- Release Year: 2023
- Platforms: Macintosh, Windows
- Publisher: Suncats
- Developer: Suncats
- Genre: Strategy, Tactics
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: City building, construction simulation, Open World, Sandbox
- Setting: Futuristic, Sci-fi

Description
Exhibitors is a sci-fi city building and strategy simulation game set in a futuristic setting. Players engage in sandbox-style construction and tactical planning, building and managing a settlement from a diagonal-down perspective. Developed and published by Suncats using the Unity engine, the game offers an open-world approach to urban development in a forward-looking environment.
Gameplay Videos
Where to Buy Exhibitors
PC
Guides & Walkthroughs
Exhibitors: A Phantom in the Catalog
In the vast and meticulously documented annals of video game history, some titles roar onto the scene, while others whisper from the shadows. ‘Exhibitors’ by Suncats is one such whisper—a game that exists more as a spectral entry in a database than a played experience. This review is an attempt to dissect not a game in the traditional sense, but a fascinating artifact: a digital ghost whose story is told entirely through its metadata and the conspicuous absence of any player or critic voices. It is a case study in obscurity, a reflection on the nature of preservation, and a testament to the thousands of titles that quietly arrive and depart on digital storefronts.
Development History & Context
The Studio Behind the Silence
Suncats, the developer and publisher listed for ‘Exhibitors’, presents an immediate enigma. Unlike studios with a known pedigree or public-facing developers, Suncats appears as a digital phantasm. No other games are credited to them on MobyGames, and no corporate history or developer interviews are available. This suggests a likely scenario: a very small, perhaps solo, development team operating under a pseudonym or brand name, leveraging the accessibility of modern tools like the Unity engine to create and publish a passion project directly to platforms like Steam.
The Technological and Market Landscape
Released on April 8, 2023, for Windows and Macintosh, ‘Exhibitors’ entered a gaming ecosystem dominated by indie saturation. The barrier to entry had never been lower; powerful engines like Unity allowed small teams to create complex games, while digital distribution via Steam provided a global storefront. However, this accessibility created a paradox of choice for consumers and a monumental discoverability problem for developers. For every ‘Vampire Survivors’ that breaks through, thousands of games like ‘Exhibitors’ are released into the void, struggling to be seen amidst the avalanche of new titles.
Narrative & Thematic Deep Dive
The provided source material offers no explicit narrative details. The official description is listed as “Wanted,” and no player reviews hint at a story. However, we can infer its thematic direction from its genre and setting. Classified as a sci-fi/futuristic “city building / construction simulation” and “sandbox” game, ‘Exhibitors’ likely forgoes a traditional plot in favor of emergent, systems-driven storytelling.
The title itself, ‘Exhibitors’, is the most potent narrative clue. In a futuristic context, this could imply a theme centered on curation, display, and presentation. Perhaps players are tasked with building and managing a museum or zoo for alien species, a futuristic exposition hall for technological marvels, or even a pan-galactic habitat for displaying unique life forms. The underlying themes would thus revolve around creation, management, aesthetics, and the ethical or logistical implications of collecting and exhibiting. It is a narrative of pure potential, defined entirely by the player’s actions within its systemic framework rather than a pre-written script.
Gameplay Mechanics & Systems
Again, in the absence of firsthand accounts, we must deconstruct the game’s design from its taxonomic DNA:
- Core Gameplay Loop: As a city-building/construction sim, the loop is almost certainly one of gathering resources (whether material, energy, or biological), planning efficient and aesthetically pleasing layouts, managing the needs of the exhibits’ inhabitants (or visitors), and expanding the scope of the project.
- Perspective & Interaction: The “Diagonal-down” perspective places it in the classic isometric tradition of games like SimCity 2000 or RimWorld, suggesting a grid-based or free-form placement system where players drag and drop structures and manage zones.
- The Sandbox Element: The “Sandbox / open world” tag indicates a lack of prescriptive goals. The game likely provides players with tools and a blank canvas, challenging them to create their own objectives and find satisfaction in the act of creation itself, rather than pursuing a victory condition.
- The Flawed System: The most glaring “flaw” in its system is one of visibility. With no reviews, ratings, or promotional images, its user interface—the most critical bridge between player and game—remains a complete mystery. Its failure to capture any audience suggests its systems, however functionally sound they may be, failed to communicate their appeal or were not compelling enough to generate word-of-mouth.
World-Building, Art & Sound
This is the greatest void in our analysis. Without a single screenshot, promo image, or description, the visual and auditory identity of ‘Exhibitors’ is a blank slate. We can only speculate based on its sci-fi setting.
Did it employ a clean, minimalist UI with sleek metallic textures and holographic blue accents, evoking a high-tech future? Or perhaps a more biodiverse, organic art style with lush greens and strange fauna? The sound design could have ranged from the ambient hum of machinery and climate control systems to the otherworldly calls of the exhibited creatures. The atmosphere was likely intended to be one of tranquil, creative management—a digital zen garden set against a starship or alien planet. Yet, without any evidence, this world exists only in the imagination, a testament to the crucial role that art and marketing play in bringing a game’s universe to life for its audience.
Reception & Legacy
Critical and Commercial Reception
The data here is stark and unambiguous: there was none. ‘Exhibitors’ holds a “n/a” MobyScore, has been added to the collections of only two MobyGames users (likely archivists, not players), and has zero critic or player reviews. It was, by any measurable metric, commercially stillborn and critically invisible. It launched, and no one seemed to notice.
Evolving Reputation and Industry Influence
The reputation of ‘Exhibitors’ is not that of a forgotten classic waiting to be rediscovered, but that of a perfect example of a modern phenomenon: the ultra-obscure indie game. Its legacy is meta. It serves as a data point in discussions about market saturation on digital platforms, the challenges of discoverability, and the immense difficulty of creating a cultural footprint. It has influenced no subsequent games because it was never seen. Instead, its value to history is academic; it is a pristine specimen for historians and analysts to study what it means for a game to exist technically but not culturally. It highlights the vital work of preservationists who archive these digital ghosts, ensuring that even the quietest whispers in gaming’s history are not entirely erased.
Conclusion
‘Exhibitors’ is not a bad game. It is not a good game. It is an unknown game. Our exhaustive analysis leads us to a definitive, if unusual, verdict: ‘Exhibitors’ is one of the purest examples of a video game as an archaeological artifact. It is a game defined entirely by its context—the era of its creation, the tools used to build it, and the market that failed to see it—rather than its content. It is a poignant reminder that for every landmark title that shapes the industry, there are countless others that simply… are. Its place in video game history is secured not through innovation or influence, but as a representative of the silent majority of games that come and go without a single review, a testament to both the creative democratization and the brutal market realities of the modern gaming world. It is the ultimate sandbox: a game whose potential remains forever locked, awaiting a player who will almost certainly never arrive.