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Full ExeKiller update
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What changed
- Maps
- Gameplay
- Balance
- UI and audio
ExeKiller changes
Howdy, Partners!
After the overview trailer drop, we were hit with a huge wave of messages, and we love the enthusiasm. The response to ExeKiller has been incredibly positive and honestly exceeded our wildest expectations, so first of all: thank you. With all that hype came plenty of questions, which is why we’ve put together this FAQ to answer the most common ones we’ve been getting.
Let’s not waste time and jump right in!
Steam post image
Q: Comparisons to Cyberpunk 2077, Fallout, and Red Dead Redemption 2
A: ExeKiller draws inspiration from cyberpunk, western, and post-apocalyptic genres.
That said, it’s important to be clear: Exekiller is a game with smaller scale, different focus and different goals.
If you’re expecting another Cyberpunk, Fallout, or Red Dead Redemption 2, ExeKiller is not trying to be that. This is not a massive open-world AAA RPG.
We are a small studio. While we’d love to have the scope of games like Fallout, that level of scale simply isn’t something we can realistically afford.
ExeKiller is closer to an AA action-adventure game with a small open world, built around more focused spaces, strong atmosphere, and meaningful player choices with a different intent and a different experience in mind.
Q: When is the planned release date for ExeKiller?
A: We understand this is the most frequently asked question, and we truly appreciate your patience.
At this stage, we’re not announcing a specific release date, as ExeKiller is still in active development. That said, we do plan to share a new estimated release window in the future once we’re confident it reflects the state of the game.
Q: Will the game be available on consoles (PlayStation / Xbox)?
A: Releasing ExeKiller on consoles is very important to us. At the moment, our main focus is the PC version, but we hope that, if not at launch, then at a later stage ExeKiller will also be released on consoles.
Q: Will enemy AI and the combat system be further improved?
A: Yes. Enemy AI and combat are actively developed and iterated on. All materials shown so far come from a work-in-progress build and are not final.
ExeKiller is not a “pure shooter.” Combat has to work in harmony with stealth, and player reputation, which is why we’re balancing these systems very carefully.
Q: Will the player’s playstyle (stealth / aggression / diplomacy) have a real impact on the world?
A: Yes, this is one of the core pillars of ExeKiller.
The player is not anonymous. For example a brutal, aggressive playstyle can lead to increased hostility and stronger resistance. Dialogue and diplomacy can resolve situations without combat. You won’t always see consequences immediately, sometimes the world remembers your decisions.
Q: Are you planning to add more brutality or gore?
A: ExeKiller is a brutal world, but gore is never a goal in itself. When brutality appears, it’s meant to support the atmosphere and the weight of the situation, not to exist purely for shock value.
That said, you can expect more refined wound and gunshot effects.
Q: Are there plans for future updates or DLC? A: It’s a bit early to say. This will largely depend on how the game performs after release.
That said, we are prepared, both the world and the story are designed in a way that allows for future expansion if the opportunity arises.
Q: How long is the game?
A: Around 20+ hours for the main path.It also depends on your playstyle. If you engage with side quests and explore the world, playtime can be significantly longer.
Q: How large is the game world? If there’s a car, I assume the map is quite big?
A: Yes - a vehicle is essential for navigating the world. Without a car, moving across the map would be very difficult, which should give you a good sense of its scale.
Q: Will the game be localized into other languages?
A: At this stage, we can’t confirm additional languages beyond those currently listed on Steam. This may change in the future, we’d love to support as many languages as possible but this will largely depend on our publishing partner.
Q: Will there be playtests?
A: Yes, at a certain stage of development, we will definitely be inviting players to take part in playtests. When the time comes, we’ll let you know.
Q: Will there be a demo?
A: We’re preparing for that possibility, but time will tell.
If you want to keep an eye on ExeKiller’s development and catch updates as they drop, our Discord is the place to be. And don’t forget to follow us on Facebook, X, Instagram, and BlueSky to stay up to date.
Until next time, Paradark Studio
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