An action RPG set in a world where corporations have gotten very good at extracting resources and very bad at asking whether they should. If that premise sounds like it was workshopped by someone who sits through a lot of steering-committee meetings, no comment.
Where it stands
Aether Gears is in active design and early development. The systems design (classes, abilities, items, crafting, loot) got deep enough that I built an entire desktop tool (Anvil) just to manage the game data, which is either impressive dedication or a world-class procrastination technique. The data pipeline exports directly to Godot-ready formats, so the tooling and the game are growing up together.
All that to say, this is still as early stages as a project gets. This is a passion, and my first real attempt at creativity so you gotta bear with me on this one. The story still needs some meat, and just about everything else just sits at skeleton status as of now so this guy will get updates about as often as I remember to dust my office.
Why this project
Everyone says your first game should be small. A tiny puzzle game, maybe a platformer. I heard that advice, nodded thoughtfully, and started an action RPG with custom crafting systems, full custom storyline, multi stage acts and the idea of replayability in mind from the start. You know, something simple. The journey is being documented here partly as a portfolio and partly as a cautionary tale.