Exil/Souls

**Exil: Souls** is game in the *Exil* series. It centers around the eponymous island, populated entirely by exiled homosexual men, their captors, and the ancient monstrous civilization of the island.

## Writing

### Concept

The game's main theme is **same-sex liberation**.
Primary inpirations:

1. The San Domino island in the Tremiti archipelago in the Adriatic Sea, where homosexuals were exiled in 1938.
2. The persecution of homosexuals in Nazi Germany.
3. The mental institutionalization of homosexuals in Sweden in 19th century.
4. The conversation of death by burning being used against homosexuals, referencing the pejorative slur "faggot" as both a homosexual man, and a bundle of sticks for burning.

By either a foreign invasion or an internal group's rise to power, a region has had a **cleansing** of its people; homosexuals are **exiled**, and treated as disposable captives.

On the island of their exile was a civilization of madmen and beasts. Those who would stray near the castle are burned and rendered insane, referred to as "the **Cinders**".

When the nohomode is activated, the cleansing aspect is emphasized as the reason for exile, without mention of homosexuality.

### Keys

* *Inspirations:*
	1. + "Just Kidding... Unless?"
	2. + YouTube: Game Grumps (1) & (2) & (3)
	3. + YouTube: Game Grumps
	4. + YouTube: Game Grumps
	5. + "Grab My Hand" – YouTube: Game Grumps
	6. + YouTube: Oh Koops - Game Grumps
		+ "Love is Blooming in my Pants" (42:47-43:27)
* Comedic and light-hearted, to match the toon shaded visual style.
* Most of the recruitable character have an infatuation with the player character, who is oblivious to this.
* Scenes also empasize on double entendres.
* The player character is able to kiss any recruitable character on the cheek (unless romanced), which causes them to blush and swoon.

* Written from the developer's personal viewpoint. As such, no elements that the developer couldn't comfortably speak on from own experience is included.
	+ Nordic cultural viewpoint.
	+ No self-hate.
	+ No adultery.
	+ No drugs.
	+ No crossdressing.
		- No cosmetics.

### Main character

The main playable character is **Sven**. At the start of the game, he manages to escape from one of the camps, sliding down the side of the hill onto an outcrop of the cliffs.

Sven is blonde, with a medium-short haircut that is brushed forwards, with cropped sides. Sven has a mustache, along with a heavy five-o-clock shadow. Sven has sky-blue eyes, and a prominent square jawline.

* Visual design inspiration:
	1. Captain America (Marvel's Avengers)
	+ Design 1:
		1. "Linus"
	+ Design 2:
		1. "Ethan"
		2. "Johan"
		3. "Hans"
		4. "Jase"

### First recruitable character

For the purpose of clowning on the main character, a **childhood friend** of the main character is necessary.

Friend is medium brown-haired. Perhaps green eyes.

### Recruitable characters

* When a base has been liberated, certain characters within will take charge and volunteer to help the player.
* They do so via remote communication.
* The player is able to at any point communicate with them, and they will comment on the current situation.
* All recruited characters listen on the same frequency, for comedic effect.

### Romance

* The player character is able to kiss any recruited character on the cheek.
* The player is able to initiate romance with 1 recruited character per playthrough.
* Once initiated, the player cannot switch to another for the remainder of the playthrough.
* They are able to revert the romance into a friendship, but this will still not allow them to romance another character (as the 1 romanced character will have a special scene in the end).

## Mental Link/Call

* Characters communicate with each other remotely.
* Mostly, this is expressed during gameplay by commentary from the characters back at bases.

* This is also able to manifest itself in cutscenes, not unlike Codec Calls in the *Metal Gear* series.
* Except, each character is shown individually, in the location that they are currently residing in.

## Combat

### Sabotage

*Inspo: Blunderbuss (Bloodborne).*
The **sabotage** mechanic is a large part of the overall battle system. The player is able to fire a projectile from their hand towards a targeted enemy, or aimed freely to precisely hit even the environment. If the projectile hits an enemy in a **weak spot** or during a **vulnerable moment**, it causes them to **flinch**, and may cause certain abilities to be disabled and debuffs to appear. Normal attacks that hit during this moment has the ability to do so as well, but only via gradual build-up, and the downside of being melee.

While an enemy is targeted, the player can quickly tap  to *instantly* fire off a Sabotage projectile to react to enemy actions. By holding , they enter free aiming, which allows them to precisely aim where the projectile should land, or to aim at the environment instead.

After the initial collision of the Sabotage projectile, the player has a brief period of time where they can **imbue** it with additional effects; this is done by holding  while the projectile is active, to consume a battle item from the shortcut menu. The player can also go into the menu to apply any item. Consuming an item instantly causes the impact point to detonate, with the item in consideration.

The environmental interaction with applying items is used to solve many puzzles. For example, firing the projectile to a heated area, then subsequently applying a Wood item, creates a fire at that point. They can also consume a Gravity item to create a vortex at the impact point, pulling in nearby objects and enemies.

#### Weak Point

Weak points are often organic parts of the enemy:

* When a Niblet attacks, it opens its large mouth beforehand; the inside of its mouth is the weak spot.
* When the Anubys slams down its halberd, its head is momentarily in reach of the player.
* The tome on the Frost Mage's hip is hard to strike when they are constantly facing you.

### In-Game Displays / Immersion

* Inspo: *Dead Space*: Spine.
* As much as possible, the current **health** and **stamina** of the player character is displayed *on* the character itself.
* A holographic of their heart, located where their heart would be but rendered on top / "inside", could represent the player's health.
* A similar rendering to represent stamina could take place on their spine, or alternatively their legs.

* For enemies, the lock-on should also display their heart, and its current health stat.

* Inspo: *Ghost of Tsushima*: Guiding Wind.
* Instead of having a waypoint for the player's desired destination, the wind changes direction to guide the player.
* Upon activation/refresh, a strong gust is first formed. Then, a more subtle wind is constantly in action.

### Perfect Guard

* When the Block/Evade button is pressed, the player materializes a shield ahead of them.
* If the block is perfect, they get a **defensive boost** based on the attack blocked.
* Blocking a fire breath, for example, often gives the player immunity to knockback from fire-based damage for a while.

### Materialized Weapons

* When the player attacks, they materialize a weapon during the animation, which vanishes afterwards.
* When they block, they materialize a shield.

### Mechanics Efficiency -> Passive Points

* The player can turn down the efficiency of in-game mechanics in exchange for **passive points**.
* These can then be allocated elsewhere.

* If this existed in *Final Fantasy VII Remake*.
	+ Normally, ATB isn't recharged as the Block button is held.
	+ ATB is however charged if no button is held, passively.
	+ The player would be able to reduce the efficiency of passive ATB charging, and instead add to the Passive Block ATB charging, which is by default 0.

## Other gameplay

### 1 Base

* The Invaders have had little impact on the island when the player arrives.
* Liberating the 1 stronghold is a key moment in the game.
* Even before that however, they create a base outside of its borders.

### Base building

* Why not incorporate resource management from games such as *Island*?
* When an internment camp has been liberated, it is up to the player to manage its resources.
* They need to redirect water into the camp in order to keep it running.
* They can also capture enemies to recruit them into the camp?

* The well-being of the base directly correlates to the player's relationship with the 1 romanceable character at that camp.
* The base is also numerically able to improve nigh endlessly, as the player can always improve the statistics with better units.

## Design

### Lunatoon

* (Not the actual in-game name. But fitting since the game is cel-shaded.)
* Enemies are driven into madness by the island's presence.
* Includes the original civilization's humans.
* The strongest have red and yellow banded eyes.

## Chained

* Many enemies and bosses are so called **chained**.
* They have lost their free will and work under servitude to another.
* Some of which do not regain their humanity, whether under direct control or not, resuming their previous **purpose** mindlessly.

### Rune/Tome

* Enemies are often equipped with **runes** (or **tomes** containing runes) that grant them power.
* Striking the runes will disable the associated abilities for a moment.
* This is known as sabotage.

### Mask

* De-humanizing masks?
* Worn both by captives and captors?
* The masks of captives are eventually removed, however.
* Each of the captors' masks are identical? While there is some leeway with captives' masks?
	+ (Which might not make sense when you think about it, but hey.)

### Design: Character Proportions

* Body shape is inverted triangle.
* Top-heavy.
* Emphasis on upper torso.

* Dynamic bones on areas.

### Design: Clothing

* Many clothing options are either strapped, or chapped.
* Straps emphasize musculature. (Climbing Boots (The Legend of Zelda: Breath of the Wild) | Sneaking Suit (Metal Gear Solid 3: Snake Eater))
* Full arm black skin-tight gloves / bodysuit. (hiimdaisy (Metal Gear Solid 3: Snake Eater))
* Tucked in.
	+ Shirt tucked into pants. (Booker DeWitt (Bioshock: Infinite))
	+ Pants tucked into boots.
		- Either:
			* Thigh-high boots. (Dr. Cid (Final Fantasy XIII) | Kaiser Oblivion (Bravely Second))
* The opposite of a codpiece. (Sneaking Suit (Portable Ops))

1. Captive (Straps).
2. "Spandex". (Emphasizing Straps / Unstrapped)
3. Vintage Striped Swimwear. (Covered / Uncovered)
4. Barbarian.
	* Furs as chest straps.
	* Furs for underwear.
5. * Red/White Striped (Y / Square)).
	* Blue/White Striped (Y / Square).

#### HERO

*Google: Elemental HERO design*
* All men in very tight fullbody-tights.
* Representative of various aspects/elements.
* In *Stark* – "Exiled HERO", such as "Exiled HERO Valiant".

#### ARMOR

*Google: Pokemon Armor (Jack Burke)*
* All men in animal-inspired fullbody-armor.
* In *Stark* – "Exiled ARMOR", such as "Exiled ARMOR Crunchjaw".

# OLD

## Combat basics

*Inspirations: Dark Souls, Final Fantasy VII Remake, Lightning Returns: Final Fantasy XIII, Xenoblade Chronicles.*
 Basic attack. Press the button subsequently with good timing to further increase stamina charges.

 Block. Press the button with good timing to further mitigate damage and increase stamina charges.

 (Hold) Heal. Consumes a finite resource that is replenished only at camps.

 (Tap) Recover. Automatically consumes the appropriate item to undo an ailment.

### Pending

* Whether the basic attack should be an auto-attack, i.e. automatic, *but* the player always having a dedicated block button.

## Main Menu

Default:

Play– Introduction– Tutorial missions– FoundationSettings
After pressing "Play":

ContinuePlaytime: 02:10:13🦋Other savesNew GameAssist Mode: OFF
## Progression

### Pre-game

#### Tutorial missions

In *Exil*, the controls and game mechanics are not explained in-depth in the main game. Instead, **tutorial missions** are available, each of which explores and tests the players of the mechanics available. This is so that the player can always refresh their memory when having not played the game in a while, as well as allowing the main game to start strong with immediate gameplay instead of a learning segment. Completing all tutorial missions unlocks benefits in the main game.

#### Introduction

The **introduction** is a playable segment in which the cutscenes and story take place, before the main game starts. Completing the introduction unlocks benefits in the main game.

Near the end of the introduction, the player character is able to get to a tall spot of the internment camp, and prepares to jump off.

### Main game

As the tutorial and introduction are optional, the **main game** starts with a "cold open".

The player character, upon escaping the internment camp, slides down the side of the outer wall, down the cliffside, and lands onto an outcrop.

Later, still on the cliffside outcrops, the game encounters the first boss: **Lizardon**. It is a large lizard, that is able to attack by headbutting, as well as various tongue strikes. Defeating this boss eventually leads to the first branching paths camp area.

Later still, the player finds paths that lead back to the internment camp. They are able to find the same high point they escaped from, to form a loop back to the beginning areas.

#### 1

Eventually, the player reaches the ruined castles in the center of the island. There they find that the old inhabitants of the kingdom have grown mad, seemingly ageless without sentience.

## Character design

The **character design** is slightly cartoonish, featuring exaggerated torsos and de-exaggerated legs, and cel-shading. Absolutely zero characters are non-human or use fantasy humanoid designs, such as orcs or furries.

			1. Parts of objects often use only 1 color.
			2. Objects can only receive light from 1 source at a time. (https://www.youtube.com/watch?v=mnxs6CR6Zrk&t=2m57s)
			3. Objects are always lit. Shadows from other objects are ignored. (https://www.youtube.com/watch?v=mnxs6CR6Zrk&t=6m37s)
			4. The eyes ignore lighting and are always fully lit and bright. (https://www.youtube.com/watch?v=mnxs6CR6Zrk&t=8m51s)
			5. Only 2 bands of shading are used: dark and light.
			6. Rim lighting is used.
		- Effects:
			* All/Most attacks use "trails"; these only use 1 color, and are often a solid mass that is mostly one shape, and fades out.

### Inspiration

#### Cel-shading

* https://roystan.net/articles/toon-shader.html
	+ https://www.youtube.com/watch?v=dyiLJ1PFhM0&t=5m33s

#### Proportions

* Clash of Clans.
* https://www.deviantart.com/dereklaufman/art/Barbarian-Character-Concept-288001135
* https://clipartart.com/images/clipart-barbarian-9.jpg
* https://dribbble.com/shots/4521757-Throwback-Conan-The-Barbarian
* https://www.deviantart.com/myirish/art/Bobo-the-Barbarian-728755184
* https://www.onlinegamesector.com/onlinegame/20042/brute-arena.htm
* https://scoop.previewsworld.com/Image/NewsImage/4/234684/1348179/3
* https://external-preview.redd.it/w3xASnccrGRn0ztpbO0hiOCjDEVqCAKi8qc6od0qHBc.gif?format=mp4&s=45064c90be726c450e7b5bdd59c57627c1da072a
* https://www.canstockphoto.com/hunk-cartoon-mascot-37612801.html
* https://www.superherotoystore.com/products/disney-pixars-the-incredibles-2-mr-incredible-statue-by-beast-kingdom-india
* https://i2.wp.com/www.thedrawingwebsite.com/wp-content/uploads/2017/05/Bruce-Timm-Style-male-Torso-Turn-around.jpg?resize=1024%2C400
* https://issuu.com/sixthandspring/docs/drawingthenewadventurecartoons
* https://moviedearest.blogspot.com/2008/03/film-art-super-stud-edition.html
* https://ctl.s6img.com/society6/img/aVVwbcjgf3wZI1zcyn8m\_I-pxzk/w\_700/prints/~artwork/s6-0079/a/31439859\_13135236/~~/rick-5r7-prints.jpg?wait=0&attempt=0
* https://cdna.artstation.com/p/assets/images/images/000/291/346/large/knight-polypaint.jpg?1415503729
* https://img1.cgtrader.com/items/813560/213e1f230c/energy-knight-3d-model-stl.jpg

## Clothing

**Clothing** can be swapped at any point, but will also by default be assigned randomly at various intervals, to let the player see more varied costumes. This randomization can be turned off in the settings.

Clothing is separated into **head** and **body** wear. Featured clothing is anachronismical; various costumes from all sorts of time periods will be present. A recurring theme is androtic, but never cross-dressing.

### Inspiration

* Beige medieval shirt & brown pants (default).
* Lederhosen (with undershirt / without undershirt).
* Leather gear.

#### Animal Armor

*(Far less animé and much more medieval.)*
* Zoodiac
	+ Zoodiac Broadbull
	+ Zoodiac Drident
	+ Zoodiac Kataroost
	+ Zoodiac Ramram
	+ Zoodiac Tigermortar
	+ Zoodiac Whiptail
* Inzektor
	+ Inzektor Hornet
* Dragoon

#### Dead Rising

* https://deadrising.fandom.com/wiki/Ammo\_Belt
* https://deadrising.fandom.com/wiki/Arthur%27s\_Boxers
* https://deadrising.fandom.com/wiki/Pro\_Wrestling\_Briefs
* https://deadrising.fandom.com/wiki/American\_Showman\_Jumpsuit
* https://deadrising.fandom.com/wiki/Banana\_Hammock
* https://deadrising.fandom.com/wiki/Blue\_Oyster\_Biker\_Outfit
* https://deadrising.fandom.com/wiki/Mesh\_Party\_Wear
* https://deadrising.fandom.com/wiki/One-Piece\_Pajama
* https://deadrising.fandom.com/wiki/Soldier\_of\_Fortune\_Skills\_Pack
* https://deadrising.fandom.com/wiki/Surf\_Wetsuit
* https://deadrising.fandom.com/wiki/White\_Cowboy\_Outfit
* https://deadrising.fandom.com/wiki/Exercise\_Outfit
* https://deadrising.fandom.com/wiki/Underwear

## Story Drafts

### 1

The New Country consists of knights, descendant from the Old Country.

In the New Country, homosexual men are being exiled, brought to the Old Country.

## Captors

* The **captors** speak an unknown intelligible language.
* Most are uniform knights.
* Enemies in the ancient civilization are often mechon.

## Outline

① The player character, Sven, begins trapped in an encampment.

② The first mission is to escape.

③ The second is to liberate the original camp.

④ After that, there are multiple camps spread across the island that all need to be liberated.

⑤ Playable characters can be unlocked in some of the camps.

* While exiling homosexuals, the **captors** on the island want to reform it for colonization.
* To this extent the exiled homosexuals are essentially slave labor.
* Reforming includes getting rid of trees and creating roads, as well as establishing grounds for buildings.
* The player engages in these events through story-based minigames.
* The island has a strong wildlife with dangerous monsters, as well as the remnants of the ancient civilization.
* The player are in groups that dispatch to remove these threats.

* While in the exile camps, the player cannot be seen speaking with other inmates. The guards will separate them.
* All recruitable companions speak the same language, whereas most other NPCs do not.
* These foreign languages are all seen as incoherent scribbles.

### Pending

* The island was chosen specifically for the monstrous kingdom?
	+ The final boss is the king?
	+ (Such a story might create more interesting lore...)

## Synopsis

① Sven explains the status of the encampment.

② Sven goes on daily expeditions at the behest of the captors.

③ Sven gathers a group.

④ Sven and team escapes, and goes through the ancient ruins and landscapes.

## Romance

The player character Sven is able to **romance** any of the other playable characters.

While a romance is ongoing, no other romantic dialogue options will appear for the other companions. If the romance is ended, only then is the player able to even begin pursuing courtship of other characters.

### Scenario

The team is at a campfire. Sven can go up to any ally and either kiss or dance with them. Doing either of them with a teammate while in a relationship results in a punch by the partner, for comedic effect.

## Gameplay

*Exil* is heavily inspired by games such as *Dark Souls*, *Xenoblade Chronicles*, and *Dragon Age*.

## Level Design

Level design employs a non-linear, "looping" structure. Where paths may initially appear linear, shortcuts and alternative paths open up that lead back to earlier points, including between areas that prior would appear disconnected and separate.

## Combat

Battles are **deliberate**. Actions have wind-up and end frames, and most actions cannot be cancelled or replaced by other actions. Preventing attacks are done in real-time with the  button.

### Evasion

Pressing  when the  stick is tilted leads to a **sidestep**. The player character is invulnerable during this time, moves a set distance in said direction, but has rather lengthy delay afterwards in which the character is left vulnerable.

Pressing  without the  stick is tilted leads to a **step dodge**. The player character is invulnerable but for a shorter time, stays standing on the same spot, and the endlag is shorter. Furthermore, projectiles attacks that approaches the player are reflected back at the assailant; this is signified by the character shimmering like a mirror.

### Moveset

The player is equipped with a **primary weapon**, that is used with the  button.

Each character has 3 **cooldown abilities** mapped to the , , and  buttons.

The player character can use a **hyper ability** when the bar has been completely filled.

Both cooldown abilities and hyper abilities come in **variants**; by holding the assigned button, the player uses  to swap the currently allocated variant ability to that button.

### Ranged

Ranged weaponry use **ammunition**; the player can fire projectiles as long as there is ammo left in the **clip**. Once the clip runs out, the player needs to materialize new ammunition to fit in the clip. This consumes from a resource dropped by enemies and that is purchaseable, but if the player does not carry any the character will consume from the level up resource. Bar that, health is consumed.

### Tome

Characters in *Exil* fight using **tomes**; books containing magic runes allowing the user to channel spells. As such, their weapons are materialized using the tomes, and will appear *during* attack animations. Each time the player attacks or uses any spell, the tome will glow with the corresponding color.

#### Styles

Tomes can be utilized in different **styles**. Depending on the style, not all weapon types can be materialized.

1. Handed
	* Dual-hand – The player holds the tome in both hands when casting. Can not materialize weapons, but can cast spells and projectiles.
	* Off-hand – The player holds the tome in their left hand when casting. Can materialize one-handed weapons, and can cast spells and projectiles.
2. Unhanded
	* Hip – The player will keep the tome on their hip at all times. Can materialize two-handed weapons, one-handed weapons, and can cast spells and projectiles.
	* Back – The player will keep the tome on their back at all times. Can materialize two-handed weapons, one-handed weapons, and can cast spells and projectiles.
	* Invisible – The player will not keep the tome on their person. Can materialize two-handed weapons, one-handed weapons, and can cast spells and projectiles.

#### Cosmetic

The player is able to find **cosmetics** of both tomes and the weapons materialized; this changes the appearance of the piece of equipment in question. While this does not affect stats, acquiring a cosmetic always grants the player a corresponding upgrade material.

### Healing

The  button is dedicated to **healing**. Applying a heal slowly restores the character's health over time, unless damage is taken, which stops the healing-over-time and cancels the effect.

Healing consumes a limited healing **resource**; this can generally only be replenished by resting at a checkpoint, but this also respawns all enemies.

### Checkpoint

The player will respawn at the last **checkpoint** used when dead, leaving behind all level up resource at the point of death. Respawning at a checkpoint, or using one at any point, completely replenishes the player's health and healing resource, but also respawns all enemies.

### AI Allies

The two allies not in control are controlled by AI. They will generally stay out range and attack with projectile abilities, as well as magic and supportive abilities. If the player suffers hitstun, by failing to dodge an attack, nearby allies will use melee abilities until the player regains their footing. The player character will naturally get the most aggro, but AI allies are still capable of drawing aggro.

AI allies will follow the player while exploring as well, but since the player cannot switch control outside of checkpoints, they will warp to the player whenever out of range, and do not take environmental damage.

### Damage

*Exil* follow the "low-numbers" approach that most *Svea* games do. Realistically, most attacks will deal 1 damage. Attacks can deal 0 damage, but the remainder is always stored; eventually a hit will deal 1 damage as the remainders stack up.

## Sabotage

A large component of battles is the **sabotage** system. The player charges up a meter in-battle by performing well, which is then used to imbue enemy units with powerful but temporary **ailments**. As the meter is party-based, AI allies will fill the same bar, but AI allies will generally not use sabotage abilities. Some sabotage abilities come in the form of **augments** for the user or their party, but generally still require the enemy to interact in a certain way.

Sabotage abilities are designed to counteract the enemy in various ways, so reading their moveset and understanding what they intend to do is key.

1. Leash
	* The mark appears on the targeted enemy near-instantly.
	* Once applied, it will punish the enemy for the next movement-inducing ability they do, assuming it is further than a regular sidestep.
	* Based on the distance traveled, they will subsequently be rooted for a proportionate duration.
2. Dizzy
	* While active, the next ability used that involves turning, will then stun the enemy.
	* This also applies to turning around more than 180 degrees normally.
3. Copy Heal
	* If the enemy restores health, while the mark is active, all allies are also healed by the same amount.
	* This healing "overheals"; if healing goes above normal maximum health, the player is instead granted a type of health that is deducted first when damage is received.
4. Speed Boost
	* While the mark is active, any sidesteps done by the enemy are doubled in distance.
	* Endlag is also increased somewhat.
5. Sabotage Sabotage
	* While the mark is active, the next Sabotage ability is also applied to the user.
6. Hands Full
	* While the mark is active, the enemy cannot grab.
7. Reverse Bubble
	* Applies to the entire ally team.
	* Each time damage is applied, a resource is built.
	* When the bubble expires, health is restored based on the resource.
	* However, the resource starts with a slight negative, so if no damage is taken, health is actually lost.

### Pending: Each Sabotage-ability charges separately

* To encourage the use of all sabotage abilities, all abilities are charged when the standard Sabotage meter would have been charged, but at different amounts depending on the enemy and what the player is doing.
* Consider *Bloodborne* 's Lady Maria.
* A Sabotage like "Bind", that prevents movement for a moment, would be very useful.
* But a more generically good Sabotage might be used for every encounter (this is awful).
* Since she is so fast-moving, consecutive dodges against her attacks (with a Quick-property), would charge up Bind incredibly fast.
* The player can then wait for another Sabotage, or Bind immediately as it is available.
* Using any Sabotage uses up *all* of them, by the way.

## Super Items

**Super** items are defined by their inability to be replenished regularly. A limited amount of each Super item can be held at once, and while a Super item is capped, no replenishments will spawn or be able to be found. Only when the player has consumed a unit of a Super item can it be replenished.

This is designed to encourage use of powerful items, rather than being afraid of consuming them. With online functionality, the player can assist others, and as reward receive Super item replenishments, or simply receive one as an anonymous gift.

## Upgrades

*Inspiration: Sphere Grid (Final Fantasy X), Lightning Returns: Final Fantasy XIII.*
*Exil* handles upgrades in a certain fashion. Defeating enemies does not allow the player to directly increase their stats. Rather, enemies defeated grant the player currency, in which to spend on modifying upgrade aspects that the player has *unlocked*. As these upgrade aspects, such as the minimum and maximum levels of valves, are acquired by exploration rather than combat, the player cannot overlevel their character through grinding, in order to best their current obstacle, but need to take another approach and explore.

## Last death recovery

Dying leaves behind all level up resources at the point of death. Once respawned, the player has a chance to go back to the point of death and **recover** their lost resources. Dying before able to recover the resources will replace the point with a new one, rendering the first point permanently unrecoverable.

## Builds

Each playable character can be built towards a certain playstyle; each character will have an initial path, which can be retracted from if the player so chooses.

* Extremes
	1. [4][5] **Brute** – The character deals the most damage when completely unarmed. Their basic attack has been balanced towards higher damage but lower speed. They receive the least amount of hitstun possible. When attacked, their revenge health decays the slowest. They have very high health, but very low damage mitigation.

## Foundation

Any upgrade aspect or valve capacity unlocked in the **foundation** game mode can be carried over to any new game, as well as any ongoing playthrough.

## Nohomode

This game was developed with same-sex historical events in mind.However, we understand that this type of content is not appropriate for every player.Same-sex content will be disabled, unless enabled in the settings.⚣Play🔙  Back
* **Nohomode** is turned on by default.
* The player gets an opportunity to go to the settings to turn this off, or simply start playing.
* This prompt only appears once.
* In all, the switch can go to three stages.
	+ ON
		- No same-sex material is shown.
	+ Default
		- Same-sex material is shown, but the game is not same-sex themed.
	+ OFF
		- The game becomes themed towards a same-sex audience.

⚣This game includes same-sex themes.We understand that this type of content is not appropriate for every player.Would you prefer to disable same-sex content for this playthrough?