Our type of “old school” is a very different breed than the type encountered in today’s “old school”. Yes, there are similarities; We too have upped the action, speed and gore, but not to the extreme lengths seen in the new Doom game. Our levels are built for exploration, progression and environmental puzzles. These are our main qualities. Phobos is closer to games like Half-Life or Dark Forces/Jedi Knight in spirit. Just like Classic Doom, these games are types of First Person Shooters that have all but vanished. We truly are a different kind of oldschool.
Things have been pretty quiet here for some time now. Rest assured we’re still working and want to show you a little something.
the crystal on the floor
Check out this week’s roundup of the mods and indies that were featured on the DBolical YouTube!
veni, vidi, video - dbolical youtube roundup july 4th - july 8th
We have at this point poured 7 months of development into Episode 3 after the release of 2. Most time has of course been allocated to the progression...
the mezzanine
We are hard at work on Episode 3 and have already covered a lot of ground, so things are looking bright.
episode 3 update
The shuttle you were supposed to catch left you behind, stranded in Mars City. Your mission is to locate the missing agent Samuel Calloway. One way or...
phobos - episode 2 release
Our next episode is nearing its due date and it’s time to recap what has happened up until this point and get a sneak peak of what’s to come.
episode 2 pre-release update
Wow. It has already been a year since we released Episode 1. Time flies.
episode 2 update
It is finally happening! The release of Phobos - Episode 1!
phobos - episode 1 release
Doom 3: Phobos started as a project too many years ago. It was back when Doom 3 was fresh and Half-Life 2 not yet released.
the right way around
For a long time we’ve wanted to give you all a real gameplay trailer, but we just didn’t feel ready. That has changed over the last year and we are...
phobos - episode 1 gameplay trailer
Wowser it’s 2018! As we previously mentioned, 2018 will be a big year for Phobos. We will try and explain why and how in this update. If you’re a...
brave new world
It’s been awhile since we made any official update here on moddb. We have been rather active on our social sites though, and we will continue to post...
the stars turn and a time presents itself
We know it has been quite a while since the last devblog. More than a whole year. So why has it been so long? To start off, it has been a very eventful...
devblog #14 - reflections
As Lead tester on Phobos, I've been asked to write this Devblog about our testing process, what goes into it, what comes out of it, and, more often than...
devblog #13 - realization time
We have been working on this mod for so long. It took us 5 years to get to the realization that we needed to radically change our work structure. 2½...
teaser trailer and q&a
Just to let you all know we made a Twitter and Facebook page for ourselves. And also updated our website and our Moddb page.
twitter, facebook, website and moddb update
After having been locked in a basement for 10 months, we're finally back - and we've brought goodies! In this devblog we go through the inner workings...
devblog #12 - the greater good
Another short media update from Doom3 Phobos showing the latest creations of our team. Fuel, water, bridges, lava, fire, steel and concrete. Read for...
devblog #11 - infusion (m4 part ii)
It has been a while since we finished up a map (E1M2) for the internal demo, but we can now finally add another to the heap. E1M3 was finished up earlier...
devblog #10 - uncharted worlds
Yesterday I played around with monster spawning for Doom 3: Phobos. I wanted to change the teleporter, or spawn-in, effect of the monsters. The problem...
devblog #9 - the constant
We haven't made any updates for a while, but we're working really hard. This year has been really turbulent and stressful, yet full of progress. I would...
devblog #8 - the shape of things to come
It has finally come down to Hell. One can't help to feel that Hell is the most sought after piece of Phobos. The Hell portion of Doom3 was criminally...
devblog #7 - hell
The beginning of the end is not meant in a negative way. Far from it. The beginning of the end is the beginning of the end of development, and I stress...
devblog #6 - the beginning of the end
Now, to continue down the road of devblog #3, we will tell you a bit about the maps in episode two. Episode two will take place on the martian moon of...
devblog #5 - there is a man on phobos
A new devblog has arrived. This time it's a bit about the modeling aspect of the mod's creation. Character models in particular. And for the first time...
devblog #4 - making models for doom 3: phobos
The last month has been kinda quiet at the Team Future 'office'. It's been Christmas, and like any other mod team, working people are having time off...
doom 3: phobos devblog #3 - monthly developments
Another devblog about the progress and production of our Doom3 expansion pack Phobos. This time we take a look at more direct game play elements such...
devblog #2 - playing doom 3: phobos
Building levels for the modern First Person Shooter is a great challenge. When the levels are contained in a high-quality and story-driven mod, you take...
devblog #1 - making maps for doom 3: phobos.
Doom 3; Phobos, is back from the shadows. We've put up our brand new spanking website, with lots of screenshots and a revelation of someone I know everyone...
doom 3; phobos. back from the shadows!
The last four months we have been hard at work, bringing the first episode closer to completion. We are reaching a point where it is not as much a matter...
presentation videos released
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