Meet Wrack: Exoverse - the tower defense FPS with procedurally generated levels, unlockable items, and permanent death - also known as rogue-like elements. The fun never has to end!
Protect the Beacon Imperium as it's assaulted by waves of enemies. Play as one of 4 characters, blast away incoming enemies with over 30 different weapons, and use your arsenal of towers and items to stop them in their tracks!
It's a new and unique experience every time you play Wrack: Exoverse. With procedurally generated levels, unlockable items, and permanent death (also known as rogue-like elements), you're never playing the same thing twice. The fun never has to end!
Unfortunately, Wrack: Exoverse isn't out just yet. We're still very hard at work on it making this the best Wrack game ever. While we can't promise anything in terms of a concrete release date, feel free to poke around the site for screenshots and more.
Exoverse is the follow-up to the 2014 FPS Wrack, and keeps everything that made it great – including the art style, characters, universe... and action!Exoverse incorporates these elements into an all-new game with a great idea nobody's thought to do yet... until now!
Exoverse is in part a tower defense game. What does this mean, exactly? It means you're defending the Beacon Imperium against waves of enemies hellbent on destroying it... and you! Use over 30 weapons to drive them back, and place towers and traps to make their lives miserable.
The best part though is that the game is procedurally generated. Never will you succumb to the boredom of playing the same thing over and over again. Each world has its own unique challenges, and each run has its own highlights and pitfalls.
Meet Wrack: Exoverse
Here's a quick video we put together for our Kickstarter campaign for Exoverse (then called Starfall). The campaign may not have reached its goal, but development continues and we hope to bring you this game soon!
For those who don’t know, both Wrack and Exoverse are using the same engine written from scratch – most likely because I have no life. But, is it really a custom engine, though? After all, it’s using a graphics library that I didn’t write (DirectX). It’s also using an audio library that I didn’t write […]
Greetings once again! Things are rolling right along with Exoverse, so let’s go over some of the neat things we’ve been up to in September. First, we’re nearing completion of our first batch of monsters. We’ve currently got 9 monsters (which you can see here) that have all been sketched, and are nearly completed in […]
… I really have to work on making these titles less wordy. Anyway, we’ve done another month of work on Exoverse, and wow, what a difference it’s made! The game is really taking shape, and that’s pretty exciting. I really love the way things are going. So let’s talk about some of what we’ve been […]
We’ve had a hell of Cloud a June – and it’s not even over yet! It’s been one of the busiest months in the project’s existence, and they’re only going to get busier and more exciting from here on out. So, Work may as well start sharing some monthly updates with you. What a great […]