From the maker of Markistan RPG 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 we think will shock, satisfy, & puzzle you to the end.

Post news Report RSS Beginning Hatchet World Design[?]

It's been a couple years now, and our viewers new and old have seen a lot of odd things. Standard and non-standard weaponry alike populating a new arsenal. UI changes and countless, COUNTLESS overhauls and reimaginings of Deus Ex mechanics big and small. And we're glad to have over 50 people whose interest we've peaked, and hope to maintain interest as much as possible. And finally- we're at a phase with groundwork where we believe we can make a competent paving into world design... [More]

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It's been a couple years now, and our viewers new and old have seen a lot of odd things. Standard and non-standard weaponry alike populating a new arsenal. UI changes and countless, COUNTLESS overhauls and reimaginings of Deus Ex mechanics big and small. And we're glad to have over 50 people whose interest we've peaked, and hope to maintain interest as much as possible.

And finally- we're at a phase with groundwork where we believe we can make a competent paving into world design... so it should come as no surprise (both by mentionings and implication via "Bethesda inspired" mechanics) that we're going to be shooting for a large, open world design. Our opening concept is a whopping 16x16 MILES in size. We'll see what this scale has to say about resource allocation, file size, and sheer file numbers off into the future- but for now we're confident that an open world with a lot of empty space (we've also mentioned Desert regions...) but with key towns, quest areas, explorables, and so forth in accord with our vision here at Hatchet. We're glad to have so many people peeked in interest and we hope to only blow you away further from here.

More in good time, friends, but for now we're charting maps, aproximating areas, and generally trying to get an idea for how the landscape will be painted. Hopefully we'll be able to have an open release of most map locations and so forth while avoiding the dreaded spoilers. Maybe we'll change gears on our take of "spoilers" vs "non-spoilers"... but that's something we won't know for some time.

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