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is a story-driven tactical game set in a sci-fi theme with a strong focus on turned based combat. While staying loyal to the core elements of the genre, we decided to introduce new gameplay features as well as elements from other genres, making Eternal Escape a unique experience.

  • Strong focus on exploration and turn-based tactical combat
  • Deep and complex combat-system, easy to learn but hard to master
  • Test and experiment before actually executing the choices you made - a unique feature and key element of our gameplay
  • Detailed and comprehensible feedback during combat
  • High replayability: different strategies to approach a mission
  • Four main classes with different weapons and unique skills and several lead characters having their own set of skills
  • Make use of the environment for your own tactical advantage: destroy walls, climb hills for better view, hide and attack behind covers
  • Huge space station with a wide diversity of settings, like prison facility, research labs, biospheres and also planetary surfaces
  • Areas might change over the course of the game and could be revisited to unlock secrets and optional missions
  • Story-driven: Each team members has his own background-story and motivation
  • Faction system: Different factions are in war with each other, choose your allies carefully

Being passionate gamers for decades, we played and finished games from all kinds of genres, though most of all we enjoyed RPGs and TBTs (Turn-based tactics) in particular. We loved to play games like UFO, XCOM, Jagged Alliance and Valkyria Chronicles. Unfortunately good TBTs are rare finds these days, often lacking the complexity and depth of former titles.

After graduating from our game development studies in Trier, Germany, we decided to turn our hobby into one goal: Developing a turn-based tactical game that combines tactical gameplay with strategy and role-playing elements. We liked the idea to add more complexity to the game, while making sure the rules are easy to understand und it’s still fun to play.

While definitely a tactical game at its core, we like to add new innovative elements as well as elements from other genres. For instance we decided to go for a free adjustable third person camera instead of the usual isometric view, the introduction of role-play elements, like individual attributes, skills and classes. Moreover you have the ability to test and plan every action before executing the choices you make, therefore improving the overall transparency of your action's consequences.

The game itself is divided into 3 parts:

  1. Tactical Missions: consisting of combat and exploration, both being turn-based. Most of the time you will play missions fighting your adversaries.
  2. Key Areas: Customize your team in headquarters: assemble and equip your squad, pick and develop your squad skills. Other key areas involve trading, recruiting or story-development.
  3. Scenario Map: Choose between several missions, defeat random encounters while traveling and visit different key areas.

The story centers around our protagonist who has been imprisoned in a high security facility. His past yet to be revealed during the course of the game, it is uncertain why he has been taken captive, what crime he has committed. Word is that nobody has ever escaped this prison ...alive.

The prison is part of a colossal space station run by the government, military and some major corporations. Because of the nature of its research, ranging from military appliances to biological warfare, the station is located in a remote part of our galaxy and isolated from human society by the vast vacuum of space.

A recent incident caused great havoc almost resulting in the complete destruction of the station, although our inmates are still unaware of the scope of events around them.... until now. Now it's up to you - use the turmoil to your advantage. In order to escape you have to forge alliances with different factions within the prison and recruit inmates for your team. Only if you uncover the truth about your past as well as find and eliminate the cause of the incident that brought the station to the brink of destruction you might be able to escape this madness.

The development of Eternal Escape is currently in the pre-alpha stage and Early-Access is scheduled for 2019. The current content is not representative for the final release and might be subject to change. The story-driven game will be released episode-wise to allow earlier access to the game and still be able to expand the universe with new missions, areas, characters and skills over time. Each episode will be a stand-alone game with a self-contained story.



This project is flexible to changes suggested from the community. We're looking forward to reading your feedback and critiques. Please visit our website and forum!

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You can find the german translation here!

Hey all,

July and August were packed with events for us, we were that busy that we didn't even manage to write a blog post. But what happened in July and August you ask? Very good question, simple answer: Gamescom, the biggest games trade fair worldwide and we got the opportunity to show our game there.

Because our pre-alpha demo with a playtime of about 2 hours is unsuitable to show it to anyone on a trade fair, we decided to create a trade fair demo level that takes about 20 minutes to complete and shows the gameplay of Eternal Escape as compact as possible. The new level is about playing the classes Scout, Alchemist and Assault one for one and eventually beating the boss with all the classes together. The new level will be available in the next Demo v0.2.8 and will be used in the future for trade fairs and also continuously developed. Therefore this level will get updated with your ideas and bugfixes.
Apart from that, we've been busy with all other kinds of trade fair preparation. Our artists worked very hard (while being ill) on posters, t-shirts, and even business cards.

Suddenly in the middle of August Gamescom was about to happen. Now, we would like to take a moment to thank everyone who made this unbelievable opportunity possible. First and foremost gamesAHEAD which were responsible for the organization of the booth, that not only we but other teams from the Universities of Trier, Worms, and Mainz were at. Also, we need to thank the University of Applied Science of Trier that also took over a big part of the organization and very kindly contributed resources like devices, software etc. Last but not least Cowana that provided us a place for our booth in their media lounge in the business area.

But what did we actually do at Gamescom? We're not even in alpha development stage!

As this was our very first stay at a trade fair, we used this opportunity to mainly gather experience. Apart from that, we want to get feedback from people working in this business and to interchange know-how. We had visits from many representatives from the German games industry who gave us fantastic feedback. Which wasn't always positive but quite critical and that started new discussions. An experienced Valve employee gave us many tips on how to handle an early access release. Furthermore, we got many tips for the art style of our game. One representative of an important German game studio told us that our game needs a story reason of why the player is able to plan every move, an aspect that we didn't think about yet but maybe it is very necessary for our game. That was all very important for us, because we want to have a very transparent development. Furthermore, this feedback comes from people who've worked for a long time in the industry and is therefore very valuable for us.

We've also got visits from politicians like Daniela Schmitt the state secretary of the Ministry of Economics of Rheinland Pfalz and the parliamentary deputy Andreas Steier. Both were very interested in all the games that the gamesAHEAD booth had to show.
Furthermore, we made many new contacts and met many new friends while having the typical German "Feierabendbier" -the end of work beer. We had a lot of fun, especially at one of the many industry parties that happen during Gamescom.

At the same time, we did get to know the rest of the team better. As we are all working decentralized and regularly have Discord meeting we don't see each other in person very often. During the trade fair, we all lived in a small apartment in Düsseldorf, which was a good opportunity to bond as a team.

All in all, it was the right decision to attend Gamescom even though we're only in pre-alpha stage. We gathered quite some experience, met many new people and got great and useful feedback about our game. In addition, this was the next step towards transparent development.
Its clear for us that as exhausting as it was we'll still be attending Gamescom next year. Then we'll maybe get to see each other in the entertainment area! Until then you can as always stay up to date by following us on Twitter or checking out our Subreddit. There you'll always get the latest news and can give direct feedback about Eternal Escape and its development.

Status Update June '18 - Gamepad Support

Status Update June '18 - Gamepad Support

News

in this blogpost we talk about gamepad support in our next demo version 0.2.7 and our plans for future demo releases.

Status Update May '18

Status Update May '18

News

in this blogpost we talk about our recently released pre-alpha gameplay demo and our plans for the future.

STATUS UPDATE APR ’18

STATUS UPDATE APR ’18

News

The topic of this blog post is actually quite similar to the last one, it just involves other senses: the hearing!

Status Update Mar '18

Status Update Mar '18

News

In this blog post, we want to talk a bit about our progress and what we’ve been up to in the last few months. Spoiler: It is MoCap.

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Gameplay Demo Pre-Alpha (Linux Launcher)

Gameplay Demo Pre-Alpha (Linux Launcher)

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Our new Game Launcher is live! If you encounter any issues, or want to give us feedback, please let us know in the comments or on our social media channels...

Gameplay Demo Pre-Alpha (Win64 Launcher)

Gameplay Demo Pre-Alpha (Win64 Launcher)

Demo

Our new Game Launcher is live! If you encounter any issues or want to give us feedback, please let us know in the comments or on our social media channels...

Gameplay Demo Pre-Alpha (MacOS Launcher)

Gameplay Demo Pre-Alpha (MacOS Launcher)

Demo

Our new Game Launcher is live! If you encounter any issues, or want to give us feedback, please let us know in the comments or on our social media channels...

Comments
Omegakill
Omegakill

I like the fact you mentioned Xcom and Jagged Alliance as influences and that it'll have turn based combat. I can't wait to try out the demo.

Good luck with the project.

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Omegakill
Omegakill

Also voted for on greenlight :)

Reply Good karma Bad karma+2 votes
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Eternal Escape
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Twitter

Latest tweets from @eternalescape1

Can you spot our concept art here at "games erleben" at the Trier gallery? #indiedev T.co

Oct 12 2018

On our way to this month's @GameDevSaar T.co

Oct 11 2018

if all those Tweets about #gamescom weren't enought we've just released a blogpost about our stay at #cologne!… T.co

Sep 25 2018

we're not at #PAXWest2018 if you havent guessed already. but we wish everybody who's there a great stay :)

Aug 31 2018

What a week we had at #gamescom2018! Thank you to everyone who made this possible at Cowana, @games_ahead and… T.co

Aug 24 2018

RT @L_capitana: Done! Danke an Cowana für die tolle Gastfreundschaft und Danke allen tollen Besuchern! Es war einfach großartig!! T.co

Aug 24 2018

After only hearing positive feedback on our game. Honest opinions from established developers about what works and… T.co

Aug 23 2018

Our catering at #Gamescom2018 knows how to please German developers #brezeln and #mettbrötchen! #indiedev T.co

Aug 23 2018

If you like #strategy games similar to #xcom but with a different approach to the planing come check us out in the… T.co

Aug 23 2018

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