The original total conversion mod for Sins of a Solar Empire, that aims to capture the intensity and visceral nature of space combat in the Halo universe.
Brings overhauled and brand new factions to play, each with expanded and redesigned gameplay, alongside massively enhanced graphics, a completely original soundtrack, all with a modern interface.
TBA
Required Content
Minor Factions, Outlaw Sectors, Stellar Phenomena, Forbidden Worlds
This mod requires the base game Sins of a Solar Empire: Rebellion in order to play and supports all of its DLC on Steam.
View on SteamSins of the Prophets (SotP) is a total conversion mod for the PC game Sins of a Solar Empire: Rebellion that transforms the game into a Halo-themed experience. It's a real-time space strategy game, focused on empire building, and space combat. Huge fleets of ships clash in the gravity wells of planets, asteroid fields, and massive structures. Our mod redresses all of that in Halo garb. In a match of SotP you could defend Reach from the Fleet of Particular Justice, discover a massive Forerunner structure that gives you advanced technology, then amass a giant space empire, only to lose it all to the Flood. The skirmish style of the game allows for some of Halo's sandbox appeal to translate well into the mod. The space combat is brutal and fast - an element of the Halo story covered well in the books, but hasn't yet been fully realized in a game or film.
Halo © Microsoft Corporation. Sins of the Prophets was created under Microsoft's "Game Content Usage Rules" using assets from Halo. It is not endorsed by Microsoft and does not reflect the views or opinions of Microsoft or anyone officially involved in producing or managing Halo. As such, it does not contribute to the official narrative of the fictional universe, if applicable.
Greetings, reclaimers - SpaceBat here.
It is with a happy heart I'm announcing the public release of the soundtrack for Sins of the Prophets on a worldwide scale. It is now available for streaming on Spotify, Apple Music, Pandora, and anywhere else you listen to music. (A YouTube music release will come at a later date, sorry!)
To preface this post, I want to lay out some quick nuggets of information, as well as answer some questions readers might have.
This soundtrack is the construct of four years of dedication to the mod. In that time, the sonic identity as I like to call it has been completely revamped to more suitably represent the spirit of Halo and the mod. I have mentioned it before, but for those that are unaware (ostensibly or otherwise) the old soundtrack composed by Waseem has been replaced by this soundtrack to suit the change of identity and evolution of the mod from how it was before Warlords, to how it will be when Sins of the Prophets 2 releases in the future. More about that can be found here for the sake of not repeating the whole story: Moddb.com
Sins of the Prophets is changing, and ever since I was brought on board to do the new soundtrack, it was clear that a new vision was in mind by its purveyors, one which I’ve strived to meet. My success or failure will be determined by your perception of the music I present to you today. Some of you, perhaps even many of you, have already heard most of this music as I’m not one to shy away from sharing with the community what I’m up to. I want to impress upon anyone reading and listening that this soundtrack is my love letter to Halo as a universe, to the community of Sins of the Prophets, and to its creators.
The mod is a monumental undertaking supported by more than fifty developers across the entire globe, by people who have day-jobs and personal lives from which they find time to participate, and testers who endure the harshest of smack-talk on a daily basis. Their criticism, support, and interest has allowed me to become part of something unforgettable and truly beautiful. To lend one’s ears is a charity for which a musician can never repay, and I am grateful to you all.
This volume features music selections from the mod primarily fixated on the UNSC and the Covenant. I discuss the considerations made for a few of the tracks in the ViDoc I released last year (which you can find here), but one of particular importance is the sound for the Covenant which I've described on more than one occasion as being a difficult challenge to approach. The tracks "Zealot Class" and "Prayers of the Clairvoyant" serve as answers to that seemingly insurmountable dilemma. I wanted them to sound and feel imposing, ancient but also quite dark and ethereal. The result speaks for itself.
The UNSC is very straightforward. Perhaps to its benefit, every UNSC themed song is identifiable almost immediately (and if not, eventually). Steady drum cadences, rising horns, and a familiar but original melody to accompany the rising action - this is most noticeable in the track "Colonial Cross". Many of their songs are derivatives of this track in some fashion or another, mostly for the sake of consistency but also to avoid obvious interrupts while playing in game. There's a sort of goldilocks zone here, where too much variety makes the transitions noticeable, but not enough proves to be boring. This was the primary challenge with UNSC music, but in the end proved to be an easy enough challenge.
While the Banished are not coming until SOTP 2 releases, I felt it was important to start sneaking in music from their neck of the woods on Volume 1. "Legionnaire", "Fight Hard, Die Well", and "Bear Witness (Single Edition)" are all centered around the thematic elements I've ascribed to the Banished: Large drum circles (12 piece drum kits), heavy brass sections, electric violas, and rousing major chords hoping to inspire equal parts dread, grandiosity, and heroism. Anyone that has played Halo Infinite is very aware of Escharum's personality, and I wanted to capture it in a different way than HI did - in fact, it's no secret that I fundamentally disagree with the musical approach the Banished have received in Infinite. They are more than just Brutes - tribal music is reductive for what is supposedly the strongest and most diverse representation of alien military might in Halo history. As such, I wanted to reflect the faction's nature of pride and fervor rather than its "tribal" characteristics. The result is a set of heavy hitting and dramatic themes which will be expanded upon in Volume 2.
The album is done, you can listen to it everywhere you prefer to stream your goods, and if you prefer to purchase your music, it is available on Amazon and iTunes for purchase as well. Sometime in the spring I will be printing physical copies of the album and handing them out to Chokepoint developers as “gifts'' for their contribution to the mod and my appreciation for their efforts as a member of their team. Should any survive the gifting ceremony, I will offer them up for a small penance on my Bandcamp at such a time. Also: be sure to check out the single "Bear Witness" on Spotify or any other streaming site. It isn't included on the album proper, so don't miss out on what is arguably the best song in the catalogue to date.
Thank you, all of you, for reading and listening. This soundtrack has been a genuine labor of love, and I will treasure the experience and end result for as long as I write music. I didn’t want to do Halo music, and I have no aspirations to be a professional composer, but this was the perfect way to hang my hat and say “I wrote something for someone other than myself”, finally.
I hope you guys stick around for the release of Sins of the Prophets 2 - progress is being made and regular updates are coming soon, and I hope that you all allow the music here to be a part of your Halo playlists on and into the future.
- Spacebat (Grady Klein of Audio Arcturia)
CARPE TUAM MORTALITATEM IRA
It has been over a year since the release of v0.90 Warlords, and what a year it has been. In the span of time since that last update quite a lot has happened...
Today we're releasing Sins of the Prophets: Warlords, version 0.90 of the public beta! That’s right, we’re finally far enough along to call this crazy...
Today, we’re continuing our deep-dive into SotP v0.90 Warlords and talking about some of the biggest changes we’ve made to combat.
Today, we’re continuing our deep-dive into SotP v0.90 Warlords and talking about the reintroduction of culture and the big changes we’ve made to planetary...
This is version 0.90.2 of Sins of the Prophets, a beta release for Sins of a Solar Empire: Rebellion version 1.94. Installation instructions are included...
This is version 0.88.8 of Sins of the Prophets, an alpha release for Sins of a Solar Empire: Rebellion version 1.92. Installation instructions are included...
This is version 0.88.7 of Sins of the Prophets, an alpha release for Sins of a Solar Empire: Rebellion version 1.9. Installation instructions are included...
This is version 0.88.6 of Sins of the Prophets, an alpha release for Sins of a Solar Empire: Rebellion version 1.9. Installation instructions are included...
This is version 0.88.5 of Sins of the Prophets, an alpha release for Sins of a Solar Empire: Rebellion version 1.9. Installation instructions are included...
This is version 0.88 of Sins of the Prophets, an alpha release for Sins of a Solar Empire: Rebellion version 1.9. Installation instructions are included...
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Hey I got a question for one of the devs. So you know if you have a capital ship and X amount of smaller ships, the capital ship will always be in the middle. This function is great and makes battlegroups/fleets look nice and formal, but if you have a cruiser size ship and X amount of frigates/corvettes then when you move the group of ships then they will go all over the place and not always go to the same spot in formation when moving. Is it possible to give the (always in the middle) function to cruiser ships like the Halcyon without making them capitols? Basically I would like to have a small battlegroup of ships and have a Halcyon (and similar ships) be the flagship without it being a capitol ship or moving all around the battlegroup when I move the ships.
nice mod
So, Sins technically has an (extremely unsophisticated) formation mechanic, where ships will form up in what I'll describe as 4 distinct rows. We decide on a per ship basis what row they show up in, but we don't necessarily get to decide where in the row they will go. Unfortunately, because of the way it works certain ships are going to show up in that first row that might mess with the formation - we want ships that are meant to be in the fight up close in that row, like the Halcyon for balance reasons.
Yes I know what you speak of since I mess with the mod myself and move ships around, edit stats and abilities and the like, rows 0-3. I was Wondering if the team had the ability to decide where in the rows those ships sit because I would like a bit more firm unit position when forming fleets and moving them (Example as if they are in X row: Frigate, Cruiser, Corvette, Capital, corvette, Cruiser Frigate). But from you statement "but we don't necessarily get to decide where in the row they will go" it seems like this cannot be as its more of a hard coded thing into SINS, as that how it works in the base game and every mod. Thank you for the clear explanation and the response, as always HYPED! to play the next release.
I am incredibly impressed with the mod in general and the assets in particular. I was also very impressed with the unique options for the major factions.
This might sound like I'm criticizing the team here but I find it funny that since the last update I graduated from high school, entered college, changed degrees, and just finished that degree. Really looking forward to the big release although I know it might not be for several more months :)
Some of the main devs got sucked up by Ironclad and are working on Sins 2
They are updating EVERYTHING, new ship and models, new research, sky boxes, music and who knows what else. All done for free and while the devs having jobs. We are lucky to even have such a mod that has THIS much dedication to it, making Halo ships look cool, they could take another 3-5 years and I would still be happy.
Is the Forerunner Remnant still being planned as a 3rd faction?
UNSC and Covenant will be the first two factions in SoTP2. Sentinels will follow them, with the Banished after that. Jul 'Mdama and Rtas' Vadum (Covenant Remnant and Swords of Sanghelios) will then follow the Banished, and Lasky somewhere after that to bring in the postwar UNSC.
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No, they said post war stuff will come later down the line. So no Forerunner stuff sadly.
You may like it, in my opinion it's for the best to not have any of that stuff.
I mean having Forerunner faction isn't that big for me, it would be nice to have them though because it would be fun to re-enact the Forerunner-flood war or just have them in a playthrough as an OP faction but in the end I am fine that they are probably going to be the last faction added.