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From Deltazone to Gearbound: Odyssey – what I learned, and what’s next

Hey everyone,

I want to be open about something: Deltazone never became the game I wanted it to be.
It was a big learning project for me – from code to art to networking – and while parts of it were fun, it fell short of my own standards in almost every area.

Out of everything I learned building Deltazone came a new project that already feels like a much stronger, more focused game:

Introducing Gearbound: Odyssey

Gearbound: Odyssey is my next title – a single-player sci-fi action adventure starring Ember, a rookie space cadet on her first real deployment off-world.

Instead of arenas and experimental systems, Gearbound is built around:

  • Tighter, more responsive combat – melee and ranged with a lot more weight and feedback

  • Better movement and level flow – environments designed for traversal, not just “places to shoot”

  • Stronger art direction – stylized planets full of strange flora, machines, and ruins

  • A clearer identity – you are Ember, with a signature weapon and story, not just a generic operator

You’re exploring full planets, not “zones” or contract loops. Each location is crafted to feel like a place with history, secrets, and its own problems, not just a combat box.


What makes Gearbound feel better than Deltazone?

While working on Gearbound I’ve been fixing the things that always bothered me in Deltazone:

  • Cleaner, more stable systems under the hood

  • More consistent visuals and style

  • A stronger sense of progression and purpose

  • A main character with personality and a signature weapon instead of a blank slate

In short: Gearbound: Odyssey already feels like the game Deltazone was trying to be, but never reached.


How you can support Gearbound

If you’re reading this on the Deltazone Steam page and you want to support where things are heading next:

  • Search for “Gearbound: Odyssey” on Steam and add it to your Wishlist.

View game page

Wishlists make a huge difference for visibility and help me justify putting more time, content, and polish into Gearbound and any future projects.

You can also join the Extynct Studios community if you want to follow development more closely, give feedback, or eventually help test.


Thank you

Even if Deltazone was, in my eyes, a failed attempt, it would not have taught me nearly as much without the people who played it, broke it, and gave feedback on it.

If you’re here because of Deltazone: thank you for your time and patience.
I hope you’ll give Gearbound: Odyssey a look – it’s built on all those hard lessons, and I’m already far more proud of where it’s heading.

Stay in the loop:

As always, don't miss any information about Deltazone and Extynct Studios :

Glen from Extynct Studios