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Exanima

Exanima

82 Positivo / 6718 Calificaciones | Versión: 1.0.0

Bare Mettle Entertainment

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Descarga Exanima en PC con GameLoop Emulator


Exanima, es un popular juego de Steam desarrollado por Bare Mettle Entertainment. Puede descargar Exanima y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Obtén Exanima juego de vapor

Exanima, es un popular juego de Steam desarrollado por Bare Mettle Entertainment. Puede descargar Exanima y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Exanima Funciones

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

Mostrar más

Descarga Exanima en PC con GameLoop Emulator

Obtén Exanima juego de vapor

Exanima, es un popular juego de Steam desarrollado por Bare Mettle Entertainment. Puede descargar Exanima y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Exanima Funciones

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

Mostrar más

Avance

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Información

  • Desarrollador

    Bare Mettle Entertainment

  • La última versión

    1.0.0

  • Última actualización

    2015-04-29

  • Categoría

    Steam-game

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Reseñas

  • gamedeal user

    Nov 24, 2020

    Some fat dude with a big forehead told me to play this. 10/10
  • gamedeal user

    Feb 4, 2020

    i hope my grandkids get to play the next update
  • gamedeal user

    Nov 13, 2022

    Would probably be easier to kill someone irl
  • gamedeal user

    Apr 5, 2020

    Now, the obvious problem out of the way first: Yes, this game releases updates at a snail's pace. However, what is available right now is already worth the asking price many times over. There's enough single player campaign content to keep you engaged for a few dozen hours and the Arena System on top of that will be fun for a few dozen more. The combat system has to be experienced and defies explanation. Everything is physics based, speed and impact of a swing, the body part (and the layers of armor on top of it) being hit are all being taken into consideration for damage calculation, ragdoll physics and all that jazz. Despite this being a five man operation, what is also very nice to see, is the level of commitment the team has towards quality assurance. Whenever one every 5828 full moons a content patch actually releases (such as last week!) it's incredibly difficult to even find a single bug. You're getting quality for your money here and I wholeheartedly recommend this hopefully future masterpiece.
  • gamedeal user

    Apr 25, 2020

    I was being chased and set a stool down behind me and the dude tripped and ate dirt. 10/10
  • gamedeal user

    Jun 22, 2020

    Since the dawn of ever... I have had an itch. An itch for a combat system that I could feel, I mean really feel. I looked everywhere. I tried Dying Light. I tried Mordhau. I even tried Drunken Wrestlers 2. They were fantastic in their own right. But something was wrong. See, games like Dying Light and Mordhau have excellent ragdoll physics, melee combat, and gore, and yet something was missing. Every attack, every decapitation was only one well-timed click away. The same animations, flashing for a moment before disappearing and the enemy's head gone. The game was trying its best to make the player feel the combat, and it succeeded, at least for the first 20 hours or so, before giving diminishing returns. Deep inside I had yet to find the game I wanted to play since a child, the game where you set two little figures armed to the teeth head-to-head to brawl it out. A game where attacks weren't scripted, where fights unfolded organically. Where you could put all your momentum into one haymaker to blow an enemy's head off or send them flying over a table. After finishing the story mode and spending dozens of hours in the practice arena --- THIS IS THAT GAME. Made by no more than 7 individuals, with one programmer, who have spent years creating the engine, the assets, the physics, the controls, and the story by themselves. If that doesn't garner the utmost respect and admiration for dedication to craft, I don't know what does. P.S. If you are still stuck on the store page, hesitant to buy because you only see drunk combat with little control over player movements -- I will leave this here as my rebuttal: https://www.youtube.com/watch?v=AKKGtYXOlZE
  • gamedeal user

    Feb 16, 2022

    The dev made a specific bug fix just to get the game running for a small handful of people, Cool but strange guy 10/10 would bother in the discord again.
  • gamedeal user

    Mar 10, 2023

    First let me say, I love this game. I love the concept, I love the combat, I love the aesthetic. This game will ruin melee combat for you for most other games. The game is honestly worth the price in its current state. But do not count on this game ever evolving in any meaningful way, for these devs to ever fulfill their promises, or for Sui Generis to ever be anything more than a scam Kickstarter. The game was released to Early Access on April 29th, 2015. As per their own description: 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.” It's been nearly 8 years. Over 10 if you wanna go by the Kickstarter campaign that raised over £150000 in 2012 for Sui Generis. Still no multiplayer (I doubt we will ever get that) Still lacking in promised and planned features, and I have given up any hope that Sui Generis is ever coming. This should be criminal. Regardless of whether or not they've abandoned the project, their original Kickstarter projected delivery by 2014 for Sui Generis, and Examina was released in 2015 with a projected early access period of less than a year. There is no way they just didn't realize how long it would take and underestimated their timeline by nearly a decade. They lied about the progress of their game and their ability to deliver it to scam over 6 figures of funding in their original kickstarter, and for at least tens of thousands in sales for Exanima. Steam, Kickstarter and other crowdfunding organizations should be doing more to blacklist and ban people who call a Kickstarter they never delivered the product for "Successful"
  • gamedeal user

    Nov 22, 2017

    I love it. I just simply love it. Best melee ive seen in a game, really - sure it looks a little clumsy sometimes, and occasionally your sword gets stuck behind your back, but there's a really damn good combat system here. When i started out, i died five times in a row, before realizing that i wasn't actually swinging my sword properly. I was smacking people with the f****ng flat of the blade. The combat is entirely physics based, you can pick up a random item like a railroad spike and ram it into someone's gut if they've got too many layers of cloth on to cut them with your knife, for example, or you can slam a chair leg over their head if it's armored since blunt trauma does what a blade often can't. momentum matters, so how much you commit to your swing, and whether you or them are stepping into or away from your swing drastically changes everything. And, it's lethal as ****, for example in my last fight in the arena i got cocky and went after someone two ranks above me. I had a little leather, a shield the size of my head, and a machete. He was the size of 12 of me, in metal, and holding a goddamn sword on a stick. I spent about an hour dancing around him until he ran my shoulder through and my healthbar in that one attack shrunk so small i actually thought that i was dead until my character started scrambling to his feet - and i then narrowly dodged the overhead finisher by less than an inch. I danced around him for another 20minutes expecting to die (and death means total gameover both in the campaign and the arena, if you die, you start over, this game has ZERO handholding and zero safety nets, so i had a 6 hour arena campaign at stake) when finally I'd had enough, caught his blade with my shield as i moved in, holding it out of the way, raked my blade randomly just wanting to at least go out saying i hurt him, and the *actual* world seemed to fall into slow motion as i realized the trajectory of my blade before it even hit him. My one blind 'f*** you too' attack swept his throat and he went down. I killed the f***ing hulk with one swing, and my purse was now full of gold. I'd already accepted death, and ended up feeling like a ba**ss. It was genuinely incredible and I had actual adrenaline going. Your character build ACTUALLY MATTERS - look, we all play games and usually the character is purely cosmetic; a hulking brute is the same as an anorexic, etc. Not in Exanima. You can make yourself taller - making it easy to play golf with peoples heads when you wield a sledgehammer, BUT since its physics based, this also raises your center of gravity making you easier to topple, you can add and remove both muscle and fat to adjust your speed, strength, weight (anti-topple), toughness etc. If you play the fucking hulk, cool, youll be a beast, but if someone gets a good damn high hit with a maul, you're going down, and they're gonna cave your skull in before you can stand up. If you play a fat but tiny dwarf, good, you cant be knocked over, but you also have nubbs for arms and you'll never reach anyone, they'll just poke you to death from out of reach. You actually have to experiment with different builds to find which suits your playstyle. Deep deep lore - i've never been one to read the notes in fallout or skyrim, and in games with shitloads of text i tend to only skim, ill confess - but i read *and actively hunted* every single note in this game because the way they were all written by different people, yet not signed, so you had to start to learn who was who based on what others said about them until beginning to pick up on the various writing styles each character had (how they punctuate, their vocabulary, morals, views on issues they're writing about, etc) to the point where you could give each character (which you never once met, only saw unsigned scrolls of them all raving bout how much they hate or should have listened to each other) to slowly piece together the story of the world of Exanima - and a fascinating world it is. As I said before - NO HANDHOLDING. Questlog? No, you have a journal, you can take your own notes. Minimap? No, learn to navigate based on landmarks like an intelligent human being, or draw your own map (proooobably about 1/3 of my time spent in this game was spent wandering in circles because I failed to navigate effectively, and that was my own fault.) When the game starts, you are the equal to your enemies physically (at least you would be if you'd chosen identical physique) and a one on one is difficult. Again, on my first playthrough, I expected to be hot shit - put a torch in one hand and a plank with nails in the other, took three steps, saw a man with a handaxe and figured 'oh look, the first kill!' and..... the man proceeded to bury is axe in my skull, and i died. in seconds. fast forward twenty hours and I can reliably juggle three armored opponents at once through crowd control and bring them down one at a time, without sustaining any injuries. The skillcurve is incredible, and you will feel amazing as you begin to learn and improve. ..oh, and also, throughout the entire campaign.... there are three healing potions. Three. Use them wisely. It's a long campaign. Speaking of; health - my favorite thing about this game is really how it handles health - it understands like almost no other games do that there is a very real difference between a punch and a cut, and the damage is different. Someone can punch you all day, but it's very unlikely they'll actually kill you. they will however knock you out cold. Similarly a lighter blunt weapon strike to anywhere but the head, will also do this nonlethal 'yellow' damage (and a hit to the head will do a ton of yellow - possibly knocking you out in one hit - but also some 'red') meanwhile a strike from a hammer breaking bones, or a cut of a blade, or the thrust of a spike? These deal 'red' lethal damage. You can be knocked out as many times as you like, thats fine, you wake up presumably hours later without your weapon and you have to scrounge a new one (though in the early levels the game is kind enough to leave your lost weaponry near your feet) but if you die, you're dead. d. e. a. d. dead. It also represents historical weaponry and armor better than any other game i've ever found. It understands, you would wear multiple layers of armor, and while it may encumber you a little, anyone trained in armor (you get more used to it as you wear it) is more than capable of moving completely unhindered in full plate armor (fun fact a modern soldier's kit weighs more than medieval steal plate armor - knight gear was not heavy. at all. strike this from your mind immediately.) The game features three layers of clothing, typically at high level this would be; Gambeson (padded/quilted fabric armor - it may sound sh** but in reality gambeson stopped arrows and cuts incredibly reliably, it functions similarly to medieval kevlar in that the many layers slow all impacts making it actually one of the most incredible inventions in history, it's only real weakness being blunt damage, or the thrust of a sword) Chainmail shirt (resistant even more to cutting, and adds some much needed thrust protection) and finally Plate (pretty much impossible to die once you have a full set of plate unless they conk your head with a sledgehammer.) these layers make it really feel like you are indeed prepping for war or adventure - not to mention it helps you constantly feel like youre progressing because there's so many different pieces of gear so swap out when you constantly find one piece a little better than the last, or else you find certain tradeoffs and have to consider which armor bits to wear to get the most rounded out protection. we're talking three layers of torso, three of legs, plus elbow, shoulder/upper arm, wrist, and hand slows, plus three layers of pants, etc etc. Amazing.
  • gamedeal user

    Jul 21, 2021

    Such a beautiful demo for a game that'll probably be released long after I'm dead.
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