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14 comments by Jerion on Jul 18th, 2014

Hello all!

Welcome to our July update.

Over the last two months, we've been steadily working away without too much to talk about. People have come and gone from vacations, and development continues. We've been getting a fair amount of feedback from our playtesters, and are working to solve the bugs and issues that they have reported. We've also been getting feedback on the soundtrack, and while the response has been broadly positive, there have been some valid concerns about a few specific tracks, and we have been addressing those as well.

For those of you who are interested, we've moved to an online bug-tracking service; if you'd like to take a look at the issues we're working to solve and get a sense of what we're doing behind the scenes, check it out here: It is updated regularly and shows the issues we are encountering and fixing, as we encounter and fix them.

In recent weeks we've also been running a pair of articles on the Eidos Montréal community blog. These two articles serve as a general introduction to Revision, and go into some depth on the process of creating the new soundtrack. We have a third article planned, so keep an eye out for it in the coming weeks. Our thanks go out to Sacha R. and John T. at Eidos Montréal for being kind enough to make this happen.

The Creation of Revision

The Music of Revision

We have a couple more things to share with you this month:

First, a look at our Area 51 overhaul, which (on the surface, at least) takes a few cues from Deus Ex: Human Revolution's Panchaea location.

Area 51 Surface

Second, we have our Battery Park exploration music:

That about covers everything for the moment. Enjoy!

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Post comment Comments  (200 - 210 of 664)
dgames Mar 30 2014, 6:36pm says:

Hey guys, are you aware of this mod? UnifiedDeusEx -

They are basically integrating some of the backend mods, Shifter, Biomod 1.0, Kentie's DX10, and advertise their mod as compatible with Revision. I wanted to bring it to your attention to see if it looked that way to you too, since you're integrating some of the same mods, but going with DX9 instead of 10.

Thanks for all of your hard work, and I'll be happy to put in a donation when it comes out!

+2 votes     reply to comment
Jerion Mar 30 2014, 7:24pm replied:

We're actually partnering with kocmo to deliver a custom implementation of that project. :)

+2 votes     reply to comment
Drewie Mar 30 2014, 2:03pm says:

Are you guys going to revise the training level? Please do! :) The vanilla one is like where training would have happened in the 1900s, not in 2052. :p

+1 vote     reply to comment
Jerion Mar 30 2014, 2:05pm replied:

Maybe in a future version, but not for 1.0. We're committed to our release schedule at this point. I agree that it is a bit weak by comparison though!

+3 votes     reply to comment
woskis9161 Mar 30 2014, 9:37am says:

Is this compatible with "New Vision?"

+1 vote     reply to comment
Jerion Mar 30 2014, 11:20am replied:

Our FAQ might be helpful:

+1 vote     reply to comment
Guest Mar 30 2014, 3:25am says:

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Drewie Mar 30 2014, 2:01pm replied:

Don't take my word for it, but yes, probably they were shuffled for balance purposes. Besides, what's the point in getting aug canisters if you know where to look?

+1 vote     reply to comment
Drewie Mar 24 2014, 11:28am says:

48 days, 7 minutes and 33 seconds till the best mod ever. Aggghhh - can't wait that much... haha. Hopefully I'll get chosen for beta testing.

+8 votes     reply to comment
bjorn98009_91 Mar 26 2014, 8:24am replied:

Yeah, you need to use Shifter for that convo. We wanted to include it in Revision but it required extensive modifications to the code to get it to work. But since Revision is Shifter compatible, you can use that with the mod.

Also we've restored an answering machine message in Paul's hotel room the first time you go there.

+3 votes     reply to comment
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