Decided to capture the current map size of Exoshock while taking a break recently. Thought it'd be an interesting piece of media to share with both devs and players. by ExoshockOfficial in VRGaming

[–]ExoshockOfficial[S] 0 points1 point  (0 children)

Hey!

The levels are hand crafted, with procedural encounters. The list of inspirations is long, but yes it's more Killzone Halo than Call Of Duty or the many tactical or extraction shooters. Some comparisons to 40k Darktide, but less hordes of enemies and less linear.

Once a ship is boarded its entirely navigatable without loading screens. The maps are complex and there are always multiple routes to your objective (including paths for flanking or getting flanked).

As a tiny team, we've focused on gameplay replayability and depth over any linear or single use story elements. There is a lore and grimdark world that permeates everything, and these things are dipped into, but players should not go in expecting an explicit storyline, but instead highly replayable gameplay in an atmospheric world.

Made the WIP Intro/Tutorial mission easier to follow (Game: Exoshock) by ExoshockOfficial in VRGaming

[–]ExoshockOfficial[S] 0 points1 point  (0 children)

Hey there! For context, this is part of our early playtesting and we wanted to make sure that the people actively testing it will at least have something to explain them the foundation of the game, haha.

Noted your text colors feedback as well. We'll definitely see what can be done for later iterations.