A downloadable game for Windows

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Wishlist QUADREMOR on Steam

Inspired by the biggest first person shooters of the 90's and early 2000's, Quadremor brings you back to the classic retro shooting experience you know and love. It's fluid gameplay and unique, dark atmosphere will instantly make you feel at home.

Backstory

In the 23rd century, humanity got so technologically advanced it could colonize other planets of the solar system with ease.

This colonization lead to discoveries of numerous alternative energy sources - which helped with developing first teleporting devices.

People started to explore worlds in other dimensions. They contacted many friendly interdimensional species and gathered a lot of valuable data.

Unfortunately, one of the dimensions proved to be very hostile towards human race.

Monsters killed every member of one of the expeditions, grouped together into a huge army and got into our world through an open portal.

After 2 weeks of fighting, humanity got almost entirely annihilated.

Monsters returned to their homeworld not knowing that you - one of the last human mercenaries and a war veteran - followed them.

Mission

The game takes place in a hostile dimension called Quadremor.

It's a true multiverse full of twisted creatures who want every other race to be either dead or enslaved by them.

You have to find and kill every one of these monsters and make sure that nothing from this dimension will ever get to our world again.

Gameplay

Quadremor is a unique yet familiar first person shooter with an emphasis on dark atmosphere and fluid gameplay.

The game includes multiple weapons, many types of monsters, hand crafted levels, extreme power ups, jump pads, secrets, teleports, and all sorts of good stuff to make your experience as enjoyable as possible.

THIS IS A DEMO AND IT DOES NOT FULLY REPRESENT THE FINAL GAME

Single player mode only

Updated 17 days ago
StatusReleased
PlatformsWindows
Rating
Rated 3.7 out of 5 stars
(3 total ratings)
AuthorVoxelvoid
GenreShooter, Action
Made withUnity, Blender, GIMP, Audacity, FL Studio
Tags3D, first-persion, FPS, Low-poly, pixelated, Retro, Singleplayer, Unity
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse, Xbox controller

Download

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Click download now to get access to the following files:

QUADREMOR_DEMO_1.0.1_Win64.7z.7z 85 MB

Development log

Comments

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(+1)

Hi, i finished the demo, as a quake fan I'm interested to see where this project goes, but i also think it has some issues, so I'll give you the main points of feedback  that i think should be adressed:

- Platforming is too tight, in some areas it really feels like you can barely make some jumps (the final area where you have to go from a jump pad to a thin piece of metal sticking out is the biggest offender, it feels like the jump pad  doesn't boost you enough) and sometimes falling means you're automatically dead.

- There are some areas where if you fuck up, you just can't continue at all and have to restart or you just die for what should be forgivable errors, for example, when you cross the underwater toxic area with the toxic protection power up you come out to an area with another toxic protection power up and a button to activate the moving platform, now you have to go back, well the first time i accidentally picked up the second power up before pressing the button which made it run out and made it impossible to go back, essentially making me kill myself to restart. Also that area in general is just pretty annoying, if you fall from the platforms you have very little time to get over something before dying and you can't even "jump" while underwater which makes it hard to know when you can or can't climb a platform

- The weapons feel way too weak (except the smg), i get it that you want to emulate the quake shotgun, which is pretty weak on itself, but it fires quickly and does enough damage to stunlock the fodder enemies like the grunt. In this game the shotgun fires way too slowly for the damage it does. The grinder second attack is absolutely useless and a suicide to try to use and the main attack is also way too slow for the damage it does. It also does not help that the main enemies (those cultists or whatever they are) are hitscan enemies, in quake, the grunts, which are the only hitscan enemies are easily stunnable and have very little health (and even then you can actually dodge them if you move enough since there's a delay in their shooting), here if you fire your shotgun at them they barely flinch which make them annoying to fight because you can't dodge their attacks since they are hitscans and you can't stun them which just feels kinda bad and boring, there's a reason why hitscan enemies are very limited in the retroshooters that are considered good. Also adding muzzle flash, a more impacful shooting animation and a more noticeable "pain" or "stun" animation to enemies would go a long way, right now the weapons are not satisfying to use.

- Please add a save function, the checkpoint system does not really work in this type of game, please. Also not being able to access the option menu from within the game is very bad, i wanted to play around with the pixelation filter and the brightness and i have to quit the game to do it.

-The game is way too dark, you need to either add a flashlight like DUSK did or make the game brighter by default, i had to crank the brightness to the maximum (making me quit to menu in the process since you can't tweak it in-game) to see anything.

I could give more detailed feedback if you wanted, but i think this comment is already long enough, i hope you don't take this the wrong way i'm just interested in the project and would love for it to get better.

Thanks for playing and giving so much feedback, I appreciate it

I honestly understand your concerns, but also don't agree on quite a few of the complaints

I'm a huge Quake 1 fan myself and I want to create something similar to it, but not quite the same

This game takes its inspirations mainly from the Doom games, Quake 1 and Star Wars: Dark Forces - it blends some elements while omitting other and adding something new

Checkpoints are taken from Dark Forces, although they were invisible to the player and seemed to be placed at random (or there was some weird respawning system that I'm not aware of) and work similar to those from Doom 2016 - I can't remember seeing any complaining about them back then

Jumping is tight for sure, but pretty well calibrated in my opinion - they give that small satisfaction when done right

Unforgiving places of death - yup, classic John Romero theme, but checkpoints are relatively not far away

I think that these starting weapons are also pretty balanced, but you know, everyone likes different stuff and I can't please everybody

Enemies can be stunned, it's just that the chance for a stunlock is randomized

As for the brightness - yes, the game is dark, because it's kinda horror themed

Some changes will be made in the final version of the game - or even Early Access

Thanks again and stay tuned