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[Indie Game] Revulsion - Doom Meets Darksouls


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  • 2 weeks later...
On 7/31/2017 at 3:38 PM, Joeganaut said:

This looks like a lotta fun! Gonna keep my eye on it :) 

Yeah sorry I have not been updating as much. I plan to get a volley of updates in place soon.

Sorry I have not be super active on social media as of late. I plan to get back into the swing of things soon though. The only thing that might distract me is that I will be moving very soon. I have a new video format now that will make things a lot smoother when showing off stuff I am doing. Its a much cleaner presentation and it gives me a chance to make a ton of Gifs.

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So here you can see a basic rundown of my automap system. When you press the map key it brings up a visual representation of the entire level right in front of you. It orients itself so that you can easily tell what direction you are facing in relation to the map. It also shows your position as well as map markers that you can discover all around the world!

And here is me sniping some fools for random fun!

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Stay tuned as I will have more stuff to show off on the way! I just recently got a ton of awesome new actions into the game that can make you call down a volley of rockets from the sky or even slow down time!


Project Stray is a independent game project that I am solo working on. Nearly everything you see was either implemented by me or created by me from scratch!

You can support this project by simply following me and upvoting me on Steemit!

My Blog page is here:


All project Stray related posts are located here:


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This is a new video format I am trying out. I feel like it not only gives me a lot of really solid animated gifs to show off but it also cleans things up. I might be doing this a lot more now when I am not streaming.

Orbital strike being put to good use!



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  • 2 weeks later...

Follow this link to grab the games first Demo build. 

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Project Stray is a loot based first person shooter that blends elements of classic Doom and Quake with Dark Souls and Boarderlands. This game is the missing link from the classic Doom and Quake style fps and the modern shooter.

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The same person who hand designed all of Project Stray was also the lead designer of the official Doom 2 expansion No Rest For The Living.

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This demo will be the last build before I begin a funding campaign to finance the design of the rest of the game. The demo itself is a short section of the game. However, the demo includes New Game Plus functionality, This allows you to replay multiple times with better and better loot as well as harder and harder challenges.

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Project Stray currently includes a fairly large amount of unique loot as well as the ability to buy and sell things at a vendor, crafting, repairing damaged or worn out items, and even the ability to affix your armor with special stats. Project Stray also has an assortment of items to temporarily boost your stats or use special attacks.

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Can you survive the challenges of Project Stray?

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Project Stray is an independent game project that I am solo working on. Nearly everything you see was either implemented by me or created by me from scratch!

Stay tuned for more information as I begin steps of getting Project Stray on to Steam Early Access. I am not yet sure how I can fund the development of the project. Any advice or thoughts on the topic are very welcome.

Bookmark the below page if you want keep tabs on the latest news of Project Stray:

Edited by Castle
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  • 4 weeks later...

Huge update to the game! Here is the Steemit link, Upvotes would be much appreciated. 

Download the latest Revulsion Demo here :



3 minutes of uncut Revulsion game play.

So what is new.



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This new version includes a host of bug fixes, updates and changes as well as a new level to round out the free demo experience. Not only is the free demo a lot longer now but it also provides players with more breathing room to learn the games mechanics. You will be starting the game off in a level called Artifact containment.


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The intro to the game is a lot moodier now to say the least. I would say its a lot closer to Doom 3 in its early pacing. But I quickly pick up the combat to make sure you know this is a lot less about mood and a lot more about shooting.


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This isn't even close to how things get later on. You should see how many enemies I jam pack into this level on New Game plus!


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Side note : Out of all classic Doom and Quake style games right now, Revulsion is one of the very few to have an auto-map system as a core feature.


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So with all of that said, remember : Your upvotes pay for my snacks and energy drinks while I work on this game!


Revulsion is an independent game project that I am solo designing right now! My plan is to get the game on steam early access soon. You can support this project by simply following me and upvoting me on Steemit! Or you can play the free demo!

All Revulsion related posts are located here:

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  • 4 months later...

hmm does anyone know if I can have this thread renamed? 


[Indie Game] Project Stray - Doom Meets Darksouls


[Indie Game] Revulsion - Doom Meets Darksouls

I will begin using this thread exclusively to update on the games progress.

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39 minutes ago, Castle said:

hmm does anyone know if I can have this thread renamed? 


[Indie Game] Project Stray - Doom Meets Darksouls


[Indie Game] Revulsion - Doom Meets Darksouls

I will begin using this thread exclusively to update on the games progress.


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First picture is the gun turret ability where you can place a stationary gun turret. The second is the Bulwark Shield you can place down. It works like the kinds of shields you see in Overwatch. Enemies wont be able to shoot through it but you can.

I want to have this patch out very soon. No later than this weekend.


10 new booster and special abilities as well as other fixes and changes to the game!

General fixes and changes.

  • It is now impossible to swap out gear, boosters and specials when your booster or special actions are on cooldown. (Was a Huge exploit - fixed)
  • Booster and special actions now display a small message to the bottom right of the screen on use.
  • Blueprints are no longer consumed on crafted.
  • It is now impossible to hold multiple of the same blueprint.
  • Water no longer gets you stuck in crouching mode.
  • New functionality is in place for impact effects on magical and metal character types.
  • Orbital Strike ability has been greatly improved. Action can be used more effectively indoors.
  • Status effects now display an icon to indicate a buff or a debuff

New Booster abilities added. (Can all be obtained from power node battle loot boxes and medical cases)

  • Aegis Recovery
    Slowly regenerates health, slows movement and increases defense.
  • Transmutation
    Converts armor to health with no negative side effects.
  • Vampirism
    Drains health from target enemies in front of you.
  • Super Buff
    Boosts health and max health significantly. (Decreases atk power)

New special abilities added. (Can all be obtained from power node battle loot boxes)

  • Damage Reflection
    Reflects damage to enemies that are nearby.
  • Roller Bomb
    These rolling time bombs pack a punch.
  • Bullwark Shield
    Places a defensive wall that protects you from enemy fire.
  • Dark Seed
    Instantly trade places with target enemy. Enemy becomes living bomb.
  • Gun Turret
    A Stationary gun turret to fight with you for a short time.
  • Recall
    Mark a location to teleport back to on use or on death.

Known Issues for the next update, I plan to get this update out asap

  • seethers impossible to shoot.
  • transmutation is under powered.
  • blueprints need to increase crafting cost based on level.
  • credits hud indicator is cut off.
  • wharehouse changed to Warehouse vending (lol)


Many very important bug fixes and tweaks to the game. This is an important update.

  • Bulwark shield has had its health greatly increased.
  • Gun turret should no longer be instantly killed if it is near death triggers.
  • Gun turret should no longer cause doors to randomly open from super long distances.
  • Vampirism is now a special ability instead of booster ability.
  • Vampirism Damage and life drain effect increased.
  • Blueprints should now all cost the correct amount for everyone.
  • Dark tower has been moved back in preparation of Episode 2. Need some space for the new levels!

Remember! Your up votes directly support this project! And if you post a picture showing you have bought the game on Steam early access then I will give you a 100% up vote. (5 a day at most if possible, if my steem power can survive!)


Steemit Updates:


Hell weapon variations of older guns are mostly just slightly different characteristics. Side grades essentially. However there is one thing that does make farming hell weapons valuable. I plan to have special super rare dual wielding versions of all the hell weapons. Dual wield weapons will be a lot more powerful to say the least.

With that said you will also see that I am starting to now add some of the completely new weapon types. The crossbow will take the shotgun slot and is heavily inspired by the Heretic crossbow. The wands are pistol slot weapons that will fire piercing projectiles that do AOE damage.

Stay tuned as there is more to come!


Revulsion already had something like 25 guns in Episode 1 but its already looking like Episode 2 will more than double the total guns. Also you may notice that there are melee weapons in the list. Each melee weapon will fire ranged projectiles. in some fashion. This is very much in the style of Heretic and Hexen. Also keep in mind that many of the weapons will have super rare dual wield variations.

The one advantage that the melee weapons will have is that they wont become worthless if you run out of ammo like the other guns.

The gauntlets will fire like shotguns. Even though you see one gauntlet you have two of them on screen. The death orb may look simple but its more or less like Zenyatta's left click.

There are still a few more weapon types that I want to add to the game. After that I will begin on monsters.

So one of the things about the monsters that I think I want to really define. I want them to get bigger and more deadly in general. I want the hell beast to be the new average sized enemy.

Originally posted by Thunder_Owl View Post
Woah... I loved Heretic, and I even time to time fire up some session - glorified visually by Doomsday Engine. This your project looks fun too! smile.png

Well, keep watching because the next bit of content is going much more in that direction for the look and feel.

Revulsion Episode 2 progress, new Monsters, new weapons, more info!


These guys are void bombers. Void bombers are super nasty fast moving mobs that have nasty volley attacks. They can jump high into the air then rain down explosive attacks from above. These enemy's pack a punch and they can reach you even in hard to get to areas.


This guy is called a Gelatinous. It might be kind of difficult to see what these guys will look like in game. These guys are more like environmental dangers. In the center of a Gelatinous is its eye which will always be watching you as you get near them. These large slime cubes do not attack directly but they do move in predictable patterns. If you come in contact with one of these it will burn through your health like acid. If you destroy the eye in the center then the cube will die

There is a lava variation of these cubes as well and those will mostly behave the same way except the eye will actually attack you by lobbing fireballs at you.

If used cleverly these enemies can be used as a way to navigate spaces in interesting ways.


The deathbow is the higher quality variation of the crossbow.


A pickaxe that does increased damage against environmental objects. Some locations in episode 2 will have locations that require you to dig to find secrets and shortcuts. Having one of these can come in handy for that.


A standard Rivet gun to pierce through enemy armor.


A seemingly useless wooden sword. Its possible that if you leave this sword in a specific location you will be able to obtain the mighty rune sword.


A flame thrower is an effective AOE weapon for large groups of enemies at close range.

So my general thoughts on episode 2 is that I may almost entirely phase out the small enemy types completely. The enemy types you will face will get bigger and more complex. So far the enemy types that I have planned around are

  • Void Bomber
    Shown above
  • Gelatinous (Acid and lava)
    Shown above
  • Death reaper
    A large cultist in a hood who can summon spinning scythes in the air around him that you have to dodge.
  • Hell Wraith
    A large cultist in a hood who rushes at you with a gigantic warhammer.
  • Abomination
    Very large, very fat, carries two very large weapons that fire like crazy.

I may still be ready to add more, but these are the main enemy types I have in mind so far.

As far as weapons, Episode 2 is poised to way more than double the total possible weapons you can obtain in the game. I also plan to have new armor types as well. Once I get the base enemy type models setup I will be able to begin building the new levels.

A direct link to Revulsion game on Steam early access.



  • Cultist Wraith
    These guys are heavily armored and use a giant war hammer to smash your face in. They will run at you relentlessly.


  • Cultist Reaper
    These guys have a few different attacks using their magical scythe weapon. They have the ability to do standard ranged attacks in addition to having the ability to summon spinning scythes that move in predictable patterns. When one of these guys is alive on the battlefield you will be constantly dodging these spinning blades.


  • Cultist Wizard
    Highly inspired by the wizards often found in oldschool Zelda games. These guys like to teleport to different locations before unleashing devastating magical attacks. These enemies are also dangerous as they are able to cast healing abilities on other enemies in the area. If one of these guys appears you absolutely must kill him first.


These guys are slow moving tanks that fire double machineguns and rocket launchers. They can rip through your health very quickly if you let them. You have to wear them down as they have massive health pools. They are the only enemy type that will drop an ammo box when they are killed.

Episode 2 is poised to have a total of 6 new enemy types!

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I am now prepping to begin doing more environment art prototype work for episode 2. The above images show new blockmesh blueprints that I will be using to get new gameplay areas in a functional state. I am feeling a lot more comfortable now with what I will need to do to quickly build all kinds of new and fun combat areas and these blueprints will make it even faster and easier.

One thing I have noticed recently is that I have become increasingly comfortable with doing pixel art. Its probably a bit more noticeable on the new monster types I am working on as well. I am hoping that the transition in my increase in personal skill is not too noticeable.

I want to get super good with voxel art so that I can create my own style for when I do my own games. I want to see if I can get away from the minecraft look and get closer to a retro look. If its at all possible I want the new areas to be a mix of Heretic / Hexen and 8 bit Castlevania.

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New monsters are intimidatingly large and they will be tougher to take down too. With that said I will be adding the ability to do head shots or hit weak points on mobs in the next patch as well. The new enemy types will all basically be mini boss difficulty mobs, but that doesn't mean you wont be running into multiple of them at a time. At this in the game I will be placing greater expectations on the player to understand how to handle different combat situations.

Each of the mobs displayed will be quite capable of cutting the player down after 1 or 2 simple mistakes during a fight. And the fights will be roughly 50% longer. I also want to have special boss variations of these mobs that are full blown staged boss fights similar to Orgrimgor.


The new guns are being added in now as well. I have to do more work on the melee weapons however as they came out at the wrong scale and are a bit under detailed. I should have them in place tonight. The plan is to get as much into the game engine as possible before I begin setting up the bones and rigs for the character models.

Its going to take me roughly mostly of February to get all of the new guns, armor sets, and monster AI in a functional state. In that time I also intend to have at least one full level blocked out as well.

I am going to be working my *** off next month!

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Many new fairly big gameplay changes and updates!

  • Stationary turret now properly ejects brass when it fires its weapon.
  • Can no longer switch weapons while aim down sight is active. (Prevents wrong zoom distance bug)
  • Text on various tutorial video screens have been updated to reflect recent gameplay changes.
  • Vending machines now increase their price for miscellaneous services.
    The price increases every time you use a service. The price increase resets whenever you die, travel between zones or activate a fast travel node.
  • Locational damage!
    example : When shooting enemies in the head you will deal 25% critical damage. Damage number will be yellow with an exclamation point.
  • Action point recovery has been removed from ammo boxes.
  • A new Action point recovery world pickup has been introduced.
    Viles provide 25% of Base max AP

Various small tweaks and changes in general.

Episode 2 news...

  • Episode two now has functional jump pads.

I want to have keys and door style functionality for Episode 2. This functionality will have the player searching for special objects that can be used to unlock doors and open paths. It wont just necessarily be keys. It can also be specific artifacts. These artifacts will likely not be inventory items. I am planning to make them function differently. The artifacts will begin to follow the player around once the player moves close enough to them. All the player has to do is survive the trip back to the location where the item can be used.


I will probably be spending most of this month just getting all of the new guns and monsters in a functional state, hopefully with animations ect. I will keep you guys updated, I am also due to make another Dtube dev blog as well.

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