A brutal turn-based tactics roguelike: three titan-class mechs driven by the digitized minds of fallen soldiers.
Combat · Turn 01 — the 16×16 grid: titan movement radius, Swarm turn-zone preview, wave queue and HQ directive on the right
Command Center — sector holomap, drop-point selection
Foothold «Vanguard» — four meta rooms between sorties
Supply — buy with salvage, buyback from storage, stock rotates between sorties
Weaponry — three titans on their docks
Node Detail — camera on the part, stat deltas, weapon upgrade
Machine Nodes · CINDER — body, weapons, backpack
Data Center — synchronization overview: three Core originals and the shared squad
Protocol Tree — 4 branches × 4 tiers for each pilot and for the whole squad
Combat · «Dead Riverbed» — another sector map: 16 creatures on the field plus waves
The Swarm's shooter: spits acid from range and never closes in. Dies to a single hit — but every turn it forces you to spend AP on it.
The fastest thing in the horde: closes the distance in one turn, slips into your flank and drains action points while the main mass moves in.
Slower but armored: light weapons blunt against it. The trade only pays off with heavy calibers or a flanking hit.
The Swarm's mortar: fires over cover and walls, aims straight at your mechs. The only one that punishes a static defense.
What the Swarm grows when a sector has to be held. It does not come alone, it does not retreat, and it turns every mistake made earlier in the run into a dead titan.
Our titans occupy 2×2 cells; Swarm creatures run from 1×1 to 3×3. Multi-cell units on a shared grid are something turn-based tactics usually avoid: multi-cell pathing, line of fire and blast areas are hard problems — both technically and in game design. We got them done.
Every creature runs a live decision-tree Utility AI: it flanks, focuses the wounded, retreats from bad trades. Architecture, not scripts.
The pilots are digitized minds: every run loads them into fresh machines. When the squad falls, the minds return to the Data Center with their accumulated skills and experience — and deploy into the next run on new mechs. Steel burns; memory doesn't.
The Swarm devoured Earth in a matter of days; the survivors went underground. The surface belongs to the Swarm — and humanity's last program is taking it back.
Full tactical combat: 16×16, AP/MP/EP, armor, crits, flanking, AoE, status effects
Full meta loop: hangar, supply convoy, holomap recon, protocol Data Center
Living Swarm AI: a consideration tree on every creature — flanking, focusing the wounded, retreats
Content: 4 missions + the OPHIRAX boss · Steam page already live
Baha is the driving force and creator of Exodus Core. Backed by 6 years of production experience as a Senior Unity Developer, he built the project from the ground up, laying down the robust, highly scalable architecture that the entire game runs on today. To make our hardcore mechanics a reality, he engineered the game's deep combat systems, core gameplay loops, and complex interface architecture.
Beyond the code, Baha is the world-builder, meticulously crafting the game's lore and driving its entire narrative. As Game Director, he controls the project's overarching vision, budget, and atmosphere. He is the one pushing the boundaries of tactical scale, ensuring that every feature strictly serves our core promise: a ruthless, deeply immersive strategy experience.
Joining during the prototype phase, Vadim is the crucial second half of our engineering core. Backed by 6 years of academic training in Applied Mathematics and Game Development, plus 3 years as a professional Unity Developer, his focus is the game's "brain." Vadim engineered a custom Spatial Utility AI driven by a massive Combinatorial Utility Matrix. For every turn, it mathematically scores every action, against every target, across every cell, creating a terrifyingly intelligent opponent.
Beyond the enemies' logic, Vadim applies his raw math skills to technical balancing, fine-tuning the combat formulas and statistical core to create a fiercely addictive difficulty curve. Though not a traditional technical artist, his natural aesthetic intuition led him to guide the game's visual pipeline. By handling level composition, shaders, lighting, VFX, post-processing, and UX, Vadim brings a cohesive and darkly atmospheric polish to every tactical encounter.
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