'Desolation' tells the story of a woman awaking to the echoed amalgam of an inhuman voice amid an empty 1960s Relaxation Annex, before she is ripped from it and plunged into the depths of the facility. As she struggles against severe injuries, the veil on her past is slowly lifted, and she finds herself facing an impending threat. But the question is not "can she live" - rather, can she live with herself?

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desolation logo2020 HEADER

Happy New Year! As we enter 2020, Desolation will have been in active development for almost two years. We thought we’d take the opportunity to detail our overall progress thus far, reflect on what we’ve achieved in 2019, and share with you our exciting plans for the future.

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Although we’re conscious that the majority of development is still ahead of us, we’re really proud of the progress we’ve made. To give you an idea of just how much work we’re putting into Desolation, here are some stats showing our overall progress thus far:

2019 roundup info

As you can see, the mod already has a substantial amount of content, and there’s plenty more to come! We’re committed to making Desolation not only a highly polished mod of professional quality, but also of generous quantity. We’re aiming to provide a truly fulfilling experience with enough content to rival if not exceed the scale and scope of Portal 2, giving fans an experience to treasure. In the final product, you can expect 50+ puzzles spanning seven chapters, two fun and challenging new test elements, beautifully crafted maps with enhanced visuals and custom models/textures, an immersive and atmospheric dynamic soundtrack, and a boldly innovative story unlike anything you’ve ever seen in Portal.

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To achieve all this, it takes the dedication and passion of our amazing team: a team we’re very lucky to have. Our eager group of volunteer developers have outdone themselves over the course of 2019; with development now in full swing, we’ve made significant headway on all aspects of the mod. Read on to discover some of the highlights of what we’ve been up to.

From its inception, we planned to include two new test elements in Desolation. This year, among his various graphical and gameplay improvements, our programmer Josh has successfully implemented both of these exciting new mechanics. The first is Adhesion Gel, a substance which makes anything it’s applied to sticky, allowing players to climb walls and affix objects to surfaces. This element has an intriguing history, as it was originally intended to be part of Portal 2, but was cut from the final release for various reasons. We wanted to do the element justice and try to resolve some of its problems, so we’ve designed and programmed our own version of Adhesion Gel from the ground up. We’re excited to showcase its full potential in Desolation. The second new element is of our own design: a variant of the Hard Light Bridge, coloured orange instead of blue. We’re keeping the function of this new Light Bridge a secret for now, but we can tell you that it’s more complex and versatile than the standard Light Bridge, and therefore opens up many new puzzle opportunities. As such, we’re saving this new element for Chapters 6 and 7 to provide a brain-bending late-game challenge for keen puzzle solvers.

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Meanwhile, our composer Roy has excelled over the past year, producing several new ambient tracks for Chapter 3’s test chambers. These tracks are moody and atmospheric, perfectly encapsulating the hauntingly oppressive tone of the chapter’s story and visuals. Carefully crafted to complement puzzle solving, the music aims to stimulate the player rather than distracting them. Roy has also engineered a bevy of new sound effects to enhance gameplay and contribute to the mod’s unique soundscape. We’re sure Desolation’s soundtrack will be a highlight of the game for many, and we’d love for you to experience some of it soon; keep an ear out in the coming months!

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As for me, I designed over a dozen new puzzles for Desolation in 2019, which the talented environment design team have been hard at work converting into gorgeous in-game maps. These puzzles are placed in Chapter 5, and focus on Excursion Funnels and Mobility Gels, including the often neglected Conversion Gel. Expect plenty of exhilarating flings! This year, I plan to put puzzles on the back-burner and focus on fleshing out the fantastic story we have planned for Desolation. In 2019, having finalised the story outline, I began work on the script. I’m happy to say that Chapter 1’s dialogue is now fully written, and Chapter 2 is well underway. I’ve striven to ensure that the script captures the dark and foreboding tone we’re aiming for, while retaining Portal’s trademark sense of humour. We can’t wait for you to meet our brand new cast of characters and experience the thrills and shocks of the narrative, but for now we’re keeping things under wraps to avoid spoiling the many surprises and treats we have in store. Expect to hear more later down the line.

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We’ve also welcomed some new arrivals to the team this year. Modeller l1zardr0ckets has been meticulously crafting a crucial model which you’ll get to see in action soon. On an entirely unrelated note, animator Wii2 has been producing the intriguing video teasers we’ve been posting lately, which showcase surveillance footage being relayed to the mysterious system administrator. What could it all mean? Surely these teasers must be leading up to something? Who knows…

One of our proudest achievements of 2019 was the Desolation Consumer Catalogue, an interactive online experience filled with lore, artwork, voice acting, and more! It’s our biggest and best teaser to date, so be sure to check it out here if you haven’t already. The catalogue was the product of months of effort from every single member of the team, and we couldn’t be happier with how it turned out. We think the catalogue is a testament to our ambition and creativity, and others agree. Gaming news website PCGamesN dedicated an article to the Desolation catalogue, and had the following to say:

2019 roundup quote

If you enjoyed the catalogue, you’ll be pleased to hear we have more exciting multimedia teasers on the way in 2020, so be sure to stay tuned on ModDB, Twitter, and YouTube! You can also click here to join our public Discord server for Desolation discussion, developer chat, and exclusive sneak peeks!

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If you’re interested in contributing to the development of Desolation, please click here to apply to join our friendly and passionate team. We’re particularly interested in level/environment designers, 3D modellers, and 3D animators! If you don’t wish to join the team but would still like to give us a hand, the best way to help is by spreading the word about Desolation to your friends!

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As we move into 2020, we want to keep up the impressive momentum we’ve had so far, while also shifting our focus slightly. Until now, we’ve been working primarily on puzzle maps in order to produce a solid foundation for the core gameplay. This year, however, we’re going to concentrate instead on key story maps and behind-the-scenes areas to flesh out the non-puzzle sections of the mod and change things up for our environment designers. In addition, our modellers will begin work on one or two of the mod’s main characters, and our programmer plans to polish and perfect Adhesion Gel as well as deliver more exciting graphical enhancements. Our composer will continue to write tracks for test chambers as well as delving into story-oriented music and sound design, and I’m looking forward to writing more of the exhilarating and emotional story. It’s going to be an exciting year!

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That’s it for this update! Be sure to check back regularly for more articles and previews. We hope you have a spectacular 2020!

The 1981 Consumer Catalog has been released!

The 1981 Consumer Catalog has been released!

News 2 comments

We've been working hard on this one for a while to give you all a bit of an idea of what's to come in terms of story for Desolation. We hope you enjoy...

Desolation Developer Q&A

Desolation Developer Q&A

News 3 comments

Sorry to keep you waiting! This article is a Q&A focused on clarifying Desolation's current status of development, features of the narrative, and the...

Update #4 on Development

Update #4 on Development

News 7 comments

This update has been long overdue for quite some time. In this article, I'll be discussing the massive overhauls and progress that has been made since...

Vote for Desolation on Greenlight!

Vote for Desolation on Greenlight!

News 2 comments

I've been working with Corrupted Studios over the last few months to get Desolation on Greenlight, and it's finally been published! Go vote for us!

Comments  (0 - 10 of 115)

Eagerly waiting for the mod.

Just one suggestion: please, make it possible to solve all the puzzles even for slow and clumsy players. I really hate it when you have to run for your life with timers or have to bash WASD keys to grab some edge that is positioned so that you barely can reach it.

I understand, that some people actually like timed challenges - maybe this could be implemented as some special Advanced mode or Alternative chamber paths.

To give more specific bad and good examples:
- I really liked Portal Stories: Mel mod because it had almost no timed puzzles. It had a few timers, but they always gave you enough time to calmly walk where needed and you were not punished for taking a wrong turn or getting stuck on an edge of a portal. The puzzles were complex and great; I really hope to see something similar from Desolation.

- I didn't like some puzzles of Thinking With Time Machine mod because it had some very tight timers. But the concept was great. Still, I had to use slow time cheat to beat two tests.

- I didn't like the timed run in the middle of Aperture Tag mod. Again, I had to use slow time cheat.

- Factum solus had some very tight places to jump onto. It got frustrating, but at the end it was doable.

- Blue Portals - I'm not sure what's wrong with this mod or maybe I was doing something wrong, but I really struggled to reach many edges; had to jump like 100 times again and again and bash my kbd like crazy while flying. Not a good experience at all.

So, please, learn from mistakes of others and make your puzzles smooth to solve and not depend on player's agility.

Good luck!

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Stract Creator

Thanks so much! You won't have to worry about that; we also hate these kinds of puzzles that require snap/reflex/ninja-like reactions. We're being very deliberate and intentional in designing each puzzle to be fun and challenging in ways that never require these types of moves. None of our puzzles will require any keyboard-bashing. I definitely appreciate your concerns though; timed puzzles like those you described certainly stem from some not-so-sound design that sneaks its way into a lot of mods!

Reply Good karma+4 votes

Can someone make a rough estimate on how long till at least a playable and usable demo would take to be out for the public.

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Stract Creator

No guarantees about a demo being released. We don't feel comfortable giving out dates for anything in any case. Everyone on the team has very busy lives; please trust that we're working as hard as we can!

Reply Good karma+3 votes

To be honest, I am glad you're doing it like this. I remember way too well on how No Man's Sky set a date and wasn't able to reach it, and how the game suffered from it. Good luck with the work!

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What are you planning to do when desolation is done will you be making more games?!

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DemonArisen Creator

It's a long way off, but we'd definitely like to explore further projects as a team once Desolation is done :) We all really enjoy working together, so it'd be great to continue making games

Reply Good karma+2 votes

I'm really excited for this mod! I am especially excited about the fact that it has adhesion gel in it, which is my favourite gel. I really felt like it was a missed opportunity when it was scrapped. Really glad this game is bringing it back!

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Are you planning on making a short demo for desolation at some point and or showing some gameplay?

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Stract Creator

Those are both definitely possibilities!

Reply Good karma+2 votes
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