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Steam News7 May 20262mo ago

Systems Are Finally Starting to Connect

This is a big one. For the first time, the different skills in Guilds of Mountgate are starting to feel truly interconnected instead of isolated systems that simply exist next to each other.

Full notes

Full Guilds of Mountgate update

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What changed

0 fixes6 additions5 changes1 removal
  • Balance
  • Gameplay
  • UI and audio
changedA lot of the recent work focused on tying gathering, processing, survival, cooking and the economy more closely together — and the game already feels noticeably more alive because of it.
addedThe new Smoking System is probably the best example so far.
addedFish, meat and filets can now be smoked using different wood types and optional wood chips for stronger bonuses. Smoked food isn’t just a renamed consumable either — it now directly interacts with the new buff and regeneration systems, including offline efficiency bonuses.
removedThis means that Cooking is no longer just about creating food items. It now directly supports long-term progression and idle efficiency.
addedPlayers can now build fully functional camps at outdoor locations and even during travel. Camps range from simple bedroll setups to advanced veteran camps and come with their own progression path, resting mechanics, campfires and interactions.
addedCampfires consume fuel over time, camps grant Survival XP, and resting can now make use of consumables and buffs. The new PLAYER_CAMP system also acts as a fully functional virtual location with its own interactions and systems attached to it.

Guilds of Mountgate changes

changedA lot of the recent work focused on tying gathering, processing, survival, cooking and the economy more closely together — and the game already feels noticeably more alive because of it.
addedThe new Smoking System is probably the best example so far.
addedFish, meat and filets can now be smoked using different wood types and optional wood chips for stronger bonuses. Smoked food isn’t just a renamed consumable either — it now directly interacts with the new buff and regeneration systems, including offline efficiency bonuses.
removedThis means that Cooking is no longer just about creating food items. It now directly supports long-term progression and idle efficiency.
addedPlayers can now build fully functional camps at outdoor locations and even during travel. Camps range from simple bedroll setups to advanced veteran camps and come with their own progression path, resting mechanics, campfires and interactions.

This is a big one.

For the first time, the different skills in Guilds of Mountgate are starting to feel truly interconnected instead of isolated systems that simply exist next to each other.

A lot of the recent work focused on tying gathering, processing, survival, cooking and the economy more closely together — and the game already feels noticeably more alive because of it.

The new Smoking System is probably the best example so far.

Fish, meat and filets can now be smoked using different wood types and optional wood chips for stronger bonuses. Smoked food isn’t just a renamed consumable either — it now directly interacts with the new buff and regeneration systems, including offline efficiency bonuses.

This means that Cooking is no longer just about creating food items. It now directly supports long-term progression and idle efficiency.

The same thing is happening with Survival.

Players can now build fully functional camps at outdoor locations and even during travel. Camps range from simple bedroll setups to advanced veteran camps and come with their own progression path, resting mechanics, campfires and interactions.

Campfires consume fuel over time, camps grant Survival XP, and resting can now make use of consumables and buffs. The new PLAYER_CAMP system also acts as a fully functional virtual location with its own interactions and systems attached to it.

On top of that, a huge amount of UI and quality-of-life work went into the game over the last updates.

The activity interface has been cleaned up significantly:

  • XP, session loot and progress are easier to read

  • Compact number formatting was added across the UI

  • Activity drawers and animations now dynamically avoid overlapping each other

  • City and location overlays behave much better on smaller resolutions

  • General UI consistency was improved across multiple systems

The inventory and bank systems also received major interaction improvements.

Instead of instantly equipping items, clicking an item now opens contextual actions depending on the item type — including equipping, consuming or destroying items with proper confirmation flows.

Another new addition is the Charcoal Burner, which allows wood to be converted into charcoal over time and further expands the processing chain between gathering, cooking and future systems.

Outside the game itself, the Guilds of Mountgate website is now fully operational as well, including:

  • Account systems

  • Support functionality

  • Newsletter integration

  • PayPal support for early supporters

Guilds of Mountgate is still heavily in development, but this is one of those updates where the project starts feeling less like separate mechanics and more like an actual living RPG world slowly coming together.

More updates and the first playable demo are coming next.

Source

Steam News / 7 May 2026

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