EXELIO
Steam News 13 February 20263mo ago

[DevLog#1] What we gave to AI, and the "Feel of Touch" humans wouldn't let goof

Hello. This is the "Exelio" development team. In preparation for the Early Access launch, we'll be sharing a bit about "how we're making this game" starting today. The theme for the first post is AI and "Game Feel" (the…

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Repeated intro

Hello. This is the "Exelio" development team.

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changedThe theme for the first post is AI and "Game Feel" (the touch of movement action).
changedWhile these are indispensable tools for a small team to create such a vast world, there's a part where we clearly decided from the start of development: "We cannot leave this to AI."
changedThat is the "feel of movement"—running, jumping, and wall-running—the very first thing you feel when you pick up the controller.
changed1. The "feel of movement" in increments of 0.1s still can't be left to AI.Acceleration response, camera follow speed, FOV changes during dashing, control limits on slopes...
changed1. The "feel of movement" in increments of 0.1s still can't be left to AI.Frame-level adjustments, such as the detection of when a wall-run starts or "Coyote Time" (the window where you can still jump for a few frames after leaving a platform), are the lifeblood of making action feel good.
changed1. The "feel of movement" in increments of 0.1s still can't be left to AI.We cannot leave this to AI at all.

In preparation for the Early Access launch, we'll be sharing a bit about "how we're making this game" starting today.

The theme for the first post is AI and "Game Feel" (the touch of movement action).

AI builds the planet, while humans handle the sensation of running.

In the development of "Exelio," we've fully embraced UE5 procedural technology and Generative AI, from planet construction to coding assistance.

While these are indispensable tools for a small team to create such a vast world, there's a part where we clearly decided from the start of development: "We cannot leave this to AI."

That is the "feel of movement"—running, jumping, and wall-running—the very first thing you feel when you pick up the controller.

1. The "feel of movement" in increments of 0.1s still can't be left to AI.

Acceleration response, camera follow speed, FOV changes during dashing, control limits on slopes...

Frame-level adjustments, such as the detection of when a wall-run starts or "Coyote Time" (the window where you can still jump for a few frames after leaving a platform), are the lifeblood of making action feel good.

We cannot leave this to AI at all.

Changing parameters by single digits, actually running, jumping, and sliding dozens of times to test. "I thought it was perfect yesterday, but it feels heavy today..."

The action in "Exelio" is built through this gritty accumulation of back-and-forth struggles with the laws of physics.

2. Physical laws are "co-authored" with AI and rewritten by human whims.

Of course, we use AI to help write the underlying code, especially for physics calculations.

We describe the behavior we want, and based on the sample code written by the AI, we rewrite, trim, and simplify it over and over again.

While we rely on AI for the "speed of writing," we hold onto the task of finding the line of "what feels good to a human" until the very end. That is our way of working with AI.

3. Finishing a world expanded by AI with human senses.

Thanks to Generative AI, we've been able to create a world on a scale that's hard to believe for an indie project.

In exchange, we've poured all our remaining time into the "joy of physical sensation" that makes you want to keep running around "just a little longer."

We'd love for you to help us polish this "physical sensation" within the game, crafted through indie-style trial and error.

Finishing a world expanded by AI with human-to-human senses—it would be a huge boost if you'd join us in this experiment.

We'll be waiting for you on Steam Early Access on March 5th, 2026. We'd love to hear your feedback on the feel of movement on the Community Hub.

Source

Steam News / 13 February 2026

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