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REVOKE

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A member registered Feb 20, 2026 · View creator page →

Creator of

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Best of luck. Hope it's the first kind of funTM.

Glad to hear you like it. I must admit the dual wielded machine pistols were maybe one of the less developed parts of the mod, but hey, if it works it works.

Hope you have fun with it. You'll definitely have an easier time, but the maps are crafted to be enemies unto themselves.

There's no red in the mugshot, so it's probably in the STBAR graphic itself.

Feel free to paint the mugshot area black if you prefer.

Sounds neat. Haven't really felt any interest in working with the mod lately, I'm either busy with my YT channel or life in general these days.

Just a heads-up, I'd prefer it if UZDoom isn't required for any further ZScript changes - the mod is meant to function on LZDoom at the very most.

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Played this a little earlier today. This has incredible mood and presentation, there were also a few occasions during which I didn't really want to interpret the ink blots.

Thank your making this. I'll be checking the rest of your catalogue soon.

Thanks, I'll have a look later.

Nope, just the code in the mod proper. Feel free to take a crack at this if you like. 

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Hey, thanks for taking the time to comment. I'll address your feedback:

  • The SMG: Just yesterday I was thinking about this, actually. If it does happen, it will be a direct upgrade to the pistol and replace it in the player's inventory since there's no reason to keep it around when you have something better. A rebalance to make ammo a bit scarcer would also follow suit.
  • The Magnum: Not an unreasonable suggestion, but at the same time I don't think there's much space for it in the sandbox. Maybe as an add-on rather than the main experience.
  • The HUD code the mod inherited from Deimos-1 is pretty convoluted, so I make no promises here. As a middle ground, I can make the +1 mechanic more visible with a different icon or color though.
  • The movement probably will stay the same for reasons similar to those above.

I don't think your comments were held,  otherwise I'd be able to see them. Might just be Youtube being Youtube.

I think it's entirely possible that I made the heal penalty not matter by making the powerup strength a bit higher. I have no clue how any of that works, but if you were to take Deimos-1 and use a medikit while moving around you'd definitely notice it doesn't heal as much.

Instead of 25 HP, you'd get 20 or 15 back. The penalty is just that the whole regeneration thing doesn't have time to go all through, really.

Yeah, the main post says they have less of a delay before they start the actual healing, which itself is faster.if you move while this is happening, the healing is less efficient.

As per the mod's description, checking your total ammo is now done with user 4. Reload serves only to reload your weapons, which makes the gameplay smoother.

Yeah, I assume it's not just region-based but also in regards to new accounts. Haven't really looked into it, but I know I can access it just fine from another device in another network.

Thanks for playing.

As per Deimos-1's controls, access your medical equipment in slot 0 and press the User 1 key.

You can set this by going to Options -> Customize Controls -> Weapons -> Weapon State 1.

Happy to hear you like it.