Return to Castle Wolfenstein is built on the awesome Quake 3 Arena engine by the id Software team. The game itself is loosly based on World War II seeing the Axis and Allies do battle.

The games flawless attention to detail, fluid multiplayer and single player gameplay means that it has already been modded a great deal! These mod's do not let this game down either adding to it's wonderful single player campaign and also creating new multiplayer environments which see's this somewhat arcade war simulation taken to the next level in excitement...

now get this damn game and load up some mods because it ROCKS!

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Blog RSS Feed Report abuse Latest News: News #23: Mega Update! — New engine, new features! What's next?

About The Dark Army: Uprising with 4 comments by TITEUF-85 on Feb 28th, 2015

Hello everyone! As promised, I'm back with important stuff about The Dark Army: Uprising modification! I've been working on big features of the project, such as the implementation of a new engine, that some of you already know, called iortcw, made by M4N4T4RMS, then customized by me in order to make compatible every original features of the modification with this amazing engine. I've also been working on the missions, and I can say these are all done. Now for the rest, I'm going to explain...

New Engine: iortcw new features!

So, as I told before in this report, I've been working on the implementation of a new graphic engine for The Dark Army: Uprising mod. This engine, known by some you I think, is called iortcw! I've been working hard to make it compatible with my project. The features proposed by this new engine were originally not be able work with the features of my project — that's why I had to work hard in order to modify some things regarding the coded files. Here are the different new features proposed by this engine:
SDL backend
OpenAL sound API support (multiple speaker support and better sound quality)
Full x86_64 support
VoIP support, both in-game and external support through Mumble.
MinGW compilation support on Windows and cross compilation support on Linux
AVI video capture of demos
Much improved console autocompletion
Persistent console history
Colorized terminal output
Optional Ogg Vorbis support
Much improved QVM tools
Support for various esoteric operating systems
cl_guid support
HTTP/FTP download redirection (using cURL)
Multiuser support on Windows systems
PNG support
Many, many bug fixes

Now everything looks fine but unfortunately I can't show visuals yet, I'm not satisfied yet, and I'm still working hard to finalize the maps. Hope to show some of it soon in images or game-play directly.

Missions Finished: what's left?

The final mission is done, but it doesn't mean the project is over: I still have things to correct in all missions, AI Scripting to do and, maybe the most important thing, I need to record audio stuff for the cinematic scenes of the project. There are plenty cinematic scenes in the mod, it's impressive! Whatever, the hardest of the work is behind-me now; I can confirm that it will indeed release this year.

Actual Lifetime: how long?

That's the question I often hear about: how long will be The Dark Army: Uprising? I have two things to say to answer this question clearly. The first thing to say is that if you never played The Dark Army, and if you try to find the secrets, five hours will be sufficient I think. The second thing to say is about-me: how long do I finish a map? I know these better than anyone of course, but I take a half hour to finish The Crypt mission for example. The missions are very wide, and the objectives can be done in the order you want to accomplish these. You're almost free in the maps; it's open!

The Future: my plans!

If you're curious, I have a detailed schedule about my plans regarding the project's development, that you can find below: note that the release date is potential!
March / April — Finalization of the missions; error corrections.
May / June — Finalization of the scripting; additional programming.
July / August — Work on the cinematic scenes; additional programming.
September / October — Packaging, finalizing, testing; potential Beta release.
November / December — Potential Demo release; complete Windows release.

About Mac and Linux: the release will be later, sorry. For the Android release: it's been canceled, due to the engine replacement, sorry for that, but there's nothing to do.
Why the release date is always changing?
Well, I'm not playing with your patience or trying to: I'm just unsatisfied of the project actually.
I don't want to release-it as it is right now; I haven't been working all that time to release something like this in its current state (it's unstable I must say, right now) and know that a release only happens once — once it's released, it's released! I don't want to release an unfinished thing, wish I'm unsatisfied.

New Website: what's new?

I re-activated the official website of the project, hosted by Wix. I've made a new template, and everything is back on this new version (1.7.1). Also, you can consider the official Blog on Over-Blog completely dead and buried but don't worry: a new Blog will rise soon, and it will accessible from the official website on Wix.

New poll: very soon!

I didn't forget the famous poll every one is asking! It's coming soon this month, don't worry!
『I will create a poll with every gun of The Dark Army: Uprising featured inside it, and you'll have to answer by selecting wish gun you want... i.e. if the MP44 has most of the votes, I will upload-it on the web, and so you'll be able to download-it, and play with it in any Return to Castle Wolfenstein version.

Last Thing: what to expect this year?

I published a lot of stuff I the beginning of the year: things will be calm from now on. Why? I will be developing this project while my personal life will become a more important factor than it is already on the development of this mod. That's why I won't be publishing a lot this year: maybe there will be a game-play video, but there won't be much images and there won't be any trailer (the next trailer will be the final one, some weeks before the Windows release).

I hope to show a few visuals soon to show the engine at work with my project.

✔ Thanks to all Return to Castle Wolfenstein fans for playing this game,
keeping it alive and for supporting my project's development.

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Manual and configs for BETA 1.0
Return To Castle Wolfenstein

Manual and configs for BETA 1.0

Mar 7, 2015 RTCW Remake Mod Guides 1 comment

This is manual with configs and screens for all testers Beta 1.0

Berserker@WolfSP build 20150214
Return To Castle Wolfenstein

Berserker@WolfSP build 20150214

Feb 12, 2015 Return to Wolfenstein: HD Upgrade Graphics Tool 0 comments

This is the last version of unfinished graphic module for Return to Castle Wolfenstein, based on Berserker@Quake3. This thing doesn't finished, stay tuned...

Return To Castle Wolfenstein


Feb 5, 2015 RTCW VENOM VERSION - V2.5 - Full Version 6 comments

Born to be a compilation of the best stuff for Return to Castle Wolfenstein in its first release, this mod improve graphic, gameplay and AI of enemies...

Castle Gothicstein
Return To Castle Wolfenstein

Castle Gothicstein

Feb 2, 2015 Castle Gothicstein Demo 7 comments

MOD by Duchovicius aka VVitchaven. This is unfinished version of mod, but it already look nice and creepy. Try it if you want to get the part of our vision...

Dark Matter's
Return To Castle Wolfenstein

Dark Matter's

Jan 31, 2015 RtCW: Dark Matter's Full Version 2 comments

Full version. Updating 31\01\2015. For correct work the game need to be patched at least version 1.32.

Flying Saucers
Return To Castle Wolfenstein

Flying Saucers

Jan 24, 2015 Flying Saucers Full Version 2 comments

This is the first and probably final release of Return to Castle Wolfenstein: Flying Saucers mod. An amazing trip to heart of Third Reich war machine...

Post comment Comments  (0 - 10 of 46)
Baphomet‪ Mar 6 2015, 1:35am says:

RTCW > TNO > Wolf2009

TNO was great and managed to beat Wolf2009 quite easily, but RTCW is still superior to TNO imho.

+1 vote     reply to comment
Willow. Feb 26 2015, 10:45pm says:

It would be awesome if someone made a mod that has all the stuff that was exclusive to the PS2 and XBOX versions.

+2 votes     reply to comment
TITEUF-85 Mar 1 2015, 8:24am replied:

Totally agree.
This would be absolutely nice.
Maybe I'll try once my mod's development over.
The PlayStation 2 and Xbox versions were awesome.
There is much to use in both games; exclusive content.

+2 votes     reply to comment
Guest Dec 16 2014, 9:27am says:

RTCW is very good. State of gaming art.

Wolf 2009 and WTNO is absolute sht. Even no need comparision.

+1 vote     reply to comment
Guest Dec 16 2014, 9:18am says:

This comment is currently awaiting admin approval, join now to view.

kingspook77 Jan 1 2014, 4:00pm says:

Great game - epic fail desura for no download or install.

+1 vote     reply to comment
mrdoom4you May 17 2014, 8:38am replied:

steam has it :P

-1 votes     reply to comment
ModplanMan Aug 18 2013, 4:27pm says:

For anybody interested in this game, I recommend checking out rtcwcoop, a project that adds online co-op to this game.

+1 vote     reply to comment
CrossDressiNate May 14 2013, 3:34pm says:

People think this game was hard? Wow. Maybe I played too much Wolf3D, Doom and Quake as a kid, idk, but I always wished I could find something that upped the difficulty.

+4 votes     reply to comment
MedievalMusti Dec 15 2012, 4:27pm says:

I want this game a free.

-4 votes     reply to comment
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Return To Castle Wolfenstein
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Released Nov 18, 2001
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First Person Shooter
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Wolfenstein: The New Order, Released May 13, 2014
Wolfenstein, Released Aug 20, 2009
Wolfenstein: Enemy Territory, Released Jun 29, 2003
Return To Castle Wolfenstein, Released Nov 18, 2001
Wolfenstein 3D, Released Sep 9, 1992
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