Exoborne: Extraction Shooter with a Unique Twist
In the world of extraction shooters, the mantra is clear: get in, secure the loot, and get out. Exoborne, the upcoming title from developer Shark Mob, embraces this core concept while elevating the gameplay with super-powered Exo-Rigs, dynamic weather effects, and the thrilling addition of grappling hooks. After spending around 4-5 hours at a recent preview event, I left with a sense of Exoborne's potential to make waves in the extraction shooter genre, though I wasn't left craving "one more drop."
The Exo-Rigs are a defining feature of Exoborne, offering a unique twist to the gameplay. There are three distinct types of Exo-Rigs available: the Kodiak, which provides a shield during sprints and enables devastating ground slams; the Viper, which grants health regeneration upon eliminating enemies and delivers powerful melee attacks; and the Kerstrel, which emphasizes mobility with enhanced jumping and hovering capabilities. Each Exo-Rig can be further customized with modules specific to their type, allowing players to tailor their abilities to suit their playstyle.
My personal highlight was swinging in like Spider-Man using the grappling hook and then unleashing the Kodiak's ground slam to wreak havoc on the surrounding area. While the other suits were enjoyable to experiment with, the current limitation to three Exo-Rigs feels restrictive. Shark Mob remained tight-lipped about future Exo-Rig additions during the event.
Exoborne excels in its shooting mechanics, with guns boasting a satisfying weight and kick. Melee attacks are impactful, and the grappling hook enhances map traversal, making movement more exhilarating than simple running. The game's post-apocalyptic setting is brought to life with unpredictable weather events. Tornados can boost your aerial mobility, while heavy rainfall can render parachutes nearly useless. Even more thrilling are the fire tornadoes, which offer a mobility boost but come with the risk of being sucked into a fiery demise if you get too close.
Risk vs. Reward
The essence of Exoborne's design revolves around the concept of risk versus reward. Upon entering a match, players face a 20-minute countdown, after which their location is broadcast to all other players. You then have 10 minutes to extract or face immediate termination. Players can choose to extract early if they have the funds to call for transport, but staying longer offers the chance to gather more valuable loot. Loot can be found scattered across the map, in containers, from AI enemies, or taken from other human players, who represent the ultimate prize.
Artifacts, the game's prized loot boxes, contain multiple valuable items but require successful extraction and artifact keys to be opened. Their locations are visible to all players, often leading to intense confrontations. Similarly, high-value loot areas are heavily guarded by tougher AI mobs, adding to the challenge and tension.
The game fosters a tense atmosphere, encouraging effective squad communication. Even if downed, players aren't out of the fight entirely; self-revives offer a chance to get back in, and teammates can resurrect you if they reach your body in time, though this process is lengthy and risky if enemy squads linger.
My primary concerns after the demo are twofold. First, Exoborne seems best enjoyed with a dedicated group of friends. While solo play and matchmaking with strangers are options, they're less ideal, especially considering the game's non-free-to-play model. This could be a drawback for casual fans without a regular squad.
Secondly, the late-game experience remains unclear. Game Director Petter Mannefelt hinted at PVP and player comparisons as the focus, but specifics were not disclosed. While the PVP encounters were enjoyable, the downtime between them left me questioning the long-term engagement factor.
Exoborne's development will be further tested during its upcoming playtest from February 12 to the 17th on PC, and it will be interesting to see how it evolves.





