ARX INSANITY is a remaster and immersive sim mod for Arx Fatalis. Improved gameplay, remastered and detailed HD graphics, enhanced lighting, expanded lore, quests, remastered soundtrack, original music, overhauled sounds, environmental effects and thousands of total changes. Adding new elements inspired by Arkane games and style, you can play with a variety of new approaches and choices.
This mod is still based in the original Arx Engine and it uses Arx Libertatis. One of the goals is to get the most out of the Arx Engine and AL features overcoming the challenges involved in overhauling the original game directly.
Firstly, I'd like to say hi and thank everyone who has shown their support and love to Arx Insanity over the years. We're thrilled to be a community of over 1200 members on Discord and that fact holds great significance for us. If you're interested in becoming a part of our community, engaging in discussions about Arx, or keeping track of Arx Insanity's internal updates, we invite you to join the Arx Server below::
We feel it's crucial to be honest and forthcoming about the current state of the mod and its development. Your unwavering support and anticipation for the game have meant a great deal to us over the years
We believe in being direct and transparent with you. At present, the Arx Insanity development team has disbanded, with the majority of its members having departed from the project. As a consequence, the official releases are now on hold, and the release date is yet to be determined (TBD).
We understand that this news might be disappointing, but we want to be open about the current state of affairs. Despite the setback, we deeply appreciate the support you've shown us throughout this journey. We will keep you informed about any future developments, and we thank you for your understanding and patience during this time.
Over time, several members made the decision to leave the project due to various reasons, including personal commitments, changes in their private lives, a loss of interest in the project, or a desire to invest their time in other endeavors. These departures have had a cumulative impact on the project, reaching a critical point over the past years and months.
At present, we have a significantly reduced team with only 2 or 3 members actively involved in the main development. The limited work and time has inevitably affected the pace of progress.
We had set multiple dates in mind, including testing phases to ensure a stable and polished release experience for the public. We were genuinely confident about these release plans. However, the unexpected departure of team members and the subsequent lack of staff have overwhelmed us. Despite our best efforts to work swiftly and meet the announced dates, the reality of the situation has made it difficult to achieve those targets. The sheer amount of work that needs to be done, coupled with the limited team size, has resulted in an overwhelming and unmanageable workload in recent months.
We are fully committed to bringing this project to a proper and successful conclusion, realizing the vision we set out to achieve. While the project has become ambitious with various ideas and add-ons, we understand that it's time to prioritize and focus on accomplishing those essential elements to ensure decent results. To ensure a smoother and faster development process, we have made the decision not to introduce any new delays, unexpected ideas, or major changes from this point onward, allowing us to concentrate on completing the core aspects of the game.
*At this time, we're unable to provide an estimated release date for the public version or testing phases. The game still requires completion and polishing, and we want to ensure a high-quality experience before making it available to the public, Managing time and schedules has been difficult, especially with team members having other commitments like work. Additionally, relying on voluntary contributions and pending assets has introduced further complexities into the development process, We acknowledge that we rushed the previous release date announcements due to the community's requests for official dates. However, unforeseen complications arose during development, causing delays and subpar results. This, coupled with personal stress, has impacted the progress.
The current situation has led to a crisis within the team. Dealing with difficulties, lack of personnel, time constraints and RL work or activities can be incredibly challenging. The overwhelming nature of the development process, combined with the burden of working alone on the mod for most of the time, has added to the complexity.
I want to extend my heartfelt apologies for the delays and challenges we've faced during the development of Arx Insanity. I feel deeply frustrated and even a bit ashamed that things haven't progressed as smoothly as we had hoped,I've decided to prioritize my peace of mind and creativity, and I will be continuing the development at my own pace, I believe that approaching the project with passion and without pressure will lead to a better result in the long run. Though my available time is limited to around 2 or 3 hours a day, I promise to make a dedicated effort to move forward steadily.
I want to take a moment to give a special shout-out to my dear friend Bjarky, our talented Art Director and Lead 3D Artist. Bjarky's incredible dedication and hard work on creating stunning weapons and 3D models for the game have earned him the well-deserved position he holds, his passion and unwavering enthusiasm have been a tremendous source of inspiration for me. Witnessing his boundless energy and creativity in action has motivated me to keep pushing forward with the mod. His contributions have truly transformed the project, bringing in fresh perspectives and designs for weapons and models.
Well the crypts are one of the levels that were totally changed and we still working on it, some of the changes and addons are:
We have decided not to create a low-resource version due to the substantial growth and the addition of intricate details to the environments and textures, making such a version would mean compromising a significant amount of content from the full version. We will see later if we implement more quality options, allowing users with older hardware to have access to the mod. Currently, the mod consumes a total of 4-6GB VRAM, which can be challenging to translate into a simplified version. However, we believe that Arx Insanity should take at least a small leap forward, as hardware has advanced significantly. If we resurrect the plans for this version in the future... we will see, but it's cancelled at the moment.
Thank you for your unwavering support and understanding. We're fully committed to delivering a good experience for you in Arx Insanity. This journey has been a learning process, and thanks to the perspective shared by your friend Saggi, we are more inspired than ever to infuse this project with passion and love. It's a big journey and we get experiences from the beginning so we want to still giving love to Arx and we are dedicated to finishing this project with our goals. We periodically post in our discord server, if you didn't join yet you can do it now here.
Hello everyone, some months have passed since the last demo patch was released and we are still working daily in the Full mod and the next patch.
The patch was expected to be released a month ago but it was delayed due to new implementations and addons that we are finishing, we want to release a major patch instead, some of the upcoming features are:
It's a very requested feature from the community, redo most of the weapons in better quality, after we did and experimented with the implemented bone as a contribution, a lot of you requested to remaster every weapon in the game so now it's happening, thanks to our new 3D artists we have some of the remastered weapons already done, a new Lord Inut's bow is in the works, after that we are done with every weapon from the demo.
The work consists in work the mesh on blender, fix and add details, collision spheres and the required attachments, paint textures and finally make a post-process to make the new weapons fit in the Insanity graphics environment.
As an standalone step we make about 6-7 blood variants for every weapon in 5 different blood colors found in the game, our idea is to have dynamic and real time bloody effects depending on the NPC we fight.
We want to implement new content based on old concept arts, ideas and concepts that Arkane Studios removed back in the days because of their deadline or other reasons.
Early concept art by Arkane Studios, featuring a goblin weapon and a shield.
As you already know, we have brought back the Miguel's Fight Arena, a concept that was completely discarded by Arkane due to the lack of time, we are using unused dialogues, sounds, weapons, skins, puzzles and many things that were lost in the final version.
We experimented remaking the textures for the Am Shaegar faces, our goal was to make them more realistic and the first prototype had very good results, so we decided to implement this feature as official and replace all the Am Shaegar's faces in addition to remake others such as Tizzy, Alia, etc
To download any version click here
Patch 0.4.71 has been released solving and balancing some issues found in the latest one:
The latest patch is now available in 2 versions, full and patch only. 84 new bugs fixed, requests and new features done, update your demo installation to this latest version to get an improved game and a better experience.
To install the latest version or reshade read the complete updated instructions once again.
Old saved games from old Insanity demo versions/vanilla/libertatis are incompatible with new patches, so start a new game to apply all changes and avoid corrupt scripts or broken games, thank you very much.
There are 2 different downloads available for version 0.4.7:
To download any version click here
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Includes access to 5 levels only. Patch to fix 84 issues and add new features, before install this patch version it's required to have 0.4.5 (Or latest...
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