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X-ODUS: Rise of the Corruption box art

X-ODUS: Rise of the Corruption

Game ID: GID0394815
Collection Status
Description

X-ODUS: Rise of the Corruption is a collaborative adventure and tactical game for 1 to 4 players, with a rogue-like mechanic and rpg elements, in a sci-fi setting.

Set in the distant future, players take command of powerful spaceships, and explore the Galaxy to try and prevent an ancient entity known as the Corruption to rise and destroy all life.

The modular board of hexagonal tiles, revealed as the game progresses, along with the random enemies, allies, explorations and events, creates an always renewed experience.
On top of that, each spaceship has a different role, and as you play and evolve, you get to choose new abilities with each level. Many of these synergize with each other and with other ships as well, creating a vast number of possible team combinations and ways to approach each situation.

The game is also highly cooperative,and generates a lot of player interaction around the table when strategizing, planning your next moves or simply fighting together against powerful enemies.

Finally, with immersive art, design and texts, each new game tells the story of a band of adventurers saving the Galaxy, and the hardships they face along the way.

—description from the publisher

Year Published
2020
Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment: pos 1 · mix 1 · neu 0 · neg 0
Mentions per page
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Showing 1–2 of 2
Video QLl0vx6hqEo Unknown Channel game_review at 0:00 sentiment: mixed
video_pk 62556 · mention_pk 155276
Unknown Channel - X-ODUS: Rise of the Corruption video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Strong ship asymmetry delivering meaningful decision points
  • Tight balance between depth and accessibility in combat
  • Solid setup/insert system improving play flow
  • Compact base box with scalable modular board and evolving map
  • High replayability via multiple ships and scenario signals
Cons
  • Marketing claims of a ground-up remake may be overstated
  • Transparency around components and production proofs was lacking
  • Solo mode requiring multiple ships is confusing or misleading
  • Pacing can stall due to multi-turn boss moves; session times often exceed promised length
  • High tiers offer cosmetic-only enhancements with questionable value
Thematic elements
  • cooperative space-dungeon crawler with asymmetric ships and a campaign arc
  • A collapsing galaxy explored via modular hex maps; space exploration with avatars, sentinels, and rifts.
  • procedural, with some branching signals but limited storytelling depth
Comparison games
  • Star Wars Outerre
  • Spirit Island
  • Space Hulk
  • Space Hulk: Death Angel
Mechanics (from transcript analysis)
  • action selection loop — Each ship has three actions per turn to move, probe, explore, or jump to tiles, driving tension and planning.
  • ascendancy / boss escalation — A rotating set of challenges in ascendancy mode that can power up bosses if you fail side-quests.
  • asymmetric ship design — Eight distinct ships with unique dice and progression create varied playstyles (warship vs explorer vs drone variants).
  • boss battler — A rotating set of challenges in ascendancy mode that can power up bosses if you fail side-quests.
  • Co-pilot system — Draw a new card each turn to power up actions or trigger special powers; can boost damage or defenses.
  • cooperative actions — Draw a new card each turn to power up actions or trigger special powers; can boost damage or defenses.
  • fleet up / formation strategy — Players can team up to combine actions and dice for tougher challenges, then split to cover ground.
  • Modular board — Dynamic map that changes as you jump and complete objectives; signals present choose different strategies.
  • modular board with precursor signals — Dynamic map that changes as you jump and complete objectives; signals present choose different strategies.
  • probe vs reveal risk — Probing reveals new areas or systems but comes with potential exposure to threats; tension increases with each reveal.
  • Simultaneous reveal — Probing reveals new areas or systems but comes with potential exposure to threats; tension increases with each reveal.
  • solo multi-ship requirement — Solo play requires controlling multiple ships, introducing high multitasking and management pressure.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • practically a whole new game is just not accurate
  • This whole conversation is based on us watching every available scrap of gameplay footage
  • The setup. Now, let's dig into how Exodus actually works when you get your hands on it
  • Box stores tight, but when it hits the table, it dominates
  • There's the 159 edition with the neoprene mat allin
  • If you love first edition, play all your games multi-handed, and don't mind campaign risk, it could be worth the plunge
References (from this video)
No references stored for this video.
Video 8tmQ6wySUSI Dungeon Dive general_discussion at 0:19 sentiment: positive
video_pk 61230 · mention_pk 153920
Dungeon Dive - X-ODUS: Rise of the Corruption video thumbnail
Click to watch at 0:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong space opera feel with tension and tempo
  • Rich ship customization and upgrade paths
  • Co-pilot and fleet mechanics add depth and cooperation
  • High replayability due to modular components and randomization
  • Prototype quality is impressive; looks finished
Cons
  • Some iconography and text are small, impacting readability
  • Co-pilot board can be visually off to the side during play
  • High complexity with many interacting parts; can be overwhelming
  • First edition upgrade path not provided; second edition exists as a separate purchase
Thematic elements
  • Corruption vs unity and exploration; endgame against avatars
  • Space opera universe under threat from corruption; pilots exploring sectors to collect precursor keys and stop corruption
  • Climactic, tension-filled with timer-driven progression
Comparison games
  • Arkham Horror Second Edition
  • Eldritch Horror
  • Star Wars Outer Rim
  • Zia Legends of the Drift System
  • Spacers
Mechanics (from transcript analysis)
  • Ascendancy track — A timer-based deck that influences boss power and endgame pace; managed through ascendancy cards.
  • Avatar bosses — Massive boss ships (avatars) with powerful abilities; can respawn and escalate threat.
  • boss battler — Massive boss ships (avatars) with powerful abilities; can respawn and escalate threat.
  • Co-pilot system — Co-pilot deck/dice pool that can augment actions; cards offer double-use effects and currency-driven boosts.
  • Combat System — Tactical combat with varying enemy abilities triggered by misses; players choose offense/defense tradeoffs.
  • cooperative actions — Co-pilot deck/dice pool that can augment actions; cards offer double-use effects and currency-driven boosts.
  • end game bonuses — Precursor keys must be activated at the final void tile to trigger endgame.
  • Endgame keys — Precursor keys must be activated at the final void tile to trigger endgame.
  • Energy and strain — Energy is a currency; strain allows extra actions with risk of damage based on dice results.
  • Fleet mechanics — Players can form a fleet and share actions among ships, enabling coordinated momentum against threats.
  • Hex tile exploration — Players explore hex tiles with various tile types (void, blue keys, red boss spawn) to collect precursor keys.
  • Tile/Map Shifting — Players explore hex tiles with various tile types (void, blue keys, red boss spawn) to collect precursor keys.
  • Upgrade and modules — Each ship has upgrade cards and modules (regular and precursor) to enhance capabilities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • One of the best things about Exodus is it feels like it starts at the third act of an exciting space opera
  • The back of the box images should be bigger. I would like to see these images much bigger and just have a little more of an exciting look to this box
  • The rules are well written. I really didn't have any issue at all with the rule book
  • I could probably play this game with all of the various precursor signals and have a very different game one game to the next
  • This is one of the nicest prototypes that I have ever seen
  • There is a lot going on in Exodus
  • The pressure is on and it's very tense
  • I could buy this game tomorrow in a store and be perfectly happy
  • Arkham Horror Second Edition in space
  • Exodus feels substantially more robust than the first edition
References (from this video)
No references stored for this video.
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