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Gears Of Eden Torrent Download [key Serial Number]

Updated: Mar 18, 2020





















































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! a09c17d780 Title: Gears of EdenGenre: Adventure, Casual, Indie, RPGDeveloper:Cubit GamesPublisher:Cubit GamesRelease Date: Coming soon! Gears Of Eden Torrent Download [key Serial Number] gears new eden. gears new eden. gears of eden. gears of eden gameplay. gears of eden indie game. indie db gears of eden. flame of eden gears. gears of eden trailer. gears of eden indie game. gears of eden gameplay. gears of eden game. gears of eden steam. gears of eden game. gears of eden steam. gears of eden alpha key. indie db gears of eden. flame of eden gears. gears of eden trailer. gears of eden. gears of eden alpha key Dev Update #81: Dominant Strategy: In game design, there is a term known as "dominant strategy," which describes a means of overcoming the game's challenges in the easiest and most efficient way possible. By the nature of interactive design, this is a pretty unavoidable situation. (Just checkout "glitchless speedruns" of just about any game and you'll no doubt find a lot of people playing in very similar ways.) By its own right, it's not a bad thing so long as you acknowledge it in your designs. This is why the best weapons in shooters tend to have the least ammo, why classes in RPGs tend to fair better or worse in given situations, and why certain tools have limited functionality. I've personally been playing the most recent Ratchet and Clankgame and I found the "Agents of Doom" to be vicious, efficient little killers that the enemy can rarely adapt to... unless the enemy can fly. Suddenly, my explosive little robo-dinosaurs, which once carved a hole through levels with ease, are made useless.So much of game design is a balancing act, and the handling of dominant strategy is no exception. Recently while watching twitch streams of Gears of Eden [/ui(which is mind-blowing, by the way) we discovered an interesting strategy. To combat the Rover's battery drain, we found a player who didn't use fuel cells or their solar panels... instead they just made a bunch of  batteries and switched them out whenever they drained completely. Naturally, since this mitigates one of our ever-present challenges (rather unceremoniously too, I might add), we had a conversation about addressing this. Was it okay? Did it need a "nerf"? We came up with a number of solutions, such as limiting the player to one type of each battery, or having the battery upgrades apply to the battery instead of replacing or swapping out against the existing battery. We will continue to work on this balance and test solutions internally as well as externally with our alpha players.Another issue that surfaced during our own testing streams was related to replacing parts. It's beneficial to carry around spare parts because, as you're playing, your parts degrading as they're used, and there are some parts where if you can't repair them before you return to the nearest SINTER Forge, it can seriously ruin your experience. Imagine having your motor die while you're on the opposite side of the asteroid. Or you wheels break. You'll still move, but that's a long way back. And if you don't have any spare parts, you might just want to shut the game down and start over (because persistence, death, and respawn are currently non-existent in our early alpha stages).This is where we come to another way to handle dominant strategy: create your own. There are plenty of games that give you a wide array of options, but very clearly want you follow certain paths for one reason or another. In Star Wars: Jedi Outcast, for example, you're given a whole bunch of cool weapons... but the game knows you'll only want to use your lightsaber, so the developers made that system as fun as possible. With this design strategy in mind, we've decided to implement repair kits. Sure, you could spend your time replacing parts over and over again even though you've already reached the top tier, but that's not very fun nor does it feel very realistic. It also, as described above, leaves a glaring hole in our design.Repair kits will be inexpensive consumables designed with emergency situations in mind! Sure you could use them to keep yourself in tip top shape at all times, but we want them to be available when you'd be otherwise stranded or inconvenienced. Our very own, developer-made, dominant strategy.And that's it for this week's Dev Update! We'll 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! We mentioned streaming in this article quite a bit! If you want to catch our stream, 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 #73: Giving a Voice to Our Alpha Trailer: If you've played Gears of Eden Alpha 1, or have watched any of our Alpha 2 test streams on Twitch[twitch.tv], you know that we don't have voiced characters in the game. In fact, we only have one character that really talks at all right now... the main rover character. What little it has to say comes across only in text.There are advantages and disadvantages to having voiced characters in games. A text-based approach allows more dialogue, an easier and less-expensive pipeline for getting updated content into the game, and the ability to have more branching stories and options without incurring a lot of additional costs. Not to mention text files take up a lot less space and processing power. While voiced characters do add a lot of costs, increase production time, and take up more space - they also bring some characteristics to a game text can't do as well on it's own: personality and expression.Don't get me wrong, well written text can convey emotion or express a feeling. Surely. But it does so by relying on the reader's imagination to connect and fill in from their own context and history. A voice actor helps create a more specific and universal character that we can all experience in the same way. In Portal 2, J.K. Simmons created one of the most iconic characters ever seen in a video game... except he's never really seen. Cave Johnson exists almost exclusively as a voice and only a voice. Would that character have the same impact if he were conveyed only in text?For the demo version of Gears of Eden, this problem is easy to answer. At present, we simply do not have the funds  to seriously consider fully voicing the game. I wouldn't say that is the only reason we are utilizing a text-only approach—there are narrative reasons we are drawn to text as well—but it's certainly a big factor. Personally, I love the idea of voiced characters in our world, and hope we have the luxury of revisiting this consideration in the future, as that means we'd be in a financial situation to do so!In the meantime, we are looking at other ways to utilize voice. The first attempt is in our upcoming trailer that will be launched to promote our Alpha 2 release (not to be confused with the teaser trailer we launched a couple weeks ago). This trailer is narrated by a friendly AI played by the multi-talented Kristi Kates (who in addition to voice work, also acts, writes, and performs music). We've recently completed voice recording for the trailer, and are really excited to put everything together over the coming weeks.Another way we are looking at utilizing voice is through non-character systems in-game. This could include systems like a base AI with voice prompts, or menu system confirmations. There are a few ways we can still make use of voice without voicing every character in the Gears of Eden universe. We'll be continuing these discussions and decision making processes internally as we move down the development path, but we'd love to hear your feedback and ideas. Feel free to chime in with your two-cents with a comment, or a message on Twitter or Facebook[www.facebook.com].For now, we'll leave you with this tease[gearsofeden.com] from our recent voice recording session.You can find out more about Kristi Kates on her website[www.kristikates.com], or follow her on Twitch [www.twitch.tv]to enjoy her weekly live music streams. As always, you can keep up with Gears of Eden via our pages on Twitter, Facebook[www.facebook.com], or Discord[discord.gg]. In addition, you can support Gears of Eden via our website[gearsofeden.com], through Patreon[www.patreon.com], or via Twitch[www.twitch.tv]. Thanks for reading, and have a great day!. 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 #76: Mining: Active, Passive or Both?: In a lot of games, the set of tools you have at your disposal shrinks and grows. You start an FPS with a baseball bat, and a few levels later you are mowing enemies down with a rocket launcher! This isn't because those first levels aren't cool enough to deserve a rocket launcher, but rather that as your understanding of the game expands, the variety of situations they can stick you into, and the variety of tools your capable of applying in those situations, is also expanding. It's a two-sided relationship, and one we want to make use of in Gears of Eden.But how do we pull that off? This is a narrative-driven adventure game! It isn't designed with rocket launchers and laser cannons in mind! I know, it's a tragedy. Still, we want to reflect your growth (and therefore your character's growth) in the way you solve problems and accomplish goals. This means that is entirely possible that, while you're going to spend the early portion of the game drilling for resources, you very well might be doing a little less of it by the end! (No spoilers.) If a mechanic will be less used eventually, how much engagement should it require when it is used?Right now, the drilling mechanic works for our level of development. It gets us through the cycle of gameplay and lets us test everything we need to. We're using a very passive system (seen above). You just drive up to a node, switch on the ole drill, watch the particle effects for a bit, and wait for the game to give your resources. We understand some players enjoy passive systems. This frees you up to do other things... craft an item, plan your next move, take a quick bio break... but, for other players, we can also understand how this might make them feel disengaged or... bored! Even if, after five hours of regular gameplay, those players never need to mine again and it turns into the most fun game of all time... they're still possibly left with five hours of a game that is defined in a major way by that mining experience. We don't want you to "trust" that Gears of Eden will be fun, we just want it to be fun.We are currently having talks to see if we need to design a more active system of drilling and mining. We are just at the early stages of this, but we wanted to get your feedback and input on this internal discussion. We're going to share a very crude mock-up here that demonstrates in very broad brushstrokes what an active system could look like. If we implement an active system, it won't necessarily look like this, but it's a representation of a broader idea.What do you think? In this scenario, a special camera view opens up featuring a top-down view of the ground at the located mining node. A laser system paints a grid on the ground, dividing it into sections. You actively mine these sections using your mouse cursor to collect resources and bust through to the layers below. And yes, we've used a well known mining/crafting game to cobble together a crude proof of concept animation. This system would act as a sort of mining mini-game, not unlike the fishing mechanic in Stardew Valley and might provide the opportunity to include hidden rewards and rare, undetected, items.As we've considered active versus passive mining systems, a third options has come up in discussion on our Twitch[twitch.tv] streams: a hybrid system. In this approach, we'd also have the DrillCam view from the active system, but there would be an "auto" mode which would collect the resources for you. This would not be 100% accurate, so it would take longer to collect resources, use more energy, and add more wear and tear to your bit. But, it would provide convenience. Using the manual mode, you could dig yourself and save on energy and wear and tear. You could then level up the system you prefer with crafted upgrades that provide either a better functioning auto mode, or increase your proficiency with a manual/active approach!So, what do you prefer? Active? Passive? Or a hybrid solution? Seriously, we want to know! You can vote in our Twitter Poll to let us know how you feel, and leave a comment to let us know why (or if you have ideas for other solutions).Please keep in mind, especially those that do enjoy a more passive approach, whichever system we implement, there will be methods to reduce the amount of time you personally spend mining as you progress in a location!And that is it for this week's Dev Update. It was a bit of a change of pace, switching from hard "this is what's happening" to "here's some game design philosophy to consider!" I hope you enjoyed it! We'll be back next week, but until then, check out our latest Reaching Eden Podcast[gearsofeden.com]! Or consider following us on Twitter and Facebook[www.facebook.com] for all the latest and greatest Gears of Eden news! Thank you so much for reading, thank you so much for supporting us, and I hope you have a great rest of your 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 #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.

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