
I should probably spend more time there my woeful attempts at the main game haven’t seen me get much further than the selection of gloomy corridors in which my character awakes. There’s already a separate arena mode, too, in which players can hone their half-cut combat skills. There are currently three large levels to explore, according to the dev, which will eventually serve as an introduction to another much larger, more open area, as yet unreleased, containing the majority of the game’s content. (That’s figurative cock-waving, by the way, not physics-enabled - though given that the character creator is unabashed about the existence of female nipples, maybe we can hope to see windmilling in a later patch.)Īnyway, given that the game is so uncompromising, I confess that I’ve barely made a dent in it. This, combined with the fact that there is no save system whatsoever, makes for a tough game, something for which the devs are unapologetic and which has encouraged a good deal of cock-waving among early adopting Steam reviewers. In articulating this cumbersome form you feel like a puppeteer rather than a protagonist, and there are kinks and contradictions to the control scheme which can easily and abruptly end your life without much feeling of culpability in that failure. This said, it isn’t always a good a match for the player’s intent, no more than Gang Beasts’ physics-modelled brawls between jelly-baby-men is an exact martial art. I like the exact match between the observable impact of a blow and the damage that it does, and I love the circumspection that the sluggish control brings. At least, it’s about these things inasmuch as these things are even possible while piloting someone with a near-lethal blood-alcohol level.ĭon’t misunderstand - I like the combat a lot. Every collision has a physical effect, as subtle or extreme as the speed with which it occurs, and so combat is about caution and timing, dodging incoming swings and finding the time to wind up, directing your weapon in a sweep to connect with your opponent’s most vital areas with the most momentum possible. It’s true for several reasons, but the most obvious is its fully physics-modelled combat which renders close quarters engagements as tense, tactical affairs conducted between two or more appallingly drunk people. This week he wobbles and flails in the low-fantasy RPG Exanima, a smaller standalone “prelude” to the Kickstarted open world game Sui Generis.Įxanima isn’t like other RPGs, the Steam store page tells you with some insistence. We've also introduced a set mechanic, whereby pieces of armour that were designed to fit together will encumber you a bit less when combined.Each week Marsh Davies lurches drunkenly through the dank cloisters of Early Access and brings back any stories he can find and/or spasms like a misfiring physics object caught in a doorway.

You'll have to consider your armour as a whole a bit more.
Exanima map mod upgrade#
The aim is also to make the upgrade path to the best armour a bit more considered than just always replacing whatever you have with something better.
Exanima map mod full#
You should no longer want to wear chain under full plate, and alternatives to the heaviest armours aren't simply worse in every way. The largest changes concern full plate armour, but also which areas are encumbered. We've been changing encumbrance values on armour to be more realistic and balanced.

Characters are better at remaining balanced under harsh conditions in general, resulting in less tripping and generally more responsive control when in difficulty.ĮNCUMBRANCE REVISITED This has been on the way for a while.

We've also improved how characters negotiate uneven ground, stairs etc. As we've tightened up the animations over time, they lost a bit of their physics feel, and this brings some of that back.

Importantly, it also offers a bit more control over motion using physics. This creates generally smoother motion, removes a lot of jittery moments and improves physics interactions with characters.
Exanima map mod update#
In this update we're introducing a sort of better "AI" control over how tense each virtual muscle should be at any time. It will realistically always feel tricky and look a bit silly for a new player, because you have such direct control over how your character moves.Īt this point we only have a few specific things we want to improve. Our physics driven character motion has come a long way, it works well and in the hands of a very experienced player it can look very good. ANIMATION IMPROVEMENTS We're not quite done with improving things.
