WARNING: Updates break your saves. DO NOT update if you're undergoing a playthrough, unless you're fine with using the Testing Hub map selector to manually restore your progress. 2.1.0 Changelog: General: - Attempted fix for engine not picking up the proper main monitor on a multi-monitor setup; - Fixed the issue with gamma and uiscale settings not saving properly; - Fixed "Restore to defaults" not properly restoring consumable hotkeys; - Fixed a number of graphical issues caused by brightmaps such as the weird glass reflections in Map09; - Attempted fix for the crashes caused when exiting the game on Windows 7; - Fixed the library issues caused by conflicts with the Linux Steam Runtime; Weapons: - Acid Potions now deliver their damage over a half second period rather than instantly, better simulating an acid splash effect; - Enhanced visuals for the pink Toxic Cloud explosion; - Made the Paingun's muzzle flash bigger and brighter; - Increased the Hellclaw's projectile damage; - Significantly increased the Crylance's chance to stagger medium to high tier enemies; - Fixed Crushbow alt fire using up 2x ammo while shooting underwater; - Fixed the Greataxe not triggering hit sounds when swinging at a certain angle/range from the target; Monsters: - Slightly reduced the chance for Initiates to perform a 3-shot attack; - Cerberi have brighter orange lights on their backs for better visibility and get staggered slightly longer by Fragfire shots; - Slightly reduced the damage of the clouds created by the Warlock's Toxic Bolt; - While submerged, Warlocks now fire 3 Spirit Missiles instead of 6; - Significantly reduced the direct damage of the Glutton's acid blobs and slightly increased their aoe damage; - Added dynamic lights to Psi Demons while they attack to better signal their position and reduced their chance to create mirror images when damaged; Levels: - Fixed various typos in the texts/dialogue; - Fixed a bad music trigger when backtracking after the portal fight in Map05; - Fixed the Book of Earth not being taken from your inventory in Map06; - Added a couple of tutorial reminder tips at the start of Map11; - The Crystal Curator can be killed instead of healed at the start of Map11 as an alternative; - Fixed a broken extra secret count in Map12; - Made the large crystal in the museum room explode from any source of damage in Map12; - Fixed the Psi Crown not being removed from the player's inventory when skipping the first briefing in Map13; - Attempted fix for the crash that occurs in the cathedral library in Map16; - Fixed the gate leading up to Yzbeth's mansion not properly blocking movement in Map18; - Fixed Wounded Bear Warrior not giving the proper reward based on difficulty in Map18; - Split Map21 into two maps, "Blood Rite" (upper part and ending cinematic) and "Buried" (lower part and boss fight) in order to improve general performance; - Switched some of the decorative level geometry to a singular 3D model in order to improve performance in the upper part of Map21; - Fixed the Blue Baron not being killable/not properly entering his boss fight phases when receiving massive damage at once; - Many other minor improvements and adjustments;
[ 2021-09-29 08:15:45 CET ] [ Original post ]
- Hedon (Linux 64-bit) [252.56 M]
➣ It's an oldschool/boomercore game not by just looks and engine, but by gameplay.
➣ Gory, fast paced shooting, a solid arsenal of weapons and magic items.
➣ Sprawling levels that offer a degree of freedom and don't hold the player's hand. Exploring, hunting secrets, backtracking, patience and having to figure out what to do next is key. Monsters and pickups are hand-placed and vary according to the difficulty you play on.
➣ Original story packed with lots of lore and doubled by a permeating atmosphere.
➣ Original soundtrack ranging from tense to serene ambient, spiced up with bursts of metal. Also, did I mention the legendary Alexander Brandon? If you enjoyed the Unreal and Deus Ex soundtracks, you're in for a treat!
➣ Thousands of hours of work put into an original concept, digitally hand-drawn graphics (textures, sprites, frame by frame animations etc.), scripting, sound effects and level design, all by a one man dev team aiming to create a unique game with a unique atmosphere.
➣ Six to eight hours of good 'ol singleplayer action with five difficulties including Brutalizing, which changes the gameplay to allow interesting second playthroughs (different fights & pick-ups, companions etc.).
➣ It's very light on storage (under 300mb) and well optimized. It's also portable so no DRM and no online ties either - you buy it, it's yours!
My aim is to research classic game design and refresh the valuable bits we've lost in an experience that ultimately rewards the player through learning and investment rather than through mechanically administered gratification.
Hedon is an oldschool game, and that's pretty much enough of a description. You will be dropped in a hostile world that has its own workings, characters and intrigues, and you will be expected to fend for yourself. The build up is slow and steady, the story is consistent, the combat is fast paced and ruthless. You will sometimes find yourself lost in a non linear level design with various aesthetics (forest, caves, forge, barracks, snowy mountain etc.) where exploration and learning by yourself is the key to improve.
You may find that Hedon takes a certain amount of inspiration from games such as Unreal, Blood, Thief, Arx Fatalis, Serious Sam etc. but nonetheless aims to be original at all times.
You play as Zan (any similarity with the creator's username is a pure coincidence), a half Orc - half Demon warrior who wakes up in a caved in tunnel with no memory of how she ended up there. The first episode will focus on our hero's descent into a strange underground world which is threatened by the sudden attack of a massive Cultist force.
There are certain races and factions populating the world of Hedon.
The Iron Division
A faction of amazon-like Orcs and Goblins, the Iron Division are the keepers Hedon's greatest secret - the crystal technology. Various magical crystals sprawl across the underground, providing energy, heat, oxygen and often forming entire biomes around them. Combining this power with crafting and the ancient art of magic, the Iron Division has founded a whole new civilization within their mountain stronghold known as Valc.
The Cultists
Fallen to sin, the raving husks of what were once human now worship various figures of the Underworld. Little can be done to cull their addiction to pain and suffering. Little but a spray of frag fire or an explosive bolt that is...
The Demons
Chaotic Demons dwell in the deepest parts of Hedon, lashing out at the weaker minds of the inhabitants of the Overworld. Along the ages, they have subdued entire towns to become their cultist slaves and feed their endless hunger through pain and suffering. Demons only care about feeding, and they will stop at nothing to do so.
The Earthborn
Ancient dwellers of the underground, Minotaurs and Dwarves have built their own civilizations, ever clenched in warfare with the Demons spawning from below. However, their great cities and heritage were lost hundreds of years after their inevitable defeat in front of Hell's armies, and now they have been scattered and forced to live in small clans and towns.
iamfailtacular - story collaboration/world building, brainstorming
Akhzul - Hedon's OST dedicated composer. A one guitar man band.
Alexander Brandon - The man himself. If you enjoyed the soundtracks of Deus Ex or Unreal, then you're in for a few pleasant surprises. I bought few licenses for some of his personal tracks (and other songs that didn't make it in Deus Ex/Unreal) and fit them into Hedon!
Breathelast - A band of underground sharks who pitched in with instrumental tracks of their songs. Also one of my favorite bands ever.
Methadone Skies - Another solid band from the underground, guilty of creating dreamlike musical atmosphere.
Shivaxi & Xenofish - 5 Michelin Star chef and his cool friend who made an awesome remix for Alexander Brandon's Underworld.
SOFTWARE USED
Engine: GZDoom
Coding/Scripting/Resource Management: SLADE3
Level Design: GZDoom Builder
Graphic Design (Textures, Sprites, Animations etc.): Adobe Photoshop Elements 8, Clip Studio Paint
3D Modelling: Blender
Sound Editing/Recording/Mixing: Audacity
- OS: Linux 64-bit | Ubuntu 18 64-bit | Mint 18.3 64-bit
- Processor: 2.4 GHz Dual-CoreMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Anything capable of running OpenGL 4.0 (eg. ATI Radeon HD 57xx or Nvidia GeForce 400 and higher)
- Storage: 300 MB available space
[ 5589 ]
[ 1485 ]