The game is set in a Space Western universe - a subgenre of science fiction, that transposes themes of American Western books and film to a backdrop of futuristic space frontiers.
In Exoplanet: FC we have brought together distinctive elements of Wild West, futuristic technologies and feudal society of a distant human colony, placed on a wild and dangerous planet named K'Tarsis. The planet is going through dark times of crisis and chaos after a massive wave of gold rush. K'Tarsis is now a "ghost colony" with no law and order except of "the rule of gun and fist".
Exoplanet:First Contact is a balanced Action/RPG mix focused on exploring and interaction with the game's world. There will be no complicated statistic and numbers.
Action is represented by 3rd person shooter with deep gunplay and tactical variability, based on the so called "Gunslinger Mode" (see the 3d-screnshot in our video!). The "Gunslinger Mode" is an advanced variant of "slow time" game mechanic. It replaces the classic tactical pause but does not reduce the dynamic of the action that much.
You start your adventures on K'Tharsis as Jack Sharp, a space nomad, who has lost his starship and was enslaved by some criminals. You must recover your freedom and avenge your foes.
Explore the dangerous planet and its darkest secrets! Find legendary treasures of mysterious race of so called "Dark Wanderers"! You will become a part of epic events and fascinating stories! Be prepared to take hard choices and be ready to face consequences! It's up to you to be a hero or a villain!
Please join us here too:
People of Brennigan’s Landing who value their lives leave the city walls only when it is absolutely necessary and, of course, always armed . The reason for this precaution is not only wild animals, but also the Nomads.
Their culture was formed more than five hundred years ago. These freedom-loving inhabitants of the desert were among those who arrived to K’Tharsis during “the rush”, attracted by rumors of inexhaustible veins ofantigravium, hoping to snatch a big jackpot. But, as often happens during the development of wild planets, Fortune favoured only the few luckyones, and other settlers became wage workers for the newly emerged magnates. Those, in their turn, could not survive the competition with organized machine of resource extraction corporations devouring human and natural resources at a frightening speed.
In pursuit of production increase at corporate mines high standards were introduced that were back-breaking for most of the workers. It led to the creation of a system of fines that allowed local authorities to save huge amounts of money. The situation was also aggravated by the fact that the production of antigravium was the only possible legal source of income on the planet where there was nothing but unbridled human greed. People worked till exhaustion in the musty mines, seeking to fulfill the standard or at least not to be deprived oflow-quality mining ration. Nightmarish conditions led to the workers’ daseases and outbreaks of epidemy. Since corporations were not too concerned about providing the miners with protective means, on average, after five standard years antigravium dust turned miners’ lungs into a bleeding sieve. Return ticket from K’Tharsis cost more than a dozen of poor fellows could earn in their short miner career. The living were replacing the dead, because those seeking for easy money were numerous and the machine was still working, benefiting some people and bringing pain and death to others.
Years were passing and the workers turned into slaves. Unable to perform an ever-increasing rate, destitute and hardly preserving human dignity, they worked for food and the ghostly opportunity to see tomorrow. There were the malcontents. A rebellion flushed — spontaneous and poorly organized, but it was brutally suppressed by the combined forces of corporations. They responded with demonstrative executions. Nevertheless, some slaves managed to escape, but they found their death in the desert or were captured by troops of mercenaries, designed to enhance the security of corporations. In addition, corporations began to implant GPS-trackers and “loyalty chips” in miners’ bodies, which affected nerve-endings at command from the control panel of any guard or manager. Going beyond the perimeter of the mine meant death — security had an order to shoot to kill every slave trying to escape.
But even these measures were no longer able to ensure former obedience. Number of rebellions began to grow. And one day, slaves working at one of the deepest mines — N39, nicknamed “Devil’s Throat” — killed the guards and got their weapons and then disappeared in the desert, having cut GPS-chips from their bodies. They were hiding from death squads and sleuths-drones in numerous caves and canyons, having only one goal — to survive. After they got used to the desert and learned to hide from the scorching sun in the oases, they began to attack the distant mines, taking other slaves and setting them free. Corporations attempted to repel those recurring raids but failed: former slaves became elusive ghosts. Their growing numbers allowed them to separate in several groups and strike in different places, confusing their former masters. Corporate machine became defensive, increasing the protection at their mines, that sobered former workers after a series of failed attacks and huge losses. They left the walled enclaves alone and went into the desert.
Subsequently separated squads became tribes and established their own laws and rules of conduct, created their folklore and even religion. Now they are in relative peace with each other and sometimes even unite for the sake of plundering raids and abduction of women, because former slaves were mostly male.
The largest tribes of nomads are Scarab Riders and Bones Collectors. The first one has a reputation of skillful tamers of animals. In most cases, they are friendly to strangers, unless, of course, they consider them to be an easy prey. It’s known that Scarab Riders even accepted a stranger to the tribe, the stranger who proved to be extremely useful. A wise traveler brings gifts and can count on a very profitable barter with Scarab Riders, holding a shotgun visible.
The complete opposite of Scarab Riders are Bones Collectors — brutal cannibals. It is hard to find survivors after meeting with them, but ruined settlements with marks of terrible massacre and typical bone totems provide a more comprehensive picture of their morals. According to rumors, they wear cloaks of human skin and create jewelry from the bones of their enemies. «If you meet Bones Collectors, leave the last bullet for yourself!» — succinctly says local proverb.
Number of people on K’Tharsis believe that nomads are uneducated savages, but this proposition is not true even for the most backward and cruel tribes. To feel at ease in endless sands, the nomad must be secretive and mobile, know the terrain better than their more advanced enemies and use natural resources to deal with them. In addition, many of them are naturalists, healers, thinkers and even singers and poets, preserving the heritage of the tribe in the detailed stories and songs.
Nomads’ clothes and equipment naturally combine high-tech gadgets and primitive materials, sometimes handicraft produced, and fabrics, animal skins and other valuable trophies. They are often wrapped in a thermal insulating overalls, with face protection from sand and wind. They prefer short shotguns and rifles with sniper scope, and always carry one or more of long knives, which they are able to throw with amazing accuracy. Nomads hardly use a heavy armor, trying to abandon all the excess that would prevent them from moving freely. Nevertheless, it is used in some tribes as a ceremonial vestment of Сarkhan — caravan-khan, a tribal chief.
Latest tweets from
It can take up to a few hours for tweets to begin appearing.