OSIS GAMES // EXODUS CORE ▌
// OSIS GAMES · IN DEVELOPMENT

EXODUS CORE

Steel titans take the planet back

A brutal turn-based tactics roguelike: three titan-class mechs driven by the digitized minds of fallen soldiers.

Turn-based tactics · roguelike · dark sci-fi PC · Steam
In-engine · unstaged
▶ Wishlist on Steam ↗ Discord Support
// 02 · CAST & BESTIARY

Pilots and the Swarm

Copies of the fallen — they know they are dead
RUST — dock 03, melee
RUST · Viktor Harlan
assault sergeant · melee
CINDER — dock 02, ranged
CINDER · Elias Mark
test pilot · sniper
HOLLOW — dock 01, artillery
HOLLOW · Samuel Voss
artillery officer
Bestiary · release adds more castes
ACIDON
ACIDON · sting
1×1 · ranged

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.

CREPTOR
CREPTOR · mass
1×1 · melee

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.

CARAPAX
CARAPAX · mass
1×1 · melee · armored

Slower but armored: light weapons blunt against it. The trade only pays off with heavy calibers or a flanking hit.

TYRANOPODE
TYRANOPODE · siege
2×2 · artillery

The Swarm's mortar: fires over cover and walls, aims straight at your mechs. The only one that punishes a static defense.

OPHIRAX — boss
OPHIRAX · boss
the run's final encounter

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.

// 03 · GAMEPLAY

The game at a glance

Combat
A 16×16 grid — "go, not chess". Damage is a trading currency: AP/MP/EP, crits, armor, flanking, AoE.
Asymmetry
Titans vs. the horde. Three 2×2 mechs against dozens of 1×1–3×3 enemies.
Roguelike
On defeat, pilot copies reload; Core protocols survive the run. A lost run ≠ lost progress.
Meta
Foothold «Vanguard»: hangar, supply, holomap, Data Center.
Four reasons to play // killer features
01

2×2 mechs vs. the horde

Footprint Warfare

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.

02

The Swarm learns

The Swarm Learns

Every creature runs a live decision-tree Utility AI: it flanks, focuses the wounded, retreats from bad trades. Architecture, not scripts.

03

A crew of digitized minds

Crewed by the Dead

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.

04

Earth has fallen

The Setting

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.

// 04 · PROJECT STATUS

The core is built and playable

■

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

// 05 · TEAM

Who is making it

// GAME DIRECTOR & LEAD ARCHITECT

Baha

Unity Developer · Gameplay Architecture · Vision & Narrative

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.

// AI ARCHITECT & TECHNICAL DESIGNER

Vadim

Unity Developer · Enemy AI · Applied Mathematics · Visual Pipeline

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.

// 06 · SUPPORT

How to support the project

Steam — wishlist

// the main action

A wishlist is the strongest signal — for Steam and for us. One second of your time, enormous weight.

Open Steam ↗

Discord

// community

Devlogs, closed tests, a direct line to the developers — ahead of every other channel.

Join the Discord ↗

Ko-fi

// direct support

A one-time tip or a monthly pledge — it goes straight into development: art, audio, outsourcing.

Support on Ko-fi ↗
Earth has fallen. Take it back.