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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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russellskanne: @ Bare_Mettle

Will you give the buyers of Exanima some discount on SG, when it arrives here?
If GOG and other platforms support it, absolutely. We received the same question on Steam many times, it seemed to not be possible a the time, but recently I saw DS3 did it, so I guess it must be.
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apehater: i'm getting tired to with argument loops in thread discussions. i made a clear statement. if you can't see it, then i can't/won't help you about this. sorry :)
In fact you only quoted a Steam review and there was completely no argument in your statement. I said why I don't agree, but you completely ignored my points. But if you don't won't to discuss I can't help you. I just wonder what's the point of posting in an internet forum then. ;)
Post edited May 16, 2016 by PaterAlf
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Hickory: I'll be keeping my eye on this, for sure, but one thing in particular that *really* puts me off is the fact that a disembodied giant cursor moves things with absolutely no interaction from the character. Not buying (the 'feature') it . Not one bit . Ugh!
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user404: This is hardly an uncommon mechanic in isometric games... or any game in general. Do you know any game that animates the character when it manipulates physical items? i would be interested in seeing how that's done.
If you're going to put obstacles in a non-point-and-click game, then they should be static, ie. non-removable, or a means (spell, explosion, bashing, other) to remove the obstacle. An obviously human guided, disembodied cursor removing and (re)placing things in an RPG is about as off-putting as it could possibly get. It looks amateurish.
Post edited May 16, 2016 by Hickory
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Bare_Mettle: If GOG and other platforms support it, absolutely. We received the same question on Steam many times, it seemed to not be possible a the time, but recently I saw DS3 did it, so I guess it must be.
Cool thing, thanks for clarification!
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apehater: ...
Seeing as you've even gone through the trouble of buying the game just to post someone else's Steam review rather than actually giving an opinion of the game itself, I thought I'd point out that virtually nothing said in that "review" is remotely true. Yes, of course we released Exanima also to raise funding and continue development, everything else is complete and utter nonsense.

Edit: I just noticed that's Paid_Didnt_Win's review, a rather infamous character on our Steam community, who's neverthless spent nearly 100 hours playing the game. Yeah, he must really not like it.
Post edited May 16, 2016 by Bare_Mettle
This looks like it could be yummy! WLed and "watching."
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user404: This is hardly an uncommon mechanic in isometric games... or any game in general. Do you know any game that animates the character when it manipulates physical items? i would be interested in seeing how that's done.
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Hickory: If you're going to put obstacles in a non-point-and-click game, then they should be static, ie. non-removable, or a means (spell, explosion, bashing, other) to remove the obstacle. An obviously human guided, disembodied cursor removing and (re)placing things in an RPG is about as off-putting as it could possibly get. It looks amateurish.
Well if you ever play the game you will everything is highly interactive. Removing a barricade of physical items as it's show in the trailer is just a tiny example of what is possible, but there is plenty more you can do and that is planned. I would dare to say interactivity is one of the main features of this game, if you remove that you would be making it poorer.
I agree it would be cool if certain actions could be animated (opening a door or whatever) but that sounds like a considerable task in game that everything, even animations, are physics based. Some other people pointed it out in the past, but at the end of the day it never supposed an immersion breaking factor for anybody. Besides as i said it is a common practice in iso games for a long time, divine divinity for example.
Post edited May 16, 2016 by user404
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apehater: ...
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Bare_Mettle: Seeing as you've even gone through the trouble of buying the game just to post someone else's Steam review rather than actually giving an opinion of the game itself, I thought I'd point out that virtually nothing said in that "review" is remotely true. Yes, of course we released Exanima also to raise funding and continue development, everything else is complete and utter nonsense.
Just to clear up, there is no pay gate on reviews here. Anybody can just put something there as they please. It's certainly something that needs attention.
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Hickory: If you're going to put obstacles in a non-point-and-click game, then they should be static, ie. non-removable, or a means (spell, explosion, bashing, other) to remove the obstacle. An obviously human guided, disembodied cursor removing and (re)placing things in an RPG is about as off-putting as it could possibly get. It looks amateurish.
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user404: Well if you ever play the game you will everything is highly interactive. Removing a barricade of physical items as it's show in the trailer is just a tiny example of what is possible, but there is plenty more you can do and that is planned. I would dare to say interactivity is one of the main features of this game, if you remove that you would be making it poorer.
I agree it would be cool if certain actions could be animated (opening a door or whatever) but that sounds like a considerable task in game that everything is physics based. Some other people pointed it out in the past, but at the end of the day it never supposed an immersion breaking factor for anybody. Besides as i said it is a common practice in iso games for a long time, divine divinity for example.
Nonsense. A simple mechanic such as an explosive barrel, movable by the player character, and detonated by some means; a spell; a feat of physical bashing etc. is not only achievable, but practical.

I will not be purchasing or playing this (RPG) while it incorporates such glaring anti-immersion shortcuts. It's lazy; it's amateurish; it should remain in the domain of point-and-click.
Ignore the haters, this a gem of a game and absolutely worth £10 or its equivalent

The engine is a thing of beauty simulating real physics in everything from your character, objects, weapons and armour. The physics is used to enable an excellent fighting system which takes a while to master but is some of the most exciting and realistic melee combat seen yet in a game, which when combined with intelligent AI opponents is extremely satisfying and fun. It also allows physics based puzzles and traps and a sandbox approach.

There are 3 'modes' you can currently play in the game - 2 levels of practice arena where you square off against and procession of enemies where you choose any weapon you like (all weapons 'fight' differently).

The second is an arena 'management' mode where you recruit raw fighters and pit them in different fighting modes from fisticuffs to multiple npc melee's slowly buying gear and increasing their skills.

The third is the main game - a slow burn dungeon crawl where you try to escape from a mysterious dungeon - abandoned kitchens, dormitories, washrooms, armories etc with the occasional inhabitant... It is oldschool in its approach - permadeath, no 'map', good gear rare and highly prized. Initial enemies have to be bludgeoned with candlesticks whilst you use barrel lids for shields. The game will add ranged combat and magic mechanics later.

The devs approach to everything from the world, to art style, to combat and AI behaviour is exemplary and shows ridiculous attention to detail. There are no shortcuts and it makes the game a deep and delicious experience. I do not usually invest too much of myself with games or developers but in this case I have had to make an exception and become a huge fanboy.
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user404: Well if you ever play the game you will everything is highly interactive. Removing a barricade of physical items as it's show in the trailer is just a tiny example of what is possible, but there is plenty more you can do and that is planned. I would dare to say interactivity is one of the main features of this game, if you remove that you would be making it poorer.
I agree it would be cool if certain actions could be animated (opening a door or whatever) but that sounds like a considerable task in game that everything is physics based. Some other people pointed it out in the past, but at the end of the day it never supposed an immersion breaking factor for anybody. Besides as i said it is a common practice in iso games for a long time, divine divinity for example.
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Hickory: Nonsense. A simple mechanic such as an explosive barrel, movable by the player character, and detonated by some means; a spell; a feat of physical bashing etc. is not only achievable, but practical.

I will not be purchasing or playing this (RPG) while it incorporates such glaring anti-immersion shortcuts. It's lazy; it's amateurish; it should remain in the domain of point-and-click.
Otay.
nvm, I should have watched more of the video lol
Post edited May 16, 2016 by HiddenAsbestos
high rated
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Hickory: Nonsense. A simple mechanic such as an explosive barrel, movable by the player character, and detonated by some means; a spell; a feat of physical bashing etc. is not only achievable, but practical.
It has nothing to do with moving obstacles, you can interact with absolutely everything that isn't attached to the ground or too heavy to move. There are many detailed interactions that result from this, including things like jamming levers and gates, crossing a pit by placing a plank over it, physicaly diverting the flow of fire or even just neatly arranging small items in whatever way you like. Everyhing that moves is subect to physics and accurate collisions in this game, no exceptions. Many things are possible with level of detailed physics and interaction.

As for doing this through some actual animation of your character, it's just not realistically possible, it's never been done and I'm not sure how you imagine such a thing could ever work in reality. Even if it was possible, waiting for your character to physically manipulate an object and move around with it would be extremely tedious and impractical. It's a game and the focus is playablity, it's not a film.
It reminds me on Cadaver on Amiga. Nice game :)
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mattymuc: It reminds me on Cadaver on Amiga. Nice game :)
Actually, more The Immortal - and that was awesome :)
http://hol.abime.net/2615