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  (60 - 70 of 255)
Zetetick Feb 14 2012, 10:08pm says:

Right-o, an update...
I got the MOD to load (my target line was " -mod=Newport2"(other MODS I've used -big OFP/ARMA2 fan -always had the "=".)
changed it to " -mod Newport2 " and it seems to have loaded,but on restart when I enter the "map part1" bit I can see the game is loading something behind a wall of console text then the whole game crashes...
I already have a few other MODS working for Crysis (noname isl/mandate of heaven etc)-but I'm loading this on a VANILLA shortcut.
I got WIN7 64bit/ I5 2500K /NVIDIA GTX570/ 8GB RAM etc (good standard kit-took me 15months to save up for -worth it:D)
so I don't think it's anything up with the rig...
-Can someone please help me out: I'm developing a nervous tic over this :S

Yours twitching in agitation -ZTK

+2 votes     reply to comment
C-zom Creator
C-zom Feb 14 2012, 10:36pm replied:

Gonna PM you, we can definitely work this out easily. :)

+2 votes   reply to comment
Zetetick Feb 14 2012, 11:51am says:

HMNNFF!! -I've just thanked you even tho you didn't reply haven't I?
(this what happens when you have a dozen tabs open at once -I should cut back on the multi tasking :S)

Well, the question remains ,I don't know when you type in this "con_Restricted 0" in,my Game is full patched (retail) with altered target (" -mod+Newport2") in-game when I type in the "map1" command it says 'crysis needs to restart' so I do that and type in "map1" thing again and am caught in a loop going round n round...
As Shakespear once put it so well - WTF?!

+2 votes     reply to comment
C-zom Creator
C-zom Feb 14 2012, 4:24pm replied:

You need to type in "map part1" precisely, without quotes. It should load when you're using the -mod Newport2 target. Great to see such an enthusiastic Lovecraft fan. Beware the lies of the Mi-go my friend, and what ever you do, do not answer the door, lest the secret of Nyarlathotep reaches you.

+2 votes   reply to comment
Zetetick Feb 14 2012, 11:29am says:

Thanks C-zom
I really appreciate the help good sir, (Yog-Sothoth knows I need it!)
I'm gonna give it a whirl right now :D

And DEAR ESTHER out in a coupla hours -this is Definitely a GOOD DAY:)
(Well, a good day to be drenched in sombre and tenebrous wraiths of lonesome half occupied places anyway;)



+2 votes     reply to comment
arieas Feb 13 2012, 4:22am says:

Seeing how Wreckage is going standalone, any possibility of that happening with Newport?

+3 votes     reply to comment
C-zom Creator
C-zom Feb 13 2012, 11:32am replied:

It is unlikely to happen. We do not have the resources or programming abilities of the Wreckage team, infact Newport is made by just two people in Cryengine. We'd have to spend two years making all the custom assets and objects and legalities alone, before even remaking it as a standalone engine.

+2 votes   reply to comment
Mkilbride Jan 27 2012, 3:26pm says:

This the enhanced edition?

Want to play, but ugh, got to install Crysis...8GB or so for a mod or two I want to play...such a pain.

+2 votes     reply to comment
C-zom Creator
C-zom Jan 27 2012, 11:23pm replied:

Yeah the current (final) release is Part 1 Director's Cut bundled with Part 2 Enhanced Edition.

+2 votes   reply to comment
Igloogreenhouse Jan 25 2012, 8:55pm says:

Hiya. I'm having issues with getting this thing running. I did everything the instructions said, renamed the target path to -mod newport2 etc, but when I try to get in through the console by typing map part1 it says command not recognized or something like that. I reaaaaly want to play this, so could I get some help? Thanks.

+3 votes     reply to comment
Igloogreenhouse Jan 25 2012, 11:41pm replied:

Quick follow up, I got it working.
The readme didn't say anything about typing con_restricted 0 into the console, and that was required to get the mod working. I had to find that info off site. So, if anyone's having troubles, that's what you gotta do. A bit annoying that that wasn't in the readme.

+3 votes     reply to comment
Igloogreenhouse Jan 25 2012, 11:46pm replied:

I played this mod through in one go, and reviewed it as an "8" heres why.
The install instructions were incomplete, so that was a bit annoying. The mod itself, however, once it works, is great. story's excellently written, well designed levels, except for the fact that it was easy to wander out of rendered zones, etc.
I found the game to be genuinely scary at times, HOWEVER, there were parts that ticked me off, in particular the slow walking cut scenes, (Why???) and the unskippable french lady books. (WHYYYYYY??) Minor complaints though.
I'd love to see more stuff like this, but please...don't grab the controls away from the character every five seconds, that's NOT good design philosophy.
Great job though.

+3 votes     reply to comment
C-zom Creator
C-zom Jan 26 2012, 1:44am replied:

con_restricted 0 is the very first command in the autoexec the mod is forced to run, as it does for me and so far everyone else! Hmm. Extremely strange as to why it doesn't work for you. I will look into this issue and see if I can fix any fault in the mods file structure. Thanks for the honest review though--it was quite good.

+2 votes   reply to comment
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Release Date
Released Jun 9, 2011
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Highest Rated (5 agree) 10/10


Jun 10 2011, 11:28am by Panzert

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