You are Outlander. Once adrift upon the Ageless Sea, you now find yourself on the shores of a dying world. From the consuming darkness emerges a figure cloaked in white, the Shepherd of Wayward Souls, who burdens you with the task of hunting down the remaining Guardians of the Old World. You must journey into the vast gloom to explore ancient ruins, discover forgotten secrets and battle the horrors that lurk within.
Fueled by legendary Quake 1 technology, the veins of WRATH pump with the DNA of revered '90s shooters. WRATH embraces the timeless elements of classic titles such as DOOM, QUAKE, DUKE NUKEM 3D, BLOOD, UNREAL and HEXEN and carries them into the 21st century.
Equipped with an arsenal of 9 weapons of exceptional might and an inventory of 10 powerful artifacts, you must traverse ancient crypts, sunken ruins, corrupted temples and howling forests to bring death to your enemies. But do not underestimate your adversaries, for they are great in power and number. Your mind must be as sharp as your blade if you hope to survive the dangers ahead.
The world of WRATH is rich with engaging combat, diverse environments and captivating lore. Every element is deftly intertwined to create an authentic and enchanting experience as timeless as the games that inspired it.
• Explore a vast world shrouded in darkness, passionately crafted by the hands of expert Quake scene necromancers.
• Traverse 3 hubs and 15 enormous, interconnected levels crawling with hordes of enemies, lore and ancient secrets.
• Forge your path with an arsenal of 9 deadly weapons, each with multiple fire modes.
• Know your enemy. Many horrors lurk in the shadows, thirsting for your blood.
• Artifacts of great power lay hidden in the dark places of the world. Find them and dominate your enemies.
• Powered by the Legendary Quake 1 Tech, WRATH is an authentic, classic FPS in every way.
• Capped at 666 fps, WRATH will melt your soul and your Voodoo 2... But it's okay. Software Rendering is supported!
• Create your own worlds. WRATH is built from the ground up to be easily moddable. Make your own levels, weapons and characters. From day one, the very tools used to create WRATH will be available for all.
• Gib your friends in classic Multiplayer modes, powered by the renowned QuakeWorld netcode.
Dominate the world of WRATH with 3 other companions in 4 player co-op, LAN or online!
• Immerse yourself in a haunting soundscape born from the twisted minds of Andrew Hulshult (Quake Champions, Rise of the Triad, Dusk and Amid Evil) and Bjorn Jacobson (CyberPunk 2077, Hitman, EVE Online).
For the longest time i was wondering why a game that looks like a dream version of Hexen II with guns, and with texture-work that somehow perfectly reflects my own taste in art-direction - just isn't fun? Why a game that markets itself as a classic-age shooter - plays nothing like one? With each try to revisit it - i always came to the same disappointing conclusion: not all is gold that shines, even in the world of videogames. And just as i was ready to give up on this game once and for all, someone at Moddb had inadvertently hinted - that i can change all that. And once this spark was lit, the fire was not long to ignite. This time i went in focused on analysis: what went wrong? What stops such a great looking project from playing every bit as great?
As each major culprit was identified and corrected, the gameplay was transforming into something completely different. And that something different - played terrific. That gave me all the energy and inspiration i needed to keep digging deeper, and do as much as i can to improve the game to the level that its art-direction truly deserves. I put all my other projects aside, focusing just on this one. UN-Wrath: the Aeon of Fun - was born. And i am excited to share this experience with you.
The first key issue was the range mismatch. The game perhaps tries to put itself next to Quake, but there is really nothing in common. Aeon of Ruin has most of its combat starting at sniper rifle range, but your arsenal is strongly emphasizing specifically mid-range combat, which creates an impass, that the players find ways to circumvent however possible, sacrificing enjoyment in the process. So, the first directive was generally to revise the weapons of the game and make sure that you have proper tools for close combat, mid-range combat and long-range combat respectively; and even beyond that. To make sure that the arsenal is tailored to the way the combat encounters are structured in the game. In this video i go over all of the action changes that the mod does.
The second key issue, was the traversal/platforming. Overwhelmingly reliant on minute adjustments of fractions of an inch to make this or that jump, and then waste time going around and around to retry it when it fails. This blunder should've been nonexistent. It should've been as streamlined as Ezio Auditore's parkour skills - for the very least. If the devs never played AC, then there is always David Belle. This ties into combat movement: a lot of times the combat arena is built in ways that the player can't reach this and can't reach that, - resulting in a scenario where your movement options are severely limited. So, my second directive was to streamline this aspect of the game, and now - you can reach anywhere without much trouble. And i didn't forget to "unslide the roller-blades" either. Check out the fully revamped platforming, showcased in this video:
Levels that look like this - deserve a lot better gameplay.
This brings us to point number 3: sound design. Granted, the game has a few good sound effects: all 2.5 of them. The rest is, well...they leave a lot to be desired, that being generous. The only person in the audio department that i would commend, is Andrew Hulshult. He played a very smart move: realizing that with levels that are longer than some games, - no single composition would be enough, so he went for a replayable ambient soundscape with strategic use of atmospheric music interludes. This was a brilliant decision, as long as it remained intact... My contribution, is to take care of the rest of the soundscape: re-balance or remake all the glitchy fx, and redesign from scratch all of the game's action effects.
Lastly, there is also the game's balance. The action has been tilted to be faster, so that destroying 650+ enemies will not be like sawing through bricks with a bread knife. Having that said, while the optimized arsenal allows the player much more efficient combat against the heavier foes, the most basic enemies were given boosts to counter-balance that. Now they are more of a threat - similar to Brutal Doom, and will require a little bullet exchange every now and then, since they now have more HP. I am not in favor of one-shotting everything, neither do i stand by bullet-sponges. All within good reason.
The mod is currently released at the version 1.9. It is not the final version yet, as there are a few things i would like to take care of in the future, and i still have more testing to do. However, what i would like most, is to find people who could help me with the remaining issues and further polish/development of the game. Unfortunately, my own skills only go so far, and yet a hefty list of bugs, oversights, poorly designed and otherwise all kinds of abandoned and underdeveloped features - still remains. Here is a record of everything that keeps the game from realizing its full potential:
- Afflicted and Stricken enemies fail to target the player properly in over 50%
of cases. Particularly when elevation difference is involved.
- Heretic fails pathfinding in 100% cases when elevation change
is involved, or when it has to pass through a smaller opening - regardless of elevation.
- Impossible to use blade dash when falling from great heights.
- Impossible to dash during flight or underwater.
- Impossible to use several artifacts at once.
- Impossible to use artifacts when a sigil is in effect.
- Underwater visibility...or a lack thereof.
- Dynamic/colored atmospheric lighting for light sources
- Particle/light effects for crystals in the levels
- Additional level decoration, to improve by-landmark orientation
- Better texture choice, to avoid excessive blending and loss of detail
- Remove underwater time/air limit
- Remove artifact inventory limit
- Change Flight Sigil mechanics to a jetpack-style item mechanics
- Missing blood effects when enemies are getting shot
- Missing sound effects on Invader/Wretch gibbed deaths (not coded into the game)
- Mercenary AI (i think that's the Episode 3 creature with a rocket launcher instead a head)
- Only ONE save slot per game???
- MAP???
If all that would be there - boom, perfection. But even a fraction of this list - would be a great start. Any kind of help is very welcomed and appreciated.
May the Aeon of Fun begin!
The time has come for you to finally complete your journey - heed the call of the Shepherd of Wayward Souls and defeat the Guardians of the Old World...
WRATH: Aeon of Ruin, the dark fantasy-horror FPS, launches one final Early Access update today ahead of a Summer 2021 release.
Boys, grab your double barrel, it's time to get back to it...
No more waiting around! First Content Update for WRATH is here!
Game balance, sound balance and sound remake mod for Wrath:Aeon of Ruin. This is not the final version yet, i still need to do more testing on hard setting...
Полный мод, главный файл/Full mod, main file
Installation: Go to the route folder of Wrath located in Steam\steamapps\common\WRATH Open the folder name Kp1 and place the file pak006.pk3 inside it.
Appears as a larger shadowy Wraith which becomes visible while firing and phases between solid/non-solid like the Phantasm in Blood. Currently this monster...
A mod by Elgobernador (requested by me). Makes the infinite amount of quick saves.
Ripply Water Mod For Wrath Retail This mod adds fancy water to Wrath. Make sure to read the readme for installation.
Game is fine, I guess. As far as Quake clones go, I thought HROT was better. Never really liked DUSK; way too fast.
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I'm looking forward to when the first texture mod is released... ;)
Hi,
is there already an estimated shipping date for the physical Big Box of Wrath?
Thank you
I like this game but, why animation is so jerky? Is that because of my old PC or because this game was not finished yet? My PC specs is enough for minimum system requirements tho.
My PC runs on Windows 7 x64
The processor is Intel Pentium D on 3.00 GHz, which should be enough for this game, according to the steam page.
2 GB of Ram, and minimum system requirements needs only 1 GB of Ram, which should have been enough to run it.
My videocard is ATI Radeon HD 2600 PRO and i have 1 Tyrabyte hard drive and there is a tons of space are free.
So yeah, i don't get it, why the animation of everything in this game is so jerky for me.
This game will have a console edition or the description is wrong?
I love this game. It truly is a worthy successor to Quake. More than any other game this year I hope this one wins the IndieDB and Steam Awards.
I really hope this game has an active modding community. I can't wait to jump in with the level editor.
Platforms include Linux and the editors that they are using include Trenchbroom and NetRadiant, which means that I will be able, not only to play it on Linux, but also make my own maps. That makes me happy. I don't want perfect games. I just want fun games to mod. Quake is still a fun game, and easy to level edit. This is what I want to see. I want to see simple games with simple mod tools. Modding is better than playing anyway.
Ephesians 2:8-9
"For by grace are ye saved through faith; and that not of yourselves: [it is] the gift of God: Not of works, lest any man should boast." (KJV)
Amazing