Game review
Exo Rally Championship
6.5 / 10
- Developer
- Exbleative
- Publisher
- Future Friends Games
- Released
- 7 June 2026
- Platforms
- Windows
- Genre
- Racing, Simulation, Action
- Monetisation
- paid
- Players
- false
The short version
Biggest strengths
- A genuinely novel premise — open-world off-road rally across remote, extreme exoplanetary terrain, not a reskinned Earth rally game
- Deep, sim-heavy handling model with real setup tuning (axle stiffness, tire selection) that rewards mastery
- Skipped Early Access entirely for a full, feature-complete release, which a meaningful slice of its own audience explicitly credits it for
Biggest weaknesses
- A specific late-game stage (the moon) is widely reported as a severe, arguably unfair difficulty spike
- Multiple reports of serious GPU/performance issues, including one player unable to reduce GPU load through any available setting
- Chinese localisation reported as broken and unswitchable regardless of input device
Who it's for: Hardcore rally-sim fans who want something genuinely different from Earth-bound motorsport, and who can tolerate rough edges at launch
Our recommendation: recommended with caveats
6.5 / 10
A premise this genre rarely tries
Exo Rally Championship's pitch is simple to state and hard to actually execute well: take the physicality and stage-based structure of real-world rally racing — think Dirt Rally or Richard Burns Rally — and set it on remote, unexplored, extreme exoplanetary terrain instead of Finland or Wales. One reviewer summed up the appeal bluntly: "For those who are into racing you just need 2 words: 'Space, Dakar.'" That's not a small ambition. Most racing games that reach for a sci-fi hook do it through arcade speed and weapons (think Wipeout or GRIP); this one instead keeps the deliberately punishing, technical rally-sim DNA intact and just changes the planet under the wheels.
Crucially, the developer chose to skip Early Access and ship a complete, full release on 7 Jun 2026 rather than the extended EA cycle so much of this genre goes through. That decision is explicitly praised in the game's own review base — one player, four hours in, called it "a huge win for a game trying to break out with something original," and several others reference having followed the project since a public demo and playtest builds going back to 2022, describing the finished game as meaningfully more polished than those early builds. That's a healthy, well-documented development arc rather than a rushed cash-in, and it shows in the parts of the game that work.
The handling model is the whole argument, for better and worse
Exo Rally's core sell is a genuinely deep, sim-heavy handling model: real setup tuning across axle stiffness, tire compound selection, and damage modelling that persists across a stage. Reviewers who describe themselves as veteran rally-sim players are largely enthusiastic — "one of the most sim heavy racing games out there," "controls like a dream" once the default suspension setup is retuned away from what multiple players call an actively bad out-of-the-box configuration. That last point matters: several of the game's most positive reviews explicitly warn that the default car setup undersells the game, and that new players who bounce off it in the first hour without retuning are getting a worse first impression than the game actually earns.
But that same density and unforgivingness is exactly what a vocal minority of reviewers reject outright. One negative review calls it flatly "the worst game I've ever played," arguing that "a racing game where it takes 5, 10, 20 seconds to correct isn't fun, it's just frustrating," regardless of realism. Another expected something closer to Dirt Rally 2 or Richard Burns Rally in space and instead found the physics feel more like "driving a Jeep in early PUBG... like driving on ice with moon gravity." This isn't a small aesthetic quibble — it's a genuine, repeated disagreement among rally-literate players about whether the physics model is rewardingly hard or simply broken, and it's worth taking both readings seriously rather than assuming the majority-positive score settles it.
The moon stage is a specific, widely-flagged problem
Distinct from the general handling debate, there's a much more specific and much more consistently reported complaint: the game's moon-set stage is described by numerous reviewers as a severe, arguably unfair spike in difficulty relative to the rest of the campaign. One reviewer who otherwise enjoyed the game up to that point wrote plainly that "you have to drive on the moon and it is literally impossible," and a separately-worded but strikingly similar complaint describes every stage as "littered with approximately 74,000 bumps," with any deviation of more than roughly a degree and a half from the optimal line resulting in a catastrophic loss of control — a criticism aimed specifically at how that stage's terrain interacts with the handling model, not at the model itself. On top of the difficulty complaint, a separate bug report describes the handbrake failing to engage at the start line specifically on restarts of the moon stage, forcing an unavoidable 15-second penalty. Two independent complaints converging on the same specific stage, one about design and one about a concrete bug, is a strong enough signal to flag this as a real, isolated trouble spot rather than just a case of one frustrated player.
Real, unresolved technical problems beyond the physics debate
Setting the handling-model disagreement aside entirely, there's a cluster of complaints in the review base that read as straightforward bugs and quality issues rather than differences of opinion. Performance is the most serious: one reviewer reports the game pinning a high-end GPU (a 9070 XT) to 100% utilization with no combination of graphics settings able to bring it down, and being unable to run in windowed mode or change resolution at all. A separate reviewer independently describes the game as unable to hit 60fps even with upscaling enabled, on top of what they call "floaty" car controls. Localisation is a second concrete issue: one player reports the Chinese-language version is "broken and incomprehensible," with the in-game language toggle non-functional on both controller and keyboard/mouse regardless of the Steam client's own language setting.
A final recurring complaint concerns a specific hazard system: random events such as meteor strikes are described by multiple reviewers as behaving less like environmental hazards and more like they specifically target the player's car, which if accurate would be a fairly serious break in the "brutally realistic simulation" framing the game sells itself on. This fleet has no way to independently verify whether the targeting is actually deterministic or just feels that way under pressure, but the fact that more than one reviewer independently reached for the same specific accusation is worth reporting as a real, repeated player perception rather than a one-off complaint.
Value and who this is actually for
At its post-launch discounted price of $14.99 (down from a $24.99 list price), Exo Rally Championship sits in a reasonable spot for a genre-first full release with 23 achievements, a stage-based campaign structure, and an included level editor for extending its life. One reviewer who paid roughly $7 in their local region called it an easy recommendation for existing rally fans at that price but was more hesitant at the full $15-20 US price point — a fair, price-sensitive read that this review broadly shares.
This is not a game for players who want an accessible, forgiving racing experience, and it's honest about that in its own reception: several of its most enthusiastic reviewers describe themselves explicitly as "a very specific type of person... a very hardcore person." For that specific audience — rally-sim veterans who want a genuinely new setting rather than another reskinned Earth rally title, and who are willing to fight through an unforgiving default setup and at least one badly-tuned stage — the originality and depth here are real and well worth the price. Anyone hoping for a more approachable or more polished experience should wait for further patches, particularly around performance and the moon stage specifically.
Verdict
Exo Rally Championship earns its Very Positive score honestly: this is a rare case of a racing game finding a setting nobody else is using and backing it with a genuinely deep, tunable physics model rather than just reskinning existing assets. But it launched with real problems that go beyond taste — a specific stage that a meaningful share of players call unfairly punishing, serious performance issues on capable hardware, and a broken non-English localisation — and those are worth knowing about before buying rather than discovering after the return window closes.
Pros and cons
Pros
- A genuinely novel premise — open-world off-road rally across remote, extreme exoplanetary terrain, not a reskinned Earth rally game
- Deep, sim-heavy handling model with real setup tuning (axle stiffness, tire selection) that rewards mastery
- Skipped Early Access entirely for a full, feature-complete release, which a meaningful slice of its own audience explicitly credits it for
- Strong first impressions from reviewers who followed the game since its 2022 demo/playtest builds
Cons
- A specific late-game stage (the moon) is widely reported as a severe, arguably unfair difficulty spike
- Multiple reports of serious GPU/performance issues, including one player unable to reduce GPU load through any available setting
- Chinese localisation reported as broken and unswitchable regardless of input device
- Random hazard events (meteor strikes) are accused by several reviewers of targeting the player unfairly rather than behaving as advertised physics-driven hazards
- A vocal minority calls the core handling model unrealistic and frustrating rather than rewardingly hard