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Guilds of Mountgate

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Guilds of Mountgate screenshot 1
Guilds of Mountgate - First Trailer trailerWatch trailer on Steam ↗

Guilds of Mountgate

Beaver Fever Games · Published by Beaver Fever Games · Official site ↗

Positive — 84% positive (45 reviews)

Last updated 28 Sept 2026

A living online RPG where economy, progression and world events shape your journey. Build your character, trade, craft and explore a persistent world that evolves over time — whether you are online or not.

Early AccessDJCTQ 141 DLC available ↗Multiplayer
-10%

£8.99

£9.99

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

£8.99£9.99

Price history

5 Sept 2026Lowest: £8.99 · Highest: £8.9911 Oct 2026

Indie, RPG, Massively Multiplayer, Early Access · 2026 · More £5 - £15 games

About this game

A Living Online World That Does Not Wait for You

Guilds of Mountgate is a UI-based online RPG with idle elements, a regional economy, and long-term character progression.

Travel between cities, villages, forests, mines, and harbors. Gather resources, develop your skills, produce valuable goods, and take advantage of regional price differences.

Meanwhile, the world keeps moving:

  • Markets change

  • Resources can become scarce in certain regions

  • Weather affects locations and travel

  • World events influence supply, demand, and trading opportunities

What you do—and when you do it—can make a difference.

Develop Your Character Your Way

Improve a variety of interconnected skills:

  • Woodcutting

  • Mining

  • Fishing

  • Survival

  • Smithing

  • Crafting

  • Cooking

  • Agility

  • Farming

  • Mysticism

Each skill has its own resources, tools, production paths, and progression stages.

As you gain experience, you unlock new materials, recipes, locations, and possibilities. Higher skill levels do not just improve your speed—they can also provide more efficient production, multiple-resource yields, and access to more valuable resources.

Gather, Process, and Trade

The world is built around a fully data-driven resource system.

Available resources vary depending on:

  • Location and region

  • Skill level

  • Equipped tools and gear

  • Weather and environmental conditions

  • Local drop tables

Process the resources you gather:

  • Smelt ore into bars

  • Forge tools and equipment

  • Craft materials and components

  • Cook food with different effects

  • Enchant jewelry

  • Grow crops and process your harvest

Many items are not only useful on their own, but also form part of larger production and trading chains.

A Regional and Reactive Economy

Every town has its own economic focus, flow of goods, and local needs.

Prices can be influenced by:

  • Player trading in meaningful quantities

  • Regional production

  • Imports and exports

  • Resource shortages

  • World events

One location may produce certain goods cheaply, while those same items can be significantly more valuable elsewhere.

Watch the markets, plan your journeys, and decide whether to sell immediately or wait for better conditions.

Dynamic World Events

Vellgar is not a static backdrop.

Events can temporarily affect regions and economic systems through:

  • Trade disruptions

  • Accidents

  • Weather changes

  • Resource shortages

  • Failed or delayed deliveries

Many events progress through several stages:

  • Initial impact

  • Stabilization

  • Aftermath

  • Recovery

If a trading vessel sinks or an important shipment fails to arrive, certain goods may temporarily become scarcer and more valuable.

The world creates its own small stories—whether you actively take part in them or not.

Travel and Exploration

Move through a connected world map with real travel times.

Every location offers its own functions and characteristics:

  • Resource areas

  • Workshops

  • Merchants

  • Quests

  • NPC services

  • Regional prices

  • Rumors and discoveries

Random events may occur while traveling. Weather, time of day, and your abilities can influence how safe or efficient your journey will be.

Quests, NPCs, and a Growing Journal

Speak with NPCs, accept tasks, and gradually learn more about the world.

Quests are connected to locations, skills, resources, and progression. Not every solution is handed to you directly—exploring your surroundings and connecting existing systems will often help you find the answer.

The Journal serves as your central reference guide. It records information about:

  • Items

  • Resources

  • Recipes

  • Locations

  • Rumors

  • Discoveries

  • Unlocks

  • Personal statistics

The world is designed to remain understandable without turning every task into a complete step-by-step guide.

Play Actively or Progress in the Background

Guilds of Mountgate can be played actively or alongside other activities.

You can let your character gather, craft, or work for extended periods of time. At the same time, many activities offer optional active elements and minigames.

Active participation can provide additional benefits, including:

  • Better results

  • Additional experience

  • Special rewards

  • Higher activity ranks

  • More efficient progression

You are never forced to actively supervise every action. However, attentive players can take advantage of additional opportunities.

A Light Social Layer

Guilds of Mountgate takes place in a shared online world without constantly forcing players to interact with one another.

Current and planned social features include:

  • Local town chat

  • Global chat

  • System and world messages

  • Community activities

  • Future guild features

You can interact with other players, trade, and follow developments across the world—or largely follow your own path.

Current Early Access Content

The Early Access version already provides the playable foundation of Guilds of Mountgate.

This includes:

  • Multiple towns, villages, and gathering areas

  • Travel across a connected world map

  • Various gathering and production skills

  • Quests and NPC interactions

  • Active and passive progression options

  • Regional merchants and markets

  • Dynamic weather

  • A day-and-night cycle

  • Equipment, durability, and repairs

  • Inventory and storage management

  • An extensive Journal

  • Optional minigames

  • Random travel events

  • A reactive economy

The initial Early Access content focuses primarily on the lower progression levels of the available skills. Higher level ranges, additional materials, and new regions will be added gradually throughout development.

Planned Expansions

Guilds of Mountgate will continue to grow throughout Early Access.

Planned systems and expansions include:

  • PvE combat and combat-related character progression

  • Higher skill levels and new production tiers

  • Access to additional cities, villages, and regions

  • More quests, NPCs, and stories

  • Deeper trading and economic systems

  • Caravans and larger-scale transportation

  • Horses, carts, and expanded logistics systems

  • Maritime trade and interaction with foreign factions

  • Guild systems and shared progression

  • Housing with customizable and functional rooms

  • Workers and additional automation options

  • More music, ambient sounds, and animations

  • Greater visual variety across locations and activities

Optional PvP content is also planned. This will not take the form of forced open-world PvP, but rather dedicated arena duels between consenting players.

These battles may support features such as:

  • Rankings

  • Achievements

  • Friendly duels

  • Optional player-defined wagers

Whether anything is wagered—and what is placed at stake—will be decided entirely by the participating players.

Visual Development

Some of the current artwork was created with AI assistance to make a project of this size possible during its early development.

In the long term, the plan is to gradually replace backgrounds and larger scenes in particular with individually created, pre-rendered 3D environments.

The goal is to establish a more consistent and distinctive visual identity without changing the game's fundamental UI-based direction.

Part of a Larger Universe

Guilds of Mountgate is part of the world of Vellgar.

What begins as a journey between a handful of towns and villages is intended to develop into a much larger world over time.

New regions, cultures, economic areas, systems, and stories will gradually become interconnected.

The world is not only intended to grow larger, but also to become more believable, alive, and deeply connected.

Why Guilds of Mountgate?

Guilds of Mountgate is designed for players who enjoy long-term progression, interconnected systems, and a believable game world.

The focus is on:

  • Systems rather than pure spectacle

  • Decisions rather than constant urgency

  • Long-term progression

  • A world that continues to move without you

  • Active and relaxed play at your own pace

Develop your character, find your place within the economy, and become part of a world that is only beginning to grow.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS *: Windows 11 / 10 / 8 / 7
  • Processor: Dual-Core CPU (e.g. Intel Core i3 or equivalent)
  • Memory: 4 GB RAM
  • Graphics: Integrated graphics sufficient
  • Network: Broadband Internet connection
  • Storage: 900 MB available space
  • Sound Card: Any
  • Additional Notes: Runs on nearly any system. Requires a modern web browser with JavaScript and HTML5 support (e.g. Google Chrome, Mozilla Firefox, Microsoft Edge or Safari). Stable internet connection required. No dedicated GPU needed.

Recommended

Recommended:
  • OS: Windows 11 / 10
  • Processor: Quad-Core CPU
  • Memory: 8 GB RAM
  • Graphics: Integrated or dedicated GPU
  • Network: Broadband Internet connection
  • Storage: 1 GB available space
  • Sound Card: Any
  • Additional Notes: For optimal performance during extended play sessions. Recommended to use a Chromium-based browser and keep it up to date. Installing the game as a Progressive Web App (PWA) is recommended for the best experience.

Supported Languages

English, German

Latest news

  • AnnouncementsOfficial

    48 Hours After Launch – Thank You!

    A little over 48 hours after release......have passed since Guilds of Mountgate launched on Steam, and I think it is fair to say that the biggest part of the initial chaos is finally behind us.The first two days were very intense on my side. Most of my time went into technical work behind the scenes: fixing launch issues, improving server performance, monitoring the live environment and making sure the game could comfortably handle the influx of new players.Because of that, I was not able to be everywhere at once.And that is exactly why I want to use this post to say a very sincere thank you to the community.While I was busy dealing with the technical side of the launch, I repeatedly saw experienced players welcoming newcomers, answering questions, explaining systems and helping people find their way into the game.That was genuinely great to see.It also reinforced a decision I made quite some time ago: allowing Founder’s Edition players to enter Guilds of Mountgate before the Steam release.There were certainly moments during that period where some people questioned that approach, questioned the game, or were very quick to assume where the project would or would not end up.In hindsight, I am even more convinced that it was the right decision.By the time the Steam release arrived, Guilds of Mountgate already had a small but experienced community. Players who knew the game, understood its systems and were able to help newcomers while I focused almost entirely on keeping the technical side running.If everyone had entered the game for the very first time on release day, I would probably have been buried under server issues, support requests and player questions at the same time.Instead, the community carried a surprisingly large part of that load.And I absolutely noticed it.So to everyone who took the time to answer questions, welcome new players or simply help someone who looked a little lost:Thank you. You made the launch considerably easier for me.As for patch notes, ...
    Read full article on Community Announcements (Dr. Asi)
  • AnnouncementsOfficial

    Guilds of Mountgate — Steam Early Access Launch

    Guilds of Mountgate — Steam Early Access LaunchAfter a lot of waiting, refreshing Steamworks more often than I'd like to admit, and a few more grey hairs than originally planned, I can finally say it:Guilds of Mountgate is launching on Steam! 🎉The Steam review has officially been completed and the game is ready for release.Guilds of Mountgate will enter Steam Early Access on September 2, 2026 at 20:00 CEST.For players in North America, that's:2:00 PM EDT — US East Coast11:00 AM PDT — US West CoastSo yes — today is finally the day. 😄One Last Chance for the Founder's EditionUntil the Steam release at 20:00 CEST, the Founder Edition will remain available through the official Guilds of Mountgate website.Once the Steam Early Access version goes live, the Founder Edition will be permanently removed from sale.Founders will, of course, keep everything associated with the Founder's Edition, including their exclusive Founder and First Settler titles, Founder Star, custom name color and future Founder-specific cosmetic goodies.So if you've been thinking about becoming a Founder, these are officially the last few hours to do so.After that, the Founder chapter closes — and we finally move on to the next one.Early Access Supporters Won't Be Forgotten EitherThere's also something I originally planned to announce separately, but with the Steam release now happening today, this seems like the perfect place for it.Over the last few days, I've thought quite a bit about how Founder players are permanently recognized for supporting GoM before its Steam release.And I realized that the people supporting Guilds of Mountgate during Early Access deserve some recognition as well.Everyone who purchases Guilds of Mountgate during its Early Access period, before Version 1.0, will receive the exclusive legacy title:TrailblazerEarly Access supporters will also receive a small exclusive symbol that can be displayed alongside their name.And that doesn't necessarily have to be the end of it. As syste...
    Read full article on Community Announcements (Dr. Asi)
  • Patch NotesOfficial

    Steam Early Access Release Update

    Steam Early Access Release UpdateI would have much preferred to post a “Guilds of Mountgate is now live on Steam!” announcement by now, but unfortunately we’re still not quite there.Originally, I was aiming to release Guilds of Mountgate into Steam Early Access on August 11. Unfortunately, the review process and communication with Valve turned out to be considerably more complicated than expected, with some delays and misunderstandings along the way.After it became clear that the original release date couldn’t be met, Steam eventually displayed August 31 as the release date. This wasn’t a newly planned release date on my end, but rather the date Steam displayed after August had been selected as the intended release month.I was still very hopeful that the review would be completed in time to make that date — unfortunately, that didn’t happen either.The build was submitted again for review on August 26, and as of September 1 we’ve now reached roughly the upper end of Steam’s usual review timeframe once the weekend is excluded.As always: At this point, there isn’t anything left on my side currently preventing the release. The game is ready for its Early Access launch, and I’m essentially waiting for the final approval from Valve.Of course, I haven’t spent the additional waiting time doing nothing. Quite the opposite. The extra development time has already gone into fixing several bugs, improving quality of life, and — probably most importantly — substantially reworking parts of the backend architecture in preparation for a larger number of concurrent players.That work has made state requests considerably more lightweight, improved server stability and added additional safeguards against sudden load spikes. I even discovered afterwards that the server CPU wasn’t boosting properly, so fixing that gave GoM some additional free performance on top of the architectural improvements. So while I’m obviously not happy about the delay itself, there is at least one very real upsi...
    Read full article on Community Announcements (Dr. Asi)
  • Patch NotesOfficial

    Update v0.3.3.7 – Coastal Foraging & Steam Preparations

    Update v0.3.3.7 – Coastal Foraging & Steam PreparationsGreetings Adventurers,v0.3.3.7 is now live!This Steam post combines the changes from v0.3.3.6 and v0.3.3.7, with another round of new content, UI improvements, economy adjustments and quite a bit of work behind the scenes as we continue preparing Guilds of Mountgate for its Steam release. Coastal ForagingThe beaches around Mountgate now have their own Coastal Foraging activity!Resources such as Sea Worms and Shellfish have been removed from Driftwood Foraging and are now part of a more fitting coastal gathering experience.This gives the beaches around Mountgate a little more identity of their own – and creates another foundation that can be expanded as the coastal regions of Vellgar continue to grow. Processing Overlays ReworkedAll Processing Skill overlays have been completely reworked.The goal here was simple: less clutter, better visibility and a much cleaner overview of what you're currently processing.Processing is something you interact with constantly throughout the game, so even though this isn't a huge new content system, it should make a noticeable difference during everyday gameplay. Healthier Local MarketsThe market dynamics for Tools, Armor and Weapons have received an important adjustment.Previously, a single player selling a large quantity of equipment could rapidly push a settlement's prices towards the minimum – affecting the market for everyone else.Large sales now face stronger diminishing returns for the individual seller, while the settlement itself reacts more gradually.You can still influence local markets, but a single large sale should no longer suddenly crash equipment prices for an entire town. Scraps Back Into LeatherLeather Scraps can now be combined back into Leather at a Crafting Bench.Another small addition, but one that gives leftover production materials a proper use instead of leaving them sitting around indefinitely. More Steam-Friendly AccountsFor players using Steam, registe...
    Read full article on Community Announcements (Dr. Asi)
  • Patch NotesOfficial

    Update v0.3.3.5 – Highcrag, Travel & Weather Rework

    Update v0.3.3.5 – Highcrag, Travel & Weather ReworkGreetings Adventurers,v0.3.3.5 is now live!Well... this update ended up becoming quite a bit bigger than I originally planned. 😄The idea was to keep this one relatively small before moving on to the larger Mountgate Harbor update. Instead, I ended up touching some fairly fundamental parts of the world and everyday gameplay.That means Mountgate Harbor will arrive a little later than originally intended – but I think what came out of this update is well worth it. Welcome to Highcrag Mining CampA new destination has appeared in the mountains: Highcrag Mining Camp.For now, Highcrag is a relatively humble outpost, opening up additional opportunities for Mining, Mountain Foraging and Mountain Hunting.But consider this its foundation.Highcrag is intended to gain more purpose as Vellgar continues to expand. There are a few reasons why this particular place now exists on the map, and you'll see more of those over time. 👀⛏️And bringing a proper mountain location into the world led to something considerably bigger. Elevation Now MattersLocations across Vellgar now have actual elevation data, and the Travel System has been completely reworked to make use of it.Going uphill and downhill now makes a difference.A journey can take a different amount of time depending on which direction you're traveling. Climbing towards a mountain settlement takes more effort than making the journey back down.It's a relatively simple idea, but one that makes the geography of Vellgar feel much more coherent. Mountains, valleys and lowlands are no longer just visual differences on the map – the terrain now actually influences your journey through the world. Weather Across the Elevation SpectrumElevation also gave me the opportunity to rework the Weather System.Weather can now react differently across the full elevation spectrum of the world, giving much more flexibility to how conditions behave between lowlands, settlements and mountainous regions.To...
    Read full article on Community Announcements (Dr. Asi)

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