From the maker of DSTNM comes Hatchet. Hatchet is a heavy duty conversion mod for Deus Ex with a campaign all its own. Hatchet contains a unique storyline & employs free-roam mechanics to present a world will shock, satisfy, & puzzle you to the end.

Most of Hatchet's Plot has to be kept hush hush for proper reasons, but be aware it has been heavily thought out and layered with the concept of 12 different endings in mind. Additionally an all-new world style of mushy cartoon-like presentation and brutal action up its sleeve, you won't see Deus Ex the same ever again.

The mod has only recently started production and will take some time, as many mechanics are ambitious, such as all-new gameplay mechanics, totally remeshed characters, weapons, & decorations, and a large world with many fascinating locations to travel to and visit. A lot of ambition is set, but it's all within practical reach with enough time and effort.

Check regularly (or "watch" the mod) for updates in screenshots, videos, and more.

Edit 1/8/14: We have just signed up with an up-and-coming company, Ex Unitae Vires, for development, and are very excited for their benefits they'll bring the mod and what we can offer them.

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0 comments by WCCC on Jul 27th, 2014

Another bit of a slow period for us. Summer classes, getting in touch with old friends via gaming, art practice and writing, cortex command. Regardless, our watchers have even climbed to 42 during this slower pace, you guys are awesome.
Things done:
-Gust rifle modeled, animating, and given a demo.
-Work with ammo effects index to remedy bugs, include skill multiplier, and compensate for gaps.
-Source art for RevBow, its ammo, Gust Rifle, and its ammo, as well as workbench art for gust rifle.
-A few minor fixes and balancing tweaks- we get a lot of these, needless to say.
-Lots and lots and lots of art practice. Not as direct as we'd like to place on this checklist, but trust me that a crapton of learning was had. Merited a lot of it was anatomy practice (that I am increasingly excelling at, but is minimally useful for hatchet's art style) and shading (self-shaded game. heh.), but have also very deeply familiarized myself with various new tools and methods, meaning there's a high level of art precision and a massive reduction in the time needed to produce content in some cases, and have gotten into 3d thinking a lot more with otherwise very 2d oriented source art, so you may see some cool cameos on RevBow art (for instance) for more 3d feel to even fairly flat 2d art.

We're still moving, just not at the pace we'd enjoy most. Thanks for your continued support and interest, we are so grateful for the fans and watchers! Hopefully priorities can see some rebalancing for the prosperity of both Hatchet and Non-Hatchet things in my daily life.

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Post comment Comments  (0 - 10 of 20)
Saracen-Rue Apr 28 2014, 8:50am says:

Normally I do not even think about downloading total conversions as I believe that what was the point in buying the original game to begin with, if you are just going to change it?

However, after watching the videos I can tell that this mod is coming along well and does look amazingly fun, kudos! I will download when it is applicable.

+1 vote     reply to comment
WCCC Apr 29 2014, 7:26pm replied:

Haha. Don't worry. Me and Atrey are pretty sharp guys when it comes to how we approach mechanics, so we won't be overriding any files unless it becomes absolutely necessary, which I'd call pretty unlikely to become so. In my 11 years of DX I've experienced the woe of not being technically knowledged and having a total conversion mod warp your copy into something non-reversable. Thanks for the interest and support!

+2 votes     reply to comment
CyberP Mar 31 2014, 12:00am says:

Interesting mod. Good luck!

+1 vote     reply to comment
WCCC Mar 31 2014, 3:08pm replied:

Thanks for the support!

+1 vote     reply to comment
DAFFYDAFFY Mar 21 2014, 10:35pm says:

ah,something original.
makes a nice change.
there's so much crap stmo.
we have to dig out our old classic pc games to have some proper fun.
Thank god for modders :)

+2 votes     reply to comment
WCCC Mar 22 2014, 4:59pm replied:

Hehe, thanks. I'd like to think some of the things we're demonstrating with Hatchet is that not only games with a long history of modding and new ideas but the gaming industry in general has left so many fun ideas untapped and within relatively easy reach. A lot of these new ideas haven't been fully implemented, but a couple of things have stood out at this point. Thanks for the support!

+1 vote     reply to comment
AlvinD2008 Nov 25 2013, 6:38pm says:

Nice work dude I'm very impressed after seeing the video!

+3 votes     reply to comment
WCCC Nov 25 2013, 8:59pm replied:

Thanks for the kind words! Just had a long and tiring day at college and this was a solid pick-me-up. Expect more to come!

+1 vote     reply to comment
omnitrix152 Oct 10 2013, 9:33am says:

Whats the story behind this? i really don't understand ...

+1 vote     reply to comment
WCCC Oct 14 2013, 9:13pm replied:

This is a good question, and also one that can't be answered in too great of depth because the mapping/story elements haven't been the focus of development yet but also because of the sake of spoilers, that may be very prevalent in its elements. The OK'd information for this release is as follows: The player plays as a character approximately 50 years into the future who was previously employed by the US military. They work in a Desert region that plays very open world, and come in contact with various rag-tag groups. Some of which are in conflict, some of which are at peace, and even some things in-between such as bandit activities. They are sent on a specific mission they can accomplish through various contacts that may exist in almost any of the various factions, and can choose to be anywhere between very minimally involved in local conflicts or very heavily involved, but at some point their main mission is the focus of their being in the region. Along the way the character may gradually assemble a party or team of sorts to fight by their side, have various abilities they ascend through in a level-up system very inspired from Human Revolution, and may encounter various interesting quests, locations, and persons along the way. Currently we are towards some of the later parts of groundwork. Currently the items and basic systems and interactions have been mostly setup, but some things such as shop interactions, deeper depth party member conversations, etc are still in need of development. After these "groundwork" areas have been setup, we'll begin producing maps, story info, quests, characters, and so forth to fill in Hatchet's actual world. I hope this satisfies your question.

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