Gears of Eden is an indie space game set in the distant future featuring a story-driven adventure that includes open-world exploration, crafting and missions. Take control of a sentient machine and search for answers to your origin as you mine, craft, and explore!
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Recent updates View all (9)

April 18

Dev Update #79: Life As We Don't Know It



In our previous update, we talked about the process of re-concepting our starter asteroid. We've been working with artist Sasha Nodia to help update and improve the environment in our demo space game, and we're happy to share some more art with you this week! We also want your input on a question raised by this endeavor: should there be limited organic life on our asteroid?

At first glance, this seems a bit far-fetched. However, we have learned that certain lichens and bacteria can survive in space, and indeed this plays into a theory of transpermia (which suggests life spreads from one planet to another by hitching rides on asteroids and comets). Gears of Eden is also way more concerned with fun and gameplay than adhering to reality (we like to say, "More Star Wars than Star Trek"), but if we can use reality to make this game even more fun, we definitely want to!



It is, however, a balancing act. On the one hand, even if we like the idea of having stylized organic fungal life on asteroids in our game, do they need to be included on the starting world? Should that be saved for later? On the other hand... if we don't show enough off in our demo, which only has one location, we might not capture the interest and support we need to pursue the full game, which means that first location might also be the last.

Have some organic life, limited to a small area of the asteroid that sustains a micro-climate, would provide the opportunity to introduce new materials, crafting recipes, and varied gameplay and aesthetics (possibly even narrative or mission implications). Of course, this inclusion could also lead to some confusion in mechanics and at its worst, seem forced in.



So what do you think? Let us know your opinion in our Twitter poll!

That is going to wrap it up for this week's Dev Update! Please be sure to follow us over at Twitch for some live dev-streams, and keep up with all the latest and greatest Gears of Eden news on Twitter and Facebook! If you're interested in testing our upcoming Alpha 2, be sure to enroll on our website! Have a great week!
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April 11

Dev Update #78: A Whole New World



We are in the thick of prepping Alpha 2 for it's upcoming release. If you've been following us, you know the biggest "new" addition coming to Alpha 2 is the lore item system. This game mechanic is fairly simple... we've hidden two series of short narrative character stories in a few data chips scattered around the asteroid and you get to go find them and see what they say. Good news! This system is already complete and released in a preview build for backers, Alpha 1.5.1 (featuring gibberish lore text until Alpha 2 is ready)! So, what else are we working on for Alpha 2?

I'm so glad you asked! Right now we are finishing up some changes that affect how Tier 1 parts work in the game. We originally ONLY had Tier 1 parts in the game, so we gave them infinite durability. And, since they never wore out, you didn't need to craft Tier 1 parts, and so that was never an option. Then we started building upgrade paths for each part in the game... so you progress from Tier 1 to Tier 2 all the way up to Tier 4. These upgraded Tier parts have durability, and when they durability wore out, we simply made them "break" and revert back to the default Tier 1 part.

That works for development – your part breaks and you experience a reduction in efficiency, but it doesn't really make sense from a gameplay perspective. Now each item will have it's own broken status. If you have a Tier 3 drill and it breaks, it won't revert back to a Tier 1 drill, it will just perform really badly as a broken Tier 3 drill. That means we don't need Tier 1 to act as a default part, so it can be a complete Tier that behaves as any other. That means Tier 1 parts now have durability, have their own broken status, and be crafted and replaced!



Another big Alpha 2 goal is completely replacing the user interface (UI) with something that is both functionally and aesthetically... well, better. The design for the new UI is complete, but we still need to implement this into the game. Our new UI has better organization and access to crafting menus, and will feature a lot of tooltips and alerts to help keep players aware of things like broken parts, inventory limits, or insufficient resources for crafting.

We also have a few stretch goals for Alpha 2. These are last on our list (because they may not make it into the Alpha 2 build), but they are really exciting (at least for us). These stretch goals include incorporating cinemachine into our project, which is an animation tool that will help us create some fun intro animations for the demo. We also would love to get a sample of visible part upgrades in the game. Right now, when you upgrade a part on your rover, you don't see any visual change. You get stat upgrades, sure, but your rover looks unchanged. Of course, in the long run, we want you to be able to swap parts on and off and have the experience of seeing your rover upgrade visually over time. We're hoping we can demonstrate this with one or two parts in Alpha 2. And, in the future, we hope to offer a lot more customization options for you.

Finally, and saving the best for last, we're currently working with 3D artist Sasha Nodia to reimagine the asteroid world our rover inhabits. We've gotten pretty far with our rocky little placeholder, but we really want to create a setting that captures your imagination and wonder. This means we want to create a "game" asteroid, that is more stylized and fun. Something that encourages you to drive around and explore. An asteroid that uses different textures, colors, and that has distinct visual areas you can visit and experience. The image at the beginning of this post is just an early sample as we work through the concept process for this new asteroid, but we're already really excited at where we are heading, and hope to include this new environment as part of our Alpha 2 release!

That's it for this update! Please be sure to follow us on Twitter and Facebook for more! As always, you can see Gears in action through our live development streams on Twitch. And be sure to catch the latest episode of our Podcast, Reaching Eden! Finally, if you're interested in testing Alpha 1.5.1 or Alpha 2, please be sure to enroll on our website.
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About This Game

In the distant future, the dawn of an intelligent machine civilization is taking place in a remote star system. Humankind is remembered only in myth and legend.

You awake alone, afraid, and disoriented on an abandoned asteroid in the depths of space. Wait. Awake?

You were never meant to be awake… you were never meant to experience the confusing phenomenon of self-awareness. You are a machine after all, programmed for the express purposes of deep-space surveying and exploration. How, then, did you come to be alive? And what is the purpose of this newfound sentience? There must be answers out there… somewhere…



Let’s find them! Gears of Eden is an open-world role-playing adventure game that features exploration, mining, crafting, missions, and more! Set in a gripping story that explores the hidden past of a machine world and the dangerous implications of its future, Gears invokes a slowly unfolding narrative that reveals itself through gameplay.

Your journey begins on an abandoned mining asteroid in deep space. Gather resources, repair and upgrade your components, and start searching for others as you seek answers to the mysteries surrounding your creation.




So, how are we making this happen? We are starting with a very light proof-of-concept demo version of GoE. This showpiece will give only a small taste of what the full game will offer. Our aim is to complete the demo, reach a wider audience, grow and develop the full game. But we can’t do it without your help!

Here’s what we're working to provide in our first full demo and full release. If this sounds like a game you might be interested in, please add us to your wish list, follow us, and visit our website to see how you can get involved in Gears!

GoE Demo Version

  • Take control and play as a sentient rover
  • Open world exploration of one location (small asteroid)
  • Resource discovery and mining
  • Power and inventory management
  • Crafting and upgrading of tools/parts
  • Base interactions and upgrades
  • Drone deployment (make your minions mine for you)
  • NPC interaction
  • Story driven mission (limited in demo)
  • Narrative Content (limited in demo)
  • End game conditions/story

GoE Full Version

The features in the full version will depend on the success of our demo, budget, feedback, and a lot of interaction and communication with our fans. These are some of the features we already have in mind to get you started!

  • Character customization
  • Modular ships with customization
  • Base building (power stations, solar arrays, communications, defense, etc.)
  • Alien life mechanics (combat, resource trading, etc.)
  • Markets and trade economy
  • Multiple locations with unique challenges
  • Richer story with an unfolding narrative
  • Mini-games
  • True multiplayer interaction
  • And much, much more!

System Requirements

    Minimum:
    • OS: Windows XP SP2+
    • Processor: X64 Dual Core CPU, 2+ GHz
    • Memory: 4 GB RAM
    • Graphics: Discrete Non Mobile GPU with 1 GB Ram
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Sound Card: Any
    • Additional Notes: Requirements subject to change during development
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