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Project Absentia News

Project Absentia Demo 8/13/2021 + Updates on Episode 1 going forward

This is an update to Project Absentia's Demo, hopefully the last before we start working on the rest of Episode 1 for the initial early access release.

  • Overhaul E1M4/Asphodel boss battle - she should scale better on lower and higher difficulties
  • Change how E1M1 opens to help show the platforming/gliding mechanics better
  • Minor Fixes to the other maps
  • Other Fixes to the code


Remember, save states might break for this. Which is something I want to talk about.

Due to a limitation in the GZDoom engine, save states might break in some situations.

In the full game, each Episode will be broken up into chapters in a hub, and you can play through the episodes from each chapter onward, through the end of the available game. Each time you beat a boss, the game unlocks.

We're also going to be keeping older builds on certain branches for people who for some reason . They'll be marked in a way so you can continue your old saves.

We will keep you up to date.

Project Absentia 8/12/2021 Update

Project Absentia Demo dated 8/12/2021 has been updated with the following fixes

  • Updated E1M3 a bit more to include a better ending sequence and combat arena - This included a scripted sequence with the primary antagonist of Episode 1.
  • Reworked the Plasma Rifle - fires much faster in primary fire, secondary fire rips through enemies, using static cling to suck in enemies within a radius and electrocute them
  • Fixed a bug in E1M4 where enemies would spawn endlessly
  • Minor art changes here and there
  • Fixes under the hood, too many to count
  • Updated WIGZDoom to latest dev build

Project Absentia Demo Build 8/09/2021

We have released a bug and feature fix for Project Absentia's Demo.

Here are some of the fixes and changes:

  • New Tommy Gun sprite and reloading/ammo swapping sequence
  • Fix some level geometry issues in E1M1 that caused confusion or things to get stuck
  • Add some TNT boxes and a crack sprite to make it more obvious you need to blow up the wall in E1M2
  • Fix some text strings left over from SHDX development
  • Increased the size of hollow point ammo
  • Fix one room in E1M2 to spawn enemies, rather than open trapdoors


NOTE: Save states are not compatible with this. Don't worry, we have something to remedy this in the Episode 1 and beyond version.

Also, a note about the voicework - Down the line we will be working with the VA for Abby to redo some of the lines, maybe add some more, especially for the episode 1 opening. Stay tuned!

-Waffle Iron Studios