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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Blog RSS Feed Report abuse Latest News: Hatchet: Help Wanted

0 comments by WCCC on May 30th, 2015

Don't feel like lots of reading: TL;DR, We Want Outside Help for Hatchet! PM offers or post questions in response to this, we're good listeners.

As members and players of the Deus Ex Community, a lot of us have heard about modding, played tons of mods at this point, known people who do modding, and a very high percentage of us have even take a swing or two at the SDK at some point, with varying levels of continued self-interest and success.

We want to make Hatchet grand, as well rounded as we can manage, and make it one more shining badge of community bond us DX'rs wear with pride, increasingly over the years. But for that, we need more hands on deck, simply put. This is our open invitation for anyone willing to offer help or maybe just wanting to learn enough about the inside of Hatchet (as it is rather hush-hush at some points and you can only judge interest by contents, in many cases) to decide if they want to help out.

We are open to all sorts of roles and abilities. The only major exception thus far is coding, since both me (WCCC) and Atrey are very strong coders, but that's not to say there isn't code that could use some alleviating as well.

*A texturer but not a mapper? No problem, we could use that plenty.
*Can you do just a bit of mapping, but not major geometry? Great, we could use hands to fill in details and tops off the last stages of maps.
*Not sure what mix of abilities and aptitude you have? We wouldn't mind talking it over and figuring it out.
*And much much more!

Mapping, voice acting, textures, writers, whatever. If you're interested, we open the door gratefully.

Feel free to PM or Post offers and questions. We hope to hear from interested people in the future, but we don't want to twist your arm either!

~Sincerely, WCCC

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Post comment Comments  (0 - 10 of 32)
DAFFYDAFFY Mar 10 2015, 3:32pm says:

seems to be a long time to wait for a mod release :(
I suppose if it's a big one it's understandable.

+1 vote     reply to comment
WCCC Creator
WCCC Mar 10 2015, 3:38pm replied:

Yes, it is planned to be VERY sizable. Hopefully it's worth the wait.

+1 vote   reply to comment
johnsalt44 Feb 28 2015, 9:31pm says:

wow, this looks really good. it's cool to see that people are interested in modding classics and creating their own unique stuff. you definately have my interest, keep up the good work.

+1 vote     reply to comment
WCCC Creator
WCCC Mar 1 2015, 2:45pm replied:

Happy to hear it, we appreciate the feedback!

+1 vote   reply to comment
omnitrix152 Dec 30 2014, 1:55pm says:

Nice, whens this bad boy coming out for release? Been seeing the updates for a while now.

+1 vote     reply to comment
WCCC Creator
WCCC Dec 30 2014, 3:41pm replied:

Yeah, you've been one of our older followers, so it's good to see we're holding your interest.

Currently we've done most of the base mechanics (weaponry revamp, crafting, shops, quests, etc) and now we're shifting into level design now that we have the pieces to place down for making Hatchet-styled levels.

I would expect at least another few years of development, honestly. We have a lot of ground to cover for a lot of big ideas. We do, however, keep a very routinely updated developer's blog on things because unfortunately a lot of mods for Deus Ex suffer from poor communication, infrequent updates, and a LOT of going dead on development. We produce routine updates both to keep the fans informed and let you all know the mod is alive and kicking. Hopefully we'll have some mapping featurettes to show in good time.

As always, thanks for your time and support!

+1 vote   reply to comment
omnitrix152 Dec 30 2014, 3:58pm replied:

Amazing, very good. So happy to hear its so alive! Heres just an idea, i think maybe you should make a demo outlining the story to excite everyone.

Also im available to do any voice acting, please don't hesitate to email me at -

+1 vote     reply to comment
WCCC Creator
WCCC Dec 30 2014, 5:46pm replied:

Excellent! I'll keep that in mind, we'll be needing to do some networking in the mean time for once we start doing convos and voice acting.

A demo is a good idea that's crossed our minds a few times, but it'd have to be a pretty limited chunk since it's an open-world experience. If done right, it could be pretty handy for inserting some hype... we'll see what happens once we've modeled our characters lol.

Those guys are gonna wait until we have a complete list of clothing and "part types" so we can produce a single "mega model" and use skeletals to animate all our characters in one go lol. The order in which our goals appear in this project is definitely a bit sticky, suffice to say...

I'll add your email to our contacts list. Thanks again!

+1 vote   reply to comment
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
CyberP Oct 23 2014, 7:31am replied:

Saracen-Rue: Total Conversions don't replace the game you bought. They are basically extra games. In the case of Deus Ex it's buy 1 get 5 (or whatever) free. Go play some Deus Ex TC's, they are great.

+3 votes     reply to comment
DAFFYDAFFY Nov 21 2014, 4:08pm replied:

i agree :)

+1 vote     reply to comment
WCCC Creator
WCCC Oct 23 2014, 6:35pm replied:

Depends what total conversion we're talking, to play devil's advocate here. Some mods (shifter, smoke39, hejhujka's hardcore mod) may use or ask for an install method that overwrites vanilla, which notably creates issues for uninstallation for the non-tech savvy and creates multiplayer incompatibility.

That being said, some campaign-style mods do partial file conversion (2027 and TNM both used modified vanilla files) but may do so by shoving them in a NEW directory and calling a "load mod folder first" style of loading, which allows it to not override vanilla yet still modify function when running the mod.

My advice: read the instructions, see if it makes any overrides to vanilla, and if you're unsure or think it does, refrain from doing so (unless you're okay with using backup files or reinstall later) and try out some nice ones that don't.

CyberP is very right though, there are some excellent total conversion mods (overriding and otherwise) out there for Deus Ex. I was hesitant for getting into them for a while myself, but found I was very happy at some discoveries, such as Smoke39's total conversion mod, which is mind-blowing in countless senses.

+1 vote   reply to comment
CyberP Oct 23 2014, 9:22pm replied:

Eh, shifter and Smoke's aren't TCs. All the Deus Ex TCs I'm aware of (2027, TNM, Nihilum etc) write to a new directory and thus do not override vanilla, so a player has nothing to worry about.

+1 vote     reply to comment
WCCC Creator
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
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