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.
Recent Reviews:
Mostly Positive (135) - 70% of the 135 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (3,445) - 76% of the 3,445 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 (17)

May 18

Exanima 0.7.2.1 Released



GRADUAL ASYNCHRONOUS TEXTURE LOADING

In an effort to fix some issues with loading heavier zones we've been making some fairly big changes to how our engine handles loading content. Textures are now loaded gradually in the background after a new zone has loaded. Peak RAM and video RAM usage are greatly reduced, and loading times are improved.

While doing this we took a thorough look at loading performance, and found various ways in which loading times can be further reduced, by a lot. We will likely implement and roll out these changes over the next few updates, and hope to eventually see some very fast load times. This should help make the late game feel more like one big area rather than a set of distant locations.


CHECKPOINT AND SAVING ZONE CHANGES

The way saving works when changing zones has been improved. The game would previously save and load on the transition zone, forcing you to immediately enter the next zone when reloading, and effectively producing a double loading screen.

Now when loading you will appear just before the entrance, and can choose whether to enter the next zone or not. In the case of checkpoints, you'll be able to continue playing on the current zone, then create a new updated checkpoint when entering the next zone again.


COMBAT MOTION UPDATES

The muscle changes in 0.7.2 have affected many motions in unpredictable ways. We're gradually looking what's changed and hearing feedback, reviewing the motions and updating them. Two handed and one handed weapons have been updated to correct unwanted vectors and things have been smoothed out and refined.

This, as with all animation and combat related things, is an ongoing process, so keep giving us feedback.


List of changes in version 0.7.2.1:
  • Asynchronous texture loads reduce resource usage and loading times

  • Improved zone change saving mechanics

  • Adjusted many combat motions to new muscle systems

  • Improved and optimised numerous assets

  • All things skeletal got some visual upgrades

  • Scales finally have physics!

  • Player placement of articulated bodies now works correctly

  • Improved subsurface scattering shaders

  • Updated some creature materials and textures

  • Fixed many headers preventing texture detail setting from working correctly

  • Fixed some double doors being difficult to open

  • Fixed some shadowing issues with night vision

  • Fixed some weapons sometimes not rendering correctly

  • Fixed tokens sometimes spawning later than when they're useful

  • Fixed becoming stuck when climbing the collapsed entrance on level one

  • Numerous content and small bug fixes
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May 6

Exanima 0.7.2 Released



UNDER AND BELOW

The crossroads has received some changes, and while you're there look out for dark tunnels...

A large new area features an all new environment, new creature types, new items and takes advantage of various new level building and engine features. We won't spoil anything, but we hope you enjoy the atmosphere and different pace of gameplay we've introduced here. This also reveals important aspects of the game world.

This level represents the final core set of assets required to complete the game, built using new tools and overcoming various development challenges. This is the first of multiple of its kind, which will begin to play an important role. In coming updates we'll be adding more features, mechanics and creatures to the body of content we're introducing here.



DIALOGUE PART TWO

In the last update we introduced a very basic version of our dialogue system. Since then we've been expanding its functionality to support future content. We want to create a dialogue system that integrates seamlessly with the rest of the game and feels dynamic, rather than being a separate mode. The idea is that you can talk while doing anything else, discuss what is happening as it happens, point to things and say something about them, or ask someone to interact with them, converse with multiple people at once, join or leave conversations that are already under way, use contextually appropriate dialogue, even in combat, and generally treat dialogue as a functional and natural part of interaction, just like in real life.

Some of this doesn't have a role in Exanima yet, but the core functionality is now all there. We will soon be introducing more NPCs, and new mechanics that will take full advantage of the system. In this update we have added new dialogue with Derrin, using new scripting, role functionality and AI system interactions. There's a lot of moving parts to making the dialogue feel spontaneous and dynamic, so we'll be keeping an eye on this and refining the mechanics for more dialogue to come. Note that you may not experience all dialogue on every playthrough, as the conditions can be complex.

Our dialogue authoring tools have also received big upgrades, allowing us to more easily create and modify large complex dialogue structures and automate common scripting tasks, which can all be quite difficult and daunting!



MUNDANE ITEMS

Those that have followed us more closely may know that our priority is to create a believable and immersive game world. Everything we do, from physics to itemisation is with that goal in mind.

In this update we introduce a huge number of "mundane" items. These are items that do not often have a practical use for the player, but help create the setting and tell a story. We design our environments to have practical purpose and reason, accurately recreating real world locations, devices and processes. Now we've built a system for randomly introducing a vast number of items in appropriate contexts, whatever those might be in a detailed game world.

We've now reached over a thousand items in the game. The new items make the many containers in the game much more interesting to rummage in, rather than being simply empty or holding a single item you've seen many times before. There are many new improvised weapons among these (including some that may not seem to be weapons until you try to use them as such). In future we will also be introducing new practical applications for more items.




IN GAME MAPS

We've always been opposed to an overlay navigation system that would cause you to focus your attention on a UI rather than the game world itself, but what's an RPG without maps? In this update we introduce maps as objects that you can find in the environment, and consult as you would in the real world.

Using our constantly improving texture tools, we've developed a system to procedurally create appealing maps with a hand drawn style. This allows us to easily produce and update maps for locations in the game, and make each one of them look unique in every detail.




ANIMATION IMPROVEMENTS

We are trying to avoid investing even more time into it, but Exanima's character physics system is a huge beast in need of constant upgrades and maintenance. In this update we introduce new creatures whose proportions and movements proved very problematic. We've had to make extensive changes to some core aspects of character motion, resulting in some great general improvements to how characters move. We didn't quite stop there either.

Characters are much better at controlling their virtual muscles, resulting in smoother, faster and more precise movement. This corrects a lot of wobbly and floppy looking motion. We've also made legs move more precisely and perform less jittery corrective movements. Characters pause less between steps and turns, resulting in more fluid and responsive movement in combat. Head movement was also improved, becoming much more stable and tracking more accurately. The dynamic balancer and various other things have also been improved.

You can see a quick video of the improved animation in action here. A greatsword is used, which due to its size was particularly prone to wobbly movements in earlier versions:


https://youtu.be/mgam61SG3-c



GRAPHICAL IMPROVEMENTS

Exanima has a unique aesthetic that is built on our own graphics engine and produced using our own content creation tools. We are constantly improving our engine and tools, and updating the game's graphics to reflect the current state of them, as well as increasing standards of quality. In this update we have various new rendering features and improvements, and we've built new graphics and updated assets using some new tools and upgraded versions of existing tools.





List of changes in 0.7.2:

  • Large new level featuring all new environment

  • Two completely new encounter types

  • Many new items, including some with special properties

  • Huge amount of mundane items and objects

  • Various new dialogues, from quick comments to lore discussions

  • In game lootable maps

  • Item randomisation system for large quantities of items and contexts

  • Significant additions and improvements to crossroads area

  • Two new arena music tracks (and one in story)

  • Improved character muscle control

  • More fluid combat movement

  • More precise and decisive leg movement

  • Better head motion and tracking

  • Dynamic balancer improvements

  • NPC initiated dialogue with reply mechanic

  • Emotion and context driven dialogue interactions

  • Ability to change topics during conversation

  • Dialogue can be progressed faster with rapid response

  • Ability to resume interrupted dialogue

  • Combat AI adjustments based on community feedback

  • Adjusted thrusts to have similar timings to other attacks

  • Improved slash damage mechanics

  • New environment features and structure

  • Better interactivity with many objects

  • Improved quality of many assets

  • Improved shading quality and many materials

  • Improved physics performance

  • Improved AI path-finding and moving object avoidance

  • Improved post-processing and effects

  • User interface improvements

  • Improved behaviour and stability of articulated bodies

  • A certain gentleman has refined his combat skills

  • Tweaked energy mechanics of a certain unique armour

  • Fixed incorrect role configurations on certain characters

  • Fixed relations with AI characters not evolving as intended

  • Fixed NPCs having incorrect dispositions towards new encounters

  • Improved the effects of certain items that help you see

  • Fixed health values not saving correctly

  • Fixed ongoing healing effects not saving correctly

  • Fixed missing procedural item textures when loading many items

  • Fixed some systems experiencing freezes after inventory interactions

  • Fixed potential black icons from window and task changes

  • Fixed a crash occurring when opening an already open container in the inventory

  • Fixed corrupted 3D grass on Intel graphics



WHAT'S NEXT?

This update is only a part of what we've been working on. There are multiple levels already in the works, thaumaturgy is nearly ready to be added, more creatures are coming and various other features are at various stages of completion. We've done a lot of "housekeeping" over the past months, still upgrading engine systems and tools, but we hope to focus on more gameplay relevant features and content from now on.

The next major update will feature thaumaturgy and more story content. This will likely be followed by a smaller arena focused update that also introduces procedural weapons. The remaining updates will focus adding the last story content, more in depth NPC interaction and various less critical gameplay features.
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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."


WARNING: THIS GAME IS ACTUALLY DIFFERENT!

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

    Minimum:
    • 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
    Recommended:
    • 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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