Every era has them.
People who strike out into the wilderness, seeking their fortunes facing dangers from which others cower in fear.
No masters. No homes. No ties.
In the past, we called them adventurers.
Today, we call them…
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.
Exon is still in active development so all details are subject to change. Keep up to date with the latest news by following this blog!
- 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 or levels
- Conversation: find jobs and unravel the story by talking to allies and enemies alike
- Adventure: leave the bustling waystations behind and strike out into the wilderness for more danger but more reward, in a universe littered with the byproducts of technological advance
- No online features: no DRM, no sign-in, no bullshit
System Requirements
I have no idea what the system requirements will be. Although Exon uses a low-poly art style, it makes extensive use of Unity’s physics engine and dynamic shadows. As such, it is CPU-bound and likely to remain that way; a discrete GPU is a requirement, but it shouldn’t need to be a top-of-the-line one.
- Windows 7 or later
- A mouse & keyboard
- (TBC) A processor
- (TBC) Some amount of RAM
- (TBC) A graphics card
- (TBC) Some hard drive space
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!

Blog 799: The Datavault
“I’m not big into books.” Continue reading
Blog 790: Triggers
GUI 4 lyfe, JASS smellz lol Continue reading
Blog 789: Exon World Editor
No, your FACE is over-ambitious. Continue reading
Blog 788: This Is The Rhythm Of the Knife
Classic Dance Saturday, where “dance” is a euphemism for “fight”. Continue reading

Blog 780: Shop Until You Drop
Sorry, exon, I don’t give credit. Come back when you’re a little, mmmm, richer! Continue reading
Blog 779: Updated My Journal
So many quests, so little time. Continue reading
Blog 778: Not Inventoried Here
Where is the loot! I want the loot! Continue reading
Blog 777: Predictable Manoeuvres in the Game
Moooove over. Continue reading
Blog 776: Sound and Stuff
The shape and the power of the voice! (And some other stuff.) Continue reading