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Ex Sanguis straps Othercide's timeline tactics to a leaner roguelike campaign

Ex Sanguis Reveal key art
Image / Steam

Ex Sanguis is a stylised XCOM-like tactics game and the follow-up to Othercide, and Rock Paper Shotgun has written it up as an Othercide successor that straps the older game's obsession with timelines to a leaner roguelike campaign. The game is out on Steam in early access for PC, and RPS treats it as a tactics RPG rather than a set of isolated tactical puzzles.

The through-line RPS draws out is time. The piece opens by arguing that strategy is primarily the mastery of time rather than a matter of shieldwalls and brute attrition, and it identifies the game's fixation with seizing the initiative as the quality that should interest players who treat turn order as the real battlefield. That framing puts initiative management at the centre of what the game asks of a player.

The cast RPS describes is a set of willowy clone women formed from congealed blood and fitted with pincers, and the opposition is presented as the minions of a blood-drinking moon. The title and the enemy framing both work from blood as the organising image. Those details place the game's visual identity well away from the military hardware that usually fills the genre, which is where the stylised label comes from.

The structural change is the campaign. RPS calls it leaner, and the roguelike label points to run-based progression rather than one long authored march through a fixed story. A campaign of that shape trades length for replay, and the piece gives no indication of how many runs a player should expect before the credits. Othercide supplies the comparison point, so readers are being told to expect a project from the same lineage with its timeline hook retained and its length reduced.

RPS's posture in the piece is comic and favourable. The writing is mocking, the narrator calls himself a greenhorn strategy gamer, and the argument for caring about the timeline mechanic arrives through Napoleon jokes. That amounts to a soft recommendation rather than a verdict on balance, difficulty, or how the runs hold up. The excerpt carries no developer statement and no details of the release schedule beyond the early access listing.

The comparison set shapes how the game is being read. XCOM is the reference RPS uses to place the combat in a familiar squad-tactics frame, and Othercide is the reference it uses to explain the part that is unusual: the timeline layer that governs who acts when. The two names together mark this as a tactics campaign that took its run structure from the roguelike scene and its combat from a specific predecessor rather than from the wider genre.

Early access sets the terms for what comes next. Systems described now can change before a full release, and the excerpt does not cover the size of the playable roster, the structure of a run in detail, a roadmap, or plans for platforms beyond PC. The account available so far concentrates on how the game handles time rather than on what it contains, which leaves the shape of the campaign and the balance of the initiative system as the open questions.

Why it matters

Ex Sanguis tests whether Othercide's distinctive timeline combat can carry a leaner, run-based campaign, making it a marker for how far the tactical roguelike format can stretch a single signature mechanic.