• True non-linear story and gameplay because the story is created in real-time by the player

  • Beautifully crafted, steampunk-inspired, alt-history world that changes over time based on your story

  • Play your way with combat, stealth, intrigue or diplomacy options; a broad set of play styles similar to Deus Ex: Mankind Divided

  • A larger open world than Witcher 3 at roughly 150 square km, with sprawling mechanical cities that can change over time, and a vast wilderness

  • NPC character generation that is exponentially more complex and more engaging than the Nemesis system in Middle-earth: Shadow of War; friends and foes with a real psychology who can also form groups/factions that have their own goals

  • Deep crafting system with the ability to build thousands of combinations of weapons, items and apparel from multiple parts that make sense

  • Gameplay that gets rid of filler quests in favour of meaningful consequences to the player’s choices throughout the story without being forced towards heroism or villainy



Gyre: Nova State has an adaptive story.

What does "adaptive story" mean?
Instead of scripting the entire story with a fixed or branching sequence of events the game creates a chain of events based on the actions of the player and NPCs. These events are linked to form a cohesive narrative.

How is this possible?
In large part this is due to our characters having a "mind". Their minds are capable of not just having goals but also of having emotional reactions to the events they witness and experience. NPCs are capable of dynamic reasoning and can have complex behaviours complete with rational and irrational beliefs.

Why does this matter?
To be able to grow a story in real-time while keeping it both meaningful and interesting, characters must be able to dynamically look at their environment, reason about what they are seeing, and ask questions. Does this bother me? Should I help? Should I run? Should I fight? Should I try to persuade? Believable behaviours for characters are a key ingredient of a good story and necessary for everything the player sees to make sense.

What about dialogue? How can that be done with an adaptive story?
Yes, there is dialogue. The game prefers the "show don't tell" narrative approach, however, dialogue is an essential part of character interaction when there is information to be communicated either from or to the player. Dialogue is generated partly from a template system and partly from a language grammar using natural language generation techniques to create realistic conversations.



The Places

This steampunk-inspired world is based on an alternate history starting from 1848, where over a dozen revolutions across Europe and Asia took a different turn. What followed was widespread, unrestricted technological experimentation. This resulted in scientific discoveries that allowed humans to adopt android form. Mechanized cities commonly referred to as “gyres” sprang forth and became focal points for the new android society.

In this world you are free to explore mines, cities, outposts, and the hard road in between. Each city has a different feel and can start to look different over time depending on what happens in your story. A gyre is a living mechanical construct controlled by its Corpus - a council of Ascended citizens.

The People

With immortality ever-present, the relationships you form are critical to long-term survival. You can interact with anyone in the world. What they say and do is based on your history with them, what they've heard about you, and if you have an affiliation with someone they know or a group/faction with whom you are affiliated.

Some factions are social groups of individuals united in a belief structure and a firm insistence that "their" understanding of the world is the "correct" understanding of the world. Other factions, like the law-enforcing Provost Corps and their criminal counterpart Guiseppe's Fingers are vocations that enterprising PCs and NPCs may subscribe to.




Combat includes cover mechanics and some special parkour-style maneuvers. Weapon choices include melee, psionic and ranged versions crafted from multiple parts allowing for massive customization.

Current Weapon Combination Count:


Stealth is made possible by special crafting materials, dampeners (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. It's also possible to be stealthy by hacking the senses of others.


Non-violent, diplomatic options are available to you. NPCs and groups behave and act differently depending on how you treat them. If you share important information with someone, truthful or otherwise, the nature of your relationship with them will influence how that is used and how they ultimately act.


Engaging in intrigue often involves uncovering secret plots. Use your character's ability to convince, argue or bluff your way through situations. Investigate by overt or covert means to discover the machinations of the powerful or rebellious.