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Gutter Gears was developed over the course of two months as part of a school production, built in Unity by a two-person team, myself and Zachary Lebel. Gutter Gears is a first-person, physics-based roguelike set in a decaying steampunk underworld. Players battle through hand-crafted, room-based combat encounters using weighty, momentum-driven melee weapons in a gritty, industrial environment filled with smoke, gears, and rusted steel.

The game features a dual-resource system (Health + Steam) that forces players to balance aggression and defense. Enemy AI reacts dynamically to player movement and weapon momentum, keeping combat unpredictable and skill-focused. Between fights, players can visit a weapon shop to buy, upgrade, and customize their gear — allowing for a sense of progression as they delve deeper into the city’s corroded depths.

I was primarily responsible for scripting the player controller, enemy AI, player attributes, and menu logic, as well as UI design and implementation across several menu systems. I also handled weapon programming and core combat mechanics, focusing on physics-based interactions, hit detection, and animation timing. Additionally, I worked on animation setup for early combat prototypes, developed pickups like health and coin systems, and implemented the shop logic that ties into player progression.

Beyond gameplay systems, I contributed to asset sourcing for elements not modeled by Zach, and created or gathered many of the sound effects used in-game.

Disclaimer: Many assets, including some models and sound effects, were sourced from free Unity Asset Store packs and public resources. All gameplay programming, systems, and design work were original and developed entirely by our two-person team during the production period.

This was a project for school and will not be continued to receive any updates or bug fixes

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Gutter Gears.zip 119 MB

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