Home News Exoborne Is an Extraction Shooter With a Twist(er)

Exoborne Is an Extraction Shooter With a Twist(er)

Author : Thomas Update:Mar 28,2025

In the world of extraction shooters, the mantra is simple: get in, secure the loot, and get out. The upcoming game, *Exoborne*, not only adheres to this formula but elevates it with the introduction of super-powered Exo-Rigs, dynamic weather effects, and the ever-popular grappling hooks. I recently had the opportunity to dive into a 4-5 hour preview of *Exoborne*, and while it didn't leave me craving "one more drop," I'm convinced it has the potential to make a significant impact in the extraction shooter genre.

The Exo-Rigs are central to *Exoborne*'s unique identity. Currently, there are three types of Exo-Rigs available: the Kodiak, which offers a shield during sprints and a devastating ground slam; the Viper, which enhances health regeneration and delivers powerful melee attacks; and the Kestrel, which prioritizes mobility with enhanced jumping and hovering capabilities. Each Exo-Rig can be further customized with modules that are specific to their type, allowing players to tailor their abilities to their playstyle.

Personally, I relished the thrill of swinging into action like Spider-Man with the grappling hook and unleashing the Kodiak's ground slam to wreak havoc. The other suits were equally enjoyable to experiment with. However, the current limitation to just three Exo-Rigs feels restrictive. While developer Shark Mob couldn't share details on future Exo-Rigs, the potential for expansion is evident.

When it comes to the shooting mechanics, *Exoborne* delivers a satisfying experience. The guns have a solid, weighty feel, and the melee attacks pack a punch. Utilizing the grappling hook to glide across the map adds an exciting dimension to movement. The game's dynamic weather system can either aid or impede your progress; for instance, tornados can boost your aerial mobility, while heavy rainfall can render your parachute ineffective. The post-apocalyptic setting is further emphasized by fire tornadoes that can be both a boon and a hazard.

Risk vs. Reward

The core of *Exoborne*'s design revolves around the concept of risk versus reward. Upon entering the game, a 20-minute countdown begins, after which your location is broadcasted to all players. You then have 10 minutes to extract or face being "killswitched." You can choose to extract at any time before this, provided you have the necessary funds to call for transport. The longer you stay, the more loot you can accumulate, which can be found scattered around, in containers, or on defeated AI enemies. The most lucrative targets, however, are other players, as you can claim their gear and collected loot.

Beyond standard loot, *Exoborne* features artifacts—high-value loot boxes that require artifact keys to open. These are visible on the map, making them hotspots for player confrontations. Additionally, certain areas on the map are guarded by stronger AI, challenging players to risk more for better rewards.

The game fosters a tense atmosphere that encourages effective communication within your squad. Even if you're downed, you're not out; self-revives and teammate revivals offer second chances, though they come with their own risks, especially if enemy squads are nearby.

My experience with the demo highlighted two main concerns. Firstly, *Exoborne* seems best enjoyed with a dedicated group of friends. While solo play and matchmaking with strangers are options, they're less ideal. This is a common challenge for squad-based tactical shooters, and it's exacerbated by *Exoborne*'s non-free-to-play model, which may deter casual fans of the genre.

Secondly, the late-game content remains a mystery. Game Director Petter Mannefelt mentioned that late-game will focus on PvP and player comparisons, but specifics were not disclosed. While PvP encounters were enjoyable, the intervals between them felt too long, which could affect long-term engagement.

*Exoborne* will continue to evolve as it enters its playtest phase from February 12 to the 17th on PC. It will be interesting to see how it develops and whether it can address the concerns raised during the preview.

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