Now this game is hard to learn, the animations are basically a ragdoll with muscles attached to its limbs with physics applies to it, so unlike other games where the characters basically floats around with animations that just masks this to make it look like its walking, in this game the character is physically walking. now this naturally creates a delay between actions as you have to wait for animations to get done, or else you would just trip. If character falls then its not because it was a knock down effect, but the character lost or was tossed off balance unable to regain footing. Because of the nature of how it moves it might look drunk, especially if the player is new. As far as i understand it the hitboxes in this game is pixel accurate, meaning you hit exactly where you hit and not anywhere else. This makes weapon and armor design really important as the visual/design of something actually matters in how it functions. if there is a gap in your armor then its there where you can take some serious damage. The updates for this game has been really slow lately, but as i understand it, its because the devs are developing complicated systems designed for the much larger game Sui Generis and will simply be implemented into Exanima on a lower scale. Exanima is a standalone game, but still is the testing grounds for the devs bigger game, plus they get more money for development which they need since they didnt really get much from kickstarter. Overall the quality in this game is high. Good level design, really well optimized, good graphics, good sound track, awesome combat and a lot of possibilities in customizing your gear/load out (you can wear layers of armor like gambeson, chain, coat and plate at once for example). As im writing this the next thing to be implemented is dialogue (finally), more advanced ai and ai interaction, soon after that it will be dynamic weapons (currently armor comes in different conditions and look (worn, rusty,etc)) 9/10 a must buy