The purpose of this mod is create an atmosphere of tension befitting of an HP Lovecraft story. Shadows play a huge role and light even effects certain monsters. There are advanced and difficult puzzles mixed with some tense combat. Ammo will be scarce, so the few guns that are found will be quite precious.

The setting takes place on an island, mostly within a cave. The player will encounter awesome sights such as subterranean rivers flowing with deadly liquids, an underground pyramid of the Aztecs, and much more!

Special Features Making This Mod Different:

The mod is EXTREMELY long. Over the course of three years it grew so much that we estimate it to be somewhere in the area of 10+ hours of play. This puts it's length as longer than most commercial titles.

Get a different ending based on how well the player explores and the choices made.

An emphasis on physics puzzles mean each time they are completed it will be different.

A tense atmosphere where the player can be attacked at any second, whether mentally or physically.

A custom map system keeping the player in the game and on their toes.

More than one way to complete an objective means that if one way becomes blocked, there should be another way to obtain the goal.

Custom weapons fitting the periods of history in the mod.

Music created specifically for the mod.

Different creative ways to die keep the playthrough fresh.

Multiple difficulties

Fearsome new enemies influenced by Cthulhu.

Created by only two dedicated individuals with a desire for quality with some help from friends and the internet.

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CultistAI AI Graph AI Points
Blog RSS Feed Report abuse Latest News: Progress Report: AI

1 comment by evilmrsatan on Apr 15th, 2014

One of the reasons why the game is taking so long has been the AI. To anyone who hasn't dealt with it, it is a nightmare. There is a reason why many commercial games have broken AI and tons of bugs. Still, I digress, let me tell you about our own AI.

When I first started working on the project AI was a problem that was very significant. Thankfully over the last few months I have hammered out all the problems allowing the AI Navigation to be calculated without errors. This has been an eternal blessing as it removed most of the problems we had been having.

In the screen below you can see how the AI points have to be individually placed because of the complicated and narrow interior which the AI has to interact with.

AI PointsAI Graph

The player is going to have to run as there are far too many attackers to engage. This meant that I had to make the AI very smart and not predictable. This was accomplished by a large amount of code and the layout you see above. The AI has the capability to leap gaps, hurdle walls and get around other objects in order to hunt the player.

This first chapter will hopefully remain the most challenging area to develop as the other zones have limited amount of AI to worry about. I am expecting the development of the areas to go much faster than chapter one.

I hope you enjoyed this look into the AI of the Island of Cthulhu and keep a look out for the video that is coming soon that will demonstrate their advanced smart capabilities.

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The Island of Cthulhu Part 1 - OLD VERSION

The Island of Cthulhu Part 1 - OLD VERSION

Sep 14, 2013 Full Version 3 comments

This is the old version. A much improved new one will be out soon. I urge you to wait for the new one.

Post comment Comments  (70 - 80 of 94)
Misterpinky Mar 10 2010, 12:24pm says:

Will this work with Warhead? That's the only Crysis game I bought....

+1 vote     reply to comment
evilmrsatan Creator
evilmrsatan Mar 10 2010, 6:55pm replied:

Sorry but I don't think it will. We have been porting stuff from Warhead into Crysis but they didn't release an updated editor for Warhead so we are stuck with Crysis. It would technically work with Warhead, but all the Crysis assets will be missing.

+1 vote   reply to comment
modsuki Feb 1 2010, 5:43am says:

We can fly while picking up the orb! :P

+2 votes     reply to comment
evilmrsatan Creator
evilmrsatan Feb 1 2010, 12:15pm replied:

Yeah the orbs do different things. It makes it really hard to keep your bearings in there.

+1 vote   reply to comment
Quinjet Feb 1 2010, 4:13am says:

This is definitely up my other dimension. :)

+1 vote     reply to comment
Conchobhar Feb 1 2010, 1:42am says:

I always like a brain spider!

+1 vote     reply to comment
evilmrsatan Creator
evilmrsatan Feb 1 2010, 1:18am says:

New video is up, I have another even better one for you guys coming soon as well. Should be up near the end of the week.

+1 vote   reply to comment
Camcidgos Jan 28 2010, 1:38pm says:


+1 vote     reply to comment
evilmrsatan Creator
evilmrsatan Jan 18 2010, 7:04pm says:

We aren't dead. Expect to see some awesome stuff soon. We have pumped out a ton more stuff, just waiting till it looks amazing to post it.

+1 vote   reply to comment
evilmrsatan Creator
evilmrsatan Sep 14 2009, 12:31pm says:

Little update on how things are going. We have been getting lots of testing done, fixing the things that don't work. The puzzles have been reworked to be more significant and give the player a feeling of accomplishment. I just hope the puzzles aren't gonna be too hard, that's my huge worry. Besides that we will have some more sweet enemies to fight soon.

+1 vote   reply to comment
FullBordel Aug 10 2009, 5:16am says:

Yeahhhhh Lovecraft mod, I'm lovin' it, tracking!!!!

+4 votes     reply to comment
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