Captain's log, 17, June 1945.

I was approached by an odd fellow yesterday while overlooking the inspection of the lifeboats. A young man, who claimed to work for the US Government, shoved papers of legal binding; the contents I couldn't bear to comprehend. I was strong armed into signing them, given the ultimatum of signing and keeping a tight lip, or be prepared to captain a crab boat. Tight lipped about what, I have failed to understand, but given the circumstances, I signed. The breeze of the ocean air will never have been so welcoming. The Florida heat is getting to me; it's driving me mad even. To wear such heavy garments under such a blazing sun is ludicrous, but I must upkeep appearances and rank among the crew. Only two more days until the crisp salt air brushes against my cheeks.


Captain's log, 15, June 1945.

The maiden voyage. And such a fine ship of fantasy proportions. We are set to launch out of Cape Canaveral, FL on the 19th of June, 1945. This is to be a historical voyage: not only is the Neptune the grandest ship to break the waves of the seven seas, but marks the first civilian ship to launch out of this port since the first rumors of Nazi submarines patrolling the Caribbean. I still wonder why a French flagship is launching out of an American port, but I'm continually being left in the dark on such matters. I'm the Captain; I need to know such information.

That reminds me, the engineers are preparing the final inspections of the vessel. I've been informed that the electricity generators are working again. I've requested that a man of expertise accompany me on the maiden voyage to reassure my worries in case the ship finds herself stranded in the middle of the Atlantic without proper lighting.

The Compagnie Générale Transatlantique has high hopes that the Neptune will acquire the Blue Riband. I informed Mr. Jaquel that his company wouldn't fair an incident resembling that of the ill fated RMS Titanic, and I shall stretch the Neptune's legs only so far. He wasn't quick to incline. In just a few short days, I shall embark on the maiden voyage of the most luxurious ship the world has seen.


Neptune is a single-player modification for Half-Life 2, taking place entirely outside the mother game's universe. Set primarily onboard a mysterious and desolate cruise liner, floating in the middle of the Atlantic Ocean, Neptune allows the player, as stranded fisherman Jose Perdino, to slowly unravel the dark and disturbing past of the ship as heexplores its once-grand rooms, corridors, concert halls, restaurants, bars and maintenance areas.

Taking influence from games such as System Shock 2, BioShock, Thief: Deadly Shadows and Silent Hill, Neptune is an atmospheric, narrative-driven, horror-based shooter; an exercise in videogame storytelling and tense level design.

It is expected to be released in Q3 2009

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Full steam ahead...

6 years ago News 8 comments

The biggest being that Lewis Denby has stepped down as Project Lead handing over the position to me. Regrettably, progress slowed down a lot during the summer for various reasons but I stayed committed to motive the team and recruited new talent. Our newest level designer, the very talented Armageddon104, has gracefully picked up design duties hitting the ground running along with Gunz, our other level designer. Along with a new level designer I've also recruited a talented artist, 0x40. Obviously, this mod needs lots of custom models, a daunting task for any 3d modeler. However, 0x40 has already created amazing pieces for our level designers to decorate the Neptune with. So with the new talent things have begun to pick up and a lot of work is getting accomplished. We have playable builds and begun playtesting many of the mechanics that are in place, tweaking, adding and more importantly removing anything that just doesn't feel right. I'm proud to say we are all very happy of how the mod is coming along.

The Neptune team is set out to do one thing, create a compelling quality singleplayer experience like the mod community has never seen before. This mod has become more than a portfolio piece for all us, it's turned into a true passion project that we all want to see to the end, completed and in the hands of the mod community.

We will be releasing new and exciting media soon along with first true gameplay footage within the coming months so keep your eyes peeled for it.

However, please visit for all future updates. The only updates that will be posted here is to inform those that receive automated updates that in fact has been updated (confusing?).

See you at sea.

March Updates

March Updates

6 years ago News 19 comments

A couple of new screenshots from the early sections of the mod, plus a shiny new website!

Vague February updates, and clarifying a point...

Vague February updates, and clarifying a point...

6 years ago News 4 comments

What we've been up to, and a quick note on the video and some confusion over it.

At last! In-game footage...

At last! In-game footage...

6 years ago News 19 comments

At last, we have some in-game footage to show you! Taken from an early part of the game, this section sees you attempting to restore power to the bowels...

Merry Christmas and a Happy New Media Release

Merry Christmas and a Happy New Media Release

7 years ago News 12 comments

Time for your Christmas present. Will a load of brand new screenshots do...?

Post comment Comments  (50 - 60 of 113)
armanguy Feb 12 2009 says:

please for the love of god get rid of the hl2 assets once youve completed the game, im not saying take all of them out but the main ones like all the characters/guns and props!

+1 vote     reply to comment
tesher07 Mar 16 2009 replied:

Well... thats basically all of them.

+1 vote     reply to comment
Donkey81 Creator
Donkey81 Feb 12 2009 replied:

We have people working on new weapon models, character alterations etc.

But I'm fed up of this assumption that SP mods should be massively heavy in terms of new content, when in certain places, existing content works just as well and allows for production to move more smoothly. That's always been our philosophy: get the game working to a reasonable degree first, then worry about whether or not to add new stuff later on.

One of my favourite SP mods - Dear Esther - presents a radically new gameplay concept and a whimsical narrative, but uses minimal custom content. Proof that, often, it just isn't necessary.

+1 vote   reply to comment
joure Mar 16 2009 replied:

It's actually a very big compliemtn imo. I don't mind the hl2 assets that much, but you've done such a good job on the whole enviroment that it looks like a totally different game. I gues for alot of people it's not immersive enough when they recognise rebels. Again I don't mind it and the mod's not even done so heck whadaya expect. But I thought i'd give my opinion. awesome mod man, keep it up !!!!!!!

+1 vote     reply to comment
Vosla Feb 20 2009 replied:

Good idea to finish the mod first. Models could be replaced later and if they don't happen, there's still the mod to play. :-)

+1 vote     reply to comment
devilsparks Feb 10 2009 says:

*cough* Bioshock *cough*

+1 vote     reply to comment
Donkey81 Creator
Donkey81 Feb 10 2009 replied:

A bit, maybe. The VO system is the only similarity, to be honest... and the watery theme.

+1 vote   reply to comment
ninja_patto Feb 7 2009 says:

The way the game starts and the first voice actor you hear need improvment. The whole "your there" thing doesn't work out well. Since the player was in a elevator, why not have the elevator moving down to that floor? Even then it still could be better.

And that captain, the first voice actor needs a little bit more feeling are realism because it sounds like he is reading off the script and that's it.

I trust you'll do the right thing

+1 vote     reply to comment
Donkey81 Creator
Donkey81 Feb 8 2009 replied:

Thanks for your comment. However, this video does not represent the start of the game. As it says in the description (perhaps not clearly enough), this section of the game is *near* the beginning, but in fact around 15-20 minutes in. We currently have a level designer working on a rather elaborate intro sequence to the game. If it works, it's going to be STUPIDLY good, even if I do say so myself.

+1 vote   reply to comment
happycheeze Jan 30 2009 says:

If you guys want to take it an extra mile, try to eliminate as many hl2 assets as possible. That corpse that falls down when the door is opened, its a nice spooky touch, but from mapping hl2 myself, I've seen that rag doll lots of times, and well... it gets old. I think it will really add to your mod the more you make it your own, if you get what I'm saying.

Now again, I've mapped for hl2 (and the map in this video is probably still wip), so I've seen it lots of times over, others may not remember those as much, but for those that do, it will really help you standout.

+2 votes     reply to comment
Donkey81 Creator
Donkey81 Jan 30 2009 replied:

I'm actually really fond of the idea of utilising as many HL2 assets as possible, so we can really focus on the actual DESIGN of the game. Our motto is: if it works in this new context, don't change it; if it doesn't, then do. We've plenty of custom content for you to enjoy - just none of it on show in this video, I'm afraid!

+1 vote   reply to comment
happycheeze Jan 30 2009 replied:

I know you guys are still working on it. Just something to consider once you get further down the road :-)

+2 votes     reply to comment
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