Order of the Temple. Many Knights were sent to investigate on witchcraft in a lonesome manor hidden by dark woods, but they didn't came back. One year later, a messenger empowered to find them follows their tracks up to the castle, finding himself lost, or at least confused, after just a few steps in it. Rather than scare, this mod puts the player in front of riddles and puzzles of growing difficulty in a scenery where thinking isn't always the easiest thing. We hope you'll have fun playing it as much as we're enjoying developing it.

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0 comments by iropicci on Dec 23rd, 2014

The first and definitely more important point to keep in mind when downloading and playing our mod Pactum Tenebris, Volume 1: Praeludium is the following:

This is our first mod, in every way.

It's more of an experiment for us to develop and for users to (hopefully) enjoy.
This means that we couldn't put extreme effort in it because we didn't know what to expect from your feedback, and overdoing it held the high possibility of just wasting a lot of time. So we decided to do an OK work; this implies that:

  • this first volume IS short;
  • we used models and textures from Amnesia;
  • we didn't put too many map details and particles.

On top of that the map, script developer and eventually 3d modeler is just one: me. The other two members of the team are the story editor/riddle master and the soundtrack creator. As said, this is the first time I develop a mod in general, so HPL2 has been my first try ever at making a game (a mod, in this case). Apart from that, obviously every work even the most simple should be bug-free, and we had several rounds of testing (also thanks to a few of you who helped us out some time ago) but apparently that wasn't enough. I also have a fulltime job, so it came pretty difficult putting it all together. All of this implies that:

  • the mod is not completely bug-free;
  • there are no new models (since I'd also be the 3d modeler, if I had time to do that);
  • the game optimization for performances is not... well... optimal.

The second key point is:

If Praeludium gets enough feedback, we WILL make the rest.

As previously said, Praeludium is an experiment and that means that if it gets enough feedback (positive or negative, every criticism counts) we will use it as an acknowledgement to do a better and, this time, more dedicate and precise job on the second volume, and the same thing goes for the third and so on. The complete mod of Pactum Tenebris will have nine volumes.

So basically that's why we made it a Full Conversion instead of a simple custom story: extensibility. Right now we have a few custom models and entities and they're all based upon already existing Amnesia props and objects (some static_objects were converted into entities, some entities were made animated and so on). The new monster itself uses an existing model, just re-skinned and with added particles. We actually modified some game variables, mostly about the player object, and that level of configuration is available on FCs only, but if and as we proceed and make new chapters for new releases of the game, we WILL take advantage of that and create new props and entities, and maybe some particles too, so that's it.

For the same reason we can explain why the story seemed lacking: it is lacking (the rest). Praeludium means introduction (in music). Within the rest of the volumes the story will be developed more and more. Right now you can already have a little clue about it by reading the diaries that Duncan writes from time to time and, of course, after seeing the prologue.

The last and still very important thing to point out is:

Pactum Tenebris is meant to be challenging.

This is just the first Volume, so we didn't put tons of riddle and puzzles, but we thought of the whole game (when completed) to increase its difficulty volume after volume. There is one riddle in every level, peppered with little gameplay puzzles (like the candlesticks in the first level, the corridor lights in the second one and the padlocks in the third one) which are less difficult and more dynamic, but when you see the billboard note saying Riddle on it, you know you'll have to think on it. Those are meant to be hard! You have to stop there for a minute, examine the environment, read consciously the riddle and think of the solution. If you try and die in the process, you have a checkpoint right before so you don't have to repeat the whole level to get there (except one troublesome bug that some of you found at the checkpoint of the last level, we'll take care of that). And that's the point of all that. It's not some sort of platform-puzzle game: you'll have to rack your brains on this.

Hoping I'm not forgetting anything (in that case I'll just add it here), thanks again for reading all this, playing, commenting and reviewing, as well as helping out the other users. We found ModDb to be a very sane, balanced and positive community, so again: thanks!

Mod Developer

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Pactum Tenebris, Volume 1: Praeludium

Pactum Tenebris, Volume 1: Praeludium

Dec 20, 2014 Full Version 0 comments

To know how to install a total conversion on Amnesia, click the "read more" link right here:

Post comment Comments  (0 - 10 of 27)
KiraImmortal Dec 25 2014, 5:17am says:

i met some creative ideas there, i read the description, but you truly need to spend more time on the details, realism, scary atmosphere, and try to optimize the lag a bit more, in the third level it was awful (where the padlocks are). other than that for a first mod it's a nice effort, but for the riddles, i don't think it's a wise decision to increase the difficulty :) 6/10 so far :)

+1 vote     reply to comment
RichardGreenlambda Dec 24 2014, 12:22pm says:

Lets see how this mod is.. why is it 4.7?

+1 vote     reply to comment
Guest Dec 23 2014, 6:10am says:

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sabotenboy Dec 22 2014, 11:40pm says:

I'm stuck 3 Iron maiden room and terrible glitch.
I can't retry puzzle!

+1 vote     reply to comment
iropicci Creator
iropicci Dec 23 2014, 6:20am replied:

Weird one, the testers and I never encountered that before, but you're not the only one who's experiencing that so I will look into it and figure out what's going on. Thanks for the feedback!

+1 vote   reply to comment
☣Kaernk☣ Dec 21 2014, 12:44pm says:

I have no idea what to do at the first monster encounter. Character and death hint says "hide somewhere". No matter where I hide, the monster always knows where I am and kills me every single time. And since I can't leave the areas because the ladder is not climbable and the doors are locked, I can't really do anything.

0 votes     reply to comment
sabotenboy Dec 22 2014, 7:08am replied:

Lever down -> Hide closet -> Wait... -> You get safty Message
Look letter on drawers -> You get riddle -> Down ladder

Try again!

+1 vote     reply to comment
DnALANGE Dec 21 2014, 8:35am says:

The end... : <Entry Name="EndGame">Thanks from playing!</Entry>
You should get someone for your grammar mistakes guys.
A bad mod\story..
Doesnt make any sense at all and graphics are bad (standerd)
scripts are very simple and strange..
Overall 2\10 for me, I'm sorry, i can make it higher at this point.
Keep up the work, you KNOW how toscript and do things.
WHY is this a FC??

-2 votes     reply to comment
RichardGreenlambda Dec 24 2014, 1:01pm replied:

The graphics are the same as every other custom story.. and the story is good too.

+3 votes     reply to comment
ShiningBlader Dec 20 2014, 10:13pm says:

Alright I give up. I can't make any sense of the second riddle (the one where you have to step on the blocks in some specific order)

This is leaving me in a extremely bitter mood. I don't mind some thinking but you're overdoing it. I'm completely clueless and I'm sure many will be as well.

+2 votes     reply to comment
prenz Dec 25 2014, 1:06pm replied:

Me too :/

+1 vote     reply to comment
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Amnesia: The Dark Descent Icon
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Released Dec 20, 2014
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