Cowboys and Cyberchips: The Wild West of ExeKiller

Cowboys and Cyberchips: The Wild West of ExeKiller

If you’ve ever wondered what would happen if Blade Runner and Red Dead Redemption had a gritty, post-apocalyptic baby, ExeKiller is your answer.

Developed by the Polish indie team at Paradark Studio, this “Cyber-Western” has been turning heads with its stunning retro-futurist aesthetic and a vibe that feels like a 1970s sci-fi flick come to life. As of January 2026, the hype is reaching a fever pitch following a brand-new gameplay deep dive.

Here is everything you need to know about your next favorite bounty-hunting sim.

The Setting: 1998, but not like you remember

Forget the Macarena and dial-up internet. In the world of ExeKiller, a massive catastrophe called the Great Fire Disaster scorched the Earth twenty years ago. Humanity is decimated, governments have collapsed, and corporations have filled the void.

You play as Denzel Fenix, an “ExeKiller”—a licensed bounty hunter working for the Helion Corporation. Your playground? The ruins of a semi-open world New York and the surrounding sun-blasted wastelands.

Gameplay: Choice is Everything

The developers are making it very clear: they aren’t going to hold your hand. ExeKiller is built on the principle of player agency.

  • The S.O.U.L. System: Your job is to hunt down outlaws and extract their biochips (S.O.U.L.s). But here’s the kicker: you don’t always have to kill them. You can bring them in alive, set them free, or even take bribes.
  • Immersive Exploration: Instead of following a glowing yellow line on a mini-map, you’ll use cybernetic implants to “read” the environment, look for clues, and find your own way to the objective.
  • The Appaloosa: You get a sweet, retro-futuristic hovercar to navigate the dunes. It’s not just for travel, though; it’s your mobile base where you store gear, listen to the radio, and hide from lethal radioactive sun storms.

While the “Cyber-Western” aesthetic is what grabs you first, the real soul of ExeKiller lies in its design philosophy. Paradark Studio isn’t just making another shooter; they are building a full-blown Immersive Sim, and the Deus Ex DNA is practically dripping off the screen.

Channeling Deus Ex

If you’re a fan of the original Deus Ex or Dishonored, you’ll feel right at home here. The game is built on “emergent gameplay”—the idea that the world is a sandbox of systems (like power grids, security terminals, and AI behaviors) that you can manipulate to solve problems.

  • Systemic Interaction: You don’t just “press E to open door.” You can hack terminals using a realistic mouse-driven interface, reroute power using boolean logic and physical wiring, or use “CyberVision” to trace energy lines through walls.
  • The Grid-Based Inventory: In a direct nod to the classic “Attache Case” or Deus Ex inventory, ExeKiller features a limited, grid-based inventory system. You can’t carry everything. You’ll have to play “inventory Tetris,” deciding if that extra box of 10mm ammo is worth more to you than a healing kit or a high-value piece of tech.
  • No “Correct” Way to Play: Just like JC Denton, Denzel Fenix can be whatever you want. Need to get into a secure facility? Find a literal back door (or vent!), hack the turrets to do the dirty work for you, or just start blasting.

By ditching traditional XP and leveling in favor of modular upgrades and gear-based progression, ExeKiller ensures that your power comes from how you use your tools, not just how high your numbers are. It’s a rare return to the “think-before-you-act” school of game design, and it’s looking incredible.

Why It’s Special

The art direction is the real star here. The game uses a warm, orange-and-brown palette that makes everything feel dusty, sun-baked, and tactile. It captures that specific “Analog Cyberpunk” feel where technology is advanced but everything still has buttons, switches, and a layer of grime.

Whether you want to be a cold-blooded corporate hitman or a wasteland Robin Hood, ExeKiller looks like it’s going to give you the tools to tell that story.

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