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Let's get physical



<span class="bold">Exanima</span>, the dark isometric RPG armed with a unique, physics-based combat system, is available now, DRM-free on GOG.com with a 15% launch discount.

You find yourself in a dark dungeon full of dangers shambling out of the shadows. You feel powerless, defenseless, alone. In order to survive, you'll need to grab a weapon and quickly familiarize yourself with Exanima's innovative combat system, which requires your undivided attention and adaptation to its dynamic flow. Every hit has it's own weight, angle, momentum, and impact.
The unconventional mechanics are being constantly refined and polished but Bare Mettle also aim to keep adding new content: complex NPC interactions, ranged and magic-based combat, additional encounters, items, and environments. After having successfully gone through the game's alpha and beta stages, they hope to release this compelling low-fantasy RPG within six to nine months, but as we all know the development process is full of emergent challenges, much like Exanima's core gameplay.



Learn to survive the dungeons by mastering the unique combat mechanics of <span class="bold">Exanima</span>, DRM-free on GOG.com. The 15% discount will last until May 23, 12:59 PM UTC.

Note: This game is currently in development. See the <span class="bold">FAQ</span> to learn more about games in development, and check out the forums to find more information and to stay in touch with the community.
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Qazlal: It is not true, the concept of Exanima very different from DBTS almost in every aspect.
If you say so.
The mouse in Exanima does not control your weapon, it turns your body and provides accurate targeting. Combined with other inputs this of course has a massive effect on the placement and power of your blows. Good footwork and body movement are crucial in Exanima, and where the combat system really shines, once you figure out what the hell you're doing :).
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Fakum12: Do you remember "Die by the sword"? That's pretty much it....
That would be ... not so good.

I did not like the controls in Die by the Sword, especially that A and D were used for turning and not for strafe, like in very old shooters. The weapon control with 4, 5 and 6 also wasn't my thing.

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Qazlal: The controls in Exanima are completely different from Die By The Sword.
I'm confused.

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Fakum12: The actual keymapping and details of the "sword-arm-control" differ, but the concept is the same.
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Qazlal: It is not true, the concept of Exanima very different from DBTS almost in every aspect.
It's not a good sign when the controls cannot even be described easily. ;)

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Bare_Mettle: The mouse in Exanima does not control your weapon, it turns your body and provides accurate targeting. Combined with other inputs this of course has a massive effect on the placement and power of your blows. Good footwork and body movement are crucial in Exanima, and where the combat system really shines, once you figure out what the hell you're doing :).
So at least the movement isn't as worse as in Die by the Sword. :) But this description again sounds as if it would fit for a first person view, not for an isometric one.
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eiii: I'm confused.
The only similarity between this game Exanima and Die by the Sword is that both games has the same vision: They want try to make the combat more physical.
Die by the Sword tries this by letting you swing your weapon in different directions with the numerical keys.

Exanima don't do that. instead it emulates the basic laws of physics. For instance, if you turn your character in the direction of your swing, your attack gets more force. And you can't get a good swing with the longssword when the enemy stand right next to you.
I uploaded one of my live streams that's just pure combat, if you want to get an idea of what it's like. It's just duels against unskilled opponents and I'm messing about to show footwork improvements, but it does give an idea. The combat and animation has improved somewhat since, but not that significantly.

https://youtu.be/jFPW16orgk8?t=2m9s
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Bare_Mettle: I uploaded one of my live streams that's just pure combat, if you want to get an idea of what it's like. It's just duels against unskilled opponents and I'm messing about to show footwork improvements, but it does give an idea. The combat and animation has improved somewhat since, but not that significantly.

https://youtu.be/jFPW16orgk8?t=2m9s
I love the look and everything about this game so far BUT! one thing that has me going oh no is the health system you did, I noticed the more damage you take you lose health permanently and need health jar things to replenish that lost life back and there is like 5 in one play through or whatever was mentioned in some post.

This is really throwing me off, Please tell me there will be a way to turn that off or be an option before starting a game that you don't lose life permanently... :(
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UnrealQuakie: I love the look and everything about this game so far BUT! one thing that has me going oh no is the health system you did, I noticed the more damage you take you lose health permanently and need health jar things to replenish that lost life back and there is like 5 in one play through or whatever was mentioned in some post.

This is really throwing me off, Please tell me there will be a way to turn that off or be an option before starting a game that you don't lose life permanently... :(
It's really not as much of an issue as it might sound, health does not work like in typical games where you constantly take damage and need to heal. The reduction to health comes from serious injuries such as being cut by a bladed weapon, but armour works very realistically (more so than in most films or other fiction) and will effectively stop you from being cut. You cannot cut through chain or plate armour, and even layered cloth is extremely difficult to cut and will prevent most or all damage. You can wear all this armour in layers, On your torso alone you can wear a gambeson, a chain shirt, a padded coat and a cuirass.

We call non lethal damage "stamina", which regenerates quickly. If you are beaten down to 0 stamina you lose consciousness (you might want to run away before this happens!). You will only suffer a slight bit of health and regain consciousness shortly after. People often consider this game to be very hard, but actually surviving is extremely easy if you're not reckless and don't expect to steamroll everything in your path without even being adequately geared, which amusingly people often do. People who get into the spirit of the game instead of acting like reckless homicidal maniancs (many encounters are not hostile unless provoked) get through the entire game on their first playthrough without incident.
Post edited May 19, 2016 by Bare_Mettle
Interesting ok you win cause I thought it was very unforgiving in that fact and never knew armor you put in was coded to cover up stuff like that very nice I like the sound of that more tbh, And one last thing how long are typical runs of the game and armor and such you find can you keep for the next run? like in say Diablo 3 and such when I can use my armor on a new character and work to get better ones?
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UnrealQuakie: Interesting ok you win cause I thought it was very unforgiving in that fact and never knew armor you put in was coded to cover up stuff like that very nice I like the sound of that more tbh, And one last thing how long are typical runs of the game and armor and such you find can you keep for the next run? like in say Diablo 3 and such when I can use my armor on a new character and work to get better ones?
There are three game modes:
- Practice mode: You have to defeat a fixed number of opponents. If you die you start over but you keep your equipment until you exit the game. This mode itself have to levels: novice and expert practice.
- Arena mode: you are able to combat and recruit people to fight for you, earning money to buy better gear and other upgrades. If some of the recruits or hirelings you control die, you will get his gear back in the common arsenal. However if your main character die you loose everything. Note that you don't have to use the main character to fight here, it is not very smart to do so unless you have you have good armor.
- History mode: there is 1 mandatory checkpoint and 3 optional ones. If you die you start at the last checkpoint unless you didnt got any, then you will die for good. Here you will be able to find and scavenge better weapons are armor constantly as you advance.
Before we start comparing it to other games I think it's important to understand the core philosophy behind both Exanima and SG.

This is not trying to be a realistic game, it's in a sense not trying to be a game at all. It is attempting create a functional (as opposed to true to life) simulated a world, and that world is indifferent to the player. As much as possible, things are not designed from the perspective of how they should be experienced by the player, but rather how they should function for their own sake.

Things are simulated at a very low level, with the intent of making them actually functional within the simulation. For example, the AI doesn't apparently display particularly complex behavours in Exanima, however they have distinct personalities, moods and "emotions", they remember encounters with others and establish opinions of them, they react to details such as eye contact and how quickly and aggressively you move. They perceive threats and react accordingly, they may fight or flee and in either case do their very best to succeed rather than do something for the player's benefit.

If something doesn't really make sense we avoid it. Things must be explained from the perspective of the world and lore. Is there any reason for this to exist? How would it actually work? If those questions can't be answered then it won't be in the game. This even applies to our "magic", the items and the environments, which are painstakingly researched so that everything in them is part of their function and an accurate reconstruction.

Metagame mechanics are few and well separated from the core experience. The closest thing we have to what you describe is a global experience system. A quarter of all experience you earn while playing becomes a permanent amount of experience (up to enough for 5 skill techniques) that you can assign to newly created characters, and retroactively applied to all existing characters.

What these games try to accomplish is a world where every small detail makes genuine sense, and everything intuitively functions in the way that you would expect it to. It's a lofty goal, but we are doing it one piece at a time, you will notice this playing the game if you pay attention, and there's a lot of very dynamic things to interact with, the detail of which might surprise you.

The arena mode, at least in its current format, is somewhat an exception to this. It was a late addition in response to the player's love of the combat :).
The game is very well done. The physics engine is pretty impressive. I also like the detailed graphics. The only thing holding me back from really enjoying / loving the game is the save system / rogue-like design.

The game takes so much work to be good and survive, it's really irritating having to start from the beginning every time you die.

It would be better if this was designed more like a traditional strategy game where you could save at any point instead of the rogue-like perma death. The game requires to much work to be good to have to start over at each death.

The "work" the game requires would not be bad if you had the option to restore a save at the point of death.
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bssybeep: The game takes so much work to be good and survive, it's really irritating having to start from the beginning every time you die.
According to the developer (four posts above yours):
"People often consider this game to be very hard, but actually surviving is extremely easy if you're not reckless and don't expect to steamroll everything in your path without even being adequately geared, which amusingly people often do. People who get into the spirit of the game instead of acting like reckless homicidal maniancs (many encounters are not hostile unless provoked) get through the entire game on their first playthrough without incident."

I have no idea whether he's correct or not (I don't have the "not trying to be a" game), but I thought you might be interested.
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bssybeep: The game takes so much work to be good and survive, it's really irritating having to start from the beginning every time you die.
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mrkgnao: According to the developer (four posts above yours):
"People often consider this game to be very hard, but actually surviving is extremely easy if you're not reckless and don't expect to steamroll everything in your path without even being adequately geared, which amusingly people often do. People who get into the spirit of the game instead of acting like reckless homicidal maniancs (many encounters are not hostile unless provoked) get through the entire game on their first playthrough without incident."

I have no idea whether he's correct or not (I don't have the "not trying to be a" game), but I thought you might be interested.
I can confirm what the developer says is accurate. I've watched new players stream the game whilst playing cautiously and they survive much longer than someone who provokes and attacks everything they see. If you treat the early undead like you'd treat a wild dog (with much caution) then most of them will leave you be. In real life if you woke up in an unknown location and saw creatures who looked an awfully lot like a walking corpse would you immediately attack it with an improvised weapon? ;)

Surviving in the game is mostly about using common sense. Find a decent weapon and some armor before deciding to engage in combat. Don't pick fights with everything you see. If you're losing a fight don't be afraid to run away. Remember: you're not some hero that can't lose no matter what you do; you're just another person that is on the same playing field as everyone else... both you and the NPC's abide by the same rules and most of them will do their damnedest to kill you if you decide to attack them. The player doesn't have any artificial advantages (like insane amounts of health or damage output) which make you an unstoppable killing machine like you see in many games.
Post edited May 20, 2016 by freakie1one
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mrkgnao: According to the developer (four posts above yours):
"People often consider this game to be very hard, but actually surviving is extremely easy if you're not reckless and don't expect to steamroll everything in your path without even being adequately geared, which amusingly people often do. People who get into the spirit of the game instead of acting like reckless homicidal maniancs (many encounters are not hostile unless provoked) get through the entire game on their first playthrough without incident."

I have no idea whether he's correct or not (I don't have the "not trying to be a" game), but I thought you might be interested.
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freakie1one: I can confirm what the developer says is accurate. I've watched new players stream the game whilst playing cautiously and they survive much longer than someone who provokes and attacks everything they see. If you treat the early undead like you'd treat a wild dog (with much caution) then most of them will leave you be. In real life if you woke up in an unknown location and saw creatures who looked an awfully lot like a walking corpse would you immediately attack it with an improvised weapon? ;)

Surviving in the game is mostly about using common sense. Find a decent weapon and some armor before deciding to engage in combat. Don't pick fights with everything you see. If you're losing a fight don't be afraid to run away. Remember: you're not some hero that can't lose no matter what you do; you're just another person that is on the same playing field as everyone else... both you and the NPC's abide by the same rules and most of them will do their damnedest to kill you if you decide to attack them. The player doesn't have any artificial advantages (like insane amounts of health or damage output) which make you an unstoppable killing machine like you see in many games.
Love the avatar:)
Having played almost 20 hours, I must say I really like the game. I've mostly been playing the Arena mode.

I can see a lot of people struggling with the controls, but once I got the hang of it, I really like it and the choice makes sense. I've only just figured out you can aim at specific body parts. I am now stabbing people where they don't have armor or have less armor, such as the face and waist/thighs. The difficulty(complexity) and realism make winning incredibly fun. It is a remarkably entertaining system for combat, and while a little tricky as you have to coordinate your mouse movement with your footwork and time your blows to strike at real openings, the reward is a satisfying stab into the face of the enemy. The difference is mostly to do with the number of things you have to think about at the same time. You really have to focus. I don't think I could drink and play this game... I mean that in a good way. (Others may benefit from drinking) :-)

I still get steamrolled when I make mistakes, but it is an awesome game. I defeat some opponents without taking a single hit now, something that is really satisfying in such a balanced experience. My brother and I would talk about such a realistic (the aesthetics of semi-drunkeness aside) dueling, or combat game, and how it could be done. You've done an exceptional job in implementing this; you must have overcome some mind-bending hurdles to get this to run so well considering the computational requirements. I never fanboy this much. I am genuinely impressed with what you have accomplished.

Thanks for making it, Bare Mettle, and for continuing. Thank you for representing armour in a realistic fashion, that is, in the number of pieces that fit together to form the whole(which takes a little historical research to appreciate). I look forward to purchasing any other games you make: Sui Generis for starters, then whatever else you base on this system. Fun, fun. Awesome game.