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Exoborne: Twisting Extraction Shooter Gameplay

Authore: LilyUpdate:Mar 13,2025

Get in, grab the loot, and get out—the core principle of any good extraction shooter, and Exoborne is no exception. But Exoborne elevates the formula with super-powered Exo-Rigs boosting strength and mobility, dynamic weather effects, and the ever-popular grappling hook. After a 4-5 hour preview, while not craving an immediate "one more drop," Exoborne shows strong potential to make waves in the extraction shooter scene.

The Exo-Rigs are central to Exoborne's identity. Currently, three types exist: the Kodiak, offering a sprint shield and a devastating ground pound attack; the Viper, rewarding aggressive play with health regeneration on kills and a powerful melee strike; and the Kestrel, prioritizing mobility with enhanced jumping and temporary hover capabilities. Each Rig can be further customized with unique modules, enhancing their specific strengths.

PlayPersonally, the Kodiak's ground slam, combined with the grappling hook's Spider-Man-esque traversal, proved incredibly satisfying. While the other Rigs were fun to experiment with, the limited selection (only three currently) feels restrictive, leaving room for future expansion—though developer Shark Mob remained tight-lipped on future Exo-Rig plans.

The shooting mechanics feel excellent. Weapons possess a weighty, satisfying recoil; melee attacks pack a punch; and the grappling hook's glide function significantly improves traversal. Random weather events add a dynamic layer, with tornadoes boosting aerial mobility and rainfall rendering parachutes useless. Fire tornadoes offer another traversal option, but proximity is perilous.

Risk vs. Reward

Risk versus reward underpins Exoborne's design. A 20-minute timer begins upon deployment; reaching zero broadcasts your location, triggering a 10-minute extraction window or instant death. Early extraction is possible (with sufficient funds), but longer stays yield greater rewards. Loot is scattered throughout—on the ground, in containers, and on fallen enemies—with other players representing the most valuable targets.

PlayHigh-value artifacts, loot boxes containing valuable items, require both successful extraction and the collection of corresponding keys. Artifact locations are publicly visible, often leading to player conflict. Similarly, heavily defended areas offer the best loot, demanding significant risk.

This high-stakes system fosters tense gameplay and encourages squad communication. Even downed players aren't entirely eliminated; self-revives are available (before bleeding out), and teammates can revive fallen comrades, though this process is vulnerable to interruption.

Two key concerns emerged from the preview. First, Exoborne heavily favors close-knit squads. While solo play and random squads are possible, neither is ideal, a common drawback for squad-based extraction shooters, particularly considering the game's non-free-to-play model.

PlaySecond, the late-game remains unclear. Game Director Petter Mannefelt indicated a focus on PvP and player comparison, but the preview lacked sufficient late-game content to gauge its long-term appeal.

Exoborne's PC playtest (February 12-17) will offer further insight into its development and address these concerns.