Dragonmech Campign
Yes, the DragonMech Campaign Setting by Goodman Games for 3.5 D&D.
The setting is a world with one big continent that's mostly flat and with tides that can change by 30 feet in a year, forcing essentially all non-dwarven civilization to be nomadic. At some point in the past, the moon almost crashed into the planet, possibly at the behest of a bunch of psychotic moon gods. As a result of this closeness the surface world gets spammed with meteor showers and "lunar dragons" that were doing a good job at killing everything until a mysterious dwarf invented mechs, which are good at fighting dragons, and also basically everything else.
Now people live in "city mechs" and fight dragons with big mechs. Clerics suck (the gods are pretty busted-up and this translates to nerfed divine casting, so don't play a cleric) wizards rule (they can make constructs doubleplusgood, and they can make the best and most epic kind of mechs) and there are some alternate rogue/ranger variants of little impact. New races include tech-only warforged, extra-ninja halflings, and turtle people. New classes include Awesome Guys who get to pilot mechs and be awesome (play this one), coglayers who have a very cool system for putting together high-complexity inventions and more importantly you need somebody to play them to build all the mechs except for the top-tier magical ones, and like an Urgot class for people who want to become androids for whatever reason.
It's arguably peak 3.5: gonzo, epic, and very fun if you make the right choices.