Neptune is a single-player modification for Half-Life 2, taking place entirely outside the mother game's universe. Set primarily onboard a mysterious and desolate cruise liner, floating in the middle of the Atlantic Ocean, Neptune allows the player to slowly unravel the dark and disturbing past of the ship as he/she explores its once-grand rooms, corridors, concert halls, restaurants, bars and maintenance areas. Taking influence from games such as System Shock 2, BioShock, Thief: Deadly Shadows and Silent Hill, Neptune is an atmospheric, narrative-driven, horror-based shooter; an exercise in videogame storytelling and tense level design. It is expected to be released in Q3 2009.

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We have a couple of new screenshots to show you, as well as a bit of vaguely interesting news. Everything's starting to come together nicely now...

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NEWS AND STUFF!
Well, my aim to update weekly has gone to pot a bit, but hey, it's only been a fortnight. Things are starting to move on rather nicely now. We have a couple more screenshots to show you:


These are from an early area of the mod, in the First Class area of the ship. As usual, areas may be subject to change, but everything's starting to fall into place in a sort of 'in-game' fashion now, which is always nice to see.

We have a couple of top guys working on some music and sound effects for Neptune, and it's all sounding absolutely fantastic. In-game, the combination of 1940s music with the creaking and moaning of the partially-destroyed ship works wonders. I found myself sat on the edge of my seat when exploring a level that I designed. That either means I'm the biggest wuss in the world, or we're doing something right.

We're almost at a stage where we're ready to write up the script, at which point we'll be requiring a talented team of voice artists. If you're interested, please send me a private message.

'Til next time, folks...

Lewis & the Neptune lot x

Comments
Aeneas2020
Aeneas2020

Looks great, a quick peice of advice don't promise to update weekly. It's nice but unless you have a dedicate PR guy and a lot of content to show it will lead to a couple of probs. Firstly it will take your attention away from the actual mod work that you need to do and secondly it will water down the consitency of your Press Releases which could (and i do mean could) lead to people losing interest. Keep up the amazing work i'll be watching.

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LewisDenby Author
LewisDenby

You're absolutely right - it was never the intention to do a full media release each week or anything... maybe just a development blog or just popping up to say hello.

Thanks for the comments :)

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Plinkotink
Plinkotink

Theres some good advice! nice work so far keep it up!

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vfn4i83
vfn4i83

Thats for sure. But still a nice peace of work. Cant wait to play it

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dufake
dufake

Good luck.

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zawmbabwe
zawmbabwe

Just wondering, what kind of voices do you need?

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dufake
dufake

I had read your design concept in News,very interesting.
I'd like to ask about concept :

Is this game a RPG/FPS or horror shooter?
Liner or nonlinear ?

Will the stealth gameplay exist?
Can we choose to sneak around avoiding all the fightings?
Even without a shot to complete the game ?

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LewisDenby Author
LewisDenby

Hi, thanks for your comment.

It's very much a first-person shooter/adventure. Its atmosphere takes heavy influence from games such as System Shock but there will be no skills or resource management, and while there will be non-essential areas to explore the main path through the game will be kept linear.

Stealth gameplay will be minimal, but it's not an all-out blaster. There will be quiet, exploration-based sections of the game. Imagine it, if you will, as a first-person survival horror game. Scarcity of weapons, ammunition and health; dark and threatening atmosphere; lots of room for exploration.

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