Gyre: Nova State (Canceled)
An open world, dystopian, bio-steampunk action RPG with an unscripted, dynamically crafted story that adapts to your style of play.
Campaign Update - Relaunching
For everyone finding us here, please know we are re-launching the project soon. We will provide a link here to the new campaign page as soon as it's up.
We are taking all the fantastic feedback from our backers and applying to an updated campaign as we found the reward tiers and some of our messaging need to be improved. Especially the rewards and pricing.
See you soon!
We've talked to a lot of RPG fans and there's been a growing consensus that it would be "unbelievable", "awesome" and the "holy grail of RPGs" to have a story where your actions actually made a difference. Not just throughout the game but the ending as well.
An unscripted ending. One that the developers didn't plan, but that resulted from YOUR actions and the consequences of those actions.
This is Gyre: Nova State.
- Interview with Gyre: Nova State's Dwayne Rudy
- Gyre: Nova State - An Interview with Evodant Interactive
Update 10 - Kickstarter Re-Launch
Update 9 - Kickstarter Survey
- Update 8 - (Backers Only) Discord Channel Link
- Update 7 - (Backers Only) Gyre Recruitment
- Update 6 - Intro Teaser
- Update 5 - Toska and Story
- Update 4 - New Video Added
- Update 3 - New Reward Tier (for those that want to focus on just the game)
- Update 2 - Introduction by ex-Bioware designer/producer Rob Bartel
- Update 1 - We're Live and Recruitment Program
Gyre: Nova State is a dystopian bio-steampunk, action RPG video game where you are a post-futuristic android forging your own unique story inside a world in conflict.
You take on the role of a fresh-from-the-crèche android whose story is unscripted, crafted in real-time with dynamic consequences to your actions.
We wanted to create the essential experience of a table-top game master in a digital form capable of driving an open-ended story where the player was not forced into a fixed number of story endings.
Gyre: Nova State is based on an alternate history starting from the mid-1800s. Humans moved to take on android form and mechanized cities commonly referred to as “gyres” sprang forth. Inside every gyre, its crèche-born, retro-futuristic inhabitants scheme and battle for power and control over dwindling resources.
In the world of the Gyre, you forge your own journey. Will you become a hero of the people? Raise an army against the looming horrors of biotic life? Take up a quiet life as a merchant, crafting and selling your creations - only to be forced to serve the needs of local factions? Or become the leader of a city or outpost? An epic story awaits...
Our Toska Polynarrative Engine™ took over a decade to develop. It is a unique framework which now seamlessly integrates with the underlying Unreal game engine to produce a hybrid, real-time generation design system: a system that invokes an artificially intelligent game master that learns and “adapts” with each action the player makes…and builds the world uniquely from those actions.
The Toska Engine also drives the NPCs by generating believable behaviors that can align themselves with other evolving NPCs to create any size group or faction with their own goals. As a constantly adapting story, this allows the game to create a dynamic, rich, unpredictable, and immersive gaming experience.
Gyre: Nova State is a single player RPG with shared multiplayer aspects that include:
- the Gyre Foundry where NPCs are stored
- special content, such as unique buildings, items or creatures
- the Corpus Archive, which houses characters that have completed one or more story arcs of significant dramatic value
The Foundry houses NPCs (including anyone in your lineage) that can be pulled into any story, anywhere. Also, characters you upload as part of the Corpus Archive can be pulled into a story if Toska determines there's a fit for that character.
We knew early on that the only way to deliver on such a game where choice mattered and the consequences of your actions could actually change the world in meaningful, dramatic ways was to design a world that adapted.
Hence, the world of Gyre can change. Does a city get utterly destroyed and you have to move to a new city? Do you assist in the coup of a city Governor, taking his place? Do you sit and watch the chaos around you, waiting to see what happens? Do you aid in the war against a biotic horde thereby saving a city? Any of it could happen, and more. It all depends on you.
Gameplay occurs with mortality a backup and restoration away. Players navigate physical and social environments by overt and covert means to achieve custom goals aligned to the unique measure of the player.
Engage in political intrigue, stealthily achieve your objectives and/or do battle with a wide array of weapons and tactics. Our procedural systems are tightly integrated to allow for dynamic gameplay. The crafting system was built from the ground up to allow for a high level of customization to align with your style of play.
Combat includes cover mechanics and some special parkour-style maneuvers, plus the use of melee, psionic and ranged weapons.
Stealth you say? In a half-ton bodyframe? Yes, made possible by special crafting materials, dampeners (both physical, visual and acoustic) and magnetic technologies. Stealth actions grant the player the ability to stay hidden, gather intel and strike with little or no warning.
Engaging in intrigue involves the use of your character's ability to convince, argue or bluff your way through situations. Non-violent, diplomatic options are available to you. NPCs and groups can behave and act differently if you share important information with them...or provide false information.
There are 7 skill trees with a multitude of options to accommodate the various styles of play. All skills are available to all classes, although some skills are easier to pick up for certain classes.
The crafting system allows players to craft weapons, gear, and apparel. A plethora of weapons are available for crafting including melee, ranged and psionic versions.
Apparel in the game doesn't need to just look awesome, it can grant the player advantages in combat, stealth and/or conversations and interactions.
Weapons are built from stock pieces that assemble into the final item, giving players a large array of capabilities to choose from.
Psionic weapons and items have unique abilities that can target the core systems of another android, oftentimes without damaging them permanently.
The dialogue system grants players the ability to construct an intent that translates into context appropriate statements or questions. With a dynamic story running, its critically important that characters be able to communicate dynamically as well, which is part of Toska's abilities.
Gyre: Nova State offers 3 character classes, each with their own unique features.
Couriants run. They flow like water, navigating obstacles in their lives and paths without surrendering speed. They bend to accommodate change without resistance. Movement is freedom.
Imperiants are the embodiment of the irresistible force. They favor strength of will and strength of body. They respect power and conviction. Surrender and apology are anathema. Chaos is the enemy.
Polariants enjoy a near-mystical ability to manipulate the mechanical world around them. Polariants ask and the city opens its arms to them. They are masters of strategy and objectivity.
Often, you will find music and sound effects to be a key component of a dramatic story, and for us, it's no different. It elevates the mood and reinforces the tone moment to moment. We started very early in the process with our friends at Precursor Productions.
Our goal was to create a soundtrack that could adapt to a dynamic narrative. Whether the mood is happy and light, dark and moody or aggressive, we set out to create an audio system that pulls in the elements it needs from scene to scene. With the help of Audio Lead and Engineer Andrew Yankiwski and composer Paul Shrofel we succeeded in crafting an amazing set of tracks and elements that all work together beautifully. Going forward we'll continue to refine the audioscape and in-game sounds effects.
We've assembled a core team of veterans with the driving goal to revolutionize the RPG experience! The senior leads alone have over 50 years experience in everything up to AAA game development.
Notable ex-Bioware designer and producer Rob Bartel lends his extensive experience to this project. His credits include such properties as Star Wars, Dungeons & Dragons, the Baldur’s Gate series, Neverwinter Nights series, Jade Empire, Dragon Age: Return to Ostagar, Dragon Age: Origins, Revolver, Dragon Age: The Stone Prisoner, Mass Effect and Mass Effect 2. He was also involved in developing the BioWare Community Live Team and BioWare Online Store in the role of Online Strategist.
Crushing it on the art/film side is Tom Zuber who has worked with some of the top studios on popular franchises such as SpongeBob, Dawn of War 2, Mortal Kombat 2, and also big budget features like Chronicles of Narnia. He's enjoyed heading up art teams in studios such as Electronic Arts, Sony, and THQ. His most recent venture includes working with the Jim Henson Company.
As creative director and technical lead, Dwayne Rudy has spent many years designing Gyre plus researching and developing Toska. Beyond that, he has had the pleasure of working on a multitude of transmedia projects in the past including working with such brands as Transformers Rescue Bots. Beyond his background in computer science and business, his expertise in artificial intelligence, process engineering, and systems thinking is the driving force behind getting an indie team to punch above its weight class and compete with AAA production.
Firstly, so you can be involved. By working closely with the people in our focus groups and early adopters, we know that the feedback from our fans is invaluable. We want the conversation and involvement to grow tremendously because, in the end, it will result in a fantastic RPG that we all want.
Secondly, we've built up a core product but crowdfunding will allow us to help complete our vision for the final experience and allow the team the flexibility to do it right.
Lastly, it helps us remain independent and retain creative control. In the future, we want to take this game to a place where we can offer a true multiplayer shared story experience. Just like a table-top RPG. With your support, we can achieve an evolution of the RPG genre!
The development of such an ambitious game takes substantial time and expense. We've already put in years of effort and personal funds on the path to developing an evolution of the RPG experience. The total remaining budget for Gyre: Nova State is $4,300,000 CDN. If you're thinking this is low for a high-quality, 3D open-world RPG, you're right (AAA studios typically spend tens of millions not including marketing). However, this is how our team has been able to operate thus far with our innovative design, internal processes, production, and technologies.
We expect to have a final team of about 16-20 people to complete this game. Our original funding goal sees us complete at least the Alpha version of the game. We hope to secure enough funds with this Kickstarter to use that version to secure the balance of the funding, be it publishing partners, private funding and/or licensing the Toska engine. Our best case scenario would be to crowdfund the whole project as it would allow us 100% independence and creative control throughout development.
Naturally, there's a lot more we could add to the game and should we exceed the original goal we will update the campaign with additional features and funding goals for them. Our long-term goal is to develop a fully dynamic, shared multiplayer story experience with perhaps 4-8 of your closest friends all in your own unique story!
You are placing your faith in us and we take that seriously. So, we've put together a reward set that shows our appreciation for your support! A few notes about the rewards...
Digital Edition Download for PC: This is a Windows version of the game. While we would love to port the game to Linux and Mac, there is extensive effort to do that. We will be focusing on the Windows version to start.
Forum Badges and Etchings: Forum badges and etchings will have different designs and appearance for each reward level. During the closed Alphas we'll collect feedback on designs for the etchings.
Crèche Character Creation Perks: These include bodyframe construction upgrades during your "birthing" process (character creation) in the Crèche. These will be solely for our Kickstarter backers. Note, however, that you may choose to use them or not, and even that choice will inform Toska a bit about your character and/or play style.
Closed Alpha and Beta: If your reward contains one or more of these, the Stage 1 Alpha will be available late summer 2018, with subsequent versions typically 3-4 months apart ending in the Stage 2 Beta.
Exclusives: All of the Exclusive rewards are put together specifically for this Kickstarter. They will NOT be offered elsewhere or after the fact.
Overclocks - These are single-use items such as grenades or repair kits. When we send out surveys on a successful campaign you'll be able to choose from a selection of overclocks.
Blueprints - These are the "recipes" for creating anything in the game. You need one to craft the item you wish. When we send out surveys on a successful campaign you'll be able to choose from a selection of blueprints.
Materials - To craft anything you need base materials that come in 4 different qualities; Raw, Processed, Premium, Superior. Starting off the game with these are a great early benefit. The actual materials you receive will align with the blueprints you select during fulfillment after the successful campaign.
Official Gyre Shirt: This will be a high-quality T-shirt available in sizes up to 2XL.
Custom Designs: For any of the "design" rewards (Home, Statue, Location) and the Chronicler story reward you will work with us and be given a set of guidelines. We'll communicate via online chat and video to help ensure we work together to achieve an awesome final result!
Toska Narrative Tokens: Our Kickstarter backers can use a token to request a specific NPC from the Foundry as an ally in their story or use it to alter their existing story to be more "favourable".
Risks and challenges
We have a veteran core team who have lived through the challenges of both large and small scale game development. We see the potential of how our experience, game development methodologies, unique technology and game design mitigate the risks involved. We learned a lot from our previous title and that foundation removes a lot of the risk inherent in the technology R&D that's already been done. One notable risk is the need to secure the balance of the funding (see above "Budget & Funding Goals"). However, the serious interest from publishers and other developers for both the game and the underlying technology positions us well to achieve that.
Unforeseen problems can occur and we understand that no project runs perfectly. While we account for these unknowns in our budget and schedule, in the event of a disruption outside what is planned, we will address the issues openly and honestly with you and collect feedback on how best to proceed. At all times we want you, our early supporters of this game, to feel you are getting what you expect for your support.
During development, there may be changes to features or mechanics as a result of feedback and testing. So please be aware that while the released game may change, we are steadfast in our vision of the game and our goal is always to balance our vision with realistic expectations of gameplay to deliver on a fun, core experience.Learn about accountability on Kickstarter
- (30 days)