ExeKiller Building a Deeper RPG Experience With Player Choices, Bounty Hunting, and a Changing World
Paradark's latest look at its Fallout and Cyberpunk-inspired RPG reveals more about its world, branching choices, bounty hunting, combat, and chapter-based structure.
News by Tahmid Mahi on Sep 23, 2026
ExeKiller is one of those games that has been quietly building interest for years, and the latest look from Paradark gives you a much clearer idea of what the studio is actually trying to create. Instead of simply showing off its cyber-western setting, the developers have now shared more details about how the world, contracts, choices, combat, and progression are expected to work.
The game is starting to feel less like an intriguing concept that exists somewhere in the distance and more like a proper RPG that is steadily taking shape. The latest gameplay footage and developer details are giving you a much clearer picture of what to expect when the full game finally arrives.

That is especially noticeable when you look at how much the project has changed and improved over time.
ExeKiller is being developed by a small team rather than a massive studio trying to build a game that appeals to everyone at once, and the developers have spent years refining their specific idea. Each new look has shown improvements to the environments, shooting, and overall world, while this latest information gives you a deeper understanding of what you will actually be doing throughout the game.
The setting naturally makes those comparisons easy to understand. You play as a licensed bounty hunter moving through a retrofuturistic version of post-apocalyptic America, where western influences are mixed with old technology, science fiction, settlements, and unusual characters.
You can use guns, stealth, driving, exploration, dialogue choices, and different approaches when dealing with people. However, Paradark has made it clear that ExeKiller is not trying to be Fallout or an enormous indie version of Cyberpunk 2077, with the developers instead describing it as an action-adventure RPG built around smaller open-world spaces, atmosphere, and meaningful decisions.
The main story is currently expected to take around 20 hours or more, while exploring the world and completing side quests should add considerably more time. You also have a vehicle because the playable areas are large enough that traveling through them on foot would apparently become difficult.
At the same time, the developers are not trying to create another 100-hour open world filled with activities simply to make the map appear busy. Instead, ExeKiller uses a chapter-based structure that gives you access to specific portions of the world and a particular selection of quests and events during different parts of the story.
Some permanent locations remain available throughout multiple chapters, including the tower, where you can encounter recurring characters and merchants.
However, the world around those locations can change as the story progresses, so the same areas may feel different when you return. More importantly, decisions made during one chapter can influence what happens in later chapters.
Different quests and world events become available at different stages, and decisions made during those encounters can carry forward, particularly through the main storyline. You are not necessarily going to make a decision and receive an obvious notification telling you exactly what changed five minutes later.
According to the developers, the world can remember what you have done while delaying the consequences until much later. That approach could make your choices feel more naturally connected to the world instead of simply functioning as immediate branching dialogue options.
Your play style is also expected to influence how people respond to you. ExeKiller is being built around three major approaches: stealth, aggression, and diplomacy, with the developers considering the impact of your behavior as one of the game's core pillars.
If you become known for being extremely violent, you can eventually face more hostility and stronger resistance. On the other hand, certain situations can potentially be resolved through conversation or diplomacy, meaning running into every building and immediately shooting everyone is not simply another way of reaching the same outcome.
Bounty hunting is another area where ExeKiller appears to be putting more emphasis on player freedom.
The developers do not want every contract to give you perfect information and a waypoint that leads directly to your target. Some jobs will provide useful intelligence and a clearer idea of where you need to go, while others will leave you with much less information.
Once you find the person you're looking for, killing them is not automatically the intended solution. In most situations, you can decide whether to kill or capture the target, depending on how you want your bounty hunter to handle it.

That means the contracts give you more responsibility for figuring out what happened and deciding how to deal with it. Rather than having dozens of contracts that all follow the same structure, the developers appear to be focusing on giving fewer activities more thought and purpose.
The developers are also handling the game's tone carefully. The main story is expected to become more serious as you progress, with philosophical ideas and heavier themes that Paradark is keen to explore properly. At the same time, the developers want to avoid a relentlessly bleak experience, so satire and dark humor are also part of the world.
Combat is still being developed, and Paradark has been open about the fact that both the combat and enemy AI are being actively refined. ExeKiller is not intended to be a pure shooter because combat needs to work alongside stealth and reputation rather than making those systems irrelevant.
The newer gameplay shows the shooting gradually developing its own identity, with heavier weapon handling and improved visuals that fit the game's rough post-apocalyptic setting. The developers are also continuing to refine gunshot and wound effects, although they have said they want the world to feel brutal without using gore just for the sake of showing it.
The vehicle is another important part of how you move through the world.
Paradark has explained that traveling across the map without a vehicle would be difficult, which suggests the explorable regions are more substantial than a collection of tiny areas separated by loading screens. That does not mean ExeKiller is suddenly becoming a gigantic GTA-sized open world, especially with its chapter structure, but it does provide a better sense of scale.
Customization is also being handled with a focus on gameplay rather than an enormous collection of cosmetics. You will be able to customize the protagonist to an extent, but the developers are not spending years creating hundreds of skins and cosmetic items.
Instead, the priority is on upgrades that actually affect how you play, while additional customization could potentially be expanded after release. With the current target pointing toward a 2027 release, ExeKiller still has time to refine these systems, but the latest information makes its overall direction much clearer.
Editor, NoobFeed
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