This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
Gyre: Maelstrom
Genre: Action, RPG
Platforms: PC
Languages: English
Players: Single-player
Jan 18 @ 7:37pm
Jan 24 @ 8:45am
Recent Announcements View All (6)
Summer Update
Gyre Post-GDC Update
Release date: TBD

We've put over a year into the production of the game and we're really pleased with the progress thus far - but there's still more to do for a game of this breadth and depth having procedural systems throughout that require tight integration. Such an ambitious project for an indie team means we're pushing towards something we want our fans to be happy to play in Early Access.

Launching the game through EA will allow us to fine tune the systems and craft a final product that we hope will turn the field of RPGs upside down with gameplay that isn't scripted and adapts to the player and their play style. We want to deliver a final product to our fans that we can be proud of and that you enjoy immensely.

Gyre: Maelstrom is a steampunk-themed, action RPG based on a mechanical post-futuristic dystopia stemming from alt-history events of the mid-1800s. Characters are androids with human consciousness and are capable of massive customization. Players progress through a polynarrative of meaningful choices that impact their story, determine NPC creation and interaction and uncover unique-to-the-player abilities and items.

  • Players can choose among three character classes designed to physically embody philosophical points of view. The Couriant adapts to changes in the environment. The Imperiant imposes their will on the environment. The Polariant shapes and controls the environment.

  • Skill trees are unlocked across all character classes, allowing players to pick and choose skills to suit the player’s gameplay. There are 9 skill trees with a total of 76 skills.

  • The gameplay abandons filler quests in favour of inviting meaningful consequences to the player’s choices throughout the story. Players are invited and challenged with dilemmas without forced conscription to heroism or villainy.

  • Weapon construction is material and component-based, allowing players to customize their desired form of melee or ranged combat.

  • Players committed to avoiding combat can improve their diplomatic skills and resolve conflict through alternate means.

  • The cast of allies & enemies are forged during gameplay in response to player choice

  • Characters upgrade their body parts, equipment and abilities through a deep crafting system.

  • The procedural generation of a massive steampunk city.

  • Inclusion of Evodant’s proprietary Toska Engine to dynamically generate a unique story for every player. Toska is designed to be an enthusiastic storyteller, not a mere branching path engine.

  • No branching dialogue! All dialogue is dynamically-generated and context appropriate to the player’s situation and the game’s world state.

  • Characters have behavioral models based on real psychological aspects and emotions, resulting in believable character actions and consequently a more nuanced story.

  • Toska is a first-of-its-kind procedural interactive narrative engine built on almost a decade of R&D in artificial intelligence. The engine’s goal is to generate an engaging narrative dynamically during gameplay that is contextually appropriate to the game. In doing so, every player experiences a story that is uniquely their own. Your choices during the game have meaningful impact on not just the middle of the story, which is commonly reserved for scripted branching plot lines, but also on the foundation stones of the story and the ultimate resolution of the entire narrative.

  • A Toska-derived narrative could challenge one player to “stealthily bypass a faction to obtain a secret from an informant” whereas a different player under identical starting conditions could discover “his friends betrayed him to the ruling political faction, and now he must survive on the run.” These are meaningful, impactful and engaging stories.

  • The system can generate procedural narratives such that many people may wonder if they are playing the same game. It would be like reading two different books in the same series. That’s the power of the Toska Engine –a truly bespoke story for every player.

We've had some great coverage of the game since we started showing it at E3 2016...
  • "Gyre is sure to be a groundbreaking achievement in gaming..."
    - Indie Obscura[]

  • "’s completely different from everything out there..."
    - Techraptor[]

  • "’s the way Gyre as both a city and a game evolves that can potentially give it a huge step-up above others… it’s the very fact the city shapes and molds itself around your play-style that is most striking..."
    - HardcoreGamer[]

OS: Windows 7, 64 bit
Memory: 8 GB physical, 10 GB virtual
Video: GeForce GTX 760 or equivalent, at least 2 GB VRAM
Hard drive: 7 GB Free Space
CPU: Quad core 2.5GHz
DirectX Version: 11

OS: Windows 10, 64 bit
Memory: 8 GB physical, 10 GB virtual
Video: NVIDIA GeForce GTX 980 or better, 2GB VRAM
Hard drive: 7 GB Free Space
CPU: Quad-Core 3.0 GHz or better
DirectX Version: 12

Find out more about the game at
Popular Discussions View All (1)
Feb 3 @ 6:25am
about the game gyre maelstrom
Duke Kaboom3601
< >
Axlidious May 5 @ 8:56am 
Hey there! the game really looks like something fresh and interesting.

Also on a side note, Im a musician myself, and lately im trying to compose some extra steampunk tracks, maybe by any chance you are interested in a soundtrack, a main menu theme, a soundtrack for your next game trailer or anything? I would be glad to help for no cost.
Feel free to contact me by steam if interested or having anything to discuss : )
My creations so far:
Ryizine May 3 @ 11:09pm 
Insanely excited for this to release.
lord_kakabel Jan 30 @ 5:46pm 
I've been following the development of this game for months; congratz on becoming green-lit!
not bad
Mr.noBody Jan 29 @ 5:59am 
XD nice
爱上一只独角喵 Jan 28 @ 5:22pm 
JOHJANNN.exe Jan 26 @ 3:19pm 
PH Jan 25 @ 9:45am 
daNix Jan 25 @ 9:40am 
Evodant Interactive  [author] Jan 23 @ 6:56am 
Thanks everyone for your support! We've crossed the 51% mark into Steam's top 100! W00t!

@ArtsyBrigadier - Yes, the fighting is a little weird right now. The combat animations are currently only placeholder. We have a slew of new animations ready to implement and will be conducting a second mocap session shortly.