Arx Insanity is a modification that completely remasters and overhauls Arx Fatalis, a first-person role-playing/immersive sim game released in 2002 by Arkane Studios. This project is totally free and made by our love for Arx
The project was founded by Pedro Ordaz, with early experiments starting in 2014 as "random tests" to learn how to mod Arx Fatalis. It evolved over time, and in 2015, it was posted on Moddb as an expansion featuring a new level "Miguel's Fight Arena", along with a few screenshots and random addons. Since 2016, Insanity was officially founded and it has grown into the ambitious project we know today. Arx Insanity has continued to evolve thanks to the support and feedback from the community, becoming a long-awaited endeavor for Pedro and the Arx Insanity community
The project was founded by Pedro Ordaz, with early experiments starting in 2014 as "random tests" to learn how to mod Arx Fatalis. It evolved over time, and in 2015, it was posted on Moddb as an expansion featuring a new level "Miguel's Fight Arena", along with a few screenshots and random addons. Since 2016, Insanity was officially founded and it has grown into the ambitious project we know today. Arx Insanity has continued to evolve thanks to the support and feedback from the community, becoming a long-awaited endeavor for Pedro and the Arx Insanity community
THE BEGINNING, HOW I MET ARX
Every story has its beginning, and for me, it takes us back to 2005. My name is Pedro Ordaz, and I was a shy 10-year-old boy living in Mexico. I had always loved video games, but it wasn't until I played Arx Fatalis on the Xbox classic in 2005 that my life and perception of gaming changed forever. Arx became my favorite game and it was my childhood (Yes, even when it was an M-rated game).
Arx was my first RPG and immersive sim experience. One afternoon, I started my first playthrough and I was amazed by the level of immersion. Everything was new to me: the atmospheric setting, rich interactions, and the game's mysterious aura. From the very first moments of gameplay, I was completely captivated. I spent the next 8 years discovering secrets, exploring lore, and replaying the game repeatedly, truly embracing my passion for it. |
Eight years after discovering Arx, in 2013, I was playing Arx Libertatis (Rhaa Movis) when I stumbled upon some Arx Fatalis mods. I thought to myself, 'Wow, are there expansions for Arx Fatalis? Is this even possible?' I played them immediately. This inspired me to start something small and personal, initially just experimenting and learning how to mod Arx.
2014: BIRTH AND EARLY EXPERIMENTS
When all this started there was no knowledge of how to make game designs, textures, 3d, scripts so, honestly, I'm just an amateur, a fan but my love for Arx was huge, then I decided to break all my barriers and my own mental limitations, It was my 1st and last mod, this trip started.
The mod was originally born with the idea of making a hardcore difficulty, an explicit spanish version (altering the audio and dialogues) and some new items and crafting, just that, nothing else. I created a spanish Arx fan page and an online forum, so the mod was planned for them in the beginning, just for fun. |
THE FIRST RAW TESTS
When I began working on Arx, I studied and learned how the Arx scripting language functioned. Since it was my first time modifying a game, I started by altering NPC stats to make them stronger, creating new weapons, and adding enchantments. I also experimented with modifying some Spanish dialogues (which are now discarded).
My initial experiments included implementing a sandbox generator (now removed), which allowed players to spawn items and props for world decoration, such as portcullises or walls in the city. This was mainly an exercise to learn scripting.
Later, I added new experiments like rat plagues, some new level design, and changes to the initial game mechanics. There wasn’t a clear goal at the start, so I tried modifying textures, applying filters to the vanilla textures, but I wasn’t satisfied with the results. Initially, I thought I’d never be able to create new textures for the game; I felt I wasn’t very good at it.
When I began working on Arx, I studied and learned how the Arx scripting language functioned. Since it was my first time modifying a game, I started by altering NPC stats to make them stronger, creating new weapons, and adding enchantments. I also experimented with modifying some Spanish dialogues (which are now discarded).
My initial experiments included implementing a sandbox generator (now removed), which allowed players to spawn items and props for world decoration, such as portcullises or walls in the city. This was mainly an exercise to learn scripting.
Later, I added new experiments like rat plagues, some new level design, and changes to the initial game mechanics. There wasn’t a clear goal at the start, so I tried modifying textures, applying filters to the vanilla textures, but I wasn’t satisfied with the results. Initially, I thought I’d never be able to create new textures for the game; I felt I wasn’t very good at it.
2015: EARLY ARX INSANITY CONCEPTS
After gaining some basic experience with the Arx scripting language, I decided to shift this small 'project' towards a new concept. Instead of continuing with a random and experimental approach, I aimed to create more elaborated/original content that would give the mod its own identity.
Thus, the idea of developing a graphical mod was born, albeit on a smaller scale. My goal was to offer sharper vanilla textures and more realistic lighting, enhancing the dark, atmospheric locations for a more credible underground world. Initial experiments with replacing vanilla textures were conducted, but they did not meet the quality expectations at the time. The concept of a full remaster was still far off, but new ideas for implementations and gameplay mechanics began to emerge. "I'm not capable of this, even with basic textures, it's too ambicious, I said" |
Experimentation, trial, and error have been central to the development process back in the days. Several ideas have come to fruition, including improved stealth mechanics, enhanced simulation, verticality, and new NPC features like 'Shadow Kill,' which allows for an instant kill if you perform a backstab.
The Arx Fatalis game files contain a lot of unused and hidden content, with one of the most intriguing being the removed: the Miguel's Fight Club. Some dialogues and text were present but not fully implemented. One of my first ambitious goals was to resurrect this level from scratch. The vanilla version included an incomplete script where you give a bottle of wine to Miguel, who would then reveal a secret, but this was never implemented. I began from this point.
A new level (the arena) is in the works. How it would turn out was uncertain, but I aimed to bring something new to the table. The initial focus was on developing the arena ring and fighters. Early tests were promising, leading to the evolution of the prototype. More rooms were designed, an elevator was added, NPC behaviors were refined, real-time interactions and dialogues were implemented, and even new cinematics were included. Creating this arena was one of the most challenging tasks, involving complex scripting and multiple possibilities for player interaction (Immersive sims...). Despite the difficulties and delays, the level was completed, with ongoing additions such as a mini-tavern and various details.
When the arena level became playable in 2015, I decided to create a ModDB page to share the project. I posted some of the old designs (some still present, others removed) and a few screenshots at the end of 2015, the project only had this level and misc addons as a goal at that time.
THE ORIGIN OF THE "INSANITY" NAME
To share the project, I needed to find a name. It actually came together quite quickly (literally within seconds). Initially, I considered 'Arx: Overhaul,' but found it a bit generic. Given that I was working on the project solo and had plans for a hardcore difficulty, complete retexturing of the game, and other ambitious features, I felt it was an 'insane' undertaking. Hence, the name 'Arx: Insanity' came to mind. The mod was initially called 'Arx Insanity Mod' when posted on ModDB. Since then, the project has retained its name, and 'Arx Insanity' has become well-recognized over time.
The Arx Fatalis game files contain a lot of unused and hidden content, with one of the most intriguing being the removed: the Miguel's Fight Club. Some dialogues and text were present but not fully implemented. One of my first ambitious goals was to resurrect this level from scratch. The vanilla version included an incomplete script where you give a bottle of wine to Miguel, who would then reveal a secret, but this was never implemented. I began from this point.
A new level (the arena) is in the works. How it would turn out was uncertain, but I aimed to bring something new to the table. The initial focus was on developing the arena ring and fighters. Early tests were promising, leading to the evolution of the prototype. More rooms were designed, an elevator was added, NPC behaviors were refined, real-time interactions and dialogues were implemented, and even new cinematics were included. Creating this arena was one of the most challenging tasks, involving complex scripting and multiple possibilities for player interaction (Immersive sims...). Despite the difficulties and delays, the level was completed, with ongoing additions such as a mini-tavern and various details.
When the arena level became playable in 2015, I decided to create a ModDB page to share the project. I posted some of the old designs (some still present, others removed) and a few screenshots at the end of 2015, the project only had this level and misc addons as a goal at that time.
THE ORIGIN OF THE "INSANITY" NAME
To share the project, I needed to find a name. It actually came together quite quickly (literally within seconds). Initially, I considered 'Arx: Overhaul,' but found it a bit generic. Given that I was working on the project solo and had plans for a hardcore difficulty, complete retexturing of the game, and other ambitious features, I felt it was an 'insane' undertaking. Hence, the name 'Arx: Insanity' came to mind. The mod was initially called 'Arx Insanity Mod' when posted on ModDB. Since then, the project has retained its name, and 'Arx Insanity' has become well-recognized over time.
2016: OFFICIAL FUNDATION, AMBITIONS
In 2016, the project was uploaded and shared online, marking what was perhaps the most active and intense year for Insanity. During this time, I introduced a host of new features and complex gameplay mechanics.
We developed a polished new stealth system, improved NPC reactions, fight environments, and added elements like adrenaline, rooftops, and new approaches to gameplay. One particularly ambitious idea was born: Alchemical Weapons. This feature involved creating alchemical containers that could be filled with various common and rare reagents to produce powerful health and mana potions, poison bombs, shrinking doses, lethal bombs, and stun doses. These could all be used creatively in combos or unique strategies. The progress made during this period was incredibly motivating. I was thrilled with the new gameplay mechanics, despite the challenges involved. This phase marked a shift in my goals: I aimed to undertake a total remaster and overhaul of the game, striving to create something truly unique, perhaps the first immersive sim mod focusing on in-game systems, going beyond just texture updates or bug fixes. The new objectives included remaking textures and overhauling environments, starting with HD textures at 1k resolution as a standard. Over time, we pushed to 2k resolutions. The overwhelmingly positive response from the community was a significant source of motivation, driving me to continue improving the project every day. |
2017-2019: GROWTH AND DIFFICULTIES
Insanity has now taken on ambitious objectives, carried out by a single person. Despite the ongoing love and dedication, future complications arose as life changes were inevitable, and I had to grow up and face new responsibilities. I didn't have as much spare time in those years.
Life transitions aren't easy. What was once 20 hours of daily development turned into 1-4 hours a day, with only two days of work per week. This shift undoubtedly affected the mod, leading to delays and periods of inactivity. I decided to take a 4-month break to manage personal life responsibilities and the mod's heavy workload, which had become overwhelming. THE FIRST CONTRIBUTORS Fortunately, I wasn't alone. Messages from the community started arriving, with people offering their help. On August 8th, 2017, I received the first message from Eduardo Alves, who offered assistance with English acting. This boost in motivation led to recording and designing new voice lines for characters, expanding the lore, and more. Eduardo's contributions, including characters like Zhok, marked the beginning of our collaborative efforts. There was a day in September 2017, when Capalin (Krisz) joined as our initial engine programmer, becoming our second contributor. Although he left the project in 2020 due to personal reasons / private life, his work was a cornerstone of the Arx Insanity project, and we remain grateful for his contributions. On January 10th, 2018, Aversin joined as the third contributor, providing designs for the Exosta maps and the Tavern menu for the upcoming Arx Insanity Demo. Gleb Rodin (Interval) became the fourth contributor on April 18th, 2018, providing 2D interface designs that were included in both the Demo and final versions. His contributions ranged from designing the health and mana pool bases to creating skill and spell icons. In collaboration with Pedro, their combined design skills produced excellent results and showcased strong synergy, Pedro liked the assets a lot, that they remain in the final version. As more messages and contributors arrived, we formed valuable connections and friendships. Small but meaningful collaborations followed. Unfortunately, time was a constant challenge, primordial members as Capalin were busy IRL and had to leave. Despite being a small team of 1-3 people, in addition to translators, every contribution was deeply appreciated and instrumental to our progress. |
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2020-2023: ARX INSANITY DEMO, EFFORTS
After some months of intense work, on March 20th, 2020, the first Arx Insanity Trailer was released on Youtube, featuring over 5 minutes of early gameplay footage. The trailer received positive reviews and support from the public, and even garnered internal attention from Arkane Lyon. Pedro was thrilled with the community's feedback. However, shortly after, the release date for the full version was postponed indefinitely, and instead, the Arx Insanity Demo release date was announced for October 30th, 2020.
ARX INSANITY DEMO It wasn't until November 7th, 2020, that the initial release of the Arx Insanity Demo (v0.4b) was released, featuring the first 5 levels of the game, from Falan Orbiplanax's intro to the end of the Crystal Caverns, concluding with a cliffhanger just before reaching the City of Arx. Since the city is a major part of the gameplay, it was reserved exclusively for the final version. Things became complicated in the days leading up to the demo's release. Technical issues began appearing in the standalone Arx Insanity Demo development build, which had been created just a week prior to release. Unexpected issues and bugs, not present in the full version, started plaguing the demo. I didn’t sleep for three days until the first release was shared. While some issues persisted, they were gradually addressed through several post-release patches, stabilizing and polishing the game. The patches and dedicated work to fix the demo’s issues spanned over two months. On January 9th, 2021, the final patch (v0.4.71) for the early Arx Insanity Demo was released, providing a stable and sneak peek of the game. Plans for newer demo versions, such as v0.4.8 and v0.4.9, were underway and in development, however, both versions were ultimately cancelled, since v0.4.8 introduced new features, and v0.4.9 offered new 3D models and significant graphical updates. It was decided to save these additions for the final full release and shifting the focus solely toward the final version as the singular target. OFFICIAL DEV TEAM MEMBERS On March 7th, 2021, Simón Martínez (Bjarki) joined the development team with major contributions as the lead 3D artist for Arx Insanity. He is responsible for the creation of a brand-new weapon arsenal, remastering vanilla meshes, and assisting with props and environmental 3D assets. Pedro and Simón quickly got a strong collaborative relationship, working together on designing new weapons and concepts for the project, which continues to this day. On May 16th, 2022, Lajos Mészáros (Lali / Noden Gaming) joined the team as the lead engine programmer. Being a good successor, tasked with making essential modifications to the custom Arx Libertatis fork on GitHub for Arx Insanity. Lali, the creator of the official Arx Insanity Repository, has become a key figure in implementing technical and advanced modifications to the Arx Libertatis engine, adapting it to meet the specific needs of the Arx Insanity project. He contributes to various technical tasks while Pedro and Simón focus on other core designs and assets. Lali is also an important contributor to the Arx Fatalis community, developing modding tools and uploading Arx-related content to his YouTube channel, Noden Gaming. |
2024-PRESENT: PROJECT COMPLETION
We’ve arrived at the present. Our aim is to create a type of mod no one else is making: an immersive mod that focuses on the pure core and heart of the game. This project is designed for players who share our deep passion for Arx Fatalis (or similar games), those who love rich worlds, meaningful gameplay, and actions that lead to real consequences. Arx Insanity blends overhauls with new and updated immersive sim mechanics and follows this philosophy.
Even though we have only a small team of 3 people and receive occasional humble contributions, each one is invaluable. As a development team, we prioritize building strong friendships, avoid toxicity and hostile environments, and striving to improve every day. We will do our best to complete this mod and share with you all the surprises and secrets that await when you join our new world in Arx Insanity. Our goal is to connect with players who share our passion for Arx Fatalis, who understand the game's essence and the feeling that Arkane's debut title captures. This project will never be cancelled by us. We apologize if the wait has been long, but I work during the small hours with what little time I have. Still, we’re committed to doing our best for as long as we can. This is a free mod, made for you all. This is our love letter to Arx Fatalis, crafted with dedication and thousands of hours of work over the years. If you enjoyed the old Arx Insanity Demo, we're certain you'll love the full Arx Insanity experience on an even greater level as you never played before. Thank you so much for the love and support you've given to this dream!. |
ARX INSANITY LINKS:
MAIN - ABOUT - NEWS - MEDIA - DOWNLOADS - BUG HUNTING - CONTACT
OTHER SITES AND ARX FATALIS STORES:
ARX LIBERTATIS BUY ARX FATALIS ON STEAM BUY ARX FATALIS ON GOG BUY ARX FATALIS ON XBOX
2024 Arx Insanity Mod-Overhaul-Remaster, a Pedro Ordaz's project. This page and 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. Original textures, models, designs, sounds, music or any other original media reproduced in websites, screenshots, videos or social media are the property of ZeniMax Media Inc.