EXODE is a science fiction game on HIVE.
It is setting up a new gameplay mode called EXODE Factions, playable with all its existing cards and supported by a currency.
But there is more:
Other sections of the game have also been pushed forward!
Colonization gets upgraded!
We focus our gameplay updates on EXODE Factions at the moment but the value of colonization also got a serious upgrade recently: thanks to a new planetary display.
Deployed to our production server on March 6th, it allows many players to discover the looks of their planet NFT.
... and staking pools!
And before we get back to your planets, the most observant among you will also notice that there is a number of features being prepared about "staking pools".
This means you will be allowed soon to stake EXOFUEL and EXOCREDITS and get interest. Which is even more interesting as EXOFUEL and EXOCREDITS value is expressed in HIVE.
This is interesting because crypto, as crypto should do, gains value.
So HIVE also gains value.
But also because we have shared a value plan also increasing the EXOFUEL and EXOCREDITS price every month and for every month of the next years, to back it up with features and utility.
EXOFUEL and EXOCREDITS can be acquired on Hive Engine.
EXOCREDITS, the short name of EXODE Credits, is the main currency of Factions and can also currently be acquired with crazy discounts through our website.
But you should be quick, as nearly half of the packs there have already been taken!
Both currencies will also see their first price increase next week.
What planets can you get in EXODE?
All EXODE players can get a first planet NFT called a "Class T".
Planet Class T
Class T is the type you unlock in current phase of alpha and beta. The letter is there to mean that it is a test planet ; meaning that we generated attributes but consider things may be unbalanced... or here to be tested for the first time by daring space pilots!
Planet Class F
When EXODE will be complete, planets discovered after Evacuation will instead be "class F" ; it stands for First. First planets will be balanced for the economy of the new galaxy.
Normally the objective of a planet is to give you enough resources to fix your ship, invent a few things, produce, but then expect to get to a second planet. What we will do, normally, is to reduce the planetary reserves and other things on F planets compared to normal procedure, so if you design something new and crazy you totally can, but you cannot affect the market as durably with it as with normal planets.
The concept of F planets actually protects the market and value, because evacuating is "easily done", so First Planets are "easily found" and scaled. Plase note that there is another protecting in place, especially against botting, called the Trading License. Unlocking the trading license should be rewarded by going through a few days of survival and a number of events, where you should, you know, "read the text".
In additin, there will be rewards for multigames rather than multiaccounts, to make it the preferrable option, and rewards as well for running games "deeper" rather than having many games at the same time.
Planet Class N
N stands for "New Planets".
The second generation of planets will be generated differently, especially with more planetary reserves. Fix your ship (the game will give you a quest for that), get to a new planet, and then you'll get more crazy unique resources!
Class N should be one of the most found planet classes, they should provide big opportunities with access and planetary reserves. But it needs some game and survival time to get there.
Planet Class R
R stands for "Rare Planets".
This generation will be made with terrible dangers and it should also be much harder to access it from space. But they will also be procedurally generated to have wilder variants in values. It could be an amazing biofragment found on one's wildlife, but very hard to produce, or a toxic region difficult to access but with a lot of reserves.
Other classes?
Yes, there will be mysterious planets and secrets, extremely rare and hard to find. We want players to discover these mysteries, but we won't say any more here! not even their letter!
Trading Coordinates
Once we make our "space scene" (please note we talk about this but our first focus is Factions, then synchronized marketplace, then colonization) we plan that coordinates for R planets (or any superior class) should definitely be protected and tradable.
Once you get the coordinates, and I don't mean by a text note in a chat - having it in a text chat will have no effect - but with an authorized access ingame, then you can warp your ship to this planet.
Oh, and if you have the fuel of course.
EXOFUEL can be useful here too.
Detailed beyond your wildest dreams
We all believe our players have a lot of imagination, and we really want with EXODE to go further.
All planets are created procedurally with literally hundreds of parameters including wildlife attributes, vegetation, minerals, regions, temperature and weather. Even any single wildlife or vegetation has many properties, called "biofragments", with many procedurally generated data and rarity.
Regions even have their individual weather conditions.
Planets have their own planetary dangers.
There may be, for instance, a specific parasitic wildlife which only exists at a certain month, on a specific region. Everything and anything has been made as possible - to make sure that your planet will become the funniest (and most uniquely dangerous) playground.
One of our previous colonization challenges, featuring what is called the Game Inspector, allowed to view such Planetary Dangers ; proving that it is already featured in our procedural generation.
... all these were found in just our own test planet... players have many more!
Tester rewards
We have mentioned tester rewards for some time:
a booster for all,
more rewards if you play the colonization scene
and we will definitely get to that once we get back to colonization.
Most tester rewards will be expressed through your Class T Planet.
exploring it and exploiting it will "level it up" and improve it.
After testing, the Class T planet will become a permanent asset, like a contract would be, dropping other rewards every week. These rewards should be personal boosts to all your other endeavours!
Factions is our next demo!
We already deployed a playable short introduction to Factions and we want to push that further with the mission crew and mission completion experience.
There is something to understand about how Factions and Colonization work together. They both give value and utility to separate parts of your decks and to a different type of game loop.
Colonization is a very unique experience which needs players "to survive evacuation first"; and we won't want to dumb down evacuation to oblivion; it's part of deck balancing to even think evacuation in a more refined way.
Yet we often had to work on website, tutorials and features for new players, because we know being welcoming to new players is the lifeblood of any project, thus interrupting work on the deeper colonization for veteran players.
Now that most of the worst is done on tutorials etc, we need to deploy the ret differenty.
We understand that we need to have a tasteful gameplay loop to propose to new players; something that could easily become a mobile app and usecase too, that "won't directly kill them" (or not the same way! :D ). Something which will keep players happily playing in the EXODE universe without having to wait for new game scenes. And then, a nice part of that playerbase can get into evacuation in the way they fancy.
The part keeping players happy and active in a game loop that does not kill them "directly":
this will be Factions.
Factions will keep them in 2325.
Factions also fulfills an immense objective to propose a new way of "staking" and to give value to the entire collection of cards, which is something that veteran players really need just as well; giving utility to the entire card database. Colonization will give value to "a deck", with a starship and crew, and a lot of theorycrafting too, and to the space adventure.
Exploiting colonization can be done with so many different decks, even without adding more cards players will need a lot, a lot, a tremendous lot of time to cover it. Players are not used to that these days: they are used to direct P2E, direct understanding, being guided in more streamlined approach.
We belive both aspects work together: Factions as the evolved staking that is no longer staking but a real game, which has an easy way to handle your hand and take you through missions and collecting, and Colonization as the space adventure that is a unique experience, something to tell stories to your friends about.
With both, we believe EXODE will be perfect.
EXODE is a science fiction game played on HIVE.
Feel free to try it here or to join our Discord if you have any question!
You can also find more information about Factions (as mentioned in the article above), but also, and this is important, more information about our currencies in one of our latest articles.