Lead a convoy through a wasteland that remembers. Set the marching order, drive in formation, put your crew on the guns, and decide in every fight what you take home: the vehicle, the cargo, the crew, or nothing but a story.

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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

Leaving Early Access: March 2027

What the developers have to say:

Why Early Access?

“Geargrave Outlands is built around a convoy and the people in it: who drives where in the column, which formation holds under fire, which crew member grows into a legend and which one walks away when the water runs dry. Those decisions only show their real balance when thousands of players have made them in their own way. The game is complete enough to play two full campaigns today, but we want the community's hands on the formations, the crew builds and the pacing of the road before we lock them down. Early Access lets us tune the fights, the travel days and the story beats against real convoys instead of just our own test runs, 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:
  • The 3D road, finished. Early Access already lets you watch a travel day play out in a 3D landscape as an experimental alternative to the map view. For 1.0 it should reach full parity with the 2D view and become the way the road is shown.
  • More regions and more story — additional campaigns and story chains extending the world east and north, with new factions, crews and vehicles.
  • A broader soundtrack. 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.
  • Steam Workshop. Mods already work in Early Access 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 feedback.

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 across two campaigns. Sector East, "Dry Tanks", takes a stranded convoy from its first drop of diesel to one of four endings; Sector West, "Rescue Rudolph!", opens once you have finished it and adds an alpine mystery with three endings of its own. Between them: 85 locations, 85 hand-authored encounters plus a procedural generator, more than 300 road events, 77 named characters, more than 60 vehicle types, formations and convoy orders, crew growth and combo manoeuvres, negotiation, salvage and the Roadhold mobile base. Three difficulty levels, eleven languages, 50 achievements, full controller support, mod support with an in-game mod checker, and named-slot saving with an autosave every day. We expect a first campaign to take around 15–20 hours, more if you chase every ending; Early Access will tell us the real number.

Being straight with you about the rough edges, because you'll find them anyway:
  • The 3D travel view is experimental. It drives the same road under the same rules, but some things the 2D view offers are still missing. The game says so the first time you switch, and you can switch back at any waypoint.
  • The translations are complete but young. Every line exists in all eleven languages, and we are still polishing tone and terminology. 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.
  • Balance is still moving. The heavy-weapons build is too strong, and the hardest procedural encounters are 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:
  • Convoy and crew — which formations, marching orders and crew builds carry the game, and which ones nobody uses.
  • Encounter difficulty — which fights feel unfair, which feel trivial.
  • The road — where a travel day drags, where the campaign rushes, which story beats land.

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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About This Game

Lead the convoy. Keep your people alive. Bring home what you stop.

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 road train with a crew you could use. A gang that would like your water.

Geargrave Outlands is a turn-based road-war tactics game about a convoy and the people riding in it. You plot the route, set the marching order, choose the formation, put the right hands on the right guns, and decide in every fight what you want to take home: the vehicle, the cargo, the crew, or nothing but a story.

You command the convoy, you don't steer it with a wheel: this is turn-based strategy, not a driving game.

Drive in formation

A convoy is not a pile of cars. Before the road gets loud you set the marching order: who leads, who rides at the back, who scouts ahead as outrider, and how much space sits between them. The lead rams through roadblocks and takes the mines; the rear takes the fire when someone is chasing you.

When the fight starts, the convoy moves as one. Set the pace (full throttle, march, ease off, halt) and give a formation order the whole column steers back into every round:

  • Column to slip through narrow country,

  • Wedge to punch a spearhead through a blockade,

  • Gauntlet to open a lane that becomes a crossfire for anyone who drives into it,

  • Laager to stop, close ranks around your heaviest truck and hold off a boarding party.

Play the cripple with a feint and watch a greedy gang go for the "wounded" car, then close the trap with two of your vehicles alongside. Combat runs on five lanes plus the shoulders, small enough to hold in your head and deep enough that every round is a real decision. Ram, sideswipe, throw a rope across, put a salvo into thin rear armour. You always see what each order will do and what each gang rig has committed to before you commit yourself.

Crews that matter

Every vehicle is driven, gunned and defended by people, and you only have so many hands. The driver steers; everyone else mans a gun, patches the hull, jumps across to board, or keeps the radio talking. A truck without a free hand is a truck without a gun.

77 named characters ride with you across both campaigns, each with a face, a voice and a past. They carry origins, loyalties, debts and grudges. Feuding factions in the same cab lose morale; war buddies fight harder side by side. Crew pairs who know each other pull off joint combo manoeuvres once a battle. Your people grow with every won fight and earn perks. They talk on the road, argue in camp, and sometimes walk away when the water runs out or you rob the wrong people.

Every travel day has a protagonist: one of your crew whose wager, grudge or bet colours the day. At sunset Cap, the convoy's robot bookkeeper, reads the day back to you as a chapter and stamps it with an audit grade, from EXEMPLARY to WRITE-OFF.

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: the vehicle is yours. Put a driver behind the wheel and it joins your convoy. If the engine is dead, tow it home. A crew that surrendered can be recruited, released or robbed.

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

  • Shoot it to pieces: half the salvage and a handful of spare parts. The hull is scrap now.

  • Blow it up: next to nothing.

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

Or skip the shooting entirely. Send your politician to the negotiation table, read the other side's leader and talk an entire gang into a deal. Every enemy has two health bars, hull and morale: break their nerve and you take the whole thing intact.

The same rule cuts the other way: a rig you lose on the road stays lost.

A day on the road

Each travel day is a run between two towns before the road sweepers close the corridor at night. Pick every leg of the route: highway or wreck field, canyon or dried riverbed, a short cut through bandit territory or a long detour. Pull over for a stranded tanker, a parked car that still runs, strangers waving you down, or a fuel stop nobody else has found. When dust rises behind you, decide whether to outrun the pack, dump cargo, fire the counter-measures, or turn and fight.

Water is one per head per day. Diesel is the difference between a shortcut and a detour. Tires die on the dirt. The 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.

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 mascot, a veteran driver: each one pushes a vehicle toward one of seven Road Doctrines (Ram, Sniper, Boarding, Negotiation, Roadblock, Rush and Warranty) and its once-a-battle capstone. 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.

Later in the campaign you rebuild a ruined town and win the Roadhold: a rolling road train you fit out module by module as the convoy's mobile base.

A wasteland that remembers

Five major factions and three regional powers hold grudges and favours, 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.

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

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 sniper who talks you into hiring him with the story of every disaster he caused. 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. 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 story:

  • Sector East — "Dry Tanks": get a stranded convoy moving before it dies of thirst, then follow the road to the Sweepers' secret and one of four endings.

  • Sector West — "Rescue Rudolph!": an alpine detective mystery with a real twist and three endings. It opens once you have finished Sector East.

  • 85 hand-authored encounters and more than 300 road events, plus a procedural generator that casts fresh gangs for the space between story beats, and 41 road incidents that walk into the middle of a battle.

  • 85 locations to explore, ten of them hidden off the road network.

  • More than 60 vehicle types to fight, board and take home, from buggies and battle buses to tanks, tankers, monster trucks and walking battle frames.

  • Over 100 conversations with the people you meet, and 34 cargo stories hidden in what you haul.

  • A battle screen that grows with you: your first fights show only the essentials, and the deeper command levels (crew hands, boarding, combo manoeuvres, capstones) open one battle at a time. A guided practice battle teaches the basics.

  • Three difficulty levels (Light / Normal / Brutal).

  • 50 Steam Achievements and eleven languages: EN, DE, FR, ES, IT, JA, ZH, RU, PT, PL and 한국어, every line of interface, story and dialogue.

  • Mod support, built in. A mod is a folder of JSON, images and sound: its own map, factions, quests, battles, dialogue, crew, vehicles and ending. No SDK, no code. Drop it into the game's levels folder and it shows up in the level picker as a Community Mod; the game checks every mod on load and names the exact file and line that is wrong.

  • Full controller support. Every screen is pad-navigable with rebindable keys. (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.
Pre-generated 3D models. The 3D models of the travel view (convoy and raider vehicles, roadside props, landmarks, ruins and war-zone set pieces, and the walking crew and roadside figures) were generated with Tripo3D (Tripo AI) from AI-generated reference images: model sheets made with the image models above, or the game's own AI-generated vehicle art. Tripo3D also rigged the figures and supplied their idle, walk and run animations. Every model was then reworked in Blender (rescaling and orienting, polygon reduction, re-baking the textures, fixing geometry) and ships as a fixed model file.

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