
Gord is a single-player, adventure-strategy game featuring developing societies, eerie forbidden lands, and remarkable mythical creatures. Complete quests and manage a populace whose personal stories and well-being impact the fate of the settlement.
In a bleak dark fantasy world steeped in Slavic mythology, a powerful king has conquered the southern lands and now sets his ambitions northward. He charges the player with a perilous task: to journey into the untamed northern wilds and establish a gord, a fortified settlement, in territory no ruler has yet tamed. But this is no ordinary frontier. The fledgling settlement must be raised on the edge of a haunted forest, a shadowy realm crawling with demonic creatures torn from ancient legend. To survive, the player must carefully build and manage their community within cramped, dangerous borders, keeping villagers alive while guarding not only their health but their fragile sanity and faith. Some of the lurking horrors demand grim bargains and dark deeds, forcing hard choices as the settlers struggle to carve out a foothold in a cursed land.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Language | Interface | Full Audio | Subtitles |
|---|---|---|---|
| Russian | |||
| English | |||
| German | |||
| French | |||
| Spanish | |||
| Spanish (LatAm) |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
This game clearly had a lot of effort put into it. There's a good bit of mechanics and a lot of monster variety and scenario setup options. The settlement stuff -- after the patches -- is fine and reasonable although it is entirely possible to end up in a doom loop where your guys are all injured so they refuse to work so they starve so they won't heal so they refuse to work. This is especially common with the brutal start option because it starts you with basically zero resources. Lotta clicking to resolve that madness. The intended loop is that your guys go out and get scared so they drink, then they go back to work. Or they get hurt, run away, sit in the bath until everyone starves because bath healing takes forever, then go back to work. The problem is that the basic gameplay isn't about the settlement, it's about the RTS stuff. And boy does that suck massive ass. Most of the g
The concept of "Gord" is very interesting. It has a pleasant visual design. Story, sound and voice acting are enjoyable too. Gord tries to merge many different styles but doesn't manage to pull the strength of any single type. The controls are okay but it cannot be compared to RTS strategy games. However, it completely fails at gameplay and the essential core of every game, the game rules. Additionally, there still some annoying bugs. Gord has great potential but it suffers too much from a long list of issues. Some examples: - The tutorial is rubbish. Not only the pop up message that explains combat rules appears, after the player has fought 31 fights which is too late. There's a lot of missplacement. - During the campaign, available characters can suffer status effects and the tutorial tells "visit an eremite's den to remove this status effect". It doesn't work. A citizen can be forced
These designers could have written a book titled : "How to make a promising premise so annoying as to be unplayable." This is less a colony survival game than a dance of contrivances that spring out of nothing, with no gameplay justification and game-ending consequences. Lo' a giant magical toad has decided you must slay 10 snek in 20 minutes. Sadly for you, you already killed all the snek. Now you get 'plague' that makes your people sick, contaminates ALL food sources and then your people all starve, go crazy and abandon the colony. It's really that bad, and it's constant. Avoid. Avoid. Avoid.
I'm genuinely confused by the mixed reviews. Maybe there were issues on release but in the 9 hours i've played since last night I didn't encounter a single bug or crash. I've played tons of city builders and this hit the sweet spot for me personally. It gives me "The Fear" and the only other builder that i've felt "The Fear" in, was Frostpunk. Theres an enjoyable RPG aspect to leveling and managing your villagers and inventory. Buildings have multiple tiers of upgrades. You have your standard enemies like wolves and bears but there are tons of unique enemies, especially the HORRORS. You'll encounter traps and side quests along with interesting POI's and spontaneous events where the best choice isn't always apparent. The horrors add another layer that really immersed me into the world they've built. They will issue you a demand or you can attempt to kill them. Sometimes no matter how
Listen, the reviews are mix, but here's the real run down / honest review; This game is a solid above average. Not the best thing yet, but not awful at all. They listen to the community and update the entire game, hints the recent patch. There's no more micromanagement anymore. Your base does the maintenance, while your warband push out into the world and slaughter or get slaughtered. The team listens, helps the community, and I respect a title that does that. (Most negatives): Folks complained about: Someone made a big deal about "they can't see the objects in the game / boxes" There's literally a button at the bottom left or hit N, and everything gets outlines. Another stated they hate the octagon of the gord....you can straighten out the posts to make them flush and square... It's as if they played for 1-2 hours, hated how "hard" it was, and throw a negative review. They have a DE
A Misunderstood Game From the reviews I've read it seems people were expecting your typical colony survival simulator. Because of this, it has gained lots of negative press. Gord is a much more simplified colony sim. That's not to say it's easy because it's not. When I say 'simplified' I mean to say that this game lacks some of the more complex management features you'd expect in a game like this. In Gord, your colony isn't going to exceed more than maybe 15 members. So, because of this I'm assuming the developers thought that it wouldn't be necessary to implement a work order menu like in Rimworld for example. All of the management is done through micromanaging. You yourself must click on a colony member and order them to gather any kind of resource node. Once it's depleted that member will go off on their own to gather more in an unspecified area that could possibly endanger them. Th
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