We played 'Exodus', a sci-fi RPG that should please 'Mass Effect' fans, even if you can't romance the talking octopus

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На Gamescom 2026 разработчики Archetype Entertainment и издатель Wizards of the Coast представили sci-fi RPG "Exodus", которая должна понравиться фанатам "Mass Effect". Игра предлагает возможность кастомизации персонажа и динамичный геймплей, включая захватывающую стрельбу и использование как научно-фантастического оружия, так и магии. Разработчики, имеющие опыт работы в BioWare, стремятся создать уникальную вселенную, которая будет актуальна на протяжении долгого времени.
Exodus' journey so far has been quite transparent, with publisher Wizards of the Coast and developer Archetype Entertainment giving us a surprising number of updates and looks at the sci-fi action RPG over the years. Now, at Gamescom 2026, they've finally given us the release date and a striking hands-on demo.I was able to play a 50-minute demo that takes protagonist Jun Aslan (who you can customize Commander Shepard-style) and their companions to Khonsu, a huge orbital space platform above the world of Lidon, where a population of Awakened frogs – genetically modified animals that are natural to this universe – are keeping more than a few critical systems in working order. I won't get into story spoilers here, but their connection to Lidon's people makes them valuable allies who must be protected from certain evildoers...For the most part, Exodus plays exactly like you think it does after looking at the gameplay videos, and I mean that as a compliment. In many ways, it feels like an evolution of Mass Effect – one that's fiercer and more dynamic. The gunplay is punchy and satisfying; Jun and their NPC companions are more agile; and the arsenal of both sci-fi weapons and ancient powers (magic in a sci-fi trench coat) gives players a richer selection of tools to neutralize enemies with.On top of my hands-on time with the game, I was able to sit down and chat with three members of the development team: Chad Robertson (producer), Chris King (director), and Drew Karpyshyn (writer). If those names sound familiar, it's because they all come from a BioWare background*, so they know their way around sprawling space operas.*Archetype houses more triple-A talent from other iconic studios like Naughty DogThe following interview has been edited for better flow."One of the tenets was that we wanted to be developing an IP that could stand the test of time, and we needed something in the science fiction space for the benefit of Hasbro and Wizards of the Coast. They're very interested in developing an IP that could be owned and be science fiction," Robertson said of the project's beginnings years ago.Archetype was founded in 2019, so Exodus has been brewing and evolving for quite some time. The backing of Hasbro and Wizards could be felt throughout the whole demo; Exodus is an expensive game with a stunning visual look. (Image credit: Archetype Entertainment)"We've been able to stick with that without having to worry about money and financing and being able to execute on that vision," Robertson added. This also extends to how all the exploration and combat feel even at this stage. While the demo wasn't ready for the public yet, it was a compelling vertical slice with most of the systems and assets in pretty good shape.The more you dig into Exodus' universe-building, the bolder it becomes, throwing concepts like the Awakened or time dilation into the mix. Still, it's very much a game ideated by BioWare veterans. "It's sort of natural that we ended up with an RPG set in an epic sci-fi universe with strong player agency and heavy companion content... Yeah, I could've guessed that's where we would end up," said Karpyshyn. While the KOTOR and Mass Effect veteran led on the narrative front, sci-fi author Peter F. Hamilton added to the "core" of the universe and wrote two big sequel novels that also serve as our first proper step into Exodus' universe.(Image credit: Archetype Entertainment)"He was very collaborative, but we also wanted to give him a free hand to tell the story he wanted to tell. So he took the elements that he was most interested in and expanded on them, and that allowed us to take some of the ideas and bring them into the game," Karpyshyn explained. Plenty of time (roughly 40,000 years) and space (it's set in the Omega Centauri cluster) separate Exodus from being a look at humanity's immediate future, so Archetype is looking at the universe as a place "that will tell many different stories" over time.Well ahead of the game's launch, Wizards of the Coast is betting big on the IP, with tabletop adventures, novels, and a Secret Level short introducing RPG fanatics to its universe. How do you rein all that ambition in when working on a huge video game? According to Robertson, setting reasonable limits happened naturally: "We wanted to build a player experience that was cohesive and complete enough. Over the course of the first couple of years, I think we kinda naturally figured it out." He admitted there's "plenty of other stories" they want to tell, though.(Image credit: Archetype Entertainment)A highlight of the demo was how fluid the tone in Exodus seems. It's playful — and often comedic — but never too much, and even as a separate, isolated chunk of the game, it presents high stakes and dilemmas I personally cared about. Again, it reminded me of Mass Effect at its best – especially the second one. I was impressed by how grounded it all felt despite heavily featuring a bunch of talking frogs and an armored bear wh
