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Space shooter Wildgate is surging on Steam with brand new demo

As someone who's played one or two Blizzard games in my time, I've had my ear very close to the ground when it comes to Dreamhaven, Mike Morhaime's new developer and publisher. First came Sunderfolk, a playful co-op Dungeons and Dragons-inspired adventure that I can't recommend enough. Now, there's Wildgate, a fast-paced FPS game set in a vibrant, cartoon reimagining of space. With its release date finally being revealed at Summer Game Fest, a new open beta is live right now, and it's proving very, very popular.


Read the rest of the story...


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New FPS Wildgate crams chaotic ship combat into a squad-based co-op shooter

Wildgate Patch Notes - June 9

[p]Welcome to the Wildgate Open Beta patch notes. 🎉
[/p][p][/p][p]Read below to learn about the latest changes. And have fun storming the Reach!
[/p][p][/p][h2]✨ HIGHLIGHTS[/h2][p][/p]
  • [p]Added two new prospectors: Kae and Adrian[/p]
  • [p]Added three new small POIs: the Refinery, the Drill Station, and the Juggernaut[/p]
  • [p]Balance changes to Mophs and Venture[/p]
  • [p]Reworked the Extra Ammo and Energy Shield equipment[/p]
  • [p]Overhauled the UI for a cleaner experience[/p]
  • [p]Adjusted how XP is calculated[/p]
  • [p]Plus, lots of general performance improvements and bug fixes[/p]
[p]
[/p][h2]🔥 GAME MODES[/h2][p] [/p][p]ARTIFACT HUNT[/p]
  • [p]"Artifact Hunt" is now the name of Wildgate’s core game mode![/p]
  • [p]The Wildgate now pulses energy when it opens, knocking nearby ships away[/p]
  • [p]The Artifact now reveals itself to all players when the Wildgate opens [/p]
  • [p]Added a 60-minute countdown clock to the map screen when playing Artifact Hunt. When time runs out, the Reach wins. The timer for other game modes varies[/p]
[p][/p][p]PRACTICE vs AI [/p]
  • [p]AI ships now adjust their difficulty based on the number of players on the human team[/p]
  • [p]The AI crew in VS AI mode can now move around their ships [/p]
  • [p]Made various tutorial fixes to make the game easier to learn for new players[/p]
[p]
[/p][h2]🌌 THE REACH[/h2][p][/p][p]DEV NOTE: Reach Leeches were just confusing. We saw people guessing what they did on Discord and we stole the idea. Thank you! The change to the Monolith allows you to chase players out of the Monolith to their ship, which (while rare) is fun. The cover changes in Monolith hopefully create more variation in this space. We need more variants in that “final area.” Team is working on it.[/p][p]We also think messing with loot as part of proceduralism is fun, but “Low Loot” was not a great idea, so we are trying “Easy Loot” and “Epic Loot” instead. 

---
[/p][p]
POINTS OF INTEREST
[/p]
  • [p]The new small POIs have mysteriously appeared in the Reach for intrepid explorers to discover: [/p]
    • [p]The Refinery [/p]
    • [p]The Drill Station [/p]
    • [p]The Juggernaut [/p]
  • [p]Monolith portals now have indicators that tell you where the portal leads to[/p]
  • [p]The Monolith encounters now contain variants in cover[/p]
[p][/p][p]REACH HAZARDS[/p]
  • [p]Reach Leeches[/p]
    • [p]Reach Leeches now consume 1 fuel from the ship they are attached to every 10 seconds, up to a maximum of 3 fuel per Leech[/p]
    • [p]Destroying the Leech returns you the amount of fuel the Leech ate and 3 extra as a bonus[/p]
  • [p]Rogue Turrets[/p]
    • [p]Now spawn close to POIs, making them easier to spot and more relevant to the action[/p]
  • [p]Easy Loot[/p]
    • [p]Only small Points of Interest spawn, but they all have good guns and devices[/p]
  • [p]Epic Loot[/p]
    • [p]Now spawns high-quality loot in all medium-sized Points of Interest[/p]
[p]
[/p][h2]🤖 PROSPECTORS[/h2][p][/p][p]DEV NOTE: We have added two new boarder characters to the game, and Mophs is still evolving to fit in with these characters. We understand that boarding is a contentious area of the game, with many players wanting boarding to be more difficult, while some players may be comfortable with where it is at.[/p][p]We are still trying to walk a line with boarding being a powerful tool in winning games, but not the only tool at your disposal. Changes to Mophs, the addition of Kae and Adrian, along with the changes below on Venture, will hopefully bring us closer to the balance we are seeking in this part of the game.[/p][p]Note that we made no changes to Ion here. Not because he wasn’t breaking everything in our previous community preview playtest (he was), but because there are a lot of changes here already, and we want to see how Ion stands up with these other characters. 

---
[/p][p][/p][p]NEW PROSPECTOR: ADRIAN[/p]
  • [p]Jet Pack: Activate for a boost in speed. Replaces the Maghook [/p]
  • [p]Wings: Fly 30% faster [/p]
  • [p]Health: 100 [/p]
[p] NEW PROSPECTOR: KAE [/p]
  • [p]Telekinetic: Can interact with objects 10m away[/p]
  • [p]Warp Jump: Teleport once up to 100m away. Replaces the Maghook[/p]
  • [p]Health: 100 [/p]
[p][/p][p]MOPHS[/p]
  • [p]Mophs can now Camouflage for 15s (was 10s) [/p]
  • [p]Mophs moves 2m per second faster when camouflaged [/p]
  • [p]Mophs can open doors and perform other “instant” interactions while camouflaged [/p]
  • [p]It now takes Mophs 0.2s to camouflage (reduced from 0.875s)[/p]
  • [p]Enemy players must now be within 5m to have a chance to see Mophs while camouflaged (reduced from 8m)[/p]
[p][/p][p]SAL[/p]
  • [p]Sal’s Salvage ability now has a short delay before the item appears [/p]
[p][/p][p]VENTURE [/p]
  • [p]Venture now has an ability based on the friendly AI camera that sits on his shoulder [/p]
  • [p]Venture warns the player if there is an enemy in a cone behind them up to 18m away[/p]
  • [p]This goes through walls and other barriers and may include enemies outside the ship[/p]
  • [p]Venture no longer reloads his equipment and ammo automatically when teleporting home[/p]
  • [p]This ability is now tied to the new “Teleport Reloader” equipment[/p]
[p]
[/p][h2]🚀 SHIPS[/h2][p][/p][p]DEV NOTE: We have changed the way ships reveal themselves on the map. This is largely to reduce the ease of making a “3rd party” attack by making ships less visible to all players. Our hope is that boarders generally perform “raids” on enemy ships. Boarding, stealing, overloading, blasting some crew, perhaps taking control of the helm, instead of trying to camp enemy players. As part of this change, we have made stealing items easier to encourage more theft and fewer attempts at “chain killing.”  ---[/p][p][/p][p]GAME MAP AND PROBE VISION[/p]
  • [p]The way ships are revealed on the map has changed [/p]
    • [p]Ships are now revealed only to your team if either ship has damaged the other[/p]
    • [p]Probe Scan Range increased to 300m (was 200m) [/p]
    • [p]Probes now have +50% more fuel [/p]
[p][/p][p]SHIP LAYOUTS[/p]
  • [p]The Hunter and Scout have both had their armory locations moved to better protect them from boarders (who had easy access to a quick reload) [/p]
  • [p]Ship interiors have lots of new props that add to the personality of the ships, the prospectors, and help players navigate within the ships more easily[/p]
[p][/p][p]SHIP INTERACTIONS[/p]
  • [p]Removing items from turrets or hardpoints now takes 2s (reduced from 3s)  [/p]
  • [p]Ship doors are now louder when enemies open them [/p]
  • [p]Ship engines now spawn turbines when destroyed only under the following conditions: [/p]
    • [p]100% of the time when the ship dies [/p]
    • [p]33% of the time when destroyed by another source [/p]
  • [p]You can now interact with a ship’s helm while it’s being used by friendly crew members (this will kick them off, letting you take control)[/p]
[p]
[/p][h2]🔫 WEAPONS[/h2][p][/p][p]DEV NOTE: We understand the frustration around the AIM-e. We hope this change will be sufficient to keep the weapon useful to many of our players who are less skilled at gunplay, while not allowing them to easily defeat players with more shooter experience. We acknowledge that this is a small change and will be watching this going forward.[/p][p]
---[/p][p][/p][p]AIM-E[/p]
  • [p]AIM-e projectiles no longer track an enemy correctly if the shooter dies [/p]
[p][/p][p]PAINTER[/p]
  • [p]Painter damage increased to 20 damage per projectile (was 18 damage) [/p]
[p][/p][p]THE DOCTOR[/p]
  • [p]The Doctor damage per second increased to 80 (was 70) [/p]
  • [p]The Doctor healing per second increased to 60 (was 50)  [/p]
[p]
[/p][h2]🛡️ EQUIPMENT[/h2][p] [/p][p]DEV NOTE: Based on the last playtest, we have buffed and nerfed a few items.  [/p][p][/p][p]---[/p][p][/p][p]ATTACK & REPAIR DRONES[/p]
  • [p]Drone duration increased to 30s (was 20s)[/p]
[p][/p][p]DRILL CHARGE[/p]
  • [p]Now does 1 hp of damage to enemy ships

    [/p]
[p]ENERGY SHIELD[/p]
  • [p]Renamed to Teleporter Reloader[/p]
  • [p]This item now recharges all equipment and ammo when the player teleports home to their ship[/p]
[p][/p][p]EXTRA AMMO[/p]
  • [p]Renamed to Adventure Gear[/p]
  • [p]Still provides the same ammo bonus [/p]
  • [p]Now reduces damage from monsters and environment effects by 33% 
    [/p]
[p] MAGHOOK[/p]
  • [p]You can now activate the ability again to cancel a Maghook  [/p]
[p][/p][p]FOAM GRENADE[/p]
  • [p]Foam Grenade now damage enemies in its blast radius at 10 damage per second

    [/p]
[p]SENSOR TRAP[/p]
  • [p]Players can now pick up their Sensor Traps to return them to their inventory[/p]
[p]
[/p][h2]💰 LOOT[/h2][p][/p][p]DEV NOTE: We are still tuning loot across the game. Having removed a lot of the weapon-specific loot tables, we find that ships sometimes don’t have as many guns as we wanted them to have after their first medium POI. So, mediums now have more guns. This should encourage players to use their turrets to try to defeat enemy ships instead of focusing only on boarding.[/p][p]We understand that many players find some items of loot (Laser Rams, for example) to be difficult to play against. We like loot to feel meaningful, so we want to tread carefully before nerfing powerful items to see if players can get a feel for some of the counter-play we believe is possible. 

---
[/p][p]LOOT SPAWNS[/p]
  • [p]All Medium difficulty POIs now spawn better cannons[/p]
  • [p]Added several new “weird” loot tables to the game that are rare to find[/p]
[p][/p][p]SHIP HARDPOINTS[/p]
  • [p]Probe Sensor  [/p]
    • [p]Reduced range of Probe Scans from 400m to 300m[/p]
    • [p]Ships scanned by a Probe are now visible for an additional 2 minutes for each Probe Sensor installed on a ship at the time of the scan[/p]
  • [p]Smuggler's Turn[/p]
    • [p]Now activated on the helm rather than on the device itself[/p]
    • [p]Installing additional Smuggler’s Turn devices reduces the activation cooldown time[/p]
[p][/p][p]SHIP CANNONS[/p]
  • [p]Scatter Cannon[/p]
    • [p]Now has a more focused, predictable spread pattern [/p]
[p][/p][p]HANDHELD DEVICES[/p]
  • [p]Tractor Beam[/p]
    • [p]Can now target and pull players[/p]
    • [p]Will now slightly snap to a player target to make long-range targeting of players more possible[/p]
  • [p]Starlance[/p]
    • [p]Projectile speed doubled [/p]
  • [p]Clamp Jet  
    [/p]
    • [p]Clamp Jets now take reduced damage from fires and explosions [/p]
    • [p]Clamp Jets now instantly activate when hit by melee attacks[/p]
    • [p]Clamp jets can now be triggered when they are not attached to objects, prospectors, and items[/p]
[p]
[/p][h2]đź’Ą COMBAT[/h2][p]
RESPAWN INVULERABILITY
[/p][p]
DEV NOTE: We've made some additional changes to respawn invulnerability. We saw your notes on this and experienced the pain ourselves. We have made what we believe to be a small change. We can and will make bigger changes if necessary. We don’t want ships endlessly camped by boarders, but we also don’t want boarders just driven off easily through invulnerability.
[/p][p]
---
[/p]
  • [p]When you respawn, you gain invulnerability[/p]
  • [p]Respawn invulnerability ends if you take any offensive action [/p]
[p][/p][p]REACTOR OVERLOAD[/p][p]
DEV NOTE: The Reactor Overload will now create more problems for crews (more time to put out fires that have spawned), but will do less damage to ships overall. We believe this encourages players to use Reactor Overload during a battle as a way to distract a crew and maybe do some damage, but hopefully players will stop trying to “win with Overload” which we believe removes much of the fun of Wildgate (piloting, gunnery mixed with boarding). 
[/p][p]
---
[/p]
  • [p]Reactor Overload now causes 1 ship fire every 5s after a 2s initial delay[/p]
[p][/p][p]SHIP FIRES[/p][p]
DEV NOTE: Ship Fires now spread slightly faster. Ships have a cap of 10 fires existing, if additional fires attempt to spawn they will cause damage to the ship directly.
[/p][p]
---
[/p]
  • [p]Ship Fires now spread every 25s (reduced from 30s)[/p]
  • [p]Ships will now receive up to 5 damage (increased from 3) when multiple fires attempt to spawn on a ship simultaneously beyond the cap of 10 fires existing[/p]
  • [p]The Fire Barrier hardpoint device does not resist these fires[/p]
[p]
[/p][h2]🔓 REWARDS[/h2][p]
DEV NOTE: The changes to XP are meant to flatten the XP curve between very skilled players and new players. We were seeing skilled players earn 4-5x the XP of players who are still learning the game, which was a bit much. We have heard the note that many believe they are not getting enough XP for piloting the ship. We will keep an eye on this number during this next playtest. 
[/p][p]
---
[/p][p][/p][p]EXPERIENCE[/p]
  • [p]XP earned from matches is now calculated differently[/p]
    • [p]XP reduced for some actions like killing other players and defeating some NPCs [/p]
    • [p]Players now gain 1,000 XP per minute of a game [/p]
    • [p]The requirement to level up has gone from 20,000 XP to 70,000 XP [/p]
  • [p]Prospectors under Level 10 now grant their team a 25% XP Gained bonus in Artifact Hunt game mode [/p]
  • [p]Added new missions to the Daily Mission system[/p]
[p]
[/p][h2]🧭 USER INTERFACE[/h2][p] [/p][p]DEV NOTE: We had a lot of notes across the UI for Wildgate across our last two community preview events! Based on your feedback we have gone from a more “minimalist” approach to text descriptions and are trying to give more information that you will find useful in choosing your loadout.[/p][p]
---
[/p][p]
IN LOBBY
[/p]
  • [p]Menu UI[/p]
    • [p]Updated menus, art and layouts in many parts of the game, including new loading screens specific to each game mode[/p]
    • [p]Tooltips updated to provide more information about weapons and equipment [/p]
    • [p]Added a game mode selector button and screen that allows you to swap your current game mode, which is queued for when hitting Play [/p]
    • [p]The status of your match queue can now be seen while you’re in any main menu tab[/p]
    • [p]Added a “NEW“ item flag on category-level tabs when you’ve unlocked new items[/p]
  • [p]Adventure UI [/p]
    • [p]The Adventure tab has been renamed to the Rewards tab[/p]
    • [p]Added new Prospector Reward tracks for Kae and Adrian[/p]
    • [p]Selecting a reward track can now be done by clicking the “Set Active” button inside the track button itself, or by double-clicking [/p]
[p]

IN MATCH
[/p]
  • [p]New Player Experience UI[/p]
    • [p]Added new screen for new players to highlight several important settings, including voice chat [/p]
    • [p]Added pop-up for new players when entering the Rewards tab, which briefly explains Adventures[/p]
    • [p]Added a pop-up guiding new players to change their loadout after they unlock their first Adventure reward [/p]
  • [p]In Match UI[/p]
    • [p]Added pop-up on match start to show which player’s ship has been chosen [/p]
    • [p]Added an end-of-game death summary of what damaged your ship before it exploded [/p]
    • [p]End of game match stats now include Piloting Distance, Enemies Blasted, Ship Parts Repaired, and Ship Damage [/p]
    • [p]Voice chat user interface has been completely overhauled [/p]
    • [p]Pings and VO callouts from the ping wheel are now also displayed in text chat [/p]
    • [p]Map UI changed to make fewer grid squares across the Reach[/p]
      • [p]Squares are now 750m across instead of 500m[/p]
      • [p]The size of the Reach has not changed [/p]
    • [p]Players’ usernames are displayed on the map under their location marker when they are off their ship[/p]
    • [p]Many other in-game user interface changes, including around Pings, Ship Helm, Ping Wheel and more![/p]
[p][/p][p]CONTROLS AND SETTINGS[/p]
  • [p]Controls UI[/p]
    • [p]Added a new specific setting for map cursor movement sensitivity[/p]
    • [p]Added a new specific key binding for “Disembark”[/p]
    • [p]You can now use the back mouse button to navigate backwards in menus [/p]
[p]
[/p][h2]🌱 QUALITY OF LIFE[/h2][p][/p]
  • [p]Matchmaking will now favor match quality over quicker matches[/p]
  • [p]When mining resources from fuel or ice asteroids, your character will automatically slow down to allow for easier lock-on of the mining target [/p]
  • [p]Plus...lots of game performance improvements![/p]
[p]
[/p][h2]âś… BUG FIXES[/h2][p][/p]
  • [p]Fixed a bug that prevented the fire resistance from the Fire Barrier hardpoint device from stacking[/p]
  • [p]Fixed a bug that caused winning crews to receive 4x more XP than intended[/p]
  • [p]Fixed several bugs with Grenades and Drill Charge so they behave more consistently and move more like real objects[/p]
  • [p]And many, many more fixes not listed here! [/p]
[p]
[/p]

Wildgate Launches July 22

[h3]🚨 UNCONTROLLED ANTICIPATION DETECTED 🚨[/h3][p]
Say goodbye to Unnecessarily Lawful Spring and hello to Space Crime Summer....

Wildgate arrives JULY 22, 2025!


[/p][h2]ENTER THE REACH JULY 22[/h2][p]
Since we first announced Wildgate, the question of "so...when is this game releasing?" has been one of the most popular—from friends to fellow prospectors alike. We've been deeply humbled by your excitement, and now we're over the moon (heh, space pun) to be able to mark our calendars together.

If you're interested in teaming up for that Day 1 hyperjump to hyperspace, please wishlist us!

This will not only ensure that you're notified the moment Wildgate opens, but it's a great way to support the game and help us grow this delightfully unhinged community into an unstoppable crew.


[/p][h2]WILDGATE RELEASE DATE FAQ[/h2][p]

Q. What is Wildgate’s launch date?
A. Wildgate launches July 22, 2025.


Q. Will Wildgate be a free-to-play or premium game?
A. Wildgate will be a premium game.


Q. How much will Wildgate cost?
A. Wildgate will be available for $29.99 USD (though pricing may vary slightly by region).


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. (We've no plans to release a physical edition at this time.)[/p][p][/p][p]Q. Can I wishlist Wildgate? A. Yes! You can wishlist Wildgate right now from our Steam store page. [/p][p][/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][/p][p]
For the latest Wildgate news and updates, be sure to follow our socials! And definitely don't sleep on our official Discord server, either—it's a cosmically chaotic (yet cozy) little space port where you can find helpful info, chat with our devs, share feedback, meet new players, search for crews, and more. We'll see you in the Reach! [/p]

Wildgate Open Beta: June 9-16

Now Loading... ✨SPACE CRIMES✨

You asked, we answered.

The Wildgate Open Beta begins June 9. Play FREE through June 16!

[previewyoutube][/previewyoutube]



[h2]OPEN BETA SCHEDULE[/h2]

The Wildgate Open Beta will run from June 9 until June 16.

  • START: Monday, June 9 at 10:00am PDT (June 9 at 6:00pm BST)
  • END: Monday, June 16 at 5:00pm PDT (June 17 at 1:00am BST)

Servers will remain available and playable 24/7 through the beta period; however, since Wildgate is still in development, you may encounter bugs, crashes, and other connectivity issues while playing.

(Playtest updates and/or service disruptions will be shared on Discord.)



[h2]OPEN BETA LOGIN REWARD[/h2]

Enter the Reach. Earn rewards.

As a special little sweet space treat, everyone who logs in at least once to the Wildgate Open Beta between June 9 and June 16 will unlock an exclusive in-game cosmetic: the Pixel Venture spray!



This spray will be granted and available for use after Wildgate releases.



Q. When does the Wildgate Open Beta start and end?
A. The Wildgate Open Beta will be available starting Monday, June 9, 2025 at 10:00am PT. Game servers will remain live 24/7 through the following Monday, June 16, 2025 until 5:00pm PT.


Q. Is cross-play supported in the Open Beta?
A. Yes, cross-play is supported.


Q. Is cross-progression supported in this playtest?
A. Yes, cross-progression is supported; however, a linked Dreamhaven account is required.

NOTE: Players can download and install the Open Beta 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.


Q. Do I need to sign up to participate in the Open Beta?
A. Nope! The Wildgate Open will be available to all Steam PC users! No additional sign ups needed. Once live, you can access the Open Beta directly from the Wildgate store page, or from its official demo page.


Q. If I participated in a previous playtest, will I need to download a new client?
A. Yes, you will need to download a brand new client from the demo page.


Q. Will I be able to pre-download the Open Beta?
A. Yes. Pre-download unlocks June 6 at 4:00pm PDT.


Q. What’s the file size of the Open Beta demo?
A. Roughly 9GBs.


Q. Will the Open Beta include the full game?
A. The Open Beta contains the majority of content currently planned for Wildgate's release; however, additional game features and balance updates may be implemented for launch (including those based on feedback and learnings from the Open Beta).


Q. What’s changed in the Open Beta from the previous playtest?
A. Quite a bit! We’ll share official patch notes prior to the start of Open Beta on June 9.


Q. Will progress from previous playtests carry over into Open Beta?
A. No. Progress earned from previous Wildgate playtests will not carry over.


Q. Will progress carry over from Open Beta into the live game?
A. No. There are no plans for progress you earn during Open Beta to carry over into the live game.


Q. Will I receive any rewards for participating in the Open Beta?
A. Yes! All players who log in at least once to the Open Beta between June 9 and June 16 will unlock the “Pixel Venture” in-game spray. This spray will only be granted to when Wildgate launches.

NOTE: The Pixel Venture spray will only unlock on the account(s) you use to log into the Wildgate Open Beta. If you want to be able to access this spray when Wildgate launches, make sure that the account on which you play the Open Beta is the same account on which you may want to later purchase Wildgate.


Q. What regions will be supported during the Open Beta?
A. North America, South America, Europe, and APAC.


Q. What languages are supported during the Open Beta?
A. English, French, German, Italian, Castilian Spanish, Latin American Spanish, Brazilian Portuguese, Korean, Japanese, and Simplified Chinese will have both in-game audio and text localization. Traditional Chinese will have in-game text localization only.


Q. Are there any playtest opportunities planned for after the Open Beta?
A. Not currently; however, this will largely depend on our testing needs. Any additional playtest opportunities will be communicated across our official Wildgate channels.


Q. Can I play Wildgate offline during the Open Beta?
A. No. Wildgate is an online, match-based game that requires an internet connection.


Q. Can I play Wildgate solo during the Open Beta?
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).


Q. What are the PC requirements for the Open Beta?
A. The following requirements apply to the Open Beta only:

Minimum Specs:
  • Requires a 64-bit processor and operating system,
  • Windows 10 and above,
  • Processor: Intel Core i7-8700K or AMD Ryzen 5 5600X,
  • Graphics: GeForce GTX 1070 Ti [8 GB] or Radeon RX 5700 XT [8 GB],
  • Memory: 16 GB,
  • Direct X: Version 12,
  • Storage: SSD, 50 GB,
  • Network: Broadband Internet Connection

Recommended Specs:
  • Requires a 64-bit processor and operating system,
  • Windows 10 and above,
  • Processor: Intel i7-9700K / AMD Ryzen 7 3700X,
  • Graphics: NVIDIA GeForce RTX 2070 or AMD Radeon RX 5700 XT,
  • Memory: 16GB RAM,
  • Storage: 50GB available,
  • Direct X: Version 12,
  • Network: Broadband Internet Connection
NOTE: These specs may change at or after release.


Q. Can I use a controller to play on PC?
A. Yes! Controllers are fully supported in Wildgate.


Q. How do I report bugs I experience during the Open Beta?
A. For a full breakdown of the bug reporting process, please check out this article.


Q. How do I give developers feedback?
A. You are welcome to share game feedback in our Discord server.


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.


Q. Can I create and/or share content from the Open Beta?
A. Yes, you can! This is a fully open playtest, so we encourage you to take screenshots, livestream your play sessions, record feedback videos, and talk about the game.


Q. What is Wildgate’s launch date?
A. Wildgate launches July 22, 2025.


Q. Will Wildgate be a free-to-play or premium game?
A. Wildgate will be a premium game.


Q. How much will Wildgate cost?
A. Wildgate will be available for $29.99 USD (though pricing may vary slightly by region).


Q. Will additional editions of Wildgate be available for purchase?
A. While we’ve no plans to release a physical edition of Wildgate, we may offer additional digital editions in the future (though we don’t have any to announce at this time).


Q. Can I pre-purchase Wildgate?
No. Wildgate will not be available for pre-purchase.


Q. Can I wishlist Wildgate?
A. Yes! You can wishlist Wildgate right now from our Steam store page.


Q. What are the post-launch content and monetization plans for Wildgate?
A. We're still jamming on how we want to approach post-launch content for Wildgate; however, we can confirm that we'll be providing regular free content updates and balance patches. We hope to share more details over the coming weeks! And, of course, how we support Wildgate after its release is something that we will likely evolve with our community.


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 are also welcome to join our official Discord server—this is a great place to find additional playtest info, ask questions, get support from fellow players, and look for crews.


Q. What if I have a question that’s not answered here?
A. We encourage you to submit a help request or check out our Discord server for more information!

SHIP-A-PALOOZA Winners

Our SHIP-A-PALOOZA ship name party bus has officially returned to its station.

And with it comes our final four champions!

  • 1st place: Our Name Ran Out Of
  • 2nd place: S.S. Bad Decisions
  • 3rd place: Cosmic Sans
  • 4th place: No Boarders Please


Big ups to our grand final champion Our Name Ran Out Of for a last-minute photo-finish victory! You came with a vision and left (mostly) no crumbs. We'll see you soon in our default ship name list.

To our runners-up: S.S. Bad Decisions, Cosmic Sans, and No Boarders Please? GGs all around. While you may not have clutched the ultimate W, you were worthy competitors. It's an honor to add you to our "Random Name" ship name pool.



Thank you to all of our SHIP-A-PALOOZA ship name submitters and bracket-based voters.

Whether you adore these ship names, dislike them with the fiery passion of 356 overloaded reactors, or just...don't totally get the joke? It doesn't matter. Y'all did the thing! Thousands of prospectors participated in this silly, space-based shenani-fest, and that means you're a REAL community now. More than that: You're a crew.

So, congratulations everyone on completing your first challenge together. đź’–

Until next crime!