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This update comes with lots of bugfixes and gameplay tweaks, improved levels (Cursed Palace, Mummy Sewer and Uruk Temple), and a few higher-quality textures.
People with NVIDIA laptops should not get black screens anymore. The fiddly part at the end of Uruk Temple with the moving metal platform has been streamlined. See the full changelog below:
7305 days ago a game titled Sphinx and the Cursed Mummy was first released in North America.
After around three years of development and more than a few name changes, going from Shadow of Set at E3 to Misfortunate Mummy around summer, they finally settled on what we all know.
The project started as a 1996 CGI movie concept from a small team of artists from Valencia, Spain called Anibyte. The team had already worked with Eurocom doing the cutscenes for a previous game of theirs called 40 Winks.
In these small demos, which can now be watched here and here, thanks to Ana Amat, we can already see some familiar faces in a different fantasy setting.
Eventually, the team could not get their movie funded, and joined game developer Eurocom to mutate the concept into something even more familiar. Merging Egyptian mythology, a touch of Arabian Nights, the Luna project, and a vibrant and friendly animated look.
We already see a transforming Sphinx, Anubis, and some early monsters like the Goofy Lizard.
[previewyoutube=8lOVy6KGjiY;full][/previewyoutube]
Once the game started pre-production we can see the landscapes and architecture solidifying into very different patterns and palettes.
We also start seeing the first efforts of getting these concepts into the custom game engine they built; fighting memory and resolution limitations to make it all fit in a console with barely 32 megabytes of RAM.
Shown below are extremely early versions of both Abydos and Akaria; the underwater realm, home of piranhas and plenty of other relocated monsters, like the evil skeletal dragon boss that we can find under Abydos in the final version:
[img w=10]https://clan.cloudflare.steamstatic.com/images/31158491/4528d9e9bf90fb251a166069b5dbd0a35de5d0d1.png[/img]
With the titular character growing up and getting some new clothes, here we can see one of the very first concepts for Uruk, the lava hell, and what seems like a prototype version of Abydos, with the bird design and slanted walls:
Here we can see a more advanced underwater Akaria Dome level, as well as a later version of the Abydos Canals, and early-to-mid versions of Sakkara; the jungle world where we would originally fight the Geb Queen:
The screenshots in the top part showcase the Sakkara temple, where we are introduced to the possession dart mechanic and we transform into nearby monsters, like a frog or a Dino oaf, like the one in certain boss battle. Below that, you can see the Heliopolis Wall, with a hint of the contextual HUD and an already working blowpipe. Plus Uruk Castle, with a slightly different appearance:
As most of you know by now, the game had to be downsized and started losing regions and mechanics due to the sheer scale of the sprawling levels and a lack of time to make it all fit and stay fun. Even parts of the Mummy storyline, with Bas-Ket being playable and guard capture/stealth sections, or the winged Sphinx and its flying sections in the end part, with the titular protagonist reaching the Uruk Castle.
So the Eurocom team focused on polishing the best parts of what they already had; transplanting and repurposing many of the monsters and NPCs to other areas to avoid discarding them altogether.
While missing a good chunk, and very noticeably stitched together in the last two hours of gameplay, what remains is solidly built.
Many of these unfinished and cut levels were eventually released in 2018 as part of the Authoring Tools DLC, and reworked versions by the community can be easily played today on PC via the unofficial Shadow of Set mod, created by @jmarti856.
[previewyoutube=iJEHMh7aplE;leftthumb][/previewyoutube][previewyoutube=FkqTxU4H_qY;righthumb][/previewyoutube]
[previewyoutube=ICstxaIckcs;full]https://www.youtube.com/watch?v=ICstxaIckcs[/previewyoutube]
(Unfinished 30-second CG ad made by Blur Studio back in the day; contains some swearing!)
For quite a few reasons, and here we enter the realm of the subjective, ranging from badly targeted or misleading marketing, or releasing right next to other fantastic games, the title never achieved mainstream appeal despite decent-to-good reviews. So Eurocom retained full rights from the publisher and many years passed. There are hints that they explored some themes for the eventual sequel.
(2004 concepts by David Muoz Velzquez, @DavidMV)
Ex-Eurocom people would also try to repurpose the franchise during the height of mobile gaming with an infinite runner starring our friend the Mummy itself! None of these internal demos would release, and the company eventually sold it to THQ Nordic in 2016, with this high-definition PC version appearing a year later and the Nintendo Switch version after that.
The game is still being actively patched and improved, still trying to give it the love and attention it sorely missed. Now ready to be experienced by old and new players alike, hopefully a bit stronger and wiser.
Happy 20th anniversary, Sphinx!
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Credits: Thanks to jmarti856, lordquacksmith, SphinxLuvDuv and others in the community for contacting original team members and recovering/archiving these visual pieces.
As always, if you are interested in knowing more about the game, staying up to date, or finding other fans, feel free to join here: https://discord.gg/sphinx
Hi there! Those wanting to test the first version of the much-requested projected shadows on Windows and Linux + SteamOS can do so now by opting into the sixty-four-bits Steam beta branch.
At the moment, they look more or less like this, but we are aware that they are way too dark in some places, so some tweaks are to be expected. Toggle the following button to preview them, and we always appreciate any feedback by posting below or by opening a discussion thread:
[expand type=details]
[/expand]
Other than that, textures now look even better, some levels have been hopefully improved with extended view distances, and we even get two new monkey statues at tricky spots. Phew.
Full changelog below:
[Graphics]
ShadowMapSize=999
DynResScaleX=.1
DynResScaleY=.5
Hi there, and happy 20th anniversary since the game's release! We were told that we should probably make some kind of announcement whenever we release a patch, instead of just silently dropping it into the blackhole that is our Official updates thread. steammocking We might as well start now, because we are still working on your [strike]favorite[/strike] missing Sphinx features. See you again until the next patch notes. Hopefully in less than four years, if everything goes well. -- Here is what many of you missed:
[RenderMode]
VideoFrameRate=30
[RenderMode]
MinFrameRate=30
MaxFrameRate=120
[PCKeyboardMap]
IgnoreGamepadInput=1
Hi there! Time for a song refresh.
To celebrate the Sphinx and the Cursed Mummy -75% off sale ending March 1st, the Discord Community Staff (@lordquacksmith and @SphinxLuvDuvWuv) have organized to give away three copies of Sphinx on Steam! Today's winner is @Shrev64#0089. Here's how to enter: [olist]
A lot of things happened in the Sphinx community since our last announcement; the Sphinx Discord server got verified, meaning that it is now officially the place to hang out to talk about the game, and is now jointly managed by THQ Nordic and the previous community staff.
Also, the Sphinx wiki got a big overhaul, jmarti856's huge beta restoration mod is chugging along after we released even more beta content last summer and retrofitted more deleted gameplay mechanics into the engine... and, you guessed it, we had another nifty contest organized by our resident duck lordquacksmith, of course helped by the rest of the moderation team. This is what they have to say.
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Calling all goblins and ghouls! Another contest is upon us, this time it's a... Design your own Monster contest! What better time to hold this event other than Spooktober?
This contest required the participants to design a monster that would fit in the world of Sphinx, using any sort of visual medium to do this: drawing it, painting it, making a 3D model, using Photoshop, making a sculpture, making it out of cheddar.
The lucky winner wins a currently released THQ Nordic game of their choice!
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We had some excellent entries this time around, very imaginative designs and styles and in a wide array of mediums, with the Hippo lady taking the crown. Take a look.
[Nickname] super cutie/Amnit: Hippo lady (7 votes)
[quote]Anubis told me to bully sphinx, so that's what I'm gonna do![/quote]
SphinxLuvDuvWuv: Seahorse (5 votes)
[quote]I was making a sculpture for my entry, today I was adding the finishing touches and had just finished making his teeth, eyes and hooves (made out of polymer clay so they looked more like actual teeth) when he fell off of the table. Sadly he cannot be salvaged as he's shattered into multiple pieces.[/quote]
HeavensBullet: Krow (4 votes)
[quote]Alright, here's my finished product straight from my mind, I'm pretty proud of it. So his name is Krow, and he's a woodland creature that protects the woods. He is known as nature knight, he used to be human but when he died he was mummified and reincarnated into a wood-like creature.[/quote]
Basket/braxwheeler: Ancient mummified goose (4 votes)
[quote]Here's my submission. It's an ancient mummified Goose! It's used for annoying/ distracting your enemies. Very rare. Its honking was praised for its ability to wake even the deepest sleeping evils.[/quote]
BQoverlord: Golden cobra (3 votes)
Egyptian-Enthusiast: Full brute (3 votes)
[quote]LuvDuv recommended I submit the joke I made in one of my more recent Sphinx Videos -- the full brute! As described by LuvDuv in the video, it's like a human centipede made of two brutes.[/quote]
If you want to stay up to date with the latest contests and community news, you can join our official Sphinx Discord server. Which one is your favorite?
For those that didn't know, the good folks at the Sphinx Discord server have been running a community-led art contest to gauge interest. The results are pretty good.
Nefertiti, by veteran Sphinx artist Norvadier. Here is the speedpaint in video form.
Bye Hater, by DaxDraggon.
The Grand Battle, by SphinxLuvDuvWuv.
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Kudos to lordquacksmith for organizing the event, and also props to the rest of the moderation staff and our resident meme expert, Ven7roX, for the art.
Right now the community seems to be organizing to revamp the unofficial wiki, check it out and contribute if you find it interesting. Every little bit helps.
See you next time, hopefully with more game updates.
P.S. Which one is your favorite?
While we generally don't post Steam announcements for every single patch, and we usually update the forum thread instead, we have been improving the PC version while developing the Nintendo Switch port that was released three weeks ago.
The community is growing lately, mainly around the Discord server. We have pretty interesting fan art and we have been beta-testing the upcoming Steam Workshop support.
Patch by patch, the game is slowly being restored graphically using mainly the original artwork from Eurocom and Anibyte, with small tweaks. This is a respectful restoration, not a makeover.
Four of the most problematic defects have been fixed. Some of them were introduced during the PC port, others are still present in the original 2003 console release. A savegame corruption, suddenly vanishing NPCs, uninitialized memory as well as a few others that are less severe.
We are still planning to add most of the remaining features that had to be temporarily delayed due to the Nintendo Switch port: Things like projected shadows, better lighting and some shader improvements will appear in both platforms. Remappable controls will probably stay PC-only for the foreseeable future. We read your reviews and comments, and while we can't get some things done as fast as we would like, we will persist.
This last update should be equivalent to the Nintendo Switch v1.1 patch that we also released yesterday.
Also, here is the complete cumulative changelog since our last announcement:
[BootState]
PCMod=H:\SteamLibrary\steamapps\workshop\content\606710\1450113507
[Control]
TutorialPrompts=0
Yesterday we added the much requested mouse-controlled blowpipe controls, this is the first step towards having full-featured mouse and keyboard mapping support in EngineX.
Now that most of the groundwork is in place it should not take long. We still need to add extra sub-menus and configurable options; ensuring that everything runs as expected will probably take most of the remaining work.
In other news, we also added several high-quality textures for the Abydos Museum and brought back some original (really high resolution) character textures for Sphinx and the mummy that will be tweaked in future updates to better match their final look. We also improved the draw distance for various Abydos NPCs like the ones in the main plaza, as requested.
Today's update also brought many other fixes and improvements; we brought back the iconic thunder sound that sounds when you first enter the main menu, we made the back/cancel labels clickable, fixed a bunch of long-standing collision issues, skipping cutscenes now works even if the dialog is in wait state, brought back or implemented some beta/modding features needed by the beta map restoration project, and little tweaks everywhere.
Also, here is the complete cumulative changelog since our last announcement:
During the past few months we have been recovering and tweaking more than ~130 environmental textures from original sources, and now we are transplanting them back into the game 15 years later. Many scenes and props now look crisp and more detailed than their sixth-generation, compressed counterparts.
The Eurocom and Anibyte artists originally painted their images at bigger sizes, but due to serious console and memory limitations at the time they had to be downsized and compressed to Heliopolis and back.
These upgrades mostly cover common gameplay elements; like buttons, statues and levers and, more specifically, Heliopolis Exterior, Anubis Wall, Abydos Canals and the Uruk Intro. We will probably keep adding more original assets in zones that still need some care, like the Lost Temple, some Mummy dungeons and Luxor.
Modern computers are much more capable than a PlayStation® 2 or GameCube™. Enjoy playing Sphinx as it was originally meant to be seen, it holds up pretty well.
Also, here is the complete cumulative changelog since our last announcement:
[RenderMode]
InputGrabbed=0
[PCKeyboardMap]
SDL_CONTROLLER_LSTICK_LEFT=20 # Q
SDL_CONTROLLER_LSTICK_RIGHT=7 # D
SDL_CONTROLLER_LSTICK_UP=29 # Z
SDL_CONTROLLER_LSTICK_DOWN=22 # S
SDL_CONTROLLER_BUTTON_LEFTSTICK=26 # W
SDL_CONTROLLER_BUTTON_RIGHTSTICK=6 # C
SDL_CONTROLLER_BUTTON_LEFTSHOULDER=4 # A
SDL_CONTROLLER_BUTTON_RIGHTSHOULDER=8 # E
Suggested by @Alice Madieus: http://steamcommunity.com/app/606710/discussions/0/1693785669872263827/
[Debug]
AllowGamePause=1
key appears in Sphinx.ini. Replace the forwards/backwards mouse buttons by the Scroll Lock/Pause keys.
Enable this mode by keeping pressed one of the buttons until you press the other once. The game will stop, gameplay-wise. You can then either press Scroll Lock to make it go really slow or just advance one frame each time you press Pause. To disable just do the same press-one-while-keeping-the-other-pressed trick again.
[WatcherItems]
Display-Hud=0
Sphinx.ini key can be used to take superior screenshots.
[Debug]
ScanMode=1
[PCKeyboardMap]
CameraSpeedMultiplierX=0.7
CameraSpeedMultiplierY=1.0
After working on it for three long months and beta-testing it in the Sphinx Discord servers for a few weeks, @jmarti856 has announced the first public mod for the PC version of Sphinx and the Cursed Mummy.
He is now trying to bring back to life the lost levels of Sakkara as best as he can, given that many cutscenes and mechanics are missing or unfinished.
https://steamcommunity.com/app/606710/discussions/1/1696045708662788270/
There are still many cozy secrets tucked away in the files that we released with the Authoring Tools DLC. As more modders start learning the EngineX tools and making their own mods we will feature them in announcements like this. Have fun!
Hello, We just shipped the Authoring tools that were also used crafting the game. It also includes source assets. You can find it here: http://store.steampowered.com/app/750430/Sphinx_and_the_Cursed_Mummy_Authoring_Tools/ Please be aware that you need to tell Steam to download it. We prepared a guide here on how to set it up and first steps with it: http://steamcommunity.com/sharedfiles/filedetails/?id=1306820082 Enjoy!
Hello, We just shipped the Authoring tools that were also used crafting the game. It also includes source assets. You can find it here: http://store.steampowered.com/app/750430/Sphinx_and_the_Cursed_Mummy_Authoring_Tools/ Please be aware that you need to tell Steam to download it. We prepared a guide here on how to set it up and first steps with it: http://steamcommunity.com/sharedfiles/filedetails/?id=1306820082 Enjoy!
Happy new year! Things haven't slowed down since our last Sphinx announcement, and we have been hard at work expanding the font support, with improved glyph sizes and tweaks for all the six languages.
Also, for those wanting even more flexibility, we have made the dialog text scaling entirely configurable (take a look at the TextHudObjScaling option in the changelog below), in case you want to play on your couch without eye strain.
This Monday we added support for points of dynamic omnidirectional light. Which subtly enhance the mood when you open a chest, get a new item or there are fireflies moving nearby.
A bit more subtle is the expanded item rotator, now 1.7 times wider. The golden frame has been centered and the list extended, lending more space for the bigger typography. Previously, the overflowing text only displayed partial item names, causing problems like selecting the correct Portal Amulet while playing in Romance languages.
Many of you probably noticed the two new achievements we added in the middle of December, rewarding exploration. They cover getting all the health Gold Ankh Pieces for Sphinx and all the Onyx Scarabs found across the six mummy visits. The latter will require a new game to work properly, sorry about that.
We have also fixed a few typos improving the flow of our Italian/Spanish/German translation of the game and achievements. Thanks to contributions by @LetsPlayNintendoITA and @MagicianMana.
You can now plug several gamepads at the same time and switch between them. Having things like joysticks, flight sticks or fight sticks connected while playing won't cause detection problems anymore. Also, Steam Controller users should be able to turn it off and on and still being able to play after idling.
The elephant in the room is contextual mouse/keyboard support. It is still being done, and it turned out to be slightly more complicated than all the other problems we have fixed so far. Hopefully, it will be out soon.
In other news, we are also working on releasing the original editor and tools that Eurocom used to make the game in 2003, so that people can make mods and custom levels. We will also try to include most—if not all—of the unpublished beta content, like the infamous worlds of Akaria and Sakkara, so that the community can fix and improve those incomplete levels, bringing them back to life, 15 years later.
Also, here is the complete cumulative changelog since our last announcement:
[Graphics]
TextHudObjScaling=1.4
Happy new year! Things haven't slowed down since our last Sphinx announcement, and we have been hard at work expanding the font support, with improved glyph sizes and tweaks for all the six languages.
Also, for those wanting even more flexibility, we have made the dialog text scaling entirely configurable (take a look at the TextHudObjScaling option in the changelog below), in case you want to play on your couch without eye strain.
This Monday we added support for points of dynamic omnidirectional light. Which subtly enhance the mood when you open a chest, get a new item or there are fireflies moving nearby.
A bit more subtle is the expanded item rotator, now 1.7 times wider. The golden frame has been centered and the list extended, lending more space for the bigger typography. Previously, the overflowing text only displayed partial item names, causing problems like selecting the correct Portal Amulet while playing in Romance languages.
Many of you probably noticed the two new achievements we added in the middle of December, rewarding exploration. They cover getting all the health Gold Ankh Pieces for Sphinx and all the Onyx Scarabs found across the six mummy visits. The latter will require a new game to work properly, sorry about that.
We have also fixed a few typos, improving the flow of our Italian/Spanish/German translation of the game and achievements. Thanks to contributions by @LetsPlayNintendoITA and @MagicianMana.
You can now plug several gamepads at the same time and switch between them. Having things like joysticks, flight sticks or fight sticks connected while playing won't cause detection problems anymore. Also, Steam Controller users should be able to turn it off and on and still being able to play after idling.
The elephant in the room is contextual mouse/keyboard support. It is still being done, and it turned out to be slightly more complicated than all the other problems we have fixed so far. Hopefully, it will be out soon.
In other news, we are also working on releasing the original editor and tools that Eurocom used to make the game in 2003, so that people can make mods and custom levels. We will also try to include mostif not allof the unpublished beta content, like the infamous worlds of Akaria and Sakkara, so that the community can fix and improve those incomplete levels, bringing them back to life, 15 years later.
Also, here is the complete cumulative changelog since our last announcement:
[Graphics]
TextHudObjScaling=1.4
We have just pushed a tentative update that should make things easier on the eyes by improving the glyph sizes for things like the dialog-heavy cutscenes, inventory and HUD. Let us know what you think and provide screenshots in the likely case you find something wonky or misaligned.
If feedback is positive we will do the same thing for the other languages, if not we can roll it back.
Take a look:
Also, here is the complete cumulative changelog since our last announcement:
We have just pushed a tentative update that should make things easier on the eyes by improving the glyph sizes for things like the dialog-heavy cutscenes, inventory and HUD. Let us know what you think and provide screenshots in the likely case you find something wonky or misaligned.
If feedback is positive we will do the same thing for the other languages, if not we can roll it back.
Take a look:
Also, here is the complete cumulative changelog since our last announcement:
As many of you already know, we have been busy since launch day updating the game with several stability fixes and gameplay improvements as they were reported by the community. Now that the game is in much better shape we will start implementing some of the most commonly requested things: scalable text during cutscenes and remappable keyboard controls. We know that some of you don't read the discussions section, so here is the cumulative changelog to date:
As many of you already know, we have been busy since launch day updating the game with several stability fixes and gameplay improvements as they were reported by the community. Now that the game is in much better shape we will start implementing some of the most commonly requested things: scalable text during cutscenes and remappable keyboard controls. We know that some of you don't read the discussions section, so here is the cumulative changelog to date:
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