Explore, fight, survive and unravel mysteries in this unique and unforgiving 3D isometric RPG set in an original dark, low fantasy world. Exanima's exceptional attention to detail and realistic simulation of all things aim to provide a deeply immersive and dynamic gameplay experience.
User reviews:
Mostly Positive (76 reviews) - 75% of the 76 user reviews in the last 30 days are positive.
Very Positive (2,041 reviews) - 84% of the 2,041 user reviews for this game are positive.
Release Date: Apr 29, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Exanima is an important first step in our ambitious quest to create a new kind of RPG. We are a passionate independent developer who works closely with the community to deliver the best game we can without compromising our own vision. We are doing this thanks to crowd-funding and having reached the point where we have a playable and polished game, Early Access seems like a natural evolution and ideal platform.”

Approximately how long will this game be in Early Access?

“Around six to nine months, give or take three months! Honestly, we can't provide an exact timeframe as there are many factors involved, some of which are beyond our control. These include feedback from a wider community and, ultimately, Exanima's success which will determine our budget going forward.”

How is the full version planned to differ from the Early Access version?

“While Exanima already feels like a complete game there are many defining features yet to be added and the current content represents an introductory stage to a larger, more open and varied setting. Exanima itself is a prelude to our even larger open world game Sui Generis, most features will make an appearance in both games bringing the scope of Exanima far beyond what it may appear to be now.”

What is the current state of the Early Access version?

“After a successful Kickstarter campaign we have been developing the core game with the support and feedback of an amazing, passionate community. Exanima has already gone through alpha and beta stages with hundreds of testers and our focus has been on quality. It is absolutely playable, stable and highly optimised. While we have much more work ahead of us it already offers a complete and enjoyable experience.”

Will the game be priced differently during and after Early Access?

“The Early Access price is set at a point we think is fair for the game as it is now and respresents great value if you consider the features, content and polish that we intend to add. The release price may increase to reflect a more substantial and complete product. We will never charge for DLC or introduce any kind of RMT.”

How are you planning on involving the Community in your development process?

“Exanima is part of a crowd funded project and as such community feedback has already played a significant role in its development. This is set to continue, both on our forums and here where we will actively engage the Steam Community. We will not only rapidly respond to bug reports but discuss ideas, take onboard constructive criticism, incorporate well thought out suggestions and prioritise our goals based on their input.”
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Recent updates View all (11)

September 3, 2016

Exanima Released

We're working towards some major features to support the rest of the story content and bring it to its conclusion, these are not ready yet though so in the meantime we've expanded on the arena mode and core gameplay with some really big improvements.

Initially we focused on longer term goals, thinking we would add some skills and arena features for a nice intermediate update. When it came to adding these features however we found that they placed demands on our animation and other systems that they couldn't meet. This led to the most thorough and extensive overhaul of our animation system yet. Improving animation and gameplay has been a constant and often fruitless struggle from the first day of development. Realistically we'll never consider it truly finished, but this latest iteration has certainly brought them to a new level.

As usual, the update took longer than expected. We've got a lot of stuff that's almost done and we would have liked to include it, but we don't want to keep you waiting any longer. The current version should be stable and brings a lot of big improvements. Over the next few days we'll be releasing a series of smaller updates as the rest of the features and content are completed.

There's a few incomplete things still, notably the lack of ceilings in ogre matches can on rare occasion lead to an unfortunate death. We will correct this ASAP.

Here's the changelog for version

  • Ogre matches in arena mode (more tiers coming)

  • New Close Combat skill technique: Dual Wield

  • New Shield skill technique: Synchrony

  • New Shield skill technique: Ward

  • New Shield skill technique: Persist

  • New Shield skill technique: Endure

  • New Shield skill technique: Mobility

  • Added shield block stamina mechanic

  • Added shield item statistics

  • Added merchant hireling NPC in arena mode

  • Hireling NPCs now come with various ranks and equipment

  • Many new items (more on the way)

  • Improved footwork and balance

  • Improved combat stances

  • Reworked all combat and most other animations

  • Improved parrying and blocking

  • Improved thrust accuracy and power

  • Improved action transitions and dynamic posing

  • Sped up recovery from falling

  • Various improvements and fixes to combat mechanics

  • Improved AI combat tactics

  • Improved NPC equipment choices

  • More variety in master level opponents

  • Gave AI more human-like use of controls

  • LtR swings are now easier to execute

  • Various graphical improvements

  • Analogue stick movement via XInput

  • Numerous bug fixes and improvements


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About This Game

Explore, fight, survive and unravel mysteries in this unique and unforgiving 3D isometric RPG set in an original dark, low fantasy world. Exanima's exceptional attention to detail and realistic simulation of all things aim to provide a deeply immersive and dynamic gameplay experience.

Features include a deep skill based combat system, complex and smart AI, fully interactive environments, an advanced damage model with accurate collisions and locational protection, roguelike elements and an arena mode to hone your combat skills.

"Those who would enter the underworld shall not only forfeit their lives...
...but bring oblivion to all mankind."


This game features a very deep, truly physics based combat system. This is not just some animation feature, it is a fundamental difference that is central to gameplay. Real momentum, forces and collisions are always at play here, every nuance of your inputs is crucial to the outcome. This will likely be unlike anything you've played before and may take some practice, but can be hugely rewarding and the skill cap is virtually infinite. It is not particularly fast paced or difficult but it does require you to pay attention, it is very tactical and just casually pressing buttons won't get you very far!

Our goal is to create a deep and immersive RPG world based on a more advanced simulation supporting an unprecedented level of dynamic and emergent gameplay. All of the technology we use including the game engine is our own, developed from the ground up to realise this vision.

Exanima is born as a prelude to Sui Generis (SG), our ambitious open world RPG that has been in development for over two years following a successful Kickstarter campaign. Exanima is a smaller yet complete game in its own right, a dungeon crawler that takes place in SG's Underworld some twenty years prior to its events. Both games are being developed in concert, many of SG's more ambitious features will make an appearance in Exanima as development continues.

Exanima provides a reasonably complete and meaningful game experience, but many more features are on their way! We have met our most challenging and significant development goals, now we are ready to bring new features to light and make an even more fun and compelling adventure. Here are some of the planned features, with many already being close to completion:

  • Per session and global character skill progression
  • Large non-linear main game following early content
  • Build and permanently save characters by completing early content
  • New encounters, items and environments
  • Ranged combat and new close quarter manoeuvres
  • Numerous moddable thaumaturgic powers
  • More complete arena game modes featuring outdoor arenas
  • Complex NPC interactions and dialogue
  • Cooperative and competitive LAN multiplayer

System Requirements

    • OS: Windows XP (SP3)
    • Processor: Intel Core2 or AMD Athlon II dual core
    • Memory: 2 GB RAM
    • Graphics: Intel HD 4000 or AMD Radeon HD 2600 or Nvidia GeForce 8600 with 512MB VRAM
    • Storage: 2 GB available space
    • Sound Card: Integrated audio
    • Additional Notes: Wine / CrossOver compatible on Mac OS X or Linux with appropriate OpenGL driver
    • Processor: 3 Ghz Intel Core i5 quad core or 3.5 Ghz AMD FX hex core or better
    • Graphics: AMD Radeon HD 5850 or Nvidia GeForce GTX 280 with 1GB VRAM or better
    • Additional Notes: Faster GPU with more VRAM recommended for very high settings or resolutions
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