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Update Notes: January 9, 2020

This is a smallish update with bug fixes and design iterations. We've also added Treasure Cartography to Sun Vale.

Sun Vale Treasure Cartography

Preta in Sun Vale teaches the recipes for creating Sun Vale treasure maps from found clue items. As for finding the clue items, that's for you to figure out... but if you've unlocked Treasure Cartography in Eltibule you'll have a pretty good idea of where to look.

A tip: we had the new selection-box changes (explained below) in mind when creating this content. If you're finding it difficult to click on massive things, turn on the experimental option!

Swimming Tweaks

Previously, players were slightly buoyant underwater, meaning they slowly floated to the surface. This was intended to be helpful, but it's annoying to float out of range while fighting or interacting with things underwater, so it's been removed.

Buoyancy was originally added for one specific reason: it helped make jumping from the water's surface more intuitive. If you jump out of the water and splash back in, you might end up underwater, at which point you start losing breath until you get back to the surface. This can be very surprising for new players who don't expect to drown by pressing the jump key.

We've replaced buoyancy with a more subtle technique. Now when you jump out of the water and splash back in, the game automatically simulates pressing the "Up" movement key for a fraction of a second to push you back to the surface. (Unless you're pressing the "Down" key at the time.)

This new solution is supposed to be unnoticeable, so it doesn't last very long. If your character's jump-speed is magically enhanced, you may land too far underwater and will need to press the Up key manually to reach the surface. This is annoying, but it's the best compromise solution so far.

Experimental UI Tweaks to Selection Box Logic

We've tweaked how the selection-box works when you've selected something very large, very close to the camera, or partially off-screen. The box size is more accurate and should move more predictably when you turn the camera around. This is a small iterative improvement, not a massive change. The only time it will be really noticeable is when you've selected massive entities such as giants, statues, or dungeon doors.

For just this update, the change is disabled by default. To enable this change, open the Settings window. In the Graphics screen, check the box labeled "Experimental Optimizations", then press Save. You can turn it off again later by unchecking that box. (If you had previously checked this checkbox for the last experiment, it's been unchecked automatically so that you aren't accidentally opted in to this new experiment. And no, this experiment isn't actually an "optimization", that's just a handy checkbox that we're reusing for this purpose.)

If these changes cause new problems, please let us know! It's easiest for us to keep track of opinion-type feedback if you post it on the forum, but please use the in-game bug reporter for bugs like "the new selection-box goes insane when I select this portal" or similar problems. In-game bug reports automatically include your game coordinates so we can quickly locate the problem.

Removal of Channeling for "Pre-Combat" Abilities

A few abilities have a channeling time specifically because they're intended for use pre-fight, and they're supposed to be more dangerous to use in the middle of combat. That's a reasonable goal, but it's annoying to have to wait for the channeling time between every fight. So in this update, the relevant abilities no longer have a casting time when used out of combat (but still channel when used during combat). Affected abilities are:
  • Shield: Rapid Recovery
  • Shield: Strategic Preparation. (Casting time in-combat went from 1.5 to 2 seconds)
  • Spider: Premeditated Doom
  • Warden: Stun Trap


Sushi Changes

Following up on the previous update notes, we're going to try the "nigiri is basically like potions" approach and see how that feels. Nigiri changes:
  • Nigiri items have lower item levels than before, so they heal less health and power when eaten
  • Nigiri items no longer have a usage delay, allowing them to be eaten in combat
  • Nigiri recipes now require an herb or lettuce of various types (e.g. dill, swamp weed, oregano... you know, classic sushi ingredients)
  • Nigiri recipes now require less vinegar


In an attempt to make sushi recipes more predictable, we've changed Sushi Roll recipes to use the same herb needed by the corresponding nigiri recipe. For instance, Eel Nigiri now requires Oregano, so Eel Sushi Roll also requires Oregano (instead of Seaweed).

Also, Cavefish Sushi Roll became level 40 food instead of level 35.

[h2]Other Instant-Snack Changes[/h2]
It seems best to be consistent with the idea that instant-snack foods have no usage delay. (In fact, loot items like Rattus Root and Raw Oyster were supposed to be instant already.) The following instant-snack foods are now truly instant:
  • Raw Oyster
  • Cleaned Shrimp
  • Shark Chew
  • Cavefish Sticks
  • House Cat
  • All Candy Canes
  • Fried Potato Sticks
  • Laura Neth's Famous Tart
  • Pepper Venison
  • Fairy Honey
  • Rattus Root
  • Cactus Juice
  • Bottle of Sugar Water
  • Large Strawberry


We expect there will be further changes to instant-snack food as we continue to iterate on the design.

Other Changes
  • Kelp armor has a new appearance
  • Kelp armor can now be dyed (with the Organic 1-Color Dye recipe)
  • Live Event boss kraken "George" now has a boss curse
  • Certain (non-event) Kraken now deal less damage with their rage attacks... but they still deal more than 1,000 damage per rage attack, so for most players the change is irrelevant
  • Squidlips has a few new recipes for amberjack
  • Animal Town inhabitants are now able to differentiate between players killing their guardians vs. killing actual enemies of Animal Town
  • Fixed the Cotton Gin in Sun Vale
  • A bug in Khryulek's crystal communication device prevented her from correctly talking about weird items you presented to her
  • Gazluk plate leggings were unintentionally dyeable; this has been fixed. (The armor material isn't set up for dyes yet, so it looks extra-special terrible when dyed. It'll become dyeable eventually.)
  • Fixed bug in treasure effect "Armor Received from Patch Armor +X" : it incorrectly restored bonus health instead of armor
  • Fixed bug that prevented Norbert from finishing the Warden intro sub-quest "The External Resource Coordinator"
  • Improved equipment rarity in various loot chests, most notably high-end chests dug up with treasure cartography
  • For technical reasons the game previously allowed you to unearth treasure maps and surveys while swimming at the surface of water, even though it explained that you must be "standing on solid ground" to use a map. Now you must actually be standing on solid ground as intended. In some cases this means you'll need to swim to the bottom of a body of water to reach the ground.

Update Notes: December 20, 2019

Holiday Event
The Holiday event has begun! Talk to any NPC that you have "Friends" or higher Favor with to receive a present from them. In addition, each city (and some non-city areas) have a Ri-Shin tree that needs decorating. Look for the NPCs with red hats on to get started.


Sun Vale 2.0

This update includes a big change to the Sun Vale map. It has the same content and connections as before, but it looks quite a bit different. (And larger.)
This is a 'soft launch' of the new Sun Vale. There's a lot of missing props and some odd graphical issues left to fix, but you can see the bones of the new place and how things are supposed to work together, and we need feedback on that! Sun Vale is for players in the 30-40 level range, so hopefully you can find things worth doing in any level of that range. (But as usual, you may have to explore around a bit to find them.)

There are some new things to do, and the "Things to Do" list in your quest journal has been updated to get you started.

We'll be doing another pass on Sun Vale soon to incorporate the upcoming playable fairy race. In the short term some Sun Vale NPCs have definitely had a downgrade of their homes -- in fact a bunch of the fairies no longer even have a roof over their heads, let alone any possessions -- but that's temporary. In this particular update we're most interested in game-mechanics feedback: is the combat is survivable? Is it worthwhile? How well do the new mechanics work, and are you able to figure out how everything fits together? That sort of thing.


Stun Trap Nerfs

    Stun Trap was too overpowered and has been nerfed a bit.
  • Ability change: Stun Trap has a casting time of 2 seconds; being hit during the casting time aborts.
  • Ability change: Stun Trap cannot be reused while previous Stun Traps are still active. (You can manually dispel unneeded traps from the Pets window.)
  • Treasure change: "Stun Trap deals +85% damage to all nearby targets (when it activates)" => now +45% damage
  • Treasure change: "Stun Trap reuse timer is 16 seconds faster" => now 10 seconds faster


Sushi Roll Nerfs
Sushi Roll items have been reduced in effective food level. They’re intentionally higher-level than their ingredients would suggest... but they went too far, being so overpowered that they made most other cooking recipes irrelevant. They've been toned down a bit while still trying to retain their purpose:
  • Eel Sushi Roll: went from level 40 to level 30
  • Cavefish Sushi Roll: from 50 to 35
  • Shark Sushi Roll: from 60 to 45
  • Green Vexfish Sushi Roll: from 65 to 50
  • Crelpin's Sushi: from 72 to 60

Note that the Nigiri recipes from Sushi Preparation have not been changed at this time, although they're also MUCH higher-level than their ingredients would suggest. (Nigiri is instant-healing food which is so good that it basically obsoletes healing potions at high level.) There are pros and cons to having a food item be better than healing potions. One of the cons is that we don't really have room to give Alchemists the ability to brew healing potions. Those potion recipes couldn't possibly be easier or more convenient than "slap two fish slices on storebought rice"! But on the other hand, it's fun flavor for sushi to be the best in-combat healing item. We're still considering the options, and leaving it alone for now.


Other Changes
  • Fixed a bug that caused Electricity Elementals and Cold Elementals to have the same damage-type vulnerabilitites/strengths
  • Fixed a bug that caused Fire Rats and Pumpkin Mimics to have the same damage-type vulnerabilities/strengths
  • Giant bats can once again fly inside the Red Wing Casino
  • A few types of loot swords that were supposed to have holy symbols did not
  • Rugen in Rahu now trains Fishing up to level 70 (although note that the highest fishing recipe/req is currently 65)
  • Sushi Preparation now goes to 30 instead of 25. (And for technical reasons Ice Conjuration also goes to 30 instead of 25, although there are no new recipes for it yet)
  • Rabbit: the ability Long Ear can now be placed on the side ability bar
  • Newbie Island: added a gentle deterrent for new players who decide to try swimming off the island (which is a reasonable idea, but not successful here)
  • Ranalon lose their resistance to Nature damage
  • Higher-level Ranalon loot profiles improved
  • Added a few "Things to Do" entries for Sun Vale
  • Cow: new treasure: Head: Chew Cud increases your mitigation versus all attacks by Elites +14 for 10 seconds
  • Cow: new treasure: Necklace: Stampede boosts your Slashing/Crushing/Piercing Mitigation vs. Elites +6 for 30 seconds (stacks up to 5 times)
  • Cow: treasure change: "Stampede has a 50% chance to deal +56 damage" => "Stampede boosts the damage of future Stampede attacks by +38 damage for 60 seconds (stacks up to 15 times)"
  • Cow: treasure change: "Stampede Taunt +310" => +440
  • The archery ability Acid Arrow is no longer taught by The Wombat. It's now taught by Squidlips.
  • Recipes for Cavefish Sticks and Spicy Cavefish now use Cavefish Fillets (rather than un-fileted cavefish)
  • Water Lung Potion: this potion now boosts your Max Breath +10 seconds, instead of reducing your breath-consumption. The recipe now requires oyster meat instead of wool. (The potion's old effect is now granted by a new potion, the "Water Breathing Potion".)
  • Trollbane Oil: cash value reduced
  • Swimming Potion: this potion now requires Alchemy level 25 instead of 40. Duration is 30 minutes instead of 60. Recipe no longer requires flour or shark fillet, instead requiring an eel fillet
  • You now earn synergy levels in Fishing by reaching the following levels in other skills (previously only Knife Fighting 22 provided a synergy level):
    • Knife Fighting 22,
    • Knife Fighting 55,
    • Cooking 35,
    • Foraging 22,
    • Foraging 65,
    • Animal Handing 22,
    • Animal Handling 55,
    • Skinning 25,
    • Fish and Snail Anatomy 22,
    • Surveying 25,
    • Druid 65,
    • Nature Appreciation 22,
    • Sushi Preparation 25,
    • Psychology 22
  • Daisy now trains the recipe for Trollbane Oil. (It is also still dropped as a loot recipe)
  • Fixed bug that prevented Bounceweed from giving Giant Bats bonus flight speed
  • Fixed some base-stats of items (which were statted for the wrong level range):
    • Un-Tal bow: Archery Damage +10% -> +8%
    • Quality Cestus: Unarmed Damage +2 -> +5
Thanks!
Thanks for helping us make the game better with your feedback! If you type "/redeem DevGift2019" into the chat box (without the quotes) you'll receive a unique title and some XP potions. This is our way of saying thank-you for your patience and support! (If you've been around for many years you may have an additional novelty title to redeem; use "/redeem" to see a list of available redemptions.)

Update Notes: November 22, 2019

This is a bug-fix update, more or less. (The Fae Realm changes might not be "bug fixes" exactly, but close enough!)

Water Fixes
  • Fixed water in Serbule Sewers not reaching far enough
  • Fixed some unexpectedly swimmable areas in Wolf Cave dungeon
  • Removed some places in Eltibule where cows could graze underwater
  • The river in Sun Vale doesn't work well with our new deep-water system, so for now it's using our older "puddle" system. The entire river is now treated as a giant puddle, which means you can splash in the river, and fill bottles from it, but you can't drown... even if the water goes over your head. (The new terrain for Sun Vale is in development, so this is a temporary band-aid for the existing terrain.)


Flight Changes
  • Flight Potions, Flight Words of Power, and all other forms of flying no longer work in dungeons. (The flight effect is suppressed indoors but will resume when you go back outdoors.)
  • Giant Bats can no longer fly indoors. (But they still retain other wing-related benefits such as turning mid-jump and not taking damage from falls.)
  • Fixed flight-behavior anomalies for giant bats that turn into ravens


Fae Realm
  • Lethargy Puck gives Notoriety XP on first kill (or your next kill, if you've already killed him before)
  • Felmer in the Fae Realm now teaches recipes for Astounding Winter leather gear
  • There are now a bunch more milkable Fae Molluscs in the Fae Realm (10 total instead of 4), but the timeout before you can re-milk is now a day instead of an hour. The intent is to make "slime-collection runs" more practical


UI Fixes
  • UI: fixed bug where the "Combat Refresh Ready" icon would flash and beep at incorrect times
  • UI: fixed bug where the blue border around basic attacks would not reappear when combat refresh was ready again
  • UI: fixed situations where mouse cursor could get stuck as a resize-handle cursor if a window closed while the mouse was over resize-grips
  • UI: fixed bug where an Effect tooltip would get "stuck" on the mouse cursor if the cursor was over the Effect icon right as the Effect ended


Other Fixes
  • Fixed typo that caused the Guild Quest "Fox Outpost (25-member)" to require slightly more grapes than intended
  • Fixed spurious "blank" error message when using the ability Rotflesh
  • Fixed bug where you could lose your empty bottle if you were interrupted while collecting Dirty Snow Water from a Snow-Covered Rock
  • Fixed typos in a few recipe names
  • Fixed a few quest directions which were inaccurate
  • Fixed a few recipe descriptions that claimed they served 2 when they serve 1
  • Amazing Venison is now interpreted as raw venison for gifting purposes
  • Increased maximum number of temporary entities allowed in the Red Wing Casino (to prevent vegetables from disappearing when a bunch of players are farming simultaneously)

Update Notes: November 8, 2019

This update brings some changes and experiments to the game. There's new Fall foods, changes to swimming, and changes to the stats of food.

New Seasonal Content Experiment

In this update we're experimenting with new kinds of seasonal content. Here we're using "Fall foods" as the experimental base, but we might expand this idea to many other types of crafting (and other "seasons") in the future. Or we may change this design dramatically, or even throw it all out, depending on your feedback. After you've had a few weeks to play with this, please let us know what you think!

  • There are two new seasonal ingredients available for a limited time. Cranberries and turkeys can be found in Serbule, Serbule Hills, and Eltibule, among other places.
  • In addition, the pumpkin seedlings (which dropped from undead during Halloween) continue to drop from a wide range of herbivorous and omnivorous animals in the 25-55 level range. This includes ferocious boars, many types of slime, most rhinos, polar bears, tundra deer, mountain sheep, Gaz-Uraks, and many others. (And even a few sentient creatures such as trolls.)
  • There are 21 new food recipes that involve the new seasonal ingredients. These recipes can be found on a broad range of animals (with the best chances being from herbivorous/omnivorous animals).
  • In addition to the new recipes, the handful of pumpkin recipes from Halloween can also still be found in loot, although the chances are much lower than during Halloween. (And the other Halloween items no longer drop.)
  • There are also new Work Orders for all of the new foods (and the Halloween pumpkin foods). These work orders will only show up during this "season", and they have a much larger cash reward than normal work orders of their level. They can also be completed every 5 days instead of every 30 days. You can find these work orders at the work-order signs in Serbule, Redwing Casino, and the Fae Realm. (They won't always show up, but when they do, they will be at the bottom of the work-order list.)
  • A few of the Halloween pumpkin foods already had work orders (such as Basic Pumpkin Pie). They've been turned into "seasonal" work orders
Swimming Changes

In preparation for upcoming content we've made improvements/changes to how swimming works. Please play with these changes and give us feedback and bug reports!
  • Changed how we emulate gravity underwater. Previously you would instantly sink in deep water, but now you are slightly buoyant: you'll very slowly float upwards toward the surface. This means that if you wish to reach the bottom of a deep body of water you will need to use the Down movement key (default F) to swim down. To swim up for breath use the Up key (default R) -- or you can use the jump button underwater as a "swim up" button.
  • You now recover your breath automatically when you are swimming on the surface of the water, and breath recovers much more quickly than via the old "hopping in and out of the water" technique. (But still not as fast as when standing on solid ground.)
  • "Breath" meter is more granular while losing breath
  • Fixed various problems, bugs, and glitches in the swimming system
  • Fixed problems with indoor water pools
  • Note: the river in Kur continues to behave oddly; this is a known issue that will be addressed when the final art for Kur is ready. All OTHER water should behave reasonably sanely now
Food Changes

We've rebalanced food a bit to make Meals more useful. This mainly involved moving some of the power of Snacks into Meals.

Snacks once lasted only 15 minutes, and so were much more potent than meals. But in a previous update we changed Snacks to last as long as Meals (and even receive the Gourmand bonuses that Meals receive), and we're pretty happy with that change. And the total potency of Meals+Snacks combined was in the right ballpark -- it's just that most of that potency was coming from the Snack, and the Meal was largely irrelevant. This is obviously dumb and needed fixing.

We've also made other small rebalances to food stats, including some changes to Cheese stats. Cheese received both minor nerfs and minor buffs. (And since eating a Cheese Meal plus a Cheese Snack was already often over-healing while out of combat, nerfing those numbers isn't as noticeable as buffing the in-combat regen. But the in-combat regen buff was small... so... basically it's a wash.)

Explaining the overall changes is tricky. The changes affect food at all levels, but we'll use some hypothetical level 80 food as an example. That will show the changes the most dramatically.

Tldr: For players that already ate both a meal and a snack, the changes will probably not be very noticeable. If you only ate Snacks before, though, you will definitely notice how empty your stomach is now.

Level 80 (Non-Cheese) Meal: (arrows indicate changes in this update; no arrow means no change)
  • Out-of-Combat Health Regen (per tick): 273
  • Out-of-Combat Power Regen (per tick): 222
  • In-Combat Health Regen (per tick): 48
  • In-Combat Power Regen (per tick): 32
  • Metabolism Regen (per tick): 5 -> 6
  • Max-Health Boost: 0 -> 160
  • Max-Power Boost: 0
Level 80 (Non-Cheese) Snack:
  • Out-of-Combat Health Regen (per tick): 273 -> 193
  • Out-of-Combat Power Regen (per tick): 160
  • In-Combat Health Regen (per tick): 32
  • In-Combat Power Regen (per tick): 32 -> 48
  • Metabolism Regen (per tick): 0 -> 2
  • Max-Health Boost: 160 -> 0
  • Max-Power Boost: 80
Level 80 Cheese Meal:
  • Out-of-Combat Health Regen (per tick): 273
  • Out-of-Combat Power Regen (per tick): 222
  • In-Combat Health Regen (per tick): 48 -> 80
  • In-Combat Power Regen (per tick): 48
  • Metabolism Regen (per tick): 5 -> 3
  • Max-Health Boost: 113 -> 220
  • Max-Power Boost: 0
Level 80 Cheese Snack:
  • Out-of-Combat Health Regen (per tick): 273 -> 193
  • Out-of-Combat Power Regen (per tick): 268 -> 160
  • In-Combat Health Regen (per tick): 32
  • In-Combat Power Regen (per tick): 48 -> 64
  • Metabolism Regen (per tick): 0
  • Max-Health Boost: 160 -> 80
  • Max-Power Boost: 160
Other Changes:
  • Items removed from storage vaults now auto-stack with compatible items in your inventory
  • Fixed bug that prevented carrots from receiving garden bonuses during carrot-specific events
  • Fixed a Deer combat particle that played at full volume no matter how far away you were from the Deer player
  • Spriggan Nuts now stack (to 99)
  • Treasure effect "Stun Trap reuse timer is N seconds faster" was bugged (it actually lowered Power cost by N instead of reset time)
  • Treasure effect "Lethal Force deals +N damage and reuse time is -3 seconds" was also bugged in the same way (it lowered Power cost instead of reset time)
  • Treasure effect "Stun Trap deals +N damage, and there's a 50% chance you'll place an extra trap" was bugged and never generated an extra trap
  • Iceheart Sustenance Oil counts as a Max-Health potion for gifting purposes
  • The Sacred Grotto is now marked as a cave for craft purposes
  • Meat-eaters in the Sacred Grotto are now a little more aware of what's being stored by their fellow Wardens