Writer and narrative director Drew Karpyshyn stated that the team wants to move away from the approach popular in modern games, where every hero is available to the player only because he is the protagonist. Instead of simple romances, building relationships will require effort, and sometimes it will be impossible due to differences in views.
Exodus will have a system of "attraction and repulsion" — conflicts are inevitable and desirable. Companions have their own motivations and rigid boundaries. Decisions that contradict their values may forever close the path to trust or affection. You will have to win the sympathy of a companion through understanding his character, and not by "spamming" gifts or choosing the most polite dialogue options.
Also, the characters will interact with each other, forming friendships or conflicts, which will affect missions. A unique element that will take Exodus to a new level within the genre will be the slowing down of time. This mechanic will make interstellar travel, which may seem like days for the player, negatively affect strengthening relationships for the rest of the world. The player may return from a mission and find that the friends they left behind have aged or changed their attitude to life over time.
Karpyshyn emphasizes: the goal is a mature story where emotions are as important as the struggle for the survival of humanity. Every friendship or romance in Exodus will be unique and full of meaning.