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ExeKiller - Action-Adventure Post-Apocalyptic Cyberpunk Western Hybrid Game

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,765
https://paradarkstudio.com





20 years ago the Great Fire Disaster set most of the world on fire causing mass extinction and destruction of life and earth. Only 30% of mankind has survived, only a few spots on earth are possible to live. As the governments failed, corporations took control. The world is plunging into chaos and anarchy. Welcome to New York in 1998.

You are an Exekiller, a futuristic bounty hunter. Your main goal is collecting S.O.U.L.S - biochip component which gathers information about its owner and also controls him. Chips are produced by one of the biggest corporations that rule the New Earth. Without S.O.U.L you simply don't exist.


PLAYER DRIVEN STORY
How you approach The Exekiller is up to you. Your choices affect not only the way the story develops - it also lets you face every situation any way you like. Your decisions affect the storyline that offers massive re-playability.

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EXPLORE VAST OPEN WORLD
The world of Exekliller is both beautiful and lethal. Travel across diverse regions from deserts and canyons, through deadly highways and radioactive fields.

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HUNT OUTLAWS
You can either kill them, bring them to justice or set them free - the choice is yours. Make full use of environment and various types of weapons and gadgests. Use your abilites to gain advantage. Sneak past your enemies or talk your way out of trouble situations.

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EVER-CHANGING ENVIRONMENT
Experience fascinating journey through post-apocalyptic landscapes dramatically affected by a stuning day/night cycle, dynamic weather and radioactive sun storms.

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Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,841
Potato Western strikes back, this time in cyberpunk+post apo sauce.

yawn
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,089
What can I say except that they got me: this looks like what Prey 2 was supposed to be.

And the CEO of the company looks like he is passionate about this stuff.

https://vimeo.com/amadeuszwrobel





 
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cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,765
The devs look very attractive here


https://80.lv/articles/exekiller-developing-a-cyber-western-game/

ExeKiller: Developing a Cyber-Western Game

Founders of Paradark Studio Kasia Widmańska and Amadeusz Wróbel talked about the development process behind ExeKiller – their upcoming game that merges cyberpunk and western aesthetics.
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Introduction
We are Kasia and Amadeusz, Owners and Founders of Paradrak Studio. We love challenges and we love playing games! One day, a few years back we just thought, why don’t we try to create our own game. At first, it was our “after-hours job” just for fun but last year we decided to make it official. Currently, we are also working on our first movie.

We are both visual creators – we bring our experience in such fields as photography, graphic design, and film.

ExeKiller's Development
We started thinking about creating the game over 3 years ago, we had a few different ideas in our heads, we even started prototyping some of them but other job offers came up and the game was set aside. Finally, it came back on the agenda with the beginning of the Pandemic. However, it took some time before what is known today as ExeKiller has taken its current form.




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We were inspired by many titles like Deus Ex and Fallout series, Dishonored, Red Dead Redemption, Observer, and Stalker. Cinema has a strong influence on us, titles like Blade Runner, Escape from New York, Mad Max are also very inspirational for us. We spent many hours watching the films and playing these games, having fun but also a lot of aesthetic or emotional experience. To mention more inspirations we are also fans of Cyberpunk literature like Philip. K Dick and William Gibson.




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Our main goal is to create a certain style of game that we haven't seen and played before.

Our main hero or heroine (we would like to add a female protagonist) is the ExeKiller, futuristic bounty hunter and gun for hire. You are trying to survive in post-apocalyptic New York of 1998 and your main goal is to collect S.O.U.L.S. – biochip component which gathers information about its owner and also controls him. Chips are produced by one of the biggest corporations that rule the New Earth. Without S.O.U.L you simply don't exist.




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Engine and Tools
We are using Unreal Engine 4 but we will update the project to the newest version. For building environments, we are using everything that Quixel has to offer both 3D models and textures. We are mixing them with the Brusify toolkit. For NPC’s we were using a character creator but we will probably switch to MetaHuman.




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Gameplay and Mechanics
We are making an immersive sim inspired by such game classics as Deus Ex or Dishonored. We don't want to limit the player and tell them how to play and what to do. The tutorial explains the basic mechanics and the rest is up to the player. We just give you a task and how you achieve it is up to you. We want every playstyle to be appealing. That's why some of the abilities and gadgets will help you with fighting and some with sneaking and hacking.




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We will not have a standard skill tree. You will be able to buy new skills in the form of softwares or extract them from the enemies. For example: If someone uses invisibility you will be able to pull it from the owner. Once you assign a certain skill you will be able to upgrade it further in special places.

Also, weather plays a key role in our game. Due to the very high temperature, some regions of the map will only be explorable at night. The night itself will also make it easier for us to sneak around.




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We also have radioactive and electromagnetic storms that are a deadly threat to us. When one of them is coming towards us we have to find a safe place as soon as possible. It can be a city, a cave, a canyon, an abandoned building, anything that will provide us with a minimum of protection. On top of that, electromagnetic storms can stop all electric devices including our cars and more advanced weapons. At that time only old guns are working and outlaws are a threat and can attack you.




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Environments
It all begins with a concept. We choose which part of the map we want to build first and what is going to happen there. Then we create a draft of the area where we put the most important elements and we test it, then we correct it and test again until it is perfect. Thanks to Megascans by Quixell we are able to create a map very quickly. The biggest challenge is to limit the map with natural ways like mountains, fog, deadly dangerous zones.




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Future Plans
We will release the game when it is ready, like really ready. Hard to say when but we hope like 2-3 years. As for promoting our project we use social media like Facebook, Instagram, Twitter. The business side of things is our business partner’s responsibility, we rather focus on creation.




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Conclusion
About a month ago we were basically outside the industry so the only advice you can get from us is simple. Make your own game. All the necessary tools are right there and they are free!

We are a small team aware of our limitations that’s why we create something we will be able to handle. A lot of people compare our game to Cyberpunk – please don’t. In fact, our game has nothing to do with Cyberpunk 2077, maybe in a few points the genre itself. Retro futuristic western with cyber elements – that’s Exekiller.

We invite everybody who wants to ask us some questions to our Discord.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,089
https://steamcommunity.com/app/1701840/discussions/0/2952662888309807203/

ExeKiller draws inspirations from games like Deus Ex, Dishonored, Fallout and Stalker just to name a few. If you like them there is a chance that ExeKiller will fill the void inside of you. Right now we don't have any plans for preorder or even early access. That being said, we are working on the demo right now. So you would be able to experience the game by yourself.

https://steamcommunity.com/app/1701840/discussions/0/3038228110737174515

Trailer is a mix of real time gameplay and real time cinematic gameplay. We are working on the demo so as soon as we will finish it you will be able to experience it by yourself.
 
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toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,089
https://www.escapistmagazine.com/ex...adark-studio-kasia-widmanska-amadeusz-wrobel/

ExeKiller Will Make You a Bounty Hunter in a Cinematic Sci-Fi Western Open World – Interview
By Michael Cripe September 7, 2021
With nothing but a reveal trailer out in the wild, ExeKiller has managed to impress many unsuspecting players hungry for a futuristic western FPS, thanks to its heavy atmosphere, open world, and promising gameplay. Developer Paradark Studio has been happy to see the enthusiastic online response, even if expectations may need to be readjusted ever so slightly. We caught up with Paradark Studio co-founders Kasia Widmańska and Amadeusz Wróbel to talk about ExeKiller and what fans should expect from their ambitious first outing.

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The Escapist: Tell us about Paradark Studio and why it’s confident in ExeKiller as its first game.

Kasia Widmańska & Amadeusz Wróbel: We are Kasia and Amadeusz, owners and founders of Paradark Studio. We love challenges and we love playing games! One day, a few years back we just thought, “Why don’t we try to create our own game?” At first it was our “after-hours job” just for fun, but last year we decided to make it official. Currently we are also working on our first movie.

I saw there are currently four people working on the game. Is there any desire to expand the team?

Widmańska & Wróbel: Of course! And we are working on it and hopefully in the near future with the publisher’s support, we will be able to enlarge it even more.

What previous experience is the Paradark team bringing to ExeKiller?

Widmańska & Wróbel: First and foremost, in our games we want to tell good stories. We are both visual creators, (We bring our experience in such fields as photography, graphic design, and film.) so it is very important to us that the game looks its best. It’s not about the best models and the sharpest textures. It’s about building the right mood and atmosphere. About creating the world, you want to come back to and explore it, but also have fun at the same time.

exekiller1.jpg


There were a lot of references to classic movies in ExeKiller’s first trailer. What are some of the other ways this game is made for fans of the western and sci-fi genres?

Widmańska & Wróbel: Yes, as we said before we are also filmmakers and we love cinema, especially classic but also art house. We like playing with conventions of genres, blending them, mixing to create something new, so it seemed natural for us to bring it here as well. For fans of western or sci-fi… the setting, background story, job of main character, some of the quests, gadgets, guns etc. (will be appealing).

Can you talk more about how properties like Fallout, Blade Runner, and Red Dead Redemption helped inspire ExeKiller’s development? How have these titles impacted gameplay specifically?

Widmańska & Wróbel: We are huge fans of Fallout, Red Dead, and also both Blade Runner movies and also Deus Ex. We spent many hours watching the film and playing these games having awesome fun but also a lot of aesthetic or emotional experience. To mention more inspirations, we are also fans of cyberpunk literature like Philip K. Dick and William Gibson. All of it had a huge impact on us, so it’s hard to point out exact gameplay mechanics or systems.

Can you explain ExeKiller’s core gameplay loop?

Widmańska & Wróbel: You get the commission and information where the fugitive was last seen. You go there and look for tracks, search the place for clues, question witnesses, talk to people, bribe someone, or lie to someone. If you manage to finally find the fugitive, it is up to you what you do. You can go get him with a gun blazing, or sneak past your enemies. Why not both? After you catch him, you can do whatever you want — set him free, kill him, or put him to jail.

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How can players impact the narrative? I’m interested to hear how unique each player’s story can be.

Widmańska & Wróbel: There will be key moments in the game that will have an impact on the plot. Your decisions will affect some of the missions. That’s why you won’t be able to see all quests in one playthrough. Similarly, each ending will be the result of all decisions that were made during the whole game. There won’t be any final decisions five minutes before ending.

I’ve seen that ExeKiller will feature a small open world with a main quest and “a few side quests.” Can you give us a more detailed idea of what to expect in terms of scope?

Widmańska & Wróbel: The world of the exekiller will be large enough to feel the distance and scale, traveling in your vehicle. We want the player to feel sometimes lost, lonely, irrelevant. Exploration is very important to us; the locations we encounter on our way will be small but full of details, telling their own story.

One of the most exciting features I’ve seen is ExeKiller’s “ever-changing environment.” Could you talk more about how the environment plays a role in the gameplay?

Widmańska & Wróbel: First of all, we have electromagnetic storms and radioactive solar storms that are deadly threats to us. When one of them is coming towards us we have to find a safe place as soon as possible. It can be a city, a cave, a canyon, an abandoned building, anything that will provide us with a minimum of protection. Additionally, temperature will play an important role in the exploration of the world; there will be regions on the map so hot that access to them will be possible only at night.

exekiller11.jpg


Can you elaborate a bit on the weapons, gadgets, and abilities we’ll have at our disposal? How futuristic are these weapons and abilities?

Widmańska & Wróbel: For example, there will be a dash that we showed in the trailer. There will also be bullet time, the ability to see through walls, and much more. We want every style of game to be appealing. That’s why some of the abilities and gadgets will help you with fighting and some with sneaking and hacking.

(As for what to expect from vehicular combat,) Mad Max from Avalanche Studios is a good example.

Will ExeKiller feature any music to listen to when exploring its open world?

Widmańska & Wróbel: It would be great to travel through the post-apocalyptic world of ExeKiller while listening to Johnny Cash, but this is rather beyond our reach. Surely, we will have a great soundtrack to accompany us; a sample of it is already in our trailer. You can also expect a lot of dialogue in the car.

Is there anything else you’d like to add about ExeKiller, Paradark Studio, or indie game development?

Widmańska & Wróbel: We would like to cool down the enthusiasm of some people, especially those who compare us to Cyberpunk 2077. We are creating an ambitious game, but we are far from the scale, financing, and momentum of CDPR. We are a small team aware of our limitations; that’s why we create something we will be able to handle. Besides, our game has nothing to do with that cyberpunk game, more with the genre itself. We do retro futuristic western with cyber elements.

ExeKiller is in development for PC via Steam and GOG, and “if all goes well,” it will also come to consoles.
 

curds

Magister
Joined
Nov 24, 2019
Messages
1,098
Looks kinda cool, actually, except:

You go there and look for tracks, search the place for clues

I hope this doesn't boil down to something like The Witcher 3's Batman Witcher sense, where you press a button to highlight clues.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,089
They are hiring: https://www.skillshot.pl/jobs/23049-senior-lead-programmer-ue4-at-paradark-studio

Oferujemy:

  • Współpraca na podstawie UOD bądź B2B,
  • Wynagrodzenie (6K-15K) netto (w zależności od doświadczenia i umiejętności)
  • % zysków ze sprzedaży (do ustalenia)
  • Praca 100% zdalna
  • Bardzo duży wpływ na ostateczny kształt i wygląd gry
  • Elastyczne godziny pracy (core hours 12:00-16:00),

We offer:
Cooperation based on UOD or B2B,
Salary (6K-15K) net (depending on experience and skills)
% of profits on sales (to be determined)
100% remote work Very big impact on the final shape and appearance of the game
Flexible working hours (core hours 12:00-16:00),

I've never seen such a salary.

Edit: Shitty offer. I root for them but this doesn't look good.
 
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cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,765
https://store.steampowered.com/news/app/1701840/view/3093416232333437507

ExeKiller | Dev diary 01
Howdy Partners! We have not forgotten about you. Not for a second! We are constantly working hard to make the world of Exekiller open it’s doors for You (and not to open Pandora’s box of bugs).

The last months have been a great challenge for us. We knew that by publishing the teaser trailer for Exekiller, we are making You a promise - and we are taking the promises very seriously! Today we want to thank You for the positive reception of what we presented in the teaser trailer. We read every comment, we listen to Your suggestions and try to implement in the game everything we dreamed of and everything You expect.

Paradark Studio has grown up to team of 12! Every day our programmers, writers, level designers, composer, sound designer, animator, 3d artists combine their forces to create awsome game.

We have managed to close the script that will play in the first act of Exekiller. Just as we planned, You, our dear player, will take the steering wheel in how the story will unfold. We promised non-linear gameplay, we promised a non-linear storyline - and we'll keep that promise. Your choices won't be cosmetic, they won't be superficial - Your choices will matter. Your revolver will be able to make a difference. Your character will be noticed - whether you’ll be a compassionate or a vengeful hunter.

Many of the things we showed in the trailer have been improved. Not all things will be included in the first act, but all of them will definitely be reflected in the final production.

Although we can't show the gameplay yet because we are polishing this diamond to the limit still we have a lot to show you.

For starters - Music

Each of us describe the world with all five senses. Sight may be most important in our lives, but hearing often lets you give context to what You see. With that in mind, we can present You with the main musical theme of Exekiller. If you want to hear what this world sounds like – before You can see it firsthand - this is where you have the opportunity to do so!


Today's promise: regular updates of this devdiary.
#promisesfulfilled

Follow development on our social media.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,765
Meet Appaloosa! Cruising through irradiated wasteland would ruin every set of tires. Luckily engineers at Vectrix Motors developed this amazing mobile, which will get you and your bounty safe and sound to wherever you want to go.

FSuLVysWYAAR3tC
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,089
ExeKiller | Dev diary 02
First gameplay reveal
Howdy, partners! Long time no see, right?

Well, for us it’s been one hell of a ride. Since we last spoke, we've begun the transition to Unreal Engine 5. It's not a walk in the park, but it's a necessary step so that you can immerse yourself in the world of Exekiller the way it was always meant to be - graphically rich, smoothly running and, above all, bug-free. UE5 will help us do this faster and better, especially with new features such as nanite, lumen and so on.

We left you dry for a few months, but you were never forgotten. We have a treat for you - the latest gameplay from Exekiller's scorched earth homeland,

We hope you will continue to give us that credit of trust, and we promise, it will be repaid with new updates or exctiting news.

See you soon!
Paradark team



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orcinator

Liturgist
Joined
Jan 23, 2016
Messages
1,705
Location
Republic of Kongou
Wake me up when it releases and is just a lower budget version of some popular open world shooter rpg.
Oh wait there's a alledged gameplay video now (I'm not going to watch it).
 

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