Goxod Software  ·  Military Sci-Fi FPS

LAST EXODUS

A dying planet. A desperate fleet.
Two brothers at the heart of humanity's last gamble.

Engine Unreal Engine 5
Genre Military Sci-Fi FPS
Platform Win / Linux
Status In Development
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How It Came to This

Earth is dying. Humanity is fracturing. And then, a signal from the stars.

2045

Project Genesis

Humanity attempts a massive geo-engineering operation to reverse ecological collapse. It backfires catastrophically, accelerating the planet's decline instead of saving it.

2055 – 2062

The Resource Wars

Civilization fractures. Nations turn on each other for what's left. The Eurasian Coalition occupies the West Coast of North America. The North American Union fights bloody campaigns to take it back. Millions die. Those who survive are changed forever.

2062

The Message

A signal arrives from beyond the stars. An alien civilization calling themselves the Chaldrin offers images of a lush, habitable world, and schematics to build the ships to reach it. The Resource Wars pause. For the first time in years, humanity has hope.

2063  —  The Exodus

The Fleet Departs

Humanity builds a desperate fleet and enters the alien portals. Max, Marcus, and the 117th are aboard. What happens next is where the game begins.

The Squad

Veterans of the Resource Wars, forged under fire, and now thrown into something none of them could have prepared for.

Archangel

Sgt. Michael "Max" Mercer

Protagonist  ·  Age 28  ·  Second-in-Command

Before the wars, Max was idealistic — a soldier who believed in humanity's future. The Resource Wars burned that out of him. He carries the cost of what he's been through in ways that show. Quieter now. When he speaks, people listen.

Combat: Close-Quarters Precision

Joker / Mal

Lt. Marcus "Mal" Mercer

Older Brother  ·  Age 32  ·  Squad Leader

Marcus used to be the guy who made hell bearable — cracking jokes through every breach, keeping morale alive through sheer force of personality. Operation Reclamation changed that. Now he's stern, professional, distant — even from Max. He still cares, but he shows it through actions, not words.

Combat: Aggressive — Shotguns & Explosives

Preacher

Sgt. David Williams

Former Chaplain  ·  The Oldest

His faith was shaken by the Resource Wars and shattered by the Exodus. Still quotes scripture — but the verses are different now. He's the squad's moral anchor even as his own beliefs erode around him. Defensive fighter, mid-range. Holds lines so others can move.

Combat: Defensive — Hold Position

Hawk

Cpl. Sarah Reeves

Sniper  ·  The Quiet One

She was always quiet — even before she lost everything. A photo she never shows anyone is the only connection left to the family the Collapse took from her. Hawk fights for a reason nobody else can see, which is exactly why she fights better than almost anyone else.

Combat: Precision — Long Range, Elevated

ADAM

Autonomous Defense & Assault Module

Military AI  ·  Assigned to the 117th

Sent to replace the squad's losses after Operation Reclamation. The squad doesn't trust him — a machine can't replace people. Cold logic. Perfect efficiency. No suspicion about the alien message, just math. But something shifts over the course of the mission. He starts adapting in ways his programming can't fully explain.

Combat: Adaptive — Reads the Situation

How It Plays

A story-driven military FPS with squad-based mechanics, close-quarters combat, and moments that matter.

⚔️

Visceral Close-Quarters Combat

Max is built for up-close, brutal, efficient fighting. Melee finishers, environmental interactions, and a combat style that reflects a man who has survived things no one should have to survive.

🧠

Squad AI System

Four squad commands — Attack, Follow, Defend, Regroup — map cleanly to a controller and give you real tactical control. Each squad member has their own AI personality: Marcus pushes forward, Preacher holds ground, Hawk finds elevation, ADAM adapts.

🛡️

Cover & Combat Flow

Enemies find cover, flank, retreat when outgunned, and coordinate with each other. The AI uses behavior trees built around realistic tactical logic — you can't hold one position forever.

📖

Narrative-Driven Campaign

12 levels across 3 acts. The prologue uses the Resource Wars as a tutorial — establishing who these people were before the Exodus strips everything away. Every major moment is earned, not scripted.

🎬

Character That Sticks

Marcus's arc from the squad's wisecracking Joker to the quiet man carrying impossible weight. ADAM gradually becoming something the squad can't explain. Brotherhood without being cheap about it.

🌌

Weight That Carries

This isn't a power fantasy. The people around you have history. They've been through the Resource Wars together. That history matters — and it shapes every moment of the campaign.

In Development

Where We're At

Last Exodus is in active development. The squad AI, cover mechanics, melee systems, and core combat loop are built and functional. The world and story are fully designed — now it's a matter of building it out level by level.

No release date yet. It'll be ready when it's ready.

Engine Unreal Engine 5
Platforms Win / Linux
Campaign 12 Levels · 3 Acts
Updates contact@goxodsoftware.com