A downloadable game for Windows

Download NowName your own price

Inspired by the biggest first person shooters - Quake, Blood and Hexen, to name a few - Quadremor brings you back to the classic retro shooting experience you know and love. It's fast paced gameplay and unique, dark atmosphere will instantly make you feel at home.

This is a demo which does not represent the final product! 

It includes one short, demo level

Wishlist QUADREMOR on Steam

StatusIn development
PlatformsWindows
Rating
Rated 4.4 out of 5 stars
(7 total ratings)
AuthorVoxelvoid
GenreShooter, Action
Made withBlender, FL Studio, Audacity, Godot
Tags3D, First-Person, FPS, Godot, Low-poly, Retro, Singleplayer, Zombies
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse

Download

Download NowName your own price

Click download now to get access to the following files:

Quadremor_0.1.98_With_Beta_Content.7z 174 MB

Development log

View all posts

Comments

Log in with itch.io to leave a comment.

(+1)

Cool game! I love the artwork and atmosphere!

(+3)

this game is great, its honestly just amazing, i do have a few nit-picks but thats really just me wishing for more, first things first i love the gun design for the most part, i love how the shotgun doesnt really feel like a standard shotgun in the sense that you learn to get enemies within a certain angle to deal high damage, but rather it feels more like a rifle with damage falloff, its a neat approach that i actually really like, i think it stems more from the fact that unless you shoot the ground you cant actually see your bullets and how they spread, so it sorta almost feels like you shoot 1 bullet with damage falloff rather than multiple bullets, secondly, i like the enemy design, the eyeballs are unfair but weak, which balances them in an odd counterintuitive way, which isnt bad, just unique, you can shoot them down easily but they almost always deal chip damage to you when they notice you, i also like how the first one seems to delay its attack just to let you get a shot in on it so you can get a feel for the shotgun before taking on the rest, that seem to actually attack you immediately, i like the swamp creatures, they have projectile attacks compared to the eyeballs hitscan attacks which clearly communicate "yes, you can dodge this", but the speed of them also clearly communicates "no, you cannot rush this" and forces you to keep your distance as you shoot them from a good length away, they are beefier than the eyeballs too, taking multiple shots, which makes them harder to take on in groups, which i also like, i also really like the way that ammo is distributed, if you use all your shots trying to clean out enemies ammo can seem scarce at times, but if you use your shots killing enemies only directly in your path ammo seems plentiful, its good balancing

now for the issues, i dont really like how health is distributed, with most enemies dealing a very small ammount of damage that adds up quickly, you very quickly are able to learn the strategies and patterns for each enemy, and kill them indevidually while only losing maybe 5-20HP per enemy, when you factor in that medkits give you a solid chunk of health back, and theres like 7 around the map, all of which are fairly easy to find, it makes combat encounters feel sort of loss-less, the only thing that keeps combat fun is the feeling that you MIGHT die, rather than the actual plausibility that you WILL die, if you lose 20 health fighting 2 eyeballs, its ok, theres 2 medkits sitting on the floating stone platform over there that can replenish that and then 100+ more HP if you happen to lose that much, on an unrelated note, the ADS mode on guns feels awkward, i can probably pinpoint exactly why though, when you increase gun FOV it causes movement of the camera to feel like it moves alot further in a single movement, because thats how cameras work, to fix this i recommend decreasing camera sensitivity when aiming down sights, to make it feel more like you are focusing on a certain area or enemy and less like you just increased the FOV on your digital CANON camera and are swinging it around, this isnt a huge issue though because i wasnt even aiming down sights most of the time, as theres no real reason for ADS at the moment, mainly because all the guns in the game currently have bullet spread, meaning the further away you are the less devastating your guns will be and thus using ADS to assist in long-range combat isnt needed, because long range combat means you deal less damage while the enemy deals the same damage as they would at medium range, this will probably change in the future though as you might add more long range oriented guns that will use ADS more, i just dont see a practical use for ADS on short to medium ranged guns like shotguns or assault rifles

overall, if i had to rate this demo out of 10, itd be a solid 8 or 9, not even kidding, while it has its issues it manages to stand out and be actually really fun, just wish there was more, maybe some sort of procedural maze-like generation mode in the future for more replayability? oh well, i guess only time will tell where this game goes, but currently its a big thumbs up from me

(+1)

Thank you very much for the review :) This is really just an introduction to the game. The full release is gonna be much bigger and much better in every way. Stay tuned for that!

(-3)

As a first-generation Quake player, I feel that I am qualified to post a comment here.

First of all, if I were to rate the presentation, my rating would be 2.5 to 3 points.

Although QUADREMOR carries the slogan "retro FPS", its evaluation is bad for me. "I don't think this is a technical issue for me. I got through the demonstrations of ULTRAKILL, DUSK, QUAKE1, DOOM1, 2, and ASKE, but this game is the only one - QUADREMOR.". Its terrible enemies ruined the entire game. The enemy of the game: First, there is a purple eyeball (called PE here) whose strange attack logic makes me confused. I don't know why developers would put this fully automated hitscan enemy on such an empty map? "And the green guys (GGs) in the mud pit, they are distributed around, and there are a large number of them. The projectile's firing speed is extremely fast.". There are also zombies in the cemetery, which are extremely numerous, and the attack logic is very confusing for me

I don't know if developers believe that the enemies of difficult players are the enemies of fun. Their models, animations, and attack logic are all a mess.

Speaking of maps, it is difficult to imagine that QUADREMOR's map is a "retro FPS", empty and without any decorative buildings. Its poor map design always makes me confused during the process of playing. And the fog on the map, a lump of shit. I can't find him to do anything but disrupt the continuity of the process.

I don't know how developers define so-called "retro FPS", nor have they played with FPS such as ASKE, ULTRAKILL, and DUSK, which are also independently developed by a single developer. The playability of ASKE, also known as DEMO, has increased by billion times compared to this game. I am not derogating from your work. It's just that such a low quality "retro FPS" really makes me a bit angry. In particular, I have seen that QUADREMOR has already undergone beta testing. And it sells for $3. I didn't buy the game because screenshots of the game are difficult for me to download. Do you know why this game ranks among the best in the popularity of retro FPS, but not many people have scored it? That's why!

(1 edit) (+2)

Hello BC-GAME!

Thank you very much for your review, but I think there's a slight misunderstanding going on here.

Quadremor Demo 1 is just a simple demo of the first level of a game that's gonna be released late 2023 (maybe early 2024).

There will also be a second demo, probably near the final stages of the development - this one will showcase a solid portion of different enemies, level design, power ups and overall gameplay.

Quadremor Beta Program - on the other hand - is like an early access, but with all the good stuff that comes along the way - like "extras", test levels, test mechanics, new weapons, enemy prototypes, new levels and you can basically get the game early for cheap and play test it while it's being developed. Every update adds something new to the table - you'll even be able to complete the whole game at the end since new levels of the campaign are getting added. You will also get a Steam key on release of the full version.

As for the enemies and the first level: they are just simple monsters which guard the main Teleport Gate at the outskirts of the Quadremor realm. There are no buildings other than a chappel, because it's a sad, foggy, desolated place. 

This level gives the player the opportunity to test his movement, check how to shoot, how the guns feel, to learn how to jump, how to use jump pads and so on. Also the objective is simple: don't get killed, find 4 keys and leave the place - maybe find the lone secret.

It's just a prelude for what's to come.

(-3)

Thank you for calmly treating my aggressive remarks. Most of the scenes in the game are really too empty. And it's all outdoor scenes. I don't know if developers have been exposed to modern retro FPS like DUSK, and their map design and scenes are really great. I recommend using software rendered pixel texture maps for games, which will make the game's image much better. I suggest developers strengthen their map design capabilities. You can take a look at this video:

In addition, here are some of my summary:

Multiple locations should be connected, even if there is no road ahead, there is always a shortcut to the right road (in the case of a fork in the two roads)

The level should be consistent, not allowing players to get lost while walking, and the entire process seems to have intangible guidance.

The height should be balanced, and players should not stay on the same plane for a long time.

For a basic key finding level, there are generally three paths near the player's birth point, two of which are connected to obtain the key, and the other is generally between the first two, requiring a key to open. After the player finds the key, there is often a door in front that uses the key to open, allowing the player to walk out without turning around.

Secret locations in the game are equally important:

Secret locations are generally set up in inconspicuous places that can be seen carefully, but are easily skipped by players.

Secret locations can be set up where players know there are bad results, such as an end of the road, or traps that may have lost blood in the past.

It can be set as a secret location to be opened using the door key, but it is farther away from the key. Generally, players will not go there and will forget it if they go there.

It can be set as a secret door, such as walls and floors with similar but different textures.

Secret locations can also be set up with a way to go back without turning around.

The rewards for secret locations should meet the player's current needs, such as ammunition, armor, regeneration props, and weapons.

For enemies, if you say these are simple monsters, it's hard for me to imagine how scary the monsters will be

Good luck!