Exon

Features

Exon is a stand-alone, singleplayer, narrative-driven sci-fi action-RPG game, where your budding career as a mech-driving adventurer takes a turn for the worse when your first job goes sour. Inspired by classics like Nox, Deus Ex, Baldur’s Gate and Unreal Tournament, and the grand RPG maps made by the Warcraft III modding community, Exon attempts to achieve a blend of high action and satisfying narrative.

  • Top-down melee combat: smash up other mechs with big swords, because swords never run out of ammo
  • Equipment-based progression: your mech is only as good as the weapons it carries — swap out swords, shields, guns and utilities as you find them or need them, with no need to worry about experience points, levels or attributes
  • Talk to the monsters:  unravel the story by conversing with allies and enemies alike
  • Adventure: leave the bustling waystations behind and strike out into the wilderness, in a universe littered with the byproducts of technological advance… and the people fighting over them
  • No online features: no DRM, no sign-in, no bullshit

Exon is still in active development so all details are subject to change. Nothing has been released yet but a demo of the first level is coming Soon! Keep up to date with the latest news by following this blog, or get smaller but more frequent updates by following me on Twitter. Please direct all bug reports or other enquiries to the Exon Helpline!

System Requirements

Hard requirements:

  • 64-bit Windows, 7 or later
  • DirectX 11
  • A mouse & keyboard
  • 250MB hard drive space

I have confirmed the game runs smoothly with the following system specifications, but these are likely overwrought on several counts so please let me know if you do/do not have trouble with anything lower:

  • 2.3GHz i5-6300HQ quad-core processor​
  • 8GB RAM
  • GTX 970M graphics card

Latest News

The development process for Exon has been quite thoroughly documented, as I’ve used developer diaries along the way to organise my thoughts and hopefully provide some interest or insight to other game devs and observers. There are entries about most of the major design decisions and technical systems, right from its inception to the present day. Just be careful if you read an older article about some system or other — there’s a good chance I’ve rebuilt it since then!

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