
This year’s TGS 2026 was originally scheduled to run for five days, but unfortunately, the final day had to be canceled due to a typhoon. Nevertheless, numerous highly anticipated titles captivated gamers.
In this article, we’ll take you through the press hands-on and demo event for the new space opera RPG *EXODUS*, hosted by Wizards of the Coast and Archetype Entertainment at a hotel near the TGS 2026 venue! We’ve compiled a play report based on our roughly one-hour hands-on session, along with a short interview with two key members of the development team.

First, here’s our playtest report from the roughly one-hour session. Unlike the hard sci-fi style of its inspiration, the movie *Interstellar*, the game is sprinkled with unique, more fantastical elements—such as the appearance of lifeforms called “Awaken,” which are genetically modified animals endowed with human-level intelligence.Perhaps because of this, the game’s world exudes an atmosphere quite reminiscent of the *Mass Effect* series.

The combat sections have a strong shooter-like feel, where you issue commands to your allies to use their skills while you fight by making full use of dodge rolls. The sections I played leaned heavily toward action, and there were moments—such as during boss battles—where I really struggled. The controls felt a bit clunky at times, but I’m looking forward to seeing how much they’ll be improved between now and the game’s release.

Additionally, while there were moments during gameplay where I was faced with *Mass Effect*-style dilemmas, the actual gameplay experience left me with the impression that, despite the similarities, the two felt quite different.

Our interviewees for this session were Drew Karpyshyn (pictured left), the game’s Narrative Director, and Jesse Sky (pictured right), the Game Director.
——Compared to other games I’ve played, there were aspects that reminded me of *Mass Effect*, but when I actually played it, I felt it leaned more toward action. Were there aspects where you were consciously drawing inspiration from *Mass Effect*, and were there aspects you chose to change?
Karpyshyn: Of course, many of us were involved in the development of *Mass Effect*, and we love that game. So while we want to provide that kind of experience, we also wanted to make this game’s universe unique in its own right.We’ve incorporated unique elements like the “Awakened” (animals endowed with intelligence) and “time dilation” resulting from traveling at near-light speeds. In terms of gameplay, we’ve evolved the combat system and made stealth a more practical option. We want to offer players a modern gaming experience that suits their preferences.
——There were moments where you had to make choices—is it safe to say the story branches into two main paths?
Mr. Carpicin: It’s a bit more complex than that. There are two major paths: “Paladin” and “Immortal.”The “Paladin” path is about trying to preserve your humanity, while the “Immortal” path is about embracing Celestial technology, evolving into a Celestial-like being, and trying to survive by leaving your humanity behind. You can choose either path, and it’s not a matter of having to choose one or the other exclusively.
——Is there a system for deepening affinity and bonds with party members?
Mr. Sky: Yes, there is. Your companions will either agree with or oppose your in-game choices. This causes your affinity with them to rise or fall, and a low affinity can have consequences, such as preventing romantic relationships. We want players to enjoy the thrill of making difficult choices while feeling the pressure of “I want to do this, but my companions are against it.”
——Is there a “town” or similar area to explore, as is common in RPGs?
Mr. Carpicin: Yes, there’s a role-playing hub called “Christapolis.” You return there after each mission to enjoy various side activities, such as talking with your companions or visiting shops.
——Please tell us about time dilation. Does that mean the town will look significantly different when you return from a mission?
Mr. Carpichin: It depends on the mission. For missions close to the hub, only a few days will have passed, but for important missions known as “Exodus Missions,” you’ll be away from home for years. When you return from those missions, you’ll see that the hub and its people have changed based on the choices you made.
——Finally, please share a message for Japanese fans who love foreign RPGs.
Mr. Sky: We’re really looking forward to having you explore the universe we’ve created, meet the characters, and craft your own unique story through the choices you make.
――Thank you very much.
“EXODUS” is scheduled for release on April 7, 2027, for PC (Steam/ Epic Games Store),PS5, andXBOX Series X|S.
![While you’re traveling through space, years pass back home—A closer look at the space opera of choice and loss depicted in *EXODUS* [Hands-On Report & Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/10089.jpg)
![While you’re traveling through space, years pass back home—A closer look at the space opera of choice and loss depicted in *EXODUS* [Hands-On Report & Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/10090.png)
![While you’re traveling through space, years pass back home—A closer look at the space opera of choice and loss depicted in *EXODUS* [Hands-On Report & Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/10091.png)
![While you’re traveling through space, years pass back home—A closer look at the space opera of choice and loss depicted in “EXODUS” [Hands-On Report & Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/10092.png)
![While you’re traveling through space, years pass back home—A closer look at the space opera of choice and loss depicted in *EXODUS* [Hands-On Report & Interview]](/imgs/p/_zOaUlRqojxBw0ee6C2849PQ-N8W3dzb2tnY/10093.jpg)
