Features:
- Use Sphinx and his increasing array of skills to face deadly mythical monsters while avoiding perilous traps with acrobatic ease. Weaken enemies and use capture beetles to store and unleash their abilities at will.
- Take control the Mummy when strength & combat skills aren't needed — use the Mummy's stealth and unconventional antics to avoid enemies, solve puzzles and sabotage right under the enemy's nose.
- Interact with hundreds of unique and imaginative creatures, enemies and allies.
- Fantastic graphics bring this mythical world based on Egyptian legends to life.
- Totally immersive storyline and epic gameplay.
The Story:
An ancient Egyptian Universal Empire once joined several worlds through Solar Disc portals. The old empire was destroyed and the civilizations in each world have suffered different fates, some of them have continued contact and others have lost it. These worlds have been separated for such a long time that many of them would not recognize each other.The legend says that two forces, one negative, one positive, are trying to recover the old empire and all of its crowns again. But we know very little about these forces or if they really exist. Other people are simply trying to understand what happened and the real nature of each world. Meanwhile each world continues with it’s own way and history.
Recently, strange things have been happening… News is received from many places that problems are appearing; the normally peaceful villages are now at war, odd monsters appear in valleys where there was once placid ecology... Nobody knows why…
The chain of communication between the worlds remains partially abandoned, partially destroyed and so unstable that to use it is a sure way to cause even more problems and dangers. A long time ago the Great Wall in Heliopolis was built to protect the civilians. Many people have used the portals but disappeared without trace. For this reason you never know how you will be received in any of the locations or if you will get anywhere at all.
While we generally don't post Steam announcements for every single patch, and we usually update the forum thread instead, we have been improving the PC version while developing the Nintendo Switch port that was released three weeks ago.
The community is growing lately, mainly around the Discord server . We have pretty interesting fan art and we have been beta-testing the upcoming Steam Workshop support.
Patch by patch, the game is slowly being restored graphically using mainly the original artwork from Eurocom and Anibyte, with small tweaks. This is a respectful restoration, not a makeover.
Four of the most problematic defects have been fixed. Some of them were introduced during the PC port, others are still present in the original 2003 console release. A savegame corruption, suddenly vanishing NPCs, uninitialized memory as well as a few others that are less severe.
We are still planning to add most of the remaining features that had to be temporarily delayed due to the Nintendo Switch port: Things like projected shadows, better lighting and some shader improvements will appear in both platforms. Remappable controls will probably stay PC-only for the foreseeable future. We read your reviews and comments, and while we can't get some things done as fast as we would like, we will persist.
This last update should be equivalent to the Nintendo Switch v1.1 patch that we also released yesterday.
Also, here is the complete cumulative changelog since our last announcement:
2019-02-15 (Friday)
- Remove the limit of 128 characters that caused truncation for long-ish paths. Properly NULL-terminate savegame paths.
- Fix spurious quotes in the Filelist.bin loader when given a mod path via arguments, it caused an occasional crash when ending a mod path in /" and sometimes the last path separator doubled as escape code.
- Don't enable the 50 Hz PAL mode in the PC version, as it works in EUR60 mode; this should change the rate at which some physics calculations are carried and doesn't affect framebuffer sizes.
- Properly zero-initialize some fields in the Enemy Mobility Path component that caused an ugly bug where if the leftover memory was 0xFFFFFFFF the value gets interpreted as -nan and first corrupts the rotation and that invalidates and corrupts the item matrix, the NPC visually disappears and collisions stop working so they fall to their death.
[list] - To find this I instrumented the mobility code at strategic points and tested things in a modified mum_temp map for Sphinx full of container-cobras and Abydos NPCs provided by @jmarti856 that improved the chances.
- Keep in mind that denormals may have also caused some other subtle problems. This is a defect in the original code and was fixed 15 years later, should fix most of the sudden NPC despawns.
2019-01-18 (Friday)
- Optimize all the new HQ textures and reduce its size on disk.
- Minor cleanups.
2019-01-17 (Thursday)
- New HQ textures for BasKet, the Sarcophagi King, most of the Mummy levels and the final battle. Better floor textures for the Lost Temple of Heliopolis.
- Fix a few mishaps.
2019-01-15 (Tuesday)
- New HQ textures for Sphinx, Horus, Imhotep, Akhenaten, Menes, Set and Nefertiti. Update some rocky, wall and FX-related textures to reduce pixelation and blocky S3TC artifacts.
- Properly move actors to their correct positions while skipping cutscenes.
- Remove the initial Tut wake up scene from the blacklist of unskippable cutscenes now that it works properly. With this implemented practically all the important cutscenes should be optional by just pressing the Book of Sphinx/Inventory button.
- Fix a regression in floating point rounding mode that caused collision issues, mainly Sphinx receiving unwarranted damage when stepping over the lowered spiked gates in the Uruk intro and also spurring the Abydos piranhas to swim in the air. Round to nearest instead of chopping decimals toward zero.
- Add an entity flag (0x8000, previously reserved but wrongly tagged as 'Ignore Auto Collision Macro' in EuroLand) to conditionally re-enable LODs for new 3D models from modders, if requested. That way mods can still optimize bigger levels while still disabling LODs for the original (now-low-poly) meshes.
- Update the game controller mapping database. Add support for USB GameCube adapter mapping, too. Thanks to @Remidemmi .
- More vertex collision struct refactoring that should improve the undefined behavior situation.
- Minor cleanups.
2019-01-10 (Thursday)
- Refactor the vertex collision structs to plain old data and avoid undefined behavior. This should hopefully mitigate the occasional NPC despawning/clipping-through-floor and improve portability in general. Please retest and report your findings.
- Minor cleanups.
2019-01-09 (Wednesday)
- New batch of HQ texture updates sourced from original artwork; covering flares, most of the Abydos Monster Shop, a few parts of the Mummy Planetarium, Luxor Pyramid and Palace, a few Wall sections and some other places, metallic fences, the sun, shoot targets, a few statues, platforms, walls and floors. Add a better version of the dirt and tiling terrain textures.
- Minor cleanups.
2019-01-04 (Friday)
- Fix possible framerate judder/frame skip issues by ensuring that we only use monitor resolutions and frame-rates compatible with the fixed in-game display/update rate.
[list] - Should fix issues where the monitor exposes 59 Hz or 70/75 Hz refresh rates and we pick that by mistake.
- Now it should only use 60 Hz, 120 Hz (or 180 Hz+) physical swap rates. To ensure it can be properly v-sync'ed.
2018-09-05 (Thursday)
- New Luxor Palace and Heliopolis Exterior textures.
- Avoid rare softlocks in the middle of a conversation if the NPC/monster dies for any reason. Go back to normal game mode and unfreeze the controls.
- Proper mod folder support, by letting third-parties/modders provide their own BuildData/Filelist.bin while using the original one as fallback.
[list] - When possible the new resources will override the original ones through a Sphinx.ini configuration option or the -mod
command-line argument; in that order.
Example mod folder path via configuration key:
[code]
[BootState]
PCMod=H:\SteamLibrary\steamapps\workshop\content\606710\1450113507
[/code]
- Use a custom savegame namespace/folder for each mod. Now mods and the main game won't share the same set of save slots. Hopefully each mod will have its own suffixed version.
- While in -dev mode, fill the list of levels by looking for maps in multiple Filelists and not just the first one, and merging the results. This makes it possible to select all the available levels from the right-click menu list.
[code]
[Control]
TutorialPrompts=0
[/code]
Thanks for reading!
Minimum Setup
- OS: Ubuntu 12.04 LTS. Steam OS. Arch Linux. Linux Kernel 2.6+ (i686 arch) / glibc 2.1.3+
- Processor: 1.5 GHz supporting SSE2 instructionsMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: OpenGL 3.0 Core Profile compatible
- Storage: 1 GB available space
Recommended Setup
- OS: Ubuntu 12.04 LTS. Steam OS. Arch Linux. Linux Kernel 2.6+ (i686 arch) / glibc 2.1.3+
- Processor: 2 GHz supporting SSE2 instructionsMemory: 2 GB RAM
- Graphics: OpenGL 3.0 Core Profile compatible
- Storage: 2 GB available spaceAdditional Notes: Having ARB_clip_control improves depth precision over large distances.
[ 6530 ]
[ 2738 ]
[ 4858 ]