Here is the updated status:
Chris Davis, of RPG Objects, is currently working on layout of the players section which I believe he plans to release separately. I don't have an ETA on the release yet, but it is only planned as a PDF at this time.
The players guide has six chapters:
Chapter 1 - Introduction: Covers the timeline and overview of the Darwin's World setting.
Chapter 2 - Setting Rules: Covers the use of tech levels, updates to healing and repair skills, setting specific knowledge skills, and post apocalyptic languages.
Chapter 3 - Characters: Covers character creation, races, backgrounds, Edges, Hindrances, typical occupations and sample characters.
Chapter 4 - Mutants and Mutations: Covers choosing mutations and details the major and minor mutations as well as Neural powers.
Chapter 5 - Gear and Equipment: Covers starting gear, money and the trade/barter economy. It then details the most common post apocalyptic gear and artifacts broken into: Armor, Melee Weapons, Ranged Weapons, Weapon Accessories and General Equipment.
Chapter 6 - The Twisted Earth: Covers the common information that players may know about the various locations of Darwin's World.
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The GM's Guide is mostly complete. I have yet to determine if there will be a plot point or not, mostly because we want to get it complete. The GM's Guide includes:
Chapter 7 - Environmental Dangers: Covers Gamma Radiation, Chemical Contamination, Disease, Parasitic Infestations and Storms (both Radiation and Sand).
Chapter 8 - Lands of the Twisted Earth: Covers the GM information about the various locations of Darwin's World.
Chapter 9 - Factions: Covers the major and minor factions of the Twisted Earth and sample characters of each faction.
Chapter 10 - Artifacts of the Ancients: Covers gear that is typically not available to starting characters that may or may not scatter the ruins of the Earth. It includes Armor, Melee Weapons, Ranged Weapons, Longarms, Heavy Weapons, Explosives, Lasers, Masers, Energy Field Generators, Mass Drivers, Particle Beams, Computers Electronics, Power Sources, Survival Gear, Medicine, Ground Vehicles, Aircraft and Vehicle Weapons.
Chapter 11 - Terrors of the Twisted Earth: Covers all the various mutated creatures that scatter the lands.
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Chapter 12 - Adventures: If this gets included, it will cover adventure types, adventure locations, scavenging, an adventure generator, a Plot Point campaign and Savage Tales.
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The total document is sitting at over 250 pages to the end of chapter 11. About 90 of that is the players section, so I'm not sure how big it will be after layout.