Eternal Escape

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 advance: 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. Travel Map: Choose your next mission freely on the station map or 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 the end of 2018. 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.


We are currently working on a demo version to be available soon. You will be able to play a mission with both mandatory and optional objectives controlling a predetermined squad, with each unit possessing unique weapons and skills.


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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Status Update Jan - Feb '18

News

You can find the german translation here!

Hello everybody,

today's status report will be about some major features and changes we added in the last couple of months due to feedback from our internal alpha testers. We will conclude this report with a short preview for the upcoming month.

Stackable effects
We’ve made changes about how the actions Guard and Reaction-Fire work in order to make them more flexible and versatile. Guard reduces damage while Reaction-Fire allows attacking a spotted enemy during its turn. In the past, executing one of those actions would have ended the current turn resulting in loss of unused AP (action points). So it made no difference using Guard with 3 AP or 1 AP left besides wasting precious AP. On the other hand, Guard increased defense (DEF) by a certain percentage. Therefore units with a lower defense value gained an overall smaller advantage from using Guard than heavily armored units.

Reaction-Fire was too powerful because the number of attacks possible wasn’t capped. AP cost had been increased to 2 AP in order to somewhat balance this action, resulting in decreased usage (especially for enemy AI).

Now both actions consume at least 1 AP while still ending the current turn. A consumable effect (Guarding or Auto-Fire) will be provided for the amount of AP left when activating the action.

Reaction-FStackable_Effectsire example:
If a unit has 2 AP left and activates Reaction-Fire, 2 (different) enemies can be attacked before the action wears out.

Guard example:
Activating Guard with 3 AP left results in a stack of 3 Guarding effects being applied.Critical hits will be reduced to normal attacks while there is a 33% chance to evade none-critical hits. One effect will be consumed in both cases (and irrespective of success).

Right now multiple effects won’t be combined into a stack however we will implement this soon. In addition, stackable effects are required for further features like injuries, damage- or heal-over-time effects.

Cover


Cover_Ingame

While covered the chance to be hit as well as area damage will be reduced as long as the unit in a cover isn’t flanked.Until now the area providing area wasn’t clear. It was hard to say from which position an enemy could circumvent the cover. You are always covered in an angular range of 180°. A blue arrow represents the center of this range and provides some sort of orientation (also check picture). Since it’s still hard to tell where the effective cover ends we will implement a visualization of the complete cover area in the future.

A purely cosmetic improvement also applies to covers. Parts of a cover can be fired off if a target in cover has been missed.

Movement
Before recent changes, you could move freely inside movement distance radius (blue circle). Occasionally this resulted in large routes being traversed inside this area, something that felt awkward and didn’t make much sense at all.

Movement_IngameWarning

Now, the movement is restricted by a maximum path length per movement action. The attribute MOV (movement) determines the maximum length of the route in meters. Avoiding obstacles now reduces your overall movement. Hence the attribute now gained a broader importance resulting in a greater diversion of the unit classes. Of course, you can still try different routes inside the distance radius, which right now only provides an orientation of maximum straightforward route. Manual adjustment of movement path through individual waypoints is also still possible.

Character voices
Each of the five player-controlled classes now has its own voice set. In addition humanoid and robotic enemies also have their (in comparison reduced) voice set. At the moment voices will be used only for basic situations like attacking or being hit. Acquiring and implementing this voice-package is the first step in increasing the atmosphere. In-game voices will be replaced by a customized and extensive voice package in the future.

Attack indicators

Attack_Defense_Dependencies


Damage from attacks is determined by a rock–paper–scissors system. Three damage types are facing three corresponding armor types. Each damage type is effective (150% damage), neutral or weak (50% damage) against a certain armor type. For example, the damage type Energy is strong against Biological armor, weak against Plating and deals normal damage against Force Field.

At the request of our testers, we have implemented an indicator for attack-actions. It shows if an attack deals extra, normal or reduced damage to the current target. In order to avoid checking action tooltips to get a clue, we added that indicator to the action bar (left) and to the target display (right). Attack indicators are represented by a “+” for strong and “-” for weak attacks just as the corresponding action-log entries.

Indicators_ActionBar

Indicators_TargetDisplay


Mission Map
The demo mission map gained some improvement. Besides visual enhancement like adding vegetation and improving some cliffs, we increased the number of covers considerably (different types of cactus, see blog main picture).
We also added two new interactive level elements, a deployable ramp and bridge. These represent unlockable shortcuts adding more diversity to the current map.

Outlook
Concluding today status report we want to provide a brief summary of the upcoming months. Since the end of our internal alpha test, we are working hard on publishing the demo. This is a major goal for us because we don’t want to wait until Early Access in order to receive and include critic, ideas and suggestions from the gamers. Therefore you will be able to download and play the demo in the upcoming quarter and getting an idea of our current development progress. We would be very happy if you want to take part and joining the Eternal Escape community.

After publishing the demo one of our goals is to complete the remaining game mechanics. The tactical gameplay which is a considerably large part of the game is ~75% completed. In the curse of the year, the demo will be updated several times to reflect our current progress. Feature and enhancements suggested by the community can also be added to the demo long before Early Access begins. Though the current demo is quite advanced in terms of game mechanic, most of the assets (textures, models, animations, sounds etc) used are only placeholders. Those are borrowed from several free marketplace packages and example project and have to be replaced by our own creations step by step. Creating this huge amount of assets is also an important step we will start to accomplish this summer.

The mission map only demonstrates core game mechanics. The map won’t be present in the final game. Parts of the actual game can only be played during Early Access, so no potential spoilers until then. We are looking forward to your feedback and interest.

See you soon!
Your Eternal Escape team

STATUS UPDATE DEC ’17

STATUS UPDATE DEC ’17

News

We registered Eternal Escape at the German Computer Game Award. We compete in the Young Talent Award / Prototype category and hope for a sympathetic jury...

STATUS UPDATE NOV ’17

STATUS UPDATE NOV ’17

News

It’s been quiet for quite some time around Eternal Escape, but not to worry, we have been busy behind the scenes. We and a number of people have been...

We are greenlit on Steam ! Thank you!

We are greenlit on Steam ! Thank you!

News

Eternal Escape is greenlit and we released our new gameplay-video. Enjoy it!

Eternal Escape is on Steam Greenlight!

Eternal Escape is on Steam Greenlight!

News

Hey folks, our Game Eternal Escape is on Steam Greenlight!

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.

Reply Good karma Bad karma+1 vote
Omegakill
Omegakill

Also voted for on greenlight :)

Reply Good karma Bad karma+1 vote
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Eternal Escape
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Hello everybody, today's status report will be about some major features and changes we added in the last couple of… T.co

Apr 1 2018

Status Update Jan - Feb '18 #games #gamedev #indiedev #indiegame #turnbased #rpg #tactical #strategy #ue4 #scifiT.co

Apr 1 2018

Good Morning, how are you? We hope you have come well into the new year. As you can see in the picture we... Fb.me

Jan 21 2018

Status Update Dec '17 #turnbased #games #gamedev #indiedev #indiegame #rpg #ue4 #scifi #derDCPT.co

Jan 21 2018

Good day everyone It's been quiet for quite some time around Eternal Escape, but not to worry, we have been busy... Fb.me

Dec 23 2017

Good day everyone, we are happy to release our new gameplay video. Our Team is currently working on the... Fb.me

Dec 16 2017

Release Gameplay Video Eternal-escape.com T.co

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Ich mag das @YouTube-Video: Youtu.be Eternal Escape Gameplay Video

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