It's time to fire up your giant robot and go do some stomping.
GearHead Caramel is a turn based tactics style scifi mecha Roguelike RPG set in a world recovering from the apocalypse. Take control of an immensely powerful mecha, build a team of unique lancemates, and change the future for better or worse. This is the third game in the GearHead series, though you don't need to have played the previous two to jump right in. Your character can play through a series of adventures set in various times and places in the GearHead universe. Currently there are two adventure modules, with more to follow.

Features include:
- Procedural Narrative: The game is different every time you play it. In addition, the game world will react to your decisions. NPCs remember their past interactions with you and will treat you accordingly.
- Both Mecha and Personal Scale Combat: GearHead may be a mecha game, but that doesn't mean there's nothing to do on foot. You can explore dungeons, negotiate peace treaties, replace body parts with cybernetics, and even get swallowed whole by gigantic biomonsters.
- Detailed Mecha Build System: Upgrade your mecha with parts from the customization shop or taken as salvage from missions. There are dozens of standard mecha to choose from, ranging from giant sword-wielding robots to city-levelling tanks. You can even design new mecha from scratch, but be warned- you might end up facing your own designs in combat!
- Lifepath Based Character Generation: A GearHead character is more than just a collection of stats. You can allow the game to give you a random life story, or make every decision along the way by yourself. Using the portrait builder you can customize the appearance of your character.
- Party Dynamics: Your adventuring companions have their own abilities and personalities. Their relationship with you will change depending on your choices, their choices, and a variety of other factors. Will your team become a tight knit found family? Or will they take the first opportunity to go through your pockets and leave your body in a ditch?
At the beginning of June I had a tragic yet Clouseauesque walking accident which led to a double compound fracture of the right arm. Thanks to this, I got to spend summer in an air conditioned hospital room and everybody brought me snacks. I watched a lot of cartoons. I got some cool new scars. Technically Im now a cyborg; next year Ill have surgery again to remove the metal plates holding my forearm together.
Anyhow, Ive also been refactoring GearHead Caramel to replace all the blocking loops in various parts of the program to a single unblocking loop plus a stack-based widgets UI. As you might expect ripping every loop out of the game and replacing it with a subtly different loop is a time consuming endeavor. However, I think it will be worth it. The new system is simpler, runs smoother, and opens up new possibilities. The next couple of releases are probably going to be marked as debug releases because Im certain that there are going to be subtle bugs that I missed while testing stuff by myself. Until Im fairly certain that things are stable, these will be released as a public beta branch on Steam and a separate download on Itch.
Side note: on the same day I broke my ulna and radius, the Samsung service center discovered that the motherboard on my laptop was cracked. It really wasnt a good day. I am typing this blog post on a Raspberry Pi 5, which is a surprisingly capable desktop computer. Its also a good machine to test whether or not my changes improve GHCs performance. So far the results look promising.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/42626977/4ec2cc7645a1128bd32369a871902ea6a03765e0.png\"][/img]
One area where I expect subtle bugs is in cutscenes. If youve played the game you might be asking what cutscenes?!, but bear with me. With the previous blocking game loop, a text alert or an NPC monologue would start instantly and block execution until it was finished. This enabled a sequence of text/monologues/animation with code doing stuff in between. With the new unblocking game loop, text alerts and NPC monologues are instead scheduled in an alert queue and will happen when they happen. Code that previously would have run after the text/monologue/whatever will now appear to run before the text/monologue/whatever.
For instance, if a lancemate announces Im quitting the team! (a monologue alert) and then disappears from the map (an instantaneous action), if I dont rearrange the code then the NPC will disappear from the map milliseconds before they announce their intention to leave. Which might not be a big deal in this case but could cause big problems in other cases. Maybe. The new alerts have callback functions so I can attach code to exact moments in the sequence of events. The trouble will be making sure Ive located all the places I need to do that.
TLDR for players: Im making changes that should improve the speed and reliability of GHC. Once theyre completed.
TLDR for fellow gamedevs and Python enthusiasts: If you want to see the changes, they are in the unblocking branch on GitHub. Campaign save files from previous versions, once loaded into the unblocking version, cant be read by previous versions anymore. Proceed with caution.
Minimum Setup
- OS: 64 bitMemory: 250 MB RAMStorage: 250 MB available space
- Memory: 250 MB RAMStorage: 250 MB available space
- Storage: 250 MB available space
Recommended Setup
- OS: Ubuntu 20.04 LTS (or Equivalent)
- Processor: Multi-Core (2.0 Ghz or Above)Memory: 3 GB RAM
- Graphics: Discrete Graphics
- Storage: 50 MB available space
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