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Will you, too, be here?

Welcome to Full Gear! In short: A steampunk traditional roguelike with open-world elements, unlockable goals, gizmos, gears and gadgets! Shoot guns, fire flamethrowers, taser enemies, or just let them fight each other in a deathmatch between man (you) and machine (literally everything else). Don't worry about moral consequences! Nothing here is alive! Except for those fancy NPC's... maybe they'll have some stories.


Fight your way through four randomly-generated areas and beat two bosses to win this demo version. Full version with 7 areas plus final boss will be released on Steam when it's ready. Which it will March 1st - you can wishlist it in the meantime at its store page, which also has the same demo as here (and is updated every now and then).

The full version has, for example, the Aerospaces! With Disconnect, that won't actually disconnect you from reality, ha ha. Well, it might.


This demo version is to generate some feedback I can use to balance the game and make the release better for everyone. Making a game is difficult, after all, and I can't do it without some testers. Do you fancy to take a minute out of your time to fight the Quadron, to activate the Bell Tower, or to find the "Substantial" (whatever that means)? Then get on in, play a little bit, die, play some more, die, okay seriously stop dying it's not that difficult, right?


The full version is done and will release March 1st on Steam! So I hope to see you there.

Will you, too, see gears?

Latest updates are in the devlogs.

2022/11/03

  • The format is now a directly executable zip file, being able to work on hopefully all platforms.
  • Changed: Bosses can now target drones and enemies
  • Changed: slightly improved the Mango texture
  • Changed: Disconnected enemies now target the player when they're too far away.
  • Fixed: crash when shift-clicking items in NPC slots
  • Fixed: rare crash regarding spawning enemies
  • Fixed: controls would still work when window wasn't focused
  • Fixed: enemies wouldn't always take the best route to the player
  • Fixed: "turn(s)" to either "turn" or "turns"
  • Fixed: player would appear in front of Units
  • Fixed: Mutant Wanderers/Mad Scientists throwing traps through walls
  • Slightly reduced lag after beating more areas.

2022/11/06

The game hasn't officially released. so I'm not doing version numbers yet. Anyway, a bunch of QOL improvements.

  • Game now starts fullscreen.
  • Added: a tutorial for using Quickslots, after firing 10 bullets in a run
  • Added: many error messages for using Utilities incorrectly
  • Added: indications for which equipment type to use in Landmarks
  • Added: indications for where throwables will land
  • Added: indication for being at low health
  • Buffed: to make it actually useful for its purpose, Designer's quest item now gives Illuminate
  • Buffed: beating a boss now removes all Curse from yourself (items don't count)
  • Buffed: Spark Fuses boss attacks (+2 sawwheel damage per hit, +1 turn Stun on ranged attack, +3 damage on shockwave)
  • Nerfed: Units can no longer become Wrathed
  • Nerfed: active, non-Wrathed enemies can no longer become Wrathed
  • Nerfed: Backrooms boss attacks (less ranged damage, less splatter blight duration)
  • Changed: you now stop walking immediately when attacked
  • Changed: improved visual cue for which throwable is being used: also, potions now have a cue
  • Changed: you can now shoot Carriers to remove their acid
  • Changed: made Cores less common
  • Changed: Connected/Protecting/Steam Units are now locked at 20, 25 and 15 Max Health respectively
  • Changed: Hammeroid and Slammer are now classified as Mechanicals
  • Fixed: 20% slowdown when running by holding a key (!)
  • Fixed: memory leak every turn (!)
  • Fixed: the game now always renders all walls, making sure nothing goes through them
  • Fixed: crash when using a Blueprint
  • Fixed: crash when switching tokens from multi-slot cogs
  • Fixed: Drones with Life/Charge/Hydrogen/Movement Thrust would attack invalid targets like (Lead Engineers or Units)
  • Fixed: item previews in Utilities didn't have a proper background
  • Fixed: Specimen Generator would light up with non-equipment in the slot
  • Fixed: trading with Designer when slot is empty resulted in trade stat increase
  • Fixed: Carrier would make acid sound after missing its first shot
  • Fixed: Disconnect from Steam Units wasn't negated immediately
  • Fixed: Tripods would very rarely not appear
  • Fixed: the Designer quest item was obtainable multiple times
  • Fixed: Forcefields remained after death

2022/11/12

  • Added: The link to the Steam page is now functional!
  • Added: Challenges! Enable them in the Base for a harder difficulty. There's no reward for beating them right now.
    • In Traditional Mode, all Challenges are always available.
    • In Modern Mode, you need to beat the final boss. In the demo, this is not possible, so they're ALSO always available.
  • Added: a tutorial for dropping items, when your inventory is full
  • Buffed: bullets now drop slightly more often
  • Changed: Drone healthbars are now orange/red instead of green/red
  • Fixed: rare crash on generation when NPC's wouldn't appear
  • Fixed: minor memory leaks
  • Fixed: item duping in utility/NPC screens
  • Fixed: broken Drone sensors would still reveal enemy info 
  • Fixed: self-destructing enemies wouldn't clear their tile immediately
  • Fixed: pressing Esc during opening sequence breaks the animation
  • Fixed: Invulnerable on inactive bosses could be corrupted

Download

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Click download now to get access to the following files:

Full Gear Demo Steamless.zip 132 MB

Development log

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Comments

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(+1)

Excited to try this out! An OSX/Mac build for this would be amazing ;)

(+2)

If it gets successful enough, I'll definitely expand the platforms and consider localization and the like!

otherwise, it's 100 dollars per year I'm never getting back.

(+1)

totally fair!

(4 edits) (+1)

Fun game! One of few steampunk roguelikes I have ever seen, and definitely one of their best! So complete I almost forgot it's still a demo! The death-loop narrative makes me think of Hades, the gameplay is enjoyable as Pixel Dungeon, and the design of utilities and cogwheels is more than featured! Hope to see more updates :)

Besides in my 4-hour playing there were some bug and... suggestions maybe?

  • game window is a bit larger than my laptop monitor and there's no way to adjust it..
  • maybe pure keyboard mode or something? feel weird about having to play roguelikes with mouse
  • another problem with mouse is that after clicking a tile far away, the PC will go towards it non-stop, regardless of enemies and attacks, and it's hard to tell him not do so... often causes YASDs. Maybe let him move only one step at a time when enemy spotted. like ToME4 or Cogmind do...?
  • one fatal error, looks like a memory leak... not sure what to do about it. The screenshot is here(along with logs in description):https://imgur.com/a/8iSxZrt
  • some (de)buffs without descriptions... I have no idea what 'Marked' does
  • no 'save & quit' button...

Overall, thank you so much for such nice work! I really enjoy it!

Edit: the conversations and stories are humorous too burst out laughing several times

Edit 2: oh btw the '01010101' death effect seems not very steampunk but kind of cyberpunk instead

Edit 3: drone went thru wall and then stuck in it...screenshot: https://imgur.com/a/PBM6MXp

Edit 4: it went back (thru wall)

(+1)

Hey, thank you very much! There's already a patch underway with a ton of fixes, and some of yours are already in there too.

  • Normally the game is fullscreen, but with a set size (2000 by 1280 pixels), which probably solves your window issue
  • I wouldn't see how to make using items and selecting tiles not require the mouse, honestly. Most roguelikes I've played require the mouse for many actions, though not always as often. Hotkeys and different keys for the same action mitigate the issue a little bit, I hope. (Did you check the Controls in the menu?)
  • The patch will stop the player immediately when attacked, yes!
  • Damn, memory leak. I did check several classic causes (for example, particles and objects) but nothing there. Sucks, but as you said it's difficult to determine exactly where it's coming from. I'll try to get my hands on it, of course.
  • Marked on its own does nothing except attract your Drones, but some effects interact with Marked. The effect tooltip should mention this if you hover over it. If you see nothing when doing that, it's a bug.
  • As it looks like now, save and quit won't be a functionality. Probably ever. It's an absolute nightmare to store all variables somewhere, not to mention the darkness shader literally cannot be stored, so that's a big unfortunate downside. Minimizing the window in your version breaks the darkness, this won't happen in patches as it'll be fullscreen, so you can always keep it in the background. Maybe one day... maybe one day.

There's plenty of bugs to go through: using a Blueprint crashes the game, Tripods sometimes don't appear, and there is a 20% game "slowdown" when running. Crashes are highest priority (it SUCKS to lose because of a bug), then content (the Wasteland will be in the demo eventually), then fixes (which I can only do if someone points them out. Like you!). And after release, I'll add some more item sets, particles, enemies... but that's for later.

See you around!

(3 edits)

Wow thank you for your kind reply!! Can't wait to see the new patch lol

  • That explains a lot 'cause my laptop screen is 1920*1080... thankfully it doesn't matter.
  • Ohh sorry I overlooked that... I plays games like nethack and adom a lot and they use characters to choose from  inventory. Almost forgot what a normal modern game looks like. My bad... Aaand yes, I've checked the Controls menu :) Just not used to clicking repeatedly to attack ~v~
  • 🙏
  • ahaha not very familiar with drones...
  • Pityful while understandable. Save file management is terrible I can hardly imagine especially for such an open-world game with so many different elements...

Btw today I came across some other bugs(no crashes though, luckily):

  • Right-click guns & bombs didn't close inventory subwindow
  • Drone sensors still worked and showed enemies' defence & resistance even after drones themselves were broken
  • Offensive drones actively attacked lead engineers and died very soon... is that normal?
  • Right-click ancient modernization only gave the exact token while the insight token went missing

It's nice talking to you like this!

Edit 1: Oh I was wondering if there would be some kind of localization someday? One of my roguelike friends was curious about your game but not capable of reading so many English texts... 

(+1)

The new version is already up! It also fixes the attacking lead engineers. The other bugs are good to fix soon, too. 

Localization is not going to happen because I should have planned that from the start instead of doing it this late. I'll keep it in mind for further games I'll make, as this is technically still my first one. 

(+1)

Yay I tried new patch today and beat the 3rd boss (in the backrooms)  for the first time! 🎉🎉And thank you for your consideration about i18n ~v~ 

Only 1 bug today: 

  • When trading with NPCs, put any item in the trade slot and left-click it while pressing 'z' can generate 1 duplicate item on the ground 
(+1)

I'm mostly working on new content right now, but no worries, your bug is fixed in any new version. Here's the progress this week: https://imgur.com/a/FWogyTp 

Also the Steam page has been approved so people can wishlist it... soon.