The Worry of Newport is a two part horror/mystery mod for Crysis built around immersion and story telling, rather than combat or action. Both parts span a story arc that concerns a nameless protagonist awakening in the ocean outside of the island of Newport, a fictional colony in the Atlantic. Upon exploring the port nearby and uncovering a little bit of the backstory, it is on his (and your, the players) shoulders to presue the truths behind the dark secrets on the island. Sacrifices, ancient rites, deities of long past within the ocean, and surviving the very creatures that doomed the island are all on the player's plate. Finding out who Edgar Gray is and what has he done is the leading mystery, as well as your own past and truths to face. Just what was the Worry of Newport?

Game Play:

Worry of Newport is a playable horror/mystery story with no combat, a few puzzles, but mostly exploring, reading, and listening and observing through some truly detailed and atmospheric setpieces. I need to stress that this is still a unique take on gaming and is more of a playable conventional story rather than a horror "game". There is no stealth, no monsters, no combat.

Interaction is not limited however. Exploration and book reading is key, and the devil is in the details. There are scenes to "survive", a puzzle here and there, and some engaging moments. It is not limited to walking in a straight line listening.

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The Worry of Newport - Final

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The Team

  • C-zom: Lead Developer & Writer
  • Jason: Secondary Developer & Lead Trackview Designer
  • KillerTruffle: The Protagonist - Voice Actor
  • Seaglass: Aoife Gray - Voice Actress
  • James Dean: Lead Musical Composer (Gameplay)
  • Jarod DCamp: Additional Musical Composer (Themes/Songs)
  • Rana Winkelmann: Graphics Artist - Part 1


  • Crysis 1 Mod of the Year 2011 - Moddb
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7 comments by C-zom on Feb 13th, 2013

I didn't expect myself to be posting here again so soon, but -- hello everyone, C-zom here to bring you bilateral news of pure excellence. Though, I should begin by stipulating that, indeed, the Developer Commentary was cancelled officially and will not return due to poor reception and low view counts. What was begged of us practically by the community for almost a year straight landed to ice cold reception, and there won't be another crack at it. Now, onto the important bits:

What is first and foremost is the discussion of a hotfix patch upcoming for The Worry of Newport, to be released by March 1st or earlier (guaranteed this time, no if's ends or buts.) Hotfix-#1 will address the following issues,

Hotfix #1

  • Book reading system has been recoded to be sturdier and more weighted, akin to the Triptch book reading engine. This should solve all complaints on the logs once and for all.
  • All glitchy narrations have been recoded to not overlap or loop, and a narration change has made it so... you can walk while listening! No more standing and waiting for every painstaking line.
  • Option to skip Aoife's logs will be given after 30 seconds.
  • Glitchy swamp section in Part 2 has been reworked to gel easier in the storyboard.
  • For real this time, for the billionth time we've tried, we can FINALLY get the ambient music to cooperate with us. Expect the soundtrack on almost constant loop.

Tales from Afar

The Worry of Newport is going to get a AAA prequel at long last. I will be writing it once again, I am unsure if Jason Daysh will return to direct our cutscenes, but I hope to secure the original cast and crew entirely. Preliminary talks have not gone into motion. Rather, I've secured the confidence in Cryengine3 to begin private build development and conceptual solidification. I have also begun the screenplay and storyboard.

The prequel is designed to deal with the explorations of Aoife Hall in Europe, the Middle East, and eventually to Newport itself, before culminating in a visitation to an ancient city housing a cosmic horror -- Tygras. Fans of The Worry of Newport will be familiar with this all by playing it and reading the journals and logs. The context, and hook, of the game is a first person adventure (I stress adventure) in Lovecraftian Mystery, whereupon she delves deep into a profound mystery surrounding that city, as well as the whereabouts and identity of a cosmic horror named Hadad. She meets Edgar Gray at a focal point of the story and each character is dedicated to leap-frog patterned chapters in the game.

It is going to ramp down on the dreadful, horror, and misanthropic atmosphere of the first and present itself as an actual spanning adventure with quests, npc's, and the like. But it won't be without it's Lovecraftian influences or horrifying atmosphere, of course. Promising a full suite of characters, locations, DX11 graphics, and custom assets and top grade voice acting and composing, it should be the prequel Newport deserves. Expect a Moddb page to be opened up shortly after Summer begins. Tell the living, tell the dead; The Worry of Newport's long awaited "successor" has begun development.

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The Worry of Newport - Final

The Worry of Newport - Final

Nov 24, 2011 Full Version 18 comments

The Worry of Newport Final. Both editions patched to their maximum threshold, complete with a new custom UI, loading screens, loading animations, cutscenes...

Post comment Comments  (230 - 240 of 258)
james_369 Jun 12 2011 says:

I’ll start with the biggest compliment a mod maker can receive; I picked up a copy of Crysis simply to play this mod. As a huge Lovecraftian horror addict suffering from withdrawal after completing Amnesia and Penumbra, I desperately needed a quick fix. The opening dock and beach area is simply stunning and overall I enjoyed part 1 enormously, having not ventured into part 2 yet. I will post a proper review at a later date as this was game i greatly enjoyed.

However, there is a rather major gripe, which may just be an issue with my install of the mod, in which case I apologise, but unfortunately rather dented my overall enjoyment of part 1 and was as followers:

[Spoiler Warning, although it my be advisable to read to avoid the frustration I experienced and I’ll try to avoid any explicit mention of what happened]

At the end of part 1 it really wasn’t clear that it was actually the end and thought I had made a wrong move and met my untimely demise. I trawled the internet for clues, read that the author of the mod had said on the release of the previous version that different parts of the game could be unlocked depending on what notes were read and what set pieces were unlocked. I therefore restarted the game again searching everywhere for notes and anything I had missed, literally following around all the invisible barriers. Again I fell foul of same ending entering this particular building, meeting with a death and a black screen that didn’t change no matter how long I waited. I restarted the game once more searching through everything again, long story short, same ending.

With deep frustration I booted up part 2 only to find that this indeed was the correct ending all along. I wonder if part 2 was meant to boot up automatically after the black screen in part 1. However it would have been simple just to write on the black screen at the end "to be continued” or "continued in part2” or “End of Part 1” to avoid the player simply thinking he’d died and start again.

+2 votes     reply to comment
C-zom Creator
C-zom Jun 12 2011 replied:

It was, in short, meant to boot. It just does not work, we've already added a "Continued in Part 2" prompt into a hotfix patch which is uploading now. Sorry for the inconvenience and confusion of the black screen at the ending of Part 1.

And yes, restoring a save game NEVER works. And you did not need to replay 3 times, that probably sapped your mood. Just should have asked here sooner. Sorry for your frustration, all of it seems avoidable though. We just need that hotfix to finish uploading so people know what to do afterwards.

I cannot wait for your review, as we are very, very short changed on them for some reason. If you need a quicker download link to part 2 (the hotfix patch is authorizing now) just pm me and I can give you a mirror link.

+1 vote   reply to comment
james_369 Jun 12 2011 replied:

Thanks, yeah that the only thing that killed the atmosphere for me, I was blown away in my first playthrough, overall superbly executed and glad the issue’s already been addressed, one of the problems of downloading something the minute its released :). I’m eagerly awaiting the hot fix before I plunge into part 2, can’t wait. One thing didn’t mention was how brilliantly the story was told and unfolded, reminiscent of Shadow over Innsmouth, (in a good way) and feeling a much more accomplished reimagining than even Bethesda’s Call of Cthuthu:DCOTE managed. Keep up the good work.

+1 vote     reply to comment
C-zom Creator
C-zom Jun 12 2011 replied:

All books, besides one in the entire series, are designed to delete themselves when you're done reading.. The one by the radio in Part 1 is a glitch, unfixable, we don't know why.

+1 vote   reply to comment
advocado Jun 12 2011 says:

Nevermind i got it to work beautifully, an advice is whatever you do enable r_ColorGrading=0 this will turn on grain effects which changes the whole view tremendously.

A few things to note, when you 1st go to the place where there's lots of cage & you see lightning and aliens messing with the bridge & flying over it, do not move towards shore, just stay where you are because: If you return to the same place twice you will get stuck with ultra slow moving speed. If you move to shore you still fall into the sea once you get up it's you're 2nd time there you get stuck with the slow speed.

If someone can come up with a walkthrough just in case we missed out something.

+1 vote     reply to comment
C-zom Creator
C-zom Jun 12 2011 replied:

Yeah, you're not supposed to leave the dockhouse. Wandering towards the beach is silly, just hide and wait for it to finish. :)

A walkthrough is planned for both parts within a week. Thanks for playing, don't forget to leave a score and review when you're done. We have 400 downloads and next to no new reviews.

+1 vote   reply to comment
C-zom Creator
C-zom Jun 12 2011 replied:

High is the full lighting, texture, and model design. Filters are off, so depth of field (blurring) and Film Grain (self explanatory) are turned off. On Very High, all these filters are turned on. There is no difference between H and VH performance wise, it just turns the filters on and off.

Second question, some scenes are more intensive than others. It sounds like your computer isn't up to snuff on some of these scenes, causing the dips.

Are we talking about Part 1? "Climb back down" as the narrator says. Follow your footing back down the way you came, remember the narrator says there was a left and a right choice. Just go back down and go to the left, there's a second bridge.

Hope I helped. :) PM me with any further computer/performance related questions please.

+1 vote   reply to comment
Opinionator Jun 11 2011 says:

Downloaded both episodes, had no sleep for 24 hours, so get back to the author in a day or two, looking forward to replay old and try the new, cheers.

+1 vote     reply to comment
preowned Jun 10 2011 says:

hmm, having issuews installing this mod thro Desura.
says its a "invite only release".

Will be DLing thro modDB, but someone may want to look into that.

+2 votes     reply to comment
C-zom Creator
C-zom Jun 10 2011 replied:

Notice the comment on each of the downloads, it doesn't support Desura yet, only manual installs. This will be mended in the future, as it is a LOT of work to convert them.

Just download them off moddb, here, and follow the instructions!

+3 votes   reply to comment
preowned Jun 11 2011 replied:

ah, did not read comments, just saw the Desura link.


+1 vote     reply to comment
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Released 2011
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Jun 10 2011 by Panzert

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