Thing 2 RPG September Update

Greetings Captain, here is the latest declassified report on the progress of the Thing RPG 2 v2 update. Intel indicates the enemy may be preparing for you Captain…

Work Complete / New Features:

The majority of the artwork for the ship story/prequel mode is now complete. All that remains is the battle backgrounds and some sprite changes.
Voice acting is nearly complete! I just have to chase up a few people and find replacements for 4 drop outs.
A lot of balancing is going on in the game and the enemy is well prepared for you now, they’ve been vastly improved across the board and the game difficulty has increased quite a bit. I play the game on normal and am trying to find a balance that I like, so far the death/infection ratio is somewhat punishing but fair for what I expect of normal difficulty. Your troops better be prepared, only the strongest will survive.
Enemies have some new skills and abilities. They also have more access to grenades and medikits so let’s hope you make them critical shots count.
There are a few new “surprises” in the game, along with the things that pop out of crates there are:
1) Enemy Surprise spawns; In some areas there is a random chance that things will spawn. It’s not so common that it’s annoying or over done but it can make gameplay a bit more interesting.
2) Enemy Reinforcements; US Captains can call for backup in battle and in some parts of the game battles will “chain” so you won’t get breaks in between them.
3) Enemy Assaults; Sometimes and at key plot points the enemy will ambush you with 3 waves of “chained” battles so you better make sure you are prepared and make use of the “party” command in battle.
I’ve added new weapons to the game such as bullpup rifles, the AutoMag, RPK-74 and some other weapons.
I’ve also added lots of new relic weapons which you will find useful, some of these are quite obscure like the MARS pistol for instance. There is also a Plasma Revolver because why not?
I’ve added even more weapon mods to the v2 weapon mod system, there’s a lot of interesting combinations.
Crafting has been looked at, the engineer crafting is improved a lot and the medic/doctor has new options now. Scientists can also craft stims with “Scrap Meds” which are also used by the medic/doctor.
The Save Menu has been updated to show you what features you have unlocked. I couldn’t fit the survival rewards or Blake’s notebook progress on there but they are not as important.
I mentioned before in the comments that enemies now gain “traits” in battle, there is one for human soldiers that gives them a critical bonus which has given me some bitter defeats.
Attempts to improve the way Auto-battle handles itself haven’t been very good, to compensate a script by HIME now remembers your last actions so you can essentially spam attack more efficiently. It also improves the navigation in combat.
I’ve added a whole bunch of extra side missions and content to the games story mode with new locations and characters.
The game menu has been “cleaned up” (Below) and is easier to navigate.

Cleaned up menu.

Work to Do / In Progress:

I am currently building the survival mode, I went through a few different ideas for this but have ultimately settled on a facility with 25 floors to clear (having varied objectives for floors) I’ll let you know how this turns out but every 5 floors you complete unlocks a new weapon to be used in the game. It should be finished by the end of this month.
Then there is the matter of several new sprite updates and minor bits of artwork which Jose should have done by October/November.
Other than updating the game guide/walk-through (which I can do post-release) there is just the inclusion of MacReady and his little choose your own adventure story. I hope to start on this in October but it includes a lot of additional sprite-work for Jose to do and that takes time.
Then there is voice acting which I hope should be done by October.

Other Stuff:

I’ve got the game build currently marked at v2.2 and am still in the progress of testing and changing lots of stuff in game. As it stands I think the game itself is going to be about 40-50 hours worth of game-play if you play across all the modes at least once. I’d be interested to see what happens if anyone goes over the 99 hour mark as I’m not sure how RPG Maker deals with that :P

I hope to release a promo video for v2 content, mainly prequel mode/ship story as I put a lot of work into that and I hope people enjoy it. I’m just waiting on some art and voice acting before I go ahead and record any footage for it. I guess the game also needs a v2 trailer as the current trailer is somewhat outdated.


Captain! We just received some new Intel on enemy units in the field. It seems they have updated their soldiers equipment and it looks like you won’t know what you might encounter in the field;Merc Random 01Merc Random 02Merc Random 03

The Mercenaries won’t just be carrying SMG’s anymore captain, looks like they’ve been busy…
(Gen Inc and the US Army will be getting updated and more randomized soldiers too)

Expected Game Release: November 2015
Thanks for your patience,

Thing 2 RPG v2 Quick Update 04/09/15

Just a quick post on the status of the Thing 2 RPG v2 build. I’m still working on it and I’ve added a bunch of new stuff since my post in August but I’m waiting on Artwork and Voice Acting to be completed before I make a full post on here and ModDB as I would like to upload a video with the next post of some of the v2 gameplay.

The Plan is still for a November release, despite Xcom-2 being delayed (removing the incentive and challenge from my life) and I’m confident that artwork and voice acting will be done in that time. Work on my end will be complete on time it’s just a matter of waiting on the others. I’m balancing the game a lot, I want to make it more difficult so you have more use for NPC’s instead of just carrying around 40 guys who do nothing.

I’m still eager to finish so I can start on a new commercial project and I’m glad people are patient and still interested in the game. It’s been a challenge for me and I’m glad to have gone back to make the game itself a lot better and playable. I’m currently updating the games survival mode into something new although I’m indecisive about it and once Jose has “caught up” I can start with MacReady’s long overdue addition to the game. The hardest task on my end is writing the online guide/walkthrough but I can do that post-release as the game title screen now has an option to go direct to the walkthrough.

Bare with me I’ll have a full post and video for you soon;
Keep Watching the Skies!

Thing 2 RPG August Update

Summary of updates to the game since the last post (All Killer, No Filler… well maybe some)

Work Complete / New Features

New Enemies The Pilot and the Spitter. The Pilot is a creature cut from the 2011 Thing Movie (Thanks Sadonrii) and the Spitter is just something that me and Jose made to be annoying and bombard you with well, spit.
The Ship Story (Prequel Mode) is now complete. Cody Ball helped me write this little short that turned into a much bigger story. Set aboard a ship you play as a researcher and when someThing found in the ice is brought aboard and thaws out bad things happen. Set before Original mode and ties into Story Mode. Features timed elements and a lot of artistic scenes and even my own home made audio.
Blake’s Notebook. This feature is available in story mode, Blake will give you his notebook full of information about events that have unfolded. However you can collect research notes in the game to unlock concept art with little supportive text and descriptions about each creature Jose helped me make for the game.
Quintel’s Update. In the summer of 2014 I created a community for Story Mode that you can help and features as a hub for many game side quests and additional content. I have expanded on this story further to give it an alternate ending scenario and features more locations for the game.
Tape Saving. The game now has a difficulty option of having to use “Cassette Tapes” to save the game. No more save scum.
US Captain improved. The US Captain now has a lot of new skills to buff his allies and can call for reinforcements making him more of a mini-boss fight than just there to shoot at you.
Enemy Perks/Going into cover. When the first turn of combat is engaged the enemy (Military) will “spot” the player and some of them may gain the cover status (increasing their defense). Other enemies will also reveal little icons by their names which will indicate various traits or perks they have. an example of this is a little red skull with a cross-hair which indicates that enemy has a +15% CRI chance and might be more dangerous than his generic allies. This varies enemies a little and makes combat more challenging and varied.


Above, The Pilot (Middle) and The ‘Spitter’ enemy type.

Work to be Do/In Progress

I am replacing some of the existing audio. I am going to remove spoony’s voice as well as any audio from the 1982 movie and the majority of audio from the 2002 video game (such as Blake’s actual voice). I will re-record what I can with voice actors but I feel that it is best to have as much original content in the game as possible.
On the subject of recording, work has begun with Voice Acting for Prequel Mode and its going well. However I still need more help with this so if you are interested in VA work (paid) you can audition here.
I am also updating the in game mods/attachments again with the help of Blak Dragon to include more variety and I may include a second accessory slot as he mentioned it doesn’t make sense to wear a backpack but not glasses. It’s more an issue of balancing the game and having effective choices with impact.
Mercenary Update: For Story Mode I am including a small Mercenary outpost with a variety of tasks and trading opportunities. Like Quintel’s community it is all optional content and a brief distraction from the story.
MacReady update: MacReady will still be getting his own story included in Story Mode. It will be told through a combination of flashbacks (as MacReady telling the story to the player and as the player seeing the story as MacReady) which will involve some multi choice scenarios (choose your own adventure). This will tie up into a neat little package where you help him and go back to US Outpost #31 to finish off what he started…
Ship Artwork is nearly done and going well, got a lot of lovely artwork to help depict some of the scenes thanks to Jose.
With the improved game performance and the redundancy of the “Lite Build”. Blak Dragon has offered to test the games enhanced lighting. Will keep you posted on how this turns out.
Gen Inc Titan: This may seem a little ridiculous but we are adding a secret mechanical cybersuit into the game as a gen inc project that you have to fight. It’s a throwback to 80’s films like Terminator and Short Circuit and nothing to do with me playing a lot of Xcom, not at all.
Finally I am going to replace the games survival mode (although the old one can still be accessed from the test map). The new mode will let you play as Gen Inc and you will be given ‘missions’ by the Gen Inc board. It will revolve around building up a squad and small base management features, again totally not xcom.


Above, Blake’s Notebook: A collection of notes and concept arts. The UI was designed by Christie Shinn and the script code itself is by Mog Hunter.

A bit of bad news now I have to delay the release of the v2 update until October, maybe even November. So please bare with me while I try my best to get everything done in time and test what I can where I can.

Finally a big thanks to everyone whos been involved with the project and thanks to all the help and support I have received.


May Update


Summary of updates to game since the last post.

Work Complete:

New In Game Menu created using Galvs Army Manager Script. This should make it easier to view your units especially when you have more than 7 of them.
Drawn 80% of the Ship Story Maps, Nearly done there. Ship Story has also been renamed as “Prequel Mode”.
Updated some of the enemies with new Sprites such as the Violater and Subject #9 which were originally just color swaps.
Added “The Pilot” into the game…
Added a new “Mode Selection” Menu into the game from which you can choose Story Mode, Prequel Mode, Survival Mode etc. Its now all in one screen instead of broken up and little descriptions have been added to the menu to make it a bit more user friendly especially for first time players.
I believe that I have reduced if not removed most of the in game lag entirely. Since I bought a new CPU I was still recording 11-20 FPS (Frames per Second) when the maximum you should get with RPG Maker is 60. After some investigation I found that the KredEx script that manages passive skills was the issue. I have removed that and replaced it with a script by NeonBlack which does the same thing. This means that I am now getting between 56-59 FPS on my CPU and I hope that players with lower specs will experience a boost in game performance in the v2.0 Release.

Work to Do/In Progress:

Finish mapping the ship areas, on the last deck of the ship now (B5).
Write Voice Acting Scripts and Get lines recorded.
Get Jose to complete the Artwork for the Ship Story to help describe scenes.
Build up Prequel Mode, Test it and make sure I deliver on the features and make sure it is consistent and randomized across random play-through(s).
Finish up loose ends in Story Mode and make sure I test stuff to make sure content works.
Add MacReady to Story Mode in a way that is engaging, relative to the story and lets you control him as he “Retells” his story to you in a player-choice flashback kind of “Choose Your Own Adventure” theme where you can change certain events of Outpost #31. His story will also feature the aftermath of Outpost #31 (Inspired by the Comics) and all this will result in going back to OP #31 and “finishing off” Blair-Thing.
Test the whole game, all the way through in every mode to make sure I can complete it and it all makes sense and all the unlockable stuff works etc.
Finish off the Online Guide and add it to the Main Game Menu, Most likely can update post-v2 release.

September 2015 is my Deadline. I hope that the content I have been able to create in the random scattered time I have had since the v1 release (Nov 2013) is worth the wait. Its been fun trying to enhance the game and build upon this release.

Many Thanks, Mata Ne!

April Update

Post Update

Summary of updates to the game since the last post:

Work Done/Changes:

Game is harder, units have lower hp values and lower sp values (but sp costs have been reduced).
Infection chance increased by 1-2% depending on enemies, makes a significant difference in casualties.
Starvation and Fever/Cold Exposure work in the game and offer additional challenge.
Minor bug fixing and spelling corrections.
Updated all the sprite graphics for NPCs (as shown in featured image)
Additional artwork added to the game for side-bosses.
Enemies are stronger and faster than before so AGI value plays more effect on your units.
Altered SP regen and healing abilities to be more valuable to you.
Medical items have been changed to reflect the new hp decrease and are more valuable to you.
Added additional side quests to story mode (some are newgame+ exclusive)
Added extra skinsets as game rewards
Solo thing enemies have additional attacks and provide more challange.
Flares actually run out after 12 minutes or so.
Starvation can occur every 6-10 minutes in the game to a random member (of the first 7) of your party.
Fever can occur from cold exposure (when outside) which varies depending on weather/daylight to a random party member (of the first 7)
Fever can also be inflicted by enemies which acts like a sickness condition. (No hp loss but decreased stats)
HIT, EVA and CRI now appear in the equip menu screen (At long last!)
Tutorial is remastered.

Work to Complete:

Map the Ship story areas
String together the areas and create the events and story for it
There is a base story for it but need to work on player decisions and alternate routes/endings
Aiming for voice cast and am optimistic will have enough time/money to complete this task
Finish the online walkthrough and guide (can do post v2 release)
Scrapped plan for MacReady to have his own Extra Content story, want to include him in Story Mode “retelling” the events of what happened to him after Outpost #31 in a interactive comic book style way. Again optimistic that I have enough money for this and am indecisive about a full voice cast or just 1 voice as MacReady telling the story.

I’m currently mapping the ship story, its the most boring part. I want to release this update for the game in September so I can focus on other projects and hopefully study in a programming language. I’ve debated about releasing the game on steam (for free) but I’m not entirely sure how that process works out. I assume when most people see the engine as “RPG Maker” they turn their noses up at it xD

Mata Ne!

Thing 2 RPG Quick Update Post

This is just a quick(ish) post of what I’ve been doing so far and what I have planned.

Summary of Changes:

Weapon Rehaul, with equippable Mods instead of crafting weapons with mods.
Lots of minor fixes to the game (something like 100+ read ‘version history’.txt when game released), difficulty slightly increased, survival rate… decreased.
Bonus features like “Iron Mode” and the Jeep Sub-Boss appearing on a NewGame+.
Collectible Object Side Quest in Story Mode.
The Inclusion of a Friendly Outpost in Story Mode with Random Events, lots of NPCs (SideQuests) and a reputation system exclusive to the outpost.
Extra Content: A short mode titled “Pierces Story” which tells some missing parts of the game, completion unlocks small rewards in the main game and a short side quest in the story mode revolving around Pierce.
Extra Content: A short mode titled “Thing Mode – Subject #21;s Story” This tells the story of Subject #21 who escapes from the Submersible, it seems short but is quite fun being the enemy of the game, Completion can unlock Subject #21 as a boss in story mode; If this is popular and there is request an additional thing mode can be added but I’d like someone to write me some ideas first!
Remastered Tutorial: The tutorial has been redone to make it a bit easier for new players.

Planned Work:

We are in the process of redoing all the character sprites and adding some additional artwork to the game.
I want to include an online guide/walkthrough for unlockables etc but I can probably work on that after release. I will include a link to it somewhere in the game (Not sure where yet).
Extra Content: The Untitled “Ship Story” which part of me wants to name Harbringer Down as a joke, anyway its very ambitious on my part, making you survive so many days on a doomed ship before rescue. Managing little supplies and even smaller number of npc allies. There will be a lot of timed elements to this game with the inclusion of extra enemies, voice actors for the majority of characters and artistic cutscenes. I’m also included a two endings, one is secret and actually changes the outcome of story mode by revealing yet another random plot twist.
TTFAW Far North: After Sadonrii showed me the thing from another world comic I became a bit obsessed with it, I want to include a fully voiced graphic novel in the game somewhat similar to Dead Spaces Ignition without the puzzles, just pure story (it will also appear on youtube) Its a rewrite of what happens to MacReady and Childs but its cannon to the game, Blake finds bodies matching their identities at the start of original mode, but maybe thats what they wanted people to think… (It gives a lot of nods to the brilliant TTFAW comic)
Asides from this I got some minor features to do like extra side quests, extra secret sub-bosses, I can now have the flare light time out, I want to include ‘Starvation’ and ‘Fever/Sickness’ in the game too. The Idea for Fever/Sickness is that its either caught from Cold Exposure or from combat (slight chance, like Disturbed/Insane). Having Fever/Sickness would hinder a character slightly and destroy sp over time. It would only be treatable via the Antibiotic kit or higher level medi-kits. Starvation would be treatable with food, and randomly occur in random people over a period of time. Just as a layer of difficulty/managment it would reduce Health slowly. Starvation will likely appear as an additional option in the difficulty menu.

Also Sadonrii has completed “Original Mode” and is now on “Story Mode” (Playlists Below)

On another note I aim for a September 2015 release of the v2 Public. I leave one of my jobs on 31st March so my only concern is artist/voice actor time constraints, but we shall see how things progress. Thanks for waiting, Domo Arigato Gozaimashita!

The Thing v2.0 Status & “Lets Play”

Greetings everyone, its been some time so I’m going to summarize this as best as I can. I released The Thing 2 RPG in November 2013 and in March 2014 I began working on an update for the game which would feature new content, additional game modes and other changes to the core game. I intended to complete this by late 2014 but unfortunately I had to shelve it as I started a second job, 24 hours a week (+8 unpaid) as a Manager in August 2014. In combination with my part-time job making pizzas (12 hours a week) I have been working 6, sometimes 7 days a week since August 2014. My current contract as a manager ends in April (I’m only temp cover) but its been a really valuable experience for me.

Anyway, the good news is that since the end of January 2015 I have started putting in 4 hours a week on The Thing v2.0 Update. I’m intending to complete it this time and I welcome any feedback/suggestions/comments for content or improvements. I thought that I would write a summary of what I have already completed and what I plan to include below:

Work that Has Already Been Completed:

  • Massive Weapon re-haul of damage calculations and completely redone weapon attachment system as equip-able MODS in the game.
  • Updated Story Mode: There is now a community outpost which you can interact with throughout the course of the story.
  • Pierce’s Side Story (Extra Content): A short story about Pierce, filling in some of the gaps in the story, similar to Avery’s story but features a stealth based mini game/puzzle scene.
  • Tons of little fixes/changes which I will try to summarize here but the full list will be available with the updated game (see the version history.txt file)

    fixes/changes summary

  • Balanced skills, changing most formulas
  • Made bosses more resistant to status ailments
  • fixed a bunch of “crummy plot holes and spelling errors” in original mode
  • New Characters for Story Mode (Community DLC)
  • In a NewGame+ the Jeep enemy boss now appears at the Airstrip in Story Mode & Original Mode
  • Added “Iron Mode” (Unlocked on NewGame+) to make enemies always veteran when fought
  • Added 20 Gen Inc ID cards to be found in Story Mode, they can returned to a certain character to unlock rewards
  • Added a bunch of new armors, weapons, items and relics to the game
  • The Story Mode Updated Outpost features over 35 new side missions (ALL OPTIONAL)

Work that I plan to do:

  • Add Thing Mode to Extra Content: This will be a short game mode where you control the thing. It will feature stealth/detection maze puzzles, some combat and some assimilation… It fills in additional gaps in the story and attempts to tie up some loose ends :) [The creature you control in this mode will be unlocked as an optional boss fight in story mode]
  • ‘Untitled’ Ship Story added to Extra Content: This is the fan fiction story I was submitted that I have invested a lot of time into. It’s about some researches on a ship that excavate a thing buried in the ice but the boat then gets trapped in the ice, thing thaws out, you know the rest. You will struggle for survival and I’m ambitiously hoping I can make the game play out like Dead Rising in that it will take place over a set period of “game” time to unfold events/characters and influence the outcome. While this story features in the extra content section, I will do my best to make it cannon to the main game stories. This is the first addition to Extra Content that will be more than just a short story.
  • Tutorial Remake/Review: I will be redoing the game tutorial to make it more interesting and explain things better. I need to focus less on over explaining things and just going for the key aspects of the game.
  • Online Guide: This will take some work but I’m going to create an online guide/walk through that is linkable from the in-game Field Guide. I won’t delete the field guide in the game but this will be a more functional way of compiling information for people. If it is popular I may go on to adapt it into some form of wiki-like guide with enemies, weapons, npc info etc
  • Misc/other, Theres other small things I won’t mention but I hope to fix text/spelling in story mode too. I focused so much on getting the game running/working how I wanted that I often overlooked the character dialogue and it has vexed me that it is imperfect. I’d also like to mention that I am looking for voice actors for the ship story addition, I want to make it entirely spoken to replace the need for text boxes, but it depends on cost/efficiency as the game generates ZERO income for me (It’s intended to be free to play and non-profit fan based fiction)

I hope that there is still a level of interest for the game and I am glad The Thing 2 RPG has over 1000 downloads and the original RPG has over 2000! Let me know if there’s anything you’d like me to include/work on (Offer constructive criticism…)

Also good news ‘Sadonrii’ on YouTube has committed to a lets play of my game. Below is the part where he faces the first boss in original mode. Its been an interesting experience for me watching him play, it’s helped me understand a bit about the design process that I always felt like I was missing. Please support him if you can (links below)

The Thing 2 RPG Lets Play Playlist:

Sadonrii Channel:


Thing 2 RPG Update v2.0, Coming late 2014

The Thing RPG Continues, keep watching the skies.

The Thing RPG Continues, keep watching the skies.

Sometimes Jose really cracks me up. The Thing 2 RPG that I released in November 2013 will be getting an update later this year. I hope that the improvements and new story additions will at least entertain a few new players. I’ve been referring to this update as v2.0 but it will be the only big update for the game, I would say it is the most complete edition like how dead or alive has the ultimate expansion for example.

v2.0 Features

-Game Balancing and a bunch of minor adjustments to in game stuffs
-Weapon System redone, now all have different damage rates & equip-able Attachments
-Removed the old Attachment Crafting system in favor of equip-able Attachments
-Other small features such as crates sometimes bursting as monsters instead of loot
-The Addition of the Jeep Sub-Boss Enemy
-4 New DLC stories/modes & a new update to the games story mode
-An Online Guide/Walkthrough available on this website (can be launched from in game)

1. Story Mode Update

This will include a brand new cast of characters that have formed their own little enclave/settlement in an abandoned mining outpost. You will have the opportunity to work alongside them (gaining their trust) and recruiting new members to your cause. Comes with a bunch of new side objectives and everything in this update is completely optional but it expands and extends the experience. The main point is that it is intended to show that The Thing could never be fought alone and only by a community.

2. DLC “Pierce’s Story”

A short DLC gametype similar to that of Avery’s Story. It goes into some of the missing scenes about Pierce, like what happened on his mission and it attempts to fill in the gaps where he was separated from Blake.

3. DLC Untitled Ship Story

Probably the main feature in the v2.0 update and largely a fan request. This is a whole new separate story that takes place just before and during the events of my game. It is about a research ship on an arctic expedition and they find something buried in the ice (you know where this is going right?). Unfortunately they get trapped in the ice themselves so are forced to enhance the ships heating systems which quite the effect on our frozen friend. You take control of a researcher named Natalie and you will be on a dead rising styled timed event format sort of gameplay. This gamemode will have several endings especially considering what story objectives (Think case files) you complete and what truth you uncover aboard that doomed research vessel. This story has new enemy/boss types and I hope will be a different experience for the player.

4. DLC “Thing Mode”

Like in the original RPG I made back in 2010 this mode puts you in control of the thing creature. I’m still thinking about interesting ways to incorporate this story but it will be the tale of Subject #21 and its escape from the Submersible. It will tell the tale of behind the scenes of the stories and may run into several familiar characters along the way. Its basically evil mode.

5. DLC “US Outpost #31”

This is going to be a bit different from other game modes and I’m still working out how to go about it but you will be in control of MacReady. The game style will be in the form of a detective sort of story where you have to work out who is infected or not among your team. I will be making it random so its not the same culprits every time but hope to maybe have misleading clues and stuff like that. I don’t want it to be easy and without enough hard evidence will you be able to take an innocent life? I mean Mac’s only got to have so much flamethrower fuel…

Looking towards the Future

So I made a game, What happens now? Well other than trying to round up the funds to invest in a good computer (Not even at software yet, great!) I can’t say I’m exactly sure what I should be doing. As everyone knows “Underwear + ? = Profit” but what is “?”? I have given it some thought and my general plan of action is to team up with a friend and try and make something in Unity together (Baby Steps!) hopefully this “Something” will be fairly decent and sell-able (Apps, Steam etc). As for now I guess I just have to clear my head of anxiety and take actions for myself, I am in the process of thinking of ideas for a game as well as doing some side work (DLC) for my recent (only) release (Thing 2). If anyone stumbling across this happens to be in the games industry or has any helpful hints on how someone can get started on the right path I’d appreciate useful comments.

Anyway asides from my deranged ramblings and general pessimism I thought I’d write a few things about the work and ideas I’ve come up with.

Next Project, Goals:

I don’t really wanna say too much but I’ve sort of got this idea in my head that with my friend we will make a horror game. Lately I’ve been playing quite a few horror games and I find that for the most part the majority of them are not scary and too easy. I think its important for a game to keep tension throughout but I know this can be difficult especially with horror games being somewhat predictable, having “set events” and easy retries. Also I find that the survival aspect is watered down a lot too in these modern games. I’m not that old really (I’m not that young either) but I had a Play Station One as a child (PsX) and I remember how horrifying and scary games like Resident Evil, Silent Hill & Alone in the Dark actually were. While I’m sure there are older games on older platforms with probably the same effect those are the games I remember always being unable to play, even my older (late teens, early 20’s) relatives at the time struggled to get to the grips with the sheer horror. In the last 15 years with the advances in film and graphics those horror games have lost a lot of their original effect. I guess the ambition is to bring back that old school horror. (I admit the Silent Hill 2 HD Release was pretty scary, minus the bad voice acting and certain graphics) Its somewhat of a challenge but I’m willing to try and take a crack at it, keeping that tension is the key element without being cheap with over the top gore or jump scares.

The Thing 2 v2.0 Updates & DLC

I’ve been mulling this over in my head for a while. Sometimes I question if it is worth it, I didn’t reach my personal ‘Download’ target and I never actually received that much feedback but I am glad for the somewhat 600+ people who downloaded and played it. Anyway I’m still in the prep stages but I have come up with a bunch of ideas for improvements to the game as well as additional content that explores other parts of the story. For starters the crafting system needs sorting out which is a messy, long and frustrating task (Puts me off a bit) as well as there needs to be some changes to the exp system and new features like enemies bursting out of crates. I did have a lot of fun coming up with Story DLC and Extra Content DLC however and I would like to list some of my ideas.

Story Mode; “Mining Outpost”: I had this idea that there was this old outpost taken over by Gen Inc staff who had defected from the company. In this way they start their own settlement (as the Captain has the FieldBase). Over time various people and misfits would settle into this location and it would offer the player a “community” to interact with and support over the course of the story. It also shows that sense of not being able to survive alone.

Extra Content; “Pierce’s Lost Story”: There are some parts of the story where Pierce goes off on his own and I have written quite a few plot elements that tie together nicely and also effect / crossover with other stories (so everything makes sense).

Extra Content; “Thing Mode”: This would be the mode where you play as the thing entity and have to escape your containment. Once escaped you would be able to grow in mass/strength by assimilating others and be able to hide out among the humans. This story ties into the events of Avery’s, Pierce’s, Charlie Teams, Orton’s and Whitley’s Stories while aiming to create a different experience.

Extra Content; “Alaska Based Story”: I’ve thought about maybe having a shipment or something arrive in Alaska which effects a remote community (of which you are either staying or live there). It would be like a short story based on the story that I read for the Redwood falls video game. I probably overkill it with the tie ins and miscellaneous references sometimes.

Extra Content; “Who Goes There?”: I was thinking about a game where you are human and its sort of like murder mystery/broken sword type game where you have to play detective in order to find out who is human. This would involve you making (potentially wrong) decisions based on random evidence found in your search of the area. I was thinking about US Outpost #31 as a setting as I’m quite familiar with the character personalities. It would be interesting, probably not very action packed though. Cluedo on steroids.

Even if I don’t follow up most of these ideas I had fun working on them at least. If there is much of a demand for certain additions / modes / functions in The Thing 2 RPG then I will be happy to oblige.

Thanks for Reading, it was nice to express my ideas.

The Thing 2 RPG Game Release & Downloads

So the time is finally here, the time to release my fragile game into the shark infested waters of reality. Its taken quite a long time and cost me more than I expected but I feel that the journey was worth it and at least I can say “Hey, I made that”. I hope that fans of the movie(s) and dare I say the 2002 video game will appreciate the fiction I have tried to create. I would kindly request that you keep criticism and comments as constructive as possible, if you don’t like it tell me how I can improve it or better still tell me what I did well.

Please keep in mind that this game is FREE and there is no monetary gain to be made from it as I do not own the rights to the Thing (I believe Universal hold them rights) and I would like people to consider this as “Fan Fiction”. Any external media used is subject to removal at the proper authors request although I cannot see any problems occurring myself. Anyway now that all that is out of the way I can move on with the important stuff.

I would class this game as Sci-Fi RPG with elements of horror and would like to point out that the in game imagery may be unsuitable for audiences below 15. The game is about 14-20 hours long if playing both Story and Original modes. The trailer is attached to this post for people curious about what the gameplay is going to be like so please view that before downloading. The game download links will be attached below (when they are uploaded) and the game comes in two different builds. I will now explain the difference between the builds;

Regular Build, v1.0

This is the standard build of the game, This build may be difficult for some players to run depending on how old their PC is. I have what I believe to be the recommended specifications for running this build:*
Operating System Windows XP / Vista / 7
CPU Intel Core 5 or Higher
Memory 2GB RAM or Higher

Lite Build, v1.0

If you Do Not meet the above requirements then I would recommend you download the “Lite” Build of the game. Ironically the Lite build disables the dynamic in game lighting effects making it quite dark in places. However it is just a substitute for people with weaker machines. Here are the minimum specifications for running the LITE build:*
Operating System Windows XP / Vista / 7
CPU Intel Pentium 4 2.0 GHz or Higher
Memory 512MB RAM or Higher
Video 1024 x 768 or better resolution
Storage 167MB Free Hard Drive Space

*Specifications mentioned above are just estimated guidelines


I hope you enjoy playing this game and I hope that you leave me some feedback for improvements or ideas for new content I could add to the game. I will be working on a Game Guide which I hope to release soon to detail all the missions, weapons etc included in the game, thanks for reading.

Download Game

Regular Build, v1.0
ModDB: Here
Mediafire: Here

Lite Build, v1.0
ModDB: Here
Mediafire: Here

You can find more information on this game at: