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ExeKiller

You’re an ExeKiller, a licensed bounty hunter tracking fugitives across the ruins of New York and extracting the S.O.U.L. biochips from their skulls. Investigate, negotiate, hack, fight, and decide how each contract ends in a first-person retro-futuristic cyber-western.

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Latest Contributor: IGF TeamEdit notes
Updated: Jul 13, 2026Developer scaleThe operating scale of the game's developer.
Updated: Jul 13, 2026Publisher scaleThe operating scale of the game's publisher.
505 Games is part of publicly traded Digital Bros.
Updated: Jul 13, 2026Publisher statusHow the game's publishing relationship is classified.
505 Games is part of publicly traded Digital Bros.
Updated: Jul 13, 2026FundingThe known source of funding behind the game.
505 Games provides the corporate publishing relationship for this release.
Search Google: Who controls the creative direction and IP for ExeKiller and Paradark Studio?Creative controlWho appears to retain creative control of the game.
Updated: Jul 13, 2026Release statusWhether and how the game has been released.

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About the Game

TAKE THE CONTRACT. FIND THE FUGITIVE. EXTRACT THE S.O.U.L.

It's 1998, twenty years after the Great Fire Disaster. Helion Corporation offers safety inside its Tower – at the price of living by its rules. Beyond it lies the Wasteland: free from corporations, at the cost of extreme heat, radiation, raiders, and factions that trade protection for loyalty.

You are Denzel Fenix, an ExeKiller – a licensed bounty hunter working for Helion. Take the contract, track down the fugitive, extract their S.O.U.L. biochip. It rarely stays simple. Every target has a story, every witness has a reason to lie, and every contract ends in a decision the briefing never prepared you for.

ExeKiller is a single-player, 20+ hour first-person action-adventure with immersive-sim elements, set in a semi-open retro-futuristic post-apocalyptic world. Built in Unreal Engine 5.

EVERY CONTRACT, YOUR WAY

Your target is rarely where the contract says. Read the scene, follow leads, question witnesses, and break into systems that were never meant for you. Then choose how it ends: sneak past security, talk your way through, sabotage it, or walk in the front door with a loaded revolver. Stealth, dialogue, hacking, cybernetic abilities, and firepower are tools, not predetermined paths – mix them however you want.

A WORLD THAT DOESN’T WAIT FOR A CUTSCENE

Conversations happen in real time. Keep walking, keep driving, keep aiming – or leave the room. No cutscenes, no quick-time events, no loading screens, a fully diegetic interface: you never stop playing Denzel in real time. And what you say can open doors that weapons cannot, or close them permanently.

CYBERPUNK IN THE DUST

Revolvers and neural implants. Hovercars and roadside settlements. An alternate 1998 that feels like the future imagined from the 1970s. Ride your hovercar, the Appaloosa, across semi-open regions that expand with the story – Manhattan's irradiated ruins, Brooklyn's scavenger districts, sand-buried Long Island, the fog-choked edge of Staten Island. Heat, radiation, storms, and mutated wildlife change how you travel, investigate, and fight.

PROGRESS THROUGH STEEL, NOT XP

No character levels, no XP grind. Denzel changes through technology: modify your cybernetic implants, upgrade your weapons, recover experimental tech in the field. Bullet Time. Enhanced strength. Cyber vision. Mobility upgrades. You don't level up – you rebuild yourself.

CHOICES WITHOUT EASY ANSWERS

Follow the contract or break it. Kill your target or let them walk. Side with Helion, a faction, or no one at all – every option costs something. People remember, factions react, and a decision that seemed insignificant can return hours later in a completely different context. The consequences are yours to live with.

Wishlist ExeKiller and follow the road to launch.

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