Estranged, the story of a lone fisherman, stranded on a mysterious island during a violent storm. Explore rich environments and meet the curious inhabitants of the island as you find a way back to the mainland.

Post news Report content RSS feed Estranged Alpha #3 Released

I just released Estranged (formerly Splooshe) Alpha 3. It improves on the old versions of the game, and fixes a lot of bugs that people encountered in it. And, more zombies!

Posted by AlanEdwardes on Apr 11th, 2012

It has been ages since I released Splooshe Alpha #2, and I've had awesome feedback. I renamed it to Estranged, and in this release focussed on fixing things that were wrong with the other versions. I also added a lot more zombies and expanded the levels a bit by putting more in them.

Estranged is a zombie apocalypse themed game, a linear story experience created, designed and voiced by me. I started work on it over the summer of 2011 after making a concept for the first map a few months prior, and have been spending time on it every now and then since.

Beach Cabin of a ship


You can download it from the downloads section here on ModDB, or from the mini-site I made for it that includes download instructions, screenshots, videos, FAQ's etc:


As with the second release, I'd appreciate feedback on the levels I have created so far. Some example pointers:

  • Level glitches, impassable terrain
  • Out of place things in levels
  • Places where the game is too choppy or slow to play
  • Things in levels that aren't properly explained to you
  • Places where you get stuck
  • Suggestions
  • ... and anything else that you'd like to comment on.

Thank you for playing, it motivates me to continue expanding the world and continuing the story.

Post comment Comments
Armageddon104 Apr 12 2012 says:

I really enjoyed this mod. I was quite impressed. I was expecting generic Ravenholm reskin. I was hoping it would be a full mod but it was just a demo, you should finish it up.

I liked what you did with the hud, it would be cool if you showed how you did that in the code.

+4 votes     reply to comment
AlanEdwardes Author
AlanEdwardes Apr 12 2012 replied:


Thanks! No, I wanted to completely detatch it from Half-Life 2, create a standalone story.

Yeah it's not finished, the beauty of a mod is that I can finish earlier bits based on feedback and get them released, then add more maps.

I'd love to do that! I didn't know if anyone would find it useful though- I'm not sure if I'm doing it in a rather dumb way. It works, but I'm using a replicated CVAR to store the current objective and then display it. I can write a tutorial though if you'd find it interesting.

+6 votes   reply to comment
Armageddon104 Apr 12 2012 replied:

I'd be very interested in a tutorial. I've been wanting to do a similar thing in my mod.

+1 vote     reply to comment
cW#Ravenblood Apr 12 2012 says:

The Level and Texture Design looks fantastic, I'll give it a try later.
Nice work.

+2 votes     reply to comment
Mr.Walrus Apr 12 2012 says:

This mod was great, I loved it! The mapping was superb, but the locations and atmosphere really completed it for me, creating an eerie and tension-filled gameplay. Awesome work, I hope its completed! How long do you intend to make the final product?

+2 votes     reply to comment
AlanEdwardes Author
AlanEdwardes Apr 14 2012 replied:

Thank you. I'm planning to keep working on it now and then until it's finished, so expect releases with new content every few months :)

+2 votes   reply to comment
levan563 Apr 12 2012 says:

Mod is vey interestion and original)But need more deatiling.Cant wait for play full version.

+3 votes     reply to comment
jedrek Apr 12 2012 says:

Hey you make new zombie models?

+3 votes     reply to comment
BlackPlaguePT Apr 13 2012 says:

Nice work, even in alpha version! I'm gonna track this one!

+2 votes     reply to comment
Iman7 Apr 14 2012 says:

Impressive detail for an alpha, and the gameplay is enjoyable.
In true Valve style an early portion of your game involves you sitting in a train while the landscape rolls by. On the crossing house, I kind of wish that the puzzle was less pull lever get result but it's not that bad.

What I really loved was the part with the suspended platform in the sewers. Using the I beam to keep the platform from swinging wildly was sheer brilliance. Though I must wonder if you intended the player to die if they decided to chuck the barrels off the platform.

Also, can you get rid of the part where you have to hold down E to open the sewer cover and just make us press E once? I don't know what is it with this mechanic, but they were the most pace and enjoyment killing aspects of the source engine.

+2 votes     reply to comment
AlanEdwardes Author
AlanEdwardes Apr 14 2012 replied:


The lever pulling: I couldn't think of a better puzzle that would fit with a signal box - my initial thought was plugging in some unplugged plugs in, but kept asking myself "why would they be unplugged if the traffic lights still work?". Maybe that's my completely anal attention to detail ruining a good puzzle opportunity, I don't know, but a lever made the most sense in the end.

The suspended platform was absolutely hated by most other people, so I think I'm going to remove it in favor of another puzzle element - sorry! It's too hard and doesn't *really* fit in with the decor of the level. The element I'm replacing it with will hopefully be much more enjoyable.

The pressing E thing... would shortening it to around 5 seconds fix that annoyance for you? I'd like to keep that element in because of the unique opportunity it gives me to spring some zombies up behind the player while they're occupied. I'd hate to remove it completely :(

+2 votes   reply to comment
Iman7 Apr 17 2012 replied:

Or you could just keep it spinning when you press E. Spawn a ton of zombies, and just when you think you're about to die an audio cue goes off signaling that the cover opened like the sound of creaking metal or something. Could make things more intense.

Or if that's too much work the 5 second fix is okay as well.

+2 votes     reply to comment
notaclevername Apr 14 2012 says:

Just played through your mod and I was getting right into it, then it ended. I fell off that floating platform near the end, seeing that thing under the water spooked the crap out of me. Keep up the awesome work Alan, this could be like the next They Hunger.

+2 votes     reply to comment
StegoSigma Apr 15 2012 says:

I really enjoyed it. I was sad once I got to the end, though. Please work hard on this mod and don't abandon it :) I found it to be really cool and a bit of a challenge. I'd love to see this turn into a really long game ^_^

+2 votes     reply to comment
AlanEdwardes Author
AlanEdwardes Apr 16 2012 replied:

Thanks :D

I'm planning to work on it in my free time when I can, so there should be a new version with more maps in a few months :)

+2 votes   reply to comment
Arvis14 Apr 16 2012 says:

Do I need original HL2 or can I install this mod if I have CS Source / Garrys Mod?

+2 votes     reply to comment
AlanEdwardes Author
AlanEdwardes Apr 16 2012 replied:

Nope. In fact, you don't even need to own any Source games since Team Fortress 2 went Free 2 Play :)

+2 votes   reply to comment
DRUNKENSKELETON Apr 22 2012 says:

I can't wait to play this!

+2 votes     reply to comment
Cokeysion Apr 29 2012 says:

I was really excited to play this and when I finally sat down and did it was incredible! I loved the beginning where you had to look at the paper, and the chair scene was really innovative, I didn't expect it. I love what you're doing, and it's better then most games. If you need any scenario writing or voice acting message me.

+2 votes     reply to comment
mrfluffy229 May 1 2012 says:

This is looking really good!

+2 votes     reply to comment
Rikersbeard May 3 2012 says:

I disliked horror mods until I discovered “Nightmare House 2”, which I found truly amazing and now I’ve found your disturbingly more realistic mod! Visually too real to play on your own, ha, ha, with a stunning display of night texturing, but I think moving clouds would just make it perfect. My only complaint at the wharf section was the transition from boat to water as I found myself lost too easily and suddenly very far from the boat and lighthouse! Movement in the water seemed a little too quick and it was hard to engage with the ladder.
Is the sprint function disabled?
I like the fact you give the player a gun with hardly any ammo, so I ended up leaping onto a tanker to escape the zombies! I would like to see some more humanised zombies, as it would match your high realism level nicely.
Love the zoom feature so you can read the message to find the levers in the power room, but a torch would help with finding the doors. Maybe one with a tiny halo, so you cannot see enough detail to take away the creepy dark atmosphere.
The tram was fun until I had to get out and had nothing to fend of those zombies except dodging. Not even a crowbar or pointy stick!
I had some slight choppiness with the tram section but not too bad to play through.
Loved the platform ride over the fast flowing water drain and the novel way to escape the chair confinement.
This mod played just like I was reading a horror story with just the right visual look.
Needs a good brooding soundtrack to make it epic and a way past that message board!

+2 votes     reply to comment
Wolfer255 May 4 2012 says:

Anyway to enable multi-core rendering? I notice some lag right in the first level where you start in the water, because only 1 of my cores is used. I can't enable it in the mod's video settings itself, is on purpose? Would be a shame to let some lag ruin a great mod's atmosphere. (And yes affinity is set to use all (6) cores with half life 2 when running the mod.)

+2 votes     reply to comment
AlanEdwardes Author
AlanEdwardes May 5 2012 replied:


I haven't touched that in the code, so it's whatever Valve set it as. I've also got multiple cores but can't enable it either... I'll look into it. Thanks for playing :D

+2 votes   reply to comment
Wolfer255 May 6 2012 replied:

Thanks for the reply, I found out I have a noticeable amount of lag on some other hl2 mods as well (even some that use multi-core rendering even if it's poorly) so the problem is most like on my end (unless those other mods just had poor optimization or demanding effects like smoke). Anyway your mod was awesome, the quality of it was just amazing, the amount of detail was incredible. I just love what you did with that bucket of water and the grenade. 10/10 for me, hope the rest turns out to be as great as the demo. I'll certainly keep an eye on this one :D. Cheers.

+2 votes     reply to comment
SPY-maps May 5 2012 says:

a very nice mod, with quit some unexpected scenes that surprised me a lot. i did find some mapping errors and issues that could have been done better but overall i loved the atmosphere. very well done!!

will keep tracking and hopefully you will find the time and effort to make more out of this. although i know as no other how hard it is to get in to it again ones you have released a part. but, like i said, i hope you will find the time and effort for it again.


+2 votes     reply to comment
AlanEdwardes Author
AlanEdwardes May 5 2012 replied:


Thanks! I've been fixing a lot of the issues with maps - would be awesome if you could post some screenshots just in case I miss something.

I'm actively working on it in my spare time, so you will see an update in the coming months. Thanks for playing!

+2 votes   reply to comment
Point. May 12 2012 says:

Hey Alan! I saw your video gameplay on your site, and this mod really nice and beautifull, also your mod and mapping, design, soundtrack reminded me of the dear Ester.

+2 votes     reply to comment
Torhque May 28 2012 says:

Hey Alan I just tried out your mod and I really enjoyed it. The beginning was very eery to me I loved it. So far so good though man, I didn't notice any hiccups or glitches during my play-through haha. Keep it up man.

+2 votes     reply to comment
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