Of Roots and Gears news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID3303520
- PriceNo longer available on Steam Store
- Release dateTo be announced
- DeveloperViktor Polianikov
- PublisherViktor Polianikov
- Parent gameNot available
Company pages: Developer: Viktor PolianikovPublisher: Viktor Polianikov
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Of Roots and Gears Steam news
Of Roots and Gears news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Development Insides. Designing Game Mechanics. Part 1 - 30 January 2026
We're starting a new series of inside notes from our scriptwriter. This time, it's about gameplay mechanics.Typically, narrative – that is, plot and dialogue – is subordinate to gameplay. But since Of Roots and Gears is a story-driven game, we decided to take the opposite approach: first, we'd write the story, and then choose gameplay mechanics which fit this story. As a result, choosing and developing the mechanics became the writer's job.By the way, subordinating gameplay to narrative doesn't mean I can create any story I want. There are still limitations, mostly technical ones. For example, our team is too small to implement complex animation scenes, and none of us have experience with developing combat mechanics. There’s also the basic rule of game development: if you introduce something costly to implement (a new location, an active NPC, a mechanic), this something should be used r…
- Development Insides. Concepting Characters - 27 December 2025
In addition to articles from our writer, we decided to ask some character insights from our artist! I wanted Cari to look active and inquisitive, but moderately so – not like a homeless orphan. Therefore, her poncho is disorderly tucked into her belt, there's a necklace of stones around her neck, and on her face are attempts to create a semblance of the Heliot tattoos.I also wanted a moderate amount of ‘wildness’ in her hair, which is why I chose the inverted heart shape: the silhouette is clean and smooth, but inside the silhouette near the face, I can allow some disorder in the strands. As for her father, Gustav is the most ‘horizontal’ and ‘round’ in the village. And due to his height, he is literally a down to earth man. This reflects not only the headman's good-natured nature, but also his attachment to the homeland and an inclination towards earthly concerns and traditions rather…
- Development Insides. Writing Characters. Part 2 - 23 December 2025
Here's Part 2 of our writer's article. Enjoy!This time, we'll start with Clara and Henrik. Their personalities are heavily tied to the Firm Lock quest. So if you haven't completed it, beware – spoilers ahead!Henrik was initially designed as a functional character: a source of news about the outside world (yes, that’s another aspect that didn’t make it into the demo ːsteamsadː) and a pickup point for deliveries from merchants. But when our programmer suggested a grim side quest about a married couple, Henrik’s personality changed. After all, how do we usually see tavern keepers? As active, talkative, perhaps stingy, but harmless characters. I thought it’d be interesting to add a darker side to this type. Thus, Henrik is energetic but also prone to aggression; a life-of-the-party guy who is never willing to stay out of the spotlight. At the same time, I tried not to make Henrik too disgus…
- Development Insides. Writing Characters. Part 1 - 16 December 2025
Hi everyone!Our team is finally working on the game's dialogues. So, we decided to talk about one of the story’s vital parts: the characters.This is Part 1 of an article by our scriptwriter.For starters, let’s talk about creating game characters in general.If you open any textbook on narrative design, you'll learn about two approaches:The micro level – when you come up with a key character and create a world around them.And the macro level – when you create a world and then populate it with suitable characters.It may not be obvious from the demo, but Of Roots and Gears was designed as a game with a large-scale world. So I started with the macro level. First, there was a distant planet with two peoples, then there were the Heliots and the Akhets, and only then the inhabitants of Primrose.FYI, Primrose is a plant. Again, it may not be obvious, but all settlements in Helia are named after…
- Development Insides. RPG Architecture - 3 December 2025
Hi everyone! Of Roots and Gears team is here!We’re continuing to work on the game. And in the process, decided to share some notes and ideas which we discovered during development.When work on Of Roots and Gears began, there was a huge number of variables to account for and configure. Tackling them one by one would’ve resulted in a messy set of quick fixes, while we wanted a more cohesive system.After experimenting with our own game and analyzing other projects, we came up with the idea for a flexible RPG system architecture. It’s built around four core entities: 1. ObjectAny interactive object in the game world – character, door, chest, etc.Includes:inventorymodifiers (more on that below)stats (health, speed, etc.)AI informationknown actions (kind of like a “spellbook”) 2. ActionAny change in state happens through an action.Any action has:source (the one who’s performing the action)tar…
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