The upcoming CRPG mixes action point combat, dialogue choices, and a harsh sci-fi setting shaped by bio-engineering.
A portion of Neptune Games‘ intent with BioSynth: Rising is to target a very specific audience. BioSynth: Rising will be a single-player, turn-based (CRPG) style RPG with a classical approach to gameplay that is based in a dark, bleak sci-fi environment similar to cyberpunk and biogenetic engineering.
Neptune’s BioSynth: Rising Kickstarter is currently live after its March 3, 2026 launch and will run through April 2, 2026.
The unique aspect of BioSynth: Rising is how it takes that framework and presents it within a darker, future setting. The game will take place on Jaia, approximately 300 years into the future, and the playable story will unfold throughout the continent of Krania, and specifically in the city of Etheita.
Neptune Games has stated the structural approach will be more aligned with older CRPGs, such as Baldur’s Gate, classic Fallout, Pillars of Eternity, and Solasta, as opposed to a free-roaming open-world RPG. In this type of structured RPG, players will move between various points of interest as opposed to roaming a seamless map.

BioSynth appears to be designed to operate using authored locations, quest hubs, hostile areas, and story milestones as opposed to empty traveling time. The developers are also seeking to create a grim atmosphere, with neon-lit urban environments, perilous outskirts, and a setting in which technology and biological modification have placed humanity in a state of morally ambiguous existence.
Mechanically, BioSynth: Rising has a fairly defined rule-set. Players can recruit companions and form parties consisting of up to four characters; each recruit will bring their own distinct back-stories, skills, and motivations.

There are three classes available at launch, with a fourth (Ninja) scheduled to be released. Each class has three available skill-trees, and each tree will contain eight active skills. Combining these two aspects together results in a total of twenty-four active abilities per class prior to mixing them between trees.
Combat utilizes action points for movement, attack, skills, and item usage, and the loadout will influence the build you are working on.

Branching dialogue, branching quests, and a reputation system that will determine how NPCs react to the player and how the world will evolve based upon player actions support complex quests and dialogue routes, as well as a setting that is inhabited by a large number of influential individuals categorized as World Rulers, Judges, Calamities, Celebrities, and Leaders.
If I was able to intrigue you with the game, there is a playable demo which includes battles, items, interactions with NPCs, lots of weapons, and a larger piece of the main quest for Act 1.
Neptune estimates that Early Access should occur approximately one to one and a half years after the conclusion of the Kickstarter campaign, and the full release may occur similarly long after, although that remains a projection. Here you can find the Steam Page and below the Kickstarter Trailer.


