Quantcast
Connect with us

Video Games

Modders Succeed in Adding Custom Map Into ‘Dark Souls’

Published

on

Modders have managed to restore or discover cut content in From Software’s Dark Souls series (and spiritual successors) for a while now. And now, you can add the ability to add custom maps, as well. Modder Dropoff has managed to import Half-Life‘s deathmatch map Crossfire into the original Dark Souls.

According to this Reddit thread, a user known as Katalash explains just how difficult it is to actually pull this off.

“The main roadblock for custom maps in Dark Souls is that all the Souls games use Havok for physics and collision detection, and all the games’ collision data is stored in a proprietary Havok format, and From added their own customizations on top of the format,” Katalash explains.

“To further complicate matters, the file format and stored data change drastically between game to game. The collision for this was made using an old version of Havok Content tools that was released publicly for a short amount of time before Havok stopped distributing new versions of the tools. The tool generates collision compatible with Dark Souls: Prepare to Die Edition, and Dark Souls 2, but won’t work with Dark Souls Remastered or Dark Souls 3 and beyond.”

Modders Meowmaritus and Horkrux worked to create the tools to import models and collision, respectively, but don’t expect this to be the start of modders being able to add new maps and overhauls just yet, however. Katalash points out that the map doesn’t feature enemies or NPCs at the moment because they require custom navigation mesh data, which the community unfortunately doesn’t currently have the ability to make. The search for the next piece of this puzzle continues.

Writer, Artist, Gamer from the Great White North. I try not to be boring.

Click to comment

Video Games

Immerse Yourself in Mystery with Narrative-Driven Folk Horror Title ‘The Polar Darkness’ [Trailer]

Published

on

The Polar Darkness

Independent developer Horsefly Games has announced their own brand of folk horror with The Polar Darkness, a narrative-driven mystery inspired by Finnish folklore, classic investigative adventures, and cosmic horror. Accompanying the announcement is the first trailer, which offers the first look at the game’s visual style, mystery-driven gameplay, and isolated northern Finnish setting.

Coming to Steam next year, the game is set during the polar night (Kaamos) of 1980s northern Finland. Players take on the role of journalist Emma Järvelä as she travels to the isolated village of Sysiluoma to investigate a controversial revival movement led by a charismatic cult leader and her child preacher. When the child mysteriously disappears during a sermon, and a blizzard cuts off all contact with the outside world, Emma becomes trapped in a community where every resident seems to be hiding a different version of the truth.

The Polar Darkness emphasizes investigation, dialogue, observation, and deduction. Players will question villagers, gather clues, solve environmental puzzles, and piece together a mystery rooted in local history, folklore, and something ancient buried somewhere deep.

“Classic mystery adventures such as Gabriel Knight were a major inspiration,” said Juho Kuorikoski, creator of The Polar Darkness. “I wanted to create a story that captures that sense of investigation, folklore, and slow-burning dread, but through a distinctly Finnish lens.”

The story unfolds across three days using a time-based structure mechanic. Complete tasks and objectives to advance the game’s internal clock. Characters move and events change as time passes, and choices determine what you see and what you miss. Each playthrough reveals a different perspective on the truth.

The game features a distinct visual presentation that combines photographic 2D characters based on real actors to atmospheric 3D environments. Complementing the visuals is a soundtrack heavily inspired by Finnish folk music, composed and performed by Finnish folk artists.

Continue Reading