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About This Game PLEASE NOTE: You will need a free key to play our Alpha Demo that you can get for free on our website!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 VersionTake control and play as a sentient roverOpen world exploration of one location (small asteroid)Resource discovery and miningPower and inventory managementCrafting and upgrading of tools/partsBase interactions and upgradesDrone deployment (make your minions mine for you)NPC interactionStory driven mission (limited in demo)Narrative Content (limited in demo)End game conditions/storyGoE Full VersionThe 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 customizationModular ships with customizationBase building (power stations, solar arrays, communications, defense, etc.)Alien life mechanics (combat, resource trading, etc.)Markets and trade economyMultiple locations with unique challengesRicher story with an unfolding narrativeMini-gamesTrue multiplayer interactionAnd much, much more! 7aa9394dea Title: Gears of EdenGenre: Adventure, Casual, Indie, RPGDeveloper:Cubit GamesPublisher:Cubit GamesRelease Date: Coming soon! Gears Of Eden Download] [torrent Full] gears of eden alpha key. gears of eden gameplay. gears new eden. gears of eden. flame of eden gears. indie db gears of eden. gears of eden game. gears of eden steam. gears of eden alpha key. gears of eden. gears of eden game. gears of eden trailer. gears of eden gameplay. gears of eden indie game. flame of eden gears. gears new eden. gears of eden steam. gears of eden trailer. gears of eden indie game. indie db gears of eden Dev Update #77: Your Opinion (and UI)!: We've got two big things to talk about this week! One is something you may have heard about already if you've been following these Dev Updates: the User Interface! We're wrapping up a new layout design for Alpha 2 and so it makes sense that we talk about some of the decisions that went into making it. The other would be... well, you! Last week we asked for your input on mining systems! Now we get to review how our participants voted! But first, how about we talk about the user interface since that's something you'll see happen in-game a lot sooner.If you played in Alpha 1.0 or 1.5 or have popped into some of our Twitch streams[www.twitch.tv], you've seen our current UI. We started with a single pane of UI to house most of the menu functionality and that was able to work (to put it generously) because there wasn't much to do. As systems evolved, however, we quickly came upon the very limits of our UI functionality and it became obvious that we needed push things forward. We evolved toward a tabbed menu system that works much better from a functional perspective, but has been in serious need of some cosmetic updates.Our upcoming, cleaner layout is a breath of fresh air and a huge step in the right direction. We have more visual indicators, better hierarchy, dividers, tooltips, and a lot more subtle design cues to not only aid in the design, but also increase the usability and feedback provided to the player. I know our UI will continue to evolve along with the game, but we're really excited to see this new design work its way into our internal builds in the weeks to come! Be sure to keep an eye on our Twitch channel[www.twitch.tv] to see the new UI in action when it is available!Now! Onto your feedback! Last week, we asked for your thoughts on our internal discussion about an active mining mechanic versus a more passive one. We put up a poll for the question on Twitter and the results were very enlightening. None of us are surprised that you all prefer active game mechanics to passive ones, but I'm not sure if any of us were expecting such a distinct advantage in favor of active mining. There is exactly twice the number of people in favor of active mining as there are in favor of passive mining!What's important to note though is that both of these options are blown out of the water by the number of people wanting a hybrid approach, in which you can swap from active to passive at will. This makes a lot of sense.  Usually when I'm playing a game, I'm actively playing the game. But every so often, I'll be watching TV or get a text and it'll take my focus for a minute or two. In that time, if I've already proven that I know how to accomplish the standard gameplay loop of mining, it might be nice to have the game be a pal and get me some iron.This is important for us to think about as we move forward, and you can bet we'll be delving further into this discussion after the launch of Alpha 2. Until then though, we've got a lot of work to do and we want to keep you informed with more Dev Updates like this one! So follow us on Twitter and Facebook[www.facebook.com] to get the latest and great Gears of Eden news! That's all for now, but I hope you have a great rest of your week. Thank you so much for reading!. Dev Update #82: Designing User Experience: We're going to keep this week's Dev Update brief. The biggest items we've been focusing on this week have to do with design and user experience! This is a lot of concept over practice, but we want to keep you up to date on the discussions we're having internally. The first design update is about the repair kit we mentioned last week! This is a new part that is meant to enhance the user experience by allowing you to repair parts in addition to simply replacing them. We're early on in the art design of these kits, but the implementation from a code side is rather trivial since we already have similar functions with consumable fuel cells increasing battery power levels. While we aren't considering any of our art permanent during this prototype phase, we do want to make sure it looks good. Ekah, the artist working on this task, has shared the in-progress version (seen above) on our Discord[discord.gg] last week, and is continuing to refine the design. Keep an eye out for updated art postings soon!The other design work we've been doing is something we haven't talked too much about: tool tips. These are quite possibly the driest part of a game's design, but as mechanical complexity has risen, so has their importance. Tool tips and notifications help make sure that your gameplay experience comes with as little clutter as possible, and we're first implementing this system to help with part management.In the current builds, as you play and carry out tasks in Gears of Eden, your parts will slowly degrade based on their usage. This makes sense, but unless you're super on top of watching those menus (to an extent that would simply become busy work, rather than actual fun), it's very likely that you'll find yourself caught off guard when your rover breaks down. "Oops, I was just playing and having fun and now I can't drive or drill or do anything." That's frustrating and a bad user experience, and though any good game has consequences, we want to use this system to warn you before such consequences arise. Eventually we'll expand these type of feedback systems to other aspects of the game's functionality.So yeah! Mini Update done! Check back next week for more development news! Until then, if you want to keep up with all things GoE, check out our Twitter and Facebook[www.facebook.com] pages! You can also give a listen to the most recent episode[gearsofeden.com] of our Reaching Eden podcast! Our creative director also streams some of his own development work, so be sure to follow us on Twitch[www.twitch.tv]! Thank you so much for your support and thank you for reading. We hope to see you again next Wednesday, but until then, have a great rest of your week.. Dev Update #75: Alpha Release… 1.5!: That's right, a new build of Gears of Eden is heading out the door soon! And backers, this one is for you! We've been talking a lot about the upcoming Alpha 2.0 release, but we don't want to forget all of you who have been actively supporting us throughout this development process. It means the world to us and to show our appreciation, we want to provide additional updates in-between those larger, public releases. Well right now, we're getting ready to release the very first of this group: Alpha 1.5!You may be wondering what Alpha 1.5 even is. Well, at its most basic, it is everything we've accomplished towards the goal of reaching Alpha 2.0 to this stage. This means that there have been vast improvements to... basically every system in the game. The crafting is expanded far beyond Alpha 1.0, now including a "complete" upgrade system (meaning it's complete... for now), and a wider variety of power cells for the player to make use of. It also involves the SINTER Forge for larger items that it would be unlikely for a rover to craft itself! The inventory system, and in fact the entirety of the UI, has also been overhauled to allow for a greater level of control for the player, as well a greater ease of access to its functionality. Also, of course, we've upgraded the rover itself to a model that we believe to be more in-line with the visual aesthetic of the final game.There are also a smattering of other improvements to the gameplay experience, such as an increased supply of resources and camera functionality. But, Alpha 1.5 is still really raw and still very much a dev-version of the game. Now, if you've been following our Dev Updates, you might be wondering... what exactly does this leaves to accomplish our goals for Alpha 2.0? Not a whole lot, actually! You can see the real breakdown in our recently updated changelog[gearsofeden.com], but on a functional level, 1.5 is nearly everything we want 2.0 to be. The changes that we're going to be making are primarily aimed and making the public release a more pleasant and polished one. We have some small lore additions we want to add to the experience, a relatively small (but important) change to the way Tier 1 parts work, and some additional animations to make the release just that much more immersive for you. Alpha 2.0 will smooth out many of Alpha 1.5's rough edges. We're probably going to squeeze some other bits and pieces in, but as far as the necessities go? We're practically there!Alpha 2 is going to be a big deal for us. We want to share Gears of Eden with you as development goes on, but we also want to draw eyes to our game and help build a community of people who can be a part of this development process. This is an integral part of indie development, and as you might imagine, it's important to show something off. This means that, between now and the Alpha 2.0 release, we're also going to be working on a substantial PR push, featuring a more developed trailer and eventually leading into a Kickstarter campaign! We'll have lots of fun events and some giveaways surrounding our 2.0 launch, so stayed tuned for more information soon!That's it for this week's Dev Update, but you know that we're going to have a lot to talk about in the coming weeks and months, so follow us on Twitter and Facebook[www.facebook.com] to keep up! And stop by our Discord[discord.gg] to give us your feedback and ideas for the game! I know we'd love to answer any questions you might have. We'll be streaming more Alpha 1.5 and 2.0 on Twitch[twitch.tv], which is also a great way to hang out with us and let us know what you think. Finally, if you're interested in accessing Alpha 1.5 and future "backer only" builds, you can support Gears of Eden through Twitch[twitch.tv], our website[gearsofeden.com], or Patreon[www.patreon.com]! Until next time, thank you so much for sticking with us through this wild ride and we hope you have a wonderful rest of your week.. Dev Update #85: Gearing Up for Alpha 2: It's been a long road. Okay, a REALLY long road. But we're finally closing in on our final Alpha 2 goal: a complete UI overhaul. Even better, we've made good progress on a couple of our stretch goals, and we are now starting to ramp up for our free Alpha 2 release! We're back with a new Developer Update this week to fill you in on all the details! And, quick reminder, you can sign up for a free Alpha 2 key on our website[gearsofeden.com]!We had a couple reasons for wanting to overhaul the user interface. The original was clunky and, visually, a bit heavy handed. We wanted to streamline the interface, make it more minimal, but also give better functional use to players. The new interface accomplishes this. Information is better organized and easier to find, and we've included a more robust feedback system, featuring helpful tooltips. We have a few minor touches we're putting in place, but the UI is about 95% complete and should be wrapping up very soon! We think it's pretty neat (and hope you agree)!Along with the new UI, we are working on item descriptions for everything in the game. Drills, bits, batteries... these are all parts that were designed by someone or something out there in our game Universe. You wake up as a sentient machine in our game with no knowledge of the outside world or its history. So even these rather mundane items give us an opportunity to introduce you and your character to the world of Gears of Eden. It's amazing how so much thought can go into the background of a drill bit. But, that's where we are! We are putting ourselves into this world, asking ourselves how it operates, and how the world that the player experiences is affected by and separate from the world that came before, known as the Null Era. We're really looking forward to sharing these small details with you in Alpha 2, along with our lore item stories - which give you a broader glimpse into asteroid life from another point of view.While we've been prepping the UI for Alpha 2, we've also been working on a few stretch goals. For starters, we have recently introduced a new character into the game that ties into our lore stories and first planned mission chain. That mission chain also involves a drone, and we've done some develop on that side as well. Recently we've implemented new camera animations that highlight the drone when you encounter it, and we've even programmed the drone to go into a malfunctioning holding pattern upon waking up.But that's not all! We've also been adding some new environmental effects like crystals and a vapor jet field, which will tie into that mission chain we just mentioned. And that's what is really neat about this phase we are in now on the brink of Alpha 2's release. All these little pieces are starting to come together. Our prequel stories. Our characters. Our lore items. Our environmental design. We're starting to connect all these disparate parts of game development to a more fulfilling, more complete experience for Gears of Eden players.That said, we're still very early on. Alpha 2 is going to be far from feature complete. But this is really a showcase moment for us. We want to show you what we've accomplished so far, and then hopefully build up our audience and raise some support to allow us to keep going. It's taken us such a long time to get to this point. It's been a lot of hard work, and we'd really need to ramp up production so it doesn't take another year to hit our next major Alpha release. We'd like to finish the full demo version of Gears of Eden as soon as possible. And then head into the full-blwon game. Alpha 2 is really the break point for us that lets us know if we're doing a good job and get to continue this journey with you and for you.We want to do this together, after all. You're a big part of this! You can help by following us on Twitter, Facebook[www.facebook.com], and Instagram[www.instagram.com]. Share our posts, and let others know about our project! You can also join our Discord[discord.gg] server. Come chat with us! Give us some feedback! Let us know what you think. What ideas you have. What you like, or don't like. You can follow us on Twitch[www.twitch.tv], and join our live streams that feature game development, live podcasts, and fun community gameplay nights. If you like any of what you see or hear, there are multiple ways to support our project now. If you're an Amazon Prime member, you can sub for FREE to our channel each month on Twitch[www.twitch.tv]. You can also support us via our website, or Patreon[www.patreon.com]. We'll have other opportunities for support coinciding with our Alpha 2 launch. More to come on that soon!If you're reading this, you're already supporting us by giving us some of your time and attention. Thank you so much! We'll have more updates on our social media pages, and be back with another Dev Update here soon! I also hear rumors there is (finally) a new official Reaching Eden podcast episode releasing very soon! We hope you enjoy it! Thanks again! . Dev Update #80: You're In Control!: It's been a while since our last update, but we’re back! We know it's been a while, but we've been in the weeds fixing bugs, and there is only so much we can say about that before it starts to sound really repetitive. Apologies for the radio silence! Development is ongoing though, even if it slows down occasionally, and we’re really excited to talk to you this week!The first bit we have to talk about was sort of a surprise! Our creative director had an evening to spare and wanted to play around with Gears of Eden’s backend and was able to get partial controller support working! He’s even tested it out on our Twitch channel[www.twitch.tv]! Obviously it’s very partial (at multiple points, he had to put down the controller and use his mouse and keyboard) and there’s a lot of fine tuning that needs to happen so that the control scheme is natural to use, but it’s in! As someone who likes to kick back and play on my TV from time to time, this was very exciting to see happen. You can expect at the very least to control the rover and it's functions with a controller in Alpha 2, but any UI or object interactions will likely come afterwards. Full controller support is definitely coming in the future though! We also had planned developments this week as well, the biggest of them being changes to the way that Tier 1 parts functioned. Previously, as the player went through part upgrades, they’d go through a series of degradable parts, from Tier 2 to Tier 4. Once these parts fully degraded, they’d drop--without any accounting for tier level--to Tier 1, which we were treating as the “broken” state. This worked well for gamedev purposes by allowing us to test the basic idea of "part breaks, gets worse" but it's not very usable from a gameplay perspective. No amount of explanation can justify in lore why a) Tier 1, without any other indication, is the broken state or b) Tiers 2, 3, and 4 all function in the exact same way after they fall into disrepair.Now each tier really does have its own broken state, including diminished stats. We plan to include a visual change to the model for this as well, but that’s naturally going to wait until we’ve created models for each tier. We hope that this change will end up in Alpha 2, but given recent delays, we might let those slip into Alpha 3 or the Demo release. We’ll see!Next on our list are some minor bug fixes to various systems, and then the implementation of the new UI! We're really excited about the added functionality and user-friendliness of the new UI and can't wait to get it in game. Stay tuned for updates on our progress soon!That'll be it for this week's Dev Update. We will be back next week with more! If you want to keep up with all things GoE, check out our Twitter and Facebook[www.facebook.com] pages, or give a listen to the most recent episode[gearsofeden.com] of our Reaching Eden podcast! Thank you so much for your support and thank you for reading. We hope to see you again next Wednesday, but until then, have a great rest of your week.. Dev Update #86: The Next Level: Alright, humans. We've been super busy here at GoE HQ, and I'm excited to share some of our latest updates with you this week! I'm titling this post "The Next Level", because, as we sit here on the precipice of our free Alpha 2 release, there are so many things we are doing to make significant strides forward with our little space robot game. Let's start with some of the in-game updates and branch out from there!I'm very happy to announce that, for the first time ever, Gears of Eden has persistence! We're working hard to include as much persistence as possible in our Alpha 2 release, but already we can now store and retrieve the rover position as well as the battery charge level! This is the first time that playing Gears of Eden hasn't meant starting over from scratch! Next up on our list of things to add to the persistence system are player inventory and equipped parts. At the very least, we'd love to get those two items added to the save system prior to launching Alpha 2, so stay tuned for more news on this soon.Another thing we are polishing up for the Alpha 2 release is the environment in Gears. Over the last couple of weeks, I've been going in and adding areas of interest to the game. These areas serve to break up the monotony of the asteroid and provide unique features and geology. We've even introduced our first area that contains an environment effect mechanic: a vapor field of toxic gas venting from the surface that damages your components! Rumors say there may even be an important item in this dangerous area... so bring some repair kits!In our internal testing builds, we also have recently introduced two new items to the game: sand and glass. Sand introduces our first RNG-based resource. As you drill and collect other elements, such as iron or cobalt, you now have a chance to also collect silicate-rich sand. Each time you do not collect sand, the chance goes up. This small introduction has a number of immediate effects on gameplay. First of all, if you are trying to mine sand, you can't just go out and get what you need. You must mine another element, and pick up sand as a crit drop. Secondly, if you don't want sand, it acts as a filler for your cargo space. This means you have to manage your inventory more carefully, and provides an early incentive to upgrade your cargo hold (something that was previously sorely lacking).The sand is used to build our first second-level crafting resource in the game, glass. In turn, glass is now used in the recipes for solar panels and spectrometers. These changes make the crafting chains a little more challenging and rewarding. We will be looking for feedback on these system during our Alpha 2 testing window, but if you want to get a sneak peek and provide early feedback, be sure to join our gamedev streams on Twitch[www.twitch.tv].The UI upgrade we've been working on is completely done, and we're really down to filling out the persistence system and squashing bugs. We should be announcing a release window for Alpha 2 very soon, so please continue to follow us on Twitter, Instagram[www.instagram.com], and Facebook[www.facebook.com] for the latest information (and be sure you have signed up for a free alpha key on our website[www.GearsOfEden.com]).As for our larger next steps, I would really appreciate your attention here on the state of the game. With Alpha 2, we really need to make some leaps forward in growing our audience and gaining support. We've done just about as much as we can as a team of decentralized indie developers without funding. We're all working on this project in our spare time, and that means develop can be slow and painstaking. We'll be launching a fundraising campaign to correspond with Alpha 2 to help us develop more quickly. We are also trying to exhibit our game at PAX East in late March. If you're unfamiliar with PAX, it is a large gaming convention that draws over 80,000 fans and is held in Boston. It's not cheap to go as an exhibitor. It will cost us several thousand dollars to attend. Money we do not have. So, this is really a make or break moment for us as a development team. I'm leaning toward putting up the money personally to go and see if this can help provide the exponential growth we need - but it also means if we aren't successful, we might be too far in the hole to keep going. We've raised less than a thousand dollars (without a dedicated campaign) in the 2+ years we've been actively developing, and spent many times that already. So, unfortunately, money is a barrier moving forward. That said, I am exploring the idea of having our booth sponsored - so if you know of any business owners that might be interested, please help us get in touch. If you're interested in helping support our booth personally, let us know as well. You can find us on our Discord server[discord.gg], or reach out to us on social media. Otherwise, we would appreciate the support of all of you when we're ready to roll out our fundraising campaign and Alpha 2 launch to help us spread the word!Thank you so much for reading. That's going to do it for this update! In case you missed it, we have some brand new robot-themed shirts and mugs available on our DesignByHumans store[www.designbyhumans.com]! And, as a reminder, if you are an Amazon Prime member, you get a free Twitch subscription to use every month. We'd appreciate you using that sub over on our Twitch channel[www.twitch.tv] if you aren't already using it! Thank you so much for being part of this journey with us! I'm really excited about Alpha 2, PAX, and am hopeful for the opportunity to take Gears of Eden to new heights in 2019 with all of you!. 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[www.astrobio.net], 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[www.twitch.tv] for some live dev-streams, and keep up with all the latest and greatest Gears of Eden news on Twitter and Facebook[www.facebook.com]! If you're interested in testing our upcoming Alpha 2, be sure to enroll on our website[gearsofeden.com]! Have a great week!. Dev Update #72: Hidden Lore: There was a time when a video game Easter Egg was some strange, hidden reference that you wouldn't be able to find without either a great deal of luck or the knowledge of where it is. A classic example is the Gabe Newell room in Half-Life, and who can forget Guybrush Threepwood (of Monkey Island fame) showing up in Star Wars: The Force Unleashed 2? Oh. Just me? Okay, well I still maintain that the game is worth playing to see Guybrush and Darth Vader go at it. (Actually, having watched that video... maybe not.)The point is that we still have this classic form of the video game Easter Egg and I doubt it's going anywhere in the foreseeable future. It has been supplanted, however, by a new form of Easter Egg: the lore object. These are diaries, codex entries, in-world books, and so on. Typically, they're just as unnecessary to the game's enjoyment as their older brethren, but they offer the developer an easy way to further engage the portion of their audience that needs to know more about the game and its world without boring the rest of the audience to tears. A nice little combination, right? In the right hands, these lore objects transcend their status as Easter Eggs and become fully realized tools.Anyone who remembers back to the original cRPG days can tell you that these have been around longer than many gamers today have even been alive. And yet, I'd wager that most people first experienced lore objects in an Elder Scrolls game or perhaps one of the modern Fallout games. The thought that went into these brief texts is truly impressive. If you play Skyrim, it is very possible that you'll read from multiple different genres! Comedies, textbooks, academic papers, epistolary works, and, quite famously, erotica (to name a few). It even goes beyond that though! Not only are there multiple genres to read from, there are multiple authors to read by! One series of textbooks reads completely different from another, and the same can be said any of the other genres.As a writer, this is... fascinating. Tantalizing! But also, terrifying. As much as I love the Mass Effect franchise, I will forever see the codex system they have as a red flag. Certainly, this codex contains a huge amount of cool information about the game universe, but it's just so tiring to read. In an effort to realistically capture the feel of an encyclopedia, they succeeded so well as to turn the writing dry and lifeless. And though this is more realistic, it's hard to ask a player to care about your plethora of made up information if it isn't even pleasant to read.We are really excited that we are going to hit one of our stretch goals with Alpha 2, and that is the inclusion of lore items! These lore objects are something we want to use in Gears of Eden, but we want to do it right. It isn't our goal to convince you that our world is real, but instead to convince you that it is thought provoking. We want you to care, and we want you to have fun! So here's our plan. When you start up the Alpha 2 release and you start rolling around, you'll find lore objects around the place. Diaries and the such. These aren't going to be crazy, just little bits of text where we do not describe the world... we'll demonstrate it through the eyes of those who have to live in it. If reading lore text isn't your thing, we totally understand. But for those of you who do enjoy that sort of thing, we hope you'll enjoy this first taste.That's it for this week's Dev Update! I wish I could delve further into this topic, but it's better to leave off wanting more than less, right? If you'd like to talk more about any of this (or even just talk about your favorite Easter Eggs), pop on by our Discord channel[discord.gg]! Maybe hang out a bit. And if you want to see the latest and great Gears of Eden news, consider following us on Twitter and Facebook[www.facebook.com]. Those are definitely the places to be if you're interested in game art. We'll also be streaming more Alpha 2 testing over on Twitch[www.twitch.tv] this week and weekend, and would love to have you join us in chat! We'll be back next week with another Dev Update, and we hope to see you then. Until then, have a great rest of your week.. Dev Update #71: Hello Steam!: There's a good chance if you're reading this, that you are reading it on Steam! Welcome to our weekly dev update! If this isn't new to you, then you've been following our updates over at http://www.gearsofeden.com (or perhaps on our Patreon[www.patreon.com]). Regardless, the exciting news this week is... Gears of Eden is officially on Steam! Can we shout that? WE'RE ON STEAM! In reality, this is a small step. It's a "Coming Soon" page, after all. But, it feels like a HUGE step for us. We have our new rover in game, our first trailer put together, and now we have our very own store page on Steam! It just feels and looks... really cool! What's even cooler? This isn't even the biggest news this week!Our main focus right now is on our upcoming Alpha 2 release. Wait. Let's take a small step back. If you're new to Gears, you might want know Alpha 1 has been out for a while now. If you want to get involved and help test our Alpha releases, you can find all the info you need on our Early Access Info[gearsofeden.com] page. Alpha testing gives you an opportunity to provide us with feedback on the game at these early stages, and find some of those nasty bugs that sneak past us.Now, back to Alpha 2. Our goal is to finish up Alpha 2 by early 2nd quarter. As a reminder, we have three major implementations for our Alpha 2 requirements: the improved UI system, the advanced crafting system, and the new player character.The UI system is in place. This was a big undertaking that held us up for a while, but we have it squared away now! The advanced crafting system is also in place, and you can now craft and equip about 30 different parts for your rover. And... the new rover is also in the game! That's three for three! Kind of. The rover is in the game, but it doesn't yet have any animations. However, these animations will be implemented during our next sprint!The big news this week though, is that we are wrapping up coding on one of our Alpha 2 stretch goals: interactive objects with inventory systems! This one new system allows us to add three new features to the game. First, we'll be able to introduce scavenging as a mechanic. Right now, you can only acquire objects by mining or crafting. With this new system, we'll be able to hide parts and resources in some of those boxes and bodies strewn around the asteroid for you to find! Second, our SINTER Forge (what we call a crafting table) will get its own inventory system. This means you'll need to stock the Forge with materials instead of magically transmitting the materials you carry in your cargo. Finally, the same system can be used to create a storage chest for materials and parts at the base. It's looking like you'll have a lot more to do in Alpha 2!The really good news wrapping around all of this is that we are ahead of schedule! Next week, we'll give you an update on these core Alpha 2 goals, and another stretch goal we're hoping to reach for Alpha 2: collectible lore items. Stay tuned!What a fun week! That's going to do it for this Dev Update! Until then, follow us on Twitter and Facebook[www.facebook.com] for all the latest and greatest news. If you want some sneak peeks at Alpha 2, be sure to follow us on Twitch[www.twitch.tv]. And, of course, if you want even more Gears goodness, be sure to check out our podcast, Reaching Eden[gearsofeden.com]. Last, but not least, if you are interested in supporting Gears of Eden development, you can do so through our donate page[www.gearsofeden.com] or via our Patreon[www.patreon.com]. Thank you so much for reading and thank you even more for your interest in Gears of Eden! Have a great rest of your week.. Dev Update #87: ALPHA 2 HAS ARRIVED!: It's been a long time coming, but we're excited to finally be able to say... GEARS OF EDEN Alpha 2 is here!!! We’ve been working very hard for the past year to achieve this milestone! As always, we maintain our usual disclaimer: this isn’t yet Early Access; this isn’t even a demo! This is an Alpha - which means everything you see is in development and may be replaced at some point down the road. It's really a proof of concept more than anything else at this stage, but we still hope you enjoy it!We are extremely excited to share this release with you. Alpha 2 is the product of our blood, sweat, and tears and we simply cannot wait to see what you think. Please be aware, you will need an Alpha Key to play Gears of Eden - Alpha 2. You can get your free key on our website[www.gearsofeden.com]! In addition to the key, you need the alpha demo client, which you can download here on Steam! If you have any questions at all, feel free to stop by our Discord[discord.gg] and let us know. We're happy to help!If you played our first alpha release, you might be wondering what new stuff we’ve got in store for you. Well, we don’t have time to get into all of it here, but let me give you a quick rundown. With this latest release, we’ve added: a Persistence system so you can get right back where you left off! We’ve also done a full overhaul on the UI system, fleshed out the crafting system, put in some cool Twitch integration for you streamers out there, and gave you some tools to make your time a little more comfortable. Oh, and did I mention that we have filled the asteroid with sights to see, hazards to brave, puzzles to solve and some hints at the full game’s story that we’re very excited for you to check out! And best of all? That’s not even everything! For full details, check out the changelog.[gearsofeden.com]All on its own, this release has been a huge milestone for us, but there's something else just as big. For the first time in Gears of Eden's development, we exhibited at a convention! And not just any convention: WE WENT TO PAX EAST!!! This convention was a surreal, amazing experience for us. We went with zero expectations, but hundreds of people swarmed Gears of Eden, playing it, asking questions, hanging out, and really, just overwhelming us with a tidal wave of kindness and support. To go from feeling like your game is a dream that you toil away at night into... all of that? It's amazing. If you were there PAX and stopped by, know that you made our entire weekend. Just, I might add, as much as everyone who has been supporting us for these past two years.Thank you all so, so much. Never have we felt so energized and confident in our game. We could keep going with these thanks, but instead we'll end it here. Please do give our game a shot and let us know what you think. Every bit of feedback we can get right now will help us moving forward to make Gears of Eden the best game we possibly can!Hey Streamers! If you are on Twitch, we'd love to partner with you! Gears of Eden features 4 chat commands that your audience can use to effect you in the game: zap, turbo, luck and solar flare! Let us know if you're interested in streaming Gears of Eden - we'd love to send some audience your way!

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