Store game · Action
A one-person indie action game built around positioning and timing your movement in combat.
Opens the official store page
Almost all of the weight in Exist rests on movement. Where you stand and when you step are the core mechanics, and the developer says that once those two ideas click, the fights open up and you can move around the battlefield freely rather than just reacting. It was made by one person over several years out of a fondness for action games, and the listing is upfront that the visuals are modest because of limited time and manpower. The developer asks for suggestions and plans to keep improving it. This is a mechanics-first game with plain presentation, and it's free.
A one-person action game about where you're standing and when you move. Exist puts nearly all its weight on movement: the developer's claim is that once positioning and timing click, fights stop being reactive and you start moving around the arena with intent.
It was made over several years by a single developer out of affection for the genre, and the listing is candid that the visuals are modest because time and manpower were limited. Suggestions are invited and the stated plan is to keep improving it. The game is free. With only thirteen ratings so far, it has barely been found.
Enter a fight, and the first thing you learn is that attacking is the smaller half of the job. Enemies punish standing still and reward reading their timing, so a session is a series of attempts at the same encounter, each one a little better understood than the last. There's no indication of a stamina system or a progression grind in the listing; the improvement is in your hands.
Rounds are short and restarts quick, in the way of mechanics-first action games. Expect to feel clumsy for a while and then, abruptly, not.
Hardly anyone does yet, and the thirteen ratings prove it. The people who find Exist are looking for an action game built by one person with a specific idea, the kind of thing that stands out precisely because it doesn't look like a studio product. Players who value mechanics over presentation are its natural audience.
Plain, by the developer's own admission. The four screenshots are fewer than most listings carry and the description warns that the visuals are modest, so expect simple models, basic environments and an interface that does what it needs to and no more. That's a conscious trade, with the effort spent on how movement feels. Judge it by hand, not by eye.
Thirteen ratings averaging 4.5 is too thin a base to draw conclusions from, and the developer, listed only by a personal name in Chinese characters, is a single person. That means updates depend entirely on one individual's time. The listing says improvement is planned and feedback welcome, which is sincere but not a guarantee. The App Store is where our page points, with no Android link.
Movement purists
Positioning and timing are the entire design, with everything else in service of them.
Indie supporters
A multi-year solo project that is openly asking for feedback.
Low expectations, high skill
Come for the fighting and accept the presentation as a cost.
It's a 12+ title. The game is free, and the listing says nothing about in-app purchases, ads, an account, a connection requirement or storage, so all of those are unknown; a solo project of this kind often has none of them, but that's a guess. With thirteen reviews there's no meaningful crowd to warn you about bugs. Regional availability isn't stated.
Our take
Try it if you enjoy action games for the feel of movement and don't mind rough edges, and consider leaving the developer a note, since they've asked. Anyone who needs polish, a story or a progression system should skip it without guilt. This is a sketch of a good idea by one person, and it's priced accordingly.