The Intern's Story, is a game set in the classic Call of Cthulhu setting of 1920s New England as described by the imagination of H.P. Lovecraft.
The third chapter of the period story proposes to build a great looking set that is a fitting place to finalise the story from the fist two episodes that were built by myself with some excellent input from a small group of talented individuals.

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4 comments by Quinjet on May 4th, 2014

Hi folks,

Sincere apologies for the long time between updates but if you have been reading these infrequent pieces of news, you can probably guess what I am going to talk about.

As usual it is a tale of SDK woe that I have to tell, because with the Source 2013 update my Hammer was broken again and stayed that way for a long time. For a very brief period I actually toyed with the idea of moving to the latest 2013 SDK but the thought of converting many hundreds of custom assets to a new format was just too daunting. I know some mods have managed to move over to the new regime but until there is some kind of batch converter, I'm not changin!

I was at quite a low ebb after that last update and even thought of throwing in the towel and releasing the mod as an unfinished project but thankfully after a long cooling down period, I decided I was not ready to give up just yet.

So it is suffice to say that in a deep dark corner of my computer their is now a functioning version of the Valve SDK that shall not see the light of the internet for fear of updates and it is here I am working when I get the time.

I know you are thinking 'Well is it done yet?' and I have to say sadly no. About the time of the last update I began a new real-world job and unfortunately it is a very demanding one. Lots of long days and a few working weekends, as well as studying for new qualifications are required to keep my new bosses happy. This has left this poor Dev rather short of time and inspiration.

It's not all doom and gloom though as during holidays and long weekends when I'm not working (I love bank holidays), I have found the energy to continue development. So, I am pleased to announce that a large chunk of work has been accomplished in the last month or so and given a fair wind it could soon be time to flesh out the script and start searching for voice actors. This is not a promise as things always seem to come along that halt the work but I am feeling very positive about the current rate of progress.

Here's hoping I have more good news before many more months pass.


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The Intern's Story (Redux)

The Intern's Story (Redux)

Feb 11, 2012 Full Version 8 comments

he Intern's Story, is a game set in the classic Call of Cthulhu setting of 1920s New England as described by the imagination of H.P. Lovecraft. The Intern's...

Post comment Comments  (40 - 50 of 172)
Cryptdidical Sep 8 2012, 12:54am says:

This Mod is brilliant, Mother taking out the insane creatures beneath the Asylum was incredibly satisfying :)
Cant wait for part 3 :D I can play that while Cthulhu2 is still being worked on. Always love Lovecraft inspired mods.
Any chance a slip of Shadow over Innsmouth will make an appearance?
Eagerly watching :)

+1 vote     reply to comment
Quinjet Creator
Quinjet Sep 9 2012, 7:32am replied:

Shadow over Innsmouth was done in "Dark Corners of the Earth" and I never expect to be able to top that game experience. If you haven't played it, I highly recommend it.

+1 vote   reply to comment
Cryptdidical Sep 28 2012, 7:43pm replied:

Thank you, I have played the Call of Cthulhu game and loved that, as well as the Shadow over Innsmouth Mod as well. But Im always impressed to see how well people can recreate the environment in their own way. Im rarely disapointed in how people design lovecraft-esque locations in mods and such. And your mod kept me glued to the screen the entire time :)

+1 vote     reply to comment
Quinjet Creator
Quinjet Sep 25 2012, 3:02pm replied:

Unless you were thinking of this?

+1 vote   reply to comment
fortismilites Sep 4 2012, 3:30pm says:

Not a bad mod, only found 3 issues:

1) When you get the flash light the hud and the subtitles for the player enlarge greatly and become difficult to read.

2) When you try and read the little books at the sanitarium, they automatically try and enlarge to fit the screen, witch is an issue for those of us who have resolutions of 5760 x 1080, It causes it to become completely unreadable

3) Several subtitles don't work, and Im hard of hearing so i couldn't hear what some of the characters where saying without blasting my speakers

otherwise than that, I look forward to part 3

+1 vote     reply to comment
Quinjet Creator
Quinjet Sep 9 2012, 7:24am replied:

Thanks for the feedback.
From what you say about your screen resolution, I'm guessing it's widescreen and sadly as I don't own one, I never considered the implications. Perhaps I should have a warning that my mod produces widescreen insanity. lol So to forewarn you, part three has a lot of screen overlays planned but I will see if I can get some widescreen assistance.

+1 vote   reply to comment
fortismilites Sep 9 2012, 11:48am replied:

Yea it is a widescreen resolution, if you want me to test anything out Ill be glad to

+1 vote     reply to comment
♣♣Ace-A-Spades♣♣ Jun 2 2012, 9:48pm says:

This mod was way to short and TO ******* DARK.

The beginning was so dark and clustered I couldn't do anything. I had to cheat to get out of that room.

Other than that, this mod was okay.

0 votes     reply to comment
Bor2571 Jun 28 2012, 8:48am replied:

Its supposed to be dark.

+3 votes     reply to comment
heathbrook Jun 4 2012, 7:39pm replied:

light switch to left of doorway at bottom of starting stairs. Really easy if you hit that. Other than that the begining is really open. I do agree with you that it is too short however. Cant wait to see the next part

+5 votes     reply to comment
Quinjet Creator
Quinjet Jun 11 2012, 10:04am replied:

Hey, thanks for offering that bit of help heathbrook.

I was pointed to a German video walkthrough and they also missed all the light switches (probably because of no localisation) but it does worry me that I may have to lead players by the nose through the mod, rather than allowing for a bit of lateral thinking and exploration.
Which gives me the opportunity to ask the question...

Do people have a preference for simple linearity or is a little bit of grey matter application OK?

+3 votes   reply to comment
Rikersbeard Sep 8 2012, 2:53pm replied:

Just inform people at the start that they may have to think during the playing of your mod!:)

+1 vote     reply to comment
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Released Feb 11, 2012
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Highest Rated (5 agree) 9/10

Cool mod with nice ambiance, it's worth the play.
EDIT : Part 2 is even cooler, this mod is a really nice piece of work, I was really pleased to play this, and can't wait for part 3 :D

Feb 13 2012, 9:34am by DarkShift

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