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About Guilds of Mountgate

Guilds of Mountgate is an online RPG with idle elements set in the persistent world of Vellgar. You travel between settlements, develop skills, gather resources and turn them into goods. Regional markets, weather and world events shape your opportunities, while many activities can continue in the background.

Develop your skills

The game has ten interconnected skills, each with its own activities, unlocks and progression mechanics:

  • Woodcutting
  • Mining
  • Fishing
  • Survival
  • Smithing
  • Crafting
  • Cooking
  • Agility
  • Farming
  • Mysticism

Gaining experience unlocks materials, recipes, locations and opportunities. Higher skill levels can improve efficiency, provide access to new resources and open further options in existing systems. Survival combines gathering wild resources with hunting. Farming lets you buy and manage fields and mushroom beds; Agility offers travel benefits, obstacle courses and shortcuts. Mysticism lets you analyze and bind jewelry, and create extracts, essences, salves and potions.

Gather and produce

What you can gather depends on the area, your skills and equipment, and local conditions. New tools and unlocks provide access to additional materials and can improve your yields. You can smelt ore into bars, forge tools and equipment, craft components, cook food with different effects, process plants and other natural resources, and use mystical materials to make jewelry, essences, salves and potions.

Items can be useful on their own or serve as links in larger production and trade chains. Processing a resource further can often be more worthwhile than selling it immediately.

Fish your way

Fishing can run casually in the background or be played actively in Pro Fishing Mode. Choose a spot and match your bait and rig to the conditions; different areas, depths and underwater structures offer different opportunities and fish species.

When you get a bite, set the hook and keep tension on the line while fighting the fish. The species, its size and your rod affect the challenge. Good timing can shorten the fight, and personal records offer goals beyond catching another fish. Passive fishing remains available for a more relaxed approach.

Markets and world events

Cities differ in their production focus and available supplies. Player trading, regional supply and the movement of goods affect local markets, so an item readily available in one place may be worth considerably more elsewhere. You can watch market conditions to decide where crafting, buying and selling are most worthwhile.

World events can disrupt deliveries and trade, creating shortages before supplies recover. Weather, time of day and events also change conditions across regions. Some developments unfold in stages and can have consequences after the original event ends: a sunken merchant ship or a failed delivery, for example, may leave certain goods scarce until supply gradually returns. These changes and small stories can emerge whether or not you take part in them.

Travel and discover

The connected world map has real travel times. Locations have their own functions and characteristics, including resource sites, workshops, merchants, quests, NPC services and regional prices. Random events can occur on the way, while weather, time of day and your skills can affect travel efficiency. Rumors and discoveries may lead to special opportunities that are not always available.

You can talk to NPCs and take on quests tied to locations, skills, resources and progression. Some solutions are not given directly, so exploring and connecting the game’s systems can help. The Handbook collects information about items, resources, recipes, locations, rumors, discoveries, unlocks and personal statistics.

Play at your pace

Many gathering and production activities continue for a selected duration while you are away, though offline progression runs at reduced efficiency. Materials, equipment and activity conditions determine how long your character can keep working. Active participation also offers additional opportunities, without requiring constant supervision of every task.

Guilds of Mountgate is a shared online world with chat, player trading, world messages and community activities, but it does not require constant interaction. Much of the game can be played independently and at your own pace.

Available content

The current Early Access version includes multiple towns, villages and gathering areas; a connected world map; gathering and production skills; quests and NPCs; regional merchants and markets; dynamic weather; a day-and-night cycle; equipment and durability; inventory and storage management; travel events; active and passive play options; and a reactive economy. Available content varies by skill and region.

Future plans

The world is intended to expand with additional progression tiers, materials, quests and areas. Planned additions include PvE combat and related character progression, more progression and production options, towns and regions, quests and stories, and further development of the economy and trading systems.

Longer-term plans include caravans, horses and carts, sea trade, interactions with foreign factions, guilds, housing with functional rooms, workers and more automation. Optional PvP is planned as voluntary arena duels; forced open-world PvP is not planned. Music, ambient sounds, animations and visual variety are also intended to expand.

Visual development

Some current artwork was made with AI assistance to support the project in its early stages. The plan is to gradually replace backgrounds and larger scenes in particular with individually created, pre-rendered 3D environments, while retaining the game’s UI-based approach.

The world of Vellgar

Guilds of Mountgate is part of Vellgar. Its journey between a handful of towns and villages is intended to grow into a larger world, connecting new regions, cultures, economies, systems and stories. New content is meant to complement existing systems so that explored locations, skills and resources can remain relevant over time.

Frequently asked questions

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Disclaimer: CD keys have an inherent 1–2% average failure rate. Check the shop terms for buyer protection info. Steam offers no buyer protection for keys bought in other shops and doesn't refund them.

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