
Ex :TRACKER
A downloadable Extraction for Windows
EX:TRACKER
You are not a soldier. You are a scavenger with seven minutes.
EX:TRACKER is a top-down pixel-art extraction shooter where the fight is the last thing you do, not the first. You are dropped into a hostile sector with no map, no backup and a hard clock, and your job is to take what is worth taking and be gone before the clock wins.
Stealth is the whole game
Every guard sees, hears and remembers. They sweep a vision cone through doorways, they investigate the last noise they caught, and they go on searching after they lose you — you have a handful of seconds to break contact, and the difference between a clean escape and a firefight is a wall you happened to crouch behind.
Light is information. A guard's lamp paints the floor he can see. Your footsteps carry on the floor you are standing on. Crouching is slower and quieter, and moving fast is the loudest thing you can do. When you shoot, the shot is a flare every guard in range will come and look at. Getting seen is survivable; getting seen loudly is a countdown.
And when a fight does start, it is a real one. You will be outnumbered, out of position, and shooting a weapon that makes the problem louder. The smart play is almost never the accurate one.
Seven minutes, then the door
Every raid runs on a timer. Flares mark the route and the extract points, and they are the only map you get. You read the sector by walking it: which rooms are searched, which crates are still closed, which bodies you already emptied. Every minute you spend deciding is a minute you do not have.
Extraction is the only win condition. There is no killing your way out of a bad run, and dying means keeping nothing you were carrying.
Everything you lift costs you
Loot is a weight problem. Grid packing, rarity, and a pack you cannot close. Heavier loads tire you out faster, and when you are exhausted you are slow, loud and out of breath — so the most valuable thing in the sector is also the thing most likely to kill you on the way out. The interesting decision is never "do I take this", it is "can I afford to".
A run that builds itself
Each run reshuffles sectors, loot and the items you find, and items stack into each other: the pieces you carry change how you fight, not just what you score. A run you assemble plays very differently from the one you planned, and the one you planned is the one that gets you killed.
Presentation
A 384x216 phosphor screen: hard pixels, a single green, the CRT hum and the glitch when something goes wrong. Deliberately small, deliberately readable, no decoration that does not tell you something.
| Updated | 20 days ago |
| Published | 21 days ago |
| Status | Released |
| Platforms | Windows |
| Author | Freder1c |
| Genre | Action, Shooter, Survival |
| Tags | 2D, extract-shooter, Pixel Art, Procedural Generation, raid, Turn-Based Combat |
| AI Disclosure | AI Assisted, Code |
Download
Install instructions
Credit : Bureau of dataplex and kinetics
Development log
- v120 days ago
