Dark Interval is a restoration/revision mod that lets you play Half-Life 2 as it could have been: with custom maps, new voiced dialogue, new models and textures, all based on Valve's early concepts. The mod is released in episodes, the most recent being Dark Interval: Part I - an intro chapter to the bigger story.

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Hello. It's been a while since the last official update (not counting the most recent additions to the gallery), we decided to shed some light on what is going on.


We'll lead with the most important bit. Part 2 will not be released this year. You may have already heard.

The reason is very simple and transparent: there's less than 4 months left of 2018, and we have more content needing to be built than those 4 months can allow.

We're not being slowed down by technical difficulties or material difficulties, it's just how fast we can work and how much time it takes to do things properly.

We didn't want to prolong the guessing and keep you in the dark, or wait till the very end of the year and then admit it's not coming.

So, we're saying right now: it won't be out till 2019.

It sucks, yes.

What we're doing about it? We just keep working. There hasn't been a hiatus, no lapses in motivation. We can't give you Part 2 right now, but what we do have in stock is some insight on what was going on during these months.

Naturally, our priority mission is to build new chapters and all according content: the Canals, the Wasteland, meeting Eli, introducing new creatures and enemies and so on. The recently shown media depicts some of the new maps we're making. Just some - we don't want to spoil too much of it. You understand.

That being said, we also focus on maintaining and uplifting Part 1. As such, some of the things we're working on include...


We saw that the prologue and City 17 levels could still use a lot of improvement. Here are some of the highlights:


One of the levels that I wanted to do so much more with.

Received serious background overhaul, replacing brush geometry with modeled buildings (both Combine and pre-Invasion), lighting improvements, additional explorable space and minor scripted sequences.


terminal 2


Mostly graphical overhaul: reflective road surfaces and improved rain effects, plus additional scripted sequences and general optimisation.

The real-time reflections shouldn’t be a big framerate hog. It’s CPU-dependent, and you can adjust reflection detail in the video settings.

rtx 2 resized

rtx resized

Manhack Arcade

It was important for us to make it feel like a real part of a city; I felt that the original brushwork I built for the architectural ensemble surrounding the Arcade itself didn’t quite cut it. We reworked the composition of it, using custom building models done in the Art Deco style, creating a more believable space.


arcade 2


Another area that offers a lot of space for improvement. We’re currently overhauling it with alien vegetation, better gameplay variety, and more sensible prop placement.


subt 2

Essentially, every Part 1 map - of which there were 11 - received additional detail, polish, and new assets.


We knew that our vision can't be fully realised without heavy amounts of custom-made props, textures, special effects. Part 1 already featured some custom work, like new poster art and renovated beta models, but it was still built around the get-by philosophy, with a lot of brush-based props and placeholder pieces.

It is safe to say that Part 2 will truly be filled with new assets. These range from tasty background filler, like additional propaganda posters...

propaganda hackman clean propaganda hackman dirty propaganda breen2 dirty

... or alien flora & fauna…

protozoa 0001


... to iconic set pieces, like the teleport device based on original Valve’s concept, by Dhabih Eng.

(You may recall that it was included in Part 1, but that was a rather crude brush-based prop that lacked most of the characteristic detail of the original.)


tpod Kleiners teleport2


We reasoned that it was better to only show game-ready content on ModDB, and avoid WIP presentations. However, more than 7 months without a proper, “official” update is a big empty chunk of time that shouldn’t have happened.

We’ll try and keep you posted more often, so as to smoothen the waiting period before Part 2 is done.

Also, during that chunk of time, we hit a couple milestones important to us: Dark Interval Part 1 accumulated over 10,000 downloads (actually over 13k counting all hosting sources), and we finally climbed over 1,000 followers on ModDB.


The server has been up for a while, but we kept it mostly under wraps. If you want to chat, see more work in progress content, and even download some of the shared assets, you’re welcome at Discord.gg

Dark Interval Part I - Patch 1.1

Dark Interval Part I - Patch 1.1

News 7 comments

Patch 1.1 is live! Full changelog at the end of the article.

Dark Interval: Part I Released!

Dark Interval: Part I Released!

News 26 comments

Part I is up! Grab the file from the Files section. Detailed instructions below.

Attention, citizens

Attention, citizens

News 6 comments

Dark Interval: Chapter II is being pushed back to find more room for improvment. Don't worry and stay tuned. Also, read the whole thing, please.

First patch for DI: Chapter I

First patch for DI: Chapter I

News 1 comment

The first patch for the first chapter of the mod has arrived.

RSS Files
Dark Interval Part I - Patch 1.1

Dark Interval Part I - Patch 1.1

Patch 17 comments

Patch 1.1 is live! Lip syncing, bug fixes, improved visuals, and even new main menu theme music! See description for more info...

Dark Interval: Part I (upd. with Patch 1.1)

Dark Interval: Part I (upd. with Patch 1.1)

Full Version 84 comments

Dark Interval: Part I contains 4 new chapters - Prologue, Welcome to City 17, Manhack Arcade and Kleiner's Lab.

DI Patch #1 - a patch for Chapter I

DI Patch #1 - a patch for Chapter I

Patch 1 comment

Unpack into \sourcemods\, overwrite existing files. This patch is cumulative - in includes changes from DI Hotfix #00. Patch info: - Added autosave triggers...

DI Hotfix #00

DI Hotfix #00


An extra quick hotfix for the English version. Fixes missing chapter title in the bonus chapter and missing dialogue captions in the Terminal.

Dark Interval: Chapter I

Dark Interval: Chapter I

Demo 29 comments

ZIP archive contaning Dark Interval: Chapter I. Unpack in Steam\Steamapps\Sourcemods, download/install Source SDK Base 2013 Singpleplayer in Steam>My...

Comments  (0 - 10 of 1,094)

Just tried the 1.1 release of Part 1 and love what you guys have done so far. Looking forward to the revamp of Part 1 and Part 2's release next year!

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Just a quick question if you are not going to include the arctic aka kraken base in dark interval how are you going to introduce Helena Mossman to us she is one of antagonists in half-life 2 hyper storyline

Reply Good karma Bad karma+1 vote

So is the updated EP1 going to be released separately, or do you plan to bundle it with EP2 when it's released. And, if the former is true, do you you have a possible timetable for the update?

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A-Shift Creator

Part 2 will include Part 1 either way, so new players won't have to download 2 things instead of one. A separate patch is possible, but we'll only know for sure on final stages of polishing up Part 1.

Reply Good karma+1 vote

so... if your not including the arctic, not including the borealis again. how the hell is this gonna work? im not hating on it, belive me i love your work, but.. if your going to make a story based on unreleased material, you might as well at least try to stay true to it, and not turn it into your own little HL2 beta fanfic. whats next, are you gonna skip the citadel and wastelands? lol

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Cvoxalury Creator

There is no "staying true" to a heap of unfinished drafts that would constantly be plugged in and out of the story and rewritten, readapted, put in a vault until years later some of it resurfaces in the Episodes, or just be ultimately discarded.

Maybe you hold the secrets of how it 'really' was going to work? Because it wasn't. They had a bunch of ideas, some prototypes, and new radical suggestions would be put on the table every week.

You want gasmasks and Airex? Fine, then forget character depth and character background, because in 1999-2000 nobody had a background and it was just you running around through generic looking cityscapes and some blocky wastelands. There was no ultimate plan.

You want the Borealis and the Arctic base? Fine, go figure out where that's supposed to belong, how it fits together with drained seafloor.

We're doing everything on our own, the only authority we answer to is our own creativity and reason, there is no sacred truth behind the supposed old story (which never existed - it came together as a coherent product after years of development and then released that way), we don't have to even do any of it for you to come and fanboy over that old rubbish and mock us.

This isn't "a little HL2 beta fanfic", we don't asnwer to you. You do not love our work, because you do not know our work. And I don't want you to play it. Not after you needed me to explain it all to you, while mocking us, because you're a dumb fanboy. Now get the hell out of here.

Reply Good karma+4 votes


Look, i was just asking. Jesus ******* christ i did like your mod, but if this is how you treat people that just want to know how your gonna make this work, then **** you all. Im sorry.

Reply Good karma Bad karma-5 votes
A-Shift Creator

"people that just want to know how your gonna make this work"
No, you're the "people who come in demanding things, be like "I love your work, but you're not even trying lol", and call the mod a fanfic"

Reply Good karma+3 votes

Is airex in your plans or not (Please don't hate me i just want to know)

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A-Shift Creator

That's for Part 3

Reply Good karma+1 vote
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Highest Rated (14 agree) 10/10

As of date, this is the most complete and well-done take on the old storyline. In addition, despite being the beginning of the game, there is plenty to offer in terms of gameplay. I'm definitely looking forward to the next chapters

Apr 22 2017 by TheZealot

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