Step into EXA, an immersive musical studio where you can compose, record, and perform music using expressive instruments of your own design. Jam with EXA’s huge sound library or your own, create virtual bands, invent 'impossible' playing styles, export to WAV/MIDI, and so much more.
All Reviews:
Positive (31) - 96% of the 31 user reviews for this game are positive.
Release Date:
Mar 31, 2017

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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?

Update 2018-08-06: While still technically in Early Access, the EXA experience is polished, stable, and packed full of features and functionality. At this point, the "Early Access" tag indicates that there are still many important features planned, and Zach (the solo EXA dev) isn't ready to call the current version "complete".

EXA is an ambitious VR app that combines several new VR concepts, interfaces, and interactions. Even if this project had a dozens of people working on it (instead of just one!), this would take a significant amount of time and consideration. There are no "best practices" established for this type of VR work -- many of the challenges and decisions involved venture into uncharted territory.

With all of these new concepts and decisions involved, EXA needs extensive user testing and validation. This requires real users, with real goals for creating music, and a wide variety of opinions and skill levels. Steam's Early Access community is the perfect way to connect with those users, and get valuable feedback about the app.

Early Access users can help shape and refine EXA into a truly useful musical tool, ensuring that it has reliable interactions, understandable interfaces, and a fantastic VR user experience.

To keep up with EXA's latest additions and improvements, check out these development update videos.

Approximately how long will this game be in Early Access?

“EXA is already a polished, stable, fully-featured app. The "Early Access" tag indicates that there are still many more features and improvements on the way. Regardless of Early Access, please feel confident that -- any time in 2018 or beyond -- you'll be purchasing a useful and high-quality product.”

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

“Beyond EXA's large set of existing features, the full-version release will hopefully include:
  • support for Steam workshop (for sharing custom instruments, recordings, etc. with the community)
  • adding "switches" for rapidly changing ringer notes/pitches/sounds (i.e. like changing a guitar's active chord formation, see my "VR Guitar" on YouTube)
  • support for basic audio effects/filters
  • linear control cubes (for mapping 3D cursor position/rotation within the cube to things like volume, pitch, effects levels, etc.)
  • use of the microphone as a live and/or recorded audio source

Additional features, which may not be part of the first full-version release, may include:
  • some form of multi-player support
  • tools for improving the instrument design process (aligning ringers to a path or grid, mirroring ringers, etc.)
  • support for Steam stats and achievements

There are many potential possibilities for EXA. There's really no limit to how many new tools and features an "infinite instrument" might demand!”

What is the current state of the Early Access version?

“At the end of February 2017, the app already contained a significant amount of functionality, including:

  • drawing-to-ringer functionality (with transition animations)
  • striking the ringers (with dynamic audio/visual reactions)
  • the magnetic-connection tool system
  • grabbable/movable everything
  • resizable ringers
  • full Soundfont engine
  • proximity- and stike-based muting
  • metronome
  • multi-track loop recording system

...with all of the above mostly working well together, and with a relatively cohesive visual appearance.”

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

“The Early Access app will gradually increase in price as it becomes more complete. This may include an increase between the last Early Access version and the first fully-featured version.”

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

“User feedback will be vital for ensuring that everything in EXA works well, sounds beautiful, makes sense, and feels great. This feedback can come in many forms -- reports of broken features, bugs, confusing interfaces/interactions, feature ideas, and general thoughts on the app's user experience, and so on.

Video/GIF feedback from users can also be extremely helpful. The three-dimensional nature of the scene, its interactions, and input devices can make it very difficult to accurately describe issues or features with words alone. Videos of app usage can often communicate these issues far more clearly, and demonstrate certain subtleties that the user might miss.

Whenever possible, reports from the Early Access users will flow back into the design and development process. The EXA project is committed to providing an excellent VR user experience, and feedback from Early Access users will be crucial for achieving that goal.”
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Notice: Requires one of the following virtual reality headsets: HTC Vive or Oculus Rift. See the VR Support section for more info.

Buy EXA: The Infinite Instrument


Recent updates View all (21)

July 24

v1.3.3: Command Center, Item Bundles, Drag-And-Drop

The new EXA Command Center has arrived, and you can summon it to your current position with the touch of a button. The Command Center interface consolidates previous menus, improves workflows, introduces a new drag-and-drop creation feature, and is able to summon other interfaces (like the loop recorder).

Have you ever designed an EXA instrument, only to wish you could reuse it elsewhere? Now you can! The new “Bundle” features allow you to save and load collections of items, including ringers, groups, loops, sequencers, and more. The new drag-and-drop interaction allows you to pull a miniature bundle from the menu and place it (fully-sized) directly into your layout.

This release also includes support for MixCast 2.0, an internal upgrade to the latest version of Unity, some new visual settings, and several other fixes/improvements.

Thank you to the EXA community for the feedback and ideas! Please watch/share the new update video below, and read through this page to learn more.



  • Created a “Command Center” menu with a brand-new interface design. The Command Center consolidates the previous “App” and “Layout” menu features, takes up less space, and incorporates several new features.

  • At any time, the Command Center interface can be summoned to the player’s current position by pressing the controller’s “menu” button. The EXA handles show a new icon to identify this button. (For Vive: the small button above the touchpad. For Oculus Touch: the third button on the left-hand controller.)

  • Improved upon the previous menu design with the Command Center’s auto-sizing, tablet-like format. Instead of extending sub-menus to the right (which previously got quite wide for menus like saving and loading layouts), the sub-menus now replace their parent menu, resizing the content area to fit the content. Tall, thin buttons appear to the left of the menu content, allowing the player to navigate one or more steps up the menu hierarchy.

  • The Command Center uses a new drag-and-drop interaction for creating new items. Certain menus will display a miniature version of an item (a sequencer, for example) floating slightly above the menu’s surface. To add this item to the layout: Grab the miniature item and pull it away from the menu. This makes the item grow larger and causes its circular indicator to fill up. When the indicator is filled, it glows green, and the item is fully sized. At this point, the item will be added to the layout (at its current position) when the grab is released. If the grab is released before this point, however, the item will revert back to its miniature state. (And don’t forget, you can use the controller’s “grip” button/trigger to grab!)

  • Instead of using buttons, the Command Center’s “Create” menu uses the new drag-and-drop feature, showing miniature versions of a section, sequencer, and document.

  • The Command Center’s “Create” menu also includes the menu for creating a new group. This works the same as before: select several items, toggle the menu’s checkboxes to include/exclude certain item types (if necessary), then use the “Create Group” button at the bottom.

  • The Command Center’s “Summon” menu introduces a new feature that can automatically move certain items to the menu’s current position. The menu can summon the loop recorder, the metronome, and the three tool racks. This avoids the need to teleport/slide around the layout to find these interfaces and move them around – providing a faster and more efficient workflow.

  • Separated the MIDI options out of the “Settings > Audio” menu (formerly: “App > Audio”), and into its own “Settings > MIDI” menu.

  • Added new “About” menu, which notes the current version and provides several helpful tips in the “Did You Know?” area.

  • A “bundle” is a collection of items (ringers, loops, groups, etc.) that can be saved/loaded independently of the current layout (the entire set of items, interfaces, and tools in the scene). Previously, it was only possible to save/load entire layouts.

  • To save a new bundle, first select all the items that the bundle should contain. Use the “Bundles > Save” menu (in the new Command Center) to review the bundle’s contents, add a title, and take a thumbnail photo. Select the “Save Bundle” button to complete this process. Just like the layout-saving menu, a popup with an “overwrite” option will appear if the bundle name is already in use.

  • When saving a new bundle, note that the bundle’s contents (listed in the “Bundles > Save” menu) may be larger than the actual item selection. The bundle automatically includes dependencies from the selected items – for example, a selected group will include the items within that group, a selected sequencer will include the items it links to, and a selected loop will include its target ringers. This ensures that all the items will be fully functional when the bundle is loaded again.

  • To load a saved bundle, use the “Bundles > Load” menu (in the new Command Center) to browse the available bundles. If there are many, use the paging buttons at the bottom of the menu to see more. Select the desired bundle to enter its “Details” menu, then select the “Prepare Bundle” button. The bundle may take a moment to build itself, but its miniature will soon appear. Use the new drag-and-drop feature to add the bundle to the layout.

  • Once the bundle is placed into the layout, the overall “bundle grouping” is removed. The individual items are no longer considered to be part of a bundle – they are now part of the layout and behave like regular items.

  • When using the drag-and-drop feature to add a bundle to the layout, note that the layout-boundary restrictions still apply. Upon releasing the bundle, each item (or group, if the items are grouped) that is positioned outside the boundary will automatically be pushed inward.

  • The drag-and-drop feature uses the grab position (when grabbing the miniature item) as the item’s pivot point. In other words, the miniature item grows as if the original grab position is the center of the item. This is especially noticeable with bundles, since their miniature versions are often scaled down substantially to fit within the bundle menu – thus, their growth to full size is more pronounced. In some cases, grabbing the miniature a specific position (for example, near the edge of a group of ringers) can make it easier to drop the bundle at the desired position within the layout.

  • Internally, a saved bundle uses a JSON format that is very similar to a saved layout. This text-based format makes it possible to manually create/modify bundles outside of EXA. For example, it would be possible to modify the position values of a bundle’s ringers to make them perfectly aligned into a grid.

  • Upgraded to MixCast 2.0.2, which includes various improvements and new features for creating mixed-reality videos, streams, and live performances.

  • Upgraded to Unity 2018.1 and now using .NET 4.6. Among other things, this allows EXA to use some more modern multi-threading techniques and classes, which may help resolve some infrequent bugs.

  • Due to the note above, EXA Remix now requires projects to use Unity 2018+ and enable .NET 4.6 (which is no longer marked “experimental”).

  • Added “Show ‘Tunnel Vision’ For Slide Locomotion” toggle to the “Settings > Visual” menu. This controls whether peripheral vision is restricted while turning, which can help make the motion more comfortable for some players.

  • Improved the slide locomotion “tunnel vision” so that it fades into view more smoothly.

  • Added "High-Quality Desktop Display" toggle to the “Settings > Visual” menu. Removed the 'C' keyboard shortcut.

  • Updated the high-quality display to skip its motion-smoothing when performing a teleport.

  • Implemented a one-frame blank camera during the teleport (for both headset and desktop display) to avoid a flicker of the handles appearing in their pre-teleport position.

  • Added the display of a "No VR headset was detected" message when no headset is available.

  • Fixed issue causing loop playback, driven by a sequencer, to skip events within the last quarter-beat of the loop.

  • Fixed issues that caused "mute-hit" events occurring on the loop "cap" beat to be ignored.

  • Fixed issue causing the audio exporter to miss "mute-hit" events that occur on the loop's cap beat.

  • Fixed issue causing samples to stop prematurely when played "in-progress", which can occur when jumping a sequencer to playhead positions.

  • Fixed sequencer issue causing loops to read events that occur a fractional beat before the sequencer's start event.

  • Fixed issue causing the loop to play extra/incorrect notes when the sequencer range’s end/rollover occurs on the same beat as the loop's end/rollover, but the range starts after the loop start (i.e. the sequencer range rolls over into an “in-progress” loop position).

  • Fixed issue that caused the sequencer playback to go silent until rollover when dragging the range start to the current playhead beat.

  • Fixed issue causing sequencer's loops to play excess sounds when dragging the start range beyond the playhead.

  • Fixed issue that occurs when a loop (with recorded motion) includes a "link" tool attached to a handle.

  • Fixed issue that prevented “stopping” or “fading-out” bow/prox notes from correctly relinquishing their slot (when necessary) in the “max voices” system.

  • Fixed issue when trying to load a layout while in the process of drawing a new ringer. The load/save actions are now prevented while drawing is active.

  • Upgraded to the latest version of the Steamworks .NET package to ensure compatibility with the latest Steam/SteamVR API.

  • Fixed issue causing a near-immediate freeze (of EXA, Steam, and SteamVR) once you start hitting ringers. This issue was noticed in SteamVR Beta, and then it moved into the main version of SteamVR on about July 26.
2 comments Read more

May 22

v1.3.2: Audio Samples, MIDI Output, Monophonic Mode

One of EXA’s most requested features is finally here – support for audio samples! In addition to the existing Soundfont support, you can now attach WAV, AIFF, and OGG audio files to the ringers in your layout. EXA ships with a huge collection of over 1,000 audio samples, and you can easily import your own.

MIDI output is another highly-requested feature introduced in this version of EXA. You can map each ringer to one of 64 different MIDI channels, and EXA will route all of its MIDI messages through that channel. Using third-party software (a virtual MIDI cable, a DAW with low-latency audio, and some VST plugins), you can convert EXA’s MIDI output into any sound you can imagine – all in realtime.

This release also includes a “monophonic mode” for easily playing one note at a time (like a flute or trumpet), support for foot-controlled locomotion using 3D Rudder hardware, and several improvements to the file-browsing menus.

Thank you to the EXA community for the feedback and ideas! Please watch/share the new update video below, and read through this page to learn more.



  • EXA can now load audio files directly (WAV, AIFF, OGG), in addition to the existing support for Soundfonts (SF2).

  • You can apply an audio sample to selected ringers via the “Ringers > Sounds > Samples” menu. This menu allows you to browse through folders and select a sample. The previous menu for Soundfonts is now located at “Ringers > Sounds > Soundfonts”. A ringer can only have one Soundfont or sample selected at a time.

  • EXA assumes that all samples are tuned to “middle C” (called “C5” in EXA, equivalent to MIDI note 60). When you apply a sample as a ringer’s sound, the sample playback will be pitched up/down based on the note of the ringer. For example, a ringer tuned to “E above middle C” would cause the sample to be pitched upward by four semitones. For non-tonal samples, or samples you want to play without any pitch shifting, be sure to set the ringer note to “middle C”.

  • EXA ships with a default collection of over 1,000 audio samples. They are organized into folders based on their source, with a license/attribution file included next to each of those sources or sub-collections. Most of the audio files are licensed with a highly-permissive Creative Commons license (either “Zero” or “Attribution”). Many of the audio samples in this default collection have been manually edited for use in EXA – trimmed, normalized, and/or re-pitched to their nearest “C” note.

  • You can install/import your own audio files into EXA (in much the same way you do with Soundfonts). The easiest way is to add files (using a reasonable folder structure) into your “My Documents/EXA-VR/user-[SteamID]/Samples” directory. You can also tell EXA to look into different folders by modifying the “[EXA Install Dir]/EXA_Data/StreamingAssets/AppSettings.json” file (add/change its “SampleDirectories” list).

  • Unlike Soundfonts, audio files do not designate loopable sections within their audio data. This means that samples can’t ring out forever like a Soundfont can (for example, holding the “prox” tool over a guitar-string ringer). Instead, samples simply play from start to finish. You can still use the “prox” tool (especially for fading in notes) but be aware that the sample will end by itself after a while, regardless of the “prox” tool.

  • Also unlike Soundfonts, audio files do not designate internal rules for swapping between different audio data or effects based on the velocity the sound is played, nor do they have pitch-invariant oscillators for vibrato/tremolo. For example, when you increase the pitch of an audio sample in EXA, it speeds up the audio playback, including the rate of any oscillations within the sound.

  • EXA can now produce live MIDI output as you play ringers and as events occur within recorded loops. This output can be routed through 64 different channels (4 configurable MIDI devices with 16 MIDI channels each).

  • With so many channels available, you can create several clusters of similar ringers, where each would behave much like a traditional MIDI controller (for example, routing all piano keys though the same channel, all drums through another). You can also route single ringers into their own channels if more isolation is required (for example, route each violin string separately so that the “bow” tool can affect each string’s own MIDI channel-volume).

  • EXA supports four MIDI output devices (called A, B, C, and D). These are configurable in the “Application > Audio > MIDI Output” menu.

  • Using the “Ringers > Sounds > MIDI” menu, you can map each ringer to a particular MIDI output device and channel number. When the ringer is hit, EXA sends MIDI events to that combination of device and channel. This menu also provides an option to disable the ringer’s in-app sound – this is useful when third-party audio software is already converting the live MIDI output into sound.

  • Loop recordings preserve the MIDI settings of the individual ringers, meaning that a single loop might include output to several different devices and/or channels. The “Loops > Sounds > MIDI” menu allows you to override those individual ringer settings. Applying loop-level MIDI settings forces all ringers in the loop to route through the loop’s selected device and channel.

  • When using “prox” or “bow” tools on a ringer, the note playback volume (which is controlled by the tool’s proximity or speed) is sent to the ringer’s channel as the overall channel volume. Specifically, this volume is sent continuously as “Channel Pressure” MIDI messages (code 0xD0 / 208). If there are multiple ringers using the same channel, the overall channel volume is determined by the loudest volume among those ringers.

  • To adjust the timing of the MIDI output messages and reduce latency, use the “Application > Audio > Hit-To-MIDI Latency” slider. A value of 0ms means that EXA will send the messages at the exact time the notes/events are meant to occur. A negative value (like -10ms) means that those messages will be sent up to 10ms in advance of their exact timing (if possible). This is often possible during live performance (EXA predicts ringer hits several milliseconds in advance), and is always possible for events contained within recorded loops.

  • Outside of EXA: Use a “virtual MIDI cable” software tool (like loopMIDI) to create virtual MIDI output devices – these can route EXA’s MIDI output into the MIDI input of other audio software.

  • Outside of EXA: It is possible to convert EXA’s MIDI output into custom sounds (for example, via VST plugins within a DAW) with very low latency, allowing you to perform in realtime. To do this, you’ll need to configure your DAW (or other third-party audio software) to use low latency audio settings (i.e. using small audio buffers).

  • Related note: EXA could also support OSC output, which is much less structured than MIDI. If this feature would be useful for you, please post to the discussion board about it.

  • Refactored the existing Soundfont and Document file-browsing menus to share the same code base, so that the new samples feature could reuse that menu code and all these menus could have consistent features and behaviors.

  • Added vertical paging to the menus. At each menu level, if there are too many file/folder items, paging buttons will appear at the top and bottom. The paging buttons display the number of hidden items remaining in their up/down direction. These buttons also include the “auto-fire” feature, so the paging actions will continue at a regular interval while a cursor remains hovering on the button. Overall, this paging feature ensures that a menu won’t display hundreds of items, which would previously cause a very tall menu and performance issues.

  • Updated the “auto-navigation” feature to also include jumping to the first paging position that reveals a selected item. (Note: this is the feature that automatically expands the ringer/loop “Sounds” menu until it reaches the currently-selected sound.)

  • Added a green “loading progress” bar at the bottom of a menu item. It can appear when loading a Soundfont file (which contains one or more selectable “preset” items) and also when loading an audio sample file.

  • Added a “monophonic performance” icon to the handles (appearing on the bottom of the touchpad for Vive, and near the lower/second button for Oculus Touch). When playing in monophonic mode, each new ringer hit automatically mutes the previously-hit ringer. This is ideal for many musical scenarios -- for example, you can use monophonic mode to better emulate a flute, trumpet, or any other instrument which only plays one note at a time.

  • Implemented support for 3D Rudder hardware, allowing you to control EXA’s “smooth locomotion” with your feet. Tip the rudder backward, forward, left, and right to slide in those directions, and twist the rudder leftward or rightward to rotate in those directions. Locomotion using the 3D Rudder uses a similar speed, smoothness, and tunnel-vision (while turning) as the controller-based “smooth locomotion” feature.

  • Improved the motion-avatar playback in scenarios where only one handle has hit a ringer, and then after recording, one or more of those hit ringers are moved. Having no ringer touches to affect its location, the “orphan” handle would remain in its original location while the rest of the avatar moved to match the ringers. Now, that “orphan” handle obtains the location changes from its sibling, allowing it to follow along correctly.

  • Fixed issue causing EXA’s Steam-based MR mode to fail, caused by references to old camera effects components that were replaced/upgraded in v1.3.1.

  • Fixed issue causing “mute-hit” events performed slightly after the end of an auto-stopping loop recording to be ignored. This was a problem especially in monophonic-performance scenarios, where the last note’s automatic mute (which occurs upon hitting a new ringer) would not be recorded at the end of the loop, leading to a final note that rings out for its full duration.

  • Fixed issue causing a playing loop, containing both “mute” and “motion” events, to apply those mute events to the live ringers in the layout. Thus, the loop playback could mute a ringer that you were playing live (if the recorded mute event was performed on that same ringer).

  • Fixed issue causing the file-browsing menus to behave incorrectly when an item is selected while the auto-navigation feature is occurring.

  • Fixed issues causing cyclically-linked sequencers to generate a stack-overflow when endlessly trying to stop each other.

  • Fixed issue causing one-beat sequencer spans to often have their stop event ignored. This issue was caused by some conditions that were meant to avoid cyclically-linked sequencer issues.

  • Fixed issue causing the sequencer chart items to be moved to incorrect positions upon loading a layout. This was related to constraints that move all grabbable/selectable items back into the layout boundaries. Those constraints are no longer applied to on-interface items.

  • Fixed issue causing an error if a sequencer row gets deleted at a time shortly before the row reaches its next “start” event.

  • Fixed issue causing a deleted sequencer row to not immediately have its events removed from the playback class, which could allow the row to continue playing after deletion.
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About This Game

EXA is an immersive virtual-reality environment for composing your own music, recording loops of your performed notes and motions, designing custom instruments, performing for audiences, building up virtual bands, and more. Step into EXA and experience an entirely new dimension of musical creativity!

This app has been under constant development since early 2016, continually growing and improving. Despite being in Early Access, the app is polished, stable, and packed full of features. Here's a look at the basics of making music with EXA in VR:


EXA’s musical shapes are called ringers. They make sound when you hit or interact with them using one of the various playing tools (like a mallet, violin bow, or proximity tool). The ringers in EXA react to the velocity and angle that you play them, and they provide an extremely responsive, zero-latency playing experience. (Note: external audio-routing apps can introduce latency, please disable them or adjust their settings!)

You can change the sound that a ringer produces (like a drum, piano, guitar, synth, etc.) by choosing a different Soundfont (SF2) or sample (WAV, AIFF, OGG) as its audio source. EXA ships with 1,000+ built-in sounds, and encourages you to import your own! You can change a ringer's pitch by setting it to a specific note, shifting it up or down, or by applying a particular scale/interval across several selected ringers.


Ringers are the main building-block for creating your own custom instruments. There are four available ringer shapes, and you can move and resize them however you want. Sketch new ringers out of thin air using the draw tool, and use the group and clone features to assist your instrument-creation process.

EXA’s virtual space gives you incredible flexibility for designing entirely new and “impossible” musical instruments. You’re free to break away from traditional instrument structures, and instead create instruments that are perfectly suited to the way you want to move, the notes you want to play, and the musical performance you want to compose.

You could arrange ringers into curved rows that wrap around you, or into large grids, or stacks that form chords, or guitar-like rows of strings, or radial patterns that you play with circular motions… the possibilities are endless.

Of course, you don’t need to create everything yourself. EXA ships with several pre-built layouts (full musical scenes) and bundles (reusable instruments) that you can use right away. If you do create an instrument, however, you can save it as a new bundle and reuse it anywhere you want.


Recording and replaying loops is at the heart of EXA’s music-making experience. As you record a loop, EXA captures the notes you play and the motions you make while performing. Then, whenever you play the recorded loop, you'll see (optionally) a “robot” performer repeating the exact motions that you did.

To record a loop, hit the loop recorder’s red ringer. It displays a countdown to the first metronome beat of the next measure. Recording begins on that beat, and continues until you hit the red ringer again (or use the “auto-stop” feature). At this point, the loop recorder becomes a playable loop. You can apply new sounds to it, adjust its volume, change its duration, quantize its notes to align with the metronome, and more.

EXA's sequencer interface allows you to schedule loop playback and assemble full songs. You can link each sequencer row to a particular loop, then add playback events within that row. As the sequencer plays, each sequencer row sends those events (when the playhead reaches them) to their linked loop.


With EXA’s custom instruments, recorded loops, robot performers, and powerful interfaces to schedule playback and keep it all organized, you can compose and produce entire “virtual band” music performances.

Watch and move through these performances again and again, customize them, share them, and even export them into other apps! The EXA Remix package allows third-party developers to load, display, and customize full EXA performances within their Unity-based software.

There’s so much more to explore in EXA! Export loops and songs to WAV audio, 64-channel live MIDI output, sleek user interfaces, fast and efficient workflows, in-app audio device selection, teleport and slide-based locomotion, high-quality display mode for recording videos or performing live… and more being introduced all the time.

EXA thrives on feedback, ideas, and wish-lists from players like you! Share your thoughts with Zach (the EXA dev) and the community using the EXA discussion board.

That's it! Now that you know the basics, it's time to step into EXA, and start making music with your very own infinite instrument.

System Requirements

    • OS: Windows 7 SP1, Windows 8.1 or later, Windows 10
    • Processor: CPU: Intel i5-4590, AMD FX 8350 equivalent or better
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 970, AMD Radeon R9 290 equivalent or better
    • Storage: 1 GB available space
    • Sound Card: Required
    • Additional Notes: Disable audio-routing apps (like VoiceMeeter) to avoid hit-to-sound latency issues (details: ).
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