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Wildgate Launch Protocols

[p]The Wildgate is almost open! [/p][p]
To make sure you're ready for your first official hyperspace hyperjump, we've put together a quick pre-flight checklist. Here's what to expect, how best to prepare, and when you'll be able to dive in and play.[/p][p]
---[/p][p]
LAUNCH PREP PROTOCOLS:
[/p]
  • [p]How to Purchase ✔️[/p]
  • [p]Localized Launch Times ✔️[/p]
  • [p]Reach-Ready Resources ✔️[/p]
  • [p]Frequently Asked Questions ✔️[/p]
[p][/p][p][/p][p][/p][h2]HOW TO PURCHASE[/h2][p]
In order to play Wildgate, you will first need to purchase it! [/p][p][/p][p]Players can opt for the Standard Edition ($29.99 USD) or the Renegade Edition ($49.99 USD), which includes the Standard Edition plus a variety of themed cosmetics for your prospectors and ships. Can't decide which version suits your vision? No problem! You can always grab the Standard Edition and then upgrade to the Renegade Pack at later time.[/p][p][/p][p][/p][p] [/p][p][/p][p]REMINDER: Wildgate will become available to purchase once the game is live at 8:00am PDT on July 22. Wishlist early to be notified as soon as our launch bay doors open. 
[/p][p]*Prices may vary slightly by region and platform.[/p][p][/p][p][/p][p][/p][h2]LOCALIZED LAUNCH TIMES[/h2][p]
Our plan is for Wildgate to launch across all supported platforms at the same time around the world. To find out when Wildgate will be available, check out the guides below![/p][p][/p][p][/p][p] [/p][p][/p]
[p]- LAUNCH CITY -[/p]
[p]- LAUNCH TIME (LOCAL) -[/p]
[p]Los Angeles[/p]
[p]July 22 @ 08:00 AM PDT[/p]
[p]Mexico City[/p]
[p]July 22 @ 09:00 AM CST[/p]
[p]Chicago[/p]
[p]July 22 @ 10:00 AM CDT[/p]
[p]New York[/p]
[p]July 22 @ 11:00 AM EDT[/p]
[p]São Paulo[/p]
[p]July 22 @ 12:00 PM BRT[/p]
[p]London[/p]
[p]July 22 @ 16:00 PM BST[/p]
[p]Paris / Berlin / Johannesburg[/p]
[p]July 22 @ 17:00 PM CEST / SAST[/p]
[p]Seoul[/p]
[p]July 23 @ 00:00 AM KST[/p]
[p]Tokyo[/p]
[p]July 23 @ 00:00 AM JST[/p]
[p]Sydney[/p]
[p]July 23 @ 01:00 AM AEST[/p]
[p]Auckland[/p]
[p]July 23 @ 03:00 AM NZST[/p]
[p][/p][p]For additional timezone assistance, please visit: https://dateful.com/time-zone-converter [/p][p][/p][p][/p][p][/p][h2]REACH-READY RESOURCES[/h2][p]
Seeking a friend (or some help) for the edge of the universe? We've got you covered![/p][p][/p]
  • [p]JOIN DISCORD: No previous piloting experience? No problem! Our official Discord server is like a chaotic, cozy little space port. There you can find the latest game news, ask questions, get support from fellow players, connect with devs, and look for crews.[/p][p] [/p]
[p][/p][p] [/p][p][/p]
  • [p]VISIT THE SUPPORT PORTAL: If this is your first time playing Wildgate, we encourage you to check out the Gameplay Guides section of our Player Support portal. From FAQs to Overviews and How-Tos, this repository will get you primed for the jump seat.[/p]
[p][/p][p][/p][p] [/p][p][/p]
  • [p]PLAY THE TUTORIAL: Once in-game, we strongly recommend completing the tutorial to get a feel for the basics before committing any real space crimes. If you’re playing as a crew, don't sleep on the "Practice vs AI" mode, which provides a nice a warm-up against bots.[/p]
[p][/p][p][/p][p][/p][h2]WILDGATE LAUNCH FAQ[/h2][p][/p][p]Q. What is Wildgate’s launch date and time?
A. Wildgate launches July 22 at 8:00am PDT.[/p][p]
Q. Can I pre-purchase Wildgate?
A. No. Wildgate will not be available for pre-purchase. As a result, you will only be able to purchase and start playing after 8:00am PDT on July 22.[/p][p]
Q. Can I pre-download Wildgate before it launches?
A. No. Since Wildgate is a premium game (but is not available for pre-purchase), pre-downloads will not be available. Thankfully, our client is fairly small, coming in at ~9gb!
[/p][p]Q. Can I wishlist Wildgate?
A. Absolutely! You can wishlist Wildgate at any time using the following links:[/p][p]
Q. How much will Wildgate cost?

A. Wildgate will be available for $29.99 USD. (Pricing may vary slightly by region.)[/p][p]
Q. Will additional editions of Wildgate be available for purchase?
A. Yes! Players will have the option to purchase the Wildgate - Renegade Edition, which includes the full digital game plus a unique bundle of themed outfits and styles for your prospectors and ships.[/p][p]
Q. Will the Renegade Edition and Renegade Pack be available on all supported platforms?
A. Yes! Both SKUs will be available on Steam.[/p][p]
Q. How much does the Renegade Pack and Renegade Edition cost?
A. Players can upgrade to the Renegade Pack for $20.00 USD or purchase the Renegade Edition for $49.99 USD.. (Pricing may vary slightly by region.)[/p][p]
Q. What's included in the Renegade Pack?
A. The Renegade Pack includes:[/p]
  • [p]7 x prospector outfits (Adrian, Ion, Kae, Mophs, Sal, Sammo, and Venture)[/p]
  • [p]4 x ship styles (Bastion, Hunter, Privateer and Scout)[/p]
  • [p]1 x helm style[/p]
  • [p]1 x probe style[/p]
  • [p]1 x probe station style[/p]
  • [p]1 x processor style[/p]
  • [p]1 x reactor style[/p]
  • [p]1 x turret style[/p]
[p]

Q. Can I purchase the Renegade Pack separately?
A. Yes! Once you purchase the Standard Edition of Wildgate you can upgrade to the Renegade Pack at any point on your respective platform. [/p][p]
Q. Will I need to unlock each prospector and ship before I can use their Renegade skins?
A. Yes. Before you can equip any Renegade outfits or styles, you will first need to unlock the prospector or ship on which you wish to equip them. Players will start with three prospectors (Adrian, Kae, and Venture) and one ship (the Hunter) unlocked by default; the remaining prospectors and ships can unlocked as rewards by completing different in-game Adventures.[/p][p]
Q. What regions will be supported at launch?

A. North America, South America, Europe, and APAC.[/p][p]
Q. What languages are supported?
A. English, French, German, Italian, Russian, Castilian Spanish, Latin American Spanish, Brazilian Portuguese, Korean, Japanese, and Simplified Chinese will have both in-game audio and text localization. Traditional Chinese and Ukrainian will have in-game text localization only.[/p][p]
Q. Is cross-play supported?

A. Yes, cross-play is supported.[/p][p]
Q. Is cross-progression supported?

A. Yes, cross-progression is supported; however, a linked Dreamhaven account is required. [/p][p]NOTE: Players can download and install Wildgate on all supported platforms; however, your accounts on each of those platforms need to be linked to a Dreamhaven account in order for progress to carry over. We strongly recommend linking your accounts before playing on multiple platforms.[/p][p]
Q. What are the post-launch content and monetization plans for Wildgate?
A. To learn more about our post-launch plans, be sure to check out the latest development map![/p][p]
Q. If I participated in a previous playtest, will I need to download a new client?

A. Yes, you will! Our playtest clients and launch client are entirely separate. [/p][p]
Q. What’s changed in the Open Beta from the previous playtest? 

A. Quite a bit! Stay tuned for our full patch notes for details. [/p][p]
Q. Will progress from previous playtests carry over into launch?

A. No. Progress earned from previous Wildgate playtests will not carry over into the live game.[/p][p]
Q. Can I play Wildgate offline?

A. No. Wildgate is an online, match-based game that requires an internet connection.[/p][p]
Q. Can I play Wildgate solo?

A. Wildgate's primary game mode (“Artifact Hunt”) is multiplayer only; however, both our in-game "Tutorial" and "Firing Range" modes can be played solo. If you do not wish to play against other humans, you can also queue up for the "Practice vs. AI" mode (note: this requires at least two players in a crew to play, though four players are recommended).[/p][p]
Q. Can I use a controller to play on PC?

A. Yes! Controllers are fully supported in Wildgate.[/p][p]
Q. Can I use a keyboard and mouse to play on console?

A. No. Keyboard and mouse (KBM) support is not offered on console at this time.[/p][p]
Q. What are the PC requirements for Wildgate?

A. To ensure the best possible experience while playing Wildgate, your system should meet the following requirements. If your system does not meet the minimum specifications, you may encounter issues such as crashes, poor performance, or inability to launch the game.[/p]
  • [p]Minimum Specs:[/p]
    • [p]Requires a 64-bit processor and operating system[/p]
    • [p]OS: Windows 10/11[/p]
    • [p]Processor: Intel Core i5-4440 or AMD Ryzen 5 1600[/p]
    • [p]Memory: 8 GB RAM[/p]
    • [p]Graphics: NVIDIA GeForce GTX 1050 Ti \[4 GB]. Radeon RX 570 \[4 GB], Intel Arc A380 \[6 GB][/p]
    • [p]DirectX: Version 12[/p]
    • [p]Network: Broadband Internet connection[/p]
    • [p]Storage: 15 GB available space[/p]
  • [p]Recommended Specs:[/p]
    • [p]Requires a 64-bit processor and operating system[/p]
    • [p]OS: Windows 10/11[/p]
    • [p]Processor: Intel Core i7-9700K or AMD Ryzen 7 3700X[/p]
    • [p]Memory: 16 GB RAM[/p]
    • [p]Graphics: Nvidia GeForce GTX 2070 \[8GB], AMD Radeon RX 5700 XT \[8GB], Intel Arc A580 \[8GB][/p]
    • [p]DirectX: Version 12[/p]
    • [p]Network: Broadband Internet connection[/p]
    • [p]Storage: 15 GB available space[/p]
[p]
Note: Wildgate is only officially supported on Windows 10 and above. While the game may run on other operating systems or configurations, we can’t guarantee consistent performance or provide support for issues that arise outside of our officially supported systems.
[/p][p]
Q. How do I report bugs I experience?
A. For a full breakdown of the bug reporting process, please check out this article.[/p][p]
Q. How do I give developers feedback?

A. You are welcome to share game feedback in our Discord server.[/p][p]
Q. If I'm having a technical or account issue, how can I get help?

A. Please submit a help request via our Wildgate Player Support portal.[/p][p]
Q.  Where can I learn more about the game?

A.  If this is your first time playing Wildgate, we encourage you to check out the Gameplay Guides section of our Player Support portal. You're also welcome to join our official Discord server to find more info, ask questions, get support from fellow players, and look for crews.[/p][p]
Q. What if I have more questions?
A. Feel free to submit a help request or check out our Discord server![/p]

Wildgate HYPE-Lights, Volume 1

[p]They'll tell stories about this...
[/p][p]Wildgate officially releases July 22, but your space crimes have already been months in the making. [/p][p]
From unbelievable clutches to slightly unhinged strats (and all the shenanigans in between), here are some of our favorite pre-launch gameplay moments from creators and community members alike![/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][p]Wildgate launches July 22: https://wildgate.gg/wishlist[/p][p]Join our Discordhttps://discord.gg/playwildgate[/p][p]Subscribe to our YouTube channelhttps://www.youtube.com/@playwildgate[/p]

Wildgate Dev Livestream VOD

[p]Our latest livestream VOD is now available![/p][p]
Join our Moonshot devs as they sit down to chat about what's new and what's next for Wildgate. In this final pre-launch stream (‼️),  we answer popular community questions, dig into our development roadmap, and provide a first look at upcoming balance changes based on your feedback.[/p][p]
See you soon, space cowboys.  [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][p]Wildgate launches July 22: https://wildgate.gg/wishlist[/p][p]Join our Discordhttps://discord.gg/playwildgate[/p][p]Subscribe to our YouTube channel: [dynamiclink][/dynamiclink][/p]

CHARTING THE REACH: The Art of Wildgate

[p]In true Wildgate fashion, the earliest days of development were scrappy and full of exploration. Building something in space was incredible, but it could seem too vast and limitless at times—making it easy to lose your bearings. [/p][p]
So, we chased emotion first, asking the question: What did we want people to feel when they saw our game?[/p][p]
We wanted our game to feel feel warm and lived-in, but not necessarily in a cozy way. Our goal was to build the kind of world that feels ready to welcome you in...then promptly tosses you onto a ship full of weirdos and tells you to figure it out.[/p][p] [/p][p][/p][p][/p][p][/p][p]The visual style of Wildgate began to emerge bit by bit. Eventually, we moved away from raw emotion and our team—this resilient, chaotic, Reach-brained crew—pulled all its various pieces together and wove them into the whole you see today.[/p][p]
In this edition of CHARTING THE REACH, we return to the early days of our art direction: the rules we made, the ideas we tossed, and the moment the world we were talking about started talking back.[/p][p][/p][p][/p][p][/p][h2]OUR FIRST LEAP INTO THE REACH[/h2][p][/p][p]Before there were monoliths, mine layers, or salamanders in mech suits, there was Laurel Austin. As the associate art director, her earliest concepts—like a chunky, orb-shaped probe with too many curious little arms—established the tone of our game immediately: it was salvaged parts, repurposed tech, and brightly lit screens in equal measure. [/p][p][/p]
[p]“In the early stages of developing literal space, you can justify including anything. But we weren't going for sleek, sterile sci-fi. We wanted something that felt homey, but not cozy. More like...someone's been here. Someone's tinkered with this. You get the sense that stories happened here, even if you don't know what they were." - Laurel[/p]
[p][/p][p]These sketches didn't just inspire the visual style of the game; they became the foundational guardrails and guidelines that helped warp the world of Wildgate into something tangible, into someplace where you felt like you could truly belong.[/p][p][/p][p][/p][p][/p][p][/p][p]But building our game world wasn't just about figuring out the vibes, it was also about understanding how everything functioned. Enter concept artist Sean McNally, who brought in design-based thinking and a love for tech with "just enough logic to be believable." We were now beginning to establish the visual mechanics of Wildgate, and Sean's arrival marked a new chapter in development: one where our art now had to do things. [/p][p][/p][p][/p][p][/p][h2]THIS SHIP'S GOTTA WORK[/h2][p][/p][p]With Wildgate's plucky, yet dubiously ruthless visual tone taking shape, we turned to how things work—specifically our ships. Silhouettes, turrets, upgrades, and hardware all had to serve gameplay first, while still fitting into our broader patchwork aesthetic. As a result, our focus wasn't on realism, it was on believability.[/p][p][/p]
[p]"You can't just make a ship that looks cool. It has to look like it could do the thing it's supposed to do...and look cool." - Sean[/p]
[p][/p][p]That philosophy carried over into Wildgate's weapons. Rather than standard rifles or pistols, we leaned into repurposed hardware: gear modified or hacked in order to get the job done. [/p][p]
That's how weapons like the Aim-E and Surefire came to life—by starting with a function and layering personality on top. One was inspired by welding tools; another visibly overheats mid-fire. Every detail needed to suggest use.[/p][p][/p][p][/p][p][/p][p]

As a team, we strongly believe that everything in the game should read well from the first-person perspective and serve a gameplay purpose—from the biggest ships to the smallest asteroids. So, if something moved, it needed a reason to move, and our art needed to communicate that reason clearly and consistently. [/p][p][/p][p][/p][p][/p][h2]WE DREW A LOT OF ROCKS[/h2][p][/p][p]Outside of ships, Wildgate doesn’t always have a “right way up.” When we committed to full traversal, we meant it— fly, spin, dive, or boost yourself staight into the void, if you want. Our environment design had to shift with that traversal, and we had to make sure every angle was the right one…or wrong one… or both. Who’s to say?[/p][p][/p]
[p]"Wildgate has a really expressive visual language. But we also wanted it to feel tight, purposeful. A place where you trust what you're seeing. In a world where everything is flying, boosting, or trying to kill you, readability matters a lot." - Laurel[/p]
[p][/p][p]To help you find your way in the Reach, we leaned on shape, light, and motion. While big landmarks were given strong outlines and layers to make them stand out, a variety of smaller elements—like fog and drifting debris—were also added to make the world feel more alive and easier to navigate. [/p][p]
A lot of work went into these more miniscule materials that players might not ever notice. Whether its rocks or clouds, we knew they not only had to look good from all directions, but they also had to say—"Hey, there’s something over here!"[/p][p][/p][p][/p][p][/p][p][/p][p]Visual friction also became a tool for us, as well! [/p][p]
For example: space dust can help you feel your velocity. Thanks to these precious little particles, you can tell how fast you’re moving through space (like when your crewmate sets off the clamp jet they’ve just attached to you). [/p][p][/p][p][/p][p][/p][h2]ENTER: PROSPECTORS[/h2][p][/p][p]Once the world started taking shape, it was time to fill it—with life![/p][p]
When it came to Wildgate's characters (a.k.a. "prospectors"), we wanted a lot of visual variety. From tall, burly aliens to sleek, agile humanoids, creating an ecosystem whose inhabitants felt robust was critical, and physical diversity was a big focus. We took inspiration from nature, science, literature, even our favorite Saturday morning cartoons, and more.[/p][p][/p]
[p]“We knew we wanted humans, though we weren’t sure how many or exactly what direction we’d take. We leaned into a strong variety of elements. You’ll notice familiar echoes in some of the designs, like little nods to the kinds of characters I grew up with within the sci-fi and fantasy worlds of the ’80s and ’90s. There’s a lot of nostalgic charm baked into their designs.” - Laurel[/p]
[p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Since we first started experimenting with our prospectors, our art and design teams have remained in a constant, yet elegant tango—especially in the concepting phases where nothing was set in stone. Abilities, weapons, movement? Initially, everything was fluid and always changing.[/p][p]
What didn't change, though, was our team's shared approach and end goal. [/p][p]
In Wildgate, we like to say that "personality doesn’t equal preset," so the big balancing act was making sure each prospector could stand out visually without locking players into rigid in-game roles. While we wanted our designs to spark community curiosity, we didn't want them to dictate how they had to be played.  [/p][p][/p][p][/p][h2]THE RIGHT KIND OF WRONG[/h2][p][/p][p]Prospectors aren’t just eye candy, though—they're extensions of game's tone and feel.[/p][p]
Although Wildgate is dangerous and has high-stakes, it's not oppressive or bleak. Our prospectors are similar contradictions in motion. They're both clever and clueless, enterprising and endearing, and sometimes they're all those things all at once. Full of contrast sharp enough to cut through the Reach, with a visual style to match.[/p][p][/p][p][/p][p][/p][p][/p]
[p]“It’s a ruthless game, if you think about it. But we leaned into visual warmth, humor, and weirdness, not as a mask for the game’s brutality, but as a way to make it more human. If we went full hardcore sci-fi, it just wouldn’t work. It would be too mean. We wanted something closer to the meanness we reserve for our closest friends.” - Sean[/p]
[p][/p][p][/p][p][/p][p][/p]
[p]“I’ve made some really violent art in my career, but there’s something so fun about living in a world where even when things go terribly wrong, it’s a cute, sneaky little bug-bird-pterosaur-deer guy pulling the trigger.” - Laurel[/p]
[p][/p][p]That balance of violence and whimsy, tension and charm, became one of our team’s signatures. It reflects the game and who we are as a team. We may be some of the kindest people you’ll meet, and yet… we’re absolute villains in-game. That contrast is essential to what we’re building, and informs our decisions from the very first pixel to final render. 
[/p][p][/p][p][/p][h2]WELCOME TO THE LUCKY DOCKS[/h2][p][/p][p]For years, Wildgate lived exclusively inside the minds of our Moonshot teammates; it was a strange, beautiful little game built on shared trust and endless imagination. From an artist's perspective, it feels rare to be able to craft something original, from scratch, with this kind of freedom—and that gift isn't something we take for granted. [/p][p][/p][p][/p][p][/p][p][/p][p]We've poured our heart, souls, and passions into this project...and now, it belongs to you![/p][p]
And if you’ve made it this far—through axolotls and mech suits, tools and turrets, rocks and cosmic storms—then you’re one of us now! So, choose your ship, prepare your loadouts, and always remember that the only plan that matters is the one you make up on the fly. We hope to see you gate-side.  [/p][p][/p][p]
Wildgate launches July 22
: https://wildgate.gg/wishlist[/p][p]Join our Discord:  https://discord.gg/playwildgate[/p][p]Subscribe to our YouTube channel: [dynamiclink][/dynamiclink][/p]

CRASH COURSE: The Loot

[p]Welcome to your CRASH COURSE on The Loot.[/p][p][/p][p]In Wildgate, loot isn’t just about shiny things. From hardpoints that make your ammo go BRRR! to ancient weapons that whisper "maybe don’t give this to Mophs," the items you find (or steal) can have a big impact on your in-game experience. They can affect the survival of your ship, the size and type of explosions you bring to the Reach, how quickly you can get from Point A to Point "SEE YA," and more...[/p][p][/p][p]Can't tell a hardpoint from a handheld? Let's crack open a few loot rooms and see what's inside!
[/p][p][/p][p][/p][h2]BEFORE WE DIVE IN...[/h2][p][/p][p]As a reminder: When you first enter the Reach with your crew, the only things you bring with you are your prospectors, the weapons and equipment you select as part of your loadout, and your ship. [/p][p][/p][p]To increase your chances of success, you'll want to locate upgrades (known in Wildgate as loot). [/p][p][/p][p] [/p][p]Loot can found in appropriately-named loot rooms, which will open after completing Points of Interest. The types of loot you can find in the Reach fall into three categories:
[/p]
  • [p]CANNONS - Cannons are your ship's guns. Before they can be used, cannons must be mounted into turrets, which are located in various locations around your ship. Different ship types can support different quantities of cannons. [/p][p][/p]
  • [p]HARDPOINTS - Hardpoints provide additional tactical bonuses and capabilities for your ship. Similar to cannons, hardpoints must be installed into designated placements across your ship's hull before their benefits kick in. 
    [/p]
  • [p]GADGETS - These are handheld devices that usually are one-time use or have a limited duration. They can range from weapons to utilitarian trinkets. [/p]
[p]
[/p][p] [/p][p][/p][h2]CANNONS: BOOM, SHAKE THE ROOM[/h2][p]
At the start of every match, you'll find standard cannons equipped in each of your ship's turrets. [/p][p][/p][p]These cannons are servicable, but ultimately simple. Functional, but pretty flavorless! Thankfully, there's a variety of weapons-grade upgrades just waiting to be rescued in the Reach. [/p][p][/p][p] [/p][p]Here are some examples of cannons you can find:
[/p]
  • [p]Long-range? The SNIPER CANNON hits hard and tactically.
    [/p]
  • [p]Up close? SCATTER CANNONS or THERMAL CANNONS will turn ships and shields into scrap.
    [/p]
  • [p]Need space? The MACRO CANNON knocks enemies back like a Lucky Docks bouncer on a Friday night.
    [/p]
  • [p]If you’re super lucky, you may even find an ENTROPY CANNON. Congratulations! You’re now a problem—perhaps the problem. (Just make sure someone doesn’t decide it’d look better on their ship instead of yours.)[/p]
[p][/p][p][/p][p][/p][p][/p][h2]HARDPOINTS: TACTICAL TREATS[/h2][p][/p][p]While hardpoints technically all come in the same shape and size, their greatly varies![/p][p][/p][p]Some hardpoints are passive, conveying persistent benefits as soon as they're installed in your ship's hull, while others require you or your crew to activate their primary ability—usually by pushing a big, bright red button. Some are defensive in nature, boosting your shields or resources for example, while others (you guessed it) provide more offensive functionality focused on sowing chaos and space crimes in equal measure.[/p][p][/p][p] [/p][p]Here are some examples of hardpoints you can find:[/p][p][/p]
  • [p]AMMO REGEN - Enables passive regeneration of ship ammo for cannons.
    [/p]
  • [p]SHOCK FIELD - Temporarily wraps your ship in electrical energy that does more than just tickle rival boarders. Perfect for crews who enjoy setting "healthy" boundaries.
    [/p]
  • [p]PROBE SENSOR - Amplifies your probe scan range, which means you might get info earlier than anyone else (including but not limited to the location of rival ships).
    [/p]
  • [p]SMUGGLER'S TURN - Boosts your ship's rotation speed and lets you drift like a true Lucky Docks SpeedStar. Punch it, Sammo! (rawwwwrawrwarawll)
    [/p]
  • [p]LASER RAM - Projects a short-range beam from the hull of your ship that converts enemy hulls into deep-fried. plasma-glazed regret.
    [/p]
  • [p]MINE LAYER - Dumps collision-activated explosives into space, which can be great for both defensive and offensive strategies. Just be careful not to run into your own mines. 😅[/p]
[p]
[/p][p][/p][p][/p][h2]GADGETS (AND GIZMOS APLENTY)[/h2][p][/p][p]Whether you're boarding, floating, or holding down the fort, a good handheld gadget can swing the tide of any battle! [/p][p][/p][p]Gadgets are perfect for diving overboard, last-minute loot grabs, or causing minor diplomatic incidents, so be sure to use them "responsibly." Or don’t—we’re not your parents! In fact, the more creative the use....the better.[/p][p][/p][p][/p][p]Here are some examples of gadgets you can find:[/p][p][/p]
  • [p]TRACTOR BEAMS pull in loot, Artifacts, or even whole ships from a big distance.
    [/p]
  • [p]The STAR LANCE is a high-impact beam that melts shields and hulls in one shot—even piercing two items (or prospectors) at once!
    [/p]
  • [p]CLAMP JETS provide a powerful, though temporary speed boost to whatever object they're attached to.  Whether it’s your own ship or an enemy ship, choose wisely! (Rumor has it they also work on prospectors.) [/p]
[p][/p][p][/p][p][/p][p][/p][h2]EMBRACE THE CHAOS [/h2][p]
Finding and combining loot in Wildgate isn't always just about what's best; it's also about what's fun! And whether you want to fight at range, fight close up, or try not to fight at all, the Reach is both your battlefield and your playground here. [/p][p][/p][p]There's so many possibilities: A Shock Field and Laser Ram turn your ship into a close-range deathtrap. A Sniper Cannon with a Probe Sensor give you long range vision and precision. How about some Mine Layers and a Tractor Beam? Pull'm up and knock'm down.[/p][p] [/p][p] [/p][p]While your loot room drops are as random as the Reach itself, a real prospector makes their own luck. So don't just wait for good things to find you when there's four other ships out there to pillage with doors that open! [/p][p][/p][p](You see it → you like it → you want it → you steal it.)[/p][p][/p][p][/p][p]
Wildgate’s loot is big, bold, and begging to be used in creative ways. So, pick something ridiculous, push some buttons, and see what happens. Don't like what happens? Find some more loot and fly, fly again. (Worst case: You get a big laugh and someone else gets a great replay out of it!)[/p][p][/p][p]---[/p][p][/p][p]Wildgate launches July 22: https://wildgate.gg/wishlist[/p][p]Join our Discord: https://discord.gg/playwildgate [/p][p]Subscribe to our YouTube channel: [dynamiclink][/dynamiclink][/p]