I honestly don’t know how I managed to miss the game I’m introducing today, especially since its release is just around the corner. I’m genuinely stunned, but also very excited about this CRPG. I won’t keep you waiting any longer, though, so let me give you a few details about it.

The team behind Olympus 2207, the Fallout 2 total conversion, is returning to the wasteland with a standalone CRPG. Developed by Dieselship Studio, Olympus 2249 takes place in a post-nuclear, dieselpunk America, with turn-based battles and character choices that affect which quests you can access. Its Steam Early Access launch is scheduled for October 6, 2026.
One of its central role-playing systems is your Karmic Type. There are five starting options, ranging from a Moralist to the rather bluntly named Asshole, influencing how people respond to you and which opportunities become available.

Your choices can shift that alignment throughout the adventure. Conversations carry consequences of their own, too: what you say can prevent you from joining a faction or leave a quest unavailable. Being consistently agreeable clearly isn’t the only role the developers have accounted for.
Character creation also includes five noncombat specializations, which unlock additional dialogue options and alternative solutions to problems. Together with the shifting Karma system, these specializations are intended to support different approaches to the same adventure, including resolving situations without a fight.

When negotiations fail, combat emphasizes positioning, targeted attacks, and environmental interactions.
You can kick a fuel barrel toward an enemy before detonating it, ignite spilled oil, and use electricity or traps. Attacks can target the arms, legs, or head, while special combat abilities consume Stamina. Checking the surroundings for something useful is therefore part of planning your turn.

Olympus 2249 includes crafting, stealth, radiation and poison hazards, and desert storms that affect gameplay. A day-and-night cycle gives NPCs daily routines, while random encounters and raids use procedurally generated enemies and loot. The developers describe quests that encourage using these systems and skills to find solutions.
The PC early-access release on Steam will initially include the first of three planned story acts. Dieselship estimates three to seven hours for the Early Access content, depending on your build, approach, and side quests.
The studio currently expects development to continue in Early Access for 18–24 months, adding locations, factions, quests, characters, and items while refining the existing mechanics. That timeframe remains an estimate. Below are the trailer and additional details; here you can find the game page with more screenshots.
Olympus 2249 is a single-player, turn-based cRPG set in a post-nuclear dieselpunk America.
A journey through an atmospheric world packed with meaningful choices, branching dialogue, and brutal, bloody battles.
CHOOSE WHO YOU ARE
Your Karmic Type — one of five — shapes the entire playthrough.
Start as a Moralist, an Asshole, or somewhere in between. People react to you differently. Dialogues change. Quests change. Opportunities change.
And Karma shifts with your choices. The person who starts this story doesn’t have to be the person who finishes it.
FIGHT DIRTY
Combat is turn-based. Take your time.
Position yourself. Kick a fuel barrel toward an enemy and blow it up. Set oil spills ablaze. Use electricity, traps, and whatever else the battlefield hands you.
Aim for arms, legs, or the head. Spend Stamina on special combat abilities.
Hard fights are puzzles with more than one correct solution. Find yours.
DON’T UNDERESTIMATE A CONVERSATION
No endless lists of “Tell me about…” questions. Every conversation flows like a real one.
You’re free to say exactly what you want to say — and sometimes that’s even the smart move. Just don’t be surprised when it comes back to bite you: a faction that won’t take you in, a quest you’ll never be offered.
PLAY WITH THE SYSTEMS
Your “peaceful” specialization matters just as much — five to choose from, each unlocking new dialogue options and new ways to solve problems.
Even in Early Access, the game gives you a deep toolbox to experiment with: crafting, stealth, desert storms that reshape the gameplay, hazardous environments like radiation and poison zones, a day/night cycle (NPCs have their own daily routines — and their own beds), an armor system, dismemberment, procedural enemy and loot generation for random encounters and raids, and much more.
Quests are built around using those skills and systems, and rarely ask you to just kill someone. Even the simplest fetch quest is really an invitation to a small adventure.
