Set in the post-events of the UK, US, PRC engagement, you play as Boicy Casphere, A 19 year-old male with a sore past of which will entail you to horrific events, explaining the narration with twists and turns through-out. Boicy is not on an adventure, he has no goal and he has no parent enemy. He, as a character, is a punching bag for his own mind. You, as a player, are there for the narrative's effect. With the enhancements designed for Wicked's' game-play, there is faith in the idea you will endure a series of terrifying acts and emotion-provoking material.

Fixture, explained by writer:

'This is a psychological Horror by definition of witnessing. - You will follow Boicy's mind and events as the greater-picture is explained to you.

The narrative it-self takes-place in a desolate version of our current world. After biological attacks from all parties, evolution and the creation bacterium has rapidly changed, mutations are of the common suburb population, now. You will play Boicy Casphere, a psychotic, morally blinded boy with psychotic schizophrenia. Through-out the game, you will be witnessing the events of Boicy's crazed mind and his reflection
on the world after sexual and emotional abuse as a child.'

    ~Callum Sharp   

In Wicked Evolving, we've made a great deal of design philosophy changes to attempt to separate the game from the typical Source Engine modification creation, feel and play style. Designed by a dedicated set of 3D artists and professionals, created by passionate computer enthusiasts, produced by imaginative writers and audio arts directors, we hope to partition ourselves from the typical 'HL2 MOD feel', and create a professional piece.


  • Common environments would be idealized as woods, hospitals or small buildings, in this form of narrative, but Wicked' does not follow this simple version of walls and gravel. The environment is based on the post-occurrences of delusions of Boicy's almost great mind. You may find yourself in a single shade, sterile, concrete room with almost no lighting, but this is the very aspect that influences the sense of fear and understanding - as you listen to Boicy's troubles. 

  • The idealized version of the world in times like that of which are described above do not have any place here, what you see will not be what Boicy sees. A psychotic episode can occur, un-scripted and ready to distort...


  • Weaponry is a very large part of Wicked'. We have spent a great deal of development time on the sound engineering & design of weaponry foley, the creation and design of 3D work & massaging of the weapons to have their own unique feel to our best efforts and have utilized many aspects of great technical detail improvement with the recent changes to the game's engine.

  • Weaponry is implemented as a fun-tactic, as much as it is for defense. We've worked on the incredibly important balance of weapons to fit into the genre.

  • Whilst maintaining both integrity and balance of integration with the weapons, we also take-up sides that conjure to 'Bangs are fun!' - We've put some real kick to Wicked's guns!


  Developed by Maker's Lair studios, copyright, all content retained under studio, 2014
  Written & {Audio Arts} Directed by Callum Sharp 


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Blog RSS Feed Report abuse Latest News: We've moved, to some extent!

13 comments by 279BusDriver on Dec 30th, 2013

We're moving.

Earlier today a contract and agreement was signed by the directing manager for Maker's Lair, and directing manager for Team NoS. This collaboration has resulted in technical advancements making Wicked Evolving For A Broken Future independent.

For those who do not know about, or are not aware of Maker's Lair or Wicked Evolving, I suggest you visit both the MODDB page & the studio page.

We will not cease development of release or management on MODDB, not at all, we're just moving to a more parent and correct site. We suggest you all either track this page, if you're aware of what Wicked Evolving is, or head to the MODDB page and grab all the details you can(!)

The MODDB profile will re-main as active as this will, both being updated with the exact same content at the exact same time, this includes articles and downloads.

Start-off by tracking either this page or the MODDB page, so you can notified of media releases. Like these:

Content being from [...]


Etc Etc.  - Content being from [...]

Thanks very much for reading and watching, good-day!


Directing Manager for Maker's Lair
Callum Sharp

Written By
David Cale (Under Profile Name... I REFUSE TO GET ONE!)

Environment Design 
Ralph Winsterd (Secondary Images)
Callum Sharp (Primary Images)

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Post comment Comments  (50 - 60 of 94)
Dstn Aug 12 2013, 10:17pm says:

Release Date is 2016?

0 votes     reply to comment
279BusDriver Aug 13 2013, 6:43am replied:


+2 votes     reply to comment
bioscmos Aug 11 2013, 5:34pm says:

this is all looks very beautiful ...please keep up

+1 vote     reply to comment
279BusDriver Aug 11 2013, 5:53pm replied:

Thank you so much, nice to hear those things!

-1 votes     reply to comment
haturox Aug 10 2013, 5:01pm says:

This seems very nice! Keep working!

0 votes     reply to comment
279BusDriver Aug 10 2013, 5:40pm replied:

Thanks bud!

-1 votes     reply to comment
toastedjam Aug 3 2013, 2:04pm says:

Hey CallumSharp279. Watch this, maybe this could be a huge help to developing your mod.

Also when making a psychological horror mod, have this keyword in your head. "Vagueness"

+2 votes     reply to comment
279BusDriver Aug 3 2013, 2:48pm replied:

I've been watching Vsauce for years! But still, thanks.

0 votes     reply to comment
toastedjam Aug 3 2013, 1:01am says:

When i first clicked on the link to this mod. I blindly watched the youtube videos and there i felt a certain anxiety and chill that quickly shot down my spine. As a matter of fact i can still feel that chill. After watching the vids i read about your research and how the feeling of anxiety differs from a screamer to a complete mind f***. This is actually really smart. Most "horror" video games tend to be not scary at all because all it does is shove either story and what they want down your throat without feeling a certain stress or anxiety. Just a pop scare here and there. The only stress in these is the stress of something actually popping out in front of you, and when it does happen all of a sudden that stress and anxiety goes away after it peaks, because it happened. Very few games actually make you feel that anxiety (Slender, Amnesia) of being threatened. Good Luck on the mod, if you ever finish it i know it'll be a truly frightening thrill ride people will talk about (Something that can rival cry of fear)

+5 votes     reply to comment
279BusDriver Aug 3 2013, 10:58am replied:

Thanks very much, man.

I see what you mean by 'horror' games that just sit there and say, 'here, TAKE THIS, IT'S SCARY! BLAR' - I've seen this through-out my life. Recent releases of scare games disappoint me(!) - It's a linear, bashful, simple, mess of dashed-out opinions of the great form of horror.

My general research shows (Across 245 people) that the general 'Planting' of ideas in horror is the most representative thing you can see in horror, the implementation of thought VS. the punch of sudden noises/ visuals works, in-general, better. One day, I hope writers will understand; people don't get scared anymore, - but it's time to start making people Scarred & Scared!

+5 votes     reply to comment
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