@ExoshockVRi
iAccount based inCanada
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EXOSHOCK is a 1–4 player co-op sci-fi PvE shooter driven by one vision: to deliver the most visceral combat.
Joined October 2022
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EXOSHOCK OPEN BETA IS LIVE NOW.
Ends September 28th
Our Biggest and last FREE Playtest before Early Access.
Jump in solo or with a full squad of up to 4.
PC & VR. Full cross-play.
New map. New weapons. New cosmetic suits. Progression. And much more.
Download the free Playtest App now and start playing!
discord.com/invite/MexUaeM3A…
FINAL DAY.🚨
The EXOSHOCK Open Beta will be switched off tomorrow, September 28th.
If you haven’t jumped in yet — or want to get a few final runs in with your squad — tonight is your last chance to play before Early Access.
Play free on Meta Quest 3/3S, SteamVR, and Steam:
discord.com/invite/MexUaeM3A…
🎥 Already captured a great moment? The EXOSHOCK Clip Contest is still open until October 1st.
How are you enjoying the EXOSHOCK Open Beta so far?
There’s still time to jump in before it ends September 28th.
Experience the visceral gunplay, responsive weapons, and co-op combat we’ve been continuing to refine as we move toward Early Access.
Play free on Meta Quest 3/3S, SteamVR, and Steam:
discord.com/invite/MexUaeM3A…
ONE WEEK LEFT. 🚨
The EXOSHOCK Open Beta is running now through September 28th.
If you haven’t tried Exoshock yet, jump in for free, bring your squad, and let us know what you think before Early Access.
Available on Meta Quest 3/3S and Steam, in both VR and standard screen.
And don’t forget — play, clip, and post your best moments for a chance to win a Steam Frame.
Download the FREE Playtest App:
discord.com/invite/MexUaeM3A…
🔥 NOW YOU HAVE ONE MORE REASON TO PLAY.
The EXOSHOCK Steam Frame Clip Contest is on.
PLAY. CLIP. POST. WIN.
🏆 10 WINNERS
🎮 40 EXOSHOCK GAME KEYS
🔥 1 STEAM FRAME ON US
The Open Beta is LIVE NOW and ends September 28th.
Play free with your squad in VR or Standard Screen. Clip your most visceral EXOSHOCK moment and post it with #EXOSHOCK + @exoshockVR.
MORE CLIPS. MORE CHANCES TO WIN.
⏱️ Entries close October 1 at 11:59 PM ET.
🔥 PLAY FREE NOW — link in bio.
#SteamFrame
One day to go. 🚨
Tomorrow, EXOSHOCK opens up for our biggest public playtest yet.
• 1–4 player co-op
• PC & VR
• Full cross-play
• FREE to play
Get into the Staging Area today to test weapons, try loadouts, and complete the tutorial before deployment begins.
Download the Playtest App now:
linktr.ee/exoshock
See you tomorrow.
Spent some time late last night working on the FPS side of Exoshock, including getting the shotgun pump feeling right on standard screen.
Also squeezed in a few smaller fixes: AI shotgun spread, supersonic projectile snaps, wider suppression angles, some placeholder cover, audio tweaks, and an AI aim bias fix.
More FPS work coming.
EXOSHOCK Open Beta is coming.
Starting September 17th.
The biggest and last FREE Playtest before Early Access.
Solo or 4-player co-op.
PC & VR. Full cross-play.
New map, New weapons, New cosmetic suits, Progression, And much more.
Download the Playtest App Now: discord.gg/MexUaeM3Af
Get instant access to the Staging Area. Test weapons, loadouts, tutorial, and customize before Open Beta.
New work-in-progress DMR art.
Still untextured, but the weapon’s shape and overall silhouette are starting to come together.
More detail and material work still to come.
Covering angles. Calling targets. Watching each other’s backs.
Every push works better when the squad stays coordinated, communicates, and adapts as the fight changes around them.
Exoshock is built around what happens when a squad actually works together.
Testing higher-stakes combat without increasing enemy damage. 💥
Player health and base damage are unchanged, but several safety nets have been removed:
• No passive regen back to 35%
• No low-health damage reduction
• Suit Mods disabled in multiplayer
• Bullet time temporarily disabled in solo
• Dev options can no longer carry into multiplayer
The goal is to make low health more consequential, healing more valuable, and co-op more important at higher Resistance levels.
Just fully implemented the work-in-progress full auto pistol art upgrade! Still needing texturing of course but happy how it is looking so far.
What do you think?
This is something we’ve wanted in Exoshock since the Boarding Party days.
Combat often means multiple automatic weapons firing inside tight steel spaces. Until now, most of that intensity came from dynamic volume mixing.
We now have a custom audio plugin that introduces controlled distortion to our loudest sounds:
• Gunshots
• Bullet impacts
• Explosions
The goal isn’t strict acoustic realism. It’s to better sell the harshness and sensory overload of sustained gunfire in confined metal environments.
We’ll keep tuning the character, intensity, and balance as the overall combat mix develops.
moar flatscreen stuff 🤙
-hand sway
-hipfire vs ADS toggle
-tuning character rotation input
-weapon specific FOV magnification
All will undergo iteration. Still needed: reconfigure some controls, rework the foregrip grabbing, get the weapon swapping working, improve the reloading, then item equip and deployment (throw, self, others)
Very very beginnings of proper flatscreen support. 🎮
This was maybe 1-2 hours of messing with stuff around aiming down sights and how the procedural recoil primarily made for VR can translate to flatscreen.
I only really have things tuned for the SMG here but Ill be implementing more levers for me to tweak per weapon on all this. I know its a bit too loose currently. Ill tighten things up. Just playing around for the moment.
AI Accuracy + Warning Shots 🎯
Working on reducing those moments where incoming fire can feel unfair, especially in multiplayer.
AI now holds its initial inaccurate aim slightly longer before beginning its normal accuracy ramp, helping preserve the intended warning-shot window even with network latency.
Also fixed an edge case where AI could sometimes begin an engagement with perfect accuracy instead of gradually correcting its aim.
Accuracy now also considers where the player is looking. Enemies that successfully flank you take longer to become accurate, while enemies you're already facing can respond more directly.
Still very WIP, but the DMR is starting to find its identity.
Longer holo sight, stronger bullpup magazine profile, and some silhouette changes up front.
The fore-end still needs another pass, but it’s looking pretty badass already.