Get the up to date Commercial Version 1.5.0 here:
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Get the Freeware Version 1.2.0 here:
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➣ Download - IndieDB
➣ Youtube Channel
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Changelog:
Spoiler:About
1.5.0 Changelog:
The definitive version of Hedon's first episode is here, bringing an extended Map01, and new adjustments and content!
General:
- Updated the hGZDoom engine fork to GZDoom 4.2.1's code;
- Fixed a setting which would cause issues with the game display not working with multiple monitors;
Player:
- Zan now has slightly more air control while jumping/moving in the air (on top of the 1.4.0 upgrade);
Weapons:
- Added the Hellclaw - https://hedon.fandom.com/wiki/Hellclaw
- Increased the Spike Gun's minimum damage and DPS;
- Increased the Crushbow's Fire Bolt explosion radius by ~15%;
- Greatly buffed the kick and air kick damage (also removed the possibility to gib an enemy with the air kick);
- Removed the physical damage protection component from the Great Axe's thorns buff.
Inventory:
- Increased the pickup radius for health potions and food by 10-30%;
Monsters:
- Added the Hellblaze - https://hedon.fandom.com/wiki/Hellblaze
- Significantly reduced the Iron Urchin's explosion damage radius;
- Increased the telegraph time for the Cultist's spike throw;
Gore:
- New "Frag Death" animation frames for the Cerberus;
- Generalized the "Frag Death" state for every monster (it falls between regular death and extreme death, and is generally caused by the Fragfire Gun, Acid Potion Launcher and Crylance), giving them custom giblet and effect spawns when killed by these weapons.
- The small blood splats now have 4 different sprites instead of one;
- Added large flesh chunks for the Pit Lord and Hellblaze death/gore effects;
Levels:
- Extended Map01 with a new starting area (and adjusted the tutorial tips to fit to a more diluted learning experience);
- Small extension to Map05, providing a new path approach within the Reaver HQ;
- Added mana potions in various places for lore flavor;
- Various small adjustments for each map;
- All readable items (parchments/tablets/signs) now have brightmaps to help them stand out (especially in the dark or against dark surfaces);
Soundtrack:
- Replaced certain tracks with their original/extended versions;
- Extended certain shorter tracks and reduced/removed the silence breaks between the loops;
Difficulties:
- Lowered the Bearzerk spawn rate of ammo and monster drop replacements by ~50%;
1.4.0 Changelog:
The Bearzerk update is finally here, with brand new melee-heavy gameplay content!
General:
- Switched to a GZDoom Engine fork tailored for Hedon - "hGZDoom", which primarily changes the setting menus and removes useless options (although it's an extremely minor fork, I had to change the name of the engine due to GPL regulations);
- Set automap style to overlay+normal by default;
- Added shadowy backgrounds when reading texts for better contrast/readability;
Player:
- Zan now has slightly more air control while jumping/moving in the air;
Weapons:
- Four new weapons exclusive to the Bearzerk difficulty:
Hatchet and Shield - https://hedon.fandom.com/wiki/Hatchet_and_Shield
Fire Hammer - https://hedon.fandom.com/wiki/Fire_Hammer
Force Pike - https://hedon.fandom.com/wiki/Force_Pike
Great Axe - https://hedon.fandom.com/wiki/Great_Axe
On this difficulty the player can carry 3 Axes initially and 5 with the Bag of Holding upgrade;
- Improved graphics and animation for the Fists, and added a kick alt fire;
- Added a "Quick Kick" (default hotkey: Q) that can be used with any weapon;
- Slightly improved all weapon graphics, animations and sound effects;
- Doubled the thrown Axe base damage;
- The player can now carry 3 Axes after getting the Bag of Holding upgrade (5 on Bearzerk);
- Slight increase in area of effect and projectile speed for the Fragfire Gun's Flameshot;
- Crushbow has a slightly slower rate of fire but the primary fire does more damage and has more area of effect;
Inventory:
- Quest Items and Consumables are tagged in the pickup message now;
- Slowed down the depletion of Fixer's Goggles to 1 charge every 2 seconds;
- Potion of Haste now lasts 20sec (from 15);
- Vial of Healing hotkey has been moved to "V" by default (since "Q" is now Quick Kick);
Monsters:
- Minor improvements in pain behavior and damage type resistances for some monsters;
- New blood cloud gore effects;
- Bosses now take extra base damage from all weapons;
- Shadow Abhaoth has new sounds to make her sound less humane and more abyssmal;
- Slightly lowered the Cultist attack rate and the speed of their spike projectiles;
- Iron Urchin hp lowered from 25 to 20; they can also reliably be pushed away and turned into projectiles with melee weapons now;
- Forge Elemental has a slightly lower chance to spawn Urchins instead of attacking;
- Warlocks have a slightly lower chance to cast Toxic Bolt bursts;
- Lancers have a magic pull ability similar to the alt fire of the Force Pike, as well as a lightning spark blast attack for melee range;
- Friendlies now allow allied projectiles to pass through their hitbox (this should fix the issue with them pushing each other accidentally);
- Fixed Sentry Gun crash bug when dropping it by changing weapons;
Levels
- Various fixes and adjustments across the levels;
- GPU and CPU optimization for Map10 (especially the boss fight);
- Few new situational dialogues for friendlies;
- Reduced loop silence periods before music starts playing again for certain tracks;
Difficulties:
- Added a new difficulty "Bearzerk" which removes access to guns and instead brings new weapons to create a melee-oriented gameplay experience. Monsters have normal strength, but spawns and items is similar to Brutalizing. Regular ammo drops are randomly replaced by health potions or consumables.
1.3.2 Changelog:[/b]
Levels
- Made several adjustments to Map01 to further help the level flow and guide the player visually;
- Re-worked the tutorial tips to make them easier to read;
- Made minor adjustments to Map02 and Map03 to further visually guide the player;
- Added a trick way to skip the cinematic part of Map06;
- Increased the dig radius for the Bag of Holding in Map07;
Monsters
- Fixed a bug in the Pit Lord Alpha that would break the fight if the player used a Time Shard before his health bar appeared.
1.3.1 Changelog:
General
- Updated the patreon gallery in Map10, and updated all the credits.
Weapons
- The Fragfire Gun Flameshot now uses a different See and Death sound (it no longer uses the same sound for both).
Monsters
- Giant Nithriel now has a proper pain state when being hit by an Axe throw.
Sprites
- Added blood trails to giblet sprites, and reduced the gravity factor of giblets to give them more air time.
Levels
- Minor fixes and adjustments for all the maps;
- Added and removed several monsters for the Greenhorn and Brutalizing difficulties.
Difficulties:
- Added a complete description to the Brutalizing difficulty in the selection menu.
1.3.0 Changelog:
General
- Updated Patreon supporters in the main menu credits screen.
Weapons
- Lowered the Spikegun's minimum damage (and subsequently DPS) by approximately 15%;
Companions
- Fixed a bug where companions jut forward extremely fast in combat, often dying from collision;
- Companions now move faster after few steps to better keep up with the player's speed;
Sprites
- Updated some food sprites to make them stand out more;
- Few new sprites for the butcher shop theme;
- Added brightmaps for the Spike Mag, and improved the brightmap for the Boltmag;
Levels
- Added a new area and a new secret area in Map01 (they can only be accessed after doing the Moondrop Flower puzzle);
- Extended the dormitory wing of Map03 with few new areas to break up linearity;
- Added a new secret area in Map04 that also allows one extra navigation route between the main areas (it can only be accessed after finding another secret, though);
- Fixed more typos in readables - everything should be correct at this point;
- Various texture alignment and texture replacements.
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Published/Commercial Versions Start Here ^^^
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1.2.0
General
- Linux version is out!
Weapons
- Every weapon now has its own custom crosshair! You can also opt to have the same one for all (as before) from HUD Options (Force default crosshair);
- Improved HUD sprite graphics for the Spike Gun;
- Spike Gun alt fire change: while aiming down sights, you now shoot in 3-round bursts at maximum damage per shot;
- Reduced Fragfire Gun's horizontal pellet spread by 15%;
- Increased Fragfire Can ammo cap from 640 to 800 (960 with Bag of Holding);
- Increased the explosion radius for the large Cryball of the Crylance alt fire, and increased the damage of the Mini Cryballs spawned afterwards by 50%;
Monsters
- Blind Nithriel's detection radius reduced by 25%, making the avoidance segment of Map06 less punishing;
Sound
- Several new ambient sounds;
Levels
- Ambient sound design overhaul for each of the maps;
- Minor visual changes to Map01 (and subsequently Map06) and Map02 to futher aid in navigation;
- Map01 music now starts later in the level;
- Fixed a critical bug in Map06 where one of Nithriel's clones would get stuck preventing any progress;
- Fixed a major bug in Map06 where the Potion of Might needed for Nithriel's first phase would not spawn on certain difficulties;
- Lots of typo fixes in the readables and dialogue (many thanks to JaywalkingKnight, spart_n and JohnnyWolf for spotting the errors!)
1.1.1
Levels
- Fixed a broken BSP portal/"missing broken texture" in Map02;
- Fixed various typos and text errors;
Difficulties
- Added new map markers to help the player navigate on the easiest difficulties.
Greenhorn:
- Important readables are now marked on the map once discovered; Important quest item interaction locations are also marked on the map;
HeadOn:
- Important readables are now marked on the map once discovered.
1.1.0
Weapons
- Buffed up the Spikegun, Fragfire Gun and Crylance primary fire damage by roughly 20%;
- Modified the Spikegun's fire sound a bit;
- Fragshot pellets now have some tiny fire trails (visual effect only) and an increased hitbox size, making them easier to hit targets;
- Increased the Fragfire Gun's Flameshot's area of effect damage substantially, making it a far better tool at dealing with grouped enemies;
- Increased the Acid Potion's minimum damage to make it feel more consistent and predictable;
- Decreased the Crushbow's Fire Bolt direct damage, but increased the radius damage instead, thus making it into a more proper HE weapon (as opposed to the Impact Bolts which retain their single target damage, penetration and speed);
Armor
- Increased all armor damage reduction by 5%, taking a further step in making it a more important and depletable resource rather than a thing you usually have on you all the time and doesn't influence the game that much;
Monsters
- Iron Urchin HP from 40 to 30;
Sprites
- Few minor changes including new graphics for readable scrolls which should make them easier to tell apart;
Levels
- Lots of typo fixes in the readables;
- Other bugfixes & few item placement modifications;
- Several navigation improvements (lights, sounds, textures etc.), but more importantly:
- Map04: Few visual modifications in the forge area that should make it less confusing;
- Map05: Turning on the auxiliary power now also lowers the main gate to the Reaver HQ, offering the player a more obvious way to get inside besides shooting the gate switch or breaking the underwater window;
- Map07: The magic seal holding the lever that opens the mountain gate has been moved to the actual mountain gate switch now;
Difficulties
- Changed the difficulty description a bit to sway people from regarding Hedonistic as the best one to play on and just pick one that they feel would better suit them.
Greenhorn:
- Monster health from 60% to 70%;
HeadOn:
- Monster health from 80% to 85%;
Hedon is an entirely original game designed by me throughout the years, first as a concept/fantasy world, and thanks to the Doom modding community - an actual thing in the works. I'm an artist/architect/jack of all trades who aims to bring out original content, including graphics (which I entirely draw by myself in Photoshop), level design, coding, sound editing, story etc.
The Philosophy
Hedon is a reaction towards certain trends in the gaming industry that mainly focus on being as digestible as possible in their quest for market expansion. I believe that single player games do not compete with each other, and thus should be ultimately regarded as a personal art form instead of a service. My aim is to research classic game design and refresh the valuable bits we've lost in an experience that ultimately rewards the player through learning and investment rather than through mechanically administered gratification.
Story
You play as Zan, a half orc / half demon who wakes up in a collapsed cave with no memory of how she ended up there. The first episode of the game will immerse you in Hedon, an underground world in which a mysterious demonic force has taken interest into (won't spoil much right now).
Gameplay
Although the combat plays like Doom for the most part, Hedon was rather inspired by games like Arx Fatalis, Hexen, Unreal and even Thief, and that will especially show in the level design which is heavily based on exploration and figuring out what to do, as well as atmosphere and lore/story building.
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