Project Thea goes to Early Access November 20th!

For a fresh look at the latest gameplay, check out our release trailer — or jump into the free demo and try it yourself!

State of the Game pre EA

So, how’s the project looking a month before release? Let’s run down some of the key progress points and a few immediate roadmap elements.

Last week, on 8th October, we pushed a huge update to the demo build. The update focused mainly on the camping experience rework — improved crafting and cooking mechanics, new card booster pack crafting, revamped camp actions, new equipment and party management screens, and the option to scavenge materials from cleared POIs in an area, to name just a few.

For the full list of changes, visit our Steam Page News.

New Crafting screen, with some filters added for better navigation. You can also switch to cooking or booster packs from here.

The Road So Far and What’s Next?

This last big push was all about depth — making crafting and camping more meaningful, and tying them closer to exploration, which is at the heart of Project Thea. Your main goal is simple: protect the Project. But how you do that? That’s where it gets interesting. Combat plays its part, sure, but scavenging, crafting, and survival matter just as much — and we want those systems to feel rewarding, not routine.

Since the demo beta, we’ve added a lot under the hood. Characters can now level up, equip proper gear, and even bring their own unique cards to the party. We really wanted the group to feel alive and distinct — not just a pile of numbers.

Latest Skill Challenge screen, complete with AI free art! We’re only few background images away from being entirely AI art free before EA.

Skill challenges have also evolved. You can now reroll failed rolls instead of burning Supplies, and the top three characters now contribute their full stats to the check. The result? More strategy, fewer dead ends, and a better sense of teamwork.

Combat’s had its share of polish too — clearer cards, smoother UI, better tutorials — all with the goal of making fights feel sharp, readable, and fun.

Our city council, with advisors and current garrison. The Mayor and Deputy being the two Twin Alloys.

And back at home, the Project hub got some big upgrades. The City Council now features your character and their mysterious twin at the head of the table, joined by three advisors who each add bonuses tied to their domain. The Core Development Room now includes the 3MD Printforge, where you can drop TL files and build everything in one place. The Marketplace also stocks more than just recruits now — you can grab a few handy items while you’re there.

The Research Lab is still a work in progress, but that’s where you’ll soon dive into tech trees and long-term upgrades — a step toward the Project’s future survival.

Next Steps

The Funfair, Forest and Wasteland House POI’s previously unseen, not available in the Demo version.

So, what’s on our plate for this final month before Early Access?
Well… aside from a few sleepless nights and mild panic on my end 😉 here’s what we’re focusing on:

  • Combat update: weapon types will now feature unique attack patterns. Basic attacks (with no special weapons equipped) deal +25% damage to the first enemy, while ranged attacks (using guns or other ranged abilities) deal normal damage to the front row or +50% if the target is in the back row.
  • Tech trees: finally being activated and ready for testing.
  • Lunar Cycle balancing: roaming enemy attacks tied to the moon phases may be tuned down. It’s a key part of the game, but endless nightly hordes aren’t as fun as they sound so we need to evaluate this.
  • New content for Early Access: we’re hard at work unlocking fresh storylines, all the races and classes, new POIs with events, and a logbook to help you track your progress.

Mark your calendars — November 20th, the fight for sentient-kind begins!

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