$14.99Exark
Exark puts you in charge of a gigantic ark-ship fleeing a ruined sun for the rim of the world. You place buildings, hire skilled crew, and stack production synergies until your floating factory hums. Short runs, cute pixel art, and more than 100 buildings to tinker with make it easy to start just one more voyage.
Is Exark worth it?
Exark is worth it if…
- you like arranging buildings and crew into tidy, snowballing production chains
- you like short roguelite runs you can pause, speed up, and replay
- you like cute pixel ships with a dark, dying-sun setting
- you like trying rival starting factions with their own tricks
Screenshots
Tuning a floating factory
Your ark runs on three hungers: food to fuel buildings and speed their cycles, production to earn new buildings, and inspiration to hire crew with useful skills. Gold at dockside markets lets you skip the queue and buy what you need outright.
You slot a food hall beside a workshop, tuck a crew member inside, and watch the numbers tick faster. Pause the clock to rearrange in peace, or push time acceleration when the engine is humming. Peaceful production can carry a run, and so can guns, so victory bends toward whatever machine you enjoy building.
Four houses, four ways to survive
You pick a Great House before each run, and it changes the starting ark, buildings, and crewmates. House Arioch flies the golden Diurnal Ark with engineers and artisans who reward careful efficiency. House Mnesis flies the Shepherd Moon, a heavy hauler rich in raw materials for a stockpile approach.
Each voyage crosses varied biomes and settlements on the way rimwards, with fights between stops testing whether your build holds together. Runs stay short enough for an evening experiment, and different house strengths keep the next attempt from feeling like the last one.
What else should you know?
How does a run actually play?
You build up the ark, travel between settlements, fight, trade at markets, and keep pushing rimwards. Food, production, inspiration, and gold are the four levers, and crew skills plus building placement decide how fast everything compounds.
Can you play at your own speed?
Yes. Pause freezes the action for rearranging and planning, and time acceleration moves things along once production is settled. It suits careful planners and impatient tinkerers alike.
What do the Great Houses change?
Your starting ark plus the buildings and crew you are likely to see. Arioch leans toward skilled workshops, Mnesis toward raw resources, so each house asks for a different opening and a different fix for its weak spots.
Is it peaceful, violent, or both?
Both routes can win. A clean production engine can carry you through, or you can point the same economy toward blowing enemies apart. The choice is less about morals and more about which toys your draft offers.























