Exoborne: Get in, grab the loot, and get out—the core tenets of any good extraction shooter. But Exoborne elevates the formula with powerful Exo-Rigs boosting strength and mobility, dynamic weather effects, and the ever-popular grappling hook. After a 4-5 hour preview, while not craving "one more drop" immediately, Exoborne shows strong potential to make waves in the genre.
The Exo-Rigs are central to Exoborne's identity. Three types are currently available: the Kodiak, offering a sprint shield and a devastating ground slam; the Viper, rewarding aggressive play with health regeneration on kills and a powerful melee attack; and the Kestrel, prioritizing mobility with enhanced jumps and temporary hover capabilities. Each Rig boasts unique modules for further customization. Personally, the Kodiak's combination of grappling hook mobility and ground slam proved incredibly satisfying, though the other Rigs were fun to experiment with. While the current three options feel somewhat limited, developer Shark Mob remained tight-lipped about future Exo-Rig plans.
The shooting mechanics feel excellent. Weapons have satisfying weight and recoil, melee attacks pack a punch, and the grappling hook adds a dynamic layer to traversal, surpassing simple foot travel. Random weather events significantly impact gameplay; tornadoes boost aerial mobility, while rain renders parachutes useless. Fire tornadoes offer another traversal option, but with the risk of fiery demise.
Risk vs. Reward
Risk and reward are woven into Exoborne's fabric. A 20-minute timer triggers a location broadcast to all players, initiating a 10-minute extraction window or instant death. Early extraction yields less loot, but staying longer increases potential earnings. Loot is scattered throughout the environment, with player kills offering the most valuable rewards.
Artifacts are high-value loot boxes requiring keys for access, their contents only secured upon successful extraction. Their locations are visible to all, ensuring potential player conflict. Similarly, high-value loot areas are heavily guarded by tougher AI, demanding calculated risk-taking.
This creates intense gameplay, encouraging strong squad communication. Even after going down, players aren't entirely out of the fight. Self-revives are available before bleeding out, and teammates can revive fallen comrades, though this is a risky, time-consuming process.
Two key concerns emerged from the preview. Exoborne heavily favors close-knit squads; solo play or random matchmaking isn't ideal, a common issue in squad-based extraction shooters, exacerbated by the game's paid nature.
The other concern lies in the undefined late-game. While Game Director Petter Mannefelt mentioned a PVP focus, the preview lacked sufficient late-game content to fully assess its appeal. Hopefully, Shark Mob has concrete plans in this area.
Exoborne's PC playtest runs from February 12th to 17th, offering a chance to further evaluate its potential.