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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.

Main Features

  • 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

Our Vision

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.

Story & Setting

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. 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. For more news and information check out our twitter account or visit discord or reddit!

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Six months ago at the end of 2018, we tested our gameplay mechanics with models and animations from unreal marketplace. Also, with the help of motion capturing, different animations were recorded and edited for the game. Those animations are not yet implemented into the game but we are looking forward to doing so.

Right now, we are working on creating our own models, focusing on differentiating the five classes that we have planned at the moment. Every class should have a special look that will be instantly recognizable. To achieve this, there will be different helmets, weapons, and armors for each class. Especially for the armor, we want to create a distinct design and even more than one design for the individual classes. Every class is going to have special skills, weapons, and traits which will give the player a range of possibilities for creating their individual party.

The following classes are playable in the first episode:


The main character of Eternal Escape. As being a typical support unit, he can buff his team and weaken his enemies. Some slight healing as well as resurrecting are also part of his abilities. He doesn’t wear a helmet so he can be recognized in a second. He wears a portable console around his arm. His weapon of choice is a laser pistol.


His specialty is splash damage with an acid launcher. On the other hand, he can heal his teammates. Look-wise he’s wearing a hazmat suit with a mask to go with it and a tank on his back.


A close combat fighter and "tank", who does the most damage from a short distance. Due to his fighting style, there are marks on his metallic armor, for example, splintered paint or blood splatters. For combat, he’s using an electric double-ended blade and an energy shield.


As a sniper, he can take out the enemy from far away but has a low shot frequency. He wears light armor with a camouflage print and an open helmet with a visor.


The fastest of the classes, the scout can move across the battlefield in a short amount of time, thus giving the player an overview of the current situation. Using stealth tactics, he needs fitting attire, so he wears a carbon armor with camouflage print and an aerodynamic helmet.

During the following months, we want to implement more of our own models, for example, objects or weapons into our gameplay demo. We are also working on creating base characters for each class because right now we only have one standard character. Our 3D artist also works closely with our concept artist to finalize the style for Eternal Escape. More on that in our February blog.

Status Update Feb ’19 | Glimpse of our concept art

Status Update Feb ’19 | Glimpse of our concept art


In September of 2018, we started sketching our ideas of the different classes. Because of this, a new lead and more concept artists joined the team in...

Status Update Dec ’18 - Jan '19 | 2018 in Review

Status Update Dec ’18 - Jan '19 | 2018 in Review


Hello everyone, after we’ve taken a look into the future and told you what to expect in 2019 in our last blog post, we will now review 2018 and summarize...

Status Update Nov ’18 | Christmas holiday post

Status Update Nov ’18 | Christmas holiday post


2018 is coming to an end and a lot happened this year. Besides the release of our pre-alpha demo and our visit to Gamescom many changes have taken place...

Status Update September-October ’18 | Gameplay Demo Version Pre-Alpha 0.2.8

Status Update September-October ’18 | Gameplay Demo Version Pre-Alpha 0.2.8


Our new Gameplay Demo Version 0.2.8 contains several bugfixes, regarding interaction (switches, doors, elevators, etc.), cover, AI, UI, gamepad and general...

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New Version: LINUX-64Bit

New Version: LINUX-64Bit


Gameplay Demo Pre-Alpha v0.2.9 (Linux-64bit Launcher 05-06-2019). Please install the demo via launcher. You can choose your favorite install location...

New Version: WINDOWS-64Bit

New Version: WINDOWS-64Bit


Gameplay Demo Pre-Alpha v0.2.9 (Win-64bit Launcher 04-27-2019). Please install the demo via launcher. You can choose your favorite install location, after...

New Version: MAC-64Bit

New Version: MAC-64Bit


Gameplay Demo Pre-Alpha v0.2.9 (MacOS-64bit Launcher 05-06-2019). Please install the demo via launcher. You can choose your favorite install location...


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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Also voted for on greenlight :)

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Eternal Escape
Windows, Mac, Linux, XONE, PS4, Switch
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Team Goji
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Latest tweets from @eternalescape1

RT @GameDevSaar: Calling #Saarland's #gamedev people! We'll have a booth at Retrobörse this weekend. If you want us to exhibit your…

May 21 2019

RT @BinaryImpactG: We officially joined @games_ahead. An association for the support of small indies and the gaming industry in genera…

May 17 2019

This month we're telling you about our classes and what they will look like ingame. #games #gamedev

May 11 2019

Version 0.2.9 of Eternal Escape for Windows is here. Linux and MacOS will follow soon. get it here:…

May 1 2019

RT @games_ahead: Wir sind live mit der Netzwerkveranstaltung #free2network auf YouTube und Twitch

Apr 16 2019

RT @games_ahead: Gestern haben wir uns offiziell als Verein gegründet. Wir bieten damit eine Netzwerk- und Austauschplattform für di…

Mar 28 2019

In this months blogpost, we are taking a glimps at our concept art.

Mar 27 2019

Well. This didn't age well...

Feb 15 2019

2018 was a very eventfull year for us. In this months blogpost, we are taking a moment to review everything that ha…

Feb 7 2019

After two long days of #ggj19 our team is ending the day eating #sushi 🍣

Jan 27 2019

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