Exanima planned feature list

Jimmini

Insider
This is an unofficial, incomplete list of planned, considered and denied additions to Exanima, with links to official sources.
An older (potentially outdated) list specific to Sui Generis can be found here: Grand list of dev quotes on features

Some listed features might ultimately not be added, only after the game's full release, or only to Sui Generis.


Planned:
- 13-15 areas total [1]
- Force thaumaturgy (e.g. blast, bolt, torrent, shield, telekinesis) [1]
- Thaumaturgy raw power level [1]
- Rare thaumaturgical knowledge [1]
- Thaumaturgy quick cast keys (e.g. Q and E) [1]
- Alchemy (e.g. explosives, poisons, antibacterial agents, amphetamine) [1] [2] [3]
- Ranged combat (e.g. bows, crossbows, throwing weapons) [1] [2]
- Multiplayer (co-op and arena; over any low-latency network; peer-to-peer) [1] [2] [3]
- Core role structure (to support additional NPCs, more ways to interact with them and generally much more convincing and reactive behaviour) [1]
- Usage of additional dialogue system features (e.g. multiple conversations and participants, context sensitive options, leaving and joining dialogues dynamically, changing topics dynamically) [1] [2]
- Playable musical instruments (potentially affecting NPCs emotionally) [1] [2] [3]
- Additional save mechanics [1]
- Knight as NPC and unlockable starting character [1]
- Derrin as companion when playing as Knight, Proctor or Villager [1]
- NPCs moving across areas [1]
- NPCs looting autonomously [1]
- NPCs interacting with environment [1]
- Light affecting sight of certain NPCs [1]
- Some NPCs being able to open doors [1]
- Companion commands (e.g. tactical suggestions, pull lever) [1]
- Improved crouching [1]
- Improved combat AI (e.g. tactics skill tree) [1]
- More creature behaviours and attacks (e.g. Faels using their horns, Gobblers vomiting) [1]
- Increased encounter density [1]
- Sir dragging unconscious or dead characters [1]
- Additional golems [1]
- Ability to keep lying on floor / play dead [1]
- Environmental damage (e.g. on falls) [1] [2]
- Electrical insulation through gear [1]
- Weapon and shield bashing [1]
- Murder strokes [1]
- Weapon pulling (e.g. for draw cuts) [1]
- Weapon face switching [1]
- More realistic blocking [1] [2]
- Knockouts possible only on significant blows [1]
- Fist weapons [1]
- New proctor armor [1]
- Procedural shields [1]
- Special encounters with procedural gear [1]
- Revised undead visuals [1] [2]
- Soft body dynamics (e.g. for clothing, plants, banners) [1]
- Randomized container and item placement [1]
- Ability to lock doors and containers [1] [2]
- Ability to clean objects (e.g. using soap and water) [1]
- Key rings (for automatic key selection) [1]
- Objects snapping into position when trying to put them in their intended place (e.g. torches in holders) [1] [2]
- Doors being able to be broken open (e.g. by creatures) [1]
- More item interactions (e.g. bottles, phials, thimbles) [1] [2] [3]
- Reworked pathfinding (including ability to force character to move) [1] [2]
- Minor player movement assistance [1]
- Jewellery (e.g. rings, bracelets, necklaces) [1]
- Water [1]
- Volumetric lighting [1]
- Revisions to golem area (e.g. a chasm spanning most of the level with bridges) [1]
- Attacking tentacles [1]
- Decomposing corpses [1]
- Dialogue and idle animations [1]
- Arena reputation and renown [1]
- Hires present in arena hub [1]
- Dyes and lacquers in arena [1]
- Arena company emblems on shields, banners, tabards, etc. [1]
- Persistent enemies / rivaling companies in arena [1]
- Arena contract jobs [1]
- Replace arena trade with second hand market [1]
- Flails for arena beasts [1]
- More settings (e.g. window modes, upscaling, gamma) [1] [2] [3]


Considered:
- Additional thaumaturgy domains [1]
- Displacement (e.g. longdoor (teleportation), temporarily disappear, conjure fire)​
- Energy (e.g. heating, cooling, magnetism, electricity)​
- Light (e.g. production, suppression, invisibility, offensive beams)​
- Body (e.g. healing, harming, affecting body functions, stopping hearts)​
- Additional thaumaturgy mods [1]
- Random selection from pool of side areas per playthrough [1]
- Dynamic events [1]
- Jumping [1]
- Stealth mechanics [1]
- Utility skills [1]
- Guns [1]
- Improved overhead targeting (similar to thrusts) [1]
- Combat lead foot switching [1]
- Controllable swing height [1]
- Combat stances [1]
- Dismemberment (only on killing blows) [1] [2]
- Skeletons falling apart on death [1]
- Replace paperdoll (i.e. zoom in on character instead) [1]
- Item inspection mode [1]
- Side arms [1]
- Limited thaumaturgy available to proctor [1]
- Cartography (committing recently visited parts of a map onto paper using consumables; might include a dedicated utility skill) [1] [2]
- High-level player commands (point and click adventure mode; e.g. walk, fight) [1]
- A fairly long (completely optional) farm of sorts [1]
- Animations for pushing doors open [1]
- Armor affecting character masses [1]
- Blood on environment [1]
- Fire temporarily sticking to surfaces [1]
- Additional Sirs [1]
- Quadrupeds [1] [2]
- NPC alertness [1]
- Dynamic music [1]
- Reputation in arena (e.g. affecting prices, offers, contracts) [1]
- Tutorial [1]
- Recording and replay (allows retroactively changing the view etc.) [1] [2]
- Some form of VR / stereo rendering support [1] [2]
- Content creation tools [1]


Not planned:
- Mundane survival mechanics (e.g. hunger, thirst, resting) [1]
- Sprinting stamina [1]
- Stamina affecting character movement [1]
- Kicking [1]
- Combat rolling [1]
- Environment destruction [1]
- Children [1]
- Voiced dialogue [1]
- Localization [1]
- Crafting weapons and armor [1] [2]
- Manual saving and loading [1]
- Camera lock [1] [2]
- Satellite navigation (e.g. minimaps) [1]
- Difficulty scaling [1]
- Respawning NPCs [1]
- Sandbox game mode [1]
- Split screen multiplayer [1]
- Digital rights management [1] [2]
 
Bro, imagine playing Exanima with your mates trying to kill Sir, and the ensuing hilarity of accidentally getting a critical hit on your ally and screaming in satirical anger.

The videos of General Sam just killing Poob whenever they find good loot... Ah... I can see it already.
 
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