Arx Insanity is a free, complete structural reimagining and overhaul of Arx Fatalis, the first-person RPG/immersive sim released in 2002 by Arkane Studios.
It rebuilds the game's levels, mechanics, and narrative into a fundamentally new experience, featuring enhanced and emergent gameplay, high-definition remastered visuals, immersive atmosphere, expanded lore, and countless additional improvements. Created out of pure passion for Arx, this project invites you to discover new approaches, deeper choices, and a more intense way to experience its world.
It rebuilds the game's levels, mechanics, and narrative into a fundamentally new experience, featuring enhanced and emergent gameplay, high-definition remastered visuals, immersive atmosphere, expanded lore, and countless additional improvements. Created out of pure passion for Arx, this project invites you to discover new approaches, deeper choices, and a more intense way to experience its world.
WHERE IT ALL BEGAN
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Every story has a beginning, and mine takes us back to 2005. My name is Pedro Ordaz, and I was a shy 10-year-old living in Mexico. I had always loved video games, but it wasn’t until I played Arx Fatalis on the original Xbox that my life, and my perception of gaming, changed forever. Arx quickly became my favorite game and defined much of my childhood, even though it carried an M rating.
Arx was my first RPG and immersive sim experience. One afternoon, I began my first playthrough and was immediately amazed by its level of immersion. Everything felt new: the atmospheric setting, the rich interactions, and the game’s mysterious aura. From the very first moments, I was completely captivated. Over the next eight years, I uncovered secrets, explored its lore, and replayed it countless times, fully embracing my passion for the game. |
Eight years after discovering Arx, in 2013, I was playing Arx Libertatis (Rhaa Movis) when I stumbled upon a few Arx Fatalis mods. I remember thinking, “Wow… are there expansions for Arx Fatalis? Is this even possible?”. I played them immediately, and that moment sparked something in me. What started as simple curiosity soon turned into a small, personal project, experimenting, learning, and slowly discovering how to mod Arx.
2014: THE BIRTH OF THE "PROJECT"
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When all of this started, I had no knowledge of game design, texturing, 3D modeling, or scripting. Honestly, I was just an amateur, a fan. But my love for Arx was immense. I decided to break through my own barriers and mental limitations. It was meant to be my first and last mod… and that’s how the journey began.
The mod was originally born from a very simple idea: a hardcore difficulty mode, an explicit Spanish version (with altered audio and dialogue), and a few new items and crafting options... nothing more. I had created a Spanish Arx fan page and an online forum, and at first, the mod was planned just for that small community. It was simply for fun. |
THE FIRST EARLY TESTS
When I began working on Arx, I first studied how its scripting language worked. Since it was my first time modifying a game, I started small, tweaking NPC stats to make them stronger, creating new weapons, and adding enchantments. I even experimented with rewriting some of the Spanish dialogue, though those changes were eventually discarded. One of my earliest major experiments was a sandbox generator (now removed), which allowed players to spawn items and props to decorate the world, portcullises, walls in the city, and other objects. It wasn’t meant to be a feature, but rather an exercise to better understand scripting.
Later, I continued experimenting: rat plagues, behaviors, small level design changes, and adjustments to the game’s core mechanics. At the time, as an adolescent, there was no clear vision. I simply explored whatever seemed possible. I also tried modifying textures by applying filters to the original assets, but I wasn’t satisfied with the results. Back then, I truly believed I would never be able to create new textures for the game. I felt I just wasn’t good enough.
When I began working on Arx, I first studied how its scripting language worked. Since it was my first time modifying a game, I started small, tweaking NPC stats to make them stronger, creating new weapons, and adding enchantments. I even experimented with rewriting some of the Spanish dialogue, though those changes were eventually discarded. One of my earliest major experiments was a sandbox generator (now removed), which allowed players to spawn items and props to decorate the world, portcullises, walls in the city, and other objects. It wasn’t meant to be a feature, but rather an exercise to better understand scripting.
Later, I continued experimenting: rat plagues, behaviors, small level design changes, and adjustments to the game’s core mechanics. At the time, as an adolescent, there was no clear vision. I simply explored whatever seemed possible. I also tried modifying textures by applying filters to the original assets, but I wasn’t satisfied with the results. Back then, I truly believed I would never be able to create new textures for the game. I felt I just wasn’t good enough.
2015: EARLY ARX INSANITY CONCEPTS
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After gaining some basic experience with the Arx scripting language, I decided to steer this small “project” in a new direction. Instead of continuing with a random, experimental approach, I wanted to create more original and structured content, something that could give the mod its own identity.
That’s when the idea of developing a graphical mod was born, though on a much smaller scale than what it would eventually become. My goal was simple: sharper versions of the original textures and more realistic lighting, enhancing the dark, atmospheric locations to create a more believable underground world. I began experimenting with replacing vanilla textures, but the results didn’t meet my expectations. A full remaster still felt very far away, though new ideas for gameplay systems and mechanics were starting to take shape. I remember telling myself, “I’m not capable of this. Even basic textures are too ambitious for me.” |
Experimentation, trial and error, was at the core of the development process in those early years. Several ideas began to take shape: improved stealth mechanics, deeper simulation elements, vertical level design, and new NPC abilities like “Shadow Kill,” allowing an instant execution when performing a precise backstab.
While exploring the Arx Fatalis files, I discovered a large amount of unused and hidden content. One of the most intriguing pieces was the removed Miguel’s Fight Club. Fragments of dialogue and text existed, but the level itself had never been fully implemented. One of my first truly ambitious goals was to resurrect it from scratch. In the vanilla files, there was even an incomplete script involving a bottle of wine you could give to Miguel, who would then reveal a secret, but this mechanic was never finished. That fragment became my starting point.
A brand-new level, the fight club ("the arena" at that time), slowly began to take form. I had no certainty about how it would turn out, but I wanted it to offer something entirely new. The early focus was simple: build the arena ring and create the fighters. Initial tests were promising, and the prototype gradually evolved.
More rooms were added. An elevator was implemented. NPC behaviors were refined. Real-time interactions and new dialogue systems were introduced. Cinematics were integrated.
Building the arena became one of the most challenging tasks I had ever attempted. It required complex scripting and careful design to support multiple player approaches. Despite setbacks and delays, the level was eventually completed, with additional features like a mini-tavern and numerous environmental details added over time.
When the arena finally became playable in 2015, I decided to create a ModDB page to share the project. By the end of that year, I had posted early designs, some of which still exist, others later removed, along with a few screenshots. At that time, the entire project revolved around this single level and a handful of additional experimental features.
THE ORIGIN OF THE "ARX INSANITY" NAME
To share the project publicly, I needed a name. Surprisingly, it came to me almost instantly, within seconds. At first, I considered “Arx: Overhaul,” but it felt too generic. I was working on the project completely alone, planning a hardcore difficulty mode, a full retexturing of the game, and several other ambitious features. The more I thought about it, the more I realized how absurdly ambitious it all sounded. It felt… insane.
And that’s when the name came to me: “Arx: Insanity.”
When I first uploaded it to ModDB, it was titled “Arx Insanity Mod.” Over time, the shorter name stuck. Since then, the project has continued to grow, and Arx Insanity has gradually become recognized within the Arx Fatalis and immersive sim communities.
While exploring the Arx Fatalis files, I discovered a large amount of unused and hidden content. One of the most intriguing pieces was the removed Miguel’s Fight Club. Fragments of dialogue and text existed, but the level itself had never been fully implemented. One of my first truly ambitious goals was to resurrect it from scratch. In the vanilla files, there was even an incomplete script involving a bottle of wine you could give to Miguel, who would then reveal a secret, but this mechanic was never finished. That fragment became my starting point.
A brand-new level, the fight club ("the arena" at that time), slowly began to take form. I had no certainty about how it would turn out, but I wanted it to offer something entirely new. The early focus was simple: build the arena ring and create the fighters. Initial tests were promising, and the prototype gradually evolved.
More rooms were added. An elevator was implemented. NPC behaviors were refined. Real-time interactions and new dialogue systems were introduced. Cinematics were integrated.
Building the arena became one of the most challenging tasks I had ever attempted. It required complex scripting and careful design to support multiple player approaches. Despite setbacks and delays, the level was eventually completed, with additional features like a mini-tavern and numerous environmental details added over time.
When the arena finally became playable in 2015, I decided to create a ModDB page to share the project. By the end of that year, I had posted early designs, some of which still exist, others later removed, along with a few screenshots. At that time, the entire project revolved around this single level and a handful of additional experimental features.
THE ORIGIN OF THE "ARX INSANITY" NAME
To share the project publicly, I needed a name. Surprisingly, it came to me almost instantly, within seconds. At first, I considered “Arx: Overhaul,” but it felt too generic. I was working on the project completely alone, planning a hardcore difficulty mode, a full retexturing of the game, and several other ambitious features. The more I thought about it, the more I realized how absurdly ambitious it all sounded. It felt… insane.
And that’s when the name came to me: “Arx: Insanity.”
When I first uploaded it to ModDB, it was titled “Arx Insanity Mod.” Over time, the shorter name stuck. Since then, the project has continued to grow, and Arx Insanity has gradually become recognized within the Arx Fatalis and immersive sim communities.
2016: OFFICIAL FUNDATION, AMBITIONS
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In 2016, the project was officially uploaded and shared online, marking what would become one of the most intense and productive years for Insanity. During this period, I introduced a wide range of new features and increasingly complex gameplay systems.
A refined stealth system was developed, NPC reactions were improved, combat environments became more dynamic, and new elements such as adrenaline mechanics, rooftop traversal, and alternative gameplay approaches were introduced. One of the most ambitious ideas to emerge during this time was Alchemical Weapons. The concept revolved around craftable alchemical containers that could be filled with common or rare reagents to create powerful effects, health and mana potions, poison bombs, shrinking doses, lethal explosives, stun mixtures, and more. These tools encouraged experimentation, creative combinations, and unique tactical strategies. The progress made during this period was incredibly motivating. Despite the technical challenges, I felt a growing sense of confidence in the direction of the project. This phase marked a decisive shift in my vision: no longer just a mod with experimental features, but a complete remaster and structural overhaul of the game. The goal became clear, to create something truly unique, perhaps one of the first immersive sim mods centered on systemic design rather than simple texture upgrades or bug fixes. New objectives were set: fully rework textures and environments, beginning with HD 1K assets as a baseline standard. Eventually, that standard evolved toward 2K resolutions. The overwhelmingly positive response from the community became a powerful driving force, pushing me to refine, expand, and improve the project every single day. |
2017-2019: GROWTH AND DIFFICULTIES
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Insanity had grown into an ambitious project, one carried entirely by a single person. Despite the passion and dedication behind it, life inevitably began to change. I had to grow up, take on new responsibilities, and face realities that left far less room for development. The free time I once had slowly disappeared.
What had once been nearly 20 hours of daily work gradually became just 1 to 4 hours a day, sometimes limited to only two days a week. This shift inevitably impacted the project, leading to delays and extended periods of inactivity. At one point, overwhelmed by both personal responsibilities and the growing complexity of the mod, I decided to step away for four months. It wasn’t an easy decision, but it was necessary to regain balance. THE FIRST CONTRIBUTORS Fortunately, I was no longer alone. Messages from the community began to arrive, people offering support, encouragement, and even their skills. On August 8th, 2017, I received a message from Eduardo Alves, who offered to help with English voice acting. That moment reignited my motivation. Together, we began recording and designing new voice lines, expanding the lore, and shaping new characters, including Zhok. His involvement marked the true beginning of collaborative development for Arx Insanity. In September 2017, Capalin (Krisz) joined as our first engine programmer, becoming the project’s second contributor. His technical expertise became a cornerstone of Arx Insanity. Although he stepped away in 2020 due to personal commitments, his impact on the project remains invaluable, and we are deeply grateful for everything he built. On January 10th, 2018, Aversin joined as the third contributor, designing the Exosta maps and the Tavern menu for the upcoming Arx Insanity Demo. Shortly after, on April 18th, 2018, Gleb Rodin (Interval) became the fourth contributor. He created 2D interface designs for both the Demo and later versions of the mod. His work ranged from the health and mana pool bases to skill and spell icons. In collaboration, our design synergy produced results that felt cohesive and refined, so much so that many of his assets remain part of the final version. As more messages arrived, small but meaningful collaborations followed. Friendships were formed along the way. Time, however, was always a challenge. Key contributors like Capalin eventually had to step away due to real-life responsibilities. Even as a small team of one to three core members, alongside translators and occasional collaborators, every contribution mattered. Each person played a meaningful role in pushing Arx Insanity forward. |
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2020-2024: ARX INSANITY DEMO, EFFORTS
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After months of intense work, on March 20th, 2020, the first Arx Insanity Trailer was released on Youtube, featuring over five minutes of early gameplay footage. The response was overwhelmingly positive. The trailer received strong community support and even drew internal attention from Arkane Lyon. Pedro was thrilled by the feedback and encouragement from players around the world.. However, shortly afterward, the planned release date for the full version had to be postponed indefinitely. Instead, a new goal was set: the release of the Arx Insanity Demo scheduled for October 30th, 2020.
ARX INSANITY DEMO ItIt wasn’t until November 7th, 2020, that the first public release of the Arx Insanity Demo (v0.4b) finally launched. The demo featured the first five levels of the game, from Falan Orbiplanax’s introduction to the end of the Crystal Caverns, ending on a cliffhanger just before reaching the City of Arx. Because the city represents a major core of the gameplay experience, it was deliberately reserved for the final full release. However, the days leading up to the demo’s launch were anything but smooth. Serious technical issues began appearing in the standalone demo build, which had only been assembled a week before release. Unexpected bugs, ones that did not exist in the full development version, started surfacing rapidly. I didn’t sleep for three consecutive days before the first version was finally shared with the public. Even then, some issues persisted. Over the following weeks, multiple post-release patches were deployed to stabilize and refine the demo. Fixing and polishing it became a full-time effort that extended over two months. On January 9th, 2021, the final demo patch (v0.4.71) was released, delivering a much more stable and polished experience, a true preview of what Arx Insanity aimed to become. Plans for newer demo versions v0.4.8 and v0.4.9 were already in development. Version 0.4.8 introduced new gameplay features, while 0.4.9 brought updated 3D models and significant graphical improvements. Ultimately, both versions were cancelled. The decision was made to preserve those enhancements for the full release and to shift all focus toward a single, definitive goal: completing the final version of Arx Insanity. OFFICIAL DEV TEAM MEMBERS On March 7th, 2021, Simón Martínez (Bjarki) joined the development team, becoming the lead 3D artist for Arx Insanity. His contributions marked a major step forward for the project. Simón has been responsible for creating an entirely new weapon arsenal, remastering vanilla meshes, and supporting the development of props and environmental 3D assets. From the beginning, Pedro and Simón formed a strong collaborative partnership, working closely on weapon design, visual direction, and new gameplay concepts, a collaboration that continues to this day. Later, on May 16th, 2022, Lajos Mészáros (Lali/Noden Gaming) joined the team as the engine programmer. Taking on the role as Capalin’s successor, he was tasked with implementing essential modifications to the custom Arx Libertatis fork on GitHub. Lali, the creator of the official Arx Insanity Repository, has become a key figure in implementing advanced technical modifications to the Arx Libertatis engine, adapting it to meet the specific needs of the project. He oversees a wide range of engine-level and technical tasks, allowing Pedro and Simón to focus on core design, gameplay systems, and asset creation. |
2026-PRESENT: PROJECT COMPLETION
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We’ve arrived at the present. Our goal is to create a kind of mod that no one else is making, an immersive experience that focuses on the true core and heart of the game. This project is for players who share our deep passion for Arx Fatalis and similar titles, those who value rich worlds, meaningful systems, and choices that carry real consequences. Arx Insanity blends a structural overhaul with expanded immersive sim mechanics, always guided by that philosophy.
Even as a small team of three, with occasional but deeply appreciated contributions, every effort matters. We prioritize strong friendships, reject toxicity and hostile environments, and strive to improve every day. We are committed to completing this mod and sharing with you the surprises and secrets that await in this reimagined world of Arx Insanity. Our aim is to connect with players who truly understand the essence of Arx Fatalis, the atmosphere, the freedom, and the unique feeling captured by Arkane’s debut title. This project will never be cancelled by us. We know the wait has been long, and for that, we sincerely apologize. Development now happens in the small hours of the night, in whatever limited time life allows, but we remain committed to doing our best, for as long as we can. This is a free mod, made for all of you. Arx Insanity is our love letter to Arx Fatalis, built with dedication and thousands of hours of work across the years. If you enjoyed the original demo, we are confident the full experience will take you even deeper into this world, in ways you’ve never experienced before. Thank you, truly, for the love and support you’ve given to this dream. |
ARX INSANITY LINKS:
OTHER SITES AND ARX FATALIS STORES:
ARX LIBERTATIS BUY ARX FATALIS ON STEAM BUY ARX FATALIS ON GOG BUY ARX FATALIS ON XBOX
2026 Arx Insanity, a Pedro Ordaz's project. The authors of this mod are in no way associated with Arkane Studios, ZeniMax Inc. and Arx Libertatis. © 2002 Arkane Studios SASU, a ZeniMax Media company. Arx Fatalis, Arkane and related logos are registered trademarks of ZeniMax Media Inc. and/or other countries. All Rights Reserved. All other trademarks are properties of their respective owners. All vanilla assets created by Arkane Studios and displayed on websites, screenshots, videos, or social media are the property of ZeniMax Media Inc.

