Explore unfamiliar spaces.
Industrial corridors, reactor chambers, sealed laboratories and layered walkways form the development environments. Doors, lifts, access cards and linked routes make the space part of the challenge.
GAMES / BUILT WITH BLAST III / IN DEVELOPMENT

A failed experiment. A soldier trapped beyond the normal flow of time. A strange world to survive — and a way out to find.
You are a soldier who took part in a time-travel experiment. Something went wrong.
Now you are trapped in a strange space outside the normal passage of time. Creatures stand between you and the answers you need. Survive, explore and search for an escape from this temporal prison.
Your entire adventure — your existence within this place — unfolds inside a single second in the outside world.
That is the relationship to the world outside.
It is not a one-second countdown to finish the game.
Cyber-futuristic environments, photographic weapon artwork and the raw immediacy of a retro FPS, brought together by BlastIII.
Industrial corridors, reactor chambers, sealed laboratories and layered walkways form the development environments. Doors, lifts, access cards and linked routes make the space part of the challenge.
Slow the world while retaining a movement advantage. Refractive shot wakes, time-scaled world sound and an original-speed heartbeat make the shift in pace something you can see and hear.
Conventional firearms sit alongside energy weapons, reflected beams, rocket swarms and deployable sentries. Separate mechanisms, material palettes and animations give each design its own presence.
Enemies, explosions, physical fragments, persistent surface blood and residual fire leave a visible trace. World effects remain behind nearer geometry, weapons and the HUD.
Cold-white vitals and ammunition sit near the lower edges. Cyan accents and a violet segmented time-charge timeline leave the centre clear, with a temporary strip for owned weapons when switching.
Quicksave and six manual slots retain the full session with scene thumbnails. On Windows, F10 records the game view, HUD and stereo game audio straight to a 1080p MP4.
Fourteen weapons. Fourteen short gameplay clips. Pick a weapon and see it in action, with its original game audio.
Select a weapon below or press play.
The clip could not be played. Open the MP4 directly ↗
RECORDED IN DEVELOPMENT · Sound on when you press play · Fullscreen available in the player
Current engine captures from environments developed for Exodus. These show work in progress, rather than a final campaign sequence.
SELECT A SCENE · CLICK TO EXPANDLayered walkways. Impossible spaces. A facility suspended outside time.
A freight station, reactor and laboratory form an early development level, with an access-card objective, a return shortcut, hidden supplies and an exit terminal.
A tall central atrium, raised bridges, an upper gallery, a lift and recovery teleporters explore the game's more abstract architectural direction.
Two short visual studies of the development environments and approved photographic weapon animations.
An edited sequence of native rendered stills from Cold Relay and Parallax Engine.
Pistol, Shotgun and Vulcan sprite animations composited over engine captures.
These silent visual demos are not gameplay recordings. Current media will be updated as new screenshots and recorded play sessions become available.
No. The single second describes the relationship between the temporal prison and the outside world. The adventure and the soldier's experience unfold within that instant; it is not a one-second deadline to complete the game.
Exodus: Trapped In Time is in development. No public game release, demo download or release date is announced on this page. The images and visual studies show development work.
BlastIII, the independent C++20 retro FPS engine presented on this website. Its level editor, weapon and projectile tools, lighting, sound and gameplay systems support the project. Explore the engine's features.
Cyber-futuristic science fiction: industrial spaces, advanced machinery and photographic physical-prop weapon artwork, presented through crisp nearest-neighbour retro pixels. The original Exodus wordmark and Singularity symbol are part of the game's identity.
A GAME TAKING SHAPE WITH BLAST III.