In the tradition of stories where loyalty must be earned rather than assumed, Exodus narrative director Drew Karpyshyn has confirmed that the companions players gather on their journey through this upcoming space opera RPG are not guaranteed to remain — or survive. Drawing on his years shaping Mass Effect at BioWare, Karpyshyn has built a system where relationships evolve, fracture, and ultimately determine who stands beside you when the story ends. It is a design rooted in a quiet conviction: that the people we travel with should reflect how we have treated them, not simply how useful we find