The world burned down to rust and ash. What's left is the road, and whatever you can drag onto it. Build a convoy from boarded wrecks and desperate people, find out who fights harder together, give them a plan, and watch them bleed for it. Then rebuild from what survived.

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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

The world burned down to rust and ash. The road is still open.

Nobody remembers who won the war. What's left: dead highways, towns behind scrap walls, gangs that would kill you for your water, and road sweepers that grind up anything still out after dark. And the car insurance industry, which came through untouched.

Geargrave Outlands is about a convoy of patched-up machines, the broken people who drive them, and what you build out of both.

Built from the wreckage

Nothing in your convoy came from a factory. The bus you boarded off a cult last week. The tanker belonged to a gang that is lying in the ditch now. The ice-cream truck with the harpoon gun: better not to ask. Every rig is a build, made from whatever you bolted onto it and whoever you put behind the wheel. Weld a ram plow onto the hauler, put the sniper on the roof of the hearse, hang the holy dashboard mascot where it does the most good. Every change pulls the convoy somewhere new, and usually somewhere stranger.

Who rides with whom

A truck without hands is scrap that happens to move. One of your people drives; the rest man the guns, patch the hull, jump across to board, or keep the radio talking. Who sits in which cab is the most interesting decision you will make.

Two old war buddies on one truck fight like one person. A gunner, a mechanic and a medic in the same cab are worth more than three. Seat two grudges side by side and see how far you get. Every one of your crew has a face, a past, debts and opinions. They grow, earn perks, and pull off manoeuvres together that nobody planned. They also argue in camp, and they walk off when the water runs low or you rob the wrong people.

The raiders who surrender today can ride with you tomorrow. Their loyalty is negotiable. Their aim usually isn't.

Give the order. Watch them fight for it.

When dust rises on the horizon, choose a plan: guns blazing, a boarding party, or talk the gang into giving up. Your convoy carries it out with everything you built into it. Cap, the convoy's robot bookkeeper, rehearses the fight before you commit and tells you how he rates your chances. Ignore him at your own risk. And when you'd rather call every shot yourself, take the battle round by round.

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

The road remembers

Out here, word travels faster than diesel. Win too often with the same trick and the next gang shows up ready for it: spikes welded onto the flanks for your boarders, plate on the heavies for your guns, earplugs and a hardliner at the table for your politician. Five major factions and three regional powers keep track of what you did to their people. Free your prisoners and the story gets around. Rob them and it gets around faster.

The wasteland won't let you settle, so don't. Tear the convoy apart, reshuffle the crews, try the build you swore you would never drive.

Every wreck is a spare part

Whatever you stop, you can keep. Board a rig and it rolls on under your colours. Make its crew surrender and they are yours to recruit, release or rob. Shoot it to pieces and you get scrap. Burn it and you get ash. Your next convoy is built from what this fight leaves behind.

It cuts both ways: a rig you lose stays in the ditch, and the people in it don't always walk away.

Funny, 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. And since only the sweepers and the insurers survived the fire, Geargrave Outlands is, as far as we know, the first car combat game that lets you take out an insurance policy. The small print arrives by radio. Read 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