Step into the boots of Master Templar, the fanatical and ruthless enforcer of the one true faith. Pick your way through the disease ridden, irradiated trench works of Cretu and wage apocalyptic holy war on the sinful enemies of the caliphate. Survive the evil unleashed by heresy and struggle with over 15 (and counting) new enemy types, from corrupted militia and cultists to demonic netherworld horrors. Utilise 14 holy instruments of war to excommunicate with extreme prejudice. Fall to your knees in awe of the holy miracle of new gameplay features and visual effects. Say your prayers and confess your sins! Take your rad meds and check between your toes for wormsign! Trench Foot Slouches onwards, waiting to be born!

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

About chapter 1...

News 2 comments

Greetings fellow pilgrims, hope you've all been well. While we haven't been super active on social media for a bit, we still read all of your comments and feedback across all platforms. The amount of support you've given us is amazing and it's what keeps us going, so I'd like to thank you all on behalf of our team.

Speaking of our team, it's a great pleasure to announce our most recent addition to TrenchWork. Enter Snordix. An incredibly talented artist who can draw about everything you can ask of him, and pretty damn well too. This may not come as much of a surprise for those who are a part of our Discord community, but he's been helpful enough to warrant himself an official announcement. So much so that he's blessed us with official art of our protagonist himself, Master Templar!



With his concept art, we hope to deliver a more aesthetically pleasing experience.

Now, onto what you folk are probably wondering about... What's up with chapter 1? How close is it to release? While we can't really say how soon, it's definitely getting there. We've been making steady progress, however, life has been very demanding for some of us. We're still planning on keeping the promise of a 2022 release, but unfortunately it's going to take a bit more time in the oven. Gameplay has been polished up significantly, new features have been added and the levels have been made to feel more alive, but all of that deserves a separate article which will be coming in due time. Meanwhile, we've still got a few interesting things to show off to make the wait a little more bearable.

Naturally, that's not the only thing we've been focusing on. For the past few months, we've been extensively reworking the sound design of Trench Foot, with pops (4shot) doing the heavy lifting. Nearly every weapon sound has been updated to the highest quality fitting for a ruthless soundscape of a raging war. With as much immersion as possible being our goal, a footstep sound system has been added. Soon you'll be able to hear every holy or unholy step taken in the muddy trenches. All of this doesn't apply only to the player, but to the fellow comrades and the bloodthirsty enemies as well. Here's a quick demonstration of what the trenches sound like now.



It's also been a while since we've shared our holy tunes. You may agree that no game is complete without a main theme to really drive its mood home. Trench Foot is no exception. With the unending war waged by the ever-growing heretic forces, the Order of the Templar has no choice but to make their presence be heard loud and clear as they trample over the corpses of their enemies. Behold, the March of the Templars.



And with that, we'll unfortunately have to say our goodbyes for now. However, we've got way more exciting things to announce, sooner than you might think. So stay tuned for that. Until then, take care.


Check out Snordix!

Follow TrenchWork on Twitter.

Join the community Discord.

Official Trench Foot Youtube channel.

Lokken's Patreon.

Lokken's Youtube channel.

Unholy Passage

Unholy Passage

News 4 comments

New Animated Soundscape, Doom mod Machinima on youtube.

CountryCide v1.1 released!

CountryCide v1.1 released!

News

A new version adding co-op support and fixing issues found in the release build.

The Gears keep turning

The Gears keep turning

News 15 comments

CountryCide update. New TrenchFoot video. Future prequel episodes. Patreon announcement.

CountryCide is out!

CountryCide is out!

News 9 comments

Say your prayers and get ready for a chilling adventure!

RSS Files
CountryCide 1.1

CountryCide 1.1

Full Version 96 comments

The first of many "FootNotes" A survival horror prequel adventure to Trench Foot.

TrenchFoot (Early AF Alpha)

TrenchFoot (Early AF Alpha)

Demo 71 comments

Lets gooooooooooo No more delays Heres a one level demo Thanks to Bielow8686 for testing.

Comments  (0 - 10 of 198)
dorsapap
dorsapap

RIP AND TEAR THE HERETICS!

Reply Good karma Bad karma+1 vote
Guest
Guest

Any new updates around this mod?

Reply Good karma Bad karma+2 votes
L0KKEN Creator
L0KKEN

Still going. Going to take a bit longer than anticipated.

Reply Good karma+1 vote
Guest
Guest

Can't wait. :) But will it still be released at the end of this year?

Reply Good karma Bad karma+2 votes
DyNaM1k_Official Creator
DyNaM1k_Official

The plan hasn't changed. If it does, we'll let everyone know.

Reply Good karma+1 vote
PrB00Mguy+
PrB00Mguy+

I just played this recently and it's amazing!

This mod has potential to be my most favorite mod/TC!

Reply Good karma Bad karma+4 votes
Seeker3331
Seeker3331

Firstly, I must utterly say congratulations, to the entire team behind this project. I know the first chapter isn't out yet, but from what i've played already, I can confidently say this is the best Doom Mod I have ever had the pleasure of playing. I brushed off this old account I had just to make this comment.

I feel utterly compelled to express my love and affection for this mod, the polish is masterful, the attention to detail, the atmosphere, the ambience. I completely stumbled upon this mod by accident, the visuals, the WWI Prussian & 40k Krieg vibe is brilliant. I have dreamed of a game akin to this for many, many years. AHaha it's why I'm still in disbelief something like actually exists and IS playable. WWI horror atmosphere is criminally underappreciated, I think the only other game to really tackle this would be Necrovision, which it was fun, it was campy and had issues here and there.

This game however, is utterly ******* brilliant, in it's own league. Truly. The weapons, the sprite work, the texture work, the background sounds of artillery, distant shooting, it's actually perfect. I have replayed the Early Alpha demo and Countrycide many times over. It was in fact this very mod that made me look into playing Doom Mods, AHaha I must say it's spoiled me, I assumed after nearly 3 decades of modding something like Trenchfoot would be the norm, but I'm shocked it's not. I can only thing of a handful of other mods that are as high quality as this; and they're all completely finished unlike Trench Foot. I can without a shadow of a doubt say, that my mates who i've shilled this mod too, have loved it, in particularly Countrycide; they were quite impressed with that.

Now putting the praise to one side, for the levels you've shown off so far, no major complaints whatsoever, especially in the Alpha level. For me personally I love the context and story you've come up with, I'm personally not fully sold on the concept of the Main Character, the Templar speaking, but it's not a deal breaker. Regardless, I am beyond excited to see what sort of story you lot are willing to go into, especially with all the atmospheric videos you've been putting out, I'm eager to see more of the conflict with the Caliphate and the Heretical Hordes unfold on Cretu.

Speaking of which, this is where my only complaint comes through. For me personally, when I play games with allied NPCs who help you, such as Half-Life, Stalker or Halo to name a few; I am obsessed with saving as many allied NPCs as possible, it adds to my immersion knowing I'm "making a difference" by wiping out all the enemies and saving as many comrades as possible. I was making good progress with the 4 troops at the start, however all four of them inevitably run into a small fire which kills them nearly instantly.

Now I am not sure whether you can change the damage values of fire, or whether it's even worth the effort. But I feel as though it is. For in the Alpha Level, the battle on the Front line near the end; with the 52 Riflemen there, after many, MANY attempts I managed to ensure 19 of them survive, whilst killing 99% of all Heretics on the map. However one small thing that plagued me, was inside the trench on the right side, there is a small fire. 5 Riflemen died to that in my BEST attempt to save lives. Hell in other attempts I've seen over a dozen men die to that tiny fire alone, making it hard to run from all 3 sides knowing the majority of the allied NPCs try to follow you, and if you run on the right side many of them will jump into the fire to their death.

I know this is an incredibly tiny detail, however I would say it would be a good idea to make the Allied NPCs immune to fires and minor map hazards, or if it's easier, to not have them placed around area's where allied NPCs are likely to run through.

The reason I say this, is I've seen many people play the Alpha Mission on youtube, and it's interesting to see many of them leave the soldiers to die, some of them try to save them but usually failing, or hell I've seen a few people make a mad dash to the end of the level leaving this entire section of Caliphate controlled trenches fully overrun. Whereas in my game, I've wiped out all the Hostiles, clearing out the trenches in this counter-attack and even left a skeleton crew of Caliphate Riflemen on the frontline; keeping the Trench somewhat secured from further incursions.

Again, AHahaha I know this is a very frivolous issue, but I do think this small change would serve the mod well, regardless of that. It won't ruin my enjoyment of your teams works in any capacity, which is why I also wanted to give my absolute praise to your teams work. I didn't see enough comments giving positive feedback on the impressive work that's already been done, let alone what's coming up.

Thank you very much for creating this work, I hope for the best for whatever projects you boys work on!

Reply Good karma Bad karma+5 votes
DyNaM1k_Official Creator
DyNaM1k_Official

Thanks a lot for the nice comment, it means a lot. I definitely wouldn't say our work is perfect, especially since we borrow a few assets from other people and games. There are also some pretty amazing mods out there that you might like more so I encourage you to check some out too. It's cool to hear Trench Foot was your start of the journey though.

We're aware of how primitive the AI is in general, but admittedly I'm not that good at AI scripting and other things are already taking up much of my time. Nevertheless, we've been working on it so hopefully it's at least decent by the time of chapter 1.

Reply Good karma+3 votes
Seeker3331
Seeker3331

Absolutely man! I know it's important to get constructive criticism, but it's also important to be told what is being done right. Truthfully that is practically everything in the mod, atmosphere, tension, context, sprite work, weapons etc. For me this game concept of Demonic/Trench Warfare is a dream come true.

Yeah I'm in the process of playing more mods thanks to you guys! Though hands down Trench Foot is miles ahead of anything else. Especially when it comes to atmosphere and tone; but that's just my personal opinion.

Regardless, the AI in my opinion are fine. However, my specific gripe was how Fire hazards on the map instantly kill any AI. This is incredibly annoying when it comes to Allied Guardsmen committing suicide when they walk over fire. This can easily be seen in the Early Alpha Demo, at the Front Line. Many of your Allies will die to the fire before the Demons even reach the Trench. It somewhat broke the immersion and led to frustration when I was trying to save as many Allied Guardsmen as I can.

I'm not sure, perhaps this can be fixed if Fires no longer damage the AI?

Barring that, genuinely everything that's been shown off is genuinely inspiring!

Reply Good karma Bad karma+2 votes
mxbg38
mxbg38

Excellent work on the visuals and the sound department, enemies, weapons and environments have beautiful sprites and the atmosphere is thick and very rich, the autumn carnage is palpable.

I will say, combat is quite frustrating, starting with your basic workhorse: the revolver, 6 shots, 3 to take down the weakest enemies, looooong reload time, in short: a peashooter that quickly locks you into a reload animation that WILL get you killed as you have to wait until all 6 bullets are loaded before being able to do anything else; the shotgun is serviceable at very short distances but ammo will be scarce early on and you'll have to save it for the mini bosses.

With this arsenal you will struggle against even the basic enemies, which move very fast, attack even faster once close and spawn in droves; even more frustrating will be the encounters against the lovecraftian enemies that come in the form of massive bullet sponges that can both spawn annoying lost souls-like screamers and also phase trough walls, the first encounter in the manor is more a chore than a scare, fight this bullet sponge in a very tight space that you'll struggle to even move back while the enemy will simply noclip trough walls. Then come the catacombs where you'll get stuck in every nook, crevice and cranny of this maze while cultists come at you front and back at 50 mph.

As it stands there's too many enemies, that are too fast, take too many bullets to go down, ammo is scarce for most of the game, you are very slow and go down very quickly, you are forced to fight in very tight spaces full of props and corners where you get stuck in. All this makes for combat that just feels like a slog to go trough, most of your time will be spent reloading quicksaves rather than having a fluid experience.

Still a good mod but here's hoping next chapter will either give us a better pistol or slower enemies.

Reply Good karma Bad karma+1 vote
DyNaM1k_Official Creator
DyNaM1k_Official

Thanks for the very detailed feedback! While I agree that the reload should be interruptible and the fight in the manor can be annoying since you can get stuck often if you don't watch your step carefully, I have to ask, what difficulty did you play on? We've had a couple people besides you say that it's too hard, but we can't really fix that if we don't know which difficulty option was chosen.

Cheers.

Reply Good karma+1 vote
mxbg38
mxbg38

Oh yeah sorry, I was playing in Way of The Templar, just out of habit mostly, since every doom-based game seems balanced around Ultra Violence difficulty.

Reply Good karma Bad karma+1 vote
DyNaM1k_Official Creator
DyNaM1k_Official

Ah, that's what I was afraid of, but that's fair. We're aiming for Trench Foot to be its own thing so we don't really follow most of the tropes that comes with Doom modding. We balanced it around the normal difficulty while still keeping it moderately challenging to make it as accessible as we could. The harder difficulties are supposed to be a tough challenge, although I'd have liked to balance it in more clever ways. Difficulty balancing is hard to deal with but hopefully we can fix it with chapter 1.

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Twitter

Latest tweets from @trenchwork_coll

Some footage of the extra cultists and map variants from CountryCide Horde mode. Soon to have a public release but… T.co

Sep 17 2022

RT @PyShart: @TrenchWork_Coll @Snordix_Art It's not perfect (how did I miss that mold line?) and I'll probably wind up doing ano… T.co

Jul 31 2022

A new Templar joins the ranks with his wonderful artistry as we finally talk more about chapter 1. Welcome to the t… T.co

Jul 20 2022

After a grueling month and a half, we finally remembered our Twitter password. Jokes aside, expect some fun news t… T.co

Jul 19 2022