A deterministic road-war tactics game where every wreck is a choice. No dice: every ram, salvo and boarding lands exactly as your plan shows. Board the tanker and drive it home, shoot it to scrap, or talk the gang down. How you stop them decides what you keep.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Geargrave Outlands is built on deep, interlocking systems — vehicle builds, faction politics, a morale economy, resource survival — and systems like these are only truly finished when thousands of players have pushed on them. The game is stable and complete enough to play for dozens of hours today, but we want the community's hands on the balance and the build meta before we lock it down. A game without dice has nowhere to hide a balance mistake: if a build is too strong, it is too strong every single time, and players will find it faster than we can. Early Access lets us tune the Road Doctrine builds, the encounter difficulty and the pacing against real players instead of just our simulator — and add content in the directions players actually pull.
”

Approximately how long will this game be in Early Access?

“We're planning for roughly [9–12] months in Early Access. That timeline is a target, not a promise — if community feedback tells us the game needs longer to be right, we'll take it. We would rather ship 1.0 late than ship it thin.
”

How is the full version planned to differ from the Early Access version?

“The full version aims to add, on top of everything that's already here:
  • A broader soundtrack. The game ships with 23 tracks today (10 for the road, 10 for battle, plus title and endings); 1.0 should add region- and situation-specific music so a long campaign never repeats itself.
  • Steam Deck. Early Access already has full controller support on every screen. What we have deliberately not done yet is the Deck itself: the 1280×800 legibility pass, on-screen text entry for save names and a default Steam Input layout. Deck Verified is a 1.0 goal, not an Early Access promise.
  • More encounters and more regions — additional story chains extending the world east and north.
  • Combat balance at the extremes. Our simulator says the mid-game is where we want it; the hardest procedural tiers and the heavy-weapons build still need work (see the honest note below).
  • Steam Workshop. Mods already work in Early Access (see above) and are shared as zip files for now. 1.0 aims to add one-click subscribe and publish through the Workshop.
  • Ongoing balance and quality-of-life tuning driven by player data.

None of these are required to enjoy the game now — they're how we deepen it.”

What is the current state of the Early Access version?

“Fully playable and content-complete across its two campaigns. Two regions, 80 hand-authored encounters plus a procedural generator, 120 road events, the complete systems suite (builds, combat, survival, factions, crew, salvage), three difficulty levels, eleven fully translated languages, 40 achievements, full controller support, mod support with an in-game mod checker, and stable named-slot saving. A typical run is 15–20 hours, more if you chase every build and ending. It is not a demo or a vertical slice — it is a whole game we intend to make bigger and smoother.

Being straight with you about the rough edges, because you'll find them anyway: the translations are complete but young — every line exists in all eleven languages (Polish and Korean are the newest and the least read by players so far), and we are still polishing tone and terminology, so if a sentence reads oddly in your language, press Ctrl+T, write the better version and send it to us (details below) — we will fix it in the next patch; Steam Deck Verified is not a target for Early Access — the game plays fully on a controller, but naming a save still wants a keyboard and we have not done the Deck legibility pass; and our own balance simulator says the heavy-weapons build over-performs while the hardest procedural encounters are still a step too hard. None of that blocks a full campaign — all of it is on the 1.0 list.
”

Will the game be priced differently during and after Early Access?

“Yes. Geargrave Outlands launches in Early Access at a lower price, and the price is planned to increase for the 1.0 release as content and features grow. Buying in Early Access is the cheapest the game will be, and your feedback shapes what it becomes.
”

How are you planning on involving the Community in your development process?

“Directly, and specifically. We want reports on:
  • Build balance — is any Road Doctrine dominant, or any lane dead?
  • Encounter difficulty — which fights feel unfair, which feel trivial.
  • Pacing — where the campaign drags or rushes.

Two things you can fix with us directly, from inside the game:
  • Peer translations. Eleven languages is a lot of text, and native speakers catch what we miss. Press Ctrl+T on the map, find the line, write it the way it should read and press Save for GitHub. The game saves just your changes as one small file, which you upload to our public support page. We review every suggestion, merge the good ones into the next patch, and credit the translators whose lines ship.
  • Image reports. If a picture is stretched, cut off or simply wrong, press F10, point at it and click. The game names the exact image file, saves a marked screenshot and opens a ready-to-send report, so we fix the right picture instead of guessing.
  • Mods. Build your own region, with its own map, quests, battles and ending, and share it. The modding guide, the file schemas for your editor and a complete example mod are on the same page. If the format is missing something your mod needs, open an issue with the label modding and tell us.

All three live at . A free GitHub account is all you need.

We read the Steam forums and Discord, post the roadmap openly, and — because the game's content is data-driven — we can turn balance and content feedback around quickly.
”
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Planned Release Date: October 2026

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About This Game

Every wreck is a choice.

Out here, anything with wheels on the horizon is a threat and a prize at the same time. A tanker worth more than your whole convoy. A war rig with a crew you could use. A gang that would like your water.

Geargrave Outlands is a turn-based road-war tactics game with no dice. The fight resolves exactly as planned, so the only thing between you and the prize is how well you plan. Board that tanker and you drive it home. Shoot it to pieces and you strip it for parts. Blow it up and all you get is ash and a story.

Note: You won't drive vehicles in 1st person perspective in this game - it is turn based strategy!

No dice. No hidden rolls. No "95 % and missed."

The enemy commits first, then you plan, then the round resolves by fixed rules. There are no hit chances and nothing is rolled behind your back. Before you commit, the plan panel shows what every order will do: the exact damage of a salvo against the armor it hits, where every vehicle ends up after the move, what a ram costs both sides, and whether your boarding party makes it across.

The enemy isn't a black box either. Before you commit, you see what every rig has committed to this round: who it's shooting and with what, who it's going to ram, who it wants to board or rope, and when it is reloading and open. A gang leader announces a capstone a full round before it lands. What you don't see is where exactly they'll drive. Getting out of the way is your job.

If a plan fails, the round replay shows you why: it puts the path you planned next to the path you actually drove.

What stays random, so nobody is surprised: the road battle has no randomness at all. Outside of it, the wasteland still rolls: road events, conversation checks (the percentage is shown on the choice) and how much is actually in a wreck's trunk.

Road war on five lanes

Combat is a running battle on five lanes plus both shoulders. The ditch beyond them is the only cliff in the system. Your convoy and the gang share the same stretch of road, closing in and breaking away as speed and position shift. Ram them, sideswipe them, throw a rope across, put a salvo into the thin rear armor, crack an engine block and watch the rig fall back. It's small enough to hold the whole battle in your head and deep enough that every round is a real decision.

Every enemy has two health bars: hull and morale, so every target offers two paths. Grind it down with fire and rams, or break the crew's nerve and take the whole thing intact. Send your politician to the front and talk an entire gang into surrender. Pacifism is a build path, not a mercy.

Every fight runs on a decisive clock of 10 to 16 rounds, depending on how bad the odds look. Nothing grinds into a stalemate: when the clock runs out, whoever holds the road keeps it and the other side breaks contact.

Every wreck is a choice

Salvage isn't a menu you clear after the fight. It's the point of the fight. What is left of a vehicle depends on how you stopped it:

  • Board it, or make its crew surrender: full salvage, and the vehicle itself. Put a driver behind the wheel and it joins your convoy. If the engine is dead, tow it home or load it onto a lowboy's deck. A crew that surrendered can be recruited, and a tanker taken intact pays out its tank.

  • Put a sniper round through the driver: the crew bails on foot and the rig stands there untouched. Full salvage.

  • Shoot it to pieces: half the salvage and a handful of spare parts. The hull is scrap now. Strip it for tires, parts and half its mounted upgrades, but it isn't driving anywhere.

  • Blow it up: next to nothing.

  • Let it run: the gang dumps its cargo to get away.

The tactical decision in combat is the loot decision. Fight surgically and the wasteland pays you. Fight sloppily and you burn the reward along with the enemy.

The same rule cuts the other way: a rig you lose on the road stays lost. Every vehicle you send to the front is a choice too.

Your fleet is built from what you kept

Vehicles don't have classes. They have builds, and the builds come from what you're carrying. A ram plow, a monster-truck chassis, a lucky dashboard trophy, a veteran driver: each one pushes a vehicle toward one of seven Road Doctrines (Ram, Sniper, Boarding, Negotiation, Roadblock, Rush and Warranty). Stack enough and the rig earns passive bonuses and a signature capstone ability, a once-a-battle finisher. Sell the espresso machine in your cargo bay and your build quietly changes. Nothing is bought from a skill menu. Everything comes from the machine you actually drive, and very often that is the machine you boarded last week.

A wasteland that remembers

Five major factions and two regional powers hold grudges and favors, and their gangs fight by ten distinct doctrines: the Field Greys' shear-wall, the Rust Wolves' blood-debt (a pack that never flees), the Cult's bait-runs. Release prisoners and word gets around. Rob them and it gets around faster. Recruit an ex-cultist and suddenly the cult will talk to you. Your 69 named characters carry origins, loyalties and grudges of their own. Feuding factions in the same cab lose morale; war buddies fight harder side by side.

Every enemy is a person, not a statblock: each gang member has a name, a face, an age and a role, and exactly one of them is the leader. Put the leader down and watch the rest reconsider.

Survival is arithmetic

Water is one per head per day. Diesel is the difference between a shortcut and a detour. Tires die on the dirt. The world map forecasts your stores in plain language ("lasts 5 days") and warns you before it punishes you, so a bad run is a story, not a spreadsheet ambush.

And it's funny, in the way the end of the world is funny

A mayor who washes his white limousine with drinking water. A cult that worships the Great Discount and reads a 41-meter receipt as prophecy. A robot bookkeeper named Cap whose love language is inventory. Neon dashboard mascots, holy to extinct pre-war cults, that grant real combat bonuses and cost you something every time.

Only two things survived the apocalypse intact: the road sweepers and the car insurance industry. So if you'd rather not bet a rig on your own planning, Geargrave Outlands is, as far as we know, the first car combat game that lets you take out an insurance policy. It is issued by the Field Greys, the Sparkplug Cult or the Free Nomads, depending on who's underwriting at the dealership that day. What the policy is called has nothing to do with what it covers. The small print arrives by radio. We recommend reading it.

Currently in Early Access — and already a full game

  • Two hand-built campaigns, each its own region, tone and quest chain:

  • Sector East — "Dry Tanks": the survival-scavenger opener. Get the convoy moving before it dies of thirst.

  • Sector West — "Rescue Rudolph!": an alpine detective mystery with a real twist and three different endings.

  • 80 hand-authored encounters and 120 road events, from roadblocks and arena ladders to boss duels, plus a procedural encounter generator that casts fresh gangs by faction and threat tier for the space between story beats.

  • 58 vehicle types to fight, board and take home, from buggies and battle buses to tanks, tankers, monster trucks, a road-train mobile base and walking battle frames. Each has its own role, tow class and signature abilities like flak barrages, EMP and stun pulses.

  • Seven factions: a toll-collecting convoy guild, disciplined military remnants, a discount-worshipping cult, raider packs, nomad clans, a samurai escort guild in the Ridge Provinces and the Winterwacht of the frozen West. Each has its own loadouts, barks and long memory.

  • The full systems suite, live: Road Doctrines & capstones, boarding, sniping, negotiation, ramming, towing, structural parts, mascots, faction reputation, and crew loyalty & synergies.

  • Three difficulty levels (Light / Normal / Brutal), tuned by a deterministic balance simulator that plays every encounter hundreds of times.

  • A campaign the game provably can't soft-lock: a deterministic audit proves every critical objective stays reachable even if you lose your best vehicles and your best people.

  • 40 Steam Achievements and eleven fully translated languages (EN, DE, FR, ES, IT, JA, ZH, RU, PT, PL and, new, 한국어): every line of interface, story and dialogue, close to 17,000 strings in each.

  • Mod support, built in. A mod is a single folder of JSON, images and sound files: its own map, factions, quests, battles, NPC dialogue, recruitable crew, vehicles, ending comic and music. You don't need an SDK or any code. Drop the folder into the game's levels folder and it shows up in the level picker as a Community Mod. The game checks every mod when it loads and tells you exactly which file and which line are wrong. Mods contain data only and can't run code on your machine. The modding guide, JSON schemas and a complete example mod are on our support page.

  • Full controller support. Every screen is pad-navigable with rebindable keys, and the three screens where the game actually lives (the road battle, the salvage hall, the convoy order) were built for the stick, not bolted onto it. (Steam Deck Verified is not a target for Early Access; see below.)

  • Help shape it from inside the game. Press Ctrl+T to fix any line of the translation in your own language, or F10 to point at an image that looks wrong. Both go straight to our public support page on GitHub:

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

All artwork, music, and sound effects in Geargrave Outlands were created with generative AI tools (images: OpenAI image models; music: Suno; sound effects: ElevenLabs) and then selected, edited, and integrated by the developer. Story text was written with AI assistance and edited by the developer. All translations were produced with AI assistance. All of this content is pre-generated and ships as fixed files. The game does not generate any content with AI while you play.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i3-6100 / AMD Ryzen 3 1200 (4 threads, ~3 GHz)
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0 or DirectX 12 GPU with 2 GB VRAM: GeForce GTX 750 Ti / Radeon R7 260X / Intel UHD 620
    • DirectX: Version 12
    • Storage: 4 GB available space
    • Additional Notes: 1920×1080 recommended; lower resolutions are scaled
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 1050 Ti / Radeon RX 570 (4 GB VRAM)
    • DirectX: Version 12
    • Storage: 4 GB available space
    • Additional Notes: Mouse and keyboard or controller
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