Challenging, story driven first person perspective slasher with bits of RPG mechanics thrown in. A hobbyist, one man team effort at developig a single & multiplayer game.


Born from the darkness, to bring Chaos, Torment, Sorrow and Death, you rise from the ashes in an old, forgotten battlefield, a rotting corpse within legion of others like you.


Explore vast realms of Deadlands and Tenath along with Ashen Moon orbitting around it, an interconnected hub-based world. Travel on foot or find better means of transportation. Gather equipment or craft your own and upgrade it. Harness deadly power of alchemy or long forgotten arts of arcane magic, or perform dark rituals. Join factions and make them stronger, eliminating your opponents. Sign a mercenary contract and partake in sieges and wars. Delve deep into the world of political intrigue as Gretanar Empire tries to claim Iseth, the last free kingdom. Fight with humans, beasts and undead. Try to retain or restore your humanity while undead state deprives you of feelings and emotions. Grow strong by exploring, and relink the Sigils.

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Development Started


I'm happy to announce that development of Revenant: Darkborn officially started!

This is a hobbyist project, and it's main goals are:

  • training up my asset creation skills
  • getting a better understanding of coding and QuakeC
  • having fun while working on the above

The engine of choice for my project is Darkplaces engine, a powerful and cross compatible source-port of Quake with many enhanced features. Thanks to the generosity of Quake community, there are plenty of reference on how to get started working with it. Following a mod to standalone approach, I'll slowly work upon my project, removing all Quake dependencies until I'll be able to compile the game's executable.

Comments  (0 - 10 of 11)
Snehk Creator
Snehk

It's one of those projects that take at least a few years to get a full release, especially that I'm working on it alone. It's not a commercial project, I don't have a deadline hanging above my head like a guillotine - time is on my side. Development goes slowly but steadily. It's only a matter of getting first few entities into the game and the rest should go easier. In the end, I'll make all the gamecode and assets GPL after final release.

Boxart - cause why not? I only had to make the title concept fit to the size recommended by the site while still looking good.

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grabeskuehle
grabeskuehle

Hi there :)

I know that as well, working alone on a game most of the time ^^
It's also a DarkPlaces project called Katharsis.
Maybe we could help each other out?

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Snehk Creator
Snehk

I switched to ioquake3, but haven't made any progress - irl stuff stopped me from working but I'll have most of it settled soon for a month or two.

I've seen Katharsis' page, numerous times at that. This and Black Days made choose Darkplaces as first engine, but I think that ioquake3 would be a better basis for my project.

As for help: Sure, why not. I can model, though I'll need to work on my UVW and Animation skills. I can make just ok textures and I can design and make levels, edit sounds or even make soundtracks using trackers, though the last one will need more polish, or actual musical taste.

Reply Good karma+1 vote
Windawz
Windawz

A few years? I wish I could help you with the development, but I have no experience in coding, modelling or mapping for Darkplaces engine. Ugh, I hate that nasty feeling when you want to help somebody but you can't or don't know how.

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Snehk Creator
Snehk

Asset creation for Darkplaces is quite easy, but takes some time. For models you use any modelling suite you want, then export as an iqm or obj. Textures can be tga, jpeg or png (first one preferred) or still bmp and placed in a wad. Maps are done exactly the same way if you use Quake 1 bsp. QuakeC coding is easier than half-life coding. For sounds you can still dabble with wav, or use ogg.

Reply Good karma+2 votes
Windawz
Windawz

The problem is I have never coded at all except some JASS-code copy-pasting and IT school lessons where we learn Pascal ABC (lol).
I'd try to model something but I've only started learning how to use 3D-modelling software. However I understand it better than coding.
I can try to map for the Darkplaces version of Quake 1, I just need to make sure that Jackhammer can work with it. Sorry if I'm wasting your time here, but there's one more thing I need to know - how are you going to implement the open world to your mod? Is it even possible on Darkplaces?

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Snehk Creator
Snehk

Thanks for suggesting me help, I appreciate it, but I'll work on it alone for the time being. Perhaps I might need your help at a later development stage.

I'm using Quake 3 bsp, not sure if Jackhammer supports it.

It's not going to be open world, more like hub based - different parts of the world accessible from different hubs via sigil stones. It's good lore implementation too.

Also - replying to comments on projects page is not wasting time, it's caring for community building up around the project.

Reply Good karma+2 votes
Windawz
Windawz

Ok, then I will keep getting better and probably once I will be able to help. All this C&C stuff I'm working on will wait.
Hub-based world is an interesting idea. As far as I know it's featured in Strife (it had a decent story long before HL has been released) and Hexen or Heretic.

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Windawz
Windawz

"Players Single & Multiplayer"
Wow, your mod is gonna be really huge. You even made a boxart!

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Snehk Creator
Snehk

I had to make a quick search to remind myself what was that game about, thanks for reminding me - it was on my list for a while.

The only relation between them is the main title. Everything else is quite different.

Reply Good karma+2 votes
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Revenant: Darkborn
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Snehk
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ioquake3
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