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.
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.
-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.