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Transcript
00:00Welcome to the world of Exekular.
00:15We are Kasia and Amadeusz, the creators of the game.
00:18And this is Gameplay Overview.
00:22Exekular is a first-person action-adventure game
00:25that encourages exploration, rewards curiosity
00:29and never holds your hand.
00:31You play as Denzel Phoenix, an Exekular, a corporate bounty hunter.
00:39Exekulars hunt down fugitives and reclaim souls
00:43from those who try to escape the system.
00:48One of the game's main hubs is The Tower,
00:50a massive fortress city ruled by the Helion Corporation.
00:54This is where you accept contracts,
00:57upgrade your gear and prepare for missions.
01:01Job well done, contract fulfilled.
01:04The game is structured in chapters
01:06and almost everyone begins and ends in The Tower.
01:14Outside The Tower lies a harsh, scorched desert.
01:18You travel through it in a heavily modified car
01:21designed to protect you from extreme conditions
01:24such as heat and radiation.
01:28Inside the vehicle, you have access to your computer,
01:31storage and a working radio.
01:33From your...
01:34From your...
01:39From your...
01:43From your...
01:57Survival is a core part of the experience.
02:22Inventory space is limited and every item matters.
02:27Forcing players to make careful decisions about what to carry and what to leave behind.
02:33Helion's high-tech systems allow you to hack devices, big locks and access restricted areas.
02:41Your cybernetic implants help you uncover hidden elements and investigate the environment.
02:47Missions and level design are fully non-linear.
02:59There is no single way to complete a contract.
03:03Stealth, dialogue and combat are all valid approaches and can be freely combined.
03:12In Exekiller every decision matters.
03:15What's it gonna be?
03:17Plata or Muerte?
03:19Ok, so welcome to the world of Exekiller where survival comes at a constant cost.
03:23With limited inventory space and high prices on essential supplies, players must remain constantly aware of how they manage and carry their equipment.
03:31Radiation zones, lethal sandstorms and extreme temperatures turn the environment itself into an ever-present threat throughout the wasteland.
03:39While firearms are an important part of the experience, Exekiller encourages experimentation.
03:45Players can combine weapons, gadgets, environmental hazards and special abilities to approach encounters creatively or avoid combat altogether.
03:53Through cybernetic implants, Denzel gains enhanced perception, allowing players to uncover hidden elements, piece together narrative clues and read the environment instead of relying on waypoints.
04:04Missions in Exekiller are non-linear, with no prescribed playstyle or guided solutions.
04:10Players are given clear objectives but are free to approach each contract through stealth, dialogue, direct combat or a combination of all three.
04:18And not every job must end with a kill.
04:21Player choices shape NPC behavior, dialogue and the broader narrative, leading to multiple possible outcomes and endings.
04:28Exekiller is an upcoming single-player science fiction RPG that positions itself somewhere between classic Fallout-style role-playing and the dystopian urban design often associated with cyberpunk, but without leaning heavily into spectacle or stylization.
04:43The game is set in a future where technological progress has not resulted in prosperity, but instead in a rigid, stratified society defined by control, surveillance and resource imbalance.
04:55Cities are dense, heavily managed environments dominated by corporate and institutional power, while areas outside these urban centers feel neglected, unstable and only loosely governed.
05:07The setting isn't presented as a dramatic post-apocalypse, but rather as a slow, systemic decay where society continues to function, just increasingly poorly.
05:16From a gameplay perspective, Exekiller appears to focus strongly on traditional RPG design principles, particularly player choice and systemic consequence.
05:25The developers have emphasized decision making that affects narrative direction, character relationships and access to different gameplay paths rather than choices that exist purely for flavor.
05:35Dialogue, exploration and mission outcomes seem designed to interconnect, meaning the player's actions influence not only immediate situations, but also how the world responds over time.
05:47This design philosophy aligns more closely with older Western RPGs than with many modern titles that streamline player agency in favor of cinematic pacing.
05:57The influence of Cyberpunk is visible primarily in the technology and setting rather than the tone.
06:03Augmentations, advanced weapons and high-tech infrastructure exist, but they are portrayed as functional tools rather than aspirational upgrades.
06:11Technology in Exekiller appears to be treated as a necessity for survival within the system, not as a power fantasy.
06:18This approach gives the world a colder, more utilitarian feel and reinforces the idea that progress has come at the expense of personal autonomy rather than enhancing it.
06:28Combat, based on the material shown so far, seems designed to be deliberate and relatively grounded.
06:34Encounters appear dangerous with an emphasis on positioning, preparation and resource management rather than constant action.
06:41Weapons and enemies are not presented as exaggerated or arcade-like, suggesting that combat is meant to support the game's overall tension rather than dominate the experience.
06:52This supports the impression that Exekiller prioritizes immersion and consequence over fast-paced spectacle.
06:58What makes Exekiller particularly notable is its overall direction at a time when many large-scale releases are structured around live-service elements, long-term monetization or heavily curated player experiences.
07:11Exekiller is positioned as a self-contained single-player RPG with a clear focus on narrative depth, player agency and world building.
07:19While that doesn't guarantee execution or quality, it does place the project in a smaller category of modern RPGs that are attempting to preserve design.
07:27values that have become less common in the mainstream space.
07:32At its core, Exekiller presents itself as a methodical, systems-driven RPG built around a believable, dystopian setting rather than a high-concept spectacle.
07:41If the final release delivers on its emphasis on choice, consequence and grounded world design, it has the potential to appeal strongly to players looking for a more traditional role-playing experience in a modern sci-fi context.
07:54If you prefer to choose to use
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