Designed as a love letter to retro games, 80s/90s anime, and early heavy metal, DemonSteele is a complete and total gameplay overhaul for GZDoom/Zandronum that dramatically changes the flow of the game to an extremely fast-paced hack-and-slash brawler. Wield a razor-sharp sword alongside a mighty gun, and make mincemeat of your foes before blasting away his buddies. Effortlessly dodge through return fire and lop off heads one by one. Or just simply cleave through a crowd in one single dash and swipe. Gameplay rewards thinking fast and acting faster, with enhanced movement systems (Dodges! Rocket jumping!) and your overall effectiveness based entirely on how many enemies you can plow through in a row with minimal damage to yourself. Kill fast and hard, and you'll be rewarded with a slew of special moves and a bunch of damage...hang from a distance and timidly plink at them bit by bit until they die, and you'll be ill-suited for the challenges ahead.

Post news Report RSS v0.75 is getting close!

v0.75 is drawing pretty close to a release! I've got only a small list of things left that I'd like to do, and the changelog is getting SWOLE AS HELL. What are some of the things to look forward to?

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v0.75 is drawing pretty close to a release! I've got only a small list of things left that I'd like to do, and the changelog is getting SWOLE AS HELL. What are some of the things to look forward to?

Keep in mind that these are only a FEW changes, there's still a whole ton more--v0.75 is gonna be packed with fixes and new options!

- Wanted more special moves? The guns will have special attacks as well! Each of them has a different effect, taking less soul meter but a giant chunk of ammo! Which will you use in battle?

- Didn't like how souls only came from sword kills? A new cvar, ds_gunsouls, allows for guns to take souls from enemies as well.

- More destructible objects! If you like tearing the scenery apart bit by bit, there's more decorative items replaced with destructible equivalents, now!

- The uppercut has been completely rehauled! It's been moved to its own separate key and is a lot more responsive when hit, no longer slings the player forward, and can be recovered from faster. Also currently in the process of trying to see if I can integrate it into more states, so the player can use it even after alt-firing.

- Additive translucency is handled in-sprite now for a whole ton of effects, reducing filesize and reducing lag, as well as making them look better in Software.

... and, again, that's only a miniscule fraction of the changes already in. And there's still far more I have left to do!
Let's see where this path goes, aye?

Comments
JessicaChan
JessicaChan

Awesome!
Except on the first screenshot the hand looks a little bit strange.
But awesome anyway!

Reply Good karma Bad karma+3 votes
TheUnbeholden
TheUnbeholden

Awesome sauce, I'll try this out when it comes!

Reply Good karma Bad karma+1 vote
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