based on the monster's level, so a level 100 elite had a 100% chance of giving you 1 Combat Wisdom. At high level, this is very spammy, giving you a lousy 1 point after every kill.

Since we want to add more Combat Wisdom to the game anyway, we've revised this. Now, a non-named Elite monster has a 3% chance to give you Combat Wisdom equal to its level. This change gives more Combat Wisdom on average (300% more for level 100 monsters) but isn't as spammy.

In addition:
  • The base 3% chance can be temporarily enhanced via items
  • Mnemosyne items (found rarely in loot) can be consumed to earn 1000 Combat Wisdom
  • There are additional ways to earn Combat Wisdom, such as Crafting Epiphanies; see below


Crafting Epiphanies

As crafters become masters at their trade, they will sometimes have epiphanies that grant them Combat Wisdom and a powerful crafting buff. Here's how it works.

There are new gems to find called Massive Crystals. There's a Massive version of every existing gem (e.g. Massive Topaz, Massive Serpentine, etc.). High-level recipes require these massive gems, but these can also be used in lower-level recipes if desired (after all, they're still valid Topazes or Serpentines or whatever, so they work in any recipe that uses those).

When you use one of these Massive Crystals in an item-creation recipe, there is a 2% base chance that you'll have an epiphany. When you have an epiphany, you earn Combat Wisdom equal to 5 x the crafted item level, plus a 15-minute buff. When you craft an item with this buff active, the item's Rarity will be rolled twice and the better result will be used. (For max-enchanted recipes, this means a second chance for a Mastercrafted item.)

Epiphanies don't stack. You can't have another epiphany (and earn more Combat Wisdom) until the current epiphany buff expires.


Casino Portal Changes

The dynamic transit portal in the Red Wing Casino is finally dynamic. The destination varies between Rahu and Statehelm depending on the phase of the moon. The portal attendant in the Casino can teleport you to the opposite destination (Statehelm if the portal goes to Rahu, or vice versa) at a cost of 1000 councils, with a limit of once per 24 hours.

We realize that the portal to Rahu has been "non-dynamic" for a long time during beta, so players treated it as a permanent portal. We're sorry for the shock to those players! But we do think this design is for the best as it helps to create the sense of distance we wanted to convey.


Touch-Ups to Cartography Levels

We've recalculated the percent-completable amount of each map based on further data analysis. The goal was to fix errors and reduce the amount of "wall licking" necessary to get 100% on the maps. Since some maps are now worth more/less XP than before, and the XP table has changed, your level in Cartography may have gone up or down a bit.

Thank you to those that helped with this project, especially Chompy Nibblers and Fennal for their invaluable input.


New Synergy Levels

Gain a new synergy level in each of these skills by reaching a level in other skills:
  • Armosmithing: Bladesmithing 90, REDACTED 80, Jewelry Crafting 80, Armor Augmentation 40, Armor Augmentation 80, Ancillary-Armor Augmentation 40, Ancillary-Armor Augmentation 80, Carpentry 55, Tailoring 55
  • Blacksmithing: Endurance 90, Geology 75, Toolcrafting 95, Bladesmithing 85, Armorsmithing 75, Mining 75, Fire Magic 78, Battle Chemistry 78, Shield 78, Hammer 75
  • Bladesmithing: Sword 110, Knife 110, Blacksmithing 100, Toolcrafting 100, Weapon Augmentation 40, Weapon Augmentation 80, Transmutation 80, Meditation 55, Armor Patching 95
  • Bowyery: Whittling 60, Whittling 90, Carpentry 80, Textiles 83, Tailoring 73, Sigilscripting 75, Spider 75, Archery 105, Bladesmithing 55, Angling 55
  • Carpentry: Whittling 70, Toolcrafting 85, Holistic Wellness 44, Shamanic Infusion 56, Druid 85, Nature Appreciation 73, Whittling 45, Bowyery 80, Staff 80
  • Fletching: Carpentry 65, Carpentry 95, Archery 70, Archery 95, Whittling 55, Whittling 85, Anatomy 45, Anatomy 75, Carpentry 75
  • Leatherworking: Cow 65, Cow 95, Skinning 85, Tanning 100, Textiles 68, Ruminant Anatomy 49, Ungulate Anatomy 49, Armor Augmentation 75, Ancillary Armor Augmentation 75, Transmutation 75
  • Tailoring: Gardening 85, Tanning 70, Elven Anatomy 49, Sigil Scripting 70, Ancillary-Armor Augmentation 50, Ancillary-Armor Augmentation 90, Armor Augmentation 70, Buckle Artistry 55
  • Toolcrafting: Blacksmithing 90, Alchemy 80, Fletching 80, Textiles 78, Jewelrycrafting 75, REDACTED 75, REDACTED 45


Everything Else
  • More new environment art! We continue to revise the outdoor areas in Statehelm and Eltibule. (With a bunch more Statehelm art revisions coming soon.)
  • Skeletons are no longer contortionists
  • Fix bug that allowed Flamestrike reaction mod to trigger when Priest skill wasn't active
  • Fixed issue with "gold radiation" pole visual effect when angling (you didn't know it was gold radiation though because it was previously invisible radiation)
  • Improve handling of Voice Chat disconnections (which could cause "phantom group members" in the UI)
  • Fix bug that caused other players to sometimes be collidable with each other
  • Crater smoke in Vidaria turns off at Quality Setting "Bad" and below
  • Remove crazy-bright sun reflection from Eltibule water
  • Adjust visuals of Tundra Spikes to make them less intrusive and significantly more performant (they no longer cast shadows)
  • Adjust horses in stable view, so they are more visible. Especially large horses
  • Slightly decrease animation time for spellcasting animation used by Fire Wall, Tundra Spikes, and others
  • Add waves to Vidaria water
  • Polish the Training UI
  • Change the title of most interaction windows to include the current NPC's name
  • 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
  • Add waves back to water in Kur, Rahu, & Sun Vale
  • Fix navigation issue with Serbule Keep's corner towers
  • Add waves back to water in Serbule & Eltibule
  • Reduced the respawn times for enemies needed for daily quests. All bosses now respawn 5 minutes after their corpse disappears. (Most already did, but some respawned 10 minutes later instead.)
  • Fletching boxes must be placed in direct sunlight. (It doesn't have to stay sunny the whole time they're drying, it just has to be sunny at the start.)
  • Fixed some data errors pertaining to what ammo goes with which Archery ability
  • Fix bug that caused Fletching recipe XP to never drop off even when you complete them at high level
  • Fletching: new: collecting a completed box of dried arrowshafts now rewards some Fletching XP. This XP intentionally doesn't drop off as you level up.
  • Recipe Jeweler's Maintenance Kit (Crone Method) requires an additional ingredient: Spool of Wire
  • Recipe Reweighting Kit (Elven Method) requires one less ingredient: Masterwork Metal Slab
  • Remove subservers from chat channel count ("There are N other users here." message previously included sub-servers that were listening to chat. Now only real players are counted)
  • Add a "settings" button to stables pet previews to adjust the brightness and background color of the preview
  • Azalak sells a necromancy-enabling ring for necromancers who lose the beginner necromantic items (or want a ring specifically)
  • Foxes are small enough to go through the smallish portal in the fae realm
  • For new installations of the game, the default Quality Setting is Great (instead of Good).
  • For new installations of the game, the "Auto-Adjust Quality" feature is now disabled by default. (It can still be enabled by users who want to use it, but we found that it causes a lot of confusion for new users.)

As always, we've tried to keep the patch notes spoiler-free. There are many other things to discover and we hope you enjoy finding them. We'll be back soon with more!

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

[h2]Known Issues:[/h2]
  • Reverted the fix for Endurance mods transmuting into Generic mods (will be fixed in a future large update)
  • Skeletons are still folded in half. (Visual issue.) They've defied our demands; we'll fix this when we can get them under control.
Update Notes: January 16, 2026

This update fixes some issues from yesterday's big update:
  • "Hide Known" and "Hide Unusable" buttons are hard to click
  • Releasing stabled pets doesn't work
  • Female dwarves are invisible

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.

[h2]Ability Changes:[/h2]
  • 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"

[h2]Treasure Changes:[/h2]
  • (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 incresaed.
    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

Launch Date Announced!

Well, if you have not heard by now, you're hearing it now!

Project: Gorgon launch day: January 28, 2026

We are hoping (Gods willing!) to have not only Statehelm open for business, but also the new V2 character models! Sorry folks, for performance reasons, there will be no options to keep the original player models, so be sure to go build your presets now!

We want to thank the community for all of the testing and support over the years that has finally brought us to this moment. We look forward to continuing service and updates well beyond launch day! Let the next chapter begin!